Due to limitations, VR remains a novelty at parks. Attraction designers are working to overcome its failings, though, to realize its potential.
A link has been sent to your friend’s email address. Due to limitations in factors such as image quality, gear portability, and glitchy performance, it remains largely a novelty at parks.
(Photo: SeaWorld Parks & Entertainment) Long before the term was even coined, amusement parks and theme parks were offering virtual reality experiences. They had nothing to do with VR headsets or computer-generated imagery of course, but “scenic railways,” slow-moving roller coasters that crudely simulated excursions to faraway places by incorporating painted murals along the route, were popular at parks more than 100 years ago.
They were followed by “dark rides,” which moved passengers in vehicles through indoor show buildings that displayed scenes (often meant to startle and scare riders). When Walt Disney launched the modern theme park era in 1955 at Disneyland, he used filmmaking techniques and other innovations to help tell stories in his dark rides such as Peter Pan’s Flight.
Through the years, the Disney parks and others have introduced animatronics, projected imagery, ride vehicles on robotic arms, and other trickery to transport guests to alternate realities. Actual virtual reality technology has been around for a while, but parks have only embraced it over the last few years. Read more from usatoday.com…
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