Syncing real motions with simulated environments seemed to work for Spidey (haven't been on HP).
Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."
Yea, but that's a different animal altogether. Spidy's movement is computer controlled, and the end film sequence syncs perfectly with the movement of the ride vehicle. A roller coaster's movement is not computer controlled.
Maybe it should be mentioned... With some people, when the inner ear feels movement that is different that what the eyes see, even slightly (probably ESPECIALLY slightly,) they tend to get very ill. The brain gets mixed signals from two different sources. and nausea and barfing occurs.
I guess it could be done right though. The technology exists, and for all I know, it is being used here. The computer simulation showing in each headset would have to have its axis computer controlled using reality as a guide, if that makes sense. I'm thinking like the iPhone and iPod knows which way is up. ...Or the Wii controller. It just seems a little too complicated for such unpopular results.
That's not even the reason I hate this idea. Who wants their face to be blocked by a TV screen when they are enjoying real, honest-to-goodness roller coaster excitement? Not me.
-Travis
www.youtube.com/TSVisits
Apparently everyone thinks VR and AR are the next big thing. Google just invested $542 million dollars into this project:
http://www.theverge.com/2014/10/21/7026889/magic-leap-google-leads-...ty-startup
Brian
Travis pretty much hit the nail on the head there. Rollercoasters move at different speeds depending on ambient conditions. We are all familiar with how our favorite coasters seem to move slowly on cold mornings, or "really come alive at night."
But can the computerized movie be slowed down or sped up enough to adjust for this?
I've never been sick on a roller coaster. But the first time I rode Harry Potter I was so dizzy I could barely stand and rode the bench for a while after. I attributed it to that very thing. My body (brain, inner ear I suppose) sensed the movement of the vehicle. Many of the scenes, whether they were "live" or film were static. In other words, they stayed stationary in front of me while the ride traveled. It didn't agree with me at all. I've been on the ride five times I think, over two visits, with varying results. A couple of times there was no problem, but on other trips I felt queasy.
Another example of this is Mission Space. While it didn't get to me so much I could easily see why they have a real motion sickness problem with that ride. The vehicle is spinning while you look at different motion on the screen.
The worst of all, for me, was a little ride I came across years ago at Six Flags over Texas. I had seen it at IAAPA and thought it looked like a cool concept. I forget the name, but it was a carousel-type ride with little enclosed pods at the end of spokes. Think Knoebels Looper- it traveled around like that. But once you got in the pod there was a seat, a screen, and a joystick that allowed you to turn or bank the car in response to the "ride" on the screen. I have never been so sick on a ride in my life. The motion of the vehicle didn't match what was on the screen (I was not a good driver of this thing) and there was no outside reference to help me keep my balance. I finally let go of the stick and prayed for the ride to end while I rode around on my head, side, or wherever I was, I couldn't tell. (That time I found a bench by a trash can just in case.)
By the way, I've yet to puke at a park, but those times brought me awfully close. I'm thinking this is the reason I should stay away from any Oculus Rift attached to a real roller coaster or anything else for that matter. I'm not even sure I could handle it sitting still in a chair...
I love Forbidden Journey! I'll confess -- most of the times I've ridden it, I went through the single rider line and ended up in the leftmost seat (as you're facing the ride vehicle). I can't help myself, I peer around the edge of the 'bench' and watch the ride vehicles just behind the one I'm in move along the track.
Life is something that happens when you can't get to sleep.
--Fran Lebowitz
SFNE is making an announcement in february. :)
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slithernoggin said:
I'm having trouble wrapping my brain around the idea of riding a virtual ride whilst riding an actual ride. Why?
Sensory overload
"The term is 'amusement park.' An old Earth name for a place where people could go to see and do all sorts of fascinating things." -Spock, Stardate 3025
Change of scenery.
2 days ago, at the NAIAS (Detroit Auto Show) I tried Oculus Rift for the first time. It was actually quite prevelant at the show. There were quite a few simulations using it.
I did one called "LexusRift" where I drove a Lexus around a racetrack while sitting in a Lexus seat with a steering wheel on a hydraulic base. The other one I did was "Teen Drive 365," a Toyota sponsored distracted driving simulator. In this one, you sat in a real Camry but there was no motion.
Both of these experiences were quite poor, IMO. Neither had very good graphics, and the motion simulator of the Lexus one was more of a distraction than anything else. Now, I understand that this is not a function of Oculus Rift itself, but of the program that was loaded into it.
I can see how it can be totally immersive with a better program loaded in. When the Lexus drive was over, rather than take off the goggles, I found myself reaching for the imaginary door handle. But during the whole experience, I still couldn't help but think how ridiculous I must look to the people around me.
Rest assured, Tommy, no more ridiculous than usual.
:-)
I had a virtual experience in Las Vegas at Sahara at the NASCAR thing they had. All it was was a chair with a large immersive screen and a control/steering wheel so you could "drive" a race car around the track. After 15 minutes of left turns I thought I was gonna puke and rode the bench for a good half hour after. I have a feeling this oculus rift is not for me.
[URL][IMG]I attended an event at sfne today and had the chance to try out oculus rift technology. The park worked with the company on a wicked cyclone simulator program. You put on the headset and look straight a head into a sensor while they set up the program, then they have you move your head around to make sure the visuals are set. Once the program starts and the ride begins you can look around like you are actually on the ride. I rode in the front seat and its pretty cool to turn your head around and see the whole train behind you. It was so realistic that i found myself actually leaning into corners and putting my hands up in the air. There was also a pad on the seat that vibrated to give you the sensation of the train riding on the track. I do have to say that it is kinda disorienting and when the program ends and you stand up you feel a little dizzy like you just got off the ride. They haven't announced it yet as it is still being worked out but its definitely a different experience.
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Could Cedar Point be getting into doing something like this? An app surfaced briefly on Google Play called Cedar Point VR and the publisher was Cedar Fair so it was an official app.
Brian
You can still see it here.
Interestingly, it would appear that it will be tied into the announcement on the 18th as it says "learn more August 18th". I'm not at all suggesting it's part of the new ride coming to CP, but that whatever it is will also be introduced.
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