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INTO ORBIT 2. ATTRACTIONS IN SPACE


With commercial space fl ight just a few years away, and plans for hotels in space already on the drawing board, we’re wondering who will be the fi rst operator to announce an attraction in space? Disney? Universal? Merlin? Or an up-and-coming and ambitious Asian or Middle Eastern player? The creative possibilities of zero


gravity are mind boggling when it comes to designing ride concepts, while the journey there, the views and opportunity to space walk would be part of the experience. We imagine a resort and


attraction in space which combines the best of theme park and science centre with an overnight stay.


Blasting off: who will be the fi rst attractions operator to plan a space theme park?


The system used brain scanning headsets


INTERACTIVE TECH 3. BRAIN SCANNING


South African Breweries created an imaginative, interactive game for customers: the Extra Cold Mind Reader. The game challenged drinkers to keep thinking cool thoughts, even when presented with images of extreme heat and other distractions. The more they concentrated on thinking cool thoughts, the more ice cold beer they were rewarded with. The brain-powered technology was


created for Castle Lite beer. The system was designed by


Hellocomputer and built by Thingking, using an EEG headset to measure spontaneous brain activity. The device also picked up on conscious thought, emotion and facial expressions, which it used to control the experience. This tech has huge potential for attractions.


AM 1 2015 ©Cybertrek 2015 Haptic screens and reactive tech will fully immerse visitors in experiences


CUSTOMISATION 4. REACTIVE ENVIRONMENTS/HAPTICS


Traditionally attractions were static, with all input coming from the visitor. Then the industry moved to interactive environments, where visitors could learn by doing, but the experiences were still pre-programmed, with limited outcomes. The next generation of attractions will be built with reactive environments, where multiple outcomes are possible depending on the actions of the visitor. All sensory elements of the experience will be reactive, so each visitor will have a journey through the attraction which is initiated by them and customised for them based on how they react to the elements. This is the next level of engagement and part of the trend


towards customisation. The guests experiences will resonate with them personally and engage all their senses. We’ll see haptic surfaces which react and


change; lighting and sound which respond to the actions of visitors; walls, fl oors and ceilings which move, and built-in tech, such as screens which have sensors that enable them to react to visitors. Attractions will be able to combine


these environments with live (or robot) actors, making it possible for each group member to have a different experience based around a shared core. This principle is being used by operators such as Punchdrunk, with its award winning Sleep No More production in New York.


Read Attractions Management online attractionsmanagement.com/digital 33


PHOTO: © GETTY IMAGES/JOHN LAMB


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