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Polin’s Largest US Project, Cowabunga Bay, Set to Open in Las Vegas Summer 2014

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[quote]Cowabunga Bay is Polin’s first turnkey contract and largest waterpark project to date in the United States.”[/quote]

Istanbul, Turkey (April 15, 2014) – Construction issues may have delayed the opening of Las Vegas’ newest waterpark. But when Cowabunga Bay opens early this summer, guests will get to experience a ride never before offered anywhere else in the world.

Turbolance - Surf Safari 4Among its many attractions will be the world’s first Surf Safari waterslide. Cowabunga Bay is marketing the ride under the name Wild Surf. Polin designed and created the attraction exclusively for Cowabunga Bay. The giant slide features a four-person raft that begins with a long, rushing trip through the dark followed by a dizzying 55-foot drop into the world’s largest manmade parabolic “wave.” Riders twist and turn along the ride’s path, speeding through unexpected changes in momentum until they shoot through the wave’s crest, get drenched by a water shower spilling from the lip of the wave and slide from side to side, forwards and backwards, before splashing into the pool below.

Shane Huish, one of the original investors in Cowabunga Bay who is now the park’s general manager, is also general manager of the Cowabunga Bay Water Park in Draper, Utah. His family runs three family fun centers, two in suburban Seattle and one near Portland, Ore. He says he was excited about the Surf Safari’s unique slide path, plus the fact that the attraction gives guests a longer riding experience compared to slides with similar features.

“It offers a creative twist to a ride that already offers lots of great heart-pounding excitement,” he said. “Plus, it presents an added thrill to guests waiting in line at the top of the slide tower. From their vantage point, they get a bird’s-eye view of what’s in store as they look down into the funnel and see the riders zipping around inside.”

Originally, Cowabunga Bay’s owners planned to open the park on Memorial Day 2013. But soon after the $23 million park’s December 2012 ribbon-cutting, crews digging into the site hit a layer of caliche. This naturally occurring sedimentary rock is similar to concrete, and its presence slowed construction as workers labored to dig through the hardened material. To complicate matters, the delivery of critical steel-support structures for the slides was delayed.

As management looked at the construction schedule, it became clear that they would be unable to open until late in the summer at the earliest. Thus, rather than maintaining the original fast-paced construction plan, only to be open for a short time before having to close for the season, those in charge decided to postpone the park’s inauguration until the following year.

While the park also underwent changes in ownership that August, those issues never impacted the park’s planned opening for summer 2014.

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Segmented into three areas, the 23-acre site near Galleria Drive and Gibson Road in the city of Henderson will include:

–Aloha Shores, a Hawaiian-themed family-friendly area that includes the Cowabunga Kids Cove, a large play area for kids. The kids’ area will feature a giant, heated shallow pool with 10 mini waterslides, waterfalls, tipping buckets and the Guppy Racer, a scaled-down version of the park’s giant racer slide. The area is accessed via one controlled entrance and exit and will feature seating, shade and rental cabanas for adults.

–Surf City U.S.A., a retro-inspired zone reminiscent of 1950’s California beach-themed movies.

–The Boardwalk, which pays tribute to Atlantic City and the Jersey Shore.

The park, which is being master-planned and plumbed for future expansion, will feature dozens of other rides and attractions in addition to the Wild Surf. The attractions include:

–Surf-a-Rama Wave Pool.Set amidst a 1950’s drive-in theater, this 35,000-square-foot wave pool-one of the largest in Nevada and the centerpiece of the park-will rock heated water into waves up to 4 feet high. Little ones can splash and play as waves break on the beach.

–Zuma ZOOMa. Designed for thrill seekers, this slide (Polin’s Looping Rocket) the park’s tallest attraction features a unique “launch capsule” 73 feet in the air with a trap door on which riders stand. When the door drops open, riders are sent on a thrilling adventure via a high-speed horizontal 360-degree loop.

–Point Panic. Riders on this slide (Polin’s Black Hole) experience a midnight surf-run down a fully enclosed, pitch-black water slide that features Polin’s unique Natural Light Effect technology.

–Surfin’ USA. This one-of-a-kind racing slide (Polin’s Uphil multisurf)- allows six guests at a time to plunge face-first downhill from the 55 foot start point, then it’s up and over a unique speed bump finale.

–Beach Blanket Banzai. This giant raft slide (Polin’s Family Rafting) allows up to four family members and friends to ride together down 600 feet of twist, turns and drops before a gushing finale.

–Rock-a-Hoola.Riders brave a 300-foot-long slide (Polin’sSpace Boat) before entering a giant bowl and whirling around for several revolutions before a thrilling splashdown.

–Surf-A-Go-Go. This 600-foot-long slide (Polin’s Space Shuttle) features two giant “rebound chambers” that cause rider’s to climb the walls and rebound from side to side.

–Cowabunga River. Riders floating on this heated leisure river will cruise by giant surfboards, water features and a groovy ’67 VW bus.

–Boardwalk Bay. Relaxation rules in this care-free pool. Guests will splash in playful fountains or just enjoy the sun as they float their cares away.

–Cowabunga Splash.This water-play structure (Polin’s Aquatower) designed with kids in mind features six stories of bridges, tunnels, net climb and water toys. (Phase 2 expansion)

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In addition to its aquatic attractions, Cowabunga Bay will feature two restaurants, Merchandise, locker rentals, an arcade and private cabana rentals.

General Manager Huish said that an ongoing issue he had faced at the original Cowabunga Bay waterpark in Utah was oxidation of the slides’ finishes. So when he saw the patented Magic Shine finish that Polin adds to all of its slides, he was immediately convinced he had found the right aquatics design firm with which to partner on the Nevada project.

Polin creates the finish, which is smooth and shiny on both sides of each waterslide component, using resin transfer molding (RTM) technology, which is a specialized and the latest composites production technique using closed-molded technology. The important thing is that it is not only about the look, the RTM manufactured waterslides are also physically superior waterslides.

www.polin.com.tr

Attractions Based On Fox’s “Ice Age” Franchise Headed to Indonesian Theme Park

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[quote]Ancol’s Ice Age Arctic Adventure will be one of the biggest Ice Age experiences to date and will be a great place for Ice Age fans of all ages. Ice Age is a phenomenal property with global appeal and the Ancol Resort will be among the first dedicated and immersive Ice Age attractions in the world.” — Roger Houben, 3DBA[/quote]

Jakarta, Indonesia (April 16, 2014) — The Taman Impian Jaya Ancol Resort is ready to end a heat wave as it announces a partnership with Twentieth Century Fox Consumer Products and 3DBA to bring an all-new themed attraction, Ice Age Arctic Adventure, to the Jakarta, Indonesia Resort opening April 2014.

The new Ice Age themed attraction is part of Fox Consumer Products effort to support the continued growth of one of the world’s most popular entertainment franchises. The concept, developed by 20th Century Fox Consumer Products and 3DBA, will give Ice Age fans a special experience with the characters they know and love.

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Inspired by the Ice Age films, guests will get a private arctic tour from Sid in an immersive themed flume ride from Hopkins’ Rides, and they will face Captain Gutt and his minions on the Kontiki Boat Ride from Zierer.

Ice Age is a global phenomenon and we are thrilled that it will be the first Intellectual Property Ancol has ever worked with in developing a new attraction,” said Arinta Wahyuningrum, the Project Manager/Head of design team, on the project at the Taman Impian Jaya Ancol, Jakarta Resort “As Indonesia’s number one theme park and resort destination, we are continually developing the property to ensure our guests receive world-class experiences and bringing the Ice Age Arctic Adventure to the Resort in 2014 allows us to add another first to our existing portfolio of fantastic rides and attractions.”

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“The new Ice Age attraction at Ancol is a first for this region of the world and this expansion is part of our overall commitment to allow fans to experience Ice Age and its characters in new and innovative ways,” said Greg Lombardo, vice president of global location based entertainment at Twentieth Century Fox Consumer Products. “This project is further proof of the incredible popularity that Ice Age enjoys around the globe and specifically in the very important territory of South East Asia.”

Ice Age is one of the world’s most successful animated franchises. The newest film in this beloved franchise, Ice Age 5, is slated for release in 2016. Past films have featured the voice talents of Ray Romano, John Leguizamo, Denis Leary, Seann William Scott, Josh Peck, and Queen Latifah, along with new characters voiced by Jennifer Lopez, Nicki Minaj, Drake, Peter Dinklage, Wanda Sykes, Keke Palmer, Nick Frost, and Aziz Ansari, among others.

ARTWORK COPYRIGHT 20th CENTURY FOX

 

Guests Explore Angkor on New Splash Battle Boat Adventure at PortAventura

[quote]In keeping with the meticulous attention to atmospheric detail that characterizes PortAventura, Angkor: Adventure in the Lost Kingdom is an ambitious recreation of Cambodian temples and jungles, including Hindu and Buddhist references.”[/quote]

Salou, Spain — In recent years, PortAventura has pursued a strategy of continuous expansion with the goal of making the resort a class-leading holiday destination in Europe. To achieve this, it has adopted an internationalization strategy and incorporated new projects every year, investing over €125 million since 2010.

This development plan will continue in the near future with “Ferrari Land”, a new theme park dedicated to the Cavallino Rampante (Ferrari‟s famous “Prancing Horse” logo), and the first Ferrari-themed hotel after PortAventura reached a licensing agreement with the Italian carmaker. The plan is also responsible for two important additions to PortAventura this season: the arrival of Cirque du Soleil as a major feature for the summer and the launch of a spectacular new attraction – Angkor: Adventure in the Lost Kingdom.

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Inspired by the jungles of Asia, this star attraction of 2014 is a ‘battle-boat’ water ride. Its long, ten-minute on-ride time and incredible theme detail make it a leader in its class in Europe. This theming is key to reproducing the ancient temples and lush jungles of Cambodia, making visitors of all ages feel like real adventurers as they explore this fun and exciting environment.

Further refreshing surprises are in store as they use the water-cannons mounted to their rafts to take on interactive challenges. They‟ll discover mysterious villages, snakes rising from the water, tigers hiding in dark caves, monkeys inhabiting ruined temples, and magnificent stone elephants. Passengers can shoot at the targets they find on their way with their water jets or even take aim at other boats and onlookers.

Angkor covers 10,500 m2, a huge space which is almost the equivalent of a complete theme area, and offers a journey time of about 10 minutes. This makes it one of the longest boat ride attractions in Europe. It has been designed by MACK Rides, owner of Germany’s Europa Park and one of the world’s leading manufacturers of resort attractions. Angkor has 14 boats, each seating up to 8 people, and an hourly capacity of 726 people.

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Also new for 2014

Continuous innovation is a priority for PortAventura. That’s why visitors to the resort this year will enjoy free Wi-Fi. It is being progressively rolled out over the park and all four hotels and should cover almost the entire resort by the beginning of high season. Once completed, PortAventura will have the best Wi-Fi coverage of any resort in Europe. To get online, visitors simply need to register using Facebook or their e-mail address.

Another new feature can be found in PortAventura’s Polynesia area: a movie called Submarine Odyssey 4D. Explorers who board the Sea Odyssey submarine can join the crew and take part in an intrepid underwater mission. They’ll find stunning aquatic landscapes, mysterious sea creatures, secret caves, sunken ships and even the ruins of lost civilizations that have disappeared beneath the waves and now form the stage for a thousand undersea adventures.

The season also sees the curtain being raised on a range of new and improved shows and performances. The first, for those who can handle extra excitement after their Angkor ride expedition, is Los Misterios de Angkor (The Mysteries of Angkor), featuring six fantastic acrobats who deliver a jaw-dropping performance of spinning and tumbling virtuosity.

Generation Forever, in the China area’s Gran Teatro Imperial, is a must-see for music lovers. It takes visitors on a round-the-world journey through the music of the 50s, 60s, 70s and 80s, right up to the present day. 13 dancers, 2 singers and 8 acrobats – including 2 from Cirque de Soleil – put on a colourful show full of amazing choreography and performances.

La Magia del Far West (The Magic of the Far West), in PortAventura’s famous Saloon, is an adventure in the company of two crazy magicians who dazzle visitors with their trickery and sleight-of-hand. There is plenty of humour and laughter as objects magically appear and disappear in this fun-filled family show.

Hotel guests can also enjoy the new “VIP visit‟ and babysitting services.

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As well as Angkor: Adventure in the Lost Kingdomand the new shows, PortAventura has another huge attraction for visitors this summer: the world-famous Cirque du Soleil. Their latest production, KOOZA, is an unsurpassable adventure full of acrobats, clowns and circus excitement. PortAventura is the first resort in Europe to host Cirque du Soleil and more than 2,400 visitors will enjoy the show each day.

www.portaventuraworld.com

Audubon Aquarium of the Americas Joining Other AZA Member Zoos and Aquariums in Celebrating Party for the Planet

[quote]Each year, AZA-accredited zoos and aquariums help connect more than 181 million visitors to nature, and these visitors have a strong interest in taking action to help protect the future of the Earth.” — AZA Presdent & CEO Jim Maddy[/quote]

New Orleans, LA, USA  (April 14, 2014) — Throughout the month of April, AZA-accredited zoos and aquariums across North America will host events to raise awareness about conservation, sustainable living and making our Earth a better place to live. On Saturday, April 26, 2014 from 10 a.m. – 3 p.m., Audubon Aquarium will host Party for the Planet, with events including live animal presentations, keeper talks, environmental activities and much more!

“Zoos and aquariums across the country are influential leaders for conservation within their own communities,” said Audubon Nature Institute President and CEO Ron Forman. “Partnering with AZA on events such as this is an effective way to make awareness of all our conservation efforts stretch even further.”

More than 130 of the top zoos and aquariums across North America are throwing the 8th Annual Party for the Planet™ – the largest combined Earth Day celebration in North America.

AZA President & CEO Jim Maddy said, “By participating in Party For the Planet at their local AZA-accredited zoo or aquarium, families will not only learn what they can do to help preserve our planet, but they will also learn about what zoos and aquariums are doing to support conservation efforts worldwide.”

SeaWorld Orlando Announces Viva la Musica Latin Music and Food Festival

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Orlando, FL, USA — Saturdays are heating up at SeaWorld Orlando during Viva la Música, Central Florida’s can’t-miss Latin food and concert festival taking place Saturdays, April 26 through May 17.

Celebrate the food, fun, sights and sounds of Latin culture at this annual festival, featuring live concerts by internationally renowned Latin musical artists, included with park admission.

Enjoy savory Latin cuisine prepared by SeaWorld Orlando’s Executive Chef, Héctor Colón. With more than 20 years experience – and a lifetime enjoying countless Caribbean and Latin dishes – Chef Colόn has added his touch to the traditional Latin favorites such as empanadas, arroz con pollo, carne frita and bacalaítos.

As with all SeaWorld special events, performances are included with admission, Fun Card or annual pass. Viva la Música festival activities begin at 12 p.m. each Saturday, with concerts starting at 3 p.m. at Bayside Stadium:

Saturday, April 26 – Chino y Nacho (reggaeton)

Chino & Nacho is a Venezuelan pop duo, consisting of Jesús Alberto Miranda Perez (Chino) and Miguel Ignacio Mendoza (Nacho). In 2010, the group won a Latin Grammy for Best Urban Album for “Mi Niña Bonita.”  Formerly, the two men were part of the Venezuelan group, Calle Ciega.

Saturday, May 3 –  La India (salsa)

India, also known as the new “Queen of Latin Soul,” made her debut in the music business in the ’80s, with the popular dance group TKA, one of the first Latin free style groups to take over the streets of New York. She is a multi- Grammy Nominee, and has collaborated with renowned vocalists such as Oscar De León, Gloria Estefan and Michael Stuart.

 Saturday, May 10 – Victor Manuelle (salsa)

Originally from Puerto Rico, Victor Manuelle is an international star who has sold out concerts at Madison Square Garden and Carnegie Hall.  “Si Tú Me Besas” reached number one on Billboard’s “Hot Latin Songs” chart.

Saturday, May 17 – Olga Tañón (merengue)

Olga Tañón is a Puerto Rican recording artist whose singing career began when she joined a group called “Las Nenas de Ringo y Jossie” (Ringo and Jossie’s Girls) in the ‘80s. A short time later a very popular group in Puerto Rico called “Chantelle” noticed her mezzo soprano voice and recruited her. Over the course of her career, she has earned two Grammy Awards, three Latin Grammy Awards, and 29 Premio Lo Nuestro Awards.

Viva la Música event dates, times and artists are subject to change.

SeaWorldOrlando.com

Issue #51 – Museums 2014

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project profile: future energy chicago: MSI Chicago delivers powerhouse exhibit featuring interactive gaming• by Martin Palicki
immersive sound: recreating fully realistic environments requires advanced sound technology • interview with Charlie Morrow
fly over Canada: Rick Rothschild and the next generation of immersive attractions • by Joe Kleiman
one on one: Doug Roberts: worldwide telescope, microsoft research • interview by Patrick McPike
big data: how can information and personalization help your institution? • interview with Kathleen Cohen
rearranging the closet: decoding the LGBT exhibit space • by Michael Lesperance
the language of fulldomeby Dan Neafus
Jeri in the sky with diamonds: Jeri Panek’s lifetime of achievement • by Judith Rubin
boundless possibilities: InPark peeks under the dome, and we like what we see!• by Joe Kleiman
project profile: SM Tianjin Science Discovery Center by Matthew Dawson
migrating butterflies: navigating eight cinematic exhibition platforms• by Joe Kleiman

Issue #51 – Editor’s Comments

This issue begins our ten-year anniversary of InPark Magazine.

We have begun the celebration by updating our look. We launched a new website at the end of 2013 and our print publication now reflects that refreshed style.

We are also expanding our reach. This issue was crafted as part of a partnership with IMERSA for their annual Summit last month in Denver. Through our agreement, we published a special Summit program that included select articles from this issue, specially tailored to their audience.

I was especially excited about this partnership as it signaled the great opportunities available as the themed entertainment and attractions worlds learn more about immersive cinema and the giant screen markets. Special thanks to Dan Neafus and Judith Rubin for helping to make it happen.

We also recently completed publishing the TEA Summit Program and Thea Awards Gala Program. These two publications are fantastic resources for our industry and are available through teaconnect.org.

Finally, I’d like to remind everyone that there is still just a little bit more time to take advantage of our “Big Three” trade show ad package. You can secure your spot in our three largest issues that travel to IAAPA’s Attractions Expo (Orlando), Asian Attractions Expo (Beijing) and Euro Attractions Show (Amsterdam).

Thank you for your continued interest in and support of InPark Magazine. Withouth you readers, we wouldn’t be here today!

-Martin Palicki

Project Profile: Future Energy Chicago Museum of Science and Industry delivers powerhouse with new interactive gaming exhibit

by Martin Palicki, photos courtesy J.B. Spector, MSI Chicago

The Museum of Science and Industry (MSI) set out to create a dynamic exhibit targeted to middle school students that introduced them to the current energy landscape and inspire them to think about how they can help create a new energy future. MSI was clear from the beginning that experiential learning was necessary to break the typical mold of science exhibits. The Museum also wanted the exhibit to have a firm foothold in reality. Utilizing real world data (and being able to adjust to that changing data) was important. That meant creating a sophisticated computer and A/V system for the exhibit’s backbone. The Museum turned to Evidence Design, Potion Design and Electrosonic to help develop the overall experience, create the gaming modules and provide the technology to power it all.

Exhibit-goers begin by rediscovering the nature of energy in the dynamic Energy Garden area, where they can transform energy from one form to another via a series of electro-mechanical devices and immerse themselves in a short film that dramatically presents the story of energy in our world. Guests then convert their knowledge into action via a multi-player simulation game in which they design an energy-saving car, house, neighborhood, transportation system and city power grid.

First stop is the Energy Garden where visitors get to play with various electro-mechanical devices to create “energy” —for example, riding a stationary bike will turn on a light.

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After several minutes, the lights around each of the activities dims and attention is drawn to a 20-foot wide curved oval screen at one end of the Energy Garden. A six-minute Future Energy Film provides context for the entire exhibit. The story opens with a sweeping journey across the increasingly complex ways we have extracted energy from Earth’s environment, building to a sense of today’s urgent challenges and the promise of “future energy” now rising on the horizon.

“The film shows that the Energy Garden and interactive games aren’t disembodied experiences,” says film producer Donna Lawrence. “It places the activities the visitor has just completed and will embark on in the context of the full exhibit and the entire energy story.”

While appearing naturally within the room, the curved screen required much more manipulation than expected. The Energy Garden contained a low ceiling space and the team wanted a cinematic experience that wasn’t interrupted by people walking in front of the screen. The only space for the Barco 3-chip DLP short throw projector was mounted to the ceiling, tucked between speaker cans and lighting tracks.

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Short throw lenses need to be on axis with the center of the screen. For a ten-foot tall image, the projector should be roughly at the five-foot mark. With the ceiling-mounted projector positioned well above the top of the oval, the team borrowed technology from dome theaters to adjust for the change in axis. A Seventh Sense media server provides geometric correction and warping to adjust for the curved screen as it feeds the media to the projector.

A pathway leads to the simulation area where the guests form teams and set off to play games at five different interactive stations. Samsung LCD monitors are configured to form the Future House station with sides and a roof, which offers a range of multi-touch interactives with localized audio. The Future Neighborhood game extends the residence concept with more multi-touch interactives.

FE.SEGD.8Future Power illustrates the need for a smart mix of energy on a round table with three overhead Panasonic projectors, while the Future Transportation game is laid out on a polygonal table with two overhead projectors above. Future Car invites guests to design a new vehicle by video mapping images from Panasonic overhead projectors onto a trio of small three-dimensional car models. All of the overhead projectors feature gesture recognition. A 24 by 8-foot scoreboard keeps track of the teams’ interactive gameplay; a pair of edge-blended Barco 3-chip DLP projectors and Tannoy speakers display the scores and announce the winners.

Dr. Patricia Ward was the Museum’s Project Director for the exhibit. The exhibit was designed to be primarily an in-depth experience and secondly, an opportunity for students to play together cooperatively and competitively while learning.

“We designed this to be somewhat of a foil to Science Storms [the Museum’s award-winning permanent physics exhibit from 2010],” explains Dr. Ward. “We wanted this exhibit to be unique and different.”

Ultimately, says Dr. Ward, the objective is for the technology to engage people. “At MSI, we continually push ourselves to develop ever more meaningful experiences, to move away from pushing buttons and observing.”  • • •

Immersive Sound: recreating fully realistic environments requires advanced sound technology

interview with Charlie Morrow, MorrowSound

What is immersive sound and why is it important?

We live in a world of three-dimensional sensations. That is how we understand our environment. 3D sound is sound that moves up and down as well as around.

Present life blends the real and the virtual, the home and workplace, the built with the natural world. With sensations we now shape the real and virtual space we inhabit and share.

Close your eyes and scan the terrain. Turn your head. You can see with your ears, hearing the shape of what is above, below and around you. Walk around and you will navigate with your ears. This is echolocation like that used by bats and sea mammals. A news story from Belgium describes a blind young man who claims to hear colors.

Our sound perception immediately detects changes of sound from physical motion, especially vertical motion, or changes in quality, say loud and soft. Sound perception automatically foregrounds moving sounds, especially those from above and below a person, sounds that can warn of earthquakes, lightning and attacks.

Our minds assume that sound comes from given sources and involuntarily size up and track sound sources. The ear is one hundred percent of the time open for our protection and quicker than the eye.

Immersive 3D soundscapes are projected into physical spaces that have sonic personalities. The 3D soundscapes take over the physical space’s acoustics to create stories, memories, control and often improve sound of place.

Live, rendered or streamed, what is an immersive soundscape?

360-degree experiences are built in layers: continuous immersive ambiences, fixed and moving sounds and interactive events.

3D sounds have size and scale, which are fun to manage in production. Story boarding is useful as is mixing to scale.

We create an electronic three-dimensional soundscape with the composite sound from many loudspeakers, each fed with a separate digitally controlled signal. This fully engages the attention and can be mixed with directional speakers sound for localized sound.

Immersive is an alternative to the overhead speaker sound in many airports and restaurants or the sound of stereo speakers at one end of a room. They produce a kind of drapery or sound furniture, to quote Erik Satie.

How about immersive sound for the Oculus Rift VR?

Our sound engine works with game engines to produce continuous changes of perspective and color. You can compose the behavior of virtual sound space and enjoy on headphones or speakers.

How does your company’s product True3D software minimize hardware requirements?

Using off the shelf, same-model loudspeakers, the 3D illusion works with inexpensive as well as high-end devices. True3D software creates immersive three-dimensional soundscapes by delivering digitally controlled sound to a matrix of loudspeakers above and below the heads of listeners.

Because the total effect is atmospheric, ear-level speakers are avoided except where a point source is needed.

Standard devices like mac mini’s, MOTU & RME soundcards as well as plugin for larger systems are specified.

Content can be linear, generative and interactive,  MorrowSound has programmed sound years for hospitals and work places.

How do you handle small and large sound spaces?

The True3D experience is created with 8.1 sound cube audio zones from 8 to 30 feet sides. The zones can be coupled together in larger spaces to create whole-space effects, or can be operated separately to create localized effects within each zone.

What format sound can be played or expanded to 3D?

True3D expands mono, stereo,double M/S,  binaural or 5.1 sources to 8.1 or larger.  Sound can be montaged in 3D or decoded from B Format microphones.

How do you handle prototyping & large scale mixes?

Whether creating immersive sound for the Oculus or zoned sound for physical spaces, we provide prototyping systems.  To make sound believably move through a 300-foot tunnel, one needs to mix at scale.

Why is Immersive Sound important for an attraction owner/designer or museum professional? What does this new technology really do?

Three-dimensional immersive sound environments can scare you, thrill you – give near death experiences like being run over by a locomotive or colliding with a comet. It can sonically transport you to another place, like virtually relaxing on a warm beach while lying in a hospital.

There is also an element of fantasy. It can put you on-stage with the band or behind the controls with the formula one driver. • • •

FlyOver Canada: Rick Rothschild and the next generation of immersive attractions

interview by Joe Kleiman

FlyOver Canada, a next-generation attraction simulating the sensation of flight, opened June 29, 2013 at Vancouver’s Canada Place. Rick Rothschild of FAR Out! Creative Direction served as Creative Director on the project. A former President of the Themed Entertainment Association (TEA) and Senior VP – Executive Show Director at Walt Disney Imagineering, Rothschild previously had served as Show Director on Soarin’ Over California, a flagship attraction at Disney California Adventure park.

FlyOver Canada is a next-generation flying/gliding, media-based motion attraction in the style of Soarin’. What are the key elements that make this experience distinct from earlier genres of motion theater such as represented by Star Tours and Back to the Future – The Ride?

With rides like Star Tours, the idea is that you’re in a vehicle. You view the world through a window while moving through an environment. In contrast, FlyOver Canada gives you the opportunity to look around the world you are flying across, without the intermediary of a vehicle. The experience is much more like that of a bird flying forward and moving around as it flies – or like being Peter Pan – which was in fact much of the inspiration for me. Guests can move their head to view the world around them much like a bird while the sensation of surrounding motion is created by our camera, attached by a gyro mount to the helicopter.

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Another important distinction is the live-action capture. With FlyOver Canada as with Soarin’, the action is all live action as compared to a large number of simulator experiences that are principally produced as CG fantasy based environments. FlyOver is about experiencing real places and extraordinary environments in a way not seen before. It ends up being a very personal experience.

In terms of technology and technical design, how would you compare Soarin’ and FlyOver Canada?

Here are some of the similarities. Guests view a dome- based experience while suspended in nine, open-air, flying vehicles. The orientation of the guest in relation to the dome screen, the idea of having image below you, to the side, in front of you, and somewhat truncated at the top are all quite similar.

Now for the important differences. What distinguishes FlyOver first is that the production is all-digital. Soarin’ was shot on film in the IMAX 15 perforation/70mm format; we filmed and projected at 48 frames per second (fps). FlyOver was captured and is presented digitally; shot and projected in 4K digital at 60 fps. With high resolution and higher frame rate, it’s like watching 3D without glasses. The closest objects we captured in FlyOver are probably 15-20 feet from you, but for the most part, everything’s beyond the surface of the screen, out beyond 30 feet in the actual shot, which is past the projection surface of the dome from the guest’s eye. Everything you look at feels natural and real with appropriate parallax. Being able to experience this attraction with no glasses also adds to the sense of reality, given we have added effects like mist and wind.

We filmed with a Phantom 65 digital camera with a Nikon spherical lens. We are projecting with the first commercial installation of a Christie 4K 60 frame projector in the world, with a specially designed and manufactured lens from Schneider Optics. Given our principal capture was digital, it opened up the creative opportunity for us to do a number of unique transitions and effects in post production.

Finally, there’s the length of the attraction. At almost a full 8 minutes, its nearly double the length of Soarin’. Because of this, we were able to shoot in more locations. Conceptually, we wanted to create something that appropriately showcased the landscape and the diversity of the breadth of Canada. Not constrained by capacity and hourly numbers that theme parks demand, the longer experience also allowed us to have sequences that are a little bit longer than the individual sequences in Soarin’.

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You also recently worked on a dome with a very different purpose – the Adler Planetarium. What similarities and differences did you find between the Adler and FlyOver Canada?

They are two very different kinds of experiences and applications of dome technology. With the Adler, the dome was a fulldome application, with the viewer orientation being from a flat floor, so the principal immersive experience is above and around the viewer. With FlyOver Canada, the dome is a truncated, vertical half-dome, with the view orientation being from a ride seat that suspends the guest directly in front of the dome, providing an immersive experience in front, below and around the viewer.

The Adler image is provided with over 20 projectors, tiled together creating the perfect system for extremely high contrast (ultra-black) playback, which is perfect for a deep-space planetarium experience. The FlyOver image is provided with a single projector, avoiding all of the tiling issues, given that it is used to project real world daylight and nighttime images of natural settings, where variation of color, even subtle, that results from tiling would be extremely disruptive to the experience.

They really are two very different experiences driven by fundamentally different creative needs. Mostly different, with the exception they both use spherical projection surface to immerse the guests.

How do domes, anamorphic screens, and 360 cinema systems affect the public’s perception of a film?

First of all, I view these kind of spaces as experiences, rather than films in a traditional sense. Films traditionally can be used to tell lengthy dialogue or narrative intensive stories. The experiences I spend much of my time developing are way less dialog/narrative intensive “stories.” So, with the understanding of that central difference, it is my hope that the with the use of the variety of technologies, the guest can reach a point in their experience when they lose all sense of disbelief and become fully “immersed” in the experience. Clearly, the opportunity of much higher projection and capture frame rate stands out as a most important element in helping to produce this immersive effect with dome experiences that I don’t think are as necessary for much of traditional film/video storytelling. In many cases, having a dome experience without the use of 3D can provide an even more immersive experience than with it.

How is FlyOver Canada owned and operated?

FlyOver is a separately ticketed, standalone attraction in Canada Place in downtown Vancouver. Soaring Attractions is the Canadian entity that created and operates it. The two principals in this company are Stephen Geddes and Andrew Strang. They’re both Canadians and Vancouver residents.

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Tell us about the ride technology you selected.

Brogent Technologies is the manufacturer of the ride vehicle. They have an association with Vekoma, which allows them to leverage Vekoma’s substantial expertise in ride manufacturing as well as its sales and marketing resources. Brogent developed the vehicle on their own, and E-DA park in Southern Taiwan is the site of their first system installation. Brogent, which is also based in Taiwan, has a strong background in advanced flight simulator technology.

Each of our ride vehicles has a full six degrees of movement, with all the benefits of advances in engineering and technology since Soarin’ was first created to help us provide a step up in flying ride experiences.

What were some of the challenges and solutions of retrofitting the building at Canada Place to house FlyOver Canada?

Any challenge one faces, whether a blank piece of paper or a preexisting facility, comes with constraints that you begin to work with. In the case of FlyOver Canada, the constraints started with the facility. This was not just a preexisting facility, but a preexisting facility on a large harbor pier several floors above pilings that also support a full convention center that sits directly below the original theater space. So there were both spatial and structural challenges to integrating our dome and ride system.

The space dictated that we could only have a dome 19m (60ft) in diameter. For comparison, each of the Soarin’ domes is around 84 ft in diameter, and the capacity of Soarin’ is 87 people. Due to the smaller dome, FlyOver‘s capacity is 61 people. There are nine vehicles (3 tiers, each with 3 vehicles) with both systems.

There are key differences between FlyOver and Soarin’ in how the dome is entered and the size of the vehicles. Soarin’ has single-level boarding, which is proprietary to that attraction. Everything at FlyOver is a bit smaller and our guests first take stairways to one of three levels outside the dome ride experience to board. The FlyOver ride support structure looks a lot like the old Hollywood Squares set, with each of the “squares” containing one of the ride vehicles.

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The FlyOver building originally housed an IMAX theater. We removed the concrete floor and support structure of the theater, and drove several new columns below the convention center to support the ride.

The size of the building wasn’t the only constraint on the size of the dome. With current digital video projection technology, we would be unable to do a Soarin’ size ride without tiling multiple projectors. Practically speaking, our 60-ft dome is the maximum size for the state-of-the-art, single-projector technology we have in place to operate efficiently.

Can you give an example where the immersive technology didn’t work by being detached from the story?

I’m not one to publicly criticize others’ work. I will say that there are examples out there where the lack of appropriate coordination and programming of the various technologies used to create immersive experiences aren’t well done, such that there is incongruity between various elements (say motion of a vehicle and motion in the media) that continually disrupts and takes you out of the “reality” of the experience you hope to enjoy. Other elements such as low resolution and dim, low-contrast image will also detract from the experience. The whole trick, if you will, with what we hopefully do in creating immersive stories and experiences is to transport the guest into the created reality we are presenting.

How has projection mapping changed the entertainment industry?

Mapping is a great tool. It allows us to place images within larger environments and context. It started out being as a novelty, with clever use of large textural surfaces becoming canvases for projected motion graphics and animation. The audiences have become somewhat accustomed now to the “basics”; they aren’t as awed by what the technology can do, which creates both challenge and opportunity to use the ability and technology to create some real “magic.”

How do you see immersive media changing the way stories are told in the future?

Technology in all forms provides artists the opportunity to bring their dreams to reality… the more sophisticated and accessible the technology, the more the creative spirit and mind can find opportunity to bring their dreams to reality. So to me, that isn’t necessarily the core question… the question is really what dreams do I have as a designer/storyteller that will be fun, meaningful, emotionally impacting to an audience, knowing that the tools we have just keep providing us more and more opportunity to create magical solutions to telling those stories and revealing those dreams. • • •