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Record W6990304128

The design of movie-based theme park attractions : exploring environmental storytelling to create immersive dark ride experiences

2021· other· en· W6990304128 on OpenAlexaff

Bibliographic record

VenueConstellation (Université du Québec à Chicoutimi) · 2021
Typeother
Languageen
Field
Topic
Canadian institutionsUniversité du Québec à Chicoutimi
Fundersnot available
KeywordsTheme (computing)StorytellingTheme parkNarrativeProcess (computing)Graphic designDesign elements and principlesKey (lock)
DOInot available

Abstract

fetched live from OpenAlex

My research dives into the world of theme parks, more specifically into their theming and the immersion it creates for attractions. Disney’s and Universal’s parks, which are found all over the world, are two of the most well-known movie-based theme park resorts. They both respectively make billions of dollars of revenue annually (Statista.com, 2019). Yet the theme park industry isn’t as studied as the video game or the movie industries. There is little theory on how to create these parks, especially the narrative environment in which guests are immersed (Lukas, 2016). I thus wondered: how can the concepts of environmental storytelling help design movie-based theme park attractions? I focused on the environmental storytelling (Jenkins, 2007; Carson, 2000) of theme park attractions, which means how the environment conveys the story. I took this concept from videogame-level design and used it on a theme park dark ride. I studied the four dimensions of this concept, namely: Evocative Spaces, Enacted Stories, Embedded Narratives and Emergent Narratives. Using research-creation, I explored those concepts by designing an attraction that is based on the movie 300 (Snyder, 2006). In a reflective way, I expose my practice as a theme park designer and how I use environmental storytelling. For this I used Photoshop to digitally draw and paint my designs. I also used Maya to 3D model the environments and No Limits 2 to create the roller coaster. The artistic output of my research is a concept art of the attraction. The academic output is having an understanding of the process of creating immersive attractions through environmental storytelling. My results show that the evocative space dimension is the most pertinent for designing an attraction. Moreover, the four dimensions used for video games are not sufficient for theme parks, and another one is needed: kinetic storytelling. Cette recherche s’intéresse au monde des parcs à thème, plus particulièrement leur façon de représenter leur thème et l’immersion créée pour les attractions. Les parcs de Disney et Universal, que l’on trouve dans le monde entier, sont deux des parcs à thèmes les plus connus. Ils génèrent tous deux des milliards de dollars de revenus par an (Statista.com, 2019). Pourtant, l’industrie des parcs à thème n’est pas autant étudiée que celle du jeu vidéo ou celle du cinéma. Il y a peu de théories sur la façon de créer ces parcs, en particulier l’environnement narratif dans lequel les clients sont immergés (Lukas, 2016). Cette recherche se demande alors comment fonctionne l’immersion narrative dans les parcs à thème. Comment le concept de narration environnementale peut-il aider à concevoir des attractions de parc à thème basées sur des films ? Je me concentre sur la narration environnementale (Jenkins, 2007 ; Carson, 2000), c’est-à-dire la façon dont l’environnement transmet l’histoire. Ce concept vient des études du jeu (conception de niveau de jeu vidéo), et est utilisé pour analyser la création d’un dark ride : des montagnes russes dont certaines parties se déroulent en intérieur. J’ai étudié les quatre dimensions de ce concept : les espaces évocateurs, les histoires spatiales, les récits imbriqués et les récits émergents. En utilisant une approche de recherche-création, j’explore ces concepts par la création d’une attraction basée sur le film 300 (Snyder, 2006). D’une manière réflexive, j’expose ma pratique en tant que concepteur de parc à thème et la façon dont j’utilise la narration environnementale. J’ai utilisé Photoshop pour dessiner numériquement, Maya pour modéliser les environnements et No Limits 2 pour créer mes montagnes russes. La production artistique de ma recherche est un concept art de l’attraction. La production académique est un ensemble de connaissances sur le processus de création d’attractions immersives grâce à la narration environnementale. Mes résultats montrent que la dimension évocatrice de l’environnement est la plus pertinente pour la conception d’une attraction de ce type. Par ailleurs, les quatre dimensions utilisées pour les jeux vidéo ne sont pas suffisantes pour les parcs à thèmes, et une autre est nécessaire : la narration cinétique.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.003
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Other · Consensus signal: none
Teacher disagreement score1.000
Threshold uncertainty score0.021

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0020.003
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0000.000
Science and technology studies0.0010.002
Scholarly communication0.0030.003
Open science0.0010.003
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0060.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.035
GPT teacher head0.208
Teacher spread0.173 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreOther

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2021
Admission routes1
Has abstractyes

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