Version 2 2024-06-18, 11:37Version 2 2024-06-18, 11:37
Version 1 2018-11-19, 13:26Version 1 2018-11-19, 13:26
journal contribution
posted on 2024-06-18, 11:37authored byJoel Zika
Since the early days of the American amusement park, the ‘Dark Ride’ has been a constant feature. Whether in the form of indoor scenic railway, spook house or walkthrough haunt, it is a universal experience. Taking early advantage of electricity, the dark ride became the earliest example of a fully programmed multimedia experience. It featured elements like triggered sound, lighting and a moving point of view that would not be seen in cinema until years later. With the growing ubiquity of cinema in the 20th century this once revolutionary entertainment became relegated to a position of nostalgic oddity. To this day, the dark ride is the most all-encompassing 360- degree immersive experience available to entertainment audiences. At the turn of the 20th century, the amusement park offered experiences (including the dark ride) that gave access to technological experiences like never before. The sense of embodiment is the common conceptual thread between the user experience of the dark ride and virtual reality. This paper introduces the importance of the dark ride and amusement park as a technical and conceptual influence on virtual reality. It defines five criteria for virtual immersive experiences and the driving concepts that have been evident since the first electric concessions of the 1900s. The examination defines the dark ride format, its relationship to virtual reality and what this format can teach us about building immersive spaces today.
History
Journal
The Official : International Journal of Contemporary Humanities