20 Oct 2018 | Digital editions, magazines, websites, e-zines, handbooks and contract publishing for the leisure industry

Attractions Management issue 3, 2018 is now out!


Attractions Management bloggers:

Liz Terry
Leisure Media

Kate Cracknell
Health Club Management

Eva McDiarmid
Chief Executive,

Kurt Janson
Policy Director,
Tourism Alliance

Ufi Ibrahim
Chief Executive,
British Hospitality Association

Aleatha Ezra
Director of park member development,
World Waterpark Association

Jennifer Fields
Communications Coordinator,
Association of Zoos and Aquariums

John Goodbody
Sports Journalist

Sam Coulstock
Customer Relationship Director,

Tim Lewthwaite
Publications manager,
Association of Zoos and Aquariums

Maria Zolotonosa
Project Manager,

Linda Cendes
Program Assistant, Comms,

Julie Becker
Communications and Events Manager,

Michel Buchel
President of Ecsite and CEO of NEMO, Amsetrdan,

Hannah Carmichael
Membership Services Manager,

Antonio Gomes Da Costa
Co-ordinator of PLACES,

Jean-Baptiste Desbois
Director General,
Cité de l'espace

Hans Gubbels
Continium Discovery Center, NL

Maya Halevy
Bloomfield Science Museum, Jerusalem

Sheena Laursen
Director of international Affairs,

Adrian Mahon

Valentina Montalto
EU consultant,
KEA European Affairs

Matt Partridge
Executive board member,

Malcolm Roughead
Chief Executive,

Lucy Schweingruber
Fundraising and Events Manager,

Andrew Wade
Lawrence Graham LLP

Duncan Wood-Allum
Sport, Leisure and Culture Consultancy

Staying ahead

02 Mar 2016
by Liz Terry, CEO, Leisure Media
Every sector, from museums to theme parks, needs to tackle the tech challenge in its own way

After decades of crazy inventions being the stuff of sci-fi, this year marks the point where they hit the mainstream, with affordable tech coming to market in everything from VR to drones, robots and augmented reality. We need to grab it with both hands, figure it out and make it our own.

Visitors expect their attractions experiences to be more astonishing, exciting, immersive, engaging and high-end than anything they can get at home or simply buy for themselves off the shelf.

This has always been a fundamental challenge for attractions, and as consumer electronics suppliers push out evermore sophisticated products at evermore affordable prices, the competition is accelerating, intensifying and shape-shifting.

All operators need to take a view on this – where do you stand on technology? How will you harness it, how will you pay for it, how will you integrate it into your attraction in an effective, appropriate way to enhance the entire experience?

New tech is coming at us thick and fast in all areas from VR to augmented reality, robots, holograms, drones, beacons, Internet of Things sensors and micro-controllers. Many of these inventions, products and ideas are not new, but are moving from being concepts to practical, affordable and implementable options.

VR tech is advancing so rapidly, for example, that some very cool tools will be available at entry-level prices within a year, including VR functionality on smart phones. This means we’ll see competition emerging in the most unexpected places.

And other tech is coming on-stream fast. Only last month, real-time holographic American football was announced for Microsoft’s HoloLens, enabling fans to watch games live as holograms, replay them and even be among the action. This means we’ll be competing even more directly with the sports market than at present, unless we move to collaborate.

Also making fast progress is emerging tech giant Magic Leap, which just scored another round of funding – US$800m – for further development of its augmented reality lightfield device (see Attractions Management 2016 issue 1
page 32). This will have amazing applications for museums and science centres when it’s brought to market.
Every sector – from museums to theme parks – needs to tackle the challenge its own way, but the one thing industry experts agree on is the importance of keeping up with change.

Speaking at the Museum Tech conference recently (see Attractions Management 2016 issue 1 page 32), a Museum Association panel of experts told delegates “risks must be taken to develop new technologies, with those playing it safe risking getting left behind.” They advocated testing tech within attractions environments and committing wholeheartedly to innovation.

There’s a role for sleight of hand in some applications: by combining VR with existing rollercoasters, the world’s leading theme parks are reskinning existing attractions and creating new ones within tight budgets: Universal Studios Japan has added VR to an existing coaster as part of its ‘Cool Japan’ pop-up attraction, while Alton Towers is gearing up for the relaunch of its Air rollercoaster as Galactica, a space-themed VR ride. Nine more VR coasters are expected to open this year as parks tap into this ‘software refresher’ for rides.

So it’s not just about buying in the latest tech, we need to be creative with the application and make it our own to stay competitive and continue to meet the expectations of visitors.

Read Attractions Management 2016 issue 1 online

Tags: Attractions Management  heritage & museums  theme & waterparks  arts & culture  visitor attractions 

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