Dynamic adventure narrative system for amusement parks

By using a dynamic, adventure-based narrative system that communicates with the amusement park system through computing devices, virtual queues, and personalized tasks, the problem of long wait times at amusement park attractions is addressed, improving customer experience and attraction capacity utilization efficiency.

CN114080262BActive Publication Date: 2025-10-28UNIVERSAL CITY STUDIOS LLC
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Patent Information

Application Number
CN202080051452.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-10-23
Filing Date
2020-07-07
Publication Date
2025-10-28
Estimated Expiration
2040-07-07

AI Technical Summary

Technical Problem

The long wait times at some attractions in the amusement park limit the customer experience, and the lack of entertainment while waiting in the queue area affects the overall enjoyment of the visit.

Method used

Through a dynamic, adventure-based narrative system that uses computing devices to communicate with the amusement park system, customers are virtually placed in queues at attractions, and personalized, interactive tasks and activities are provided. This allows customers to participate in an adventure-style narrative while waiting, and the difficulty and pace of tasks are dynamically adjusted to adapt to changes in attraction capacity.

Benefits of technology

Effectively managing waiting times enhances the customer experience at the amusement park, increases interactivity, reduces boredom while waiting in queues, optimizes attraction capacity utilization, and ensures customers arrive at their destination at the expected time.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A dynamic adventure-based experience system for an amusement park includes: a memory storing instructions; and a processor configured to execute the instructions to cause the processor to receive user input from a computing device instructing the initiation of a dynamic adventure-based narrative, wherein the dynamic adventure-based narrative includes multiple sets of information. The instructions further cause the processor to: place an identifier associated with the computing device in a virtual queue associated with the narrative endpoint of the amusement park; select an information set from the multiple information sets based on determined parameters, wherein the information set is associated with a requested task; and output the information set to the computing device.
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Description

[0001] Cross-reference to related applications

[0002] This application claims priority and interest in U.S. Provisional Application No. 62 / 874369, filed July 15, 2019, entitled “Narrative System for Dynamic Adventures in Amusement Parks,” which is hereby incorporated by reference. Background Art

[0003] This disclosure generally relates to the field of amusement parks. Specifically, embodiments of this disclosure relate to techniques for managing corresponding wait times at various attractions within an amusement park.

[0004] This section aims to introduce the reader to various technical aspects that may relate to the various aspects of this disclosure, which are described below. This discussion is intended to provide the reader with background information to facilitate a better understanding of the various aspects of this disclosure. Therefore, it should be noted that these statements are to be read from this perspective, rather than as an admission of prior art.

[0005] Amusement parks experience continuous growth in popularity and typically have a large number of customers at any given time. As a result, some attractions within an amusement park may always be full. For this reason, customers may have to wait in a queuing area (e.g., a line) before experiencing an attraction. While waiting in a queuing area, customers may have limited enjoyment. For example, customers may physically line up in a queue (e.g., stand) until it is their turn to participate in an attraction. Therefore, waiting in a line can reduce the enjoyment of customers at the amusement park. Additionally, while waiting in a queuing area, customers will not be able to spend time at other attractions. Thus, the experience for each customer may be limited due to waiting in a queuing area. Summary of the Invention

[0006] Certain embodiments corresponding in scope to the originally claimed subject matter are summarized below. These embodiments are not intended to limit the scope of this disclosure, but rather are intended only to provide a brief overview of some of the disclosed embodiments. In fact, this disclosure may include a wide variety of forms that may be similar to or different from the embodiments set forth below.

[0007] In one embodiment, a dynamic adventure-based experience system for an amusement park includes: a memory storing instructions; and a processor configured to execute the instructions to cause the processor to receive user input from a computing device instructing the initiation of a dynamic adventure-based narrative, wherein the dynamic adventure-based narrative includes multiple sets of information. The instructions further cause the processor to: place an identifier associated with the computing device in a virtual queue associated with the narrative endpoint of the amusement park; select an information set from the multiple information sets based on determined parameters, wherein the information set is associated with a requested task; and output the information set to the computing device.

[0008] In one embodiment, an amusement park system includes a dynamic adventure-based experience system configured to: receive input transmitted from a user's computing device at an initial time, wherein the input indicates the commencement of a dynamic adventure-based narrative; place the user in a virtual queue associated with an endpoint of the adventure-based narrative; and determine an expected time for the user to reach the endpoint of the adventure-based narrative, wherein the expected time is based on availability at the endpoint. The dynamic adventure-based experience system is further configured to select a series of tasks to be completed by the user, wherein the series of tasks is selected such that the estimated time for completing the series of tasks corresponds to the difference between the current time and the expected time; and output instructions associated with a task in the series of tasks to the computing device. The amusement park system also includes at least one interactive element associated with the task, wherein the at least one interactive element is configured to provide feedback to the dynamic adventure-based experience system indicating task completion.

[0009] In one embodiment, a controller for an amusement park system includes a tangible non-transitory computer-readable medium having computer-executable instructions stored thereon. When executed, the computer-executable instructions are configured to cause one or more processors to receive user input from a computing device of a customer group within the amusement park system. The user input indicates the initiation of a dynamic, adventure-based narrative, and the dynamic, adventure-based narrative includes multiple sets of information. The computer-executable instructions are further configured to place the customer group in a virtual queue associated with a narrative endpoint of the amusement park; select an information set from the multiple information sets based on determined parameters, wherein the information set is associated with a task in a series of tasks; and output the information set to the computing device. Attached Figure Description

[0010] These and other features, aspects, and advantages of this disclosure will become better understood when the following detailed description is read with reference to the accompanying drawings, in which the same characters denote the same parts throughout the drawings, wherein:

[0011] Figure 1This is a schematic diagram of an embodiment of an amusement park according to aspects of the present disclosure, the amusement park having a dynamic adventure-based experience system configured to manage wait times for certain attractions in the amusement park;

[0012] Figure 2 This is a schematic diagram of an embodiment of a communication system that, according to aspects of this disclosure, links together a dynamic, adventure-based experience system, a customer base, and a narrative endpoint.

[0013] Figure 3 This is a schematic diagram of an embodiment of a dynamic adventure-based experience system communicatively coupled to one of the customer groups according to aspects of this disclosure;

[0014] Figure 4 This is a schematic diagram of an embodiment of an attraction element of an amusement park configured to interact with various objects to complete a dynamic, adventure-based narrative task, according to aspects of this disclosure.

[0015] Figure 5 It is a schematic diagram of a series of tasks implemented according to aspects of this disclosure to reach the narrative endpoint;

[0016] Figure 6 This is a flowchart of an embodiment of a method for providing a dynamic, adventure-based narrative to a customer base, according to aspects of this disclosure;

[0017] Figure 7 This is a flowchart illustrating an embodiment of a method for performing a task in response to a dynamic, exploration-based narrative, according to aspects of this disclosure; and

[0018] Figure 8 This is a flowchart of an embodiment of a method for responding to interruptions in a dynamic, exploration-based narrative, according to aspects of this disclosure. Detailed Implementation

[0019] One or more specific embodiments of this disclosure will be described below. To provide a concise description of these embodiments, not all features of an actual implementation may be described in this specification. It should be appreciated that, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developer's specific goals, which may vary depending on the implementation, such as compliance with system-related constraints and business-related constraints. Furthermore, it should be appreciated that such development efforts may be complex and time-consuming, but for those skilled in the art who benefit from this disclosure, such development efforts will be nothing more than routine tasks of design, fabrication, and manufacturing.

[0020] When describing elements of various embodiments of this disclosure, the articles “a,” “an,” and “the” are intended to mean the presence of one or more of the elements. The terms “comprising,” “including,” and “having” are intended to be inclusive and mean that additional elements may be present in addition to those listed. Furthermore, it should be noted that references to “an embodiment” or “an embodiment” in this disclosure are not intended to be construed as excluding the existence of additional embodiments that also incorporate the described features.

[0021] Amusement parks or theme parks can have many attractions to entertain a wide variety of customers. For example, attractions might include roller coasters, log chutes, shows, character meet-and-greets, and so on. Each attraction has a limited capacity. In other words, each attraction may have a certain number of available spaces to accommodate a threshold number of customers for the amusement park. If the number of available spaces is full, additional customers may have to wait before experiencing the attraction until another available space opens. As an example, for a roller coaster attraction, an available space might open when the roller coaster train completes its track circuit. Passengers on the train will then disembark to allow the train to receive other customers.

[0022] As amusement parks become more popular, the average number of visitors per day will increase. For this reason, many attractions at the amusement park will be full on any given day, causing customers to wait to experience those attractions. In particular, some attractions (such as character meet-and-greets) may have very limited capacity, and customers may experience long wait times before being able to experience them. Each attraction may have a queue area, such as a line, where customers can physically wait. The queue area may offer entertainment such as music and / or video displays. However, such entertainment may not be sufficiently entertaining, and customers may feel bored while waiting in the queue area. Thus, waiting in the queue area can limit the customer experience. Furthermore, while physically present in the queue area, customers will not be able to experience other attractions, further limiting the customer experience. In some cases, some customers may be unwilling to wait to experience certain attractions. Therefore, customers may bypass such attractions during their visit to the amusement park. Providing a positive overall experience for amusement park customers requires addressing the issues related to managing wait times associated with certain attractions. In some cases, customers may be prevented from returning to a particular amusement park due to the negative experience associated with long wait times.

[0023] It is now recognized that limiting wait times associated with certain attractions can provide a more positive overall experience for customers at amusement parks. Therefore, this disclosure relates to a system that virtually places customers or groups of customers in queues for one or more specific attractions and offers activities to customers while they queue. For example, a customer can use a computing device to communicate with the system and initiate an adventure-based narrative that places the customer in a virtual queue for a specific attraction. The system can then communicate with the computing device to offer customers a variety of activities within the adventure-based narrative that they can complete before visiting the attraction. Activities can be offered in the form of storylines that provide customers with a more interactive and enjoyable experience. As an example, the system can provide certain clues or instructions to the computing device, and the customer will use the provided clues or instructions to complete a task. The clues and / or tasks can be associated with a specific goal (e.g., puzzle-solving) and / or a theme (e.g., a noir setting) to provide a more immersive experience. Furthermore, activities can be dynamically selected based on certain parameters of the amusement park and / or the customer. In this way, the system can offer customers a wide variety of different and more personalized activities that encourage their participation in the adventure-based narrative. Therefore, the adventure-based narrative entertains customers while they wait in a virtual queue.

[0024] By providing adventure-based narratives with flexible and variable tasks, amusement parks can dynamically control the arrival of customers at the desired final attraction at the expected time. In this way, adventure-based narratives act as invisible queues by guiding customers to locations that can be distributed throughout the amusement park during the narrative's progression and causing customers to gather at the final attraction at specific times. Moreover, customers experience queuing as an engaging activity. Furthermore, the amount of time spent on the adventure-based narrative is dynamic, allowing some customers to be pushed forward (i.e., reduce the amount of time spent on the adventure-based narrative) or blocked (i.e., increase the amount of time spent on the adventure-based narrative) in the virtual queue to adapt to the capacity of the desired final attraction in ways that are imperceptible to the customers themselves. Since certain types of attractions (such as character meet-and-greets) may be flexible within a certain time frame (e.g., 5-20 minutes), adventure-based narratives can respond in real time to variability in terms of attraction throughput. For example, if a customer or group of customers spends only five minutes at a role meet-up instead of the assigned 15 minutes, the system updates the queue by pushing subsequent customers forward before their scheduled time and / or by selecting the nearest available customer to advance to the role meet-up location. This ensures that roles are not idle but are waiting for the next customer. In this way, high-value, low-capacity attractions can be maintained at maximum capacity throughout the day to allow for as much customer interaction as possible while avoiding long queues at such attractions.

[0025] Now turn to the attached image. Figure 1 This is a schematic diagram of an embodiment of amusement park 50, which has a dynamic adventure-based experience system 52 configured to manage wait times for certain attractions within the amusement park 50. The dynamic adventure-based experience system 52 can communicate (e.g., wirelessly coupled to) various customer groups 54 (e.g., at least one corresponding computing device of customer group 54) that are visiting the amusement park 50 and located at various attractions 56 within the amusement park 50. As described herein, each customer group 54 may include single or multiple customers associated with each other, such as family, friends, colleagues, etc., generally visiting attractions 56 together. The illustrated amusement park 50 includes a first customer group 54A at a first attraction 56A, a second customer group 54B at a second attraction 56B, a third customer group 54C at a third attraction 56C, a fourth customer group 54D at a fourth attraction 56D, and a fifth customer group 54E at a location associated with a narrative endpoint 58. However, the amusement park 50 may include any number of customer groups 54 at any number of attractions 56. Each customer group 54 can communicate with the dynamic adventure-based experience system 52 to participate in the adventure-based narrative provided by the dynamic adventure-based experience system 52.

[0026] In an embodiment, the dynamic adventure-based experience system 52 may include a controller configured to facilitate the provision of adventure-based narratives and / or communicatively coupled to the controller. The controller may have a memory 60 and a processor 62. The memory 60 may include volatile memory (such as random access memory (RAM)) and / or non-volatile memory (such as read-only memory (ROM), optical disc drive, hard disk drive, solid-state drive) or any other non-transitory computer-readable medium including instructions to operate the dynamic adventure-based experience system 52 to provide information to a customer group 54. The processor 62 may be configured to execute such instructions. For example, the processor 62 may include one or more application-specific integrated circuits (ASICs), one or more field-programmable gate arrays (FPGAs), one or more general-purpose processors, or any combination thereof.

[0027] The adventure-based narrative provided by the dynamic adventure-based experience system 52 can entertain different customer groups 54 before they experience a narrative endpoint 58, which can be a reward, attraction, or other desirable feature associated with the amusement park 50. In one embodiment, the narrative endpoint 58 can be a limited-capacity attraction popular with customers visiting the amusement park 50. In additional or alternative embodiments, the narrative endpoint 58 can be a discount, access to a restricted area of ​​the amusement park 50, a special version of one of the attractions 56, a souvenir, another suitable reward, or any combination thereof. The narrative endpoint 58 can be associated with one or more endpoint locations where the customer group 54 is guided to that endpoint location within an estimated time or time range consistent with the estimated time associated with completing the selected adventure-based narrative of the dynamic adventure-based experience system 52 and traveling to the endpoint location of the narrative endpoint 58.

[0028] Each of the customer groups 54 can communicate with a dynamic adventure-based experience system 52, which will be placed in a virtual queue at the narrative endpoint 58. When placing customer groups 54 in the virtual queue (e.g., in the order in which they communicate with the dynamic adventure-based experience system 52), the dynamic adventure-based experience system 52 can also initiate a unique adventure-based narrative to each customer group 54. Each adventure-based narrative includes various sets of information that can be associated with a requested task to be completed by the customer group 54. Tasks can be completed sequentially, with the next set of information provided only after the task associated with the previous set of information has been completed. Therefore, since each task is provided on demand, rather than as a trip for one or more customers in the customer group 54, the task set can be modified to accommodate changes in capacity or throughput at the narrative endpoint 58 without confusing customers. For example, the dynamic adventure-based experience system 52 may add additional tasks when the narrative endpoint 58 is experiencing delays. The dynamic adventure-based experience system 52 may remove certain tasks when the narrative endpoint 58 is running ahead of schedule. The dynamic adventure-based experience system 52 can implement all adjustments without the customer being aware of the changes and therefore without being aware of any changes in the estimated time associated with reaching the narrative endpoint 58.

[0029] The dynamic adventure-based experience system 52 can select a series of tasks and associated task-related information sets to offer to a customer group 54 based on determined parameters. The customer group 54 can then work to complete the requested task associated with the provided information set. Upon completion of the requested task, the dynamic adventure-based experience system 52 can select another information set associated with another requested task to be presented to the customer group 54 based on updated determined parameters. Thus, while the customer group 54 is in a virtual queue for entertainment, the dynamic adventure-based experience system 52 can continuously provide the customer group 54 with requested tasks, and these requested tasks can be more personalized to provide a more interactive dynamic adventure-based narrative.

[0030] Generally, a dynamic, adventure-based narrative occupies customer group 54 until customer group 54 has made progress through a virtual queue to arrive at the location associated with the narrative endpoint 58 at the expected time. For example, the virtual queue may have an associated waiting time before customer group 54 can advance to the narrative endpoint 58 at the expected time. The dynamic, adventure-based narrative can provide activities for customer group 54 until that waiting time has elapsed. The waiting time may be associated with available time slots in terms of capacity for the narrative endpoint 58. In this way, customer group 54 can wait to experience the narrative endpoint 58 without sacrificing time spent at other areas or attractions 56 of the amusement park 50. Furthermore, customers in customer group 54 can be entertained while waiting by engaging in various activities that may include puzzles, surveys, quizzes, treasure hunts, etc. Thus, the dynamic, adventure-based experience system 52 can enhance the overall experience of customers visiting the amusement park 50.

[0031] In one embodiment, the dynamic adventure-based experience system 52 may be communicatively coupled to a sensor 64 configured to determine parameters used by the dynamic adventure-based experience system 52 to determine which set of information to provide to customer groups 54. This parameter may be associated with amusement park 50 and may include time of day, weather conditions, population density of areas within amusement park 50, etc. Alternatively or additionally, the dynamic adventure-based experience system 52 may be configured to receive this parameter from each customer group 54 (e.g., via a corresponding computing device), and this parameter may include the number of customers in each customer group 54, the location of each customer group 54, etc. Based on the parameters of amusement park 50 and / or the parameters of each customer group 54, the dynamic adventure-based experience system 52 may select specific tasks or activities to be performed for each customer group 54.

[0032] Each requested task in the dynamic adventure-based narrative can cause a group of customers 54 to navigate through various areas of the amusement park 50 to reach one or more task locations, which may include attractions 56, retail spaces, decorative features, etc. Each task may be associated with only a single possible task location or with multiple possible task locations. Once at a task location, the corresponding group of customers 54 can search for an element (e.g., a prop or decoration) in the amusement park 50. As discussed herein, this element may be interactive. The requested task may include causing the group of customers 54 to answer a question associated with the element, take a picture of the element, interact with the element, etc. After a waiting time has elapsed, the dynamic adventure-based experience system 52 can then cause the group of customers 54 to navigate to the narrative endpoint 58. In other words, after the group of customers 54 has completed their various tasks in the dynamic adventure-based narrative to complete their waiting time, the dynamic adventure-based experience system 52 rewards the group of customers 54 with the narrative endpoint 58. In one embodiment, the group of customers 54 is unaware that they are in a virtual queue for the narrative endpoint 58. That is, customer group 54 can choose to participate in a specific dynamic adventure-based narrative without knowing the associated narrative endpoint 58. Thus, the narrative endpoint 58 can further motivate customer group 54 to complete the requested task in anticipation of the surprise of obtaining the narrative endpoint 58.

[0033] In one example, a first customer group 54A can communicate with a dynamic adventure-based experience system 52 to initiate a dynamic adventure-based narrative. In response, the dynamic adventure-based experience system 52 can evaluate the waiting time associated with the narrative endpoint 58. In its evaluation, the dynamic adventure-based experience system 52 can determine that a fifth customer group 54E is currently located at the narrative endpoint 58, and that a second customer group 54B can proceed to the narrative endpoint 58 after the fifth customer group 54E has completed its journey. Therefore, the dynamic adventure-based experience system 52 can place the first customer group 54A after the second customer group 54B, who may participate in different dynamic adventure-based narratives. In an exemplary embodiment, when initiating a dynamic adventure-based narrative for a first customer group 54A, the dynamic adventure-based experience system 52 can estimate when both the second customer group 54B and the fifth customer group 54E will have completed their journey at the narrative endpoint 58, in order to estimate the waiting time for the first customer group 54A. The dynamic adventure-based experience system 52 can then provide a requested task to the first customer group 54A based on the estimated waiting time. For example, if the estimated waiting time is long, the dynamic adventure-based experience system 52 can provide a requested task that will guide the first customer group 54A away from the narrative endpoint 58 (e.g., towards the third attraction 56C or the fourth attraction 56D). In this way, the first customer group 54A can navigate to areas of the amusement park 50 further from the narrative endpoint 58 and potentially occupied for a longer period. However, if the estimated waiting time is short, the dynamic adventure-based experience system 52 can provide a task that will guide the first customer group 54A towards an area closer to the narrative endpoint 58 (e.g., towards the second attraction 56B). Therefore, after the waiting time of the first customer group 54A has passed, the first customer group 54A can quickly navigate to the narrative endpoint 58.

[0034] Alternatively, the dynamic adventure-based experience system 52 can offer the requested task to the first customer group 54A based on the number of other customers at each attraction 56 or various areas of the amusement park 50. For example, in the illustrated embodiment, sensor 64 can determine that there are more customers at the fourth attraction 56D than at the third attraction 56C. Therefore, the dynamic adventure-based experience system 52 can offer the first customer group 54A a task that guides them toward the third attraction 56C and away from the fourth attraction 56D. In this way, the first customer group 54A does not have to wait to complete their requested task, thereby increasing their overall enjoyment of the dynamic adventure-based narrative. Furthermore, the dynamic adventure-based experience system 52 can offer the requested task to the first customer group 54A based on the performance or progress of other customer groups 54 in their respective dynamic adventure-based narratives. Such performance can adjust the waiting time of the first customer group 54A, and the dynamic adventure-based experience system 52 can offer the requested task based on the adjusted waiting time. The dynamic adventure-based experience system 52 can provide a dynamic queue for the narrative endpoint 58 to avoid congestion or directing too many customers to the narrative endpoint 58 at once. Furthermore, the dynamic adventure-based experience system 52 can apply similar logic to attractions 56 or locations associated with individual tasks within the dynamic adventure-based narrative. That is, the dynamic adventure-based experience system 52 can select from a pool of available attractions 56 associated with one or more tasks of the narrative to construct a personalized adventure for each customer, thereby selecting each task to achieve the desired capacity and throughput.

[0035] In the example, after the first customer group 54A has completed their requested task, the dynamic adventure-based experience system 52 can then determine the status of the second customer group 54B and / or the fifth customer group 54E to determine whether to offer the first customer group 54A an additional requested task. For example, the dynamic adventure-based experience system 52 can determine that the fifth customer group 54E has almost completed their requested task at the narrative endpoint 58 and / or the second customer group 54B has almost completed their requested task. As a result, the dynamic adventure-based experience system 52 can offer the first customer group 54A a shorter or easier requested task, expecting the first customer group 54A to be rewarded soon at the narrative endpoint 58. Conversely, if the dynamic adventure-based experience system 52 determines that the fifth customer group 54E has not almost completed their requested task at the narrative endpoint 58 and / or the second customer group 54B has not almost completed their requested task, the dynamic adventure-based experience system 52 can offer the first customer group 54A a longer or more difficult requested task. Furthermore, if the dynamic adventure-based experience system 52 determines that the second customer group 54B has completed their requested task and is now at the narrative endpoint 58, the dynamic adventure-based experience system 52 may not prolong the waiting time of the first customer group 54A. Alternatively, the dynamic adventure-based experience system 52 may immediately direct the first customer group 54A toward the narrative endpoint 58, expecting the second customer group 54B to complete the task at the narrative endpoint 58 soon. Thus, the dynamic adventure-based experience system 52 can extend or shorten each dynamic adventure-based narrative based on the status of other customer groups 54 to efficiently move customer groups 54 through the virtual queue. The dynamic adventure-based experience system 52 can monitor the progress of customer groups through the dynamic adventure-based narrative based on one or more of the location of the customer's associated device, interaction with task-related items, and inputs made by the customer via an application on the customer's associated device or a kiosk in the amusement park 50.

[0036] Figure 2This is a schematic diagram of an embodiment of a communication system 100 that communicatively couples a dynamic adventure-based experience system 52, customer groups 54, and a narrative endpoint 58. In the illustrated embodiment, each customer group 54 may include one or more customers 102 communicating with the dynamic adventure-based experience system 52, which may communicate with each customer group 54 simultaneously and provide each customer group 54 with a corresponding dynamic adventure-based narrative. As mentioned herein, customer groups 54 may be sequentially placed in a virtual queue associated with the narrative endpoint 58 based on when a customer group 54 initiates communication with the dynamic adventure-based experience system 52. For example, if a first customer group 54A is selected to participate in a specific dynamic adventure-based narrative associated with the narrative endpoint 58 before a second customer group 54B is selected to participate in another dynamic adventure-based narrative associated with the narrative endpoint 58, the dynamic adventure-based experience system 52 may place the first customer group 54A in the virtual queue before the second customer group 54B.

[0037] The dynamic adventure-based experience system 52 can dynamically adjust the corresponding dynamic adventure-based narrative based on the performance and / or status of other customer groups 54. In one embodiment, the dynamic adventure-based experience system 52 can adjust the order of customer groups 54 in a virtual queue. As an example, the dynamic adventure-based experience system 52 can determine that a second customer group 54B has completed a much greater number of requested tasks than the first customer group 54A has during their respective dynamic adventure-based narrative. Therefore, due to the stronger performance of the second customer group 54B, the dynamic adventure-based experience system 52 can reward the second customer group 54B at the narrative endpoint 58, even though the first customer group 54A was initially ranked before the second customer group 54B in the virtual queue.

[0038] In one embodiment, the dynamic adventure-based experience system 52 can simultaneously reward multiple customer groups 54 with a narrative endpoint 58. For example, the narrative endpoint 58 could be an exclusive performance that multiple customer groups 54 can watch together. Thus, the dynamic adventure-based experience system 52 can provide corresponding dynamic adventure-based narratives occupying multiple customer groups 54, wherein the ultimate goal is that regardless of when a customer group enters their respective dynamic adventure-based narrative, multiple customer groups complete all tasks and arrive at the location of the narrative endpoint 58 together at approximately the same time. As a result, different customer groups 54 can be rewarded with the narrative endpoint 58 and can experience the narrative endpoint 58 at the same time. In additional or alternative embodiments, the dynamic adventure-based experience system 52 can provide dynamic adventure-based narratives that multiple customer groups 54 can participate in. That is, more than one customer group 54 can work together to complete the same dynamic adventure-based narrative and / or the requested tasks, and each customer group 54 can be rewarded with the same or different narrative endpoint 58.

[0039] Furthermore, the dynamic adventure-based experience system 52 can communicate with a control device 103 (e.g., another computing device) associated with the narrative endpoint 58, such as being associated with the narrative endpoint 58 and being associated with the dynamic adventure-based experience system 52 and / or one or more computing devices associated with the customer (see [link to documentation]). Figure 3 The system communicates with operator devices, kiosks, and sensor systems. For example, after the first group of customers 54A has completed the requested set of tasks in their dynamic adventure-based narrative and has been rewarded at narrative endpoint 58, the dynamic adventure-based experience system 52 can transmit information associated with the completed requested set of tasks to the control device 103 of narrative endpoint 58. The control device 103 can display information based on the transmitted information to create a more personalized interaction with the first group of customers 54A. In the example, narrative endpoint 58 could be connected to amusement park 50 ( Figure 1The system allows for a meet-and-greet with the associated mascot, and the dynamic adventure-based experience system 52 can transmit information associated with the completed tasks to a control device 103 operated by the mascot or assistant. Then, when the first customer group 54A interacts with the mascot, the mascot can discuss various tasks with the first customer group 54A to provide a more engaging experience. The control device 103 can also monitor the arrival of the customer group 54 at the narrative endpoint 58 and provide feedback on capacity and throughput, allowing the dynamic adventure-based experience system 52 to dynamically adjust one or more tasks for one or more customer groups 54 based on deviations of capacity and throughput from expected thresholds. For example, the expected capacity of the narrative endpoint 58 could be ten customer groups 54 per hour. If the narrative endpoint 58 is operating at an actual capacity of six customer groups 54 per hour, the dynamic adventure-based experience system 52 can dynamically adjust the active customer groups 54 within the adventure, causing them to slow down and take longer to reach the narrative endpoint 58, thereby reducing the expected capacity of the narrative endpoint 58 from ten customer groups 54 per hour to an actual capacity of six customer groups 54 per hour. Furthermore, the dynamic adventure-based experience system 52 can redirect customer groups 54 to different narrative endpoints 58 or increase the capacity at the narrative endpoint 58 to accommodate a larger number of customer groups 54 per hour.

[0040] Although the illustrated communication system 100 shows a single narrative endpoint 58 communicatively coupled to the dynamic adventure-based experience system 52, the communication system 100 can also be communicatively coupled to multiple narrative endpoints 58. Thus, the dynamic adventure-based experience system 52 can select a specific narrative endpoint 58 to offer to the customer group 54. As an example, each dynamic adventure-based narrative can be associated with a specific narrative endpoint 58, and therefore, the dynamic adventure-based experience system 52 can offer a narrative endpoint 58 based on the dynamic adventure-based narrative selected by the customer group 54. Alternatively, the dynamic adventure-based experience system 52 can offer a particular narrative endpoint 58 based on the state of the customer group 54. As another example, the dynamic adventure-based experience system 52 can offer a specific narrative endpoint 58 to the customer group 54 based on the number of times the customer group 54 has participated in a dynamic adventure-based narrative. In this way, the customer group 54 can be rewarded with a different narrative endpoint 58 each time they participate, thereby further increasing the enjoyment of completing each dynamic adventure-based narrative.

[0041] Figure 3This is a schematic diagram of an embodiment of a dynamic adventure-based experience system 52 communicatively coupled to one of customer groups 54. The illustrated customer group 54 has three customers 102, but the customer group 54 may alternatively have any suitable number of customers 102, such as one customer 102, two customers 102, or more than three customers 102. At least one of the customers 102 may have a computing device 120, such as a mobile phone, touchpad, or other device provided by the amusement park 50 (…). Figure 1 The device provided, another suitable device, or any combination thereof. Figure 3 As shown, the first customer 102A has a first computing device 120A, the second customer 102B does not have a computing device 120, and the third customer 102C has a second computing device 120B. Each computing device 120 may have an application (e.g., a mobile application) enabling it to communicate with the dynamic adventure-based experience system 52, and each computing device 120 may have a user interface 122 (e.g., a touchscreen, camera, microphone) with which the customer 102 can interact to complete a requested task. In one embodiment, the application may be launched based on the geographic location of the computing device 120. Therefore, the computing device 120 may include a Global Positioning System (GPS) receiver and / or communication circuitry configured to communicate with a wireless transceiver in the amusement park 50 to provide the location information of the computing device 120 to the dynamic adventure-based experience system 52. For example, the dynamic adventure-based experience system 52 may determine whether the computing device 120 is located near or within the amusement park 50. In response to determining that computing device 120 is located near or within amusement park 50, dynamic adventure-based experience system 52 can send a notification to computing device 120 via the application. Customer 102 can then use the application to select a dynamic adventure-based narrative to participate in. Moreover, when each customer group 54 begins a dynamic adventure-based narrative, the first task for each corresponding customer group 54 can be selected based on the nearest possible task location or the nearest possible available task location.

[0042] In an exemplary embodiment, customer group 54 can participate in a dynamic adventure-based narrative via a single computing device 120. By way of example, the dynamic adventure-based experience system 52 can provide instructions or clues only to the first computing device 120A (e.g., the user interface 122 to the first computing device 120A) and not to the second computing device 120B. Thus, all members of customer group 54 can use the first computing device 120A to complete the dynamic adventure-based narrative. In additional or alternative embodiments, each computing device 120 can be used to participate in the dynamic adventure-based narrative. For example, the dynamic adventure-based experience system 52 can provide unique instructions or clues to the first computing device 120A and the second computing device 120B. The unique instructions or clues can be provided based on the specific role of the customer 102 associated with the computing device 120. As an example, the dynamic adventure-based experience system 52 can provide a map to a first computing device 120A, where a first customer 102A can act as a navigator; the system can provide data to a second computing device 120B, where a third customer 102B can act as a researcher. In this way, the dynamic adventure-based experience system 52 can provide a more challenging dynamic adventure-based narrative that involves different customers 102 in a customer group 54 working together to complete a task requested by the narrative. For this purpose, the customer group 54 can communicate with the dynamic adventure-based experience system 52 to input information associated with the number of customers 102 participating in the narrative. In the illustrated embodiment, since the second customer 102B does not have a computing device 120A communicating with the dynamic adventure-based experience system 52, the customer group 54 can input that two customers 102 are involved, and the second customer 102B can assist the first customer 102A and / or the third customer 102C.

[0043] The dynamic adventure-based experience system 52 can then receive additional information to coordinate and provide appropriate information to the first computing device 120A and the second computing device 120B. For example, a first customer 102A can use the first computing device 120A to create a virtual room or group on the application. A second customer 102B can then join the virtual room via the second computing device 120B, and the dynamic adventure-based experience system 52 can communicate with both the first and second computing devices 120A. As another example, the first customer 102A can use the first computing device 120A to instruct the second computing device 120B to participate in the same dynamic adventure-based narrative as the first computing device 120A. The dynamic adventure-based experience system 52 can then communicate with the second computing device 120B to verify that the second computing device 120B is participating in the same dynamic adventure-based narrative. If the second computing device 120B successfully verifies, the dynamic exploration-based experience system 52 can then communicate with the first computing device 120A and the second computing device 120B.

[0044] Figure 4 It is the amusement park 50 ( Figure 1 This is a schematic diagram of an embodiment of attraction element 150, configured as part of a task instruction to actively or passively interact with various objects to complete a requested task within a dynamic, adventure-based narrative. For example, a dynamic, adventure-based experience system 52 can guide a group of customers 54 ( Figure 1 ) interacts with attraction element 150, and attraction element 150 can interact with attraction 56 ( Figure 1 This could be a prop associated with one of the attractions 50, a decoration located elsewhere in the amusement park 50, or any other suitable element in the amusement park 50. In one embodiment, attraction element 150 includes component 152 that customer group 54 can use with component 152 to interact with attraction element 150. As an example, component 152 could be an identifier that computing device 120 can read or scan, such as a quick response (QR) code, barcode, etc. Alternatively or additionally, component 152 could be a reader configured to read identifiers associated with customer group 54 and / or computing device 120, such as a radio frequency identification (RFID) reader, near field communication (NFC) reader, microphone, barcode scanner, etc. For example, customer 102 ( Figure 1 One of the elements can be an identifier displayed on computing device 120 scanned to component 152. In another example, customer items 154 (such as admission tickets, wristbands, etc.) can be used to interact with component 152. In yet another example, component 152 can use facial recognition and / or audio recognition to identify the characteristics of a specific customer 102. Attraction elements can be communicatively coupled to dynamic adventure-based experience system 52. Figure 1 ), and can transmit feedback indicating successful interaction to the dynamic adventure-based experience system 52.

[0045] In another example, component 152 may include sensor 153, which senses the type of interaction with the attraction element 150 (pressing a button, pulling a lever, standing on a sensor) and / or indicates that the interaction has occurred (e.g., the task has been completed). Information related to the interaction with component 152 may be provided to the dynamic adventure-based experience system 52. Based on the received feedback, the dynamic adventure-based experience system 52 may then provide further instructions to the computing device 120 (e.g., provide another requested task, to the narrative endpoint 58 ( Figure 1 (Rewards or indications that the interaction has not completed the requested task).

[0046] The attraction element 150 may also have a show effect device 156 communicatively coupled to the component 152. The component 152 may be configured to transmit feedback indicating successful interaction to the show effect device 156, and the show effect device 156 may be activated in response. By way of example, the show effect device 156 may be configured to move, emit light, play sound, output water, perform another suitable action, or any combination thereof in response to receiving such feedback. In this way, the attraction element 150 may also appear to react to the interaction between the customer 102 and the component 152, thereby providing the customer 102 with a more immersive and interactive experience.

[0047] Each attraction element 150 can be configured to introduce delays or advances for the customer group 54 as guided by the dynamic adventure-based experience system 52 and based on monitoring the progress of other customer groups 54 participating in the dynamic adventure-based narrative. That is, when present, the interactive components 152 of attraction element 150 can each have different difficulty settings or completion time settings associated with different estimated completion times.

[0048] Figure 5This is an example of a series of tasks 160 available within a dynamic adventure-based narrative and distributed across various task locations 162 within the amusement park. The dynamic adventure-based experience system 52 can assemble the dynamic adventure-based narrative by generating dynamic or initial sub-task sets 160 from the total task set 160 in the amusement park for each customer group 54. The dynamic adventure-based experience system 52 determines the expected arrival time for the arrival narrative endpoint 58 for a new customer group 54 based on pre-scheduled arrival times in a virtual queue. The expected estimated adventure time is generated by the dynamic adventure-based experience system 52 using the expected arrival time and the initial time, at which time customers 102 of customer group 54 are given an instruction to join the dynamic adventure-based narrative. In one example, the expected estimated adventure time (which may be the difference between the expected arrival time and the initial time) is used to select an initial series of tasks 160 for each customer group 54. The selected initial series of tasks 160 is based on one or more parameters including the expected estimated adventure time for customers 102 of customer group 54, the initial customer group location, and / or customer profile information.

[0049] Each task 160 is associated with an estimated completion time and a corresponding location 162. Furthermore, the task set 160 can be selected based on the estimated travel time of the route between the location 162 of consecutive tasks 160 and the narrative endpoint 58 (shown by arrows 164, 166, 168, 170, 172, 174). Moreover, as noted, for tasks including interactive components (e.g., Figure 4 Task 160 of component 152 can be dynamically tuned to the interactive component via instructions provided by the dynamic adventure-based experience system 52 to adjust interactivity. This can, in turn, extend or shorten the estimated completion time of the associated task 160, thereby further fine-tuning the dynamic adventure-based narrative to make the accumulated estimated time suitable for the desired adventure time. The estimated completion time and the sum of the estimated travel time for a selected set of tasks 160 can be selected to suit the desired adventure time. The selection of a set of tasks 160 can be implemented by the dynamic adventure-based experience system 52 using rule-based logic.

[0050] For example, a customer 102 in a customer group can indicate interest in joining a dynamic adventure-based narrative via a corresponding computing device 120. Depending on the sensed location of the corresponding computing device 120, the customer 102 can be directed to begin the dynamic adventure-based narrative at the nearest available task 160. For example, a first customer 102A in a first customer group 54A is directed to a first task 160A at a first task location 162A based on the location of the first computing device 120A. A second customer 102B in a second customer group 54B is directed to a second task 160B at a second task location 162B based on the location of the second computing device 120B. Instructions associated with the first task 160A can be sent to the first computing device 120A of the first customer 102A, while instructions associated with the second task 160B can be sent to the second computing device 120B of the second customer 102B.

[0051] After the first customer group 54A completes the first task 160A, the dynamic adventure-based experience system 52 sends instructions related to the third task 160C to the first computing device 120A, and the first customer group 54A generally proceeds along route 164 to the third task location 162C. The dynamic adventure-based experience system 52 can provide different instructions to the second customer group 54B after they complete their second task 160B, and guide them to the fourth task 160D at the fourth task location 162D. The dynamic adventure-based experience system 52 receives updates related to the location of the customer computing device 120 and check-ins or interactions at the corresponding attraction elements 150. Based on these real-time updates, the dynamic adventure-based experience system 52 can modify a stored series of tasks 160 to dynamically adapt the adventure to the desired adventure time. Furthermore, the dynamic adventure-based experience system 52 can receive real-time updates related to the travel time between tasks 160, the estimated task completion time, and the status at the narrative endpoint 58, enabling updates and changes to estimates of unfinished portions of the dynamic adventure-based narrative, and / or updates to expected arrival times. For example, after the first customer group 54A completes the third task 160C, the dynamic adventure-based experience system 52 can guide the first customer group 54A to proceed to the fourth task 160D, and after the first customer group 54A completes the fourth task 160D, the dynamic adventure-based experience system 52 can guide the first customer group 54A to proceed to the narrative endpoint 58. However, if the narrative endpoint 58 runs later than the schedule, after the first customer group 54A completes the fourth task 160D, the dynamic adventure-based experience system 52 can send instructions to the first customer group 54A to proceed to the fifth location 162E for an additional task 160E. This dynamically updates the initial series of tasks 160 for the first customer group 54A to insert the additional task 160E and generate an updated series of tasks 160. Depending on the real-time information received by the dynamic adventure-based experience system 52, the second customer group 54B may also be directed to additional or fewer tasks 160.

[0052] Figure 6-8 Each describes a corresponding method or process that can be implemented by the dynamic adventure-based experience system 52 (e.g., by processor 62) during a dynamic adventure-based narrative. It should be noted that the steps of each method may be implemented differently in other embodiments. For example, additional steps may be implemented, or certain steps of each method may be modified, removed, or implemented in a different order.

[0053] Figure 6This is a flowchart of an embodiment of a method 180 for providing a dynamic adventure-based narrative to a customer group. At block 182, the dynamic adventure-based experience system receives user input to initiate a new dynamic adventure-based narrative. For example, the dynamic adventure-based experience system may receive feedback from a computing device (e.g., via an application) instructing the customer group associated with the computing device to initiate a new dynamic adventure-based narrative. Such feedback may include a specific desired dynamic adventure-based narrative selection, a specific desired narrative endpoint selection, and / or a general indication that the customer group will wish to participate in a dynamic adventure-based narrative. In this embodiment, some dynamic adventure-based narratives and / or narrative endpoints may be unavailable unless customer information associated with one or more customers in the customer group instructs completion of a different dynamic adventure-based narrative. In other words, the customer group must participate in and complete a previous dynamic adventure-based narrative to unlock additional dynamic adventure-based narratives and / or narrative endpoints for easy selection.

[0054] At box 184, in response to receiving user input to begin a new dynamic adventure-based narrative, the dynamic adventure-based experience system places a customer group (e.g., an identifier associated with one of the customer group's computing devices) in a virtual queue at the associated narrative endpoint. As an example, other customer groups may already exist in the virtual queue. Therefore, the dynamic adventure-based experience system can place a customer group behind other customer groups. Generally, the virtual queue manages when a customer group is eligible for narrative endpoint rewards and can be used by the dynamic adventure-based experience system to operate the dynamic adventure-based narrative.

[0055] At box 186, the dynamic adventure-based experience system can then determine parameters associated with the customer group and / or the amusement park. As an example, this parameter may be associated with the number of customers in the customer group participating in the dynamic adventure-based narrative, the current location of the customer group, their experience level or the number of times the customer group has participated in the dynamic adventure-based narrative, the age range of the customer group, another suitable piece of information associated with the customer group, or any combination thereof. As another example, this parameter may be associated with the time of day, the population density of various areas of the amusement park, the dynamic adventure-based narratives participated in by other customer groups in the amusement park, the estimated length of the queue, or any other suitable parameter. This parameter may be determined via feedback transmitted from a computing device, feedback transmitted from sensors communicatively coupled to the dynamic adventure-based experience system, or both.

[0056] At box 188, based on determined parameters, the dynamic adventure-based experience system can output information to a group of customers to complete a requested task of the dynamic adventure-based narrative. For example, this information may include direct instructions to the customer group to perform the requested task. The information may additionally or alternatively include clues that the customer group must interpret or decipher and / or questions that the customer group must answer (e.g., by exploring certain areas of an amusement park) to complete the requested task. In one embodiment, each dynamic adventure-based narrative may include multiple sets of information that can be sent to the customer group. The dynamic adventure-based experience system can use the determined parameters to select specific sets of information from the multiple sets of information to send to the customer group. For example, the dynamic adventure-based experience system may send a set of information that causes the customer group to navigate away from densely populated areas of the amusement park and / or away from other customer groups also participating in the dynamic adventure-based narrative. In this way, the customer group can avoid large crowds to experience a more enjoyable dynamic adventure-based narrative. The dynamic adventure-based experience system may also send information associated with a specific requested task having a certain difficulty level and / or completion length based on the parameters. For example, a dynamic adventure-based experience system can send requested tasks that take a long time to complete when it determines that a customer group has a long wait time. Thus, the customer group may be occupied for the entire wait time. The dynamic adventure-based experience system can further send information that can be customized based on the customer group's demographics (such as their expertise and / or preferences, e.g., the preferred type of requested task to be completed, the preferred difficulty level of the requested task)). In this way, the customer group can experience a richer and more interactive dynamic adventure-based narrative.

[0057] As discussed in this paper, a dynamic adventure-based experience system can output a single set of information to each computing device within a customer group. Thus, each customer in the group receives the same information. Alternatively, a dynamic adventure-based experience system can output different sets of information to certain computing devices within the customer group. In this way, customers within the group can receive unique pieces of information (e.g., based on the customer's assigned role), which can create a more immersive experience for the customer group.

[0058] Figure 7This is a flowchart of an embodiment of a method 210 for responding to a completed task. Method 210 may be implemented after sending a set of information associated with the requested task and may be used to determine the progress of a dynamic adventure-based narrative. At block 212, the dynamic adventure-based experience system receives feedback indicating the completed task. In one embodiment, the dynamic adventure-based experience system may receive feedback via the attraction element based on an interaction between a component of the attraction element and one of the customers in the customer group (e.g., a component of the attraction element reads an identifier of the customer group). Alternatively or additionally, the dynamic adventure-based experience system may receive feedback directly from the customer group, such as via a computing device (e.g., when reading a component of the attraction element).

[0059] At box 214, the dynamic exploration-based experience system determines whether the completed task corresponds to the requested task. In other words, the dynamic exploration-based experience system determines whether the completed task successfully fulfills the requested task associated with the information set sent to the customer group. As shown at box 216, if the dynamic exploration-based experience system determines that the completed task does not correspond to the requested task, the dynamic exploration-based experience system can output a message indicating that the requested task was not successfully completed to the customer group. For example, the dynamic exploration-based experience system can output a notification to the customer group's computing device to inform the customer group that the requested task has not been completed. Thus, the requested task remains unresolved, and the customer group can continue working with the goal of completing the requested task.

[0060] At box 218, in response to determining that the completed task corresponds to the requested task, the dynamic adventure-based experience system may determine another parameter associated with the customer group and / or the amusement park. That is, the dynamic adventure-based experience system determines that the customer group has successfully completed the requested task, and as a result, an additional set of information will be sent to the customer group. To determine what set of information to send to the customer group, the dynamic adventure-based experience system may determine any updates to the parameters mentioned herein (e.g., reference...). Figure 5 (frame 186).

[0061] At box 220, based on the determined parameters, the dynamic adventure-based experience system outputs an additional set of information to the customer group to complete the additional requested task. This step can be similar to the step described at box 188, because the dynamic adventure-based experience system tailors the additional set of information to the customer group to provide a more personalized dynamic adventure-based narrative. In one embodiment, the dynamic adventure-based experience system may also output a message informing the customer group that the requested task has been successfully completed. The dynamic adventure-based experience system then selects another set of information to provide to the customer group. For example, the dynamic adventure-based experience system may estimate that there is still a waiting time before the customer group can be rewarded at the end of the narrative, and therefore, the dynamic adventure-based experience system may provide an additional set of information associated with the additional requested task based on the estimated waiting time. If the dynamic adventure-based experience system determines that the waiting time has elapsed, the additional set of information provided by the dynamic adventure-based experience system can reward the customer group at the end of the narrative. In another example, a dynamic adventure-based experience system can provide additional information based on an updated determination of the amusement park’s population density, on previously completed tasks (one or more) in the dynamic adventure-based narrative, and so on.

[0062] Figure 8 This is a flowchart of an embodiment of a method 240 for responding to an interruption in a dynamic adventure-based narrative. As discussed herein, an interruption includes any event that pauses the progression of the dynamic adventure-based narrative. At block 242, the dynamic adventure-based experience system determines that an interruption in the dynamic adventure-based narrative exists. Examples of interruptions include expectations from the customer base that may affect the progression of the dynamic adventure-based narrative, inclement weather, unavailability of certain attractions (e.g., for maintenance), another suitable event, or any combination thereof. In one exemplary embodiment, the dynamic adventure-based experience system may determine an interruption upon receiving feedback from a computing device (such as user input that manually pauses the dynamic adventure-based narrative). In additional or alternative exemplary embodiments, the dynamic adventure-based experience system may determine an interruption based on inactivity of the customer base. That is, the dynamic adventure-based experience system may determine that no feedback has been received from the computing device associated with the customer base within a threshold time interval. The dynamic adventure-based experience system may then automatically determine that inactivity indicates an interruption in the dynamic adventure-based narrative. In another exemplary embodiment, the dynamic adventure-based experience system can determine an interruption based on feedback from sensors communicatively coupled to the system. This feedback could indicate current weather conditions, the status of attractions within the amusement park, and so on.

[0063] At box 244, the dynamic adventure-based experience system determines whether the interruption indicates an end to the current progress of the dynamic adventure-based narrative. For example, if the interruption is associated with customer inactivity, the dynamic adventure-based experience system may send a message requesting further action to determine whether the customer group wishes to continue the progress of the dynamic adventure-based narrative to the computing device. If the dynamic adventure-based experience system does not receive further feedback from the customer group (e.g., within a certain time interval), the dynamic adventure-based experience system may determine that the interruption indicates an end to the progress of the dynamic adventure-based narrative. Alternatively or additionally, if the dynamic adventure-based experience system receives feedback indicating that the customer group no longer wants the progress of the dynamic adventure-based narrative, the dynamic adventure-based experience system may determine that the interruption indicates an end to the progress of the dynamic adventure-based narrative. For example, such feedback may be user input received via the computing device and may indicate a halt to the dynamic adventure-based narrative. Furthermore, if the dynamic adventure-based experience system determines that feedback received from sensors will substantially pause, restrict, or otherwise affect the progression of the dynamic adventure-based narrative, then the system can determine that this interruption indicates the end of the narrative's progression. As an example, such feedback could indicate prolonged inclement weather in the area surrounding the amusement park.

[0064] At box 246, if the dynamic adventure-based experience system determines that the interruption indicates the end of the current dynamic adventure-based narrative's progress, the system can provide an alternative narrative endpoint. The alternative narrative endpoint can be any endpoint not associated with the current dynamic adventure-based narrative, and it can be provided based on the customer group's progress within the narrative. As an example, an alternative narrative endpoint could include rewards such as souvenirs, discounts, vouchers, bypassing queues for one of the attractions, etc. In this way, the customer group is still rewarded for their participation in the dynamic adventure-based narrative, and despite the interruption, they can be incentivized to participate in future dynamic adventure-based narratives. However, if the dynamic adventure-based experience system determines that the customer group has not made sufficient progress through the narrative, it may not provide any narrative endpoint. Accordingly, the customer group may have to complete a certain number of tasks, or may have to put in sufficient effort with one of the requested tasks as the objective, to qualify for an alternative narrative endpoint. In either case, the system can end the current dynamic adventure-based narrative's progress. Therefore, the customer base can be reactivated from the dynamic adventure-based narrative. The dynamic adventure-based experience system can also dynamically update task instructions for other customers based on individual customers leaving the dynamic adventure-based narrative.

[0065] As indicated at box 248, if the dynamic adventure-based experience system determines that the interruption does not indicate the end of the current progress of the dynamic adventure-based narrative, the system may retain that progress. For example, the system may receive feedback indicating that the customer group still wishes to make progress through the dynamic adventure-based narrative after the interruption (e.g., via user input). Alternatively or additionally, the system may receive feedback from a sensor indicating that the parameter will not materially affect the progress of the dynamic adventure-based narrative. In one example, the feedback may indicate that the weather is predicted to be temporarily severe and will only cause a temporary interruption. As a result, the system will not end the progress of the dynamic adventure-based narrative, expecting the customer group to be able to re-engage with it shortly. For this reason, the system retains the progress of the dynamic adventure-based narrative so that the customer group can resume engagement with it, such as on a previously pending requested task.

[0066] At box 250, the dynamic adventure-based experience system receives feedback instructing the continuation of the dynamic adventure-based narrative. For example, a customer group provides user input via a computing device to indicate their desire to continue the dynamic adventure-based narrative. In another example, the dynamic adventure-based experience system may receive feedback from sensors indicating parameters that no longer affect the progress of the dynamic adventure-based narrative.

[0067] At box 252, in response to receiving feedback instructing the user to continue the dynamic adventure-based narrative, the dynamic adventure-based experience system resumes the narrative. The dynamic adventure-based experience system can resume the narrative based on the progress preserved in reference box 248. That is, the audience can continue participating in the dynamic adventure-based narrative from where they were before the narrative was interrupted. In this way, the audience does not have to redo the requested task that has already been completed and can be more motivated to continue participating in the dynamic adventure-based narrative.

[0068] While only certain features of the invention have been described and illustrated herein, many modifications and alterations will occur to those skilled in the art. Therefore, it will be understood that the appended claims are intended to cover all such modifications and alterations that fall within the true spirit of the invention.

[0069] The techniques proposed and claimed herein are referenced and applied to substantial objects and specific examples of practical nature that demonstrably improve the technical field and are therefore not abstract, intangible, or purely theoretical. Furthermore, if any claim appended to this specification contains one or more elements designated as “component for [implementing]…[function]” or “step for [implementing]…[function]”, such elements are intended to be interpreted according to 35 USC 112(f). However, for any claim containing elements specified in any other manner, such elements are not intended to be interpreted according to 35 U.SC 112(f).

Claims

1. An adventure-based experience system for an amusement park, the adventure-based experience system comprising: A prop, comprising a sensor configured to detect user interaction with the prop, wherein the prop is configured to transmit feedback in response to detecting the user interaction via the sensor; Memory, which stores instructions; and A processor configured to execute the instructions to cause the processor to: Receive user input from a computing device, the user input indicating the start of an adventure-based narrative, wherein the adventure-based narrative includes multiple sets of information; Based on the user input, the identifier associated with the computing device is placed in a virtual queue associated with the narrative endpoint of the amusement park; A first information set is selected from the plurality of information sets based on the determined parameters, wherein the first information set is associated with a task corresponding to a first request for the prop; The first information set is output to the computing device; The feedback is received from the prop, wherein the feedback indicates the user interaction with the prop, and the user interaction corresponds to the identifier associated with the computing device; The completion of the first requested task is determined based on the feedback received from the prop; In response to determining the completion of the task requested by the first request, a second information set is selected from the plurality of information sets, wherein the second information set is associated with the task requested by the second request; and The second information set is output to the computing device.

2. The adventure-based experience system according to claim 1, wherein, The processor is configured to execute the instructions to cause the processor to: When determining the completion of the first requested task based on the feedback received from the prop, a waiting time associated with the virtual queue is determined; The second information set is selected from the plurality of information sets based on the estimated time for completing the task of the second request associated with the second information set and the waiting time associated with the virtual queue.

3. The adventure-based experience system according to claim 1, wherein, The second request is associated with access to the narrative endpoint.

4. The adventure-based experience system according to claim 1, wherein, The processor is configured to execute the instructions to cause the processor to: After the second information set is output to the computing device, additional feedback is received, wherein the additional feedback indicates the completed task; It was determined that the completed task did not correspond to the task requested in the second request; and In response to determining that the completed task does not correspond to the second requested task, a message is output to the computing device, and in response to determining that the completed task does not correspond to the second requested task, the message indicates that the second requested task was not successfully completed.

5. The adventure-based experience system according to claim 1, wherein, The processor is configured to execute the instructions to cause the processor to transmit additional feedback to the narrative endpoint, wherein the additional feedback includes information associated with the completion of the first requested task and the identifier associated with the computing device.

6. The adventure-based experience system according to claim 1, wherein, The narrative endpoints include limited-capacity attractions, discounts, access to restricted areas, special editions of attractions, souvenirs, vouchers, or any combination thereof.

7. The adventure-based experience system according to claim 1, wherein, The determined parameters are associated with the following: the waiting time of the virtual queue, the time of day, the weather conditions, the population density of the area of ​​the amusement park, the number of users associated with the computing device, the location of the computing device, the experience level of the users associated with the computing device, the status of other computing devices participating in other adventure-based narratives, or any combination thereof.

8. An amusement park system, comprising: At least one interactive element, wherein the at least one interactive element is configured to provide feedback indicating the completion of a task; An adventure-based experience system is configured as follows: Input is received from the user's computing device at the initial time, wherein the input indicates the start of an adventure-based narrative; The user is placed in a virtual queue associated with the endpoint of the adventure-based narrative; Determine the expected time for the user to reach the location of the endpoint in the adventure-based narrative, wherein the expected time is based on the availability of the endpoint; Based on the first estimated time to complete the first task, the initial time when the input was received from the computing device, and the expected time for the user to reach the location of the destination, the first task to be completed by the user is selected. The first task is output to the computing device; At the update time, receive feedback from the at least one interactive element indicating the completion of the task; Based on the feedback, it is determined that the completed task corresponds to the first task; In response to determining that the completed task corresponds to the first task and based on a second estimated time for completing the second task, the updated time when feedback indicating the completed task was received from the at least one interactive element, and the expected time for the user to reach the location of the endpoint, the second task to be completed by the user is selected; and The second task is output to the computing device.

9. The amusement park system according to claim 8, wherein, The adventure-based experience system is configured as follows: Receive additional feedback indicating the completion of the second task during additional update intervals; The difference between the additional update time and the expected time is determined to be below a threshold; as well as In response to the determination that the difference between the additional update time and the expected time is less than the threshold, a message indicating permission to enter the endpoint of the exploration-based narrative is output to the computing device.

10. The amusement park system according to claim 8, wherein, The adventure-based experience system is configured as follows: Receive additional feedback indicating the completion of the second task during additional update intervals; Upon receiving the additional feedback indicating the completion of the second task, the expected time for the user to reach the location of the destination is adjusted to the updated expected time. as well as The third task is selected based on the third estimated time to complete the third task, the time of the additional update that indicated the completion of the second task, and the expected time of the update.

11. The amusement park system according to claim 10, wherein, The adventure-based experience system is configured to receive the additional feedback from the user's computing device.

12. The amusement park system according to claim 8, wherein, The at least one interactive element includes a reader configured to read an identifier associated with the user and configured to provide feedback indicating the completion of the task to the adventure-based experience system when the identifier associated with the user is read.

13. The amusement park system according to claim 12, wherein, The at least one interactive element includes a performance effect device communicatively coupled to the reader, wherein the reader is configured to transmit additional feedback indicating an interaction when reading the identifier associated with the user to the performance effect device, and wherein the performance effect device is configured to activate upon receiving the additional feedback indicating the interaction.

14. The amusement park system according to claim 8, wherein, The at least one interactive element includes an identifier readable by the computing device, wherein the computing device is configured to transmit additional feedback indicating the completed task in response to reading the identifier of the at least one interactive element, and wherein the adventure-based experience system is configured to receive the additional feedback indicating the completed task from the computing device.

15. The amusement park system according to claim 8, wherein, The input transmitted from the computing device includes the selection of the endpoint, and wherein the adventure-based experience system is configured to select the first task and the second task based on the endpoint.

16. The amusement park system according to claim 8, wherein, The adventure-based experience system is configured as follows: Determine the location of the user's computing device; and The first estimated time to complete the first task, the second estimated time to complete the second task, or both, are determined based on the location of the computing device.

17. A controller for an amusement park system, the controller comprising a tangible non-transitory computer-readable medium having computer-executable instructions stored thereon, the computer-executable instructions being configured, when executed, to cause one or more processors: The system receives user input from a computing device that stores the customer base of the amusement park system, wherein... The user input indicates the start of an adventure-based narrative, wherein the adventure-based narrative includes multiple sets of information; The customer group is placed in a virtual queue associated with the narrative endpoint of the amusement park; Determine the waiting time associated with the virtual queue used to enter the narrative endpoint; The first information set is selected from the plurality of information sets based on the first estimated time for completing the first task associated with the first information set and the waiting time associated with the virtual queue; When the first information set is selected, the first information set is output to the computing device; Receive feedback indicating the completion of the first task associated with the first information set; An updated waiting time is determined in response to receiving the feedback indicating the completion of the first task; In response to determining that the waiting time for the update is higher than a threshold, a second information set is selected from the plurality of information sets based on a second estimated time to complete the second task associated with the second information set and the waiting time for the update associated with the virtual queue; When the second information set is selected, the second information set is output to the computing device; and In response to determining that the wait time for the update is below the threshold, a message indicating permission to enter the narrative endpoint is output to the computing device.

18. The controller according to claim 17, wherein, The computer-executable instructions, when executed, are configured to cause the one or more processors to: Identify the aforementioned exploration-based narrative interruption; Determine whether the interruption indicates an end to the progress of the exploration-based narrative; as well as In response to determining that the interruption indication ends the progress of the exploration-based narrative, a message indicating permission to enter an alternative narrative endpoint is output to the computing device based on the progress of the exploration-based narrative.

19. The controller according to claim 17, wherein, The computer-executable instructions, when executed, are configured to cause the one or more processors to: Identify the aforementioned exploration-based narrative interruption; Determine whether the interruption indicates an end to the progress of the exploration-based narrative; In response to determining that the interruption does not indicate the end of the progress of the exploration-based narrative, the progression of the exploration-based narrative is preserved; Receive instructions to continue with the exploration-based narrative feedback; as well as The exploration-based narrative is resumed in response to the feedback received indicating that the exploration-based narrative should continue.

20. The controller according to claim 19, wherein, The interruption includes artificial pauses in the adventure-based narrative, inactivity of the customer base, weather conditions, unavailability of attractions within the amusement park system, or any combination thereof.

Citation Information

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