Interactive tower attraction system and method
The interactive tower attraction system addresses the lack of passenger interaction in tower rides by integrating user input devices and AR/VR systems, offering personalized and varied experiences through controlled vehicle movements and immersive environments.
Patent Information
- Application Number
- JP2023037585
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2018-01-23
- Filing Date
- 2023-03-10
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2039-01-09
AI Technical Summary
Existing tower rides in amusement parks lack opportunities for passenger interaction and varied experiences, often providing similar sensations and environments.
An interactive tower attraction system that includes user input devices, allowing passengers to influence the movement of their vehicle and interact with the environment through augmented reality (AR) and virtual reality (VR) systems, enabling diverse experiences by allowing passengers to control their vehicle's movement and engage with immersive environments.
Enhances passenger engagement by providing personalized and varied experiences through interactive vehicle movements and immersive environments, incorporating AR/VR systems and special effects, creating a more engaging and dynamic ride experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] FIELD OF THE DISCLOSURE The present disclosure relates generally to the field of amusement parks. In particular, embodiments of the present disclosure relate to an interactive tower attraction system and method. [Background technology]
[0002] Theme or amusement park ride attractions have become increasingly popular. One type of amusement park attraction may consist of a tower ride that gives passengers the sensation of falling towards the ground. In such rides, the movement of the passenger cars generally consists of an ascent to the top of the tower followed by a free-falling motion during the descent. Tower rides may differ from one another with respect to the height of the tower, the configuration of the ride cars, and the incorporation of narrative effects and vistas (e.g., ambient props and audio / visual effects). However, in contrast to other types of rides, tower rides are now generally recognized as offering less opportunity for a varied ride experience. For example, roller coasters may be configured to incorporate different loops, drops, rises, and turns such that each roller coaster offers a different ride experience, but the ride experiences that different types of tower rides may offer are generally similar. Summary of the Invention [Means for solving the problem]
[0003] The following summarizes certain embodiments common in scope to the original claimed subject matter. These embodiments are not intended to limit the scope of the disclosure, but rather to provide a brief summary of some disclosed embodiments. Indeed, the disclosure may include a variety of forms that may be similar to or different from the embodiments set forth below.
[0004] According to one embodiment, a ride attraction system includes a tower track and a ride vehicle configured to accommodate one or more passengers. The ride vehicle is coupled to the tower track and configured to move relative to the tower track and includes one or more user input devices. The ride attraction system further includes an imaging system configured to display a ride environment, the user input device configured to enable the one or more passengers to interact with elements of the ride environment via the one or more user input devices. The ride attraction system further includes a controller communicatively coupled to the ride vehicle and the imaging system and configured to control movement of the ride vehicle relative to the tower track based on signals from the one or more user input devices.
[0005] In another embodiment, a ride attraction system includes a tower, a plurality of tower tracks disposed within the tower and extending along a vertical wall of the tower, and a plurality of ride vehicles. Each ride vehicle of the plurality of ride vehicles is coupled to a respective tower track of the plurality of tower tracks and configured to move with three or more degrees of freedom relative to a respective tower track of the plurality of tower tracks independently of other ride vehicles of the plurality of ride vehicles. The ride attraction system further includes at least one user input device associated with each ride vehicle of the plurality of ride vehicles, each user input device configured to receive user input and provide a user input signal. The ride attraction system further includes a controller configured to receive the user input signal from each user input device and provide instructions to a ride vehicle controller of an individual ride vehicle of the plurality of ride vehicles to initiate a movement pattern of the individual ride vehicle based on the received user input signal.
[0006] In another embodiment, a method includes receiving, at a controller, a user input signal from a user input device associated with each vehicle of the plurality of vehicle vehicles; determining, via the controller, a points total for each vehicle of the plurality of vehicle vehicles based on the received user input; and causing, via the controller, one or more movements of each vehicle of the plurality of vehicle vehicles independent of other vehicle vehicles of the plurality of vehicle vehicles based on the points total accumulated by each vehicle of the plurality of vehicle vehicles.
[0007] These and other features, aspects and advantages of the present disclosure will become better understood when the following detailed description is read in conjunction with the accompanying drawings, in which like parts are designated with like numerals throughout. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front cross-sectional view of an embodiment of an interactive tower attraction in accordance with the present technology; [Diagram 2] 2 is a top cross-sectional view of an embodiment of the interactive tower attraction of FIG. 1 in accordance with the present technology. [Diagram 3] 2 is a perspective view of an embodiment of a ride vehicle of the interactive tower attraction of FIG. 1 in accordance with the present technology. [Figure 4] 2 is an internal perspective view of an embodiment of the interactive tower attraction of FIG. 1 in accordance with the present technology. [Diagram 5] 5 is a flowchart of an embodiment of a method for causing movement of another vehicle of the interactive tower attraction of FIG. 4 in accordance with the present technology. [Figure 6] 5 is a flowchart of an embodiment of a method for causing movement of one's own vehicle of the interactive tower attraction of FIG. 4 in accordance with the present technology. [Figure 7] 5 is a block diagram of an embodiment of a control system that may be employed within the interactive tower attraction of FIG. 4 in accordance with the present technology. [Figure 8]2 is a perspective view of an embodiment of an entry and exit system for the interactive tower attraction of FIG. 1 in accordance with the present technology. [Figure 9] FIG. 13 is a top cross-sectional view of an embodiment of an interactive tower attraction employing a single person vehicle in accordance with the present technology. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The present disclosure relates to interactive tower attractions for theme or amusement parks. The present technology provides interactive tower attractions that facilitate interaction between passengers and the ride environment and among passengers. For example, user input or user-driven selection can trigger changes in one or more vehicle movements and / or ride effects. In this manner, repeat passengers can have different experiences during each ride. The ride experience can also be tied to a ride story or ride objectives.
[0010] Passengers may affect the motion of other ride vehicles, as well as their own ride vehicles in some embodiments, through interactions with such environment and / or other passengers. The interactive tower attraction may include an augmented reality (AR) system, a virtual reality (VR) system, a special effects (SFX) system, and / or a projection system that may provide an immersive environment with which passengers may interact. Additionally, the AR, VR, and / or projection system may enable interaction of the passengers and / or ride vehicles of the interactive tower attraction. Interaction of one or more passengers in each ride vehicle with the environment provided by the AR, VR, and / or projection system may trigger motion of the ride vehicles of the interactive tower attraction. Specific motions of the ride vehicles may be triggered to provide experiences that may change for each ride vehicle during the duration of the ride. Passengers' interactions with the ride environment may further trigger other special effects, such as wind gusts, cold wind, heat, water spray, smoke, fog, sound, and lighting effects, via the SFX system.
[0011] Although the present technology is disclosed in relation to tower rides, other embodiments may include other attraction types. For example, an interactive game-type environment as illustrated herein may be incorporated into an attraction such as a tracked ride.
[0012] FIG. 1 is a cross-sectional front view of an embodiment of an interactive tower attraction 10 including at least two ride vehicles 12 in accordance with the disclosed technology. The interactive tower attraction 10 may include one or more ride vehicles 12 that are used to hold and transport one or more passengers 14 during operation of the ride. The interactive tower attraction 10 includes a tower 16 that provides a generally vertical vehicle path that supports the ride vehicles and allows each vehicle 12 to ascend or descend. The ride vehicles 12 may be coupled to supports, for example, each vehicle 12 may be coupled to a corresponding tower track 20. For ease of explanation, the interactive tower attraction 10 and its components may be described with reference to an axial axis or axis 22, a radial axis or direction 24, and a circumferential axis or direction 26.
[0013] Each tower track 20 may be disposed adjacent to or within an interior wall 18 of the tower 16 and aligned with an axial axis 22 of the tower 16. In some embodiments, the interactive tower attraction 10 may be implemented with a separate or external tower track 20, but the interior wall 18 may provide a generally controlled environment to enhance AR, VR and / or SFX effects. The tower tracks 20 may be disposed along the tower 16, and each ride vehicle 12 may move along and relative to the corresponding tower track 20. The tower tracks 20 may allow for axial 22 movement of the ride vehicles 12 within the tower 16. Additionally, as will be described in more detail with reference to FIG. 3, the ride vehicles 12 may also move in other directions relative to the corresponding tower track 20. In operation, each ride vehicle 12 carrying one or more passengers 14 may move along the corresponding tower track 20 and in other directions relative to the corresponding tower track 20 during the ride. In some embodiments, the tower tracks 20 may include different directional components (e.g., curves). For example, the tower track 20 may spiral up and down the tower 16 .
[0014] In the illustrated embodiment, each ride vehicle 12 may be positioned along the corresponding tower track 20 such that the passengers 14 in each ride vehicle 12 face toward a center 23 away from the corresponding tower track 20, and thus the passengers 14 in each ride vehicle 12 generally face other passengers 14 in opposing and / or adjacent vehicles 12 of the interactive tower attraction 10. This configuration may allow passengers 14 to interact with passengers 14 in other ride vehicles 12 to affect the experience of those passengers 14, as will be described in further detail with reference to Figures 4 and 5. In some embodiments, the interactive tower attraction 10 may include one or more screens at the center 23, and thus the position of the ride vehicles 12 may orient passengers 14 toward the one or more screens away from the corresponding tower track 20. In such embodiments, this configuration may allow passengers 14 to interact with the screens and the ride environment. Each tower track 20 is coupled to a corresponding ride vehicle 12 such that the ride vehicles 12 can move axially in unison or individually, thereby allowing some of the movement of the ride vehicles 12 throughout the ride to be a common movement (e.g., all vehicles moving in unison) and some of the movement to be an individual movement experienced only by passengers 14 in a particular ride vehicle 12 and not by other ride vehicles 12.
[0015] In operation, ride vehicles 12 containing passengers 14 may rise to a particular height within tower 16 along corresponding tower tracks. At this starting altitude, passengers 14 may interact with one another and / or the ride environment, as will be described in further detail with reference to FIGURE 4. Through such interaction, passengers 14 may affect the movement of the other ride vehicles 12 relative to their respective tower tracks 20 and / or the movement of their own ride vehicle 12 relative to the corresponding tower track 20 to which it is coupled.
[0016] FIG. 2 is a top cross-sectional view of an embodiment of an interactive tower attraction 10 showing a plurality of ride vehicles 12 disposed within a tower 16. In the illustrated embodiment, the tower 16 includes four ride vehicles 12 and four corresponding tower tracks 20 disposed with interior walls configured as an octagonal space (e.g., eight interior walls 18) forming an octagonal cross-sectional shape. However, in some embodiments, the tower 16 can include any number of walls (e.g., four, six, ten, twelve) forming various polygonal cross-sectional shapes. In some embodiments, the tower 16 can include one or more curved interior walls 18, for example, the tower 16 can be realized as a silo or with a circular cross-sectional shape. As discussed above, the interactive tower attraction 10 can include one or more ride vehicles 12 that are used to hold and transport one or more passengers 14 during operation of the ride. Each ride vehicle 12 is coupled to a corresponding tower track 20 and thus coupled to, disposed adjacent to, or residing at a location within the space formed by the interior walls 18. Additionally, the number of ride vehicles 12 and corresponding tower tracks 20 may be one, two, or more than two. In the illustrated embodiment, the ride vehicles 12 may be spaced apart within the interior walls 18. Eight interior walls 18 may also hold less than eight ride vehicles 12 and corresponding tower tracks 20.
[0017] 3 is a perspective view of an embodiment of a ride vehicle 12 of the interactive tower attraction 10. As discussed above, each ride vehicle 12 can hold and carry one or more passengers 14 and move relative to its respective tower track 20 during operation of the interactive tower attraction 10. In some embodiments, the ride vehicles 12 can move in multiple degrees of freedom relative to their respective tower tracks 20 as described in detail herein. Additionally, the ride vehicles 12 can include a seat 36 and a set of harnesses, supports or straps 38 for each passenger 14. In ride vehicles 12 configured for multiple passengers 14, such as in the illustrated embodiment, the seats 36 can be tilted or positioned such that the rear seats are raised to allow each passenger 14 to fully visualize the ride and interaction areas ahead of the ride vehicle 12.
[0018] In some embodiments, each ride vehicle 12 may include a support frame 40 and a stepped platform 41 that may be coupled onto the support frame 40. The support frame 40 may be coupled to a corresponding tower track 20. Movement of the support frame 40 via a control system may enable movement of the ride vehicle 12 and passenger 14 relative to the tower track 20. The control system may move the ride vehicle 12 with multiple degrees of freedom relative to the tower track 20. In some embodiments, such movement may include axial movement along the tower track 20, including controlled free-fall movement. The movement of the ride vehicle 12 may further include movements such as pitch, yaw, and roll, either alone or in combination with each other. To better describe the movement of the ride vehicle 12 and the degrees of freedom of such movement, the movement of the ride vehicle 12 may be described with reference to an x-axis 42, a Y-axis 44, and a Z-axis 46 of the ride vehicle 12. The Y-axis 44 is an axis of the ride vehicle 12 that is parallel to the axial axis 22 of the tower 16 and the tower track 20. The X-axis 42 is an axis perpendicular to the Y-axis 44 and perpendicular to the axial axis 22 and the tower track 20. The Z-axis 46 is an axis emerging from the inner wall 18 toward the center of the tower 16 in the direction in which the ride vehicle 12 extends into the interior of the tower 16. Additionally, the motion of the ride vehicle 12 relative to the tower track 20 can be described with reference to the angle α between the Y-axis 44 and the Z-axis 46, and the angle β between the X-axis 42 and the Z-axis 46.
[0019] As described in further detail below, each ride vehicle 12 can move with two or more (e.g., two, three, four) degrees of freedom relative to the corresponding tower track 20. Each ride vehicle 12 can move along the corresponding tower track 20, for example, in a direction 48 vertical to the corresponding tower track 20, up and down. This movement can be parallel to the tower track 20, the inner wall 18, and the axial axis 22. In some embodiments, this movement can be a controlled ascent or descent of the ride vehicle 12 along the tower track, controlled via a control system. In some embodiments, the movement along the tower track 20 and the Y-axis 44 can include a free-fall (e.g., uncontrolled fall) movement, such that the rate of fall is not controlled, creating a sensation of descending or falling toward the ground. One or more movements of the ride vehicles 12, performed in sequence or simultaneously as described herein, can be referred to as a movement pattern. A movement pattern can be initiated in response to a user-initiated ride event as described herein. Additionally, an individual movement pattern may be applied to only one ride vehicle 12 of multiple ride vehicles 12 within the attraction 10.
[0020] Movement in the direction 48 along the tower track 20 can be used to raise the ride vehicle 12 and passenger 14 from the ground to a starting elevation or starting position 56 of the ride within the tower 16 at the start of the ride. Controlled, free-fall, or both movement in the direction 48 along the tower track 20 can occur as the passenger 14 interacts with other ride vehicles 12 and / or the ride environment during the ride. In some embodiments, the ride vehicle 12 can move up or down along the tower track 20 from the starting position 56 during the ride. In such embodiments, the starting position 56 can be near the top of the tower 16 and / or near the top of the tower track 20. However, in some embodiments, the ride vehicle 12 can be raised along the tower track 20 only to position the ride vehicle 12 at the starting position 56 or to return the ride vehicle 12 to the starting position 56 after a controlled or free fall during the ride. In such an embodiment, the start position 56 may be at a distance away from the top of the tower 16 and / or the top of the tower track 20 such that the ride vehicle 12 may move upwardly from the start position 56 during the ride. Furthermore, such movement 48 along the tower track 20 during the ride may be caused by interaction of the passenger 14 of the ride vehicle 12 with other ride vehicles 12 and / or the ride environment, as will be described in further detail with reference to Figures 5 and 6, and / or such movement 48 may be programmed to occur through the control system.
[0021] Additionally, each ride vehicle 12 may also move or rotate in a circumferential direction 50 about the Z-axis 46 relative to the tower track 20. Such rotational motion may be clockwise and / or counterclockwise about the Z-axis 46. The ride vehicles 12 may rotate 360° clockwise and / or counterclockwise about the Z-axis 46. Thus, the ride vehicles 12 may rotate through a full clockwise and counterclockwise barrel rotation (e.g., 360° rotation) or to any degree within a barrel rotation. The circumferential movement 50 may occur during the ride to cause the ride vehicles 12 and passengers to flip upside down and / or rotate, may be caused by the interaction of the passengers 14 of the ride vehicles 12 with other ride vehicles 12 and / or the ride environment as described in further detail with reference to Figures 5 and 6, and / or may be programmed to occur through a control system. In some embodiments, a rotational movement in direction 50 about Z axis 46 can occur after or in combination with one or more different movements, such as a linear movement in direction 48.
[0022] Each ride vehicle 12 may also twist or tilt (e.g., pitch) in a direction 52 about the X-axis 42. Such pitching motion 52 may cause the front of the ride vehicle 12, facing away from the tower track 20 and the interior wall 18, to tilt upward or downward, thus decreasing or increasing the angle α between the Y-axis 44 and the Z-axis 46. For example, the angle α may be 90° when the ride vehicle 12 is in the starting position 56 and may decrease by the amount of tilt as the front of the ride vehicle 12 tilts upward. The front of the ride vehicle 12 may tilt up to 90° upward and 90° downward about the X-axis 42, thus tilting up to 180° about the X-axis 42. The upward and downward tilt (e.g., pitch) about the X-axis 42 may occur during a ride, may be caused by interaction of the passenger 14 of the ride vehicle 12 with other ride vehicles 12 and / or the ride environment, as described in further detail with reference to Figures 5 and 6, and / or may be programmed to occur through a control system. In some embodiments, the tilt (e.g., pitch) in the direction 52 about the X-axis 42 may occur after or in combination with one or more different movements of the ride vehicle 12, such as a linear movement in the direction 48 and / or a circumferential rotational movement in the direction 50 about the Z-axis 46.
[0023] Each ride vehicle 12 may also twist or tilt (e.g., yaw) in a direction 54 about the Y-axis 44. Such yaw motion 54 may cause the front of the ride vehicle 12, facing away from the tower track 20 and the interior wall 18, to tilt to either side (e.g., left or right), thus decreasing or increasing the angle β between the X-axis 44 and the Z-axis 46. For example, the angle β may be 90° when the ride vehicle 12 is in the starting position 56 and may decrease by the amount of tilt as the front of the ride vehicle 12 tilts to the right. The front of the ride vehicle 12 may tilt up to 90° left and 90° right, thus tilting up to 180° about the Y-axis 44. The sideways tilt (e.g., yaw) about the Y-axis 44 may occur during a ride, may be caused by interaction of the passenger 14 of the ride vehicle 12 with other ride vehicles 12 and / or the ride environment, as described in further detail with reference to Figures 5 and 6, and / or may be programmed to occur through a control system. In some embodiments, the tilt (e.g., yaw) in a direction 54 about the Y-axis 44 may occur after or in combination with one or more different movements of the ride vehicle 12, such as a linear movement in a direction 48, a circumferential rotational movement in a direction 50 about the Z-axis 46, and / or a tilt (e.g., pitch) movement in a direction 52 about the X-axis 42.
[0024] The movements or actions of the ride vehicles 12 described herein may be caused by interactions between passengers 14 and other ride vehicles 12, may be pre-programmed movements that occur at specific times during operation of the interactive tower attraction 10, or may be a combination of both.
[0025] Passengers 14 may interact with other ride vehicles 12 and / or the ride environment to initiate movement patterns of one or more ride vehicles 12 during operation of the interactive tower attraction 10. Such interactions with other ride vehicles 12 and / or passengers 14 may provide signals that cause the interactive tower attraction 10 to provide a different experience for each ride vehicle 12 and each visit to the interactive game attraction 10. In some embodiments, such interactions with other ride vehicles 12 and / or the ride environment may further cause other special effects, such as wind gusts, cold wind, heat, water spray, smoke, fog, sound and lighting effects, via the SFX system. FIG. 4 is an interior perspective view of an embodiment of the interactive tower attraction 10 illustrating an augmented reality (AR) ride environment 64 that passengers 14 may visualize and interact with. Each passenger 14 may wear a visualization device 66 that allows the passenger 14 to visualize the AR ride environment 64 during operation of the interactive tower attraction 10. As shown, FIG. 4 illustrates the AR ride environment 64 as visualized from the perspective of a particular passenger 65.
[0026] During the ride, each passenger 14 may wear a visualization device 66 to visualize the same AR vehicle environment 64 as a particular passenger 65 in the interactive tower attraction 10 visualizes from his or her perspective. The visualization device 66 may be communicatively coupled to an AR system that allows the passenger 14 to visualize AR imagery in the AR vehicle environment 64 through the visualization device 66, as described in more detail below with reference to FIG. 7. In some embodiments, the passenger 14 may purchase or otherwise obtain the visualization device 66, such as electronic goggles, glasses, or a headset, to be worn throughout the duration of the ride. The visualization device may be used to display the AR vehicle environment 64 and allow the passenger 14 to visualize and interact with elements of the AR vehicle environment 64. Although the ride environment of the interactive tower attraction 10 is described as an AR ride environment, it should be understood that in some embodiments, the elements of the ride environment may also include projection elements or virtual reality (VR) elements, alone or in combination with AR elements.
[0027] The elements of the AR ride environment 64 may include targets 68 and / or characters 70, which in the illustrated embodiment are shown as animals. In some embodiments, the interactive tower attraction 10 may include a particular theme to which the elements of the AR ride environment 64 (e.g., targets 68 and characters 70) may be aligned. In some embodiments, the interactive tower attraction 10 may be part of a larger theme, such as an amusement park or amusement park portion theme. Thus, the characters 70 may be any type of character or element that fits the theme of the interactive tower attraction 10. The passengers 14 may interact with the targets 68 and / or characters 70 of the AR ride environment 64 using an input device 72, which may be a weapon, a selection tool, a joystick, etc., that receives user input and generates a user input signal representative of the input. Each passenger 14 may have an input device 72 associated with their seat in the ride vehicle 12. In the illustrated embodiment, the input device 72 includes a device used to fire AR shells 74 at the targets 68 and / or characters 70, as an example. In such an embodiment, the AR projectiles 74 fired using the input device 72 may be visualized by the passenger 14 as part of the AR vehicle environment 64 through the visualization device 66, providing a highly interactive and immersive experience for the passenger 14. Additionally, any explosions or other AR effects associated with hitting or otherwise interacting with the target 68, character 70, or other elements of the AR vehicle experience (e.g., feedback indicating selection of the target 68) may be visualized by the passenger 14 as part of the AR vehicle environment through the visualization device 66, further enhancing the ride experience. In some embodiments, the input device 72 may cause or control other interactions with the AR vehicle environment 64, such as moving a mechanical arm or other such interactions that may involve other types of simulated weapons.
[0028] The targets 68 of the AR ride environment 64 may be dedicated targets 68 for each ride vehicle 12 (e.g., visible only to its associated ride vehicle 12) or may be global targets 68 available and / or visible to all ride vehicles 12. In some embodiments, the AR environment may indicate through visual cues (e.g., a particular color) that only a subset of the ride vehicles 12 have a subset of the targets 68 available for interaction. If the targets 68 are available for interaction, the user input device 72 may generate an interaction signal related to successful interaction. In some embodiments, the attraction 10 may be configured to present targets 68 that are overlaid or adjacent to each ride vehicle 12 when viewed in the AR environment and serve as visible targets 68 that passengers 14 in other ride vehicles 12 may interact with to target competing AR ride vehicles 12. For example, passengers 14 may fire AR bullets 74 at targets 68 above other ride vehicles 12, causing the associated ride vehicles 12 to move in a movement pattern as shown herein with reference to FIG. 3. In some embodiments, some or all of the passengers 14 in each ride vehicle 12 may be considered a team. In such embodiments, each team may be indicated by a different color on the target 68 above the ride vehicle 12, or through an AR image on the target 68 or the ride vehicle 12, or any other indication such as text or color of the ride vehicle 12. As described in more detail with reference to FIG. 5, passengers 14 in each team may cumulatively cause movement of the other team and the ride vehicle 12 by aiming and shooting or otherwise interacting with the other team's targets 68. For example, passengers 14 in each team (e.g., ride vehicles 12) may accumulate points against each other as a team by shooting each other's team's targets 68. Accumulating a certain threshold of points may cause a certain movement of the ride vehicle 12 for which the points have been accumulated (e.g., the ride vehicle 12 associated with the shot target 68).As another example, all passengers 14 on other teams may collectively accumulate points for a particular team, which may trigger movement of that particular ride vehicle 12 upon reaching a certain points threshold.
[0029] Additionally, in some embodiments, the input devices 72 may include devices for steering the ride vehicle 12 such that the ride vehicle 12 may be moved to avoid or prevent an incoming AR bullet 74 from hitting a target associated with the ride vehicle 12. Thus, in some embodiments, one or more passengers 14 of a ride vehicle 12 may control the movement of the ride vehicle 12 to avoid incoming interactions from the other ride vehicles 12, while other passengers 14 of the ride vehicles 12 may control the input devices 72 to shoot or otherwise actively interact with targets 68 of the other ride vehicles 12 and / or characters 70 of the AR vehicle environment 64. In such embodiments, control of the steering of the ride vehicle 12 may be transferred between passengers 14 such that each passenger 14 of the ride vehicle 12 may have a turn to steer and actively interact with the AR vehicle environment 64, such as firing AR bullets 74 at targets 68 of the other ride vehicles 12.
[0030] Additionally or alternatively, in some embodiments, interactions with elements of the AR ride environment 64 of the interactive tower attraction 10 may include an individual element. For example, the visualization device 66 may show an arrow or other indication of an element of the AR ride environment 64 (e.g., a target 68, a character 70) to aim at and / or interact with. In such a case, hitting the indicated element may earn individual points toward a particular threshold that may trigger a movement of other ride vehicles 12 or the ride vehicle 12 in which the particular passenger 14 is riding. As another example, a particular passenger 14 may earn points by avoiding incoming AR projectiles 74 fired by other ride vehicles 12 aimed at an associated target 68. In some embodiments, such individual interactions with the AR ride environment 64 may trigger a movement of the ride vehicle 12 in addition to the movement triggered by reaching a team point threshold. However, in some embodiments, a passenger 14 may not belong to a team, such that individual interactions with elements of the AR ride environment 64 are the sole factor in triggering a movement of the ride vehicle 12.
[0031] Interaction of a passenger 14 in one ride vehicle 12 with targets 68 and characters 70 in the AR ride environment 64 can cause movement of other ride vehicles 12 that the passenger 14 is shooting or otherwise interacting with, as well as cause movement of the ride vehicle 12 in which the passenger 14 is riding. To illustrate, Figure 5 is a flow chart of an embodiment of a method 84 for causing movement of other ride vehicles 12 of the interactive tower attraction 10 through interaction with the AR ride environment 64. Additionally, Figure 6 shows a flow chart of an embodiment of a method for passengers 14 in an individual ride vehicle 12 to cause movement of the individual ride vehicle 12.
[0032] 5, the method 84 may include a passenger 14 of a ride vehicle 12 interacting with a target 68 of the AR ride environment 64 to increase the damage point total of the other ride vehicles 12 and / or team. Based on the interaction with the target (via the user input device 72), a signal indicating the interaction is received (block 86). Based on the interaction, a score for each vehicle 12 is updated. The score may be a total score or may be another penalty score and / or reward score. In one embodiment, the score is a penalty score indicating a successful hit on a target 68 located on or near the particular ride vehicle 12. For example, when a passenger 14 of another ride vehicle 12 hits the target 68 of one of the ride vehicles, a signal may indicate a successful interaction (hit) and the damage point total for that ride vehicle 12 may be increased. Each ride vehicle 12 and / or team may accumulate damage points from the passengers 14 of the other ride vehicles 12 hitting their targets 68. In some embodiments, the damage point total may be indicated by a number, symbol, color, or other indication that may be visualized by a visualization device 66 at or near the target 68 so that passengers 14 in other vehicle vehicles 12 can see how many damage points have been accumulated on each other's vehicle vehicles 12. Additionally, in some embodiments, the damage point total (i.e., penalty score) of the vehicle vehicle 12 in which the passenger 14 is riding may be displayed to the passengers 14 via the visualization device so that each passenger 14 can see how many damage points have been accumulated on their own vehicle vehicle 12.
[0033] The control system and / or AR system of the interactive tower attraction 10 may then calculate the accumulated damage points for each ride vehicle 12 or team based on the signal (block 88). The control system may then compare the accumulated damage points for each ride vehicle 12 to a movement threshold (block 90). If the control system determines that the accumulated damage points for the ride vehicle 12 do not exceed the movement threshold, the method 84 begins again at block 86, where the passenger 14 may interact with the target 68. If the control system determines that the accumulated damage points for one of the ride vehicles 12 exceed the movement threshold, the control system may cause a movement of the ride vehicle 12 where the penalty score is associated with a penalty action (block 92). For example, if the control system determines that passengers 14 of the other ride vehicles 12 have hit the target 68 of a particular ride vehicle 12 a sufficient number of times to cause the accumulated damage points for that ride vehicle 12 to exceed the movement threshold, the control system may cause a barrel rotation action in the direction 50, or any of the other actions described above with reference to FIG. 3.
[0034] In some embodiments, the accumulated damage points may be cleared each time a motion threshold is exceeded. There may be a specific motion pattern that is triggered each time a motion threshold is exceeded, or a different motion pattern may be triggered randomly each time a motion threshold is exceeded. In other embodiments, there may be multiple motion thresholds, each corresponding to triggering a different motion pattern. In such embodiments, the motion threshold values may increase in value such that different motion patterns are triggered as the accumulated damage points for the ride vehicle 12 increase throughout the ride duration. Each increasing motion threshold may correspond to a specific motion pattern, or the control system may randomly assign a motion pattern to each motion threshold. In some embodiments, these motions may be triggered in the same order for each ride vehicle 12 and / or may correspond to the same motion threshold increase for each ride vehicle 12. However, in other embodiments, different motions may be triggered between ride vehicles 12 each time a motion threshold is exceeded. Triggering motions of ride vehicles 12 when motion thresholds are exceeded may increase the variety of the ride experience for passengers 14.
[0035] It should be appreciated that the method 84 may be an iterative or recursive process performed throughout the duration of a ride to cause movement of the ride vehicle 12. Thus, the control system may continually calculate the damage point totals for the ride vehicle 12 to determine if a movement threshold has been exceeded to cause movement of the ride vehicle 12.
[0036] Additionally, passengers 14 may also cause movement of their own vehicle 12. To illustrate, FIG. 6 is a flow chart of an embodiment of a method 100 for causing movement of a vehicle 12 carrying a passenger 14. The method 100 may include the passenger 14 actively and / or passively interacting with targets 68 associated with other vehicle vehicles 12 and / or characters 70 in the AR vehicle environment 64 to generate signals indicating successful interactions to earn reward points individually and / or as a team (e.g., vehicle vehicle 12) (Block 102). For example, when a passenger 14 in a vehicle 12 actively fires an AR bullet 74 to hit a target 68 on another vehicle vehicle 12 or character 70, the firing passenger 14 earns reward points individually and / or as a team for his or her own vehicle vehicle 12. As another example, when one or more passengers 14 of a ride vehicle 12 use the input devices 72 to operate the ride vehicle 12, those passengers 14 may passively earn individual and / or team (e.g., ride vehicle 12) reward points by avoiding incoming AR bullets 74 from hitting targets 68 on the ride vehicle 12. In some embodiments, individual and / or team reward point totals may be displayed to the passengers 14 via a visualization device so that they know how many reward points each passenger 14 has accumulated.
[0037] The control system and / or AR system of the interactive tower attraction 10 may then calculate the amount of reward points earned by each passenger 14 and / or each team or ride vehicle 12 based on the signal (block 104). The control system may then compare the reward points earned by each passenger 14 and / or each ride vehicle 12 to a reward motion threshold (block 106). If the control system determines that the reward points earned by the passenger 14 or ride vehicle 12 do not exceed the reward motion threshold, the method 100 may begin again at block 102, where the passenger may actively and / or passively interact with elements of the AR ride environment 64. If the control system determines that the reward points earned by the passenger 14 or ride vehicle 12 exceed the reward motion threshold, the control system may cause a motion of that ride vehicle 12, or the ride vehicle 12 in which that passenger 14 is seated. For example, if the control system determines that one of the vehicle vehicles 12 has earned an amount of reward points that exceeds a reward motion threshold due to a passenger 14 of the vehicle 12 successfully hitting another target 68 and / or a character 70 and / or successfully avoiding an incoming AR bullet 74 from the other vehicle vehicle 12, the control system may cause a motion in the upward direction 48 or any of the other motions described above with reference to Figure 3. In some embodiments, the motion caused by exceeding such a reward motion threshold may position the vehicle 12 in a position where it is difficult for a passenger 14 of the other vehicle vehicle 12 to hit the target 68 of the vehicle vehicle 12 and / or enhance the variable ride experience.
[0038] The earned reward points may be cleared each time a reward motion threshold is exceeded. There may be a particular sequence of motion patterns that are triggered each time a reward motion threshold is exceeded, or a different motion pattern as described above may be triggered randomly each time a reward motion threshold is exceeded. In other embodiments, there may be multiple reward motion thresholds, each corresponding to triggering a different motion or combination of motions. In such embodiments, the reward motion thresholds may increase in value such that different motions or combinations of motions are triggered as the earned reward points of the passenger 14 and / or ride vehicle 12 increase throughout the ride duration. Each increasing reward motion threshold may correspond to a motion pattern, or the control system may randomly assign a motion pattern to each reward motion threshold. In some embodiments, these motions may be triggered in the same sequence for each passenger 14 or ride vehicle 12 and / or correspond to the same increasing reward motion threshold for each passenger 14 or ride vehicle 12. However, in other embodiments, different motions may be triggered between passengers 14 and / or ride vehicles 12 each time a reward motion threshold is exceeded. By triggering movement of the ride vehicle 12 when a reward movement threshold is exceeded, variation in the ride experience for passengers 14 may be increased.
[0039] It should be appreciated that method 100 may be an iterative or repeating process performed throughout the duration of a ride to trigger movement of the ride vehicles 12. Thus, the control system may continually calculate the total earned reward points of the passengers 14 and / or ride vehicles 12 to determine if a reward motion threshold has been exceeded to trigger movement of the ride vehicles 12. Additionally, method 84 and method 100 may be performed simultaneously during operation of the interactive tower attraction 10 to trigger motion of the ride vehicles 12 and generate a total combined score for each ride vehicle 12, i.e., the reward score minus the penalty score. In some embodiments, the control system may trigger an unstable tilt or bank of the ride vehicles 12 during method 84 and / or method 100 when the total accumulated damage points and / or total earned reward points are near a motion threshold or reward motion threshold, thus providing a more suspenseful and entertaining ride experience.
[0040] 7 illustrates an embodiment of a control system 118 that may be employed within the interactive tower attraction 10 to control the movement of the ride vehicle and the AR ride environment 64 displayed to the passengers 14. The control system 118 may include an attraction system controller 120 that may be communicatively coupled to other elements of the interactive tower attraction 10. The attraction system controller 120 may include a memory 122 and a processor 124. In some embodiments, the memory 122 may include one or more tangible, non-transitory computer-readable media that store instructions executable by the processor 124 and / or data to be processed by the processor 124. For example, the memory 122 may include a random access memory (RAM), a read-only memory (ROM), a rewriteable non-volatile memory such as a flash memory, a hard drive, and / or an optical disk, etc. Additionally, the processor 124 may include one or more general-purpose microprocessors, one or more application specific processors (ASICs), one or more field programmable logic arrays (FPGAs), or any combination thereof. Additionally, the memory 122 may store instructions executable by the processor 124 to perform the methods and control operations described herein for the interactive tower attraction 10 .
[0041] The attraction system controller 120 may further include one or more input / output (I / O) devices 126 that may facilitate communication between the attraction system controller 120 and a user (e.g., an operator). For example, the I / O devices may include buttons, a keyboard, a mouse, and / or a trackpad, etc., that enable user interaction with the attraction system controller 120 and the control system 118. The I / O devices 126 may also include an electronic display that facilitates the provision of visual representations of information, such as text, still images, and / or video content, for example, via a graphic user interface (GUI) and application interfaces. Additionally, the attraction system controller 120 may be configured to communicate with other elements of the interactive tower attraction 10 via wired or wireless communication paths. In some embodiments, the attraction system controller 120 may include a communications module 128 that facilitates the transmission of information between the attraction system controller 120 and the control system 118 and other elements of the interactive tower attraction 10, such as an augmented reality (AR) system 130.
[0042] The AR system 130 can be communicatively coupled to the attraction system controller 120. The AR system 130 can enable the display of an AR ride environment 64, including targets 68, characters 70, and AR bullets 74, that are displayed to passengers 14 of the interactive tower attraction 10 via a visualization device 66. The AR system 130 can include an AR controller 132 that can be configured to cause the display of elements of the AR ride environment 64. The AR controller 132 can include a memory 134 and a processor 136. In some embodiments, the memory 134 can include one or more tangible, non-transitory computer-readable media that store instructions that the processor 136 can execute and / or data to be processed by the processor 136. For example, the memory 134 can include a random access memory (RAM), a read-only memory (ROM), a rewritable non-volatile memory such as a flash memory, a hard drive, and / or an optical disk, etc. Additionally, processor 136 may include one or more general purpose microprocessors, one or more application specific processors (ASICs), one or more field programmable logic arrays (FPGAs), or any combination thereof.
[0043] The AR system 130 may further include a display module 138 and a sound module 140. The display module 138 may be communicatively coupled to the AR controller 132 and to the visualization device 66 worn by the passenger 14. The display module 138 may generate the AR ride environment 64 and cause the display of elements of the AR ride environment 64 via the visualization device 66. Additionally, the display module 138 may be communicatively coupled to a sound module 140 that may cause the generation of sounds corresponding to the displayed AR ride environment 64. The processor 136 of the AR controller 132 may be configured to determine a correct viewing angle for each passenger 14 of the interactive tower attraction 10 and transmit a signal indicative of this viewing angle to the display module 138. Thus, elements of the AR ride environment 64 may be displayed to each passenger 14 in a manner that would be visible from the passenger's position on the interactive tower attraction 10. Additionally, processor 136 of AR controller 132 and / or processor 124 of attraction system controller 120 may be configured to calculate accumulated damage points and earned reward points as described above with reference to Figures 5 and 6. AR controller 132 may be configured to store in memory 134 a model of attraction 10 that overlays the AR image based on image data, positional data, and / or other data related to attraction 10.
[0044] The attraction system controller 120 and the AR system controller 132 may each be communicatively coupled to a ride vehicle controller 142 of each ride vehicle 12. Each ride vehicle 12 may include a ride vehicle controller 142. The ride vehicle controller 142 may include a memory 144 and a processor 146. In some embodiments, the memory 144 may include one or more tangible, non-transitory computer-readable media that store instructions executable by the processor 146 and / or data to be processed by the processor 146. For example, the memory 144 may include a random access memory (RAM), a read-only memory (ROM), a rewriteable non-volatile memory such as a flash memory, a hard drive, and / or an optical disk, etc. Additionally, the processor 146 may include one or more general-purpose microprocessors, one or more application specific processors (ASICs), one or more field programmable logic arrays (FPGAs), or any combination thereof.
[0045] In some embodiments, the ride vehicle controller 142 may receive signals (e.g., inputs, feedback, etc.) from the input devices 72 associated with that particular ride vehicle 12 and process the received signals to control the operation of the respective ride vehicle 12. For example, if the input devices 72 include one or more devices used for steering or avoidance, the ride vehicle controller 142 may process signals from these input devices to control the particular movement of the ride vehicle. Additionally, the ride vehicle controller 142 may transmit signals received from the input devices 72 to the AR controller 132 and / or the attraction system controller 120, which may use the received signals to calculate the accumulated damage points and / or earned reward points of the respective passenger 14 and / or the respective ride vehicle 12. The attraction system controller 120 or the AR controller 132 may calculate the accumulated damage points and / or earned reward points and compare them to the respective motion thresholds or reward motion thresholds. Alternatively, such comparisons may be performed by the ride vehicle controller 142. Additionally, the AR system 130 can use the signals received from the input device 72 to modify the displayed AR vehicle environment 64 based on the received input.
[0046] The motion threshold(s) and reward threshold(s) may be stored in memory 122, memory 134, and / or memory 144. Additionally, the motion triggered by exceeding each motion threshold or each reward motion threshold may also be stored in memory 122, memory 134, and / or memory 144. In some embodiments, the motion triggered may be random each time a motion threshold or reward motion threshold is exceeded. In such embodiments, processor 124, processor 136, or processor 146 may randomly select a motion from the motions described above with reference to FIG. 3 each time a threshold is exceeded. However, in some embodiments, a specific motion or combination of motions may correspond to each exceeded threshold.
[0047] The ride vehicles 12 may include motors 148 and brakes 150, respectively, to execute the triggered motions when the motion thresholds and / or reward motion thresholds are exceeded and to provide motions to the ride vehicles 12 to lift the ride vehicles 12 to the starting position 56 at the start of the ride. When the attraction system controller 120 or the AR controller 132 determines that one of the thresholds has been exceeded, it may send a signal to the respective ride vehicle controller 142 to trigger one of the associated motions. The ride vehicle controller 142 may then send a signal indicative of the triggered motion to the motors 148 and brakes 150 of the ride vehicles 12 to generate the triggered motion. It should be understood that the processes for displaying the AR ride environment 64 and generating the motions of the ride vehicles 12 to provide a varied, competitive, and interactive experience for the passengers 14 described as being performed by certain controllers of the control system 118 may additionally or alternatively be performed by any of the other controllers of the control system 118.
[0048] Passengers 14 must board the ride vehicle 12 to ride the interactive tower attraction 10. In some embodiments, traditional methods of boarding and disembarking the ride vehicle 12 may be used, such as walking into the tower 16 to board and disembark the ride vehicle 12 within the tower 16. However, Figure 8 illustrates a boarding and disembarking system for the ride vehicle 12 that may increase throughput for passengers 14 by decreasing the time required for passengers 14 to board and disembark, and / or allow for extended ride times on the interactive tower attraction 10. Figure 8 illustrates a cross-sectional view of one wall of the tower 16.
[0049] As shown, the interactive tower attraction 10 may include two ride vehicles 12 positioned on either side of each wall of the tower 16 such that at a particular time, one ride vehicle 12 may be positioned on the inside 160 of the tower 16 and the other ride vehicle 12 may be positioned on the outside 162 of the tower 16. Thus, an inner wheel of ride vehicles 12 may be on the inside 160 of the tower and another wheel of ride vehicles 12 may be on the outside 162 of the tower. In some embodiments, the tower track 20 and the lower portion 164 of the length 166 of the inner wall 18 may rotate in a direction 168 about a central vertical axis 170 of the wall 18. The tower track 20 and the lower portion 164 of the inner wall 18 may rotate 180° or 360° such that each ride vehicle 12 may rotate from the inside 160 of the tower 16 to the outside 162 of the tower and back again. Each ride vehicle 12 positioned around each wall of the tower 16 may be coupled to a corresponding portion of the lower portion 164 of the tower track 20. Thus, as the lower portion 164 of the tower track 20 and wall 18 rotate in direction 168, the lower portion 164 of the tower track 20, currently positioned on the inside 160 of the tower 16, may couple to the upper portion 172 of the tower track 20 via the track switch 171 to form the full length 166 of the tower track 20 such that the interactive tower attraction 10 is operable. In some embodiments, the upper portion 172 may be longer than the lower portion 164.
[0050] In this configuration, while a passenger 14 on the inside 160 of the tower is riding the interactive tower attraction 10, a new passenger 174 may be loaded onto the ride vehicle currently on the outside 162 of the tower. Thus, when the current ride of the interactive tower attraction 10 is completed, the ride vehicle 12 may be lowered along the tower track 20 to the lower portion 164 where the lower portion 164 of the tower track 20 may be decoupled from the upper portion 172 of the tower track 20 via a track switch 171. The inner wall 18 and the lower portion 164 of the tower track 20 may be rotated about an axis 170 in a direction 168 to move the ride vehicle 12 that has just completed its ride from the inside 160 of the tower to the outside 162. Such rotation may simultaneously move the newly loaded ride vehicle 12 that was on the outside 162 of the tower 16 to the inside 160 of the tower 16 to begin its ride. The passengers 14 who have just completed their ride may then exit the ride vehicles 12 on the exterior 162 of the tower 16, allowing new passengers 174 to board those ride vehicles 12. Thus, the boarding and disembarking system shown in Figure 8 may increase efficiency and boarding and disembarking to reduce the time between rides on the interactive tower attraction 10, thus increasing passenger 14 throughput and increasing the time spent aboard the interactive tower attraction 10. In some embodiments, more than two ride vehicles 12 and positions (e.g., boarding vehicles, disembarking vehicles, and active ride vehicles, each at a respective position around the axis of rotation) may be employed.
[0051] While the ride vehicles 12 are shown holding multiple passengers 14 as discussed above, in some embodiments, the ride vehicles 12 can be single-person ride vehicles 12. To illustrate, FIG. 9 is a top cross-sectional view of an embodiment of an interactive tower attraction 10 having multiple single-person ride vehicles 12 disposed within a tower 16. The interactive tower attraction 10 includes multiple single-person ride vehicles 12, each coupled to a corresponding tower track 20 and disposed adjacent to a separate interior wall 18 of the tower 16. Thus, the ride vehicles 12 of the interactive tower attraction 10 can be disposed in a circumferential direction 26 around the interior of the tower 16. In the illustrated embodiment, a ride vehicle 12 is disposed adjacent half of the interior walls 18 of the tower 16 in a configuration such that a ride vehicle 12 is adjacent every other interior wall 18. In other embodiments, any amount of ride vehicles 12 can be disposed adjacent a corresponding amount of the interior walls 18, in any position that allows for interaction of the passengers 14 with the ride environment and / or the other ride vehicles 12 of the interactive tower attraction 10. In some embodiments involving single-person ride vehicles 12, each passenger 14 may individually earn reward points and accumulate damage points by interacting with the AR ride environment 64 and the other passengers 14. However, in other single-person ride vehicle 12 embodiments, passengers 14 may belong to teams, indicated by color or other indications, as described above with reference to FIG.
[0052] While only certain features of the present embodiments have been illustrated and described herein, many modifications and changes will occur to those skilled in the art and it is, therefore, to be understood that the appended claims are intended to cover all such modifications and changes which fall within the true spirit of the disclosure.
[0053] The technology presented and claimed herein refers to and applies to tangible objects and specific examples of a practical nature that positively improve the art and are therefore not abstract, intangible, or purely theoretical. Moreover, if any claim appended at the end of this specification contains one or more elements designated as "means for [performing] ... [function]" or "step for [performing] ... [function]," such elements are to be construed pursuant to 35 U.S.C. 112(f). On the other hand, for any claim containing an element designated in any other manner, such elements are not to be construed pursuant to 35 U.S.C. 112(f). [Explanation of symbols]
[0054] 10. Interactive Tower Attraction 12 Vehicles 14 passengers 16. Tower 18 Inner wall 20 Tower Orbit 22 Axial axis 24 Radial axis 26 Circumferential axis
Claims
1. A ride attraction system, comprising: a first tower track and a second tower track; a first ride vehicle coupled to the first tower track and configured to move relative to the first tower track, and a second ride vehicle coupled to the second tower track and configured to move relative to the second tower track; one or more first user input devices coupled to the first ride vehicle; one or more second user input devices coupled to the second ride vehicle; a special effects system configured to produce one or more special effects; an imaging system configured to display a vehicle environment; a controller communicatively coupled to the first ride vehicle, the second ride vehicle, the special effects system, and the imaging system; Equipped with the controller is configured to control movement of the first ride vehicle relative to the first tower track and movement of the second ride vehicle relative to the second tower track based on signals from the one or more first user input devices and the one or more second user input devices, the signals indicative of interactions of the one or more first user input devices and the one or more second user input devices with elements of the ride environment, and in response to the signals, the controller causes the first ride vehicle to move along the first tower track or the second ride vehicle to move along the second tower track, or both, and the special effects system is configured to cause the one or more special effects.
2. The ride attraction system of claim 1 , further comprising a plurality of visualization devices configured to display the elements of the ride environment.
3. 2. The ride attraction system of claim 1, wherein the imaging system comprises an augmented reality (AR) system, a virtual reality (VR) system, a projection system, or a combination thereof, and the elements of the displayed ride environment comprise images of characters, targets, or a combination thereof.
4. 10. The ride attraction system of claim 1, wherein the first ride vehicle is configured to move with three or more degrees of freedom relative to the first tower track.
5. 10. The ride attraction system of claim 1, wherein the second ride vehicle is configured to move with three or more degrees of freedom relative to the second tower track.
6. The ride attraction system of claim 1 , wherein the one or more first user input devices include a weapon or a joystick.
7. The ride attraction system of claim 1 , wherein the one or more second user input devices include a weapon or a joystick.
8. 10. The ride attraction system of claim 1, wherein the one or more special effects include a wind gust, heat, or cold effect.
9. The ride attraction system of claim 1 , wherein the one or more special effects include a water splash, smoke, or fog effect.
10. A ride attraction system, comprising: a plurality of vertical tower tracks; a plurality of ride vehicles, each ride vehicle of the plurality of ride vehicles coupled to a respective vertical tower track of the plurality of vertical tower tracks and configured to move with three or more degrees of freedom relative to the respective vertical tower track of the plurality of vertical tower tracks and independently from other ride vehicles of the plurality of ride vehicles; at least one user input device associated with each ride vehicle of the plurality of ride vehicles, the at least one user input device configured to receive user input and provide a user input signal; an augmented reality (AR) or virtual reality (VR) imaging system that displays features of the vehicle environment; a controller configured to receive the user input signals indicative of user interaction with the displayed features of the AR or VR imaging system via the at least one user input device, and based on a user input signal provided from a user input device of one of the plurality of ride vehicles indicative of user interaction between the user input device of the one of the ride vehicles and the displayed features of the AR or VR imaging system, provide instructions to a ride vehicle controller of the one of the ride vehicles to initiate an independent movement pattern of the one of the ride vehicles; A ride attraction system comprising:
11. 11. The ride attraction system of claim 10, further comprising one or more visualization devices of the AR or VR imaging system that display the features of the ride environment.
12. 12. The ride attraction system of claim 11, wherein the one or more visualization devices include a headset or goggles.
13. 11. The ride attraction system of claim 10, wherein the displayed features are targets that are targeted or selected via the at least one user input device.
14. 14. The ride attraction system of claim 13, wherein the targets are only visible through visualization devices associated with the individual ride vehicles and not through visualization devices associated with other ride vehicles of the plurality of ride vehicles.
15. The ride attraction system of claim 10 , wherein the controller is configured to initiate movement of a mechanical prop based on the user input signal.
16. 11. The ride attraction system of claim 10, wherein the controller is configured to cause the individual ride vehicle to experience the independent motion pattern while other ride vehicles of the plurality of ride vehicles are not experiencing the independent motion pattern.
17. A ride attraction system, comprising: a first tower track and a second tower track; a first ride vehicle coupled to the first tower track and configured to move relative to the first tower track, and a second ride vehicle coupled to the second tower track and configured to move relative to the second tower track; one or more first user input devices coupled to the first ride vehicle; one or more second user input devices coupled to the second ride vehicle; an imaging system configured to display a vehicle environment; a controller communicatively coupled to the first ride vehicle, the second ride vehicle, and the imaging system and configured to receive signals from the one or more first user input devices and the one or more second user input devices; Equipped with the signal is indicative of an interaction with the vehicle environment; The controller: assigning a first score to the first ride vehicle based on the signal; assigning a second score to the second ride vehicle based on the signal; moving the first ride vehicle upward along the first tower track and relative to a position of the second ride vehicle along the second tower track based on the assigned first score. The ride attraction system is configured as follows.
18. 20. The ride attraction system of claim 17, wherein the controller is configured to move the first ride vehicle upwardly along the first tower track while the first score is higher than the second score.
19. 20. The ride attraction system of claim 17, wherein the first assigned score is a composite score for the first ride vehicle and the second assigned score is a composite score for the second ride vehicle.
20. 20. The ride attraction system of claim 17, wherein the controller is configured to adjust a difficulty of interaction with the ride environment to increase the assigned score for the first ride vehicle as a result of the first assigned score being above a threshold.
21. 1. A method of controlling a vehicle, comprising: receiving, at a controller, a first signal from one or more first user input devices of a first ride vehicle, the first ride vehicle being coupled to a first tower track and configured to move relative to the first tower track; receiving, at the controller, a second signal from one or more second user input devices of a second ride vehicle, the second ride vehicle coupled to a second tower track and configured to move relative to the second tower track, the first signal and the second signal indicative of an interaction with a ride environment; assigning a first score to the first ride vehicle and a second score to the second ride vehicle based on the first signal and the second signal; moving the first ride vehicle upward along the first tower track and relative to a position of the second ride vehicle along the second tower track based on the assigned first score; A method comprising:
22. 22. The method of claim 21 , wherein the controller is configured to move the first ride vehicle upwardly along the first tower track while the assigned first score is higher than the assigned second score.
23. 22. The method of claim 21, wherein the first assigned score is a composite score for the first ride vehicle and the second assigned score is a composite score for the second ride vehicle.
24. 22. The method of claim 21, wherein the vehicle environment comprises an augmented reality (AR) system, a virtual reality (VR) system, a projection system, or a combination thereof, and the elements of the vehicle environment comprise images of characters, targets, or a combination thereof.
25. 25. The method of claim 24, wherein the targets include a first subset of dedicated targets for a first ride vehicle and a second subset of dedicated targets for a second ride vehicle.
26. 22. The method of claim 21, wherein the assigned first score is based at least in part on the second signal, and the assigned first score is decreased based on the second signal, indicating successful targeting of the first vehicle vehicle.
27. 22. The method of claim 21, wherein the second ride vehicle moves downward in a dropping or descending motion.
28. The method of claim 21 , wherein the one or more first user input devices of the first ride vehicle include a weapon, a selection tool, or a joystick.
29. 22. The method of claim 21, wherein the first assigned score is associated with a first penalty and the second assigned score is associated with a second penalty.
30. 30. The method of claim 29, wherein the first ride vehicle moves according to a movement pattern associated with the first penalty and the second ride vehicle moves according to a movement pattern associated with the second penalty.
31. 1. A method of controlling a vehicle, comprising: receiving a first user input signal from a first user input device of a first ride vehicle coupled to a first tower track; receiving a second user input signal from a second user input device of a second ride vehicle coupled to a second tower track; providing instructions to a ride controller of the first ride vehicle to initiate a motion pattern of the first ride vehicle based on the received first and second user input signals, the motion pattern including a falling motion along the first tower track; providing instructions to a ride controller of the second ride vehicle to initiate a motion pattern of the second ride vehicle based on the received first and second user input signals, the motion pattern including upward motion along the second tower track such that the second ride vehicle is ascending while the first ride vehicle is falling; A method comprising:
32. 32. The method of claim 31, wherein the features of the vehicle environment are displayed via an augmented reality (AR) or virtual reality (VR) imaging system.
33. 33. The method of claim 32, wherein the vehicle controller is configured to receive the first user input signal as indicative of a user interaction with a displayed feature of the AR or VR imaging system via at least one user input device.
34. 33. The method of claim 32, wherein the AR or VR imaging system includes one or more visualization devices that display features of the vehicle environment.
35. 35. The method of claim 34, wherein the one or more visualization devices include a headset or goggles.
36. 32. The method of claim 31, wherein the motion pattern of the first ride vehicle includes at least one of a pitch, yaw, or roll motion relative to the first tower track.
37. 32. The method of claim 31, wherein the motion pattern of the second ride vehicle includes at least one of a pitch, yaw, or roll motion relative to the second tower track.
38. 32. The method of claim 31 , wherein the first ride vehicle is assigned a first score based on the first user input signal and the second ride vehicle is assigned a second score based on the second user input signal.
39. 40. The method of claim 38, wherein the first assigned score is a composite score for the first ride vehicle and the second assigned score is a composite score for the second ride vehicle.
40. 40. The method of claim 38, wherein the assigned first score is adjusted based on the second user input signal.
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