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Star Trek: The Experience

Star Trek: The Experience is a astronomy topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Star Trek: The Experience rather than just read about it. In short: Star Trek: The Experience was an attraction that opened in January 1998 at the Las Vegas Hilton, now called the Westgate Las Vegas, in Las Vegas, Nevada, United States. It was based on the Star Trek entertainment franchise.

Star Trek: The Experience — main illustration
Star Trek: The Experience — illustration

Key takeaways

  • Star Trek: The Experience belongs to astronomy; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Star Trek: The Experience to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Star Trek: The Experience from memory before moving on to harder problems.

Reference excerpt

Star Trek: The Experience was an attraction that opened in January 1998 at the Las Vegas Hilton, now called the Westgate Las Vegas, in Las Vegas, Nevada, United States. It was based on the Star Trek entertainment franchise. The pavilion underwent a major renovation in 2004 to add the Borg Invasion 4-D attraction, which featured a fictional cybernetic race, the Borg. The attraction was operated by entertainment management company Cedar Fair after its June 2006 purchase of Paramount Parks from the CBS Corporation. It closed in September 2008 and was scheduled to reopen in the Neonopolis Mall on May 8, 2009, in time for the premiere of the film Star Trek. The opening was then pushed back to 2010, and in 2011 the project was officially terminated due to a lack of financing as well as Cedar Fair announcing that they had lost licensing.

Individual attractions

The History of the Future Museum The History of the Future museum featured several props, costumes and memorabilia from throughout Star Trek history. It also featured video display devices and a timeline of Star Trek events. In later updates, displays for each of the franchise's major alien races, which included the Borg, Klingons, and Ferengi were added. The last section of the museum was a hallway, serving as the attraction's queues. The left side was for Borg Invasion 4-D, and the right side was for Klingon Encounter. Klingon Encounter held 27 people, while Borg Invasion 4-D held 48 people. Each show was constructed so that those "in the back" for the first part of the show would, in turn, likely end up in the front for the second half of either show. As a result of the closure of The Experience, the History of the Future Museum closed in 2008.

Klingon Encounter Note: The exact attraction experience varied as a result of live performer input. Initially, the visitors entered a small room with a depiction of "outer space." A small television in the upper right corner of the room displayed scenes from several Star Trek films. The group would then enter a smaller, dimly lit waiting area for a traditional simulator ride. Hosts directed guests' attention to a safety demo for the shuttlecraft simulator ride. A few moments later, the televisions flickered, and the lights went out. Flashing lights followed, along with transporter sound effects and a rush of cold air. When the lights returned after less than 3 seconds, the group was standing on a transporter pad in the Transporter Room, which was approximately twice the size of the original small room they had entered. Guests were greeted by Starship personnel, who informed them they were now aboard the Enterprise-D, in the transporter room as seen in Star Trek: The Next Generation. On the transporter pad, a uniformed Starfleet officer asked for the leaders of the group and directed them away for instruction. Transiting through a typical Star Trek corridor, the guests arrive at the Bridge of the Enterprise-D where it was explained that the visitors were beamed aboard the Starship Enterprise to "what you would call the future". Commander Riker appeared on the main viewscreen, explaining that Captain Picard disappeared the moment the group beamed aboard the Enterprise and thus one member of the group must be Picard's ancestor. A Klingon Commander named Kohath used a time-rift to abduct Picard's ancestor and erase him from the timeline. Starfleet Intelligence dispatched the Enterprise to intercept the Klingons' transporter beam and rescue the entire group. Riker directs the group to board a shuttlecraft with Geordi La Forge to escape the temporal rift and return all guests to their original time. Starfleet personnel led the group out of the Bridge through a Star Trek turbolift. While the group was in the turbolift, the Klingons attacked the Enterprise and the turbolift entered a free fall. When the turbolift came to a rest the group exited into another transit corridor where personnel led them to the shuttle bay for escape. While on the bridge, guests were permitted to take photographs. The group boarded the shuttlecraft which was in a 270° domed theater with six degrees of motion base platform. The shuttle ride began with a battle between the Enterprise and Klingon vessels. The shuttle then returned through the temporal rift to present-day Las Vegas. The shuttle landed at the Las Vegas Hilton right next to the "motion simulators" shuttles the visitors were originally waiting to enter when they were "beamed off" at the start of the story. Captain Picard thanked the crew for restoring his existence. He said, "While only one of you is my ancestor, each of you hold that same opportunity for the future. Guard it well." Typically, a custodian led the group to an elevator and then out to the Deep Space Nine Promenade and Quark's Bar. When the custodian led the group to the elevator, there was a television set that showed a "news" report where the military mention that the shuttles over Las Vegas were weather balloons. Upon exiting the shuttlecraft, the guests transit through a corridor where they enter the Promenade from Deep Space Nine. This simulation ride closed along with The Experience in 2008. The motion simulator was developed by McFadden Systems, Inc.

… excerpt ends here. Continue reading the full article.

Illustrations

Star Trek: The Experience: The view from the outside of the Las Vegas Hilton
The view from the outside of the Las Vegas Hilton
Star Trek: The Experience: The former Star Trek bar in 2014.
The former Star Trek bar in 2014.
Star Trek: The Experience: The logo to the former Star Trek Experience still outside of Westgate, seen from the Las Vegas Monorail Westgate Station in 2018.
The logo to the former Star Trek Experience still outside of Westgate, seen from the Las Vegas Monorail Westgate Station in 2018.

Worked examples

Example 1 — a first encounter with Star Trek: The Experience

Start with the simplest possible case. Write down what Star Trek: The Experience claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In astronomy, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Star Trek: The Experience before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Star Trek: The Experience ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Star Trek: The Experience

In research
Star Trek: The Experience appears in astronomy research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Star Trek: The Experience in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Star Trek: The Experience is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1998 establishments in Nevada, 2008 disestablishments in Nevada, 4D films, so understanding it makes those chapters shorter.
In everyday life
Look for Star Trek: The Experience outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Star Trek: The Experience in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Star Trek: The Experience means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Star Trek: The Experience out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Star Trek: The Experience in simple terms?

Star Trek: The Experience was an attraction that opened in January 1998 at the Las Vegas Hilton, now called the Westgate Las Vegas, in Las Vegas, Nevada, United States. It was based on the Star Trek entertainment franchise.

Why does Star Trek: The Experience matter?

Because it connects several astronomy ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Star Trek: The Experience?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Star Trek: The Experience.

Tags

  • 1998 establishments in Nevada
  • 2008 disestablishments in Nevada
  • 4D films
  • Amusement rides closed in 2008
  • Amusement rides introduced in 1998
  • Amusement rides manufactured by McFadden Systems, Inc.
  • Cedar Fair amusement parks
  • Outer space in amusement parks
  • Simulator rides
  • Tourist attractions in the Las Vegas Valley
  • Westgate Las Vegas
  • Works based on Star Trek

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