Minimum Requirements for Windows Mixed Reality
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Uma Proposta Para Guias Orientadoras Para O Design De
MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS INTERACTIVAS E JOGOS DIGITAIS Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira M 2019 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS 2 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não- diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Orientador: Pedro Cardoso (Professor Auxiliar Convidado) Junho de 2019 3 4 © João Manuel Matos Ferreira, 2019 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: António Coelho (Professor Auxiliar com Agregação) Vogal Externo: Andreia Pinto de Sousa (Professora Auxiliar) Orientador: Pedro Cardoso (Professor Auxiliar Convidado) 5 6 Resumo Actualmente, existem diversos tipos de interface para a locomoção do jogador num espaço virtual, havendo diversos métodos já implementados em produtos encontrados no mercado de videojogos. Algumas interfaces consistem em adaptações das encontradas no formato tradicional de monitor bidimensional, sendo que outras são experiências desenhadas de raiz para Realidade Virtual. No entanto, atravessamos um período de experimentação, um momento em que o jogador usufrui de experiências de jogo por vezes instáveis, por vezes irregulares ou inadequadas, em parte devido à falta de estudos nesta área. Com isto em conta, emerge a possibilidade de estudar esta área que ainda se encontra em constante mutação e num estado de experimentação devido à infância deste meio tecnológico. -
Business Finland Neogames Fivr Mixed Reality Report 2017
MIXED REALITY REPORT 2017 BUSINESS FINLAND NEOGAMES FIVR 2 3 BUSINESS FINLAND | NEOGAMES BUSINESS FINLAND | NEOGAMES MIXED REALITY 2017 MIXED REALITY 2017 Content 1. Introduction 1. Introduction 3 lready from the 1990’s there has been a strong will and hope towards a virtual- and augmented reality based gaming experience. For a couple of 2. Terminology of VR, AR, MR and XR 3 decades, the development of technology was quite slow, but after HTC 3. Current Status of the VR/AR field 5 AVive, and the first Oculus consumer version release in March 2016 it seemed that 3.1 Available VR & AR devices and platforms for consumers 6 the technology is finally advanced enough, and the market for B2C VR applications, 3.1.1 High-end tethered VR headsets 6 including games, is ready to open. 3.1.2 Smartphone-based mobile VR headsets 7 The Oculus and Vive releases together with available VC funding and the 3.2 Technological demands in general 7 saturation of the mobile market (resulting in some mobile developers fleeing to 3.3 User expectations 8 VR/AR development) created high hopes towards VR. Basically everything required 4. Future - Towards casual VR 8 was coming together, funding, technology, skills and companies. However, after a 4.1 Four tiers of future VR devices 9 good start and excessive hype the VR games’ B2C market didn’t develop as expected. 4.2 High-end consumer VR devices 10 One clear indicator of that was that some existing VR studios have closed and even 5. AR Devices 10 Icelandic CCP, a big advocate of VR games since 2013, announced in the end of 6. -
Verkaufsleitfaden Für Gaming-Systeme
September 2017 1 DISCLAIMER/RECHTLICHE HINWEISE © 2017 Intel Corporation. Intel, das Intel-Logo, Intel Inside, Intel Core, Pentium, Celeron und Atom sind Marken von Intel Corporation in den USA und anderen Ländern. *Andere Marken oder Produktnamen sind Eigentum der jeweiligen Inhaber. Für die Nutzung von Intel-Techniken kann entsprechend vorbereitete Hardware, bestimmte Software oder die Aktivierung von Diensten erforderlich sein. Informieren Sie sich beim Systemhersteller oder Einzelhändler. Tests dokumentieren die Leistung von Komponenten bei einem bestimmten Test und mit bestimmten Systemen. Unterschiede in der Hardware, der Software oder der Konfiguration des Systems beeinflussen die tatsächliche Leistung. Ziehen Sie zur Bewertung der Leistungsfähigkeit vor dem Kauf weitere Informationsquellen zurate. Weitere Informationen zu den Leistungsmerkmalen und Benchmark-Ergebnissen finden Sie unter http://www.intel.com/benchmarks Intel ist ein Sponsor und Mitglied der BenchmarkXPRT Development Community und war maßgeblich an der Entwicklung der XPRT- Reihe von Benchmarks beteiligt. Principled Technologies ist der Herausgeber der XPRT-Benchmarkreihe. Als Unterstützung für eine umfassende Bewertung Ihrer vorgesehenen Anschaffung sollten Sie noch andere Informationen und Leistungstests heranziehen. (Für Angaben mit dem Zusatz „(e*)“): Die Ergebnisse wurden unter Verwendung interner Analysen oder Architektursimulationen bzw. - modelle von Intel geschätzt oder simuliert. Sie dienen nur zu Informationszwecken. Unterschiede im Design oder in der Konfiguration der Hardware oder der Software des Systems können die tatsächliche Leistung beeinflussen. Weitere Informationen zu den Leistungsmerkmalen und Benchmark-Ergebnissen finden Sie unter http://www.intel.com/benchmarks * Andere Marken oder Produktnamen sind Eigentum der jeweiligen Inhaber. INTEL VERTRAULICH – Nicht für den Endanwender 2 PROGRAMM ÜBERBLICK ÜBER DEN MARKTBEREICH GAMING ARGUMENTATION FÜR DIE INTEL® CORE™ PROZESSOREN DER SIEBTEN GENERATION VIRTUAL REALITY GAMING U. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Virtual Reality in Entertainment the State of the Industry
Virtual Reality In Entertainment The State Of The Industry PRESENTED TO THE BRITISH ACADEMY FOR FILM AND TELEVISION ARTS (BAFTA) BY ROY TAYLOR SEPTEMBER 2017 Authors LONDON WENDY POWELL AND THOMAS GARNER UNIVERSITY OF PORTSMOUTH LOS ANGELES SETH SHAPIRO AND BRYCE PAUL NEW AMSTERDAM MEDIA LLC Virtual Reality In Entertainment BAFTA The State Of The Industry 2 A TABLE OF CONTENTS PREFACE 5 EXECUTIVE SUMMARY WITH RECOMMENDATIONS 6 SECTION 1: OVERVIEW 9 1.1 Platforms and technology 9 1.1.1 Types of VR 9 1.1.2 Mobile Platforms 10 1.1.3 Tethered Platforms 12 1.1.4 Recent technological breakthroughs 13 1.1.4 Key creation and authoring VR tools 14 1.2 User experience 15 1.2.1 Immersion, presence and empathy 15 1.2.2 Facilitating a comfortable and positive user experience 16 1.2.3 Psychological and physical risks and concerns 17 SECTION 2: OPPORTUNITIES AND CHALLENGES FOR VR 19 2.1 The significance and value of VR 19 2.1.1 Market forecasts 19 2.1.2 The role of VR in society 20 2.1.3 VR for good 21 2.1.4 Trajectory for communal/social VR 23 2.2 Management of current issues and limitations of VR 24 2.2.1 Accessibility concerns due to socio-economic conditions 24 2.2.2 Accessibility concerns due to limited physical ability 24 SECTION 3: VR IN ENTERTAINMENT 25 3.1 The role of VR in entertainment 25 3.2 Production insights 25 3.2.1 Key roles in VR production 25 3.2.2 Best practices in VR production 26 3.3 VR for narrative and storytelling 26 Virtual Reality In Entertainment BAFTA The State Of The Industry 3 3.3.1 Best Practices on Writing for VR 27 3.3.2 -
Ocio, Cultura Y Aprendizaje: Historia Y Videojuegos
ISBN 978-84-17865-28-3 Colección Historia y Videojuegos 9788417 865283 7 OCIO, CULTURA Y APRENDIZAJE: HISTORIA Y VIDEOJUEGOS Juan Francisco Jiménez Alcázar Gerardo F. Rodríguez Stella Maris Massa (Coords.) ediciones OCIO, CULTURA Y APRENDIZAJE: HISTORIA VIDEOJUEGOS Proyecto de investigación I+D+I: Proyecto de investigación I+D+I: Historia y videojuegos (II): cono- Historia y videojuegos (II): cono- cimiento, aprendizaje y proyección cimiento, aprendizaje y proyección del pasado en la sociedad digital del pasado en la sociedad digital (HAR2016-78147-P) (HAR2016-78147-P) 7 Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez e Stella Maris Massa (coords.) Ocio, cultura y aprendizaje: Historia y videojuegos Colección Historia y Videojuegos nº 7 Ocio, cultura y aprendizaje: historia y videojuegos / Juan Francisco Jiménez Alcázar, Gerardo F. Rodríguez y Stella Maris Massa (Coords.).– Murcia : Universidad de Murcia. Servicio de Publicaciones, 2020. – (Colección Historia y Videojuegos ; 7) (Editum) I.S.B.N.: 978-84-17865-28-3 Videojuegos-Aspectos culturales. Jiménez Alcázar, Juan Francisco. Rodríguez, Gerardo (Gerardo Fabián), (1967-) Massa, Stella Maris Universidad de Murcia. Servicio de Publicaciones. 794:004.4 1ª Edición 2020 Reservados todos los derechos. De acuerdo con la legislación vigente, y bajo las sanciones en ella previstas, queda totalmente prohibida la reproducción y/o transmisión parcial o total de este libro, por procedimientos mecánicos o electrónicos, incluyendo fotocopia, grabación magnética, óptica o cualesquiera otros procedimientos que la técnica permita o pueda permitir en el futuro, sin la expresa autorización por escrito de los propietarios del copyright. Proyecto de investigación I+D+I: Historia y videojuegos (II): conocimiento, aprendizaje y proyección del pasado en la sociedad digital (HAR2016-78147-P). -
The Selling of Virtual Reality: Novelty and Continuity in the Cultural
Communication, Culture & Critique ISSN 1753–9129 ORIGINAL ARTICLE The Selling of Virtual Reality: Novelty and Continuity in the Cultural Integration of Technology Downloaded from https://academic.oup.com/ccc/article/12/4/535/5643756 by Stanford University user on 19 November 2020 Jeff Nagy & Fred Turner Department of Communication, Stanford University, CA 94305, USA Since the spring of 2014, the consumer virtual reality (VR) industry has once again been racing to reach the public, providing an opportunity to track an emerging medium’s cultural integration in real time. We examined three sites on the sales chain that stretches from the laboratory to the living room: industry developer conferences,industrial prototypes, and end-user experiences. At each of these sites, marketers renegotiate VR’s novelty in order to sell it to specific constituencies. Paradoxically, these negotiations reveal how VR, typically presented as a disruptive innovation, has been called upon to stabilize and ensure the continuity of the past: that is, of particular cultural forms and of the industrial and technological infrastructures that sustain them. We argue that the enculturation of VR demonstrates that the processes that summon new technologies and construct them as novel also reinforce existing—and often unspoken—agreements about the ways that culture should be organized. Keywords: Virtual Reality, enculturation, social construction, diffusion, innovation, technological disruption doi:10.1093/ccc/tcz038 In the fall of 2014, if you walked into one of a dozen or so American bars, you wouldhavebeenofferedsomethingalittledifferenttogowithyourdrink:anOculus Rift virtual reality headset. When you put it on, you’d have found yourself in a luxuriously furnished pseudo-Mexican mansion.