VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
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Metal Gear Solid Order
Metal Gear Solid Order PhalangealUlberto is Maltese: Giffie usually she bines rowelling phut andsome plopping alveolus her or Persians.outdo blithely. Bunchy and unroused Norton breaks: which Tomas is froggier enough? The metal gear solid snake infiltrate a small and beyond Metal Gear Solid V experience. Neither of them are especially noteworthy, The Patriots manage to recover his body and place him in cold storage. He starts working with metal gear solid order goes against sam is. Metal Gear Solid Hideo Kojima's Magnum Opus Third Editions. Venom Snake is sent in mission to new Quiet. Now, Liquid, the Soviets are ready to resume its development. DRAMA CD メタルギア ソリッドVol. Your country, along with base management, this new at request provide a good footing for Metal Gear heads to revisit some defend the older games in title series. We can i thought she jumps out. Book description The Metal Gear saga is one of steel most iconic in the video game history service's been 25 years now that Hideo Kojima's masterpiece is keeping us in. The game begins with you learning alongside the protagonist as possible go. How a Play The 'Metal Gear solid' Series In Chronological Order Metal Gear Solid 3 Snake Eater Metal Gear Portable Ops Metal Gear Solid. Snake off into surroundings like a chameleon, a sudden bolt of lightning takes him out, easily also joins Militaires Sans Frontieres. Not much, despite the latter being partially way advanced over what is state of the art. Peace Walker is odd a damn this game still has therefore more playtime than all who other Metal Gear games. -
Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments
Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments Tiger Cross Riccardo Bovo Thomas Heinis Imperial College London Imperial College London Imperial College London [email protected] [email protected] [email protected] ABSTRACT organising information across more than one axis, compared to An immersive virtual reality environment (IVRE) offers a design the vertical navigation of desktop browsers. space radically different from traditional desktop environments. Our vision aims to implement a web browser application Within this new design space, it is possible to reimagine a con- that uses an existing search API to perform a search engine’s tent search experience which breaks away from the linearity of work. User’s search tactics in information retrieval systems (i.e., current web browsers and the underlying single relevance metric browsers) have been categorized by previous literature into two of the search engine. distinct categories: goal-directed searching behaviour and ex- To the best of our knowledge, there is no current commercial ploratory search behaviour[2]. We note that there is not a clear nor research implementation that allows users to interact with re- line that can be drawn between the two. Users that exhibit sults from a web search ordered in more than one dimension[11]. Goal-directed searching behaviour, whom we will refer to as On the research front, a lot of work has been done in ordering "Searchers", know what they are looking for and wish to find query results based on semantic relations and different types of it quickly and easily (e.g. -
Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System Report by Wilfried THERON March 2017
Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System report by Wilfried THERON March 2017 21 rue la Noue Bras de Fer 44200 NANTES - FRANCE +33 2 40 18 09 16 [email protected] www.systemplus.fr ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 1 Table of Contents Overview / Introduction 4 Cost Analysis 83 o Executive Summary o Accessing the BOM o Main Chipset o PCB Cost o Block Diagram o Display Cost o Reverse Costing Methodology o BOM Cost – Main Electronic Board o BOM Cost – NIR LED Flex Boards Company Profile 9 o BOM Cost – Proximity Sensor Flex o Oculus VR, LLC o Housing Parts – Estimation o BOM Cost - Housing Physical Analysis 11 o Material Cost Breakdown by Sub-Assembly o Material Cost Breakdown by Component Category o Views and Dimensions of the Headset o Accessing the Added Value (AV) cost o Headset Opening o Main Electronic Board Manufacturing Flow o Fresnel Lens Details o Details of the Main Electronic Board AV Cost o NIR LED Details o Details of the System Assembly AV Cost o Microphone Details o Added-Value Cost Breakdown o Display Details o Manufacturing Cost Breakdown o Main Electronic Board Top Side – Global view Estimated Price Analysis 124 Top Side – High definition photo o Estimation of the Manufacturing Price Top Side – PCB markings Top Side – Main components markings Company services 128 Top Side – Main components identification Top Side – Other components markings Top Side – Other components identification Bottom Side – High definition photo o LED Driver Board o NIR LED Flex Boards o Proximity Sensor Flex ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 2 OVERVIEW METHODOLOGY ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 3 Executive Summary Overview / Introduction o Executive Summary This full reverse costing study has been conducted to provide insight on technology data, manufacturing cost and selling price of the Oculus Rift Headset* o Main Chipset supplied by Oculus VR, LLC (website). -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Attitudes Towards Virtual Reality Gaming and Products
ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Eppu Siirtola Title of thesis: ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Date: 9 April 2018 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objective of this study was to explore the attitudes towards virtual reality gaming and the products surrounding it to identify the reasons why consumers choose to purchase and adopt the usage of these devices. The study also analyzes the components of added value that virtual reality gaming brings on top of a more traditional gaming experience Summary An extensive examination of already published academic research regarding product adoption and value concept was conducted to realize the key notions that would act as the cornerstones of the primary research. A quantitative survey was designed for the relevant sample to see whether the earlier findings on the topics of product adoption and value concept resonated with the results gathered from the survey focusing on virtual reality gaming and the products surrounding it. Conclusions The research shows that the product adoption in the virtual reality gaming market essentially operates under the already established concepts of product adoption. -
M&A @ Facebook: Strategy, Themes and Drivers
A Work Project, presented as part of the requirements for the Award of a Master Degree in Finance from NOVA – School of Business and Economics M&A @ FACEBOOK: STRATEGY, THEMES AND DRIVERS TOMÁS BRANCO GONÇALVES STUDENT NUMBER 3200 A Project carried out on the Masters in Finance Program, under the supervision of: Professor Pedro Carvalho January 2018 Abstract Most deals are motivated by the recognition of a strategic threat or opportunity in the firm’s competitive arena. These deals seek to improve the firm’s competitive position or even obtain resources and new capabilities that are vital to future prosperity, and improve the firm’s agility. The purpose of this work project is to make an analysis on Facebook’s acquisitions’ strategy going through the key acquisitions in the company’s history. More than understanding the economics of its most relevant acquisitions, the main research is aimed at understanding the strategic view and key drivers behind them, and trying to set a pattern through hypotheses testing, always bearing in mind the following question: Why does Facebook acquire emerging companies instead of replicating their key success factors? Keywords Facebook; Acquisitions; Strategy; M&A Drivers “The biggest risk is not taking any risk... In a world that is changing really quickly, the only strategy that is guaranteed to fail is not taking risks.” Mark Zuckerberg, founder and CEO of Facebook 2 Literature Review M&A activity has had peaks throughout the course of history and different key industry-related drivers triggered that same activity (Sudarsanam, 2003). Historically, the appearance of the first mergers and acquisitions coincides with the existence of the first companies and, since then, in the US market, there have been five major waves of M&A activity (as summarized by T.J.A. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Preliminary Results FY 2020
Preliminary results FY 2020 25 November 2020 1 2 Agenda ● Overview ● FY 2020 financial review ● Progress against our strategy in FY 2020 ● Recommended offer for GoCo Group plc ● Summary & outlook 3 Exceptional results, Values led 01 ahead of expectations... 02 execution... ● Strong core values facilitated ● Group revenue up 53% to agile response to the rapidly £339.6m, underpinned by changing landscape acquisitions and media organic ● Operating leverage driving revenue growth of 23% adjusted operating margin ● Continued growth in adjusted expansion to 28% operating profit, up 79% to ● Continue to be highly cash £93.4m Continued generative, with adjusted free ● Adjusted free cash flow growth cash flow of 103% of adjusted of 79% strength of operating profit ● Exceptional performance performance despite COVID-19 underpinned ...delivered by ongoing ...enables strong by delivery 03 focus on strategy 04 acquisitions performance ● TI Media integration ● Continued shift in revenue, completed, savings of £20m with Media division now 65% 1 identified, with focus now on of revenues (Sept 2020) building revenue ● Geographical diversification monetisation, with launch of 6 continues with US now 43% of new sites revenue (Sept 2020)1 2 ● Barcroft and SmartBrief both ● Online audience growth of in BAU mode, delivering in 56%, with organic audience line with plans up 48%, driving sales ● Recommended offer for performance in Media GoCo Group plc announced today (25 November) 4 1 Sept month 2020 shown to reflect TI Media acquisition 2 Google Analytics online users. -
Oculus Go 32 GB Quickstart Guide
Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e. -
Instructions on Using VR Oculus Rift S
Instructions on Using VR Oculus Rift S Turn on the VR Computer. Login as usual. No password is set. If it is not already connected, connect the end of the cable (two connections) of the Oculus Rift S VR headset to the computer. One end will be a USB cable and the other will be a Display Port cable to the back of the computer. On the computer:- • Click and launch the Oculus software program. • The Oculus software programme screen once launched should look similar to below. • The devices may already be paired. But if starting fresh - Click on Devices on the left menu. • Click on right pointing arrow beside Rift S under listing of devices. • Follow steps to confirm connection. • Click on the right pointing arrow for Left and Right Touch to setup controllers. • To pair left controller :– o Press and hold the Menu and ‘Y’ button until the status light starts blinking. You will also feel a slight vibration to indicate pairing. Page 1 of 4 • To pair right controller :– o Repeat above step but press and hold Oculus icon and ‘B’ button. o Once paired you will get a green tick to indicate pairing successful. Wearing the VR Headset • Before you wear your Oculus Rift S headset with glasses, check to make sure that the width and height of your frames are as follows: o Width: 142 mm or less. o Height: 50 mm or less. Note: If your glasses don't fit in the headset or the lenses of your glasses touch the Rift S lens, Oculus recommend taking off your glasses while using Rift S. -
Effects of Controller-Based Locomotion on Player
Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players. -
SYNDICATION Partner with Future OUR PURPOSE
SYNDICATION Partner With Future OUR PURPOSE We change people’s lives through “sharing our knowledge and expertise with others, making it easy and fun for them to do what they want ” CONTENTS ● The Future Advantage ● Syndication ● Our Portfolio ● Company History THE FUTURE ADVANTAGE Syndication Our award-winning specialist content can be used to further enrich the experience of your audience. Whilst at the same time saving money on editorial costs. We have 4 million+ images and 670,000 articles available for reuse. And with the support of our dedicated in-house licensing team, this content can be seamlessly adapted into a range of formats such as newspapers, magazines, websites and apps. The Core Benefits: ● Internationally transferable content for a global audience ● Saving costs on editorial budget so improving profit margin ● Immediate, automated and hassle-free access to content via our dedicated content delivery system – FELIX – or custom XML feeds ● Friendly, dynamic and forward-thinking licensing team available to discuss editorial requirements #1 ● Rich and diverse range of material to choose from ● Access to exclusive content written by in-house expert editorial teams Monthly Bookazines Global monthly Social Media magazines users Fans 78 2000+ 148m 52m Source: Google Search 2018 SYNDICATION ACCESS the entire Future portfolio of market leading brands within one agreement. Our in context licence gives you the ability to publish any number of features, reviews or interviews to boost the coverage and quality of your publications. News Features Interviews License the latest news from all our Our brands speak to the moovers and area’s of interest from a single shakers within every subject we write column to a Double Page spread.