Uma Proposta Para Guias Orientadoras Para O Design De
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Creating Accessibility in VR with Reused Motion Input
Replay to Play: Creating Accessibility in VR with Reused Motion Input A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Cody Robertson May 8, 2020 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Signed: ___________________________________________________ Approved: ______________________________________ Date _______________________ Seongkook Heo, Department of Computer Science Replay to Play: Creating Accessibility in VR with Reused Motion Input Abstract Existing virtual reality (VR) games and applications tend not to factor in accommodations for varied levels of user ability. To enable users to better engage with this technology, a tool was developed to record and replay captured user motion to reduce the strain of complicated gross motor motions to a simple button press. This tool allows VR users with any level of motor impairment to create custom recordings of the motions they need to play VR games that have not designed for such accessibility. Examples of similar projects as well as recommendations for improvements are given to help round out the design space of accessible VR design. Introduction In many instances, high-end in-home virtual reality is synonymous with a head-mounted display (HMD) on the user’s face and motion-tracked controllers, simulating the hand’s ability to grip and hold objects, in a user’s hands. This is the case with all forms of consumer available HMD that is driven by a traditional computer rather than an integrated computer, including the Oculus Rift, Valve Index, HTC Vive, the variously produced Windows Mixed Reality HMDs, and Playstation VR with the Move Controllers. -
When the Balls Touch They Splode
FOR IMMEDIATE RELEASE When the Balls Touch They Splode ZEN Studios & Twisted Pixel Announce a Big Science Project: Ms. Splosion Man is Coming to Pinball FX2 LOS ANGELES – July 7, 2011 – ZEN Studios & Twisted Pixel today announced a Ms. Splosion Man themed pinball table is coming to Pinball FX2 on Xbox LIVE® Arcade this summer. Sploding with energy and full of punchy surprises, Ms. Splosion Man pinball represents the passion of two of Xbox Live’s finest independent studios collaborative efforts, and the result is an insane level of fun. “We told the Twisted Pixel crew we were going to break in and steal all the Ms. Splosion Man stuff so we could make a pinball table for them. We put our super stealth ZEN sniper on the project and what can I say, mission accomplished,” boasts Mel Kirk, ZEN Studios Vice President of Marketing and Public Relations. “Twisted Pixel struck back by stealing some Pinball FX2 assets and building a pinball machine in the arcade area of Ms. Splosion Man, due out on July 13th. Set in the crazy labs of Big Science, the latest tests in experimental science have gone all wrong, and Ms. Splosion Man must splode her way through obstacles utilizing the latest in tech gadget innovation in her quest to free Splosion Man from the grips of evil scientists. Featuring plenty of interactive 3D characters and objects pulled directly from the Ms. Splosion Man game, players will complete sets of sploding missions and combos, culminating in a final battle with Mighty Eternal. “Turns out, sploding is a GREAT mechanic on a pinball table and the evil geniuses at ZEN took the idea and ran with it!” explains Twisted Pixel CEO Michael Wilford. -
The Diminishing Need for Offline Rendering
The Diminishing Need for Offline Rendering: Building Real Time Projects for Both Design and Marketing with RTX 1) What is real time vs offline? 2) What is design vs marketing? 3) How these fields are merging 4) Nvidia RTX technology 5) Building UE4 projects to maximize usability Real Time vs Offline Image credit: “Unreal Tournament”, Epic Games Image credit: “Gravity”, Warner Bros. Real Time vs Offline 11 milliseconds 4 hours Image credit: “Robo Recall”, Epic Games Image credit: “Avatar”, 20th Century Fox Design vs Marketing Real Time vs Offline Maya viewport / maya render Image credit: “3ds max vray interior lighting and rendering tutorial”, Anil Shama’s Tutorials Advisors DESIGN Sketchup Image credit: “SketchUp: Bathroom Remodel”, Scott Onstott DESIGN Insite or IrisVR Image credit: IrisVR Design Fast and loose, preferring iteration speed over perfection. Marketing Movie (avengers?) Image credit: Transparent House Marketing Avatar Image credit: “Avatar”, 20th Century Fox Advisors Marketing Car Image credit: Audi Marketing Slow and perfect, for when it counts. Classical Rendering Ideology Design Marketing Simple Graphics High-End Graphics 3D Models Static Content CAVE Touchscreens Simulation 360-degree renders Configurability Location Based 2D End Products “Experience” Image credit: “Luxury Hotel”, Theia Interactive Image credit: Theia Interactive Image credit: Theia Interactive Image credit: Theia Interactive The Closing Gap Image credit: hpetrov.com Image credit: Transparent House The Closing Gap Image credit: Transparent House Image -
PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
The Maw Free Xbox Live
The maw free xbox live The Maw. The Maw. 16, console will automatically download the content next time you turn it on and connect to Xbox Live. Free Download to Xbox Go to Enter as code 1 with as time stamp 1 Enter as code 2 with as time stamp 2. Fill out. The full version of The Maw includes a bonus unlockable dashboard theme and free gamerpics for beating the game! This game requires the Xbox hard. In this "deleted scene" from The Maw, Frank steals a Bounty Hunter Speeder and Be sure to download this new level on the Xbox Live Marketplace, Steam. Unredeemed code which download the Full Version of The Maw Xbox Live Arcade game to your Xbox (please note: approx. 1 gigabyte of free storage. For $5, you could probably buy a value meal fit for a king -- but you know what you couldn't get? A delightfully charming action platformer. EDIT: Codes have all run out now. I can confirm this works % on Aussie Xbox Live accounts as i did it myself. Basically enter the blow two. Please note that Xbox Live Gold Membership is applicable for new Toy Soldiers and The Maw plus 2-Week Xbox Live Gold Membership free. Xbox Live Gold Family Pack (4 x 13 Months Xbox Live + Free Arcade Game "The Maw") @ Xbox Live Dashboard. Avatar Dr4gOns_FuRy. Found 11th Dec. Free codes for XBLA games Toy Soldiers and The Maw, as well as more codes for day Xbox Live Gold trials for Silver/new members. 2QKW3- Q4MPG-F9MQQFYC2Z - The Maw. -
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力 Garret Romaine、Jeff Rous (Intel) この記事は、2018 年 6 月 8 日時点の、インテル® デベロッパー・ゾーンに公開されている 「Intel Software Engineers Assist with Unreal Engine* 4.19 Optimizations」の日本語訳で す。 Epic* の Unreal Engine* 4.19 のリリースは、 インテル® テクノロジー向けの最適化、特にマルチコ ア・プロセッサーの最適化の歴史に新しいページを刻 みました。これまで、ゲームエンジンは、グラフィック ス機能およびパフォーマンスの点から、伝統的にコン ソールの設計よりも後回しにされていました。一般に、 ほとんどのゲームは最新のプロセッサー向けに最適 化されず、PC のパフォーマンスの多くはアイドル状 態のまま活用されていませんでした。インテルは、開 発者が Unreal Engine* 4 でワークを実行する際に、 PC プラットフォームが提供するプロセッサーの計算 能力をすべて利用し、ただちにゲームの性能を引き出 せるように取り組みました。 Unreal Engine* バージョン 4.19 では、インテルの 協力により、次の拡張が行われました。 • ユーザーが利用しているプロセッサーと一致するようにワーカースレッドの数を増加。 • クロス (布) フィジックス・システムのスループットを向上。 • インテル® VTune™ Amplifier の統合をサポート。 Unreal Engine* ユーザーは、これらの拡張により、インテル® アーキテクチャーを活用して、マ ルチコアシステムの能力を引き出すことができます。クロス・フィジックス、動的破壊、プロセッ サー・パーティクルなどのシステム、およびインテル® VTune™ Amplifier やインテル® C++ コ ンパイラーなどのインテル® ソフトウェア開発ツールとの操作性の強化はすべて利点です。この 記事では、重要な向上点について詳細に説明した後、開発者が次の PC タイトルで Unreal Engine* を考慮すべき理由を述べます。 Unreal Engine* の歴史 1991 年に、Tim Sweeney 氏はメリーランド大学在籍中に Epic MegaGames (現在の Epic Games*) を設立しました。同じ年に、最初の製品としてシェアウェアのパズルゲーム ZZT (英 語) を発売しました。ゲームはオブジェクト指向モデルを使用して Turbo Pascal で記述されて おり、ユーザーはゲームのコードを実際に変更することができました。レベルエディターはすでに 一般的でしたが、これは大きな進歩でした。 その後、Epic* は Epic* Pinball、Jill of the Jungle、Jazz Jackrabbit* などのゲームを発売し ました。1995 年に、Sweeney 氏は DOOM*、Wolfenstein*、Quake*、Duke Nukem* などの ゲームに代表されるファーストパーソン・シューター (本人視点シューティング・ゲーム) の研究 を始めました。1998 年に、Epic* は Unreal* を発売しました。このゲームは、発売時点で最高 のファーストパーソン・シューターの 1 つであり、詳細なグラフィックスは業界の注目を集めま した。その後まもなく、ほかの開発者から Unreal Engine* を自分たちのゲームで利用したいと -
Digital Realities
DIGITAL REALITIES vienna business agency A service offered by the City of Vienna WHITE PAPER A 2 • Digital Realities: Potentials of immersive 4 technologies in the creative industries A THE LANGUAGE OF THE • Creating new realities together Thomas Ragger 8 DIGITAL REALITIES NEW FIELDS OF WORK — • Testing and exceeding limits is an integral Interview with Jogi Neufeld 12 NEW KNOWLEDGE part of the act of playing • Design is a matter of communication Efa Doringer 14 B EXPERTISE THROUGH • Augmenting construction Greg Lynn 18 EXPERIMENTATION THE ARTISTIC-CREATIVE • No longer a question of scale Interview with Julia Körner 22 PROCESS • The uncaptured image Leonhard Lass 24 • Use case Depart: The Lacuna Shifts 25 • Use case Gravity Sketch: Prototyping 27 • Giving new room to ideas Interview with Lip Comarella 28 C • Augmented fashion: Interview with Hannah Gutkauf 32 NEW REALITY WORKS Fashion at the interface PRODUCT AND SERVICE INNOVATIONS • Use case TheWaveVR: 35 A new kind of musical experience • When the headset is superfluous Interview with Markus Dorninger 36 • Technology is not the Interview with Julia Murczek 38 biggest challenge and Simon Wallner • VR means more than just gaming Interview with Michael Tisler 40 D • Fashion meets technology: Interview with 44 ENABLING EXPERIENCES, Not just a flash in the pan Sabinna Rachimova ALLOWING INSIGHTS MARKETING AND DISTRIBUTION • Use case THISPLAY: 47 The virtual fitting room • Use case Acute Art: 48 Virtual art and big names • Use case Artivive: 49 A new dimension of art E • The future is now Sara Lisa Vogl 52 THE WHOLE AND THE INDIVIDUAL PARTS • Viennese companies are competing Interview with Renate Brauner 55 STRUCTURES AND with global giants and Gerhard Hirczi REQUIREMENTS • Imprint 56 EDITORIAL DIGITAL REALITIES POTENTIALS OF IMMERSIVE TECHNOLOGIES IN THE CREATIVE INDUSTRIES Analogue is only half the story. -
SONY Blood & Truth, Ps4 Basic Playstation 4 21,99 €
eVoluzionecontinua Telefono e Whatsapp: 375 645 2318 Mail: [email protected] SONY Blood & truth, ps4 basic playstation 4 Prezzo 21,99 € Codici Reference: 9998594 EAN13: 0711719998594 Descrizione Combatti per salvare la tua famiglia Indossa il visore PlayStation VR, diventa il soldato delle Forze speciali Ryan Marks e immergiti in un furioso sparatutto carico di azione esplosiva e momenti drammatici. L'avventura è ispirata ai grandi blockbuster hollywoodiani e alla celebre esperienza "The London Heist" contenuta in PlayStation VR Worlds. Tra epiche sparatorie e ambientazioni esplosive, quest'avventura mozzafiato ti catapulterà in una disperata missione per salvare la famiglia Marks dalle mire di uno spietato signore del crimine. Fai ricorso al tuo addestramento speciale per scalare imponenti edifici, infiltrarti in basi segrete e seminare il caos usando uno sterminato arsenale contro schiere di sgherri armati fino ai denti. La grande azione nelle tue mani Scopri cosa si prova a esplorare di persona scenari stupefacenti e immersivi. Entra nel mondo di PS VR per avvertire le vibrazioni degli spari, ricaricare le armi mimando il gesto con le mani e spingere pulsanti esattamente come nella realtà. Vivi le emozioni di un'avventura esplosiva Respira il fascino di un'elettrizzante storia sviluppata in collaborazione con i talenti di Hollywood, tra inseguimenti ad alta velocità, intensi scontri in elicottero e spettacolari combattimenti all'interno di edifici. Esplora una città inconfondibile Scatena il caos nella Londra contemporanea e goditi un'esclusiva colonna sonora che fonde pezzi orchestrali di stampo cinematografico a brani della scena grime composti per il gioco dai migliori artisti del momento. 11 motivi per cui in Blood & Truth ti sentirai un eroe da film d'azione Scopri come l'esplosivo blockbuster per PlayStation VR di London Studio può farti diventare l'eroe da film d'azione che hai sempre sognato. -
Panorama Jeux Vidéo Edition 2016
PANORAMA JEUX VIDÉO EDITION 2016 Quentin EUDE Daniel NGHE Thomas WITTENMEYER INTRO : La Brève Histoire du Jeu Vidéo Retracer l’Histoire du Jeu Vidéo est une gageure : seulement 44 ans nous séparent de la sortie de Pong, mais tant d’événements ont influencé ce qu’est le media aujourd’hui, qu’ils serait inutile de les lister. Nous avons choisi de prendre les 12 grandes dates qui ont changé l’Industrie, que ce soit au travers d’avancées techniques, business ou artistiques. 1972 : Pong, 1978 : Space Invader, 1983 : Krach du Premier « Jeu Lancement de Jeu Vidéo Vidéo » l’arcade 1995 : Lancement US 1993 : Doom & 1985 : Sortie US de la de la PS1, Apparition NES (&Mario), du support CD & 3D prémices du FPS relance de l’industrie 1998 : Zelda : Ocarina of 2001 : GameBoy 2004 : World of Time, considéré comme Advance & Essor du Warcraft & l’essor du le meilleur jeu de tous les temps jeu mobile jeu en ligne 2016 : 2012 : Steam Greenlight. 2009 : Farmville & Lancement de Crowdfunding, Indie l’essor du Casual l’Oculus Rift Games & Cloud Gaming Gaming INTRO : profil des consommateurs Qui consomme ? Comment consomment-ils en 2014 ? De 11M de joueurs en 2000 à 30M en 2012… 1999 1999 21 ans 90% H 10% F 2013 2013 38 ans 51% H 49% F Un âge moyen en croissance et une tendance vers l’équité Les supports fixes sont ceux qui restent les plus utilisés. homme/femme en population de joueurs. POURCENTAGE DE JOUEURS PAR TRANCHE D'ÂGE - 2014 98% 86% 90% 84% 75% 69% 51% 10-14 15-18 19-24 25-34 35-44 45-54 +55 ANS ANS ANS ANS ANS ANS ANS Les 10-14ans et 19-24ans restent toutefois les plus gros Finalement, il n’y a que 50% des joueurs qui pratiquent joueurs. -
All Fun and (Mind) Games? Protecting Consumers from the Manipulative Harms of Interactive Virtual Reality
ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY Yusef Al-Jarani† Abstract Information technologies increasingly influence our daily lives. While mostly benign, revolutionarily affective technologies are emerging that pose potential autonomy, economic, and privacy harms to consumers. Interactive virtual reality, or VR gaming, is arguably chief among them. But despite its rapid adoption by consumers (often for use by children) and its demonstrable power to manipulate human cognition and behavior, the law is ill-equipped to curtail its harms. This is owed to a general incognizance of the now-extensive research on the technology’s manipulative effects and the consequent lack of discussion in public forums on how best to constrain them, both doctrinally and practically. This Article aims to enlighten lawmakers, jurists, and the general public about the effects of interactive VR, demonstrate how First Amendment doctrine permits the constraint of its manipulative harms, and illustrate what those constraints might look like in practice. In doing so, it raises the question: what or who is being played—the game or the consumer? TABLE OF CONTENTS Introduction .................................................................................................... 300 I. The Manipulative Harms of Virtual Reality Games ........................... 305 A. The Manipulative Effects of Virtual Reality Games ................... 305 1. Cognitive Psychology ........................................................... -
Title of Thesis
Bachelor’s thesis Information and Communications Technology 2018 Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS BACHELOR’S THESIS TURKU UNIVERSITY OF APPLIED SCIENCES Information and Communications Technology 2018 | 25 pages Supervisor: Principal Lecturer Mika Luimula, Adj.Prof. Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS The aim of this thesis is to examine the current generation virtual reality technology and software alongside the possible side effects some users experience while using them. Symptoms such as nausea and disorientation have been widely reported among users of virtual reality games and experiences. Although virtual reality sickness and simulator sickness have similar symptoms, their causes are different. Virtual reality sickness is mainly caused by sensory conflict caused by contradictory sensations. In games utilizing virtual reality, the possibility and occurrence of these conflicts must be taken into account in order to improve user comfort. Since virtual reality peripherals give mainly visual information to the user, the majority of the discomforting factors can be minimized by controlling the visual stimuli given by the game. In order to be able to observe the effectiveness and implementation of different game design methods, a test of three different virtual reality games was conducted. As a result of the test, it was confirmed that the movement on the periphery of the player's field of vision is the most harmful to the players comfort. Reducing the movement in the peripheral