Immersive Media and Child Development — Synthesis of a Cross-Sectoral Meeting on Virtual, Augmented, and Mixed Reality and Young Children
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ATINER's Conference Paper Series COM2018-2492
ATINER CONFERENCE PAPER SERIES No: COM2018-2492 Athens Institute for Education and Research ATINER ATINER's Conference Paper Series COM2018- 2492 Motion Sickness in VR Learning Environments Carsten Lecon Professor Aalen University Germany An Introduction to 1 ATINER CONFERENCE PAPER SERIES No: COM2018-2492 ATINER's Conference Paper Series Conference papers are research/policy papers written and presented by academics at one of ATINER’s academic events. ATINER’s association started to publish this conference paper series in 2012. All published conference papers go through an initial peer review aiming at disseminating and improving the ideas expressed in each work. Authors welcome comments. Dr. Gregory T. Papanikos President Athens Institute for Education and Research This paper should be cited as follows: Lecon, C., (2018). “Motion Sickness in VR Learning Environments”, Athens: ATINER'S Conference Paper Series, No: COM2018-2492. Athens Institute for Education and Research 8 Valaoritou Street, Kolonaki, 10671 Athens, Greece Tel: + 30 210 3634210 Fax: + 30 210 3634209 Email: [email protected] URL: www.atiner.gr URL Conference Papers Series: www.atiner.gr/papers.htm Printed in Athens, Greece by the Athens Institute for Education and Research. All rights reserved. Reproduction is allowed for non-commercial purposes if the source is fully acknowledged. ISSN: 2241-2891 27/08/2018 2 ATINER CONFERENCE PAPER SERIES No: COM2018-2492 Motion Sickness in VR Learning Environments Carsten Lecon Abstract Virtual 3D worlds are not only used for the visualization of complex learning matter, but get increasing importance in learning environments. Students for example act as avatars in an artificially generated world, in which they learn, develop, and present similarly. -
A Guideline Study for Designing Virtual Reality Games
AJIT-e: Bilişim Teknolojileri Online Dergisi Date Received: 6.07.2020 2020 Fall/Güz – Cilt/Vol: 11 ‐ Sayı/Issue: 43 Publishing Date: 31.12.2020 DOI: 10.5824/ajite.2020.04.001.x A Guideline Study for Designing Virtual Reality Games Güven ÇATAK, Bahçeşehir University, Digital Game Design, Dr., [email protected], 0000-0002-4679-8973 Server Zafer MASALCI, Bahçeşehir University, Game Design, MA, [email protected], 0000-0002-5876-8210 Seray ŞENYER, Bahçeşehir University, Game Design, MA, [email protected], 0000-0002- 6243-2349 ABSTRACT Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry. However, creating a well-designed immersive experience can be extremely complicated due to the replacement of human perception from the real-world to an isolated virtual world. Understanding the essentials of virtual reality (VR) experiences and game design principles is necessary for designing an immersive VR game. Although there are many differences in design elements of VR games according to the experience that is wanted to be given to the player, many games also have common elements. In the line of this view, a guideline is aimed to be framed for VR game designers in the current study. For this purpose, design pillars of VR experiences and game design principles were reviewed, and five VR games were analyzed. Games are highly plastic mediums that can be adapted to any environment and technology. Many game types have a close relationship in terms of game elements and design. -
Virtual Reality Design: How Upcoming Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
MediaTropes eJournal Vol VI, No 1 (2016): 52–85 ISSN 1913-6005 VIRTUAL REALITY DESIGN: HOW UPCOMING HEAD-MOUNTED DISPLAYS CHANGE DESIGN PARADIGMS OF VIRTUAL REALITY WORLDS CHRISTIAN STEIN “The matrix has its roots in primitive arcade games. […] Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. […] A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.” — William Gibson, Neuromancer (1984) 1. Introduction When William Gibson describes the matrix in his canonical cyber-punk novel Neuromancer, it is a computer-generated parallel universe populated and designed by people all over the world. While it would be an exaggeration to say this is about to become a reality, with current-generation virtual reality systems an important step toward immersive digital worlds has already taken place. This article focuses on current developments in virtual reality (VR) with head-mounted displays (HMDs) and their unique digital experiences. After decades of experimentation with VR beginning in the late 1980s, hardware, software, and consumer mindsets are finally ready for the immersive VR experiences its early visionaries dreamed of. As far back as 1962, Morton Heilig developed the first true VR experience with Sensorama, where users could ride a “motorcycle” coupled with a three-dimensional picture; it even www.mediatropes.com MediaTropes Vol VI, No 1 (2016) Christian Stein / 53 included wind, various smells, and engine vibrations. Many followed in Heilig’s footsteps, perhaps most famously Ivan Sutherland with his 1968 VR system The Sword of Damocles.1 These developments did not simply constitute the next step in display technology or gamer hardware, but rather a major break in conceptualizations of space, speed, sight, immersion, and even body. -
Framework for Developing Interactive 360-Degree Video Adventure Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Rodrigues Co-Supervisor: Rui Nóbrega July 20, 2019 Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação July 20, 2019 Abstract Making game environments, be it in 2D or 3D is an extremely laborious and skill intensive task. 360o content is a visual medium known for its increased spatial immersion and potential enhance- ment of the users’ emotional response to content [EEW18]. The possibility of using interactive 360o video or images as the game environments will allow talent to invest their creativity into other crucial aspects of game design such as narrative, sound and game mechanics. Adventure games belong in a diverse genre comprising many different types of experiences and sub-genres, from text-based adventures to puzzle-oriented point-and-click games, a cinematic experience with player choices or even a mixture of crime investigation with courtroom drama. In essence, games with simpler means of user input and a bigger focus on interactive narratives and storytelling - a very relevant field at the cutting edge of virtual reality research [RTGG17]. Further- more these games feature entirely non reflex based mechanics making the genre of "Adventure" the most fitting for integration with 360-degree visual media. This dissertation presents a framework that will allow the streamlining of the creative process of these experiences by giving creators the tools to make a fully-fledged virtual reality adventure game with 360 visual media as an interactive setting. -
Emerging Trends in Virtual Reality for Gaming: an Assessment of Best Practices from Research and Development in the Gaming Industry
Emerging Trends in Virtual Reality for Gaming: an assessment of best practices from research and development in the gaming industry Dr. Jason Nolan, Daniel Harley (RE/Lab, Ryerson University) Anthony Walsh, Eric McQuiggan (Phantom Compass Inc.) Completed with funding support from the Ontario Centres of Excellence TalentEdge program (OCE) and the Ontario Media Development Corporation (OMDC). Infrastructure funding supporting this work has been provided by Canadian Foundation for Innovation, Ontario Ministry of Research and Innovation and Ryerson University. Abstract Consumer virtual reality is a new and rapidly changing medium, with best practices still emerging across the industry. As part of an industry-academic collaboration, Phantom Compass partnered with Ryerson’s Responsive Ecologies Lab to design and playtest three virtual reality prototypes that employ and expand on the current best practices. This white paper collates industry research and development focusing on player experience and comfort, and summarizes the results of our design process. Keywords: Virtual Reality, Simulator Sickness, Player Experience Design, Game Design. RE/Lab VR White Paper Page 1 of 26 Introduction The first wave of consumer virtual reality (VR) hardware and software has resulted in a new market expected to be valued in the billions of dollars within the next five to ten years (Riccitiello, 2016). While gaming is the first market for consumer VR, several other VR markets are predicted to grow in the coming years, including those related to social media, sports, medicine, and education (Heller, 2015). For each of these markets to become successful, they must address the potential side effects of VR, including the many factors that contribute to simulation sickness. -
Rikky Roy Koganti
RIKKY ROY Work Experience Schell Games, Pittsburgh May 2016 – Dec 2016 KOGANTI Engineering Intern - Graphics, Artificial Intelligence (AI) and tools engineer on Frostbound, a game for the Google Software Engineer Daydream. Programmed and optimized enemy AI, shaders, VFX, and developed tools using (412)-482-0777 C# for artists and designers to use in the Unity engine. - Performance engineer on ‘I Expect You To Die’, for PlaystationVR (PSVR). Helped to bring it [email protected] up to a stable 90 FPS, through mostly graphics optimizations, on platform in all test cases. roykoganti.com - Gameplay engineer on Annihilator VR, an interactive comic book experience on Google Cardboard and GearVR. Coordinated with Legendary Entertainment to publish it. Education Robotics Department, CMU, Pittsburgh Dec 2014 – May 2015 Carnegie Mellon University (CMU), Research Assistant Entertainment Technology Center (ETC) - Research aimed to develop smarter, self-learning artificial intelligence for video game com- Aug 2015 - May 2017 panion non-player characters (NPCs). Primarily developed in C++ - Master of Entertainment Technology - Created comprehensive data structures representing all aspects of the game world, further Carnegie Mellon University, developed the logic of the adaptive, learning AI algorithm, and programmed enemy AI. School of Computer Science (SCS) Aug 2011 - May 2015 - Bachelor of Science in Computer Science Academic Projects - Bachelor of Science in Mathematics - Minor in Game Design Campfire - Responsive AI Storyteller, ETC Spring 2017 Programmer Courses Taken - Aiming to develop an AI agent that interacts with users alongside a narrative, on Amazon Artificial Intelligence, Computer Graphics, Echo and Google Home. Parallel Computing and Architecture, Algo- - AI Programmer on the team. -
Megan “Mj” Johns Mj Game Design and Development |
MEGAN “MJ” JOHNS MJ GAME DESIGN AND DEVELOPMENT | WWW.ASTIREGAMES.COM OBJECTIVE EDUCATION With over four years of M.E.T. GAME DESIGN • DEC 2013 • CARNEGIE MELLON UNIVERSITY teaching experience and Masters of Entertainment Technology with a focus in Game Design seven years working professionally in the game B.A. COMPUTER SCIENCE • MAR 2011 • OHIO STATE UNIVERSITY industry, my goal is to find Bachelor of Art in Computer Information Science with Honors where games and academia Emphasis in Computer Graphics and Minor in Mathematics meet. Whether it’s teaching DSGA CERTIFICATE • MAY 2015 • UNIVERISTY OF TEXAS Game Design, or creating Participant in the Denius-Sams Gaming Academy, received a educational games, I strive certificate of Management and Leadership in the Games Industry to stay true to my two passions: Education and Entertainment TEACHING EXPERIENCE SKILLS ASSISTANT PROFESSOR OF PRACTICE • UNIVERSITY OF TEXAS • AUG 2018 – PRESENT As a full-time Faculty, I teach 3 to 4 courses per semester, serve on Rapid Prototyping committees, mentor and advise students, and develop curriculum. Design and Documentation Some of the committees I’ve served on include: Game Steering Gameplay Scripting Committee, Interaction Design Faculty Search Committee, and AR/VR/MR Development Bridging Disciplines Program Faculty Panel. Systems and Level Design 2D / 3D Animation ADJUNCT INSTRUCTOR • UNIVERSITY OF TEXAS • SPRING 2018 VFX In the Spring semester of 2018 I joined UT to teach a new course: AR UI / UX Design and VR for Games. This course has never been offered before, so I Audio Integration created the curriculum and schedule and designed the Build Deployment projects/assignments and grading criteria. -
ATINER's Conference Paper Series COM2018-2514
ATINER CONFERENCE PAPER SERIES No: LNG2014-1176 Athens Institute for Education and Research ATINER ATINER's Conference Paper Series COM2018- 2514 Motion Sickness in VR Learning Environments Carsten Lecon Professor Aalen University Germany An Introduction to 1 ATINER CONFERENCE PAPER SERIES No: COM2018-2514 ATINER's Conference Paper Series Conference papers are research/policy papers written and presented by academics at one of ATINER’s academic events. ATINER’s association started to publish this conference paper series in 2012. All published conference papers go through an initial peer review aiming at disseminating and improving the ideas expressed in each work. Authors welcome comments. Dr. Gregory T. Papanikos President Athens Institute for Education and Research This paper should be cited as follows: Lecon, C., (2018). “Motion Sickness in VR Learning Environments”, Athens: ATINER'S Conference Paper Series, No: COM2018-2514. Athens Institute for Education and Research 8 Valaoritou Street, Kolonaki, 10671 Athens, Greece Tel: + 30 210 3634210 Fax: + 30 210 3634209 Email: [email protected] URL: www.atiner.gr URL Conference Papers Series: www.atiner.gr/papers.htm Printed in Athens, Greece by the Athens Institute for Education and Research. All rights reserved. Reproduction is allowed for non-commercial purposes if the source is fully acknowledged. ISSN: 2241-2891 29/08/2018 2 ATINER CONFERENCE PAPER SERIES No: COM2018-2514 Motion Sickness in VR Learning Environments Carsten Lecon Abstract Virtual 3D worlds are not only used for the visualization of complex learning matter, but get increasing importance in learning environments. Students for example act as avatars in an artificially generated world, in which they learn, develop, and present similarly. -
Games Made in Texas (1981 – 2021) Page 1 of 17
Games Made in Texas (1981 – 2021) Page 1 of 17 Release Date Name Developer Platform Location 2021-01-02 Yes! Our Kids Can Video Game - Third Grade Yes! Our Kids Can San Antonio Magnin & Associates (Magnin iOS, Android, Apple TV, 2020-09-30 Wheelchair Mobility Experience Games) Mac, PC, Xbox One Dallas; Richardson 2020-09-17 Shark Tank Tycoon Game Circus, LLC Addison Stadia currently; Steam / 2020-07-13 Orcs Must Die! 3 Robot Entertainment Xbox / PlayStation in 2021 Plano 2019-12-31 Path of the Warrior (VR) Twisted Pixel Games Austin 2019-10-29 Readyset Heroes Robot Entertainment, Inc. Mobile Plano Xbox One, Playstation 4, 2019-09-13 Borderlands 3 Gearbox Software PC Frisco 2019-08-13 Vicious Circle Rooster Teeth Austin 2019-08-01 Stranger Things 3 BonusXP Nintendo Switch Allen 2019-07-11 Defector Twisted Pixel Games Oculus Rift Austin Android, PlayStation 4, Nintendo Switch, Xbox One, iOS, Microsoft 2019-06-28 Fortnight Phase 2 Armature Studio Windows, Mac, Mobile Austin Microsoft Windows & 2019-06-21 Dreadnought 2 Six Foot Games PlayStation 4 Houston 2019-05-31 Sports Scramble Armature Studio Oculus Quest Austin 2019-05-02 Duck Game Armature Studio Nintendo Switch Austin 2019-03-15 Zombie Boss Boss Fight Entertainment, Inc Allen; McKinney Windows (Steam); Oculus 2018-12-31 Baby Hands Chicken Waffle Rift Austin 2018-12-31 Baby Hands Jr. Chicken Waffle iOS; Android Austin 2018-12-19 Arte Lumiere Triseum Microsoft Windows Bryan 2018-11-15 Dreadnought 1: Command The Colossal Six Foot, LLC Houston 2018-10-10 World Armature Studio LLC Austin 2018-10-05 Donkey Kong Country: Tropical Freeze Retro Studios Austin Windows (Steam); HTC 2018-08-27 Torn Aspyr Media Inc. -
VR Interactive Prototype: the Future Wardrobe
Rochester Institute of Technology RIT Scholar Works Theses 12-10-2018 VR Interactive Prototype: The Future Wardrobe. Explore VR interaction design for the sense of presence enhancement through an immersive VR installation Jing Lyu [email protected] Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Lyu, Jing, "VR Interactive Prototype: The Future Wardrobe. Explore VR interaction design for the sense of presence enhancement through an immersive VR installation" (2018). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. VR Interactive Prototype: The Future Wardrobe Explore VR interaction design for the sense of presence enhancement through an immersive VR installation Jing Lyu A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Visual Communication Design Rochester Institute of Technology School of Design College of Arts and Design Visual Communication Design Rochester, NY December 10, 2018 1 Committee Members Chief Advisor Mike Strobert School of Design, College of Art and Design Associate Advisor Daniel DeLuna School of Design, College of Art and Design Associate Advisor Shaun Foster School of Design, College of Art and Design 2 Table of Contents 1.0 Abstract 4 2.0 Introduction 5 2.1 Background 5 2.2 Problem -
Getting Started in Transformative VR Shawn Patton Principal Game Designer // VR Advocate
Getting Started in Transformative VR Shawn Patton Principal Game Designer // VR Advocate SCHELL GAMES Esse jogo foi sensacional! Getting Started in Transformative VR Transformational games are those games developed with the intention of changing players in a specific way that transfers and persists outside the game. Transformative Games are Hard High Level Purpose Audience & Assessment Context Barriers Prior Work The Transformational Framework Domain Player Map Transformation Expert Resources High Level Purpose Audience & Assessment Context Barriers Prior Work The Transformational Framework Domain Player Map Transformation Expert Resources High Level Purpose Audience & Assessment Context Barriers Prior Work The Transformational Framework Domain Player Map Transformation Expert Resources High Level Purpose What is the big-picture goal for impact on the world that is motivating your game’s development? How does this impact goal compete with other goals like profit, popularity, or critical acclaim? Provide hands-on experience with Systems Thinking concepts Demystify Chemistry ● Brief ● Impact Focused, Not Product Focused ● Inspirational Player Transformations What are the defining ways you want your players to be different after playing your game? ● Knowledge : The player knows something ● Skill : The player can do something ● Physical : The player’s body is changed ● Disposition : The player’s feelings are changed ● Experience : The player’s personal anecdotes are changed ● Identity : The player’s sense of self is changed Barriers What things -
Games from Spain”, a Publication Which Provides a Complete Picture of Spain’S Videogame Industry and Highlights Its Values and Its Talent
GUIDE TO 2019 2019 NIPO: 114190486 EUROPEAN UNION NIPO: 114190491 D.L.: M-8502-2019 EUROPEAN REGIONAL DEVELOPMENT A way to make Europe Message from The CEO of ICEX, Spain Trade and Investment. Dear reader, Continuing with our support for the Spanish videogame area, we are proud to present our second edition of the “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, introducing you to companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2019. Games from Spain is the umbrella brand created and supported by ICEX, Spain Trade and Investment to promote the videogame industry around the globe. You are cordially invited to visit us at our stands at Game Connection America, Gamescom or Tokyo Game show, among other events, and so to see how Spanish videogames are once again playing in the best global productions league. Looking forward to seeing you soon. Kind regards, María Peña Mateos EUROPEAN UNION EUROPEAN REGIONAL DEVELOPMENT A way to make Europe 4 5 GENERAL INDEX Message from The CEO of ICEX 03 Spanish videogame industry in figures 06 Discover GAMES FROM SPAIN 07 Index Developers 08 Index Publishers 18 Index Services 20 6 7 SPANISH VIDEOGAME INDUSTRY IN FIGURES NUMBER OF GAME DEVELOPMENT Discover NUMBER OF GAME DEVELOPMENT 455 COMPANIES 455 COMPANIES GAMES FROM SPAIN EMPLOYMENT 6.337 persons (direct employment) EMPLOYMENT