Activate Technology & Media Outlook 2021
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ChrisCarranza
CHRISCARRANZA 3D ARTIST WITH A DECADE OF EXPERIENCE IN THE GAMING INDUSTRY artofchase.com • [email protected] • 408.813.3167 • S. San Francisco, CA EXPERIENCE Lead 3D Artist, Apr 2019 - Present Topgolf - San Francisco, CA ● Led and mentored 3D Art team in creating appealing environments and 3D assets ● Worked closely with Art Director to set the style and project timeline ● Established 3D Environment pipeline and workflow ● Collaborated with design team in building beautiful 3D levels in Unity ● Modeled and textured both high poly and low poly, game-ready assets ● Built and organized a 3D asset library for level creations ● Authored custom shaders and VFX ● Rigged character and props for animation ● Managed outsource team, provided visual direction and feedback Sr Environment Artist, Mar 2017- April 2019 Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Spyro Reignited Trilogy (PS4 & Xbox One) ○ Marvel Powers United VR (Oculus VR) ● Conceptualized look and mood of the level ● Collaborated with the Design team to layout levels ● Implemented and lit real-time 3D environments using Unreal Engine 4 ● Modeled high and low poly modular assets and props ● Generated advance materials for environment assets ● Assigned tasks to Prop and Texture Artist to assist in level creation Lead Character Artist, January 2015 - Mar 2017 Sanzaru Games Inc - Foster City, CA ● Shipped Titles: ○ Facebook Spaces (Oculus VR) ○ Ripcoil (Oculus VR) ○ Tron Run/r (PC, PS4 & Xbox One) -
Review: Advancement in Virtual Reality Device
Available online at: http://www.ijmtst.com/vol5issue12.html International Journal for Modern Trends in Science and Technology ISSN: 2455-3778 :: Volume: 05, Issue No: 12, December 2019 Review: Advancement in Virtual Reality Device Dr. Preeti Singh Bahadur 1 | Pushpendra Bahadur2 | Dikshant Delu1 | Shivam Chaudhary1 1Department of Applied Physics, Amity University, Greater Noida(U.P.), 2 Tata Steel, BSL Limited, Sahibabad, Ghaziabad (U.P.)- 201010 To Cite this Article Dr. Preeti Singh Bahadur, Pushpendra Bahadur, Dikshant Delu and Shivam Chaudhary, “Review: Advancement in Virtual Reality Device”, International Journal for Modern Trends in Science and Technology, Vol. 05, Issue 12, December 2019, pp.-40-47. Article Info Received on 21-November-2019, Revised on 12-December-2019, Accepted on 21-December-2019, Published on 26-December-2019. ABSTRACT In this paper we shed light on the advancement in Virtual Reality devices and talk about six latest developments. Virtual reality (VR) is a technology that allows a user to interact with a simulated computer environment, whether that environment is a simulation of the real world or an imaginary world. It is the key to experiencing, feeling and touching the past, the present and the future. It is the means of creating our own world, our own personalized reality. It could range from creating a videogame to taking a virtual tour of the universe, from walking through our own dream house to experiencing a walk through a strange planet. With virtual reality, we can experience the most intimidating and exhausting situations by playing safely and with a learning perspective. However, very few people really know what virtual reality is, what are its basic principles and its open problems. -
Digital Platform As a Double-Edged Sword: How to Interpret Cultural Flows in the Platform Era
International Journal of Communication 11(2017), 3880–3898 1932–8036/20170005 Digital Platform as a Double-Edged Sword: How to Interpret Cultural Flows in the Platform Era DAL YONG JIN Simon Fraser University, Canada This article critically examines the main characteristics of cultural flows in the era of digital platforms. By focusing on the increasing role of digital platforms during the Korean Wave (referring to the rapid growth of local popular culture and its global penetration starting in the late 1990s), it first analyzes whether digital platforms as new outlets for popular culture have changed traditional notions of cultural flows—the forms of the export and import of popular culture mainly from Western countries to non-Western countries. Second, it maps out whether platform-driven cultural flows have resolved existing global imbalances in cultural flows. Third, it analyzes whether digital platforms themselves have intensified disparities between Western and non- Western countries. In other words, it interprets whether digital platforms have deepened asymmetrical power relations between a few Western countries (in particular, the United States) and non-Western countries. Keywords: digital platforms, cultural flows, globalization, social media, asymmetrical power relations Cultural flows have been some of the most significant issues in globalization and media studies since the early 20th century. From television programs to films, and from popular music to video games, cultural flows as a form of the export and import of cultural materials have been increasing. Global fans of popular culture used to enjoy films, television programs, and music by either purchasing DVDs and CDs or watching them on traditional media, including television and on the big screen. -
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. -
NMS15 Marketing Opportunities
SPONSOR AND PARTNER OPPORTUNITIES Transforming the Music Business JUNE 21-23, 2015 | NEW YORK CITY THE NEW ERA OF MUSIC BUSINESS "The New Music Seminar is the single best gathering of cung edge music industry visionaries on the scene today. It's a must-do for anyone aspiring to be part of this business of music." - Steve Greenberg – Founder/CEO, S-Curve > NMS is the legendary NYC industry event focused on new opportunities and growth of the overall music business > Unparalleled speakers and discussions - The next generation of music business executives and stars > Elevated networking platform to take your business and career to the next level NMS connects the creave professional with the people wHo determine the future of the music business 2 THE 1,500 • Limited to 1,500 attendees to ensure the highest quality personal experience > More decision-makers devoted to the cause of building the next generation of the music business - Less time bandits. • Influential audience filled with creatives, decision-makers, and engaged trendsetters > Artists, producers, and songwriters > Tastemakers that break new music > Explorers searching for the “next big thing” > Experienced industry leaders discussing the real issues behind the music business, the backroom deals, the untold stories > Investors of the music business > Industry Insiders revealing the secrets behind success in the industry Cross-pollinaon : Every part of the music business...together! Adversing/ Brands; 2% ArJst Services; 2% Students; 6% A&R; 5% Radio; 5% ArJsts/ PublisHers; 8% Performers; -
Superhero 'Deadpool' Opens Fire in Virtual Reality 19 July 2017
Superhero 'Deadpool' opens fire in virtual reality 19 July 2017 and hand cannon pistols - because why bring a knife to a gunfight when you can have both?" a fact sheet for the game reasons. Players wearing Rift headsets use Touch controllers to whip semi-automatic pistols or Desert Eagle hand-cannons from holsters and blast adversaries, prompting trademark wise cracks from their "Deadpool" persona, an advance test of the game revealed. Katanas, the traditional Japanese swords, are unsheathed by reaching back over one's shoulders, and shuriken, the sharp-edged, star-shaped Gaming fans at an electronics show last month in Los weapons, are thrown rapid-fire with wrist flicks as Angeles test virtual reality gear of the sort used in a new Hulk smashes, Rocket Racoon opens fire from 'Deadpool' game tailored for Oculus Rift users above and Captain Marvel obliterates bad guys with photon beams. The ability of Deadpool to heal quickly from almost Smart-mouthed, mayhem-prone anti-hero any injury meanwhile provides an edge as waves of "Deadpool" made a virtual reality debut on enemies strike. Wednesday in a "Marvel Powers United" game being tailored for Oculus Rift gear. "Marvel Powers United VR" was touted as a first- person, multi-player game featuring explosive Developer Sanzaru Games collaborated with battles in settings from the Marvel universe. Marvel on the virtual version based on the comic character, which was a smash in an eponymous Zombies and mutants film released last year. The alliance with Marvel represented a coup for The "fast-talking, butt-kicking Merc with a Mouth" game publisher Oculus Studios, which has been joins Captain Marvel, Hulk and Rocket Raccoon in striving to build a library of compelling experiences a game that lets players become superheroes that will get people to buy Rift's virtual reality gear. -
The Order 1886 Full Game Pc Download the Order: 1886
the order 1886 full game pc download The Order: 1886. While Killzone: Shadow Fall and inFAMOUS: Second Son have given us a glimpse of how Sony's popular franchises can be enhanced and expanded on the PlayStation 4, The Order: 1886 is exciting for a completely different reason. This isn't something familiar given a facelift-- this is a totally new project, one whose core ideas and gameplay were born on next-generation hardware. It's interesting, then, that this also serves as the first original game for developer Ready at Dawn. Ideas for The Order originally began forming in 2006 as a project that crafted fiction from real-life history and legends. Indeed, one of the game's more intriguing elements is that mix of fantasy and reality. This alternate-timeline Victorian London is covered in a layer of grit and grime true to that era, contrasted by dirigibles flying through the sky and fantastical weapons used by the game's protagonists, four members of a high-tech (for the times) incarnation of the Knights of the Round Table. That idea of blending different aspects together may be what's most compelling about The Order: 1886 beyond just its premise. The first thing you notice is the game's visual style. There's a cinematic, film-like look to everything, and not only are the overall graphical qualities and camera angles tweaked to reflect that, but The Order also runs in widescreen the entire time--not just during cutscenes like in other games. It's a decision that some have bemoaned, since those top and bottom areas of the screen are now "missing" during game-play. -
General Coverfeature
05 Tools Found.ee 06-07 Campaigns Abbey Road Studios, Tanlines Tyler, the Creator, Pandora/Rolling Stones 08-11 Behind The Campaign Torche APRIL 22 2015 sandboxMUSIC MARKETING FOR THE DIGITAL ERA ISSUE 131 TWITCH-FINDER GENERAL COVERFEATURE TIMELINE MUSIC ON TWITCH: SELECTED HIGHLIGHTS TWITCH-FINDER 2014 May: Diplo’s Mad MUSIC AND Decent label launches a Twitch channel. GAMING REBORN July: Steve Aoki streams GENERAL a live DJ set to launch his Twitch channel. August: Porter Robinson launches his Twitch channel, giving fans a look into the video games that inspired his Worlds album. August: Ghostly International artists perform the original music they composed for PlayStation’s Hohokum soundtrack on PlayStation’s Twitch channel. November: US dance music duo Krewella premiere new song, ‘Say Goodbye’, on Twitch. December: EDM label Monstercat launches Prodigy released a new single on there, Skrillex is an evangelist, Steve Aoki was an early adopter. Now more a 24-hour music channel on Twitch. acts are flocking to Twitch – a platform fizzing with such potential that Amazon bought it for just under $1bn. December: deadmau5 We look at why the hype around this live-gaming community is, for the most part, justified, why more artists debuts his Twitch channel. and labels are treating it very seriously indeed (and licensing their music for it) and how it is breathing new life (continued over page ») into music and gaming. rom Wipeout on the PlayStation to Guitar Twitch.tv, an online platform where fans broadcasters, the For the music industry, too, Hero (which is making a bold return later go to watch other people play games; and, same month in which Twitch is becoming increasingly Fthis year), music and video games have if they’re feeling adventurous, broadcast it was said to have important. -
{PDF} the Facebook Effect: the Real Inside Story of Mark Zuckerberg
THE FACEBOOK EFFECT: THE REAL INSIDE STORY OF MARK ZUCKERBERG AND THE WORLDS FASTEST GROWING COMPANY PDF, EPUB, EBOOK David Kirkpatrick | 384 pages | 01 Feb 2011 | Ebury Publishing | 9780753522752 | English | London, United Kingdom The Facebook Effect: The Real Inside Story of Mark Zuckerberg and the Worlds Fastest Growing Company PDF Book The cover of the plus-page hardcover tome is the silhouette of a face made of mirror-like, reflective paper. Not bad for a Harvard dropout who later became a visionary and technologist of this digital era. Using the kind of computer code otherwise used to rank chess players perhaps it could also have been used for fencers , he invited users to compare two different faces of the same sex and say which one was hotter. View all 12 comments. There was a lot of time for bull sessions, which tended to center on what kind of software should happen next on the Internet. He searched around online and found a hosting company called Manage. Even for those not so keen on geekery and computers, the political wrangling of the company supplies plenty of drama. As Facebook spreads around the globe, it creates surprising effects—even becoming instrumental in political protests from Colombia to Iran. But there are kinks in the storytelling. In little more than half a decade, Facebook has gone from a dorm-room novelty to a company with million users. Sheryl Sandberg, COO: Sandberg is an elegant, slightly hyper, light-spirited forty- year-old with a round face whose bobbed black hair reaches just past her shoulders. -
Social Media Platforms and Democratic Discourse
LCB_23_4_Art_6_Weaver (Do Not Delete) 2/7/2020 2:22 PM SYMPOSIUM SOCIAL MEDIA PLATFORMS AND DEMOCRATIC DISCOURSE by Russell L. Weaver* This Essay explores how social media platforms have been catalysts for social and political change but have created numerous societal problems. The Essay traces the development of speech technologies and shows how these platforms have influenced the world. These changes are evident in the events of the Arab Spring in the Middle East and even in U.S. political elections (including those of President Obama and President Trump). At the same time, the internet and social media present immense challenges to the democratic process. They have enabled individuals to infect the public debate with so-called “fake news,” and have enabled foreign individuals and foreign governments to in- terfere in the U.S. election. In addition, as social media companies endeavor to exercise greater control over the public debate, there is a risk that they will censor or unduly restrict social and political discourse. Introduction .................................................................................................. 1386 I. The Rise and Influence of Social Media Platforms .............................. 1387 II. The Problems Created by Social Media............................................... 1399 A. Fake News ................................................................................... 1399 B. Interference in Electoral Campaigns ............................................... 1400 III. Social Media as the “Gatekeeper” -
Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology. -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality.