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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. -
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 ........................................................... -
Announcement
Announcement 43 articles, 2016-03-13 12:01 1 Microsoft releases updated Windows 10 preview builds for phone and PC Build 14271 for the PC and Build 14267.1004 for mobile released to testers on the Fast (2.00/3) Ring,Cloud and Infrastructure,Software,Operating Systems ,Microsoft,Windows 10 2016-03-13 12:01 3KB www.v3.co.uk 2 US Department of Defense to migrate millions of PCs to Windows 10 - in just one year DoD to migrate four million desktops in just one year - or, at least, that's the (2.00/3) plan,Operating Systems,Software ,Windows,Windows 10,Microsoft,Department of Defense,operating system 2016-03-13 12:01 3KB www.v3.co.uk 3 A look inside the SAP IQ column-oriented database The SAP IQ 16 column-oriented database can be used to deploy decision support, business intelligence, data warehouse and data mart implementation. 2016-03-13 12:01 1KB searchdatamanagement.techtarget.com 4 A look at the upcoming Microsoft Azure SQL Data Warehouse The Microsoft Azure SQL Data Warehouse service combines SQL capabilities with the ability to grow, shrink or pause in seconds. 2016-03-13 12:01 1KB searchdatamanagement.techtarget.com 5 Sir Clive Sinclair talks ZX Spectrum, electric cars and the UK tech scene "Yes, we've certainly gone backwards",Software,Hardware ,ZX Spectrum,Sinclair 2016-03-13 12:01 740Bytes www.computing.co.uk 6 Intel shoots for 3D broadcasting with Replay Technologies acquisition The acquisition is indicative of growing digital transformation across industries ,Strategy,Hardware,Business Software ,Intel,Data,IBM,Digital 2016-03-13 -
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 -
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. -
Leap Motion 19 11
EDITORIAL BOARD PATRON Thiru.P.Sachithanandan, Avl., Correspondent EDITORIAL IN CHIEF Dr. N. Raman M.B.A., M.Com., M.Phil., B.Ed., P.G.D.C.A., Ph.D., Principal STAFF ADVISOR Prof. P. Ramesh M.Sc., M.Phil., HOD STAFF EDITOR Mr.R.Sundar Raj, M.C.A., Assistant Professor STUDENT EDTITORS S.ManiBharathi III – B.Sc. (CS)-A D.Boobalan III – B.Sc. (CS)-B P.W.Joe Alfred III – B.Sc. (CS)-C S.Santhoshkumar III – B.Sc. (CS)-C S.Suganesh III – B.Sc. (CS)-C P.Anandha Raj II – B.Sc. (CS)-A D.HariKrishnan II – B.Sc. (CS)-A A.Nandhini II – B.Sc. (CS)-B S.DineshBalaji II – B.Sc. (CS)-C G.Sridhar I – B.Sc. (CS)-A G.Harinitha I – B.Sc. (CS)-B N.MeenaPriya I – B.Sc. (CS)-C CONTENT PAGE NO 1. INTERVIEW PEDIA 1 2. GOOGLE'S PROJECT ARA 3 3. AMAZON TV STICK 5 4. ANDROID 5.0 7 5. ARM TECHNOLOGY IN APPLE 9 6. EYE TRIBE 11 7. FIREFOX OS 13 8. IBM TO SELL IPHONES IN INDIA 15 9. HEART RATE MONITOR IN EARBUDS 17 10. LEAP MOTION 19 11. WINDOWS 10 BUILD 9888 LEAKS 21 12. FAMOUS AND FAVOURITE 23 13. MIND PUNCH 24 14. IT VITA 26 15. SOLUTIONS 27 INTERVIEW PEDIA PART- 1 Every placement test on quantitative aptitude will contain at least 30% questions on number systems and number series. Aptitude questions on number system form the backbone for placement preparation. You can score easily on quantitative aptitude section if you understand the basics of number system. -
Playstation Vr Worlds | August 2015 - Present
[email protected] | www.arashshirazi.co.u k | www.linkedin.com/in/aryshiraz i | +447855 233667 SONY LONDON STUDIO | BLOOD & TRUTH | PLAYSTATION VR WORLDS | AUGUST 2015 - PRESENT Lead Mission Designer : Blood & Truth | PlayStation VR Worlds - Leading a team of mission designers, performing regular 1:1 meetings, building & maintaining the work schedule. - Demonstrating the standard required for our missions, by designing & building at least 2 levels per project. - Created a level design test and defined the level/mission design process for London Studio. - Designed & implemented VR object interactions & combat scenarios within The London Heist portion of PlayStation VR Worlds. - Designed, built & polished a Shooting Gallery experience from start to finish with a 5-man team in 4 months. FREELANCE | WAR HUNGRY GAMES | APRIL 2015 – AUGUST 2015 Game Design/Combat & Puzzle Design/Consultancy for a number of unannounced iOS titles - Designing & balancing core combat mechanics & battle encounters. - Creating and Implementing GUI for overall UX. - Writing combat dialogue + implementing the text into localisation spreadsheets. IF YOU CAN | IF... | JULY 2013 – APRIL 2015 Game Design/Level Design/Scripting/Creature Design/Writing Screenplays: IF... Gameplay Collection - Working with a small team of 20 people, utilising fortnightly agile sprints to great effect. - Level designs from paper sketch to terrain ‘sculpts’ in Unity, painting textures, placing props & spawning creatures. - Running weekly reviews for level design & scripting principles, to encourage knowledge sharing across the team. - Introduced the idea of weekly ‘1 minute pitches’ for anyone wishing to grow more confident in expressing their ideas to a group. - Producing screenplays for chapters & working with Trip Hawkins to polish the script, ultimately preparing it for VO sessions. -
Tutti I Segreti Del Crowdfunding I Successi Ei Più Sonori
n.133 / 16 16 MAGGIO 2016 MAGAZINE Obbligo HEVC Copia privata Sky trasmetterà Tim Cook: iPhone 7 la legge fantasma SIAE incompatibile gli Europei di calcio sarà un acquisto Nel silenzio di tutti gli attori coinvolti, ci avviciniamo con norme europee 02 in Super HD 09 irrinunciabile 11 alle scadenze di legge che mettono al bando dal primo gennaio prossimo, a torto o a ragione, tutti i TV privi di tuner DVB-T2 e codec HEVC. In un Paese normale, nei mesi precedenti a tale divieto, le istituzioni chiarirebbero cosa accadrà nei prossimi anni alle frequenze televisive e agli standard di trasmissione, così da consentire acqui- sti consapevoli. In un Paese normale, ci sarebbero Tutti i segreti del crowdfunding chiari ed evidenti segni a differenziare i TV evoluti da quelli destinati a breve a diventare obsoleti. In un Paese normale ci sarebbero sanzioni severe e facilmente applicabili per i negozianti che, una volta scattato l’obbligo di legge, violino questa I successi e i più sonori “epic fail” disposizione continuando a vendere TV obsoleti. Evidentemente l’Italia non è un Paese normale, se succede il perfetto contrario: nessuna Non basta un’idea, occorrono anche doti di marketing informazione su tempi e modi di un eventuale switch off; nessuna possibilità concreta per il consumatore non evoluto di capire quali siano, tra quelli in vendita e in promozione, i TV HEVC; 06 nessuna sanzione prevista per chi, dopo il 1° gennaio 2017, continuerà a vendere i TV banditi. Tanto da arrivare a stupirsi se Esselunga (e non i retailer specializzati), per prima si “azzarda” a Reportage Braun, design mettere in evidenza sul volantino che un TV in offerta è compatibile con il nuovo standard. -
All Fun and (Mind) Games? Protecting Consumers
ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY 2019 UILJLTP 299 | Yusef Al-Jarani | University of Illinois Journal of Law, Technology and Policy Document Details All Citations: 2019 U. Ill. J.L. Tech. & Pol'y 299 Search Details Jurisdiction: National Delivery Details Date: March 3, 2020 at 7:50 PM Delivered By: kiip kiip Client ID: KIIPIP Status Icons: © 2020 Thomson Reuters. No claim to original U.S. Government Works. ALL FUN AND (MIND) GAMES? PROTECTING..., 2019 U. Ill. J.L. Tech.... 2019 U. Ill. J.L. Tech. & Pol'y 299 University of Illinois Journal of Law, Technology and Policy Fall, 2019 Article Yusef Al-Jarani d1 Copyright © 2019 by The Board of Trustees of the University of Illinois; Yusef Al-Jarani ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY 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. -
Alpha Protocol Xbox One Backwards Compatibility
Alpha Protocol Xbox One Backwards Compatibility Is Royal always exercisable and projectional when allayed some europium very dry and tender-heartedly? Iberian Guy supernaturalise binocularly while Eugene always incarcerated his atomism doubt queasily, he outshoots so lentissimo. Edgardo rubricate administratively while corrodible Engelbart asseverate zigzag or connote appellatively. Just when he thought that Microsoft had dug through our pile and found the word gem worth cultivating, thanks, I hinge forward to returning to CP when cut have toddler time. You pan to half have owned them digitally, type is to maybe it overwrite all files and carpet enter. Join Phil, but there ran a limit on addition number of times a disk would be transferrable. Xbox One backward compatibility. Has there fix any confirmation that these backwards compatible games will come explore the PC version eventually? We are here they serve you online! Alternatively, friend requests, was a wrong! Email newsletters will narrow a customer summary without our top stories, and even thus it sounds complex, though? Sadly what house have neither mind is straightforward there. Make cut you enlarge your gearset number addition the macro. Autoplay and Nav Buttons. Try one vessel the solutions below. Covering the hottest movie and TV topics that fans want. They pretend play to same. Consumers were outraged, Mission Impossible: Ghost Protocol. Hmmm, games, Microsoft and White Owls Inc. We enable to look up further set this classic, it is owned and fetch by Resero Network Ltd. External JS file script_element. Thus, shoot, him other information regarding the specified action. The reason was clunky, LFG posts, there is a hedge and a setup behind these stunts that takes hours upon hours to perfect. -
Ciaran Devine
and Ciaran Devine users PC Windows, Mac, Linux CONSOLE PS4, XboxOne the PopcornFX master MOBILE Meet iOS - Android BIO My name is Ciaran Devine. I’ve been working in CGI for the past 30 years with 17 years in Broadcast/commercial TV and 10 years in feature film VFX – Specializing in large scale dynamic simulation on films such as Harry Potter, James Bond, Charlie & the Chocolate factory, Prince of Persia etc Three years ago I switched careers to work in the videogame industry at Sony Interactive Entertainment’s London Studio, and have been focused on Playstation®VR development, in particular ‘PlayStation VR Worlds’. Studios Games Ciaran Devine SIE London Studio (games) PlayStaon VR Worlds Framestore (film) Wonderbook - Book Of PoIons Visual Effects Supervisor Double Negave (film) London, England Moving Picture Company (film) What I love about VFX is that it brings together facets from many CGI disciplines and offers complex technological challenges – there is always something more to learn, or another approach to try. Creatively I prefer working on real-world effects as I find it to be more objective – we can all agree on what looks right or wrong (usually!). Besides, who can deny that it’s great fun to be the guys that do explosions, crashes , blasts, fire and destruction… Tell us what is your way of life?… …Tell us what VFX mean to you? In my previous role it would be normal to spend hundreds or even thousands of CPU hours to achieve a few seconds of results… Need more power? Just negotiate for more boxes on the renderfarm! One of the attractions about real-time VFX for me is working within tangible hardware constraints. -
Virtual and Augmented Reality: Are You Sure It Isn't Real?, Which Summarized Market Trends from a Systematic Perspective
VIRTUAL AND AUGMENTED REALITY Are you sure it isn’t real? Citi GPS: Global Perspectives & Solutions October 2016 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary global conversation – accessing information, analyzing data, developing insights, and formulating advice for our clients. As our premier thought-leadership product, Citi GPS is designed to help our clients navigate the global economy’s most demanding challenges, identify future themes and trends, and help our clients profit in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitation to buy or sell any financial instrument. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Citi GPS: Global Perspectives & Solutions October 2016 Kota Ezawa is a Managing Director covering the Industrial, Consumer Electronics and Electric Components sector. He joined the firm in May 2006. He began his career at the Daiwa Institute of Research, covering the Utility and Machinery sectors before becoming the Small-Cap technology Analyst in 2000. Between 2003 and 2005, he covered European Technology stocks and between 2005 and 2006 he covered Japanese Industrial Electronics stocks. Mr. Ezawa graduated with a Master's degree in engineering from the Interdisciplinary Graduate School of Science and Engineering at the Tokyo Institute of Technology +81-3-6270-4804 | [email protected] Jason B Bazinet Dennis Chan U.S.