Becoming One of the Largest VR Content Creators
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The Cross Over Talk
Programming Composers and Composing Programmers Victoria Dorn – Sony Interactive Entertainment 1 About Me • Berklee College of Music (2013) – Sound Design/Composition • Oregon State University (2018) – Computer Science • Audio Engineering Intern -> Audio Engineer -> Software Engineer • Associate Software Engineer in Research and Development at PlayStation • 3D Audio for PS4 (PlayStation VR, Platinum Wireless Headset) • Testing, general research, recording, and developer support 2 Agenda • Programming tips/tricks for the audio person • Audio and sound tips/tricks for the programming person • Creating a dialog and establishing vocabulary • Raise the level of common understanding between sound people and programmers • Q&A 3 Media Files Used in This Presentation • Can be found here • https://drive.google.com/drive/folders/1FdHR4e3R4p59t7ZxAU7pyMkCdaxPqbKl?usp=sharing 4 Programming Tips for the ?!?!?! Audio Folks "Binary Code" by Cncplayer is licensed under CC BY-SA 3.0 5 Music/Audio Programming DAWs = Programming Language(s) Musical Motives = Programming Logic Instruments = APIs or Libraries 6 Where to Start?? • Learning the Language • Pseudocode • Scripting 7 Learning the Language • Programming Fundamentals • Variables (a value with a name) soundVolume = 10 • Loops (works just like looping a sound actually) for (loopCount = 0; while loopCount < 10; increase loopCount by 1){ play audio file one time } • If/else logic (if this is happening do this, else do something different) if (the sky is blue){ play bird sounds } else{ play rain sounds -
FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant For: Security Related Matters | Topic: Basics of Cyber Security and Related Matters
Source : www.thehindu.com Date : 2021-08-25 FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant for: Security Related Matters | Topic: Basics of Cyber Security and related matters Facebook' Horizon Workrooms | Photo Credit: photo by special arrangement Facebook has introduced Horizon Workrooms, an app that will enable users to collaborate with colleagues using virtual reality (VR) with the Oculus Quest 2 headset. (Subscribe to our Today's Cache newsletter for a quick snapshot of top 5 tech stories. Click here to subscribe for free.) The “mixed reality experience” that will allow users to connect their physical desk and compatible keyboard with the virtual room. Users will also be able to access and share files from their computer in the virtual room. They can write on a virtual whiteboard, export contents and share them as images on a computer. “Workrooms works across both virtual reality and the web and is designed to improve your teams ability to collaborate, come or communicate, and connect remotely, through the power of VR,” the company said in a statement. To personalise the experience, Facebook has enabled users to create custom looks or avatars, helping them feel like they’re really with their colleagues. Additionally, low latency spatial audio support with will make conversations sound real and flow smoothly, according to the company. Also Read | Facebook aims to prove VR's popularity more than virtual The tech giant has also extended support for hand tracking, which will allow users to control the keyboard and other features using their hands. The app will support up to 50 people on a video call, and up to 16 people in the virtual room, Facebook noted. -
Middle East PSVR Aim Controller
PlayStation®VR Aim Controller Instruction Manual CECHYA-ZRA2 7028581 EN Before use ˎ Carefully read this manual and any manuals for compatible hardware. Retain instructions for future reference. ˎ Always update your system to the latest version of the system software. Precautions Safety ˎ Avoid prolonged use of this product. Take a 15-minute break during each hour of play. ˎ Stop using this product immediately if you begin to feel tired or if you experience discomfort or pain in your hands or arms during use. If the condition persists, consult a doctor. ˎ If you experience any of the following health problems, discontinue use of the system immediately. If symptoms persist, consult a doctor. ˋ Dizziness, nausea, fatigue or symptoms similar to motion sickness. ˋ Discomfort or pain in a part of the body, such as eyes, ears, hands or arms. ˎ The product is intended for use with the hands only. Use both hands to grip the controller. ˎ The vibration function of this product can aggravate injuries. Do not use the vibration function if you have any ailment or injury to the bones, joints, or muscles of your hands or arms. You can turn on or turn off the vibration function from (Settings) on the function screen. ˎ Keep the product out of the reach of small children. Young children might damage the product causing it to malfunction, swallow small parts, wrap the cables around themselves or accidentally injure themselves or others. Use and handling ˎ When using the controller, be aware of the following points. ˋ Before use, make sure that there is plenty of space around you. -
Immersive Tourism
Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
Analysis of Innovation in the Video Game Industry
Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field. -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Playstation VR: História, Adoção, Projeções E Desafios
SBC – Proceedings of SBGames 2017 | ISSN: 2179-2259 Industry Track – Full Papers PlayStation VR: história, adoção, projeções e desafios André F. Pase*1 Giovanni Rocha Pontifícia Universidade Católica do Rio Grande do Sul, Faculdade de Comunicação Social, Brasil Figura 1: Do cinema à realidade virtual. 20 anos de evolução dos head mounted displays da Sony. RESUMO dispositivo que combina imagens geradas artificialmente com a Após mais de duas de décadas de tentativas sem sucesso comercial, visão humana tradicional e dialoga com Realidade Aumentada a indústria de jogos digitais finalmente oferece experiências de (RA) e Realidade Mixada (RM), a Sony optou por desenvolver o realidade virtual de forma satisfatória e disponíveis para compra. PlayStation VR, (PSVR) um aparelho que atua como complemento Em menos de um ano após o seu lançamento, o PlayStation VR é ao seu console PlayStation 4. Desta forma, utiliza a base de usuários líder no segmento, com aproximadamente 1,8 milhões de unidades previamente formada para testar novas propostas de jogos. vendidas. Frente a esse cenário, esta pesquisa faz um resgate Através do método de estudo de caso [1], este artigo busca histórico do seu desenvolvimento, apresenta uma análise da analisar a contribuição do PSVR para este cenário em construção, plataforma a partir de um conjunto de materiais empíricos, observa discutindo limites e possibilidades. Isto será realizado após uma a adoção do equipamento, propõe alguns usos e aponta limitações observação das propriedades técnicas do aparelho e informações e desafios para usuários e os desenvolvedores. publicadas pela própria empresa e imprensa especializada. Palavras-chave: Realidade virtual, adoção, videogame, 2 RELAÇÃO ENTRE VIDEOGAMES E REALIDADE VIRTUAL PlayStation, PlayStation VR Assim como o cinema é uma evolução do processo fotográfico, seria também possível estabelecer uma relação semelhante entre as 1 INTRODUÇÃO tecnologias da RV e o videogame. -
Instruction Manual Mode D'emploi
Instruction Manual Mode d’emploi Includes important Health and Safety information CUH-ZVR1 Comprend des informations importantes relatives à la santé et la sécurité 4-588-818-14(1) require unimpaired vision, balance or coordination until WARNING after symptoms have completely disappeared. • Avoid prolonged use of PS VR. Take frequent breaks. • Do not use PS VR if you are tired, dizzy, light-headed, HEALTH AND SAFETY WARNINGS nauseated, sick, under the influence of alcohol or drugs, or have an impaired sense of motion or balance. Consult a Carefully read and follow the warnings and instructions below doctor before using PS VR if you are pregnant or suffer from a serious medical condition. before using PlayStation®VR. Failure to read and follow the warnings and instructions could result in serious injury. • Keep this product out of the reach of small children. Small • PS VR is not for use by children under age 12. children may swallow small parts, may pull on cables and • Wearing the VR headset will completely block your ability to see cause the processor unit or VR headset to fall, or may wrap your surroundings. PS VR does not detect obstacles. Review the cables around themselves, which may inflict injury or surroundings and clear obstacles from an area larger than the cause an accident or a malfunction. Play Area ( page 8) before use. Make sure you are not near any walls, stairs, furniture, or other obstacles that you may Photosensitivity/Epilepsy/Seizures collide with or trip over. A very small percentage of individuals may experience • Remain in the center of the Play Area and do not walk epileptic seizures or blackouts when exposed to certain light around while wearing the VR headset. -
Social Virtual Reality: Ethical Considerations and Future
Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space Divine Maloney* Guo Freeman† Andrew Robb‡ Clemson University Clemson University Clemson University ABSTRACT Therefore, in this paper we provide an overview of modern So- cial VR, critically review current scholarship in the area, point re- The boom of commercial social virtual reality (VR) platforms in searchers towards unexplored areas, and raise ethical considerations recent years has signaled the growth and wide-spread adoption of for how to ethically conduct research on these sites and which re- consumer VR. Social VR platforms draw aspects from traditional search areas require additional attention. 2D virtual worlds where users engage in various immersive experi- ences, interactive activities, and choices in avatar-based representa- 2 Social VIRTUAL REALITY tion. However, social VR also demonstrates specific nuances that extend traditional 2D virtual worlds and other online social spaces, 2.1 Defining and Characterizing Commercial Social VR such as full/partial body tracked avatars, experiencing mundane ev- For the purpose of this paper, we adopt and expand McVeigh et eryday activities in a new way (e.g., sleeping), and an immersive al.’s [49, 50] work to define social VR as any commercial 3D vir- means to explore new and complex identities. The growing pop- tual environment where multiple users can interact with one another ularity has signaled interest and investment from top technology through VR HMDs. We focus on commercial applications of Social companies who each have their own social VR platforms. Thus far, VR for two reasons. First, VR’s relevance and societal impact will social VR has become an emerging research space, mainly focus- likely have a more significant impact on commercial VR uses than ing on design strategies, communication and interaction modalities, non-commercial uses. -
Virtual Reality Toolkit for the Unity Game Engine
Masaryk University Faculty of Informatics Virtual reality toolkit for the Unity game engine Bachelor’s Thesis Vojtěch Juránek Brno, Spring 2021 Masaryk University Faculty of Informatics Virtual reality toolkit for the Unity game engine Bachelor’s Thesis Vojtěch Juránek Brno, Spring 2021 Declaration Hereby I declare that this paper is my original authorial work, which I have worked out on my own. All sources, references, and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Vojtěch Juránek Advisor: Mgr. Vojtěch Brůža i Acknowledgements Firstly, I would like to thank my advisor, Mgr. Vojtěch Brůža for his patience, advice, friendly cooperation, and thorough feedback. Sec- ondly, I would like to express my gratitude to Mgr. David Kuťák for giving me access to his VR toolkit project, and the HCI laboratory at FI MU for letting me borrow a Vive headset for an extended period of time. iii Abstract The thesis deals with the creation of a toolkit that facilitates the de- velopment of applications for virtual reality headsets. This toolkit is created in the Unity game engine utilizing the official XR Interaction Toolkit package (XRIT) developed by Unity. The first part analyzes the already existing third-party toolkits, the second part provides an overview of the features offered by XRIT, and the third part describes the design and implementation process of the new toolkit. This new toolkit encompasses various areas of virtual reality development, but primarily contains tools that can be used to create user interfaces. The assets included in this toolkit are designed to be modular and easy to use in other Unity projects. -
Downloading the Video to Their Device (See Figure 3-63)
NORTHWESTERN UNIVERSITY Compositional Possibilities of New Interactive and Immersive Digital Formats A DISSERTATION SUBMITTED TO THE BIENEN SCHOOL OF MUSIC IN PARTIAL FULFILLMENT OF THE REQUIREMENTS for the degree DOCTOR OF MUSICAL ARTS Program of Composition By Daniel R. Dehaan EVANSTON, IL (June 2019) 2 Abstract From 2008 to 2019, a range of new interactive and immersive digital formats that present new possibilities for musical and artistic expression have become available. In order to begin the work of uncovering what new compositional and experiential possibilities are now possible, this document will examine each format’s core concepts and tools, cataloging the current state of related technologies. It also provides a survey of each format’s representative works, including a discussion of my original and evolving work for virtual reality, Infinite Void. The ultimate goal of this dissertation is to serve as a point of departure for composers interested in working with and influencing the direction that musical and creative expression will take in these immersive and interactive digital environments. 3 Acknowledgments This document would not have been possible without countless individuals to whom I owe more than just the acknowledgements of this page. To my committee members, Chris Mercer, Hans Thomalla, and Stephan Moore, who made themselves available from all corners of the globe and encouraged me to keep going even when it seemed like no end was in sight. To Donna Su, who kept me on track and moving forward throughout my entire time at Northwestern. To my readers, Nick Heinzmann and Caleb Cuzner, without whom I don’t think I would have ever been able to finish.