Developing a Virtual Reality Psychological Horror Video
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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. -
The Irish Journal of Gothic and Horror Studies 17 (Autumn 2018)
The Irish Journal of Gothic and Horror Studies 17 (Autumn 2018) Contents ARTICLES Mother, Monstrous: Motherhood, Grief, and the Supernatural in Marc-Antoine Charpentier’s Médée Shauna Louise Caffrey 4 ‘Most foul, strange and unnatural’: Refractions of Modernity in Conor McPherson’s The Weir Matthew Fogarty 17 John Banville’s (Post)modern Reinvention of the Gothic Tale: Boundary, Extimacy, and Disparity in Eclipse (2000) Mehdi Ghassemi 38 The Ballerina Body-Horror: Spectatorship, Female Subjectivity and the Abject in Dario Argento’s Suspiria (1977) Charlotte Gough 51 In the Shadow of Cymraeg: Machen’s ‘The White People’ and Welsh Coding in the Use of Esoteric and Gothicised Languages Angela Elise Schoch/Davidson 70 BOOK REVIEWS: LITERARY AND CULTURAL CRITICISM Jessica Gildersleeve, Don’t Look Now Anthony Ballas 95 Plant Horror: Approaches to the Monstrous Vegetal in Fiction and Film, ed. by Dawn Keetley and Angela Tenga Maria Beville 99 Gustavo Subero, Gender and Sexuality in Latin American Horror Cinema: Embodiments of Evil Edmund Cueva 103 Ecogothic in Nineteenth-Century American Literature, ed. by Dawn Keetley and Matthew Wynn Sivils Sarah Cullen 108 Monsters in the Classroom: Essays on Teaching What Scares Us, ed. by Adam Golub and Heather Hayton Laura Davidel 112 Scottish Gothic: An Edinburgh Companion, ed. by Carol Margaret Davison and Monica Germanà James Machin 118 The Irish Journal of Gothic and Horror Studies 17 (Autumn 2018) Catherine Spooner, Post-Millennial Gothic: Comedy, Romance, and the Rise of Happy Gothic Barry Murnane 121 Anna Watz, Angela Carter and Surrealism: ‘A Feminist Libertarian Aesthetic’ John Sears 128 S. T. Joshi, Varieties of the Weird Tale Phil Smith 131 BOOK REVIEWS: FICTION A Suggestion of Ghosts: Supernatural Fiction by Women 1854-1900, ed. -
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. -
PT, Freud, and Psychological Horror
Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories. -
Virtual Reality
Independent publication by raconteur.net raconteur.net # 0356 17 / 12 / 2015 VIRTUAL REALITY 2016: the year Bringing Virtually Feel like 2016 05 shopping 06 no limit 11 playing 03 of virtual reality to life to VR away? Analysts are tipping 2016 as a breakthrough Retailers are poised to use virtual reality Ten top areas where virtual reality is Virtual reality is adding an extra dimension year for virtual reality technology to transform the shopping experience making an impact and revolutionising life to gaming and interactive cinema FB BANNER - HEXAWARE creating immersive, interactive worlds for VR stinkdigital.com raconteur.net RACONTEUR | 17 / 12 / 2015 raconteur.net VIRTUAL REALITY | 03 Getty ImagesGetty 2016: the year of virtual reality Analysts are tipping 2016 as a breakthrough year for virtual reality with major product launches on the horizon Visitors test virtual reality headsets at the Solutions COP21 exhibition OVERVIEW This is not just the stuff of science fic- ly surpassed anything VR could conjure It is not just the technology companies Investment in VR is reaching fever NIC FILDES tion anymore. Citi, the investment bank, up. Those companies that survived did getting excited about VR. The movie pitch from Kickstarter campaigns to estimates that the market for hardware, so moving away from entertainment industry is clearly excited about the put cameras on the International Space here is often a sense of déjà vu networks, software and content will and towards business applications, prospects of immersive cinema with Station to spice up science teaching in when it comes to technolog- reach a staggering $200 billion by 2020. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
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. -
Business Finland Neogames Fivr Mixed Reality Report 2017
MIXED REALITY REPORT 2017 BUSINESS FINLAND NEOGAMES FIVR 2 3 BUSINESS FINLAND | NEOGAMES BUSINESS FINLAND | NEOGAMES MIXED REALITY 2017 MIXED REALITY 2017 Content 1. Introduction 1. Introduction 3 lready from the 1990’s there has been a strong will and hope towards a virtual- and augmented reality based gaming experience. For a couple of 2. Terminology of VR, AR, MR and XR 3 decades, the development of technology was quite slow, but after HTC 3. Current Status of the VR/AR field 5 AVive, and the first Oculus consumer version release in March 2016 it seemed that 3.1 Available VR & AR devices and platforms for consumers 6 the technology is finally advanced enough, and the market for B2C VR applications, 3.1.1 High-end tethered VR headsets 6 including games, is ready to open. 3.1.2 Smartphone-based mobile VR headsets 7 The Oculus and Vive releases together with available VC funding and the 3.2 Technological demands in general 7 saturation of the mobile market (resulting in some mobile developers fleeing to 3.3 User expectations 8 VR/AR development) created high hopes towards VR. Basically everything required 4. Future - Towards casual VR 8 was coming together, funding, technology, skills and companies. However, after a 4.1 Four tiers of future VR devices 9 good start and excessive hype the VR games’ B2C market didn’t develop as expected. 4.2 High-end consumer VR devices 10 One clear indicator of that was that some existing VR studios have closed and even 5. AR Devices 10 Icelandic CCP, a big advocate of VR games since 2013, announced in the end of 6. -
“Vrification”: Applying Virtual Reality to Digital Games
“VRIFICATION”: APPLYING VIRTUAL REALITY TO DIGITAL GAMES Daniel P. O. Wiedemann Peter Passmore Magnus Moar Department of Media Department of Computer Science Department of Media Middlesex University Middlesex University Middlesex University The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT United Kingdom United Kingdom United Kingdom E-mail: [email protected] E-mail: [email protected] E-mail: [email protected] KEYWORDS nificance of gaming and play in it, a need to address this Interface, Virtual Reality, VRification, Pure-VR, Former- shift from common screen-based digital gaming to VR gam- non-VR, Game Development, Game Design. ing seems apparent. ABSTRACT Examining the topics and products presented at current gam- ing and other consumer oriented conferences (e.g. Game In the following, we discuss the process of applying virtual Developers Conference, Electronic Entertainment Expo and reality to digital games. We named this process “VRifica- QuakeCon), VR seems among the top trends. By introducing tion” and will elaborate on some of its opportunities and its head mounted display Oculus Rift, Oculus VR revived issues. Based on a literature survey and professional practice, VR technology (Rubin 2014). Its affordability and wide de- this work covers several examples of VR games, which were veloper base has led to an expansion of VR applications. intended as such from the beginning (Job Simulator and This resulted in applying VR to digital games and other non- Lucky’s Tale) and others, which were ported to VR after entertainment forms of digital applications. A process we their initial release (DOOM VR and LizzE). -
Bullet's a Big
40 ............... Sunday, September 22, 2019 1SM 1SM Sunday, September 22, 2019 ............... 41 lIF you can’t wait for Nioh 2, then release sometime next year. Good lOVERWATCH has been a Lego you can get five sprays, six player take advantage of Team Ninja’s news: the beta is expected to be option for some time now, but icons, and the legendary Brick open beta for the action RPG. available for everyone to taste now there’s a limited-time event Bastion skin. Quick point: the It kicks off on PS4 from November regardless of whether you have a called Bastion’s Brick Challenge. Overwatch real-world sets are GAMES & MUSIC 1-10 and the Nioh 2 game is set for PS+ subscription. It will run until September 30 and Lego-licenced, but this event isn’t. FULL-BODIED ACTION FAST-FLOWING RIVER ERASE from your mind the notion that this River City Girls up and increase your overall power. It’s a THERE is nothing new about HD remakes Catherine: Full Body is some bizarre reincarnation of the corny Xbox One, PS4, Switch & PC £24.99 nice little system that adds in a light role- — they have become a staple of the BBC Scotland soap. player vibe. gaming landscape. PS4 £49.99 Just don’t go there. However, this is a They are on the hunt for their kidnapped You can grind through areas to earn cash What is more unusual is an HD remake each day, but when he falls asleep the game that does have some real drama of its boyfriends, Kunio and Riki. -
Polish ICT Companies at Global Game Exhibition G-STAR, Busan, November 15-17, 2018
Polish ICT companies at Global Game Exhibition G-STAR, Busan, November 15-17, 2018 Supported by the Polish Agency for Enterprise Development 11 bit studios is a Warsaw-based game developer and publisher mostly known for This War of Mine. Their work is driven by philosophy summed up in a sentence MAKE YOUR MARK – which means creation of thought-provoking games that make you think even when you stop playing. Clearly, the last game Frostpunk is an emanation of this philosophy. 11 bit studios is also a publisher providing all necessary support to game creators, who share the same philosophy. B2B 3rd Floor Stand V16 11bitstudios.com @11bitstudios @11bitstudios More about Frostpunk: it is the first society survival game. As the ruler of the last city on Earth, it is your duty to manage both its citizens and its infrastructure. What decisions will you make to ensure your society's survival? What will you do when pushed to breaking point? Who will you become in the process? Anshar Studios is a game development studio, employing almost 60 skilled professionals with experience in every major game development field: design, art, programming and production. We were founded in 2012 and since then worked on dozens of commercially released titles on multiple platforms and using different technologies. Developing not only 1st but also 3rd party projects we have collaborated among others with Artifex Mundi, The Farm 51, Seebo, Playway, Robot Gentleman, Bloober Team, Cherrypick Games, Mastiff, QLOC, The National Center of Research and Development and The Ministry of Culture and National Heritage of the Republic of Poland. -
Accessibility in VR
Accessibility in VR We can do better Introductions! Andrew Eiche Cy Wise Producer, Studio Director, Developer, Owlmancer, Alleged Science Certified Adult™ Why are we here? Roomscale hand-tracked VR uses the human body has a huge part of the experience. It’s crucial to identify: ● How your design interfaces with bodies and ● Which bodies have access to your experience Why are we here? VR is still in its early days. So it’s important to set standards of considerations now as we are still developing the design language for the medium. Why are we here? That said, this talk is not to dictate what games you can make. There is enough space in VR for all sorts of games! But it’s important to keep all this in mind so that you are making decisions, not just accidentally excluding individuals. Why are we (us) here (on stage)? ●Job Simulator aimed to be as accessible as possible ●Reduction of abstractions ●Understandable to a wide range of humans ●Shorter human mode/standing room only Why are we (us) here (on stage)? ●We discovered later that we missed important aspects ●Grape Juice bottle (Gourmet Chef) ●Floor-level items uncomfortable to grab ●Resulted in the hover feature in Rick and Morty: VR Why are we (us) here (on stage)? ●Rick and Morty: Virtual Rick-ality ●Based on the VO of Justin Roiland ●Resource intensive to prototype subtitle system that conveyed tone and intent ●Still wish we had been able to find a solution How do you data? (What we surveyed) ●Wanted to make sure we covered a lot of breadth ●82 games surveyed ●Across four platforms