From Virtuality to Reality and Back
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The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game
The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game Marcello A. Gómez Maureira LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] Fons Verbeek LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] ABSTRACT This exploratory case study looks at the scenario of virtual reality (VR) gaming in a so- cial setting. We raise the question whether game experience and social presence (measured through a questionnaire) are impacted by physically separating players versus co-located play. We asked 34 participants to play a two-player VR game using head mounted displays in which they shared a virtual environment. We compared two conditions: 1) playing in the same physical space, allowing direct communication between players and 2) playing in separated rooms, with communication via intercom. Our results indicate no differences between the two testing conditions. Based on this, we conclude that current VR technology can facilitate a multi-user game experience, played from separate locations, that is experi- enced as if it were played co-located. We see the outcome of the study as an encouragement for designers to involve social elements in online, multi-user VR games. Keywords virtual reality games, social gaming, multiplayer gaming, head mounted displays, player incorporation INTRODUCTION Digital games have spearheaded a wide range of technological advances, frequently fo- cusing on advancing visual aesthetics and novel interfaces as a way to immerse people in experiences that designers have crafted for them. One of the most recent trends in digital game technology is the use of virtual reality (VR) devices. -
Vuzix Corporation Annual Report 2021
Vuzix Corporation Annual Report 2021 Form 10-K (NASDAQ:VUZI) Published: March 15th, 2021 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ☑ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Commission file number: 001-35955 Vuzix Corporation ( Exact name of registrant as specified in its charter ) Delaware 04-3392453 (State of incorporation) (I.R.S. employer identification no.) 25 Hendrix Road West Henrietta, New York 14586 (Address of principal executive office) (Zip code) (585) 359-5900 (Registrant’s telephone number including area code) Securities registered pursuant to Section 12(b) of the Act: Title of each class: Trading Symbol(s) Name of each exchange on which registered Common Stock, par value $0.001 VUZI Nasdaq Capital Market Securities registered pursuant to Section 12(g) of the Act: None. Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ◻ No þ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Exchange Act. Yes ◻ No þ Indicate by check mark whether the registrant: (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Bachelorarbeit
Bachelorarbeit Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Fakultät Technik und Informatik Faculty of Computer Science and Engineering Department Informatik Department Computer Science Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Bachelorarbeit eingereicht im Rahmen der Bachelorprüfung im Studiengang Bachelor of Science Technische Informatik am Department Informatik der Fakultät Technik und Informatik der Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer: Prof. Dr. Kai von Luck Zweitgutachter: Prof. Dr. Philipp Jenke Eingereicht am: 12 Januar 2019 Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Keywords Virtual Reality, Virtual, Reality, Education, Benefits, Case Study Kurzzusammenfassung In dieser Arbeit geht es um eine Fallstudie, die die Vorteile von Virtual Reality in der Lehre erläutern soll. Nachdem ein Überblick über das Thema Virtual Reality geschaffen und eine Beschreibung und ein Vergleich verschiedener „Head-Mounted Displays“ gegeben wurde, konnte ein für die Studie passendes Modell ausgewählt werden. Dies war wichtig, da sonst im großen Feld der Virtual Reality der Leser schnell den Überblick verlieren kann. Die Bedeutung von Virtual Reality in der Lehre ist stetig wachsend. Dies liegt an den Lernmöglichkeiten, die diese sichere und vorteilhafte Technik mit sich bringt. Ein Spiel wurde entwickelt und von verschiedenen Personen unterschiedlichen Alters und Tätigkeitsfelder getestet. Rückschlüsse aus ihren Erfahrungen lassen folgern, dass Virtual Reality ein Feld ist, dass sich noch weiter zu entwickeln hat und es ethische und deontische Probleme hat, die man sorgfältig analysieren muss. Jedoch werden mit dem technischen Fortschritt die Resultate, die aus dieser Studie hervorgehen, es ermöglichen noch tiefer zu forschen und die Ergebnisse in der realen Welt anzuwenden. -
Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
The Influence of Mixed Reality on Satisfaction and Brand Loyalty: a Brand Equity Perspective
Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 31 January 2020 doi:10.20944/preprints202001.0384.v1 Peer-reviewed version available at Sustainability 2020, 12, 2956; doi:10.3390/su12072956 The Influence of Mixed Reality on Satisfaction and Brand Loyalty: A Brand Equity Perspective Sujin Bae, Ph.D. Candidate School of Management, Kyung Hee University Kyung Hee Dae Ro 26, Dong Dae Mun Gu Seoul 02447, Korea Tel: +82 2 961 9491, E-Mail: [email protected] Timothy Hyungsoo Jung, Ph.D. Director of Creative AR & VR Hub Faculty of Business and Law Manchester Metropolitan University, Righton Building, Cavendish Street, Manchester M15 6BG, UK Tel: +44 161-247-2701, Email: [email protected] Natasha Moorhouse, Ph.D. Research Associate Faculty of Business and Law Manchester Metropolitan University All Saints Building, All Saints, Manchester M15 6BH, UK E-Mail: [email protected] Minjeong Suh, Ph.D. Adjunct Professor Graduate school of international tourism, Hanyang University 222, Wangsimni-ro, Seongdong-gu Seoul 04763, Korea Tel: +82 (0)10 5444 4706, E-Mail: [email protected] Ohbyung Kwon,* Ph.D. School of Management, Kyung Hee University Kyung Hee Dae Ro 26, Dong Dae Mun Gu Seoul 02447, Korea Tel: +82 2 961 2148, E-Mail: [email protected] * Corresponding author. © 2020 by the author(s). Distributed under a Creative Commons CC BY license. Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 31 January 2020 doi:10.20944/preprints202001.0384.v1 Peer-reviewed version available at Sustainability 2020, 12, 2956; doi:10.3390/su12072956 The Influence of Mixed Reality on Satisfaction and Brand Loyalty: A Brand Equity Perspective Abstract Mixed reality technology is being increasingly used in cultural heritage attractions to enhance visitors’ experience. -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
Introduction to Minitrack: Mixed, Augmented and Virtual Reality: Co- Designed Services and Applications
Proceedings of the 52nd Hawaii International Conference on System Sciences | 2019 Introduction to Minitrack: Mixed, Augmented and Virtual Reality: Co- designed Services and Applications Petri Parvinen, Minitrack Chair Juho Hamari Essi Pöyry University of Helsinki University of Tampere University of Helsinki [email protected] [email protected] [email protected] Virtual reality (VR) refers to computer safety, privacy and confidentiality and immersive technologies that use software to generate the experiences [1, 2, 4, 5, 8, 12]. A co-created realistic images, sounds and other sensations that envisioning of an immersive experience also elevates represent an immersive environment and simulate a institutions of agreement, commonly coined as a user’s physical presence in this environment [10]. feeling of win-win. From this point of view, the Mixed reality (MR) refers to combining real and major challenge for both VR and AR technologies is virtual contents with the aid of digital devices [3]. to convince users that the added value is high enough Mixed reality is seen to consist of both augmented to compete with the current systems and offerings in reality (i.e., virtual 3D objects in immersive reality), desktops, notebooks, tablets, smartphones and related and augmented virtuality (i.e., captured features of video and game-like applications. reality in immersive virtual 3D environments) [7]. The minitrack encouraged submissions from both All these technologies have recently peaked in terms cutting edge technology and practical applications. of media attention as they are expected to disturb The minitrack showcases research on: existing markets like PCs and smartphones did when · Realistic virtual humans in immersive they were introduced to the markets. -
The Virtual and the Real
The Virtual and the Real David J. Chalmers How real is virtual reality? The most common view is that virtual reality is a sort of fictional or illusory reality, and that what goes in in virtual reality is not truly real. In Neuromancer, William Gibson famously said that cyberspace (meaning virtual reality) is a “consensual hallucination”. It is common for people discussing virtual worlds to contrast virtual objects with real objects, as if virtual objects are not truly real. I will defend the opposite view: virtual reality is a sort of genuine reality, virtual objects are real objects, and what goes on in virtual reality is truly real. We can get at the issue via a number of questions. (1) Are virtual objects, such as the avatars and tools found in a typical virtual world, real or fictional? (2) Do virtual events, such as a trek through a virtual world, really take place? (3) When we perceive virtual worlds by having immer- sive experiences of a world surrounding us, are our experiences illusory? (4) Are experiences in a virtual world as valuable as experiences in a nonvirtual world? Here we can distinguish two broad packages of views. A package that we can call virtual realism (loosely inspired by Michael Heim’s 1998 book of the same name) holds:1 (1) Virtual objects really exist. (2) Events in virtual reality really take place. (3) Experiences in virtual reality are non-illusory. 0Forthcoming in Disputatio. Thanks to audiences at Arizona, the Australasian Association of Philosophy, Brooklyn Library, Glasgow, Harvard, Hay-on-Wye, La Guardia College, NYU, Skidmore, Stanford, and Sun Valley, and espe- cially at the Petrus Hispanus Lectures at the University of Lisbon. -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Virtual and Mixed Prototyping Techniques and Technologies for Consumer Product Design Within a Blended Learning Design Environment
INTERNATIONAL DESIGN CONFERENCE - DESIGN 2018 https://doi.org/10.21278/idc.2018.0428 VIRTUAL AND MIXED PROTOTYPING TECHNIQUES AND TECHNOLOGIES FOR CONSUMER PRODUCT DESIGN WITHIN A BLENDED LEARNING DESIGN ENVIRONMENT M. Bordegoni, F. Ferrise, R. Wendrich and S. Barone Abstract Both physical and virtual prototyping are core elements of the design and engineering process. In this paper, we present an industrial case-study in conjunction with a collaborative agile design engineering process and “methodology.” Four groups of heterogeneous Post-doc and Ph.D. students from various domains were assembled and instructed to fulfill a multi-disciplinary design task based on a real-world industry use-case. We present findings, evaluation, and results of this study. Keywords: virtual prototyping, virtual reality (VR), augmented reality (AR), engineering design, collaborative design 1. Introduction Virtual and mixed prototyping within a collaborative blended learning environment is considered an enabling design support technique that allows designers to gain first-hand appreciation of existing or near-future conditions through active engagement with a wide variety in prototyping techniques and prototypes. The product design process (PDP) follows a dual approach and method based on a combination of a blended learning environment (Boelens et al., 2017) and interactive affective experience prototyping (Buchenau and Suri, 2000). The virtual prototyping summer school (VRPT-SS) facilitates this combinatorial collaborative setting to immerse learners in the externalization and representation of their ideas quickly, exploring and communicating their ideas with others. During the course of the week a series of evaluations on the prototyping progressions are made. The spectrum of virtual and mixed prototyping is quite extensive and has multiple definitions and meanings according to literature (see Wang, 2002, and Zorriassatine et al., 2003). -
Growth of Immersive Media- a Reality Check
Growth of Immersive Media - A Reality Check | Growth of Immersive Media- A Reality Check 2019 1 Growth of Immersive Media- Growth of Immersive Media - A Reality Check | Table of Contents A Reality Check Table of Contents 1. Report Introduction & Methodology 3 2. Executive Summary 4 3. Overview & Evolution 6 4. Immersive Media Ecosystem 10 5. Global Market Analysis 16 6. Applications & Use Cases 21 7. Emerging Technology Innovations 31 8. The India Story 35 9. Recommendations 51 Profiles of Key Players 55 Appendix – Additional Case Studies 65 Acknowledgements 71 Glossary of Terms 72 About Nasscom 73 Disclaimer 74 1 Growth of Immersive Media - A Reality Check | Table of Contents 2 Growth of Immersive Media - A Reality Check | Report Introduction & Methodology Report Introduction 1 & Methodology Background, Scope and Objective • This report aims to provide an assessment of the current market for Immersive Media both globally and in India. • This report provides a summary view of the following with respect to Immersive Media: Brief Introduction & its Evolution, Ecosystem Players, Market Size and Growth Estimates, Key Applications and Use Cases, Analysis of the Indian Market, Key demand drivers, Factors limiting growth, along with the key recommendations that may propel the growth of the Immersive Media market in India. Details of Research Tools and Methodology • We conducted Primary and Secondary Research for our market analysis. Secondary research formed the initial phase of our study, where we conducted data mining, referring to verified data sources such as independent studies, technical journals, trade magazines, and paid data sources. • As part of the Primary Research, we performed in-depth interviews with stakeholders from throughout the Immersive Media ecosystem to gain insights on market trends, demand & supply side drivers, regulatory scenarios, major technological trends, opportunities & challenges for future state analysis.