The Virtual and the Real
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Becoming-Other: Foucault, Deleuze, and the Political Nature of Thought Vernon W
Philosophy Faculty Publications Philosophy 4-2014 Becoming-Other: Foucault, Deleuze, and the Political Nature of Thought Vernon W. Cisney Gettysburg College Follow this and additional works at: https://cupola.gettysburg.edu/philfac Part of the Philosophy of Mind Commons Share feedback about the accessibility of this item. Cisney, Vernon W. "Becoming-Other: Foucault, Deleuze, and the Nature of Thought." Foucault Studies 17 Special Issue: Foucault and Deleuze (April 2014). This is the publisher's version of the work. This publication appears in Gettysburg College's institutional repository by permission of the copyright owner for personal use, not for redistribution. Cupola permanent link: https://cupola.gettysburg.edu/philfac/37 This open access article is brought to you by The uC pola: Scholarship at Gettysburg College. It has been accepted for inclusion by an authorized administrator of The uC pola. For more information, please contact [email protected]. Becoming-Other: Foucault, Deleuze, and the Political Nature of Thought Abstract In this paper I employ the notion of the ‘thought of the outside’ as developed by Michel Foucault, in order to defend the philosophy of Gilles Deleuze against the criticisms of ‘elitism,’ ‘aristocratism,’ and ‘political indifference’—famously leveled by Alain Badiou and Peter Hallward. First, I argue that their charges of a theophanic conception of Being, which ground the broader political claims, derive from a misunderstanding of Deleuze’s notion of univocity, as well as a failure to recognize the significance of the concept of multiplicity in Deleuze’s thinking. From here, I go on to discuss Deleuze’s articulation of the ‘dogmatic image of thought,’ which, insofar as it takes ‘recognition’ as its model, can only ever think what is already solidified and sedimented as true, in light of existing structures and institutions of power. -
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. -
From Opinions to Images: Essays Towards a Sociology of Affects Ulus S
FROM OPINIONS TO IMAGES: ESSAYS TOWARDS A SOCIOLOGY OF AFFECTS ULUS S. BAKER EDITED BY ARAS ÖZGÜN AND ANDREAS TRESKE A SERIES OF READERS PUBLISHED BY THE INSTITUTE OF NETWORK CULTURES ISSUE NO.: 37 FROM OPINIONS TO IMAGES: ESSAYS TOWARDS A SOCIOLOGY OF AFFECTS ULUS S. BAKER EDITED BY ARAS ÖZGÜN AND ANDREAS TRESKE FROM OPINIONS TO IMAGES 2 Theory on Demand #37 From Opinions to Images: Essays Towards a Sociology of Affects Ulus S. Baker Edited by Aras Özgün and Andreas Treske Cover design: Katja van Stiphout Design and EPUB development: Eleni Maragkou Published by the Institute of Network Cultures, Amsterdam, 2020 ISBN print-on-demand: 978-94-92302-66-3 ISBN EPUB: 978-94-92302-67-0 Contact Institute of Network Cultures Phone: +31 (0)20 595 1865 Email: [email protected] Web: http://www.networkcultures.org This publication is available through various print on demand services. EPUB and PDF edi- tions are freely downloadable from our website: http://www.networkcultures.org/publications. This publication is licensed under the Creative Commons Attribution-NonCommer- cial-NoDerivatives 4.0 International. FROM OPINIONS TO IMAGES 3 Cover illustration: Diagram of the signifier from Deleuze, Gilles and Félix Guattari, A Thousand Plateaus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press. 1987. 4 THEORY ON DEMAND CONTENTS PASSING THROUGH THE WRITINGS OF ULUS BAKER 5 1. A SOCIOLOGY OF AFFECTS 9 2. WHAT IS OPINION? 13 3. WHAT IS AN AFFECT? 59 4. WHAT IS AN IMAGE? 86 5. TOWARDS A NEO-VERTOVIAN SENSIBILITY OF AFFECTS 160 6. ON CINEMA AND ULUS BAKER 165 BIBLIOGRAPHY 180 BIOGRAPHIES 187 FROM OPINIONS TO IMAGES 5 We have lived at least one century within the idea of opinion which determined some of the major themes in social sciences.. -
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. -
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 ........................................................... -
Kleinherenbrink's Externality Thesis and Deleuze's Machine Ontology
Cosmos and History: The Journal of Natural and Social Philosophy, vol. 16, no. 1, 2020 REVIEW ARTICLE AGAINST THE VIRTUAL: KLEINHERENBRINK’S EXTERNALITY THESIS AND DELEUZE’S MACHINE ONTOLOGY Ekin Erkan ABSTRACT: Reviewing Arjen Kleinherenbrink’s recent book, Against Continuity: Gilles Deleuze's Speculative Realism (2019), this paper undertakes a detailed review of Kleinherenbrink’s fourfold “externality thesis” vis-à-vis Deleuze’s machine ontology. Reading Deleuze as a philosopher of the actual, this paper renders Deleuzean syntheses as passive contemplations, pulling other (passive) entities into an (active) experience and designating relations as expressed through contraction. In addition to reviewing Kleinherenbrink’s book (which argues that the machine ontology is a guiding current that emerges in Deleuze’s work after Difference and Repetition) alongside much of Deleuze’s oeuvre, we relate and juxtapose Deleuze’s machine ontology to positions concerning externality held by a host of speculative realists. Arguing that the machine ontology has its own account of interaction, change, and novelty, we ultimately set to prove that positing an ontological “cut” on behalf of the virtual realm is unwarranted because, unlike the realm of actualities, it is extraneous to the structure of becoming—that is, because it cannot be homogenous, any theory of change vis-à-vis the virtual makes it impossible to explain how and why qualitatively different actualities are produced. KEYWORDS: Ontology; Speculative Philosophy; Deleuze; Object-Oriented Ontology; Speculative Realism; Machine Ontology www.cosmosandhistory.org 492 EKIN ERKAN 493 § INTRODUCTION Following Arjen Kleinherenbrink’s Against Continuity: Gilles Deleuze’s Speculative Realism (2019)—arguably one of the closest and most rigorous secondary readings of Deleuze’s oeuvre—this paper seeks to demonstrate how any relation between machines immediately engenders a new machine, accounting for machinic circuits of activity where becoming, or processes of generation, are always necessarily irreducible to their generators. -
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. -
97 Giulio Piatti
S&F_n. 17_2017 GIULIO PIATTI «THE POWERFUL, NON‐ORGANIC LIFE WHICH GRIPS THE WORLD». VITALISM AND ONTOLOGY IN GILLES DELEUZE 1. Intro 2. Vitalistic turn. Deleuze’s Bergsonism 3. Ontological framework: virtuality, becoming, univocity 4. From organic to inorganic. Gothic avatar, crystallization, metallurgy 5. Conclusion. Life of things, death of “person” ABSTRACT: «THE POWERFUL, NON‐ORGANIC LIFE WHICH GRIPS THE WORLD». VITALISM AND ONTOLOGY IN GILLES DELEUZE It is well known that Gilles Deleuze is the heir of a complex vitalistic tradition, beginning with Henri Bergson’s Creative Evolution and spanning through an important part of 20th century French philosophy. According to this line of thought, philosophy has to sharpen its vision in order to grasp the irreducible nature of the living. On one hand Deleuze seems to explicitly follow these intuitions, on the other though he strives to find a viable ontological framework for an actual philosophy of life, reaffirming the Nietzschean notion of being as becoming, the Bergsonian virtual coexistence of memory and Scotist univocity of the being. Through such operation, Deleuze actually seems to distance himself from a simply vitalistic approach, and to build instead an original metaphysics that understands life as a powerful inorganic force crossing all levels of reality. The organic, thus, is what traps and diverts (détourne) this impersonal and germinal life. Aim of the presentation is to clarify the originality of Deleuze’s vitalistic ontology and point to its ambiguities and debts towards other philosophical traditions. Even if Deleuze apparently overturns his vitalistic roots, it is nevertheless undeniable that the vital domain will engage him throughout all of his work. -
Introduction to Immersive Realities for Educators
Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging.