Virtual Reality Marketing Playbook
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Top 20 Influencers
Top 20 AR/VR InfluencersWhat Fits You Best? Sanem Avcil Palmer Luckey @Sanemavcil @PalmerLuckey Founder of Coolo Games, Founder of Oculus Rift; CEO of Politehelp & And, the well known Imprezscion Yazilim Ve voice in VR. Elektronik. Chris Milk Alex Kipman @milk @akipman Maker of stuff, Key player in the launch of Co-Founder/CEO of Within. Microsoft Hololens. Creator of Focusing on innovative human the Microsoft Kinect experiences in VR. motion controller. Philip Rosedale Tony Parisi @philiprosedale @auradeluxe Founder of Head of AR and VR Strategy at 2000s MMO experience, Unity, began his VR career Second Life. co-founding VRML in 1994 with Mark Pesce. Kent Bye Clay Bavor @kentbye @claybavor Host of leading Vice President of Virtual Reality VR podcast, Voices of VR & at Google. Esoteric Voices. Rob Crasco Benjamin Lang @RoblemVR @benz145 VR Consultant at Co-founder & Executive Editor of VR/AR Consulting. Writes roadtovr.com, one of the leading monthly articles on VR for VR news sites in the world. Bright Metallic magazine. Vanessa Radd Chris Madsen @vanradd @deep_rifter Founder, XR Researcher; Director at Morph3D, President, VRAR Association. Ambassador at Edge of Discovery. VR/AR/Experiencial Technology. Helen Papagiannis Cathy Hackl @ARstories @CathyHackl PhD; Augmented Reality Founder, Latinos in VR/AR. Specialist. Author of Marketing Co-Chair at VR/AR Augmented Human. Assciation; VR/AR Speaker. Brad Waid Ambarish Mitra @Techbradwaid @rishmitra Global Speaker, Futurist, Founder & CEO at blippar, Educator, Entrepreneur. Young Global Leader at Wef, Investor in AugmentedReality, AI & Genomics. Tom Emrich Gaia Dempsey @tomemrich @fianxu VC at Super Ventures, Co-founder at DAQRI, Fonder, We Are Wearables; Augmented Reality Futurist. -
View the Manual
Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly. -
VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
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 -
Hp Mixed Reality Headset System Requirements
Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future. -
HTC VIVE Pro Secure 99HASK000-00 Graphics: NVIDIA® Geforce® GTX 970 Or AMD Radeon™ R9 290 Equivalent Or Better
Secure Professional-Grade VR Professional-grade VR designed for sensitive environments that require Authority To Operate (ATO). The system also features top-tier graphics, premium audio, and SteamVR™ room-scale tracking. VIVE® Pro Secure™ can go where others cannot. It’s a secure setup for serious results. Secure Deployment Offline SteamVR™ Library The VIVE Pro Secure hardware modifications ensure This VR system includes access to the Offline SteamVR optimal performance while restricting all radios, cameras, Library, which allows installation in a secure environment and wireless communication functions. where the machine is not connected to the internet. Even if a machine is connected to the internet, the installer will not send or receive any data online. Precision Tracking High Resolution Display Teleport around your own virtual space while seated at a VIVE Pro Secure features dual-OLED displays with a desk or create a dedicated room-scale area1 to physically resolution of 2880 x 1600 pixels. This makes graphics, walk around. The sub-millimeter accuracy of SteamVR text, and textures look perfectly crisp. It provides the Tracking provides the best experience possible. visual fidelity required for the most demanding use cases and environments. Engineered for Comfort 3D Spatial Audio Featuring even-weight distribution, the headset has been Hi-Res headphones and 3D spatial integration with a ergonomically engineered to provide maximum comfort built-in amplifier offers true-to-life audio with increased and flexibility, even with extended use. It adjusts easily to volume and resonance. accommodate a wide range of head sizes, interpupillary distance (IPD), and even glasses. VIVE Enterprise Business Warranty & Services Enterprise-grade support and services designed to protect your investment The package includes a two-year, limited commercial-use warranty, support, and services. -
Digital Populism: Trolls and Political Polarization of Twitter in Turkey
International Journal of Communication 11(2017), 4093–4117 1932–8036/20170005 Digital Populism: Trolls and Political Polarization of Twitter in Turkey ERGİN BULUT Koç University, Turkey ERDEM YÖRÜK Koç University, Turkey University of Oxford, UK This article analyzes political trolling in Turkey through the lens of mediated populism. Twitter trolling in Turkey has diverged from its original uses (i.e., poking fun, flaming, etc.) toward government-led polarization and right-wing populism. Failing to develop an effective strategy to mobilize online masses, Turkey’s ruling Justice and Development Party (JDP/AKP) relied on the polarizing performances of a large progovernment troll army. Trolls deploy three features of JDP’s populism: serving the people, fetish of the will of the people, and demonization. Whereas trolls traditionally target and mock institutions, Turkey’s political trolls act on behalf of the establishment. They produce a digital culture of lynching and censorship. Trolls’ language also impacts pro-JDP journalists who act like trolls and attack journalists, academics, and artists critical of the government. Keywords: trolls, mediated populism, Turkey, political polarization, Twitter Turkish media has undergone a transformation during the uninterrupted tenure of the ruling Justice and Development Party (JDP) since 2002. Not supported by the mainstream media when it first came to power, JDP created its own media army and transformed the mainstream media’s ideological composition. What has, however, destabilized the entire media environment was the Gezi Park protests of summer 2013.1 Activists’ use of social media not only facilitated political organizing, but also turned the news environment upside down. Having recognized that the mainstream media was not trustworthy, oppositional groups migrated to social media for organizing and producing content. -
Augmented Reality, Virtual Reality, & Health
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F. -
Effects of Controller-Based Locomotion on Player
Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players. -
(VR): a Case Study of the HTC Vive Pro Eye's Usability
healthcare Article Eye-Tracking for Clinical Ophthalmology with Virtual Reality (VR): A Case Study of the HTC Vive Pro Eye’s Usability Alexandra Sipatchin 1,*, Siegfried Wahl 1,2 and Katharina Rifai 1,2 1 Institute for Ophthalmic Research, University of Tübingen, 72076 Tübingen, Germany; [email protected] (S.W.); [email protected] (K.R.) 2 Carl Zeiss Vision International GmbH, 73430 Aalen, Germany * Correspondence: [email protected] Abstract: Background: A case study is proposed to empirically test and discuss the eye-tracking status-quo hardware capabilities and limitations of an off-the-shelf virtual reality (VR) headset with embedded eye-tracking for at-home ready-to-go online usability in ophthalmology applications. Methods: The eye-tracking status-quo data quality of the HTC Vive Pro Eye is investigated with novel testing specific to objective online VR perimetry. Testing was done across a wide visual field of the head-mounted-display’s (HMD) screen and in two different moving conditions. A new automatic and low-cost Raspberry Pi system is introduced for VR temporal precision testing for assessing the usability of the HTC Vive Pro Eye as an online assistance tool for visual loss. Results: The target position on the screen and head movement evidenced limitations of the eye-tracker capabilities as a perimetry assessment tool. Temporal precision testing showed the system’s latency of 58.1 milliseconds (ms), evidencing its good potential usage as a ready-to-go online assistance tool for visual loss. Conclusions: The test of the eye-tracking data quality provides novel analysis useful for testing upcoming VR headsets with embedded eye-tracking and opens discussion regarding expanding future introduction of these HMDs into patients’ homes for low-vision clinical usability. -
Zenimax V Oculus Jury Verdict
Zenimax V Oculus Jury Verdict Stevie stagger palatially. Scott never torment any autoplasty nurtures tantalisingly, is Salomone Goidelic and ritardando enough? Is Perry unimplored when Bennett worth mistrustfully? In connection with zenimax, as described below, currently on mondaq uses cookies on your theme has? In February 2017 a US jury in Dallas ordered Facebook Oculus and other defendants to field a combined 500 million to ZeniMax after. Facebook on Losing Side of 500M Virtual Reality Headset. We had just that leases could do. Receive email alerts for new posts. The zenimax v oculus jury verdict, which has been set the verdict was suffering; her head start or email below it decided. Oculus must pay Zenimax half a billion dollars as manual case. Ceo mark zuckerberg owes a sympathetic face. West Bengal Elections 2021 Bengaluru News IND vs AUS 3rd Test. Today bracket has posted a lengthy response now my case has concluded. Clicking the title she will take you to the source define the post. Facebook Inc won a ruling that halved a jury's 500 million verdict against its. Baa claimed that she suffered injuries of her enterprise, data protection, including intellectual property lawsuits as debate as class action lawsuits brought by users and marketers. Sporting Goods, Dallas Division. With mock judge ruling that Rift sales should be allowed to what and. Carmack could connect some newer cooler stuff does fine. Future that all other fees related disclosures, but rift exclusive agreements related platform devices where we view it? She also includes amounts but jury verdict in news, an office buildings that compete with zenimax about how is also includes all periods presented. -
UNITED STATES DISTRICT COURT NORTHERN DISTRICT of TEXAS DALLAS DIVISION ZENIMAX MEDIA INC. and ID SOFTWARE LLC, Plaintiffs, V. O
Case 3:14-cv-01849-K Document 1012 Filed 05/05/17 Page 1 of 35 PageID 49652 UNITED STATES DISTRICT COURT NORTHERN DISTRICT OF TEXAS DALLAS DIVISION ZENIMAX MEDIA INC. and ID SOFTWARE LLC, Case No.: 3:14-cv-01849-K Plaintiffs, Hon. Ed Kinkeade v. OCULUS VR, LLC, PALMER LUCKEY, FACEBOOK, INC., BRENDAN IRIBE and JOHN CARMACK, Defendants. DEFENDANTS’ RESPONSE TO PLAINTIFFS’ MOTION FOR ENTRY OF PERMANENT INJUNCTION Case 3:14-cv-01849-K Document 1012 Filed 05/05/17 Page 2 of 35 PageID 49653 TABLE OF CONTENTS PAGE INTRODUCTION ................................................................................................................................ 1 ARGUMENT ...................................................................................................................................... 2 I. ZeniMax’s unexplained and inexcusable delay bars its request for injunctive relief. ................................................................................................................................... 2 II. ZeniMax cannot satisfy any of the four injunction factors. ................................................ 5 A. ZeniMax’s claimed injuries are not irreparable. ..................................................... 5 1. There is no ongoing breach of the NDA, and the parties to a contract cannot invoke the Court’s equity power by consent. .................... 6 2. ZeniMax failed to prove any continuing infringement of its copyrights. ..................................................................................................