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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 -
Attitudes Towards Virtual Reality Gaming and Products
ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Eppu Siirtola Title of thesis: ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Date: 9 April 2018 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objective of this study was to explore the attitudes towards virtual reality gaming and the products surrounding it to identify the reasons why consumers choose to purchase and adopt the usage of these devices. The study also analyzes the components of added value that virtual reality gaming brings on top of a more traditional gaming experience Summary An extensive examination of already published academic research regarding product adoption and value concept was conducted to realize the key notions that would act as the cornerstones of the primary research. A quantitative survey was designed for the relevant sample to see whether the earlier findings on the topics of product adoption and value concept resonated with the results gathered from the survey focusing on virtual reality gaming and the products surrounding it. Conclusions The research shows that the product adoption in the virtual reality gaming market essentially operates under the already established concepts of product adoption. -
Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology. -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
Augmented Reality and Its Aspects: a Case Study for Heating Systems
Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds. -
Audio-Induced Interaction Virtual Reality Game
UTM Computing Proceedings 1 Innovations in Computing Technology and Applications Volume 2 | Year: 2017 | ISBN: 978-967-0194-95-0 Audio-Induced Interaction Virtual Reality Game 1 2 Izwan Harris Ismail Jafli and Norhaida Mohd Suaib 1 Faculty of Computing, Universiti Teknologi Malaysia (UTM), 81310, Johor Bharu, Johor, Malaysia 1 2 {[email protected] ,[email protected] } Abstract. Immersion into Virtual Reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR environment in images, sound or other stimuli that provide an engrossing total environment. In order to optimize the immersive feeling of the simulations, the remaining issue is to balance the trade-off between realism and interaction methods while still adhering to cost and hardware constraints. Enhancing the feeling of realism when the player enters the world of VR is the main objective of this project. Therefore, this project aims to add a new main interaction cue to a VR game, that is interaction induced by sound-cues. The game uses spatial sound as interaction cue rather than depending entirely on visual cues. In order to actualize the aim, several phases needed to be carried out. Firstly, a VR headset has to be selected, followed by setting up the appropriate VR technology in the development environment. The game is designed to work with VR immersion technology and the interaction be enhanced by spatial sound. Game mechanics such as shooting, randomizer and enemy behaviour are then implemented to complete the game. Subsequently, the integration of an audio engine to spatialize the sound is required. -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. -
Openxr 1.0 Reference Guide Page 1
OpenXR 1.0 Reference Guide Page 1 OpenXR™ is a cross-platform API that enables a continuum of real-and-virtual combined environments generated by computers through human-machine interaction and is inclusive of the technologies associated with virtual reality, augmented reality, and mixed reality. It is the interface between an application and an in-process or out-of-process XR runtime that may handle frame composition, peripheral management, and more. Color-coded names as follows: function names and structure names. [n.n.n] Indicates sections and text in the OpenXR 1.0 specification. Specification and additional resources at khronos.org/openxr £ Indicates content that pertains to an extension. OpenXR API Overview A high level overview of a typical OpenXR application including the order of function calls, creation of objects, session state changes, and the rendering loop. OpenXR Action System Concepts [11.1] Create action and action spaces Set up interaction profile bindings Sync and get action states xrCreateActionSet xrSetInteractionProfileSuggestedBindings xrSyncActions name = "gameplay" /interaction_profiles/oculus/touch_controller session activeActionSets = { "gameplay", ...} xrCreateAction "teleport": /user/hand/right/input/a/click actionSet="gameplay" "teleport_ray": /user/hand/right/input/aim/pose xrGetActionStateBoolean ("teleport_ray") name = “teleport” if (state.currentState) // button is pressed /interaction_profiles/htc/vive_controller type = XR_INPUT_ACTION_TYPE_BOOLEAN { actionSet="gameplay" "teleport": /user/hand/right/input/trackpad/click -
VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
5/14/2021 Different VR goggle rigs vs GeoCache, Ingress, Pokemon Go etc The views, opinions, and information expressed during this VIRTUAL REALITY webinar are those of the presenter and are not the views or opinions of the Newton Public Library. The Newton Public VS Library makes no representation or warranty with respect to the webinar or any information or materials presented therein. Users of webinar materials should not rely upon or construe Alternative REALITY the information or resource materials contained in this webinar To log in live from home go to: as legal or other professional advice and should not act or fail https://kanren.zoom.us/j/561178181 to act based on the information in these materials without The recording of this presentation will be online after the 18th seeking the services of a competent legal or other specifically @ https://kslib.info/1180/Digital-Literacy---Tech-Talks specialized professional. The previous presentations are also available online at that link Presenter: Nathan, IT Supervisor, at the Newton Public Library Reasons to start your research at your local Library Protect your computer A computer should always have the most recent updates installed for spam filters, anti-virus and anti-spyware software and a secure firewall. http://www.districtdispatch.org/wp-content/uploads/2012/03/triple_play_web.png http://cdn.greenprophet.com/wp-content/uploads/2012/04/frying-pan-kolbotek-neoflam-560x475.jpg • Augmented reality vs. virtual reality: AR and VR made clear • 122,143 views Aug 6, 2018 Two technologies that are confusingly similar, but utterly different. Augmented reality vs. virtual reality: AR and VR made clear • Augmented reality playlist - https://youtu.be/NOKJDCqvvMk https://www.youtube.com/playlist?list=PLAl4aZK3mRv3Qw2yBQV7ueeHIqTcsoI99 • Virtual reality playlist, by Cnet- https://www.youtube.com/playlist?list=PLAl4aZK3mRv0UCC7R14Zn4m8K7_XoLODQ 1 5/14/2021 My first intro to VR was … http://www.rollanet.org/~vbeydler/van/3dreview/vmlogo.jpg ht t ps: //cdn. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Portable VR with Khronos Openxr
Portable VR with Khronos OpenXR Kaye Mason, Nick Whiting, Rémi Arnaud, Brad Grantham July 2017 © Copyright Khronos Group 2016 - Page 1 Outline for the Session • Problem, Solution • Panelist Introductions • Technical Issues • Audience Questions • Lightning Round • How to Join • Party! © Copyright Khronos Group 2016 - Page 2 Problem Without a cross-platform standard, VR applications, games and engines must port to each vendors’ APIs. In turn, this means that each VR device can only run the apps that have been ported to its SDK. The result is high development costs and confused customers – limiting market growth. © Copyright Khronos Group 2016 - Page 3 Solution The cross-platform VR standard eliminates industry fragmentation by enabling applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications. © Copyright Khronos Group 2016 - Page 4 Architecture OpenXR defines two levels of API interfaces that a VR platform’s runtime can use to access the OpenXR ecosystem. Apps and engines use standardized interfaces to interrogate and drive devices. Devices can self- integrate to a standardized driver interface. Standardized hardware/software interfaces reduce fragmentation while leaving implementation details open to encourage industry innovation. © Copyright Khronos Group 2016 - Page 5 OpenXR Participant Companies © Copyright Khronos Group 2016 - Page 6 Panelist Introduction • Kaye Mason Dr. Kaye Mason is a senior software engineer at Google and the API Lead for Google Daydream, as well as working on graphics and distortion. She is also the Specification Editor for the Khronos OpenXR standard. Kaye has a PhD in Computer Science from research focused on using AIs to do non- photorealistic rendering. -
Flightsim Community Survey 2019
FlightSim Community Survey 2019 Final Report 1 Copyright Notice © 2020 Navigraph By licensing our work with the CC BY-SA 4.0 license it means that you are more than welcome to copy, remix, transform and build upon the results of this survey and then redistribute it to whomever you want in any way. You only have to give credit back to Navigraph and keep the same license. https://creativecommons.org/licenses/by-sa/4.0/ 2 Preamble This is the annual flightsim community survey, a collaborative effort between partners – developers, companies and organizations in the flightsim domain – coordinated and compiled by Navigraph. This survey is freely distributed for the common good of the flightsim community to guide future projects and attract new pilots. This flightsim community survey is the largest and most comprehensive of its kind. This year 17,800 respondents participated in the survey. This is an 18.6% increase from last year when 15,000 participated. This year’s survey consisted of 93 questions, compared to last year’s 77 questions. However, this year many more of the questions were conditional, allowing us to add new sections and ask in-depth questions only to those respondents for whom it was relevant. New sections this year contained questions specifically aimed at pilots using flight simulator software on mobile devices and helicopter flight simulators. We also added questions on combat simulators, air traffic control and flight planning. Finally, because of the upcoming release of the new Microsoft Flight Simulator 2020, we added questions on this topic as well. Our main objective this year was to recruit more and diverse partners to broaden the reach of the survey to get an even more representative sample of the community.