Washington Interactive Network Impact Study 2016
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Jason T. Jaslow 201-679-0733 • [email protected] • Emergereality.Com • Linkedin.Com/In/Jasonjaslow • Github.Com/Jjaslow
Jason T. Jaslow 201-679-0733 • [email protected] • emergereality.com • linkedin.com/in/jasonjaslow • github.com/jjaslow Qualifications Profile Versatile professional with a wide range of expertise spanning more than 20 years including multiple startup experiences with successful exits, business management, marketing, data analytics, and software development. • Skilled in planning, constructing, and launching pioneering business application tools through a strong comprehension of assorted complex Augmented Reality (AR) and Virtual Reality (VR) technologies. • Adept in all components of product development, customer relationship management, operations analysis, and continuous process improvement. • Exceptionally analytical with a dedication to excellence at all organizational levels. • Talent for assessing and swiftly resolving complicated technical discrepancies. Core Technologies Software: Unity, Mixed Reality Toolkit, ARCore, AR Foundation, Vuforia, Photon PUN, AWS, Git, Blender, Adobe Creative Suite (PS, IL, IN), Microsoft Office (Word, Excel, PowerPoint), Google Suite Languages / C#, HTML, CSS, JavaScript, SQL, Methodologies: Search Engine Optimization (SEO), Search Engine Marketing (SEM) Experience Highlights Kairos XR, Remote Unity Developer Virtual Reality Software Engineer, 2021 – Present One of 4 developers on a remote-only team creating Virtual Reality training simulations in Unity. • A Virtual Reality training simulation for a major Middle-Eastern gas exploration company. My focus was on coding the training procedures for using -
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - a Comparative Study
An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study Johanna Pirker1, Isabel Lesjak1, Mathias Parger1, and Christian G¨utl1;2 1 Graz University of Technology, Austria [email protected], [email protected], [email protected], [email protected] 2 Curtin University, Western Australia [email protected] Abstract. Despite year-long efforts in education, studying and under- standing physical phenomena still proves to be a challenge to both learn- ers and educators. However, with the current rise of Virtual Reality expe- riences, interactive immersive simulations in 3D are becoming a promis- ing tool with great potential to enhance and support traditional class- room setups and experiences in an engaging and immersive way. The paper describes the evaluation of the physics laboratory Maroon pre- sented on two distinct VR setups: first, a mobile and cost-efficient but simpler VR experience with the Samsung GEAR and second, a more interactive room scale experience with the HTC VIVE. First results of both preliminary empirical studies indicate that the VIVE environment increases user interactivity and engagement whereas the GEAR setup benefits from portability and better flexibility. In this paper we discuss device-specific design aspects and provide a comparison focusing on as- pects such as immersion, engagement, presence and motivation. Keywords: virtual reality, immersion, physics education 1 Introduction The improvement of science education is still a topic under frequent discussion in the world today. In physics education in particular in, the situation is two- fold: many teachers are challenged in teaching concepts to an increasing number of students, who in turn often face issues themselves in trying to understand the concepts taught while linking theoretical formulas to natural phenomena. -
Xbox Security
Xbox Security The Xbox is a sixth generation video game console produced by Microsoft Corporation. It was Microsoft's first foray into the gaming console market, and competed directly with Sony's PlayStation 2 and the Nintendo GameCube. It was released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Europe and Australia. It is the predecessor to Microsoft's Xbox 360 console. The remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would diversify Microsoft's product line, which up to that time had been heavily concentrated on software. The Xbox was Microsoft's first product that ventured into the video game console market, after having collaborated with Sega in porting Windows CE to the Dreamcast console. Notable launch titles for the console included Halo: Combat Evolved, Amped: Freestyle Snowboarding, Dead or Alive 3, Project Gotham Racing, and Oddworld: Munch's Oddysee. Development The Xbox was initially developed within Microsoft by a small team that included game developer Seamus Blackley (an agent with Creative Artists Agency representing video game creators). Microsoft repeatedly delayed the console, which was revealed at the end of 1999 following interviews of Microsoft CEO Bill Gates. Gates stated that a gaming/multimedia device was essential for multimedia convergence in the new times of digital entertainment. On March 10, 2000 the "X-box Project" was officially confirmed by Microsoft with a press release. -
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. -
Designing a Shared VR Experience for Remotely Located Users
Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users Misha Sra Aske Mottelson Pattie Maes MIT Media Lab University of Copenhagen MIT Media Lab Cambridge, MA USA Copenhagen, Denmark Cambridge, MA USA [email protected] [email protected] [email protected] ABSTRACT Virtual reality can help realize mediated social experiences where distance disappears and we interact as richly with those around the world as we do with those in the same room. The design of social virtual experiences presents a challenge for remotely located users with room-scale setups like those af- forded by recent commodity virtual reality devices. Since users inhabit different physical spaces that may not be the same size, a mapping to a shared virtual space is needed for creating experiences that allow everyone to use real walking for locomotion. We designed three mapping techniques that enable users from diverse room-scale setups to interact to- gether in virtual reality. Results from our user study (N = 26) show that our mapping techniques positively influence the per- ceived degree of togetherness and copresence while the size Figure 1: Participant 1 (top, male) in their physical and virtual space re- of each user’s tracked space influences individual presence. spectively, waving at participant 2 (bottom, female) in a different phys- ical space, who waves back. To support shared virtual spaces for ge- ACM Classification Keywords ographically distributed participants in room-scale setups of different H.5.1. Information Interfaces and Presentation (e.g. HCI): sizes, we created three physical-to-virtual space mapping techniques. -
22-23 October 2019 Bell Harbor Conference Center, Seattle
22-23 OCTOBER 2019 BELL HARBOR CONFERENCE CENTER, SEATTLE @gamesforum Day 1 – October 22nd GOLD SPONSOR 08:00 Registration 09:00 Opening Remarks and Welcome to Gamesforum Seattle 2019 Gamesforum will make some brief opening remarks about the conference, including an outline of what to expect from both days and some much needed housekeeping. John Speakman, CEO, Gamesforum SILVER SPONSORS 09:15 Keynote: State of the Industry Panel Our opening Keynote panel will take a look at the macro trends in the industry from the past 12 months and what’s on the horizon in 2020. Moderator, Ron Segev, Partner, Segev LLP Davd Bluhm, Managing Director, Agnitio Capital David Chang, EVP, Corporate Development, Asmodee 10:00 Morning Networking Break GAMES DESIGN AND GAMES MARKETING MONETIZATION DEVELOPMENT FORUM FORUM OPENS FORUM OPENS OPENS BRONZE SPONSORS 10:30 10 Years of Angry Birds 10:30 A Year of Spending 10:30 The Big Why: How to Mobile Games Dangerously Present Game Ideas and Get The first Angry Birds game was At last year’s Gamesforum, Nathan Sellyn Buy In launched in December 2009. 10 years spoke about ‘falling on your own harpoon,’ At the heart of every game pitch is a big and 17 mobile titles later, the Angry the process of his expensive evolution idea, but what’s the best way to help your Birds brand and games are still relevant into a whale in Nintendo’s Fire Emblem audience understand your idea the way and successful. What is needed from a Heroes. This year, he returns to present you do? Your first words in pitching your brand (and the team behind it) to live another set of lessons in core and casual idea can be the difference between selling and thrive for as long as there have F2P monetization - lessons he shamefully it in the room and losing your audience on been modern touch screen mobile learned the hard way, after a year that saw the first slide. -
Security and Privacy Approaches in Mixed Reality:A Literature Survey
0 Security and Privacy Approaches in Mixed Reality: A Literature Survey JAYBIE A. DE GUZMAN, University of New South Wales and Data 61, CSIRO KANCHANA THILAKARATHNA, University of Sydney and Data 61, CSIRO ARUNA SENEVIRATNE, University of New South Wales and Data 61, CSIRO Mixed reality (MR) technology development is now gaining momentum due to advances in computer vision, sensor fusion, and realistic display technologies. With most of the research and development focused on delivering the promise of MR, there is only barely a few working on the privacy and security implications of this technology. is survey paper aims to put in to light these risks, and to look into the latest security and privacy work on MR. Specically, we list and review the dierent protection approaches that have been proposed to ensure user and data security and privacy in MR. We extend the scope to include work on related technologies such as augmented reality (AR), virtual reality (VR), and human-computer interaction (HCI) as crucial components, if not the origins, of MR, as well as numerous related work from the larger area of mobile devices, wearables, and Internet-of-ings (IoT). We highlight the lack of investigation, implementation, and evaluation of data protection approaches in MR. Further challenges and directions on MR security and privacy are also discussed. CCS Concepts: •Human-centered computing ! Mixed / augmented reality; •Security and privacy ! Privacy protections; Usability in security and privacy; •General and reference ! Surveys and overviews; Additional Key Words and Phrases: Mixed Reality, Augmented Reality, Privacy, Security 1 INTRODUCTION Mixed reality (MR) was used to pertain to the various devices – specically, displays – that encompass the reality-virtuality continuum as seen in Figure1(Milgram et al . -
Comparing the Accuracy and Precision of Steamvr Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup
Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup Valentin Holzwarth∗ Joy Gisler∗ [email protected] ETH Zurich University of Liechtenstein Switzerland Liechtenstein Christian Hirt Andreas Kunz ETH Zurich ETH Zurich Switzerland Switzerland ABSTRACT KEYWORDS Real walking is the most intuitive navigation means to explore large Tracking system, Inside-out tracking, Motion capture, Head-mounted virtual environments. For such a free walking Virtual Reality (VR) display experience, large tracking spaces are required as well as dedicated motion tracking systems covering them. In the past, the coverage ACM Reference Format: of large tracking spaces could only be achieved by professional- Valentin Holzwarth, Joy Gisler, Christian Hirt, and Andreas Kunz. 2021. grade motion tracking systems. Recently, low-cost, consumer-grade Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup. In 2021 the 5th International Conference motion tracking systems, such as SteamVR Tracking and Oculus on Virtual and Augmented Reality Simulations (ICVARS 2021), March 20– Insight, have arisen, which also allow for room scale setups. How- 22, 2021, Melbourne, VIC, Australia. ACM, New York, NY, USA, 5 pages. ever, the capability, limitation, and reliability of consumer-grade https://doi.org/10.1145/3463914.3463921 VR motion tracking systems is not fully understood yet. In this paper, we aim to fill the gap by comparing SteamVR Tracking and Oculus Insight in a 5m × 5m room scale setup, using state of the art 1 INTRODUCTION hardware (i.e. the Oculus Quest 2, SteamVR base stations 2.0 and The naturalistic exploration of Virtual Environments through real High Tech Computer Corporation (HTC) Vive Trackers Version walking requires large tracking spaces, wherein users can freely 2018). -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Score Pause Game Settings Fire Weapon Reload/Action Switch Weapo
Fire Weapon Reload/Action ONLINE ENABLED Switch Weapons Melee Attack Jump Swap Grenades Flashlight Zoom Scope (Click) Throw Grenade E-brake (Warthog) Boost (Vehicles) Crouch (Click) Score Pause Game Settings Get the strategy guide primagames.com® ® 0904 Part No. X10-96235 SAFETY INFORMATION TABLE OF CONTENTS About Photosensitive Seizures Secret Transmission ........................................................................................... 2 A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who Master Chief .......................................................................................................... 3 have no history of seizures or epilepsy may have an undiagnosed condition that can cause these Breakdown of Known Covenant Units ......................................................... 4 “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or Controller ............................................................................................................... 6 face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from Mjolnir Mark VI Battle Suit HUD ..................................................................... 8 falling down or striking -
Vric 2019 Virtual Reality International Conference
ConVRgence 3 Days Scientific Conference 2019 VRIC 2019 VIRTUAL REALITY INTERNATIONAL CONFERENCE PROCEEDINGS Editor: Simon RICHIR Publisher: Laval Virtual 2019, April 20-22 www.laval-virtual.com ISBN EAN 978-2-9566251-2-4 9782956625124 VIRTUAL REALITY INTERNATIONAL CONFERENCE VRIC 2019 PROCEEDINGS TABLE OF CONTENTS Paper Authors Title Page Sanaa Sharaf, Ebtehal Alsaggaf, Salwa 3 Environmental adaptation for Autistic children 3 Almalki, Amany Alattas, Amna Omar and using Virtual reality Mawadh Sait Juan Sebastian Munoz-Arango, Dirk Maximizing lenticular lens performance for Multi 7 5 Reiners and Carolina Cruz-Neira User VR displays Using VR technology to improve BIM: maintenance 17 6 Alcinia Zita Sampaio and construction New collaborative game experiences, the example 21 12 Rémy Sohier of "Game Jockey" Martin Viktor, Anders Hansen, Kirstine 23 Effects of Physical Props on Torso Movement in a 15 Bundgaard Larsen, Helene Høgh Nielsen Virtual Reality Shooter and Martin Kraus MITMI Man In The Middle Interaction. The human 30 16 Cedric Plessiet and Jean François Jego back in the loop Ifigeneia Mavridou, Maya Perry, Ellen 35 Emerging Affect Detection Methodologies in VR 17 Seiss, Theodoros Kostoulas and Emili and future directions Balaguer-Ballester Windtherm: A Wearable VR Device That Provides 39 18 Masatoshi Suzuki and Akihiro Matsuura Temperature-Controlled Wind VR Conferencing: communicating and 45 Simon Gunkel, Hans Stokking, Rick 20 collaborating in photo-realistic social immersive Hindriks and Tom de Koninck environments Virtuality of Virtual Reality: Indiscernibility or 47 21 Suzanne Beer Ontological Model? François Garnier, Fabienne TsaÏ, Dionysis TAMED CLOUD: sensible interaction with a swarm 51 24 Zamplaras, Florent Levillain, David Bihanic of data. -
Playing with Delay: an Interactive VR Demonstration
Playing with delay: An interactive VR demonstration Kjetil Raaen Ragnhild Eg Ivar Kjellmo [email protected] [email protected] [email protected] Kristiania Universiy College Kristiania Universiy College Kristiania Universiy College Oslo, Norway Oslo, Norway Oslo, Norway Figure 1: This demo invites participants to play squash in Virtual Reality, and to explore the feel and eect of delay. ABSTRACT ACM Reference Format: Virtual reality is now used across a range of applications, from Kjetil Raaen, Ragnhild Eg, and Ivar Kjellmo. 2019. Playing with delay: An interactive VR demonstration. In entertainment to clinical purposes. Although the rendered visu- 11th International Workshop on Immer- sive Mixed and Virtual Environment Systems (MMVE ’19), June 21, 2019, alisations have better temporal and spatial resolutions than ever, Amherst, MA, USA. ACM, New York, NY, USA, 3 pages. https://doi.org/10. several technological constraints remain – and people still suer 1145/3304113.3326114 side-eects. With this demonstration, we address the temporal con- straints of virtual reality. We invite participants to play a game where they are in charge of the presented delay, facilitating their 1 INTRODUCTION AND BACKGROUND rst-hand experience of the consequences of delay. Furthermore, Virtual Reality (from now on VR) often refers to the use of stereo- the demonstration serves as a platform for future explorations into scopic head mounted displays (HMD) that cover the entire eld of short- and long-term eects of virtual reality constraints. view, where the view tracks the user’s head motion. This creates an extremely immersive experience. However, to achieve high quality CCS CONCEPTS of experience, the technical requirements are high.