Virtual Reality Art & Design Curriculum
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Creating Accessibility in VR with Reused Motion Input
Replay to Play: Creating Accessibility in VR with Reused Motion Input A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Cody Robertson May 8, 2020 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Signed: ___________________________________________________ Approved: ______________________________________ Date _______________________ Seongkook Heo, Department of Computer Science Replay to Play: Creating Accessibility in VR with Reused Motion Input Abstract Existing virtual reality (VR) games and applications tend not to factor in accommodations for varied levels of user ability. To enable users to better engage with this technology, a tool was developed to record and replay captured user motion to reduce the strain of complicated gross motor motions to a simple button press. This tool allows VR users with any level of motor impairment to create custom recordings of the motions they need to play VR games that have not designed for such accessibility. Examples of similar projects as well as recommendations for improvements are given to help round out the design space of accessible VR design. Introduction In many instances, high-end in-home virtual reality is synonymous with a head-mounted display (HMD) on the user’s face and motion-tracked controllers, simulating the hand’s ability to grip and hold objects, in a user’s hands. This is the case with all forms of consumer available HMD that is driven by a traditional computer rather than an integrated computer, including the Oculus Rift, Valve Index, HTC Vive, the variously produced Windows Mixed Reality HMDs, and Playstation VR with the Move Controllers. -
Reddit Download Tilt Brush Torrent Reddit Download Tilt Brush Torrent
reddit download tilt brush torrent Reddit download tilt brush torrent. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67ad4a488c0684c8 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. the Crack games. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack stars, lights, and even fire will help you unleash your inner artist. Your room serves as a blank canvas for you to paint on. Your imagination is your palette. The options are limitless. To some, it may appear that the tilt brush has come to an end. Patrick Hackett, co-creator of Tilt Brush, said of his decision, “It’s immortality to me.” Hackett resigned from the firm earlier this month. Encourage them to move on with the project in a way that is convenient for them. The app will remain available in all stores Tilt Brush IGG-Game, where it is currently available for download. -
PROGRAMS for LIBRARIES Alastore.Ala.Org
32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States. -
This Vuze Camera Project Is Taken from Peter Simcoe's Forthcoming
This Vuze camera project is taken from Peter Simcoe’s forthcoming 360 Video Handbook, available early 2018. To keep up to date with the progress and release of this book, see simcoe.co.uk/book or register your interest by emailing him at [email protected]. “The 360 Video Handbook is really a milestone for me, not only as a 360 video producer, but also as a graphic designer, traditional video producer, photographer and even musician. The experiments with Vuze camera and other 360 cameras over the last 2 years, combined with 23 years experience of creating traditional video, photography and design, led me to believe I have something to contribute to the 360 community. This book contains my own personal wish-list of project examples, frequently asked questions and technical knowledge I would have wanted to know when I began my 360 video journey and as a result is a document containing the experience, advice and inspiration I have to offer. It is also the coffee table book I always wanted to write – something easily accessible in different ways, from quick inspirational photo galleries through to detailed discussion and case studies. I aimed to create a visually stimulating book with intrinsic design value combined with solid technical considerations. I hope people enjoy reading it.” - Peter Simcoe www.simcoe.co.uk www.twitter.com/simcoemedia www.youtube.com/simcoemedia Note: The images in this document demonstrate the inclusion of the background created with Google Tilt Brush and Google Blocks. Full details of this are included in the 360 Video Handbook In Detail: 3D 360 Music Video I recently completed project involving the use of a Vuze camera, Oculus Rift, Google Tilt Brush and Google Blocks. -
Using Augmented and Virtual Reality in the Early Childhood Curriculum
Using Augmented and Virtual Reality in the Early Childhood Curriculum Augmented Reality (AR) and Virtual Reality (VR) technologies have much to offer the early childhood classroom. AR apps enable virtual objects and artefacts to be layered over the physical environment, whilst VR fully immerses the user in a virtual world. In this document, we explore some of the research undertaken by researchers in the DigiLitEY Cost Action, and examine the ways in which AR and VR might be used in early years classrooms. Marsh and Yamada-Rice (in press), drawing on their studies of children’s use of AR and VR apps (Marsh et al., 2015; Yamada-Rice et al., 2017), outlined five key principles which should underpin the use of AR and VR in the classroom. These are discussed throughout this document. Principle 1: The use of AR and VR needs to lead to learning experiences that are rich,meaningful and build on the affordances of the technology. Whilst AR and VR can create ‘Wow!’ moments, their use should be designed to develop learning in meaningful ways. This is best done if the activities are embedded in classroom projects. For example, in the MakEY project, which involves DigiLitEY researchers from several countries, VR was one element in a rich and varied set of activities based on the Moomins, characters developed by a Finnish author, Tove Jansson. The children watched a professional puppet show based on the Moomin stories and then created their own illuminated shoebox puppet theatres, writing playscripts to be used with these. The children also created their own clay models of the characters. -
Digital Realities
DIGITAL REALITIES vienna business agency A service offered by the City of Vienna WHITE PAPER A 2 • Digital Realities: Potentials of immersive 4 technologies in the creative industries A THE LANGUAGE OF THE • Creating new realities together Thomas Ragger 8 DIGITAL REALITIES NEW FIELDS OF WORK — • Testing and exceeding limits is an integral Interview with Jogi Neufeld 12 NEW KNOWLEDGE part of the act of playing • Design is a matter of communication Efa Doringer 14 B EXPERTISE THROUGH • Augmenting construction Greg Lynn 18 EXPERIMENTATION THE ARTISTIC-CREATIVE • No longer a question of scale Interview with Julia Körner 22 PROCESS • The uncaptured image Leonhard Lass 24 • Use case Depart: The Lacuna Shifts 25 • Use case Gravity Sketch: Prototyping 27 • Giving new room to ideas Interview with Lip Comarella 28 C • Augmented fashion: Interview with Hannah Gutkauf 32 NEW REALITY WORKS Fashion at the interface PRODUCT AND SERVICE INNOVATIONS • Use case TheWaveVR: 35 A new kind of musical experience • When the headset is superfluous Interview with Markus Dorninger 36 • Technology is not the Interview with Julia Murczek 38 biggest challenge and Simon Wallner • VR means more than just gaming Interview with Michael Tisler 40 D • Fashion meets technology: Interview with 44 ENABLING EXPERIENCES, Not just a flash in the pan Sabinna Rachimova ALLOWING INSIGHTS MARKETING AND DISTRIBUTION • Use case THISPLAY: 47 The virtual fitting room • Use case Acute Art: 48 Virtual art and big names • Use case Artivive: 49 A new dimension of art E • The future is now Sara Lisa Vogl 52 THE WHOLE AND THE INDIVIDUAL PARTS • Viennese companies are competing Interview with Renate Brauner 55 STRUCTURES AND with global giants and Gerhard Hirczi REQUIREMENTS • Imprint 56 EDITORIAL DIGITAL REALITIES POTENTIALS OF IMMERSIVE TECHNOLOGIES IN THE CREATIVE INDUSTRIES Analogue is only half the story. -
Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input
PaintSpace: Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input Benjamin Madany Advisor: Robert Signorile Boston College Abstract 3D technology has seen a wide range of innovations, from 3D graphics and modeling to 3D printing. Among the most recent of these innovations are immersive virtual reality and 3D input. These have allowed for the creation of unique, 3D experiences, and they also present the opportunity for a wide variety of applications whose purposes range from entertainment to educational or medical use. One possibility is an extension of 3D modeling that utilizes these recent technologies to present a 3D canvas to an artist. Applications such as Google’s Tilt Brush explore this concept of drawing in 3D space. As the ability to draw in such space is novel, development of such a tool presents several challenges. This thesis explores the process of building a 3D painting application. I first present the key challenges encountered during development. Then, I detail various solutions and options related to these challenges. Next, I examine the capabilities and state of my application, and finally, I compare it to other available applications. 1. Development Challenges In designing PaintSpace, there were several key challenges that needed to be addressed. These included the following major issues: the combined input method and handling, how to convert from the received input to meaningful artifacts, and what sort of user interface and additional controls are required for this application. For each major challenge, there were various possibilities to consider. Additionally, some choices caused entirely different questions to arise. -
Exploring the New Conventions of VR Experience
Finding the Message: Exploring the New Conventions of VR Experience Thesis Presented By Yangli Liu To The Department of Art + Design In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art Northeastern University Boston, Massachusetts August, 2019 Finding the Message: Exploring the New Conventions of VR Experience By Yangli Liu ABSTRACT OF THESIS In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art in the Graduate School of the College of Arts, Media and Design of Northeastern University August, 2019 2 Abstract Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more artists to utilize this new technology in creating art works. However, there is still room for improvement in both the technology itself and its application in art creations. Firstly, the lack of clear definitions in VR results in many problems. Usually, the term ‘VR creators’ is used to address all of VR game producers, 360 filmmakers, and VR experience designers. This prevents the ‘creators’ from clearly defining the realm of their roles, thus the communication between them becomes less efficient. This inefficiency in turn prohibits the establishment of design patterns, forcing artists to acquire technical skills. This, in most cases, intensifies the difficulty of transdisciplinary collaborations, which are usually seen in big-budget projects promoted by big companies or famous studios. Due to the hybrid nature of this new medium, the outcome of the artwork is hard to predict. Participants’ experiences can vary widely based on their decoding performance. -
Virtual Reality
Independent publication by raconteur.net raconteur.net # 0356 17 / 12 / 2015 VIRTUAL REALITY 2016: the year Bringing Virtually Feel like 2016 05 shopping 06 no limit 11 playing 03 of virtual reality to life to VR away? Analysts are tipping 2016 as a breakthrough Retailers are poised to use virtual reality Ten top areas where virtual reality is Virtual reality is adding an extra dimension year for virtual reality technology to transform the shopping experience making an impact and revolutionising life to gaming and interactive cinema FB BANNER - HEXAWARE creating immersive, interactive worlds for VR stinkdigital.com raconteur.net RACONTEUR | 17 / 12 / 2015 raconteur.net VIRTUAL REALITY | 03 Getty ImagesGetty 2016: the year of virtual reality Analysts are tipping 2016 as a breakthrough year for virtual reality with major product launches on the horizon Visitors test virtual reality headsets at the Solutions COP21 exhibition OVERVIEW This is not just the stuff of science fic- ly surpassed anything VR could conjure It is not just the technology companies Investment in VR is reaching fever NIC FILDES tion anymore. Citi, the investment bank, up. Those companies that survived did getting excited about VR. The movie pitch from Kickstarter campaigns to estimates that the market for hardware, so moving away from entertainment industry is clearly excited about the put cameras on the International Space here is often a sense of déjà vu networks, software and content will and towards business applications, prospects of immersive cinema with Station to spice up science teaching in when it comes to technolog- reach a staggering $200 billion by 2020. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Uma Proposta Para Guias Orientadoras Para O Design De
MESTRADO MULTIMÉDIA - ESPECIALIZAÇÃO EM TECNOLOGIAS INTERACTIVAS E JOGOS DIGITAIS Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira M 2019 FACULDADES PARTICIPANTES: FACULDADE DE ENGENHARIA FACULDADE DE BELAS ARTES FACULDADE DE CIÊNCIAS FACULDADE DE ECONOMIA FACULDADE DE LETRAS 2 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não- diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Orientador: Pedro Cardoso (Professor Auxiliar Convidado) Junho de 2019 3 4 © João Manuel Matos Ferreira, 2019 Uma Proposta para Guias Orientadoras para o Design de Interfaces Visuais Não-diegéticas dedicadas à Locomoção do Jogador em Realidade Virtual João Manuel Matos Ferreira Mestrado em Multimédia da Universidade do Porto Aprovado em provas públicas pelo Júri: Presidente: António Coelho (Professor Auxiliar com Agregação) Vogal Externo: Andreia Pinto de Sousa (Professora Auxiliar) Orientador: Pedro Cardoso (Professor Auxiliar Convidado) 5 6 Resumo Actualmente, existem diversos tipos de interface para a locomoção do jogador num espaço virtual, havendo diversos métodos já implementados em produtos encontrados no mercado de videojogos. Algumas interfaces consistem em adaptações das encontradas no formato tradicional de monitor bidimensional, sendo que outras são experiências desenhadas de raiz para Realidade Virtual. No entanto, atravessamos um período de experimentação, um momento em que o jogador usufrui de experiências de jogo por vezes instáveis, por vezes irregulares ou inadequadas, em parte devido à falta de estudos nesta área. Com isto em conta, emerge a possibilidade de estudar esta área que ainda se encontra em constante mutação e num estado de experimentação devido à infância deste meio tecnológico. -
Business Finland Neogames Fivr Mixed Reality Report 2017
MIXED REALITY REPORT 2017 BUSINESS FINLAND NEOGAMES FIVR 2 3 BUSINESS FINLAND | NEOGAMES BUSINESS FINLAND | NEOGAMES MIXED REALITY 2017 MIXED REALITY 2017 Content 1. Introduction 1. Introduction 3 lready from the 1990’s there has been a strong will and hope towards a virtual- and augmented reality based gaming experience. For a couple of 2. Terminology of VR, AR, MR and XR 3 decades, the development of technology was quite slow, but after HTC 3. Current Status of the VR/AR field 5 AVive, and the first Oculus consumer version release in March 2016 it seemed that 3.1 Available VR & AR devices and platforms for consumers 6 the technology is finally advanced enough, and the market for B2C VR applications, 3.1.1 High-end tethered VR headsets 6 including games, is ready to open. 3.1.2 Smartphone-based mobile VR headsets 7 The Oculus and Vive releases together with available VC funding and the 3.2 Technological demands in general 7 saturation of the mobile market (resulting in some mobile developers fleeing to 3.3 User expectations 8 VR/AR development) created high hopes towards VR. Basically everything required 4. Future - Towards casual VR 8 was coming together, funding, technology, skills and companies. However, after a 4.1 Four tiers of future VR devices 9 good start and excessive hype the VR games’ B2C market didn’t develop as expected. 4.2 High-end consumer VR devices 10 One clear indicator of that was that some existing VR studios have closed and even 5. AR Devices 10 Icelandic CCP, a big advocate of VR games since 2013, announced in the end of 6.