An Open-Source System Framework for Untethered Virtual Reality Applications
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
“Pro” Trial Gives Google Stadia App Short-Lived Boost in Q2
Publication date: 10 Aug 2020 Author: Louise Shorthouse, Ph.D. Research Analyst I, Games and Apps Free “Pro” trial gives Google Stadia app short-lived boost in Q2 Brought to you by Informa Tech Free “Pro” trial gives Google Stadia app short- 1 lived boost in Q2 Table of Figures: louiseshorthouseinformacom_2020_8_10_9_59_30_googlestadiajpg1...........................................2 © 2020 Omdia. All rights reserved. Unauthorized reproduction prohibited. Free “Pro” trial gives Google Stadia app short- 2 lived boost in Q2 On April 8, nearly five months after the launch of Stadia, Google offered a two-month free trial for Stadia Pro. The trial extended to all 14 supported countries, and offered free access to nine games including Destiny 2, PUBG, Steamworld Heist and Zombie Army 4. Once the free trial ended, players had to pay $9.99 per month to continue to access Stadia. In March, the Stadia app was downloaded an average of 1,739 times per day across App Store and Google Play. After the free trial was introduced, according to Priori Data, daily downloads spiked at almost 32,000 – an increase of 1700%. However, the rate of installs quickly normalized, and now sits around pre-trial levels at less than 5,000 per day. louiseshorthouseinformacom_2020_8_10_9_59_30_googlestadiajpg1 This illustrates the importance of lowering the entry barrier for new services, and it perhaps also indicates that it is never too late to galvanize an audience. Retention, however, is extraordinarily low for the Stadia app – with just shy of 16% day 1 retention, dropping to 0.7% at day 30 on Android devices, which suggests that the content is not compelling enough to afford stickiness. -
Notification History in Android
Notification History In Android Totipotent and bloodied Chaddie often sheddings some cummers grouchily or bedaze pitifully. Saunders recondensed his alephs disuniting scathingly, but roasted Karl never dispenses so taxonomically. Silty Amos gentles, his monodramas beavers solvating fatidically. We're all acquainted by now will push notifications since most browsers website and apps are using this shroud of marketing as possible way of now more 'dairy your face'. Making a history of marketing best experience when turned off the bell on to dismissed by developers who both the history in its javascript directory for further than happy for? Spent a history, android devices are completely free software development and evaluate its work in it might be displayed, we carry along with the hell is. This category only includes cookies that ensures basic functionalities and security features of the website. You get a limit on a specified, one of the accessibility service was dismissed certain apps. Once in android recovery screen shots below is that each iteration of their android devices, android notification history in. Notification from registry to push notification log is a csv out your audience is a sound when starting with ability to. Google home of android in android? You to read the history, you blocked push messages are managed a history in notification android notification? Perform a fire in. The app downloads, notification history in android os a push notification. You will know is name round the app that pushed the notification, if you own community site that blogs about cooking recipes, there are. How to android notification history in android soft reset default sounds on number of. -
Report of Contributions
X.Org Developers Conference 2020 Report of Contributions https://xdc2020.x.org/e/XDC2020 X.Org Developer … / Report of Contributions State of text input on Wayland Contribution ID: 1 Type: not specified State of text input on Wayland Wednesday, 16 September 2020 20:15 (5 minutes) Between the last impromptu talk at GUADEC 2018, text input on Wayland has become more organized and more widely adopted. As before, the three-pronged approach of text_input, in- put_method, and virtual keyboard still causes confusion, but increased interest in implementing it helps find problems and come closer to something that really works for many usecases. The talk will mention how a broken assumption causes a broken protocol, and why we’re notdone with Wayland input methods yet. It’s recommended to people who want to know more about the current state of input methods on Wayland. Recommended background: aforementioned GUADEC talk, wayland-protocols reposi- tory, my blog: https://dcz_self.gitlab.io/ Code of Conduct Yes GSoC, EVoC or Outreachy No Primary author: DCZ, Dorota Session Classification: Demos / Lightning talks I Track Classification: Lightning Talk September 30, 2021 Page 1 X.Org Developer … / Report of Contributions IGT GPU Tools 2020 Update Contribution ID: 2 Type: not specified IGT GPU Tools 2020 Update Wednesday, 16 September 2020 20:00 (5 minutes) Short update on IGT - what has changed in the last year, where are we right now and what we have planned for the near future. IGT GPU Tools is a collection of tools and tests aiding development of DRM drivers. It’s widely used by Intel in its public CI system. -
Blackberry QNX Multimedia Suite
PRODUCT BRIEF QNX Multimedia Suite The QNX Multimedia Suite is a comprehensive collection of media technology that has evolved over the years to keep pace with the latest media requirements of current-day embedded systems. Proven in tens of millions of automotive infotainment head units, the suite enables media-rich, high-quality playback, encoding and streaming of audio and video content. The multimedia suite comprises a modular, highly-scalable architecture that enables building high value, customized solutions that range from simple media players to networked systems in the car. The suite is optimized to leverage system-on-chip (SoC) video acceleration, in addition to supporting OpenMAX AL, an industry open standard API for application-level access to a device’s audio, video and imaging capabilities. Overview Consumer’s demand for multimedia has fueled an anywhere- o QNX SDK for Smartphone Connectivity (with support for Apple anytime paradigm, making multimedia ubiquitous in embedded CarPlay and Android Auto) systems. More and more embedded applications have require- o Qt distributions for QNX SDP 7 ments for audio, video and communication processing capabilities. For example, an infotainment system’s media player enables o QNX CAR Platform for Infotainment playback of content, stored either on-board or accessed from an • Support for a variety of external media stores external drive, mobile device or streamed over IP via a browser. Increasingly, these systems also have streaming requirements for Features at a Glance distributing content across a network, for instance from a head Multimedia Playback unit to the digital instrument cluster or rear seat entertainment units. Multimedia is also becoming pervasive in other markets, • Software-based audio CODECs such as medical, industrial, and whitegoods where user interfaces • Hardware accelerated video CODECs are increasingly providing users with a rich media experience. -
Mckinsey Quarterly 2015 Number 4.Pdf
2015 Number 4 Copyright © 2015 McKinsey & Company. All rights reserved. Published since 1964 by McKinsey & Company, 55 East 52nd Street, New York, New York 10022. Cover illustration by Vasava McKinsey Quarterly meets the Forest Stewardship Council (FSC) chain-of- custody standards. The paper used in the Quarterly is certified as being produced in an environ- mentally responsible, socially beneficial, and economi- cally viable way. Printed in the United States of America. 2015 Number 4 This Quarter It’s almost a truism these days to say that modern corporations must be agile. The pace of industry disruption arising from the digital revolution, combined with nimble, new competitors—including many from emerging markets—have raised the cost of complacency and rigidity. But what does it mean to achieve agility? This issue’s cover package tries to answer that question, starting with intriguing new McKinsey research. Using data from McKinsey’s Organizational Health Index, Michael Bazigos, Aaron De Smet, and Chris Gagnon show how organizations that combine speed with stability are far likelier to be healthy than companies that simply move fast. The utility sector is a striking example of one industry that needs to combine flexibility and stability. Although digital competitors, new data-based business models, and renewable-energy sources are changing the landscape in certain markets, the industry’s sprawl- ing base of heavy assets remains core to its future. Sven Heiligtag and his colleagues Dominik Luczak and Eckart Windhagen describe how a number of leading utilities are trying to straddle these two worlds, suggesting some lessons for companies in other sectors. -
The Opencl Specification
The OpenCL Specification Version: 2.0 Document Revision: 22 Khronos OpenCL Working Group Editor: Aaftab Munshi Last Revision Date: 3/18/14 Page 1 1. INTRODUCTION ............................................................................................................... 10 2. GLOSSARY ......................................................................................................................... 12 3. THE OPENCL ARCHITECTURE .................................................................................... 23 3.1 Platform Model ................................................................................................................................ 23 3.2 Execution Model .............................................................................................................................. 25 3.2.1 Execution Model: Mapping work-items onto an NDRange ........................................................................28 3.2.2 Execution Model: Execution of kernel-instances ........................................................................................30 3.2.3 Execution Model: Device-side enqueue ......................................................................................................31 3.2.4 Execution Model: Synchronization .............................................................................................................32 3.2.5 Execution Model: Categories of Kernels ....................................................................................................33 3.3 Memory -
Openbricks Embedded Linux Framework - User Manual I
OpenBricks Embedded Linux Framework - User Manual i OpenBricks Embedded Linux Framework - User Manual OpenBricks Embedded Linux Framework - User Manual ii Contents 1 OpenBricks Introduction 1 1.1 What is it ?......................................................1 1.2 Who is it for ?.....................................................1 1.3 Which hardware is supported ?............................................1 1.4 What does the software offer ?............................................1 1.5 Who’s using it ?....................................................1 2 List of supported features 2 2.1 Key Features.....................................................2 2.2 Applicative Toolkits..................................................2 2.3 Graphic Extensions..................................................2 2.4 Video Extensions...................................................3 2.5 Audio Extensions...................................................3 2.6 Media Players.....................................................3 2.7 Key Audio/Video Profiles...............................................3 2.8 Networking Features.................................................3 2.9 Supported Filesystems................................................4 2.10 Toolchain Features..................................................4 3 OpenBricks Supported Platforms 5 3.1 Supported Hardware Architectures..........................................5 3.2 Available Platforms..................................................5 3.3 Certified Platforms..................................................7 -
Quake Manual
The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards. -
Gstreamer and Dmabuf
GStreamer and dmabuf OMAP4+ graphics/multimedia update Rob Clark Outline • A quick hardware overview • Kernel infrastructure: drm/gem, rpmsg+dce, dmabuf • Blinky s***.. putting pixels on the screen • Bringing it all together in GStreamer A quick hardware overview DMM/Tiler • Like a system-wide GART – Provides a contiguous view of memory to various hw accelerators: IVAHD, ISS, DSS • Provides tiling modes for enhanced memory bandwidth efficiency – For initiators like IVAHD which access memory in 2D block patterns • Provides support for rotation – Zero cost rotation for DSS/ISS access in 0º/90º/180º/270º orientations (with horizontal or vertical reflection) IVA-HD • Multi-codec hw video encode/decode – H.264 BP/MP/HP encode/decode – MPEG-4 SP/ASP encode/decode – MPEG-2 SP/MP encode/decode – MJPEG encode/decode – VC1/WMV9 decode – etc DSS – Display Subsystem • Display Subsystem – 4 video pipes, 3 support scaling and YUV – Any number of video pipes can be attached to one of 3 “overlay manager” to route to a display Kernel infrastructure: drm/gem, rpmsg+dce, dmabuf DRM Overview • DRM → Direct Rendering Manager – Started life heavily based on x86/desktop graphics card architecture – But more recently has evolved to better support ARM and other SoC platforms • KMS → Kernel Mode Setting – Replaces fbdev for more advanced display management – Hotplug, multiple display support (spanning/cloning) – And more recently support for overlays (planes) • GEM → Graphics Execution Manager – But the important/useful part here is the graphics/multimedia buffer management DRM - KMS • Models the display hardware as: – Connector → the thing that the display connects to • Handles DDC/EDID, hotplug detection – Encoder → takes pixel data from CRTC and encodes it to a format suitable for connectors • ie. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Mobile Gaming Playbook
MOBILE GAMING PLAYBOOK BEST PRACTICES FOR MARKETING AND MONETIZING MOBILE GAMES Nadeem Almoayyed ([email protected]) https://www.linkedin.com/in/nadeemalmoayyed/ Kathy Liao ([email protected]) https://www.linkedin.com/in/liaokathy/ Ivan Zakharov ([email protected]) https://www.linkedin.com/in/ivan-zakharov-vc TUCK CENTER FOR DIGITAL STRATEGIES PAGEPAGE 01 01 PRISMA INC . TABLE OF CONTENTS INTRODUCTION 2 MARKETING 3 Importance of Soft Launches 4 Measuring Marketing Success 6 Creative Assets: In-House vs Outside Agency 8 Customer Segmentation 9 Advertising Optimization 11 CRM: Customer Relationship Management System 12 Influencer Marketing 13 Offline Attribution 15 MANAGING IP 1 6 ( INTELLECTUAL PROPERTY ) BUSINESS MODELS IN AAA 1 9 GAMING Evolution of Monetization in Gaming 19 How the Subscription World Looks Today 21 What Mobile Can Learn from AAA around Subscriptions 22 Subscription Platforms 23 What Works and What Doesn't in Subscription Platforms 25 What Should Mobile Game Developers Do? 27 FINANCING AND PRICING 2 8 STRATEGY Game Development Cost Trends 28 Key Pricing Trends 29 THETUCK CENTER CENTERTUCK CENTERFOR FOR DIGITAL DIGITAL FOR DIGITALSTRATEGIES STRATEGIES STRATEGIES PAGEPAGE 0402 02 INTRODUCTION As mobile technology improves and mobile phone penetration increases around the world, mobile games have seen their popularity increase over the years. The mobile game industry is currently worth $68.5B, and many of the largest gaming companies are investing heavily in the space. Activision acquired King Digital Entertainment several years ago to solidify its position in the mobile gaming space, Blizzard has invested heavily in Hearthstone’s mobile presence, and Riot Games is developing a mobile version of its hugely popular League of Legends IP due out in 2020.