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PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. PC-Based Aviation Training Devices for Pilot Training in Visual Flight Rules Procedures; Development, Validation and Effectiveness A thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Aviation at Massey University, Palmerston North, New Zealand Savern Reweti 2014 Abstract Flying is a difficult and complex activity that requires a significant level of attention from the pilot as well as a lengthy training period to gain sufficient competency. For issues of both cost and safety, flight simulation has been an integral part of flight training from its earliest beginnings. There have been a number of technological developments and improvements in both the level of fidelity and the training effectiveness of flight simulators. As a result, flight simulators in use today are the result of this technological, psychological, and engineering evolution. Indeed, simulator cockpits can now accurately replicate all of the functions of flight controls and instrumentation found in real aircraft. Furthermore, the development of high- resolution display systems utilising computer-generated imagery (CGI), means that flight simulators can now display very realistic terrain and environmental effects. The high cost of modern full motion flight simulators (FFSs) has meant that their use has generally been restricted to commercial airlines, military forces, and government agencies. More recently, rapid advances and decreasing costs in PC-based computer technology has enabled flight-training organisations to conduct more training with less expensive fixed-base flight training devices (FTDs). -
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
The Cross Over Talk
Programming Composers and Composing Programmers Victoria Dorn – Sony Interactive Entertainment 1 About Me • Berklee College of Music (2013) – Sound Design/Composition • Oregon State University (2018) – Computer Science • Audio Engineering Intern -> Audio Engineer -> Software Engineer • Associate Software Engineer in Research and Development at PlayStation • 3D Audio for PS4 (PlayStation VR, Platinum Wireless Headset) • Testing, general research, recording, and developer support 2 Agenda • Programming tips/tricks for the audio person • Audio and sound tips/tricks for the programming person • Creating a dialog and establishing vocabulary • Raise the level of common understanding between sound people and programmers • Q&A 3 Media Files Used in This Presentation • Can be found here • https://drive.google.com/drive/folders/1FdHR4e3R4p59t7ZxAU7pyMkCdaxPqbKl?usp=sharing 4 Programming Tips for the ?!?!?! Audio Folks "Binary Code" by Cncplayer is licensed under CC BY-SA 3.0 5 Music/Audio Programming DAWs = Programming Language(s) Musical Motives = Programming Logic Instruments = APIs or Libraries 6 Where to Start?? • Learning the Language • Pseudocode • Scripting 7 Learning the Language • Programming Fundamentals • Variables (a value with a name) soundVolume = 10 • Loops (works just like looping a sound actually) for (loopCount = 0; while loopCount < 10; increase loopCount by 1){ play audio file one time } • If/else logic (if this is happening do this, else do something different) if (the sky is blue){ play bird sounds } else{ play rain sounds -
SONY Blood & Truth, Ps4 Basic Playstation 4 21,99 €
eVoluzionecontinua Telefono e Whatsapp: 375 645 2318 Mail: [email protected] SONY Blood & truth, ps4 basic playstation 4 Prezzo 21,99 € Codici Reference: 9998594 EAN13: 0711719998594 Descrizione Combatti per salvare la tua famiglia Indossa il visore PlayStation VR, diventa il soldato delle Forze speciali Ryan Marks e immergiti in un furioso sparatutto carico di azione esplosiva e momenti drammatici. L'avventura è ispirata ai grandi blockbuster hollywoodiani e alla celebre esperienza "The London Heist" contenuta in PlayStation VR Worlds. Tra epiche sparatorie e ambientazioni esplosive, quest'avventura mozzafiato ti catapulterà in una disperata missione per salvare la famiglia Marks dalle mire di uno spietato signore del crimine. Fai ricorso al tuo addestramento speciale per scalare imponenti edifici, infiltrarti in basi segrete e seminare il caos usando uno sterminato arsenale contro schiere di sgherri armati fino ai denti. La grande azione nelle tue mani Scopri cosa si prova a esplorare di persona scenari stupefacenti e immersivi. Entra nel mondo di PS VR per avvertire le vibrazioni degli spari, ricaricare le armi mimando il gesto con le mani e spingere pulsanti esattamente come nella realtà. Vivi le emozioni di un'avventura esplosiva Respira il fascino di un'elettrizzante storia sviluppata in collaborazione con i talenti di Hollywood, tra inseguimenti ad alta velocità, intensi scontri in elicottero e spettacolari combattimenti all'interno di edifici. Esplora una città inconfondibile Scatena il caos nella Londra contemporanea e goditi un'esclusiva colonna sonora che fonde pezzi orchestrali di stampo cinematografico a brani della scena grime composti per il gioco dai migliori artisti del momento. 11 motivi per cui in Blood & Truth ti sentirai un eroe da film d'azione Scopri come l'esplosivo blockbuster per PlayStation VR di London Studio può farti diventare l'eroe da film d'azione che hai sempre sognato. -
Panorama Jeux Vidéo Edition 2016
PANORAMA JEUX VIDÉO EDITION 2016 Quentin EUDE Daniel NGHE Thomas WITTENMEYER INTRO : La Brève Histoire du Jeu Vidéo Retracer l’Histoire du Jeu Vidéo est une gageure : seulement 44 ans nous séparent de la sortie de Pong, mais tant d’événements ont influencé ce qu’est le media aujourd’hui, qu’ils serait inutile de les lister. Nous avons choisi de prendre les 12 grandes dates qui ont changé l’Industrie, que ce soit au travers d’avancées techniques, business ou artistiques. 1972 : Pong, 1978 : Space Invader, 1983 : Krach du Premier « Jeu Lancement de Jeu Vidéo Vidéo » l’arcade 1995 : Lancement US 1993 : Doom & 1985 : Sortie US de la de la PS1, Apparition NES (&Mario), du support CD & 3D prémices du FPS relance de l’industrie 1998 : Zelda : Ocarina of 2001 : GameBoy 2004 : World of Time, considéré comme Advance & Essor du Warcraft & l’essor du le meilleur jeu de tous les temps jeu mobile jeu en ligne 2016 : 2012 : Steam Greenlight. 2009 : Farmville & Lancement de Crowdfunding, Indie l’essor du Casual l’Oculus Rift Games & Cloud Gaming Gaming INTRO : profil des consommateurs Qui consomme ? Comment consomment-ils en 2014 ? De 11M de joueurs en 2000 à 30M en 2012… 1999 1999 21 ans 90% H 10% F 2013 2013 38 ans 51% H 49% F Un âge moyen en croissance et une tendance vers l’équité Les supports fixes sont ceux qui restent les plus utilisés. homme/femme en population de joueurs. POURCENTAGE DE JOUEURS PAR TRANCHE D'ÂGE - 2014 98% 86% 90% 84% 75% 69% 51% 10-14 15-18 19-24 25-34 35-44 45-54 +55 ANS ANS ANS ANS ANS ANS ANS Les 10-14ans et 19-24ans restent toutefois les plus gros Finalement, il n’y a que 50% des joueurs qui pratiquent joueurs. -
All Fun and (Mind) Games? Protecting Consumers from the Manipulative Harms of Interactive Virtual Reality
ALL FUN AND (MIND) GAMES? PROTECTING CONSUMERS FROM THE MANIPULATIVE HARMS OF INTERACTIVE VIRTUAL REALITY Yusef Al-Jarani† Abstract Information technologies increasingly influence our daily lives. While mostly benign, revolutionarily affective technologies are emerging that pose potential autonomy, economic, and privacy harms to consumers. Interactive virtual reality, or VR gaming, is arguably chief among them. But despite its rapid adoption by consumers (often for use by children) and its demonstrable power to manipulate human cognition and behavior, the law is ill-equipped to curtail its harms. This is owed to a general incognizance of the now-extensive research on the technology’s manipulative effects and the consequent lack of discussion in public forums on how best to constrain them, both doctrinally and practically. This Article aims to enlighten lawmakers, jurists, and the general public about the effects of interactive VR, demonstrate how First Amendment doctrine permits the constraint of its manipulative harms, and illustrate what those constraints might look like in practice. In doing so, it raises the question: what or who is being played—the game or the consumer? TABLE OF CONTENTS Introduction .................................................................................................... 300 I. The Manipulative Harms of Virtual Reality Games ........................... 305 A. The Manipulative Effects of Virtual Reality Games ................... 305 1. Cognitive Psychology ........................................................... -
Title of Thesis
Bachelor’s thesis Information and Communications Technology 2018 Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS BACHELOR’S THESIS TURKU UNIVERSITY OF APPLIED SCIENCES Information and Communications Technology 2018 | 25 pages Supervisor: Principal Lecturer Mika Luimula, Adj.Prof. Antta Kilpeläinen VR DISCOMFORT AND PREVENTIVE GAME DESIGN DECISIONS The aim of this thesis is to examine the current generation virtual reality technology and software alongside the possible side effects some users experience while using them. Symptoms such as nausea and disorientation have been widely reported among users of virtual reality games and experiences. Although virtual reality sickness and simulator sickness have similar symptoms, their causes are different. Virtual reality sickness is mainly caused by sensory conflict caused by contradictory sensations. In games utilizing virtual reality, the possibility and occurrence of these conflicts must be taken into account in order to improve user comfort. Since virtual reality peripherals give mainly visual information to the user, the majority of the discomforting factors can be minimized by controlling the visual stimuli given by the game. In order to be able to observe the effectiveness and implementation of different game design methods, a test of three different virtual reality games was conducted. As a result of the test, it was confirmed that the movement on the periphery of the player's field of vision is the most harmful to the players comfort. Reducing the movement in the peripheral -
Middle East PSVR Aim Controller
PlayStation®VR Aim Controller Instruction Manual CECHYA-ZRA2 7028581 EN Before use ˎ Carefully read this manual and any manuals for compatible hardware. Retain instructions for future reference. ˎ Always update your system to the latest version of the system software. Precautions Safety ˎ Avoid prolonged use of this product. Take a 15-minute break during each hour of play. ˎ Stop using this product immediately if you begin to feel tired or if you experience discomfort or pain in your hands or arms during use. If the condition persists, consult a doctor. ˎ If you experience any of the following health problems, discontinue use of the system immediately. If symptoms persist, consult a doctor. ˋ Dizziness, nausea, fatigue or symptoms similar to motion sickness. ˋ Discomfort or pain in a part of the body, such as eyes, ears, hands or arms. ˎ The product is intended for use with the hands only. Use both hands to grip the controller. ˎ The vibration function of this product can aggravate injuries. Do not use the vibration function if you have any ailment or injury to the bones, joints, or muscles of your hands or arms. You can turn on or turn off the vibration function from (Settings) on the function screen. ˎ Keep the product out of the reach of small children. Young children might damage the product causing it to malfunction, swallow small parts, wrap the cables around themselves or accidentally injure themselves or others. Use and handling ˎ When using the controller, be aware of the following points. ˋ Before use, make sure that there is plenty of space around you. -
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. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
Analysis of Innovation in the Video Game Industry
Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field. -
Becoming One of the Largest VR Content Creators
SPEAKER: Accenture Extended interesting about this content creator is Reality. This is field of view. there someone who they're not just NICK ROSA: Hello and making videos on YouTube, for welcome to Field of View. My name is example. There's someone who I, at Nick Rosa from Accenture. least from my point of view, you can see DANIEL COLAIANNI: And my genuinely cares about this industry and name is Daniel Colaianni from the genuinely cares about the actual Academy of International Extended ecosystem that evolves around it. Reality. They've got a wildly popular kind of podcast that focuses on the various NICK ROSA: And today, we different areas of our industry as well. have a guest for you that is a very Nick, who do we have on our famous content creator, is someone that Field of View today? has been working in the VR space since NICK ROSA: Our guest today is the the beginning, since the inception of the content creator that everybody knows in new Oculus era and someone that I’ve the VR space. We have Nathie with us been bumping into for many times on Field of View. Hi, Nathie, how you during industry events and other doing? gatherings of people that are interested NATHIE: Thanks for having me, about VR and XR. Daniel, would you guys. It's a pleasure. like to tell us a little bit more about our DANIEL COLAIANNI: So, guest today? Nathie, there's a few interesting things that we want to kind of dive into in this DANIEL COLAIANNI: Yeah, this episode because I think there's sure.