VR/AR Innovation Report
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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. -
Semi-Annual Report
SEMI-ANNU A L REPOR T MARCH 31, 2021 KEY FUND STATISTICS 2 MARKET ENVIRONMENT 5 MARSICO FOCUS FUND Investment Review 7 Fund Overview 10 Schedule of Investments 11 MARSICO GROWTH FUND Investment Review 12 Fund Overview 14 DEAR SHAREHOLDER: Schedule of Investments 15 Enclosed is your semi-annual report for each portfolio of The Marsico Investment Fund (the “Marsico MARSICO 21ST CENTURY FUND OF CONTENTS TABLE Funds”), encompassing the six-month fiscal period from October 1, 2020 to March 31, 2021. Investment Review 16 Fund Overview 18 The purpose of this report is to provide a review of the Marsico Funds’ six-month investment results Schedule of Investments 19 by discussing what we believe were the main areas that impacted performance – including the macroeconomic environment, sector and industry positioning, and individual stock selection – as MARSICO INTERNATIONAL OPPORTUNITIES FUND compared to the Funds’ performance benchmark indices. Investment Review 21 Fund Overview 23 For updated information regarding the market environment and each Fund’s overall investment Schedule of Investments 24 positioning and performance, please refer to the Funds’ most recent monthly fact sheets and quarterly investment updates, which are available in the Investor Resources section of the Funds’ MARSICO GLOBAL FUND Investment Review 27 website at marsicofunds.com.(1) Fund Overview 29 Schedule of Investments 30 Note: Effective December 21, 2020, James D. Marsico became co-manager of the Marsico Growth APRIL 2021 Fund with Thomas F. Marsico, Brandon A. Geisler, and Peter C. Marsico. FINANCIAL STATEMENTS 32 NOTES TO FINANCIAL STATEMENTS 42 EXPENSE EXAMPLE 47 CONSIDERATION OF INVESTMENT ADVISORY AGREEMENTS 48 OTHER INFORMATION 51 (1) The references to the Marsico Funds website (marsicofunds.com) included throughout this semi-annual report do not incorporate the website’s contents into this report. -
The Economics of Exclusivity
Decision Support Systems 50 (2010) 79–92 Contents lists available at ScienceDirect Decision Support Systems journal homepage: www.elsevier.com/locate/dss Platform-based information goods: The economics of exclusivity Ravindra Mantena a, Ramesh Sankaranarayanan b,⁎, Siva Viswanathan c a Simon Graduate School of Business, CS-3-318 Carol Simon Hall, University of Rochester, Rochester, NY 14627, United States b School of Business, U-1041, 2100 Hillside Road, University of Connecticut, Storrs, CT 06269, United States c Robert H. Smith School of Business, 4313, Van Munching Hall, University of Maryland, College Park, MD 20185, United States article info abstract Article history: This paper explores the role of exclusive contracting between vendors of platforms (such as video game Received 1 December 2008 consoles) and vendors of complements (such as video games). The main questions of interest are: When do Received in revised form 2 July 2010 we observe complement exclusivity, and what is the impact of exclusive contracting on prices, profits and Accepted 14 July 2010 efficiency? We answer these questions by developing a model of competition between platforms in an Available online 19 July 2010 industry with indirect network effects, and deriving some insightful analytical and numerical results. While complement vendors have natural incentives to be available on all platforms, we establish conditions under Keywords: Exclusivity which they can be contracted for exclusive supply on a single platform. Exclusivity eases competition in the Platform competition platform market and can significantly help increase a platform's adoption. However, exclusivity choice Complements presents a key trade-off for the complement vendor—a larger platform offers access to a larger market, but Indirect network effects also more competition, as compared to a smaller platform. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
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. -
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. -
Desarrollo De Un Prototipo De Videojuego
UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Ricardo Franco Martín Noviembre, 2016 UNIVERSIDAD DE EXTREMADURA Escuela Politécnica Máster en Ingeniería Informática Trabajo de Fin de Máster Desarrollo de un Prototipo de Videojuego Autor: Ricardo Franco Martín Fdo: Directores: Pablo García Rodriguez y Rober Morales Chaparro Fdo: Tribunal Calicador Presidente: Fdo: Secretario: Fdo: Vocal: Fdo: Dedicado a mi familia i ii Agradecimientos Quisiera agradecer a varias personas el apoyo y ayuda que me han prestado en la realización de este Trabajo de Fin de Máster. En primer lugar, agradecer a mi director Pablo García Rodríguez por per- mitirme realizar este proyecto y recibirme con los brazos abiertos cada vez que he necesitado su ayuda. También quiero agradecer a mi codirector Rober Morales Chaparro por conar en mí y proporcionarme una de las fases profesional y educativa más importantes de mi vida. Por último, agradecer a mi familia y amigos, que sin su apoyo, no habría llegado tan lejos. En especial, darle las gracias a mi hermano José Carlos Franco Martín que ha realizado y proporcionado algunos recursos artísticos para el proyecto. ½Muchas gracias a todos! iii iv Resumen Este Trabajo de Fin de Máster (en adelante TFM) trata sobre todo el proceso de investigación, conguración de un entorno de trabajo y desarrollo de un prototipo de videojuego. Analizaremos la tecnología actual y repasaremos algunas de las herramien- tas más relevantes utilizadas en el proceso de desarrollo de un videojuego. Seguidamente, trataremos de desarrollar un videojuego. Para ello, a partir de una idea de juego, diseñaremos las mecánicas y construiremos un prototipo funcional que pueda ser jugado y que reeje las principales características planteadas en la idea inicial, con el objetivo de comprobar si el juego es viable, si es divertido y si interesa desarrollar el juego completo. -
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. -
“Vrification”: Applying Virtual Reality to Digital Games
“VRIFICATION”: APPLYING VIRTUAL REALITY TO DIGITAL GAMES Daniel P. O. Wiedemann Peter Passmore Magnus Moar Department of Media Department of Computer Science Department of Media Middlesex University Middlesex University Middlesex University The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT United Kingdom United Kingdom United Kingdom E-mail: [email protected] E-mail: [email protected] E-mail: [email protected] KEYWORDS nificance of gaming and play in it, a need to address this Interface, Virtual Reality, VRification, Pure-VR, Former- shift from common screen-based digital gaming to VR gam- non-VR, Game Development, Game Design. ing seems apparent. ABSTRACT Examining the topics and products presented at current gam- ing and other consumer oriented conferences (e.g. Game In the following, we discuss the process of applying virtual Developers Conference, Electronic Entertainment Expo and reality to digital games. We named this process “VRifica- QuakeCon), VR seems among the top trends. By introducing tion” and will elaborate on some of its opportunities and its head mounted display Oculus Rift, Oculus VR revived issues. Based on a literature survey and professional practice, VR technology (Rubin 2014). Its affordability and wide de- this work covers several examples of VR games, which were veloper base has led to an expansion of VR applications. intended as such from the beginning (Job Simulator and This resulted in applying VR to digital games and other non- Lucky’s Tale) and others, which were ported to VR after entertainment forms of digital applications. A process we their initial release (DOOM VR and LizzE). -
Developing a Virtual Reality Psychological Horror Video
DEVELOPING A VIRTUAL REALITY PSYCHOLOGICAL HORROR VIDEO GAME TO RAISE AWARENESS ON THE NATURE OF SCHIZOPHRENIA A Thesis Presented to the Department of Information Systems and Computer Science Ateneo de Manila University In Partial Fulfillment of the Requirements for the Degree Bachelor of Science in Computer Science by Carlos Joaquin B. Alcantara Kurt Sigmund A. de Leon Joaquin Paolo C. Jacinto 2019 ABSTRACT Schizophrenia is a widely misunderstood mental illness that is infamous for its symptoms of psychosis. Exacerbated by the inaccurate, and often exaggerated, portrayal in popular media, a stigma has formed around patients affected by it. In this day and age, schizophrenia is often associated with negative terms such as “madmen” and “taong grasa” (lit. grease person; psychotic vagrant). The study aims to aid in raising awareness of the mental illness by educating the players of the real nature of schizophrenia, thereby supporting the effort to reduce the stigma towards affected patients. The proponents will try to achieve this goal by letting participants partake in a virtual reality psychological horror video game that simulates the different symptoms of schizophrenia. An assessment will be done before and after experiencing the simulation that tests their level of knowledge regarding the subject, as well as their views and opinions of patients with schizophrenia. ACKNOWLEDGEMENTS We would like to express our deepest gratitude to Mr. Walfrido David A. Diy, who served as the main adviser for the study. Your constructive criticisms and recommendations have been invaluable for the development of this research. We are also extremely grateful to both Dr. Ma. Mercedes Rodrigo, Ph.D, and Ms.