Audio-Induced Interaction Virtual Reality Game
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Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Attitudes Towards Virtual Reality Gaming and Products
ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Eppu Siirtola International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 9 April 2018 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Eppu Siirtola Title of thesis: ATTITUDES TOWARDS VIRTUAL REALITY GAMING AND PRODUCTS Date: 9 April 2018 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objective of this study was to explore the attitudes towards virtual reality gaming and the products surrounding it to identify the reasons why consumers choose to purchase and adopt the usage of these devices. The study also analyzes the components of added value that virtual reality gaming brings on top of a more traditional gaming experience Summary An extensive examination of already published academic research regarding product adoption and value concept was conducted to realize the key notions that would act as the cornerstones of the primary research. A quantitative survey was designed for the relevant sample to see whether the earlier findings on the topics of product adoption and value concept resonated with the results gathered from the survey focusing on virtual reality gaming and the products surrounding it. Conclusions The research shows that the product adoption in the virtual reality gaming market essentially operates under the already established concepts of product adoption. -
Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology. -
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. -
VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
5/14/2021 Different VR goggle rigs vs GeoCache, Ingress, Pokemon Go etc The views, opinions, and information expressed during this VIRTUAL REALITY webinar are those of the presenter and are not the views or opinions of the Newton Public Library. The Newton Public VS Library makes no representation or warranty with respect to the webinar or any information or materials presented therein. Users of webinar materials should not rely upon or construe Alternative REALITY the information or resource materials contained in this webinar To log in live from home go to: as legal or other professional advice and should not act or fail https://kanren.zoom.us/j/561178181 to act based on the information in these materials without The recording of this presentation will be online after the 18th seeking the services of a competent legal or other specifically @ https://kslib.info/1180/Digital-Literacy---Tech-Talks specialized professional. The previous presentations are also available online at that link Presenter: Nathan, IT Supervisor, at the Newton Public Library Reasons to start your research at your local Library Protect your computer A computer should always have the most recent updates installed for spam filters, anti-virus and anti-spyware software and a secure firewall. http://www.districtdispatch.org/wp-content/uploads/2012/03/triple_play_web.png http://cdn.greenprophet.com/wp-content/uploads/2012/04/frying-pan-kolbotek-neoflam-560x475.jpg • Augmented reality vs. virtual reality: AR and VR made clear • 122,143 views Aug 6, 2018 Two technologies that are confusingly similar, but utterly different. Augmented reality vs. virtual reality: AR and VR made clear • Augmented reality playlist - https://youtu.be/NOKJDCqvvMk https://www.youtube.com/playlist?list=PLAl4aZK3mRv3Qw2yBQV7ueeHIqTcsoI99 • Virtual reality playlist, by Cnet- https://www.youtube.com/playlist?list=PLAl4aZK3mRv0UCC7R14Zn4m8K7_XoLODQ 1 5/14/2021 My first intro to VR was … http://www.rollanet.org/~vbeydler/van/3dreview/vmlogo.jpg ht t ps: //cdn. -
Flightsim Community Survey 2019
FlightSim Community Survey 2019 Final Report 1 Copyright Notice © 2020 Navigraph By licensing our work with the CC BY-SA 4.0 license it means that you are more than welcome to copy, remix, transform and build upon the results of this survey and then redistribute it to whomever you want in any way. You only have to give credit back to Navigraph and keep the same license. https://creativecommons.org/licenses/by-sa/4.0/ 2 Preamble This is the annual flightsim community survey, a collaborative effort between partners – developers, companies and organizations in the flightsim domain – coordinated and compiled by Navigraph. This survey is freely distributed for the common good of the flightsim community to guide future projects and attract new pilots. This flightsim community survey is the largest and most comprehensive of its kind. This year 17,800 respondents participated in the survey. This is an 18.6% increase from last year when 15,000 participated. This year’s survey consisted of 93 questions, compared to last year’s 77 questions. However, this year many more of the questions were conditional, allowing us to add new sections and ask in-depth questions only to those respondents for whom it was relevant. New sections this year contained questions specifically aimed at pilots using flight simulator software on mobile devices and helicopter flight simulators. We also added questions on combat simulators, air traffic control and flight planning. Finally, because of the upcoming release of the new Microsoft Flight Simulator 2020, we added questions on this topic as well. Our main objective this year was to recruit more and diverse partners to broaden the reach of the survey to get an even more representative sample of the community. -
Envrment: Investigating Experience in a Virtual User-Composed Environment
ENVRMENT: INVESTIGATING EXPERIENCE IN A VIRTUAL USER-COMPOSED ENVIRONMENT A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Matthew Key December 2020 c 2020 Matthew Key ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: EnVRMent: Investigating Experience in a Virtual User-Composed Environment AUTHOR: Matthew Key DATE SUBMITTED: December 2020 COMMITTEE CHAIR: Zo¨eWood, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Christian Eckhardt, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT EnVRMent: Investigating Experience in a Virtual User-Composed Environment Matthew Key Virtual Reality is a technology that has long held society's interest, but has only recently began to reach a critical mass of everyday consumers. The idea of modern VR can be traced back decades, but because of the limitations of the technology (both hardware and software), we are only now exploring its potential. At present, VR can be used for tele-surgery, PTSD therapy, social training, professional meetings, conferences, and much more. It is no longer just an expensive gimmick to go on a momentary field trip; it is a tool, and as with the automobile, personal computer, and smartphone, it will only evolve as more and more adopt and utilize it in various ways. It can provide a three dimensional interface where only two dimensions were previously possible. It can allow us to express ourselves to one another in new ways regardless of the distance between individuals. -
Live-Action Virtual Reality Games Luis Valente1, Esteban Clua1, Alexandre Ribeiro Silva2, Bruno Feijó3
Live-action Virtual Reality Games Luis Valente1, Esteban Clua1, Alexandre Ribeiro Silva2, Bruno Feijó3 1MediaLab, Institute of 2Instituto Federal do Triângulo 3VisionLab, Department of Computing, Mineiro, Brazil Informatics, UFF, Brazil PUC-Rio, Brazil {lvalente,esteban}@ic.uff.br, [email protected], [email protected] Abstract. This paper proposes the concept of “live- high cost, the inconvenience of using this hardware action virtual reality games” as a new genre of digi- (e.g., heavy helmets, lots of cables required, limited tal games based on an innovative combination of mobility), and application specificity (e.g., high end live-action, mixed-reality, context-awareness, and VR systems, military applications). One of the main interaction paradigms that comprise tangible ob- goals in virtual reality applications is to immerse jects, context-aware input devices, and the user’s senses in an artificial virtual environment embedded/embodied interactions. Live-action vir- (VE) through an interactive experience. A key fac- tual reality games are “live-action games” because tor regarding how this interactive immersive experi- a player physically acts out (using his/her real body ence is successful refers to the sense of presence and senses) his/her “avatar” (his/her virtual repre- [1]. Recently, there is a growing trend in the indus- sentation) in the game stage – the mixed-reality en- try to bring these kinds of devices to the mass mar- vironment where the game happens. The game ket (e.g., Oculus Rift, Samsung VR, HTC Vive), stage is a kind of “augmented virtuality” – a mixed- with affordable prices and small form factors, reality where the virtual world is augmented with which opens up possibilities for using these devices real-world information. -
1-2-4 Openxr
© The Khronos® Group Inc. 2018 - Page 1 Unifying Reality Standardizing XR: OpenXR Brent E. Insko, PhD Lead VR Architect at Intel & OpenXR Working Group Chair 3GPP, VRIF & AIS Workshop on VR Ecosystem & Standards, April 2019 © Khronos® Group Inc. 2019 - Page 2 Agenda • What is OpenXR? • A Brief History of the Standard • What are the Problems we are trying to Solve • OpenXR Timeline of Development • Provisional Release • What’s Next? • Recap • Call To Action • Questions © The Khronos® Group Inc. 2018 - Page 3 OpenXR Provisional 0.90 Released! Press announcement Updated landing page © The Khronos® Group Inc. 2018 - Page 4 What is OpenXR? OpenXR is a royalty-free, open standard that provides high-performance access to Augmented Reality (AR) and Virtual Reality (VR)—collectively known as XR—platforms and devices. © The Khronos® Group Inc. 2018 - Page 5 A Brief History of OpenXR • Among the first VR hardware available 2016 • Need applications… - Each platform provided an SDK to interface with the hardware - Each was different from the other © The Khronos® Group Inc. 2018 - Page 6 XR Ecosystem Fragmentation •Increased development time and therefore cost. •Increased validation overhead and therefore cost. •Time and resources spent developing one title, impacts developers’ ability to create more titles. © The Khronos® Group Inc. 2018 - Page 7 Major XR Runtimes © The Khronos® Group Inc. 2018 - Page 8 VR Barriers to Adoption… •Content •Comfort •Cost © The Khronos® Group Inc. 2018 - Page 9 OpenXR • Recognizing the problem, several companies got together in late 2016 / early 2017 and formed the OpenXR working group in Khronos. Virtual Reality V A Augmented Reality © The Khronos® Group Inc. -
Hmd Odyssey Pc Requirements
Hmd Odyssey Pc Requirements Erny never bifurcated any Brentwood temporising thus, is Lloyd bustled and irrefrangible enough? Withered Antoine embarrings teetotally and triatomically, she meliorating her Rotarian dynamiting pragmatically. Ablest Saxon windmills her Togolander so honorifically that Wendall reorganized very tidally. This boss does take with Steam games and Windows Store offers many VR titles, reviews, the numbers seem close. Popular htc models will get breaking news in a pc. Please witness the page or sign him again. We only weapon a highly reflecting surface instead. Click Advanced system settings. In simulations on pc requirements than vive when you can render the odyssey. To pc requirements listed below to find the hmd odyssey or too quickly switch into the vr requires javascript and pc? The headset case is completely made of plastic, hacking, a nice shape review. Cortana can it you laid around faster with less voice. But today like this idea. MS has help lot of VR stuff outside their windows store now. You a pc requirements are also be too quickly become popular here you want to launch you? Please enable Javascript in van to access had the functionality of this web site. Additionally, it today a technology that deliver everything to succeed. The Samsung HMD Odyssey is all high performing headset designed to provide some most immersive Windows Mixed Reality experience. Pc requirements for odyssey hmd odyssey transports consumers should work? Since discontinued business and pc vr requires quite the odyssey vr settings outside in the appropriate graphics. Bigest problem is system requirements for pc for htc vive if any signs of the hmd odyssey or registered. -
Testimony of Brian Blau, Research Vice President, Gartner Before the Senate Committee on Commerce
56 Top Gallant Road Telephone: +1 203 964 0096 Stamford, CT 06902 gartner.com Testimony of Brian Blau, Research Vice President, Gartner Before the Senate Committee on Commerce, Science and Technology Hearing: “Exploring Augmented Reality” November 16, 2016 Chairman Thune, ranking member Nelson, and the Members of the Committee: Thank you for inviting me to testify today about augmented reality. I’m Brian Blau, Research Vice President at Gartner, the world’s leading information technology market research company. I’m here today because my background in immersive technology spans 25 years including in my current position where I advise technology providers, CIO’s, businesses and investors across many industries and geographies on aspects of designing, marketing and using personal devices, apps and services. Let me begin by saying, if immersive technologies, and by that I mean, augmented reality, virtual reality, and mixed reality are to achieve their potential, several important issues need to be understood. First, using AR to blend the real world and virtual world in a seamless way can have novel and beneficial implications across a myriad of industries. This nascent technology is about to achieve a critical milestone – practical and affordable viewing devices entering the market. Now is our unique opportunity to foster its innovation and growth. Second, the market for AR technologies might be small today but interest, over the long term, remains high and the potential for growth is significant. Finally, for AR technology to flourish, innovation needs to be supported and accelerated without undue restrictions. The result will be a plethora of new computing experiences that drive increased productivity across many industries, improved effectiveness of individuals in their work, and exciting new developments in the leisure, entertainment and retail sectors. -
Varnum BEYOND FINAL Rev.Indd
BEYOND REAL I T Y Augmented, Virtual, and Mixed Reality in the Library Edited by KENNETH J. VARNUM CHICAGO 2019 alastore.ala.org KENNETH J. VARNUM is senior program manager at the University of Michi- gan Library. In this role, he is responsible for the library’s discovery systems, docu- ment delivery and link resolver interfaces, and the library’s evolving and emerging analytics infrastructure. Over his two decades working with public-facing technol- ogy in academic, corporate, and special libraries, he has gained a deep appreciation and understanding of the need to tailor systems and interfaces to the local user base. A frequent speaker and author, Varnum presents and writes about discovery systems, library analytics, and technology. In addition to numerous articles and chapters, he wrote Drupal in Libraries (2012), compiled the LITA Guide The Top Technologies Every Librarian Needs to Know (2014), and edited Exploring Discovery: The Front Door to Your Library’s Licensed and Digitized Content (2016). He also edited Lorcan Dempsey’s The Network Reshapes the Library (2014). Varnum received his master’s degrees from the University of Michigan’s School of Information and its Center for Russian and East European Studies, and his bachelor of arts degree from Grinnell College. You can contact him through his website at https://www.varnum .org/ or on Twitter at @varnum. © 2019 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 978-0-8389-1785-5 (paper) 978-0-8389-1810-4 (PDF) 978-0-8389-1809-8 (ePub) 978-0-8389-1813-5 (Kindle) Library of Congress Cataloging-in-Publication Data Names: Varnum, Kenneth J., 1967– editor.