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Reasnow S1 User Manual
User Manual of ReaSnow S1 ReaSnow S1 User Manual V1.4 Jan, 2021 This manual is the intellectual property of ReaSnow. It must only be published in its original form. Using parts or republishing altered parts of this document is prohibited without permission from ReaSnow. http//www.reasnow.com PAGE 1 / 30 User Manual of ReaSnow S1 Table of Contents Chapter 1:Introduction to ReaSnow S1 1.1 Major Features of ReaSnow S1 1.2 Technical Specifications 1.3 Diagram Chapter 2:Quick Guide 2.1 Upgrade Firmware 2.2 Mouse Settings 2.3 Console and game settings 2.4 Wiring 2.5 ReaSnow Manager APP Chapter 3:ReaSnow Manager APP 3.1 Home 3.2 Manager 3.3 Settings 3.4 Add Config 3.5 Edit Config 3.7 Global Settings Chapter 4:Macro 4.1 Macro Manager 4.2 Macro Glossary 4.3 Examples and Explanations Chapter 5:Steering Wheel 5.1 Introduction 5.2 Usage 5.3 Notes Chapter 6:Flight Stick, Arcade Stick, and Other Controllers 6.1 Wiring 6.2 Add a Config Chapter 7:Bluetooth Controllers 7.1 Wiring 7.2 Add a Config 7.3 Pairing Chapter 8:Restoration 8.1 Restore factory defaults http//www.reasnow.com PAGE 2 / 30 User Manual of ReaSnow S1 Chapter 1:Introduction to ReaSnow S1 ReaSnow S1 is a high-end gaming converter created by ReaSnow Team, Professional mouse optimization for FPS games is embedded in it. Accurate and stable aiming can be got easily with your preferred mouse and keyboard. And it's also an all-around converter, most of the consoles in the market are compatible, such as: PS5 S&D/PS4 Pro&Slim/PS4/PS3/ Xbox Series X&S/ Xbox One X&S/Xbox One/XBox 360/ Nintendo Switch. -
G920 Driving Force Racing Wheel
Logitech® G920 Driving Force Racing Wheel The definitive sim racing wheel for Xbox One™ and PC. • Works with console and PC • Quality construction • Realistic force feedback with anti-backlash helical gearing • Easy-access game controls • Responsive pedal unit Logitech® G920 Driving Force is the definitive sim racing wheel for the latest Xbox One™ and PC titles, featuring realistic dual-motor force feedback and helical gearing for quiet, smooth steering. On-wheel controls and paddle shifters are easy to access so you can make crisp, precise gear transitions. The separate pedal unit gives you natural, responsive control, with a nonlinear brake pedal that mimics the feel of high-performance vehicles. Driving Force is built for comfort and durability with hand-stitched leather and stainless steel components. Built-in clamps and bolt points keeps the wheel mounted securely to a table or racing rig, minimising shifting or wobbling during aggressive manoeuvres. Logitech® G920 Driving Force Racing Wheel Package specification Package contents • Force feedback racing wheel Primary pack Master shipper carton • Pedals • Power supply Part # EU 941-000123 n/a • User documentation Bar code 5099206058996 (EAN-13) 50992060589906 (SCC-14) • 2-year manufacturer’s guarantee and full product support Part # UK 941-000124 n/a Bar code 5099206059009 (EAN-13) 50992060590001 (SCC-14) System requirements Weight 7210.00 g 7,660.00 g • Xbox One™ Games that support Length 43.66 cm 44.80 cm Logitech® force feedback racing Width 30.00 cm 31.40 cm wheel OR Windows® 8, -
Videogames, Distinction and Subject-English: New Paradigms for Pedagogy
Videogames, distinction and subject-English: new paradigms for pedagogy Alexander Victor Bacalja ORCID identifier: 0000-0002-2440-148 Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy May, 2017 Melbourne Graduate School of Education The University of Melbourne 1 Abstract At a time when the proliferation of videogame ownership and practice has led to greater attention on the consequences of increased engagement with these texts, schools and educators are engaged in active debate regarding their potential value and use. The distinctive nature of these texts, especially in contrast to those texts which have traditionally dominated school environments, has raised questions about their possible affordances, as well as the pedagogies most appropriate for supporting teaching with and through these texts in the classroom. While much has been written about the learning benefits of videogames, especially in terms of opportunities for the negotiation of self (Gee, 2003), there has been less research addressing the impact of applying existing English subject-specific pedagogies to their study. In particular, there are few case-study investigations into the suitability of subject-English classrooms for the play and study of videogames. The project utilised a naturalistic case-study intervention involving eight 15-year-old students at a co-educational school in the outer-Northern suburbs of Melbourne. Data was collected during a five- week intervention in an English classroom context at the participants’ home-school. This involved the teacher-researcher leading a series of learning and teaching activities informed by dominant models of subject-English (Cox, 1989), Cultural Heritage, Skills, Personal Growth, and Critical Literacy, that focussed on several popular videogames. -
11592933.Pdf
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OTHES MAGISTERARBEIT Die Auswirkungen von Gewaltdarstellungen in Computerspielen auf deren Rezipienten. Eine Aktualisierung des Forschungsstandes unter der besonderen Berücksichtigung auf Jugendschutz und Alterseinstufungsverfahren. Verfasser Niklas Seitz, Bakk.phil. angestrebter akademischer Grad Mag.phil. Wien, im September 2010 Studienkennzahl lt. Studienblatt: A066 841 Studienrichtung lt. Studienblatt: Publizistik- und Kommunikationswissenschaft Betreuer: Ing. Mag. rer. soc. oec. Dr. phil. Klaus Lojka Hiermit bestätige ich, die vorliegende Arbeit eigenständig verfasst zu haben und entsprechend der Richtlinien redlichen wissenschaftlichen Arbeitens der Universität Wien (veröffentlicht im Mitteilungsblatt vom 31.1.2006) sorgfältig überprüft zu haben. Diese Arbeit wurde nicht bereits in anderen Lehrveranstaltungen von mir oder anderen zur Erlangung eines Leistungsnachweises vorgelegt. Datum Unterschrift …............................... …...................................... Anmerkung: Aufgrund der besseren Lesbarkeit wird auf die geschlechtsspezifische Formulierung der Sprache verzichtet, zumal in der Regel von „den Computerspielern“ gesprochen wird, die in der Mehrzahl (immer noch) männlichen Geschlechts sind. Es sei jedoch an dieser Stelle angemerkt, dass mit allen männlichen Bezeichnungen auch die weibliche Person gemeint ist. Danksagung Allen voran möchte ich natürlich meiner Mutter danken, mit deren Unterstützung ich erst in der Lage war -
Are Virtual Reality Headsets Efficient for Remote Driving?
Are Virtual Reality headsets efficient for remote driving? Bruno Ricaud, Robin Lietar, Cyril Joly To cite this version: Bruno Ricaud, Robin Lietar, Cyril Joly. Are Virtual Reality headsets efficient for remote driving?. Conference on Road Safety & Simulation 2015 (RSS 2015), Oct 2015, Orlando, United States. hal- 01510779 HAL Id: hal-01510779 https://hal.archives-ouvertes.fr/hal-01510779 Submitted on 19 Apr 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Are Virtual Reality headsets efficient for remote driving? Bruno RICAUD Robin LIETAR Cyril JOLY 60 Boulevard St-Michel, 60 Boulevard St-Michel, 60 Boulevard St-Michel, 75006 PARIS, FRANCE 75006 PARIS, FRANCE 75006 PARIS, FRANCE [email protected]" [email protected]" [email protected] ABSTRACT This study aims to analyze possible benefits of using Virtual Reality (VR) headset display instead of monitor in remote driving. It compares results of a sample of users driving in a simulated environment using VR headset then monitor display. Virtual reality headsets become a source of inspiration in a lot of domains. But no study considers using the viewing freedom it brings to improve remote driving and avoiding crashes in rough environments. -
Logitech® G920 Driving Force™ Racing Wheel User Guide Logitech® G920 Driving Force™
Logitech® G920 Driving Force™ Racing Wheel User Guide Logitech® G920 Driving Force™ Contents English 3 Česká verze 123 Deutsch 11 Slovenčina 131 Français 19 Українська 139 Italiano 27 Eesti 147 Español 35 Latviski 155 Português 43 Lietuvių 163 Nederlands 51 Български 171 Svenska 59 Hrvatski 179 Dansk 67 Srpski 187 Norsk 75 Slovenščina 195 Suomi 83 Română 203 Ελληνικά 91 Türkçe 211 العربية По-русски 99 219 עברית Po polsku 107 227 Magyar 115 www.logitech.com/support/g920 2 Logitech® G920 Driving Force™ What’s in the box 1 2 G920 Driving Force™ Racing Wheel 3 4 G920 Driving Force™ Volant de Course 1 2 USB www.logitech.com/support/g920 PDF 620-006532.002 1. Racing wheel 2. Pedal unit 3. Power adapter 4. User documentation 3 English Logitech® G920 Driving Force™ Installation USB Attach power adapter and USB cables as shown. Every time your Racing Wheel connects with your system, it will rotate fully to each side and then to the center to calibrate. Your wheel will be ready once this calibration is completed. 4 English Logitech® G920 Driving Force™ Mounting clamps G920 Driving Force Racing Wheel is equipped with a built in clamping system for mounting to a table. Push down and rotate clamp knobs to lock or unlock. Rotate clamp knobs to tighten or loosen clamps. Note: Clamp extenders should be removed for attachment to thicker tables. 5 English Logitech® G920 Driving Force™ Buttons 1 5 2 6 3 7 4 8 9 1. Left bumper 5. Right bumper 2. Directional pad 6. A, B, X, Y buttons 3. -
Virtual Reality Controllers
Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets By Summer Lindsey Bachelor of Arts Psychology Florida Institute of Technology May 2015 A thesis Submitted to the College of Aeronautics at Florida Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science In Aviation Human Factors Melbourne, Florida April 2017 © Copyright 2017 Summer Lindsey All Rights Reserved The author grants permission to make single copies. _________________________________ The undersigned committee, having examined the attached thesis " Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets," by Summer Lindsey hereby indicates its unanimous approval. _________________________________ Deborah Carstens, Ph.D. Professor and Graduate Program Chair College of Aeronautics Major Advisor _________________________________ Meredith Carroll, Ph.D. Associate Professor College of Aeronautics Committee Member _________________________________ Neil Ganey, Ph.D. Human Factors Engineer Northrop Grumman Committee Member _________________________________ Christian Sonnenberg, Ph.D. Assistant Professor and Assistant Dean College of Business Committee Member _________________________________ Korhan Oyman, Ph.D. Dean and Professor College of Aeronautics Abstract Title: Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets Author: Summer Lindsey Major Advisor: Dr. Deborah Carstens Virtual Reality (VR) is no longer just for training purposes. The consumer VR market has become a large part of the VR world and is growing at a rapid pace. In spite of this growth, there is no standard controller for VR. This study evaluated three different controllers: a gamepad, the Leap Motion, and a touchpad as means of interacting with a virtual environment (VE). There were 23 participants that performed a matching task while wearing a Samsung Gear VR mobile based VR headset. -
Instruction Manual
1903-69 Instruction manual Thank you for purchasing this product. Before using this product please read the instructions carefully. After reading the instruction manual, please keep it for reference. Table of Contents How to Connect / How to Sync ・・・・・・・・・・・・・・2 What's Included・・・・・・・・・・・・・・・・・・・・・・4 Platform ・・・・・・・・・・・・・・・・・・・・・・・・・4 Layout ・・・・・・・・・・・・・・・・・・・・・・・・・・4 How to Mount ・・・・・・・・・・・・・・・・・・・・・・5 How to Charge ・・・・・・・・・・・・・・・・・・・・・・5 Platform Toggle Switch ・・・・・・・・・・・・・・・・・・6 Control Toggle Switch・・・・・・・・・・・・・・・・・・・6 Assign Mode ・・・・・・・・・・・・・・・・・・・・・・・6 Quick Handling Mode ・・・・・・・・・・・・・・・・・・・7 Adjustable Sensitivity ・・・・・・・・・・・・・・・・・・・8 Adjustable Dead Zone ・・・・・・・・・・・・・・・・・・10 Reset back to default settings ・・・・・・・・・・・・・・・10 Troubleshooting ・・・・・・・・・・・・・・・・・・・・・11 Caution ・・・・・・・・・・・・・・・・・・・・・・・・・・11 Main Specifications ・・・・・・・・・・・・・・・・・・・・11 ■ How to Connect Before syncing, connect the foot pedals modular plug to the steering wheel modular connection port. ・ Make sure that direction of modular plug is correct before connecting. ・ This product can be used without the foot pedals. Modular Plug Connection Port Modular Plug ■ How to Sync PS4™ Steering Mode Function Please make sure that the platform toggle switch is set to "PS4-N" / "PS4-S" when connecting to the PS4™ system or set to "PC" when connecting to the PC*. ① * PC compatibility not tested nor endorsed by Sony Interactive Entertainment Europe. Use the Wireless Controller (DUALSHOCKⓇ4) to Select Settings navigate from the PS4™ system Home screen. Select ↓ Settings > Devices > Bluetooth devices. Devices ② ↓ Bluetooth devices While pressing down on the Share button on this product, press the PS button (approx. 5 sec.). The LED indicator will flash and the product will enter pairing mode. ③ Press for 5 seconds Flashing SHARE PS + Program LED (Left) Select "HORI Wireless Racing Wheel" from the list to complete the pairing. If you want to use the paired ④ controller again, press the PS button on the Wireless HORI Wireless Racing Wheel Racing Wheel Apex. -
'Forza Motorsport 3' for Xbox 360 Is Revving up 14 August 2009, by DERRIK J
'Forza Motorsport 3' for Xbox 360 is revving up 14 August 2009, By DERRIK J. LANG , AP Entertainment Writer said. "You can get a Honda Fit to a point where it's putting out close to a 1,000 horsepower, generating downforce and it's got racing slicks on it. It will beat up on a lot of cars in the game." The third "Forza" game boasts over 100 tracks, from actual circuits such as France's Le Mans and Spain's Catalunya to fantasy tracks carved into the terrain of Italy's rugged Amalfi Coast and Spain's mountainous Montserrat region. Wendl said the real-world locales are copied "inch perfect" to their In this video game publicity image released by Microsoft, counterparts, but they're not as fun as the make- a scene from "Forza Motorsport 3" is shown. (AP believe courses. Photo/Microsoft) "Real race tracks tend not to be as visually interesting to look at because they're designed to be very safe," said Wendl. "They're designed for (AP) -- The next installment of Microsoft's flagship spectators, but we're in a video game. We don't racing franchise won't offer any clunkers. have to worry about anybody getting hurt, so when we create fictional environments, we can build them When "Forza Motorsport 3" is released for the to be visually dramatic and really fun to drive." Xbox 360 in October, the latest edition of the popular driving simulator will feature hundreds of --- high-end cars. Since debuting on the original Xbox in 2005, the "Forza" games have thrust players On the Net: inside virtual vehicles meticulously modeled after real rides, a painstaking process created by http://forzamotorsport.net/ developer Turn 10 Studios. -
Overview (October 2011) Our Legacy
“WORLD OF MASS DEVELOPMENT” OVERVIEW (OCTOBER 2011) OUR LEGACY 2005 2011 NOW • Core team from Simbin formed BlimeyGames and then Slightly Mad Studios • Now a 65+ worldwide company • #17 “Develop Top 100 Studios” • Central studio located near Tower Bridge, London • Sister company GAMAGIO focusing on social/mobile games and technology KEY STRENGTHS 8 years experience Distributed development • Each title rated 84+ Metacritic • Ultra-efficient (less production time than a traditional studio) • AAA development for Electronic Arts • Cost-effective • SHIFT franchise has sold 6m+ copies • Attracts worldwide talent • Proven track record delivering within time & budget • Key staff based in the UK • Well-known developer with strong industry links KEY STRENGTHS Full ownership of all tech... • Cross-platform MADNESS engine (HDR, per- pixel, volumetric, radiosity, anisotropic light mapping) • Proprietary AI and Physics • Multi-core/multi-processor architecture • Modular scalable support for different game genres OUR NEW VENTURE... INTRODUCING WORLD OF MASS DEVELOPMENT CREATED BY YOU. WHAT IS WMD? “A platform for games projects that are funded by the community” OR... A NEW WAY TO AAA “WMD transforms the way games are created... By connecting the creators with the players rather than the publishers, traditional overheads and a focus on release windows/financial quarters/ marketing etc.. shifts back to concentrating on making great games that people want to play whilst still getting proper QA and funding.” - IAN BELL, STUDIO HEAD (SLIGHTLY MAD STUDIOS) -
Off with Their Assists
Off With Their Assists: An Empirical Study of Driving Skill in Forza Motorsport 4 Thomas Debeauvais Thomas Zimmermann Kevin Carter, Ryan Cooper, Department of Informatics Nachiappan Nagappan Dan Greenawalt, Tyson Solberg University of California, Irvine Microsoft Research, WA Turn 10 Studios, WA [email protected] {tzimmer, nachin}@microsoft.com {v-kecart, ryanc, dangre, tysonsol}@microsoft.com ABSTRACT improve game design, and also towards recommender and This paper describes patterns of skill progression in Forza AI systems assisting players to challenge themselves and Motorsport 4, an Xbox 360 racing game. Using in-game have more fun. telemetry data from more than 200,000 players and 24 million races, we characterize how players use and More specifically, we study in this paper how players of customize driving assists such as the trajectory line, Forza Motorsport 4 (FM4) improve in skill and change the automatic gear shifting, or assisted braking over time. We game’s difficulty. FM4 lets players customize the game’s find that some of the assists are never disabled by difficulty by providing several assists. Assists are game significant player segments. Some “yoyo” players mechanisms such as the trajectory line or automatic gear repeatedly enable and disable assists. We also present a shifting that help a player race. Not all players have the model to predict when a player is ready to successfully same skill, so players can enable or disable assists to fit disable an assist with a precision ranging from 60 to 90 their needs with some level of granularity. While disabling percent. some assists may not always increase the game’s difficulty, disabling others can make it impossible to drive at all for a Author Keywords player. -
Forza Motorsport 3
Fact Sheet June 2009 Title: “Forza Motorsport 3” Availability: October 2009 Publisher: Microsoft Game Studios Developer: Turn 10 Studios Format: DVD for the Xbox 360 video game and entertainment system; Xbox LIVE- enabled PEGI Rating: 3+ Pricing: $59.99 U.S. (ERP) $79.99 U.S. for Limited Collector’s Edition Product Overview: Whether it’s an exotic sports car like the new Audi R8 V10, a classic American muscle car like the Ford GT or a hot Asian import like the Nissan 370Z, everyone has a dream car. Now you can drive that dream with Turn 10’s latest racing epic. Launching this October exclusively for Xbox 360, “Forza Motorsport 3” unites the racing game genre, making it possible for everyone to experience the thrill of the world’s most exotic and exquisite cars. Live the most realistic racing experience ever as you take the wheel of more than 400 of the most-beloved cars on over 100 renowned real-world tracks and exotic road courses from around the globe. With breathtaking high-definition graphics and the most advanced vehicle performance modeling in a video game, “Forza Motorsport 3” includes a host of driving assists and adjustable skill levels to make the game a gripping pick-up-and- play experience for audiences of all ages and skill levels. Your escape into the world of car culture in “Forza Motorsport 3” doesn’t stop at the track. Turn 10 is a proven leader in user-generated content creation in games. “Forza Motorsport 3” further fuels the imaginations of its already thriving community of painters, tuners and photographers with improved customization tools and brand-new ways to share creations with the world via Xbox LIVE.* Xbox LIVE makes your journey into the “Forza Motorsport” community and the world of user-generated content easy and fun.