Unity and Unreal Engine Are the Most Used Tools to Develop VR Games

Total Page:16

File Type:pdf, Size:1020Kb

Unity and Unreal Engine Are the Most Used Tools to Develop VR Games Introduction to mixed realities Course 07 Content ● Recapitulation Course 6 ○ User Experience - How UI interactions differ from 2D UI or classic games ○ Health concerns and good practices ● Software Platforms ○ Introduction, VR runtime systems, Real-Time Physics Engines, Distributed Virtual Environments, Collaborative Virtual Environments, Game Engines ● Conclusions ● Bibliography 2 R - User Experience 3 R - Illusion of VR 4 R - Interaction in VR 5 R - Health Concerns 6 VR - Software Platforms The growing market for VR 7 VR Use Cases It can help to create engaging games With VR, media and entertainment companies can create more engaging content Marketers can make their ads more interesting with the help of VR technology Businesses can use VR to let their customers virtually try their product user experience 8 VR - Software Development Tools 1. Unity 2. Amazon Sumerian 3. Google VR for everyone 4. Unreal Engine 4 (UE4) 5. CRYENGINE 6. Blender 7. 3ds Max 8. SketchUp Studio 9. Maya 10. Oculus Medium 9 Unity Unity is famous for game development, but you can create VR solutions for automotive, transportation, manufacturing, media & entertainment, engineering, construction. You can get a valuable set of tools: ● A powerful editor to create Unity 3D VR assets ● Artist and designer tools ● CAD tools ● Collaboration tools Unity works with all popular VR platforms like Oculus, Sony, etc. 10 Amazon Sumerian Amazon Sumerian is the VR engine from AWS. It works with all popular VR platforms like Oculus Go, Oculus Rift, HTC Vive, HTC Vive Pro, Google Daydream, and Lenovo Mirage, moreover, it works with Android and iOS Supports various VR use cases like employee education, training simulation, field services productivity, retail & sales, and virtual concierge ● Sumerian editor ● Sumerian hosts ● Asset management ● An ability to script the logic in the scenes you create 11 Google VR for everyone Google offers a wide range of VR development tools. You can access these tools on the Google VR developer portal https://developers.google.com/vr You can use these tools to develop VR apps for multiple platforms, e.g., Unity, Unreal, Android, iOS, and web The Google VR developer platform has software development kits (SDKs) for all VR platforms it supports, e.g., Unity, Android, iOS, etc. 12 Unreal Engine 4 (UE4) Unreal Engine 4 (UE4) offers a powerful set of VR development tools. With UE4, you can build VR apps that will work on a variety of VR platforms, e.g., Oculus, Sony, Samsung Gear VR, Android, iOS, Google VR, etc. ● It offers access to its C++ source code and Python scripts ● UE4 has a multiplayer framework, real-time rendering of visuals, and a flexible editor ● With the Blueprint visual scripting tool you can create prototypes quickly ● It’s easy to add animation, sequence, audio, simulation, effects, etc. 13 XR/VR Runtime Systems OpenXR/OpenVR WebXR/WebVR 14 OpenXR OpenXR is an open, royalty-free standard for access to virtual reality and augmented reality platforms and devices OpenXR is an API (Application Programming Interface) for XR applications It is developed by a working group managed by the Khronos Group consortium https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html 15 OpenXR - Architecture Enables developers to build applications that will work across a wide variety of VR/AR devices. The fundamental elements of this API are: ● XrSpace: a representation of the 3D space ● XrInstance: a representation of the OpenXR runtime ● System and XrSystemId: a representation of the devices, including the VR or AR devices and controllers ● XrActions: used to handle user inputs ● XrSession: represents the interaction session between the application and the user 16 OpenXR - Implementations The Khronos Group maintains the list of OpenXR-conformant platforms and products. OpenXR platforms are: ● Microsoft HoloLens 2 and the Windows Mixed Reality headsets ● Oculus PC platform and the Quest/Quest2 devices ● Varjo PC platform ● Collabora Monado Runtime for GNU/Linux ● Valve SteamVR support 17 OpenXR - Support Game and Rendering Engine Support ● Unreal Engine from Epic Games ● Blender ● Unity Browser Support ● Google Chrome and Microsoft Edge web browsers both enable WebXR support using OpenXR by default using the Chromium code base 18 OpenVR OpenVR is a software development kit (SDK) and application programming interface developed by Valve for supporting the SteamVR (HTC Vive) and other VR headset devices The SteamVR platform uses it as the default application programming interface (API) and runtime ● https://github.com/ValveSoftware/openvr ● https://github.com/ValveSoftware/openvr/wiki/A PI-Documentation ● https://www.steamvr.com/en/ 19 WebXR WebXR is a group of standards which are used together to support rendering 3D scenes to hardware designed for presenting virtual worlds (VR), or for adding graphical imagery to the real world (AR) The WebXR Device API implements the core of the WebXR feature set, managing the selection of output devices, render the 3D scene to the chosen device at the appropriate frame rate, and manage motion vectors created using input controllers ● https://immersive-web.github.io/webxr/ ● https://developer.mozilla.org/en-US/docs/Web/API/WebXR_Device_API 20 WebVR WebVR is a JavaScript API for creating immersive 3D, VR experiences in your browser. The goal is to make it easier for everyone to get into VR experiences, no matter what device you have WebVR has been replaced by the WebXR Device API ● https://www.youtube.com/watch?v=Le8pTXQqM3s ● https://webvr.rocks/ ● https://mixedreality.mozilla.org/ ● https://developers.google.com/web/fundamentals/vr ● https://html5hive.org/vr-webvr-tutorial/ 21 Real Time Physics Engines Infinity Tech 3D https://www.youtube.com/watch?v=fO7XhaTGDYg Algoryx https://www.youtube.com/watch?v=jwJS9m5xhd0&t=5s Scientific papers: XPHEVE: An Extensible Physics Engine for Virtual Environments https://ieeexplore.ieee.org/document/4054758 22 Infinity Tech 3D Physics engine for scientific and business critical applications 100% real-time - 100% interactive - 100% immersive http://infinytech3d.com/ SofaAPAPI-Unity3D is a professional physics engine combining performance and accuracy of scientific multi-physics simulation with realtime user haptic interactions in VR 23 Algoryx https://www.algoryx.se/vr-training-simulators/ 24 Distributed Virtual Environments (DVEs) DVEs are geographically distributed computing systems which allow multiple users to interact simultaneously in computer-generated, shared virtual environments DVEs are widely applied in many fields, such as online role playing games, synthesis military simulations, virtual cities, and virtual shopping malls To support large-scale DVEs massive computing resources, storage resources, and highly efficient distributed server architectures are needed 25 Distributed Immersive Environments (DIEs) Multi-person, multi-site shared virtual space ● Navigation ● Avatar representation ● Telephony Where? ● Virtual Festivals ● Virtual Museums https://immerse.news/distributing-immersive-stori es-at-virtual-festivals-1048103a2292 26 Social VR Social VR - The application of VR in the social networks. In the real-time and dynamic simulation environment, they can communicate in a multisensory way, which makes social communication immersive. Social VR games: ● VRChat https://www.youtube.com/watch?v=PWLPw4RE9Ig ● Facebook Horizon https://www.youtube.com/watch?v=5c44q1XW9p4 https://www.roadtovr.com/10-apps-hang-friends-vr/ 27 Collaborative Virtual Environments (CVEs) A CVE is a computer-based, distributed, virtual space or set of places. In such places, people can meet and interact with others, with agents or with virtual objects CVEs might vary in their representational richness from 3D graphical spaces, 2.5D and 2D environments, to text-based environments. Access to CVEs is by no means limited to desktop devices, but might well include mobile or wearable devices, public kiosks, etc. Facebook Spaces - “a new VR app where you hang out with friends in a fun, interactive virtual environment as if you were in the same room.” 28 Facebook Spaces https://www.youtube.com/watch?v=PVf3m7e7OKU https://www.youtube.com/watch?v=7nLtw_yqDhw 29 CVE Types ● Marketing: consumer interaction ● Training in dangerous/harmful situations ● Social entertainment, e.g. multi-player games ● Education: distance learning ● Art: interactive installations ● Built environment: architectural walkthroughs ● Medicine: surgery simulation ● Healthcare: virtual reality in phobia treatment 30 CVEs - Solutions MeetinVR - Combine the convenience of online meetings with the interactivity of face-to-face meetings: meet in virtual workspaces where you can collaborate, create and feel truly together with your colleagues! Virtualist - “Reduce collaboration cost, increase productivity and unleash team creativity wherever you are and whatever device you’re using.” Glue - “We want to extend human presence over physical boundaries and advance human spatial communication and collaboration.” Rumii - “A lot of companies claim to be making the world a better place. At Doghead Simulations, we’re actually doing it.” 31 VR Game Engines and Platforms VART - VR Arcade Game Machine https://www.youtube.com/watch?v=Il4Gc7JI808 Gaming platforms range from the most complicated and expensive to the simplest and cheapest: ● Game Maker Studio, Coscos2D, Marmalade ● Unity, Unreal ● Lumberyard ● 3ds Max Design, Maya ● CryEngine, ApertusVR, AppGameKit 32 VART - VR Arcade Game Machine https://www.vartvrarcade.com/vr-arcade-machine/ 33 VR Game
Recommended publications
  • Evolution of Programmable Models for Graphics Engines (High
    Hello and welcome! Today I want to talk about the evolution of programmable models for graphics engine programming for algorithm developing My name is Natalya Tatarchuk (some folks know me as Natasha) and I am director of global graphics at Unity I recently joined Unity… 4 …right after having helped ship the original Destiny @ Bungie where I was the graphics lead and engineering architect … 5 and lead the graphics team for Destiny 2, shipping this year. Before that, I led the graphics research and demo team @ AMD, helping drive and define graphics API such as DirectX 11 and define GPU hardware features together with the architecture team. Oh, and I developed a bunch of graphics algorithms and demos when I was there too. At Unity, I am helping to define a vision for the future of Graphics and help drive the graphics technology forward. I am lucky because I get to do it with an amazing team of really talented folks working on graphics at Unity! In today’s talk I want to touch on the programming models we use for real-time graphics, and how we could possibly improve things. As all in the room will easily agree, what we currently have as programming models for graphics engineering are rather complex beasts. We have numerous dimensions in that domain: Model graphics programming lives on top of a very fragmented and complex platform and API ecosystem For example, this is snapshot of all the more than 25 platforms that Unity supports today, including PC, consoles, VR, mobile platforms – all with varied hardware, divergent graphics API and feature sets.
    [Show full text]
  • Achieve Your Vision
    ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology.
    [Show full text]
  • Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
    Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings.
    [Show full text]
  • 2020 IEEE Conference on Virtual Reality and 3D User Interfaces
    2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR 2020) Atlanta , Georgia, USA 22 – 26 March 2020 IEEE Catalog Number: CFP20VIR-POD ISBN: 978-1-7281-5609-5 Copyright © 2020 by the Institute of Electrical and Electronics Engineers, Inc. All Rights Reserved Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries are permitted to photocopy beyond the limit of U.S. copyright law for private use of patrons those articles in this volume that carry a code at the bottom of the first page, provided the per-copy fee indicated in the code is paid through Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923. For other copying, reprint or republication permission, write to IEEE Copyrights Manager, IEEE Service Center, 445 Hoes Lane, Piscataway, NJ 08854. All rights reserved. *** This is a print representation of what appears in the IEEE Digital Library. Some format issues inherent in the e-media version may also appear in this print version. IEEE Catalog Number: CFP20VIR-POD ISBN (Print-On-Demand): 978-1-7281-5609-5 ISBN (Online): 978-1-7281-5608-8 ISSN: 2642-5246 Additional Copies of This Publication Are Available From: Curran Associates, Inc 57 Morehouse Lane Red Hook, NY 12571 USA Phone: (845) 758-0400 Fax: (845) 758-2633 E-mail: [email protected] Web: www.proceedings.com 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) VR 2020 Table of Contents General Chairs Message xix Conference Paper Program Chairs Message xx IEEE Visualization and Graphics Technical
    [Show full text]
  • The Application of Virtual Reality in Engineering Education
    applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design.
    [Show full text]
  • An Empirical Study of Virtual Reality Menu Interaction and Design
    Mississippi State University Scholars Junction Theses and Dissertations Theses and Dissertations 4-30-2021 An empirical study of virtual reality menu interaction and design Emily Salmon Wall [email protected] Follow this and additional works at: https://scholarsjunction.msstate.edu/td Recommended Citation Wall, Emily Salmon, "An empirical study of virtual reality menu interaction and design" (2021). Theses and Dissertations. 5161. https://scholarsjunction.msstate.edu/td/5161 This Dissertation - Open Access is brought to you for free and open access by the Theses and Dissertations at Scholars Junction. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholars Junction. For more information, please contact [email protected]. Template C with Schemes v4.1 (beta): Created by L. 11/15/19 An empirical study of virtual reality menu interaction and design By TITLE PAGE Emily Salmon Wall Approved by: Reuben F. Burch V (Major Professor) Michael Hamilton Daniel Carruth Brian Smith Ginnie Hsu Linkan Bian (Graduate Coordinator) Jason M. Keith (Dean, Bagley College of Engineering) A Dissertation Submitted to the Faculty of Mississippi State University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Industrial and Systems Engineering in the Department of Industrial and Systems Engineering Mississippi State, Mississippi April 2021 Copyright by COPYRIGHT PAGE Emily Salmon Wall 2021 Name: Emily Salmon Wall ABSTRACT Date of Degree: April 30, 2021 Institution: Mississippi State University Major Field: Industrial and Systems Engineering Major Professor: Reuben F. Burch V Title of Study: An empirical study of virtual reality menu interaction and design Pages in Study: 181 Candidate for Degree of Doctor of Philosophy This study focused on three different menu designs each with their own unique interactions and organizational structures to determine which design features would perform the best.
    [Show full text]
  • Mobile Developer's Guide to the Galaxy
    Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing
    [Show full text]
  • Game Engines in Game Education
    Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1.
    [Show full text]
  • Amazon Lumberyard Guide De Bienvenue Version 1.24 Amazon Lumberyard Guide De Bienvenue
    Amazon Lumberyard Guide de bienvenue Version 1.24 Amazon Lumberyard Guide de bienvenue Amazon Lumberyard: Guide de bienvenue Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Amazon Lumberyard Guide de bienvenue Table of Contents Bienvenue dans Amazon Lumberyard .................................................................................................... 1 Fonctionnalités créatives de Amazon Lumberyard, sans compromis .................................................... 1 Contenu du Guide de bienvenue .................................................................................................. 2 Fonctions de Lumberyard .................................................................................................................... 3 Voici quelques-unes des fonctions d'Lumberyard : ........................................................................... 3 Plateformes prises en charge ....................................................................................................... 4 Fonctionnement d'Amazon Lumberyard .................................................................................................
    [Show full text]
  • Real-Time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum
    Real-time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum John Joseph McGowan Submitted in partial fulfilment of the requirements of Edinburgh Napier University for the degree of Doctor of Philosophy October 2018 Declaration I, John McGowan, declare that the work contained within this thesis has not been submitted for any other degree or professional qualification. Furthermore, the thesis is the result of the student’s own independent work. Published material associated with the thesis is detailed within the section on Associate Publications. Signed: Date: 12th October 2019 J J McGowan Abstract i Abstract This thesis looks at the requirements analysis, design, development and evaluation of an application, CymaSense, as a means of improving the communicative behaviours of autistic participants through therapeutic music sessions, via the addition of a visual modality. Autism spectrum condition (ASC) is a lifelong neurodevelopmental disorder that can affect people in a number of ways, commonly through difficulties in communication. Interactive audio-visual feedback can be an effective way to enhance music therapy for people on the autism spectrum. A multi-sensory approach encourages musical engagement within clients, increasing levels of communication and social interaction beyond the sessions. Cymatics describes a resultant visualised geometry of vibration through a variety of mediums, typically through salt on a brass plate or via water. The research reported in this thesis focuses on how an interactive audio-visual application, based on Cymatics, might improve communication for people on the autism spectrum. A requirements analysis was conducted through interviews with four therapeutic music practitioners, aimed at identifying working practices with autistic clients.
    [Show full text]
  • Design Architecture in Virtual Reality
    Design Architecture in Virtual Reality by Anisha Sankar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2019 © Anisha Sankar 2019 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. - iii - Abstract Architectural representation has newly been introduced to Virtual Real- ity (VR) technology, which provides architects with a medium to show- case unbuilt designs as immersive experiences. Designers can use specialized VR headsets and equipment to provide a client or member of their design team with the illusion of being within the digital space they are presented on screen. This mode of representation is unprec- edented to the architectural field, as VR is able to create the sensation of being encompassed in an environment at full scale, potentially elic- iting a visceral response from users, similar to the response physical architecture produces. While this premise makes the technology highly applicable towards the architectural practice, it might not be the most practical medium to communicate design intent. Since VR’s conception, the primary software to facilitate VR content creation has been geared towards programmers rather than architects. The practicality of inte- grating virtual reality within a traditional architectural design workflow is often overlooked in the discussion surrounding the use of VR to rep- resent design projects. This thesis aims to investigate the practicality of VR as part of a de- sign methodology, through the assessment of efficacy and efficiency, while studying the integration of VR into the architectural workflow.
    [Show full text]
  • Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World
    Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World’s Leading Game Development Platform Company Poised for Continued Rapid Growth in Core Game Engine and Virtual and Augmented Reality Technology SAN FRANCISCO, Calif. — Unity Technologies, the largest global development platform for creating 2D, 3D, virtual and augmented reality games and experiences, announced today an investment by Silver Lake, the global leader in technology investing, of up to $400 million in the company. The primary use of new capital will be driving growth in Unity’s augmented and virtual reality capabilities and in its core engine. Silver Lake Managing Partner Egon Durban will join Unity’s board of directors. “Our mission to help game developers bring their disparate creative visions to life has enabled us to create a rapidly expanding global platform with enormous growth potential both within and beyond gaming,” said John Riccitiello, CEO of Unity. “We look forward to partnering with Silver Lake, with its proven technology industry expertise, to enhance Unity’s next stage of growth, allowing us to accelerate the advance of augmented and virtual reality in both gaming and non-gaming markets and continue to democratize development.” Unity is the leading provider of mission-critical infrastructure for gaming. Every month, developers using the Unity platform create more than 90,000 unique applications, which are downloaded over 1.7 billion times per month. Over the past two years, the company has leveraged its long history as a game engine provider to expand into new offerings, including a market-leading in-game mobile ad network and a widely deployed analytics tool using machine learning and data science.
    [Show full text]