162
5k
0
A liveblog of the 'Creating a Sense of Presence: Virtual Reality Creative & Technical Techniques to Immerse an Audience' at SIGGRAPH 2015.
A liveblog of the 'The View From the Ground: Telling Real-World Virtual Reality Tales That Evoke Empathic Engagement' talk at SIGGRAPH 2015.
A liveblog of the 'Mighty Morphenaut: Multiplayer Collaboration in VR' talk at SIGGRAPH 2015.
A liveblog from the 'Virtual Reality: Yesterday’s Technology of Tomorrow Here Today! (Almost)' event at SIGGRAPH 2015
A liveblog of the 'The Light-Field Stereoscope: Immersive Computer Graphics via Factored Near-Eye Light -Field Displays With Focus Cues' talk at SIGGRAPH 2015.
The first generation of full presence VR systems available to consumers will provide two handed 6 degree of freedom input systems designed specifically for VR, thanks to the HTC Vive. These devices demand non-traditional approaches to human-computer interaction by extension, gameplay experiences. This talk will cover interaction design topics explored by the VR team at Valve, as well as some explored by 3rd party developers using the HTC Vive Developer Edition. In particular, it will focus on the idiosyncrasies of motion control and areas where traditional rules of interaction significantly change or no longer apply. Yasser Malaika, Designer and Developer at Valve, will offer the audience a chance to learn aspects of VR interaction that the Valve VR team has explored and gain a deeper understanding of how they might apply them to their own VR projects.
Join Oscar Werner from Tobii and Dan Thronström, Senior Producer at Avalanche Studios to discuss “Infinite Screen” integration and the power of eye tracking in videogames. With the launch of the Tobii powered SteelSeries Sentry, the world’s first gaming-focused eye tracker, and a partnership announcement with MSI, developers have access to brand new ways to create immersive and engaging experiences for gamers. Create an Infinite Screen by using the player’s gaze to rotate the viewport, build AI that reacts more naturally to the player, or create new gameplay mechanics that utilize the player’s eyes like never before. Dan will discuss the specific implementation of eye tracking in The Hunter: Primal, and we will elaborate on designing and implementing features that make smart use of Tobii’s EyeX Engine to immerse players in a whole new way.
Simulation sickness, when a player feels sick after playing a videogame, has recently received more attention due to the promotion of VR head-mounted displays (HMDs). VR is notorious for producing simulation sickness, but some players can experience simulation sickness in a wide range of videogames, with or without VR. This talk will cover basic design guidelines, based on research that can be followed by developers to reduce the risk of simulation sickness, both in VR and as a general aid to making their game more accessible to a wide range of players. Hosted by Ben Lewis-Evans, Games User Researcher at Player Research, attendees will be provided with clear, actionable, guidelines for how they can design their game to minimise the risk of simulation sickness. The focus will be on VR, but these tips also apply to non-VR games.
The Windows 10 universal app platform is designed to enable developers to create high performance videogames that can target the broadest range of devices with a single code base. Whether you’re planning the next AAA blockbuster, or building a mobile mini-game in your basement, Windows provides the flexibility and power that you need. This session will introduce Microsoft’s latest game development tools, platform, services and ecosystem and give you a chance to see them in action. Hosted by Jaime Rodriguez, Games Evangelist at Microsoft, this session will discuss both programming and design for a multitude of formats including Microsoft’s forthcoming HoloLens.