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PlayStation story; from virtual reality

PlayStation story; from virtual reality PDF Author: Adnan Şensoy
Publisher: Adnan Şensoy
ISBN:
Category : Art
Languages : en
Pages : 92

Book Description
Maybe you've never thought of it that way? Life is sometimes very long and sometimes very short. Don't misunderstand this concept of length and shortness, it is not numerical. Sometimes you have such moments that are only a few minutes, but they seem to last for years. And sometimes you have such yours that is seems like a few minutes have passed. From the very first moment of life, human being strive to make sense of the purpose of exintence. Sometimes he gets bored with this research and questions and problems under the ruh by giving himself over to play and entertainment. Sometimes he calls this "killing time"...

PlayStation story; from virtual reality

PlayStation story; from virtual reality PDF Author: Adnan Şensoy
Publisher: Adnan Şensoy
ISBN:
Category : Art
Languages : en
Pages : 92

Book Description
Maybe you've never thought of it that way? Life is sometimes very long and sometimes very short. Don't misunderstand this concept of length and shortness, it is not numerical. Sometimes you have such moments that are only a few minutes, but they seem to last for years. And sometimes you have such yours that is seems like a few minutes have passed. From the very first moment of life, human being strive to make sense of the purpose of exintence. Sometimes he gets bored with this research and questions and problems under the ruh by giving himself over to play and entertainment. Sometimes he calls this "killing time"...

Sony Playstation Vr: Learning the Basics

Sony Playstation Vr: Learning the Basics PDF Author: Bill Stonehem
Publisher: First Rank Publishing
ISBN:
Category : Computers
Languages : en
Pages : 16

Book Description
Sony Interactive Entertainment LLC has released the latest in Virtual Reality gear. This newest phenomenon, Sony PlayStation VR, brings the art of gaming to life. The new VR which is scheduled to be released in October of 2016 was created to enhance the gaming experience for owners of PlayStation 4. The reviews to date have lauded the company and the device itself for its appeal to the more modern era with its attention to detail and innovation.

The Re-Emergence of Virtual Reality

The Re-Emergence of Virtual Reality PDF Author: Leighton Evans
Publisher: Routledge
ISBN: 1351009303
Category : Social Science
Languages : en
Pages : 112

Book Description
In this short book, Evans interrogates the implications of VR’s re-emergence into the media mainstream, critiquing the notion of a VR revolution by analysing the development and ownership of VR companies while also exploring the possibilities of immersion in VR and the importance of immersion in the interest and ownership of VR enterprises. He assesses how the ideologies and desires of both computer programmers and major Silicon Valley industries may influence how VR worlds are conceived and experienced by users while also exploring the mechanisms that create the immersive experience that underpins interest in the medium.

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders PDF Author: Giuseppe Riva
Publisher: MDPI
ISBN: 3039437755
Category : Medical
Languages : en
Pages : 316

Book Description
In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

Retro Gaming Hacks

Retro Gaming Hacks PDF Author: Chris Kohler
Publisher: "O'Reilly Media, Inc."
ISBN: 1449303900
Category : Games & Activities
Languages : en
Pages : 568

Book Description
Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial.

Pygmalion's Spectacles

Pygmalion's Spectacles PDF Author: Stanley G. Weinbaum
Publisher: The Floating Press
ISBN: 1775562980
Category : Fiction
Languages : en
Pages : 32

Book Description
Sci-fi luminary Stanley G. Weinbaum first broke through with the hugely influential story "A Martian Odyssey," one of the first to depict an alien being in a somewhat sympathetic light. Written in 1935, the short tale "Pygmalion's Spectacles" is no less innovative: it centers around the implications of a technology that's surprisingly close to what we now call virtual reality.

Virtual & Augmented Reality For Dummies

Virtual & Augmented Reality For Dummies PDF Author: Paul Mealy
Publisher: John Wiley & Sons
ISBN: 1119481422
Category : Computers
Languages : en
Pages : 352

Book Description
An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Ready Player One - the Playstation VR Best Games Guide

Ready Player One - the Playstation VR Best Games Guide PDF Author: Boyd Brent
Publisher:
ISBN: 9781980387084
Category :
Languages : en
Pages : 141

Book Description
The PlayStation VR Best Games Guide: or how to turn a PS4 games console into a billion-dollar theme park simulator, contains 141 pages of in-depth game reviews. If you already own a PlayStation VR headset, it will ensure that you get the best out of your investment. On the other hand, if you don't, and are curious about what virtual reality has to offer, then this descriptive guide, written by bestselling children's author Boyd Brent, will help you to make up your mind if now is the time to join the future of immersive entertainment. Note: this guide is updated regularly to include the best PlayStation VR games and experiences.

The Amaranth Chronicles

The Amaranth Chronicles PDF Author: Alexander Barnes
Publisher: Inkshares
ISBN: 1947848011
Category : Fiction
Languages : en
Pages : 406

Book Description
The Helix was meant to be a revolution, but even the most pure of intentions can spawn terrible evil, and the revolution of information and innovation they hoped for may not be the one they get.

Story Mode

Story Mode PDF Author: Julialicia Case
Publisher: Bloomsbury Publishing
ISBN: 1350301396
Category : Language Arts & Disciplines
Languages : en
Pages : 171

Book Description
Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.