Friday, 17 April 2015

Educational games

The games I played that were made for educational purposes came from Education.com and Bitesize. The games where all short and each of them consisted of one specific scenario. The idea is that the player plays through each game, finishing one then going onto the next. There isn’t much context given to the games. They feel much more like chores than games because they’re simply questions/puzzles that have a “game” styled appearance. One of the biggest differences between these games and recreational game is that there is no sense of freedom or flexibility.
When it comes to games that have been adopted into means of education, the first thing I thought of was Minecraft. Minecraft has the ability of being enjoyable on a recreational level, yet having the features of a powerful learning tool. From looking at what the game has to offer, it’s apparent that a large deal of geographical and scientific learning can be achieved from this game. The process of teaching this information is far different to the way educational games do it. Most of the time educational games consist of a scenario where someone must answer something correctly from a set of options or inputs. A game like Minecraft requires someone to discover the answers and solutions to problems through trial and error, which is arguably an important lesson in itself. Not only is this method more rewarding and effective, it’s also much more involving, and will most likely result in higher retention rate of useful information.
Out of all the games I looked at on the “games made for education” side of things, it was absolutely clear that the games had a fraction of the budget of the games that where adopted to educate. The reason for this is because the games made for education did not expected to make much money, there isn’t many people playing them let alone buying them. The recreational games however receive huge amounts of funding and advertisement. The fact that they are fun first means that they have a large widespread appeal. It’s rare that a game can be like this and be a tool for education at the same time, but if it can be harnessed as a tool for teaching, it’s almost always going to be more involving, satisfying and ultimately more effective that a game made on a budget, in a limited amount of time that has found its way on a teaching website.


Wednesday, 18 February 2015

Sources

http://www.engadget.com/2014/01/07/oculus-rift-crystal-cove-hands-on/
(oculus positional tracking and OLED screen)

https://www.oculus.com/
(OCULUS specs)

http://en.wikipedia.org/wiki/Virtual_Boy
(information on Virtual boy)

https://www.youtube.com/watch?v=BQoPvZGjYvQ
(Palmer lucky interview on FPS)

http://www.roadtovr.com/oculus-rift-games-list/
(list of VR supported games)

http://www.gamasutra.com/blogs/IvanBlaustein/20131029/203543/Do_we_need_4K_resolution_for_immersive_VR.php?print=1
(Article about resolution constraints and suitable resolution for VR)

http://www.virtuix.com/
(omni site)

http://en.wikipedia.org/wiki/Virtual_reality
(brief descriptions of VR)

http://www.microsoft.com/microsoft-hololens/en-us
(Hololense info)

http://vrfocus.com/archives/7969/oculus-vr-worried-pc-prices-oculus-rift/
(PC pricing with OCULUS)

http://www.wired.co.uk/news/archive/2014-10/22/oculus-rift-interview-pt-2
(interview with palmer lucky on Morpheus vs OR)

http://en.wikipedia.org/wiki/Virtual_reality_sickness
(motion sickness)

http://www.theguardian.com/technology/2014/nov/04/oculus-sony-motion-sickness-virtual-reality
(motion sickness IMPORTANT to be fixed)

http://www.gamespot.com/articles/microsoft-to-spend-500m-on-kinect-marketing-report/1100-6282208/
(money spent on Kinect
http://en.wikipedia.org/wiki/Dreamcast

%http://www.theguardian.com/technology/2014/jul/22/facebook-oculus-rift-acquisition-virtual-reality
(Facebook acquisition)

http://web.cs.wpi.edu/~matt/courses/cs563/talks/brian1.html
(more problems)

Monday, 16 February 2015

The sparse past of VR...

Virtual reality Is seen as a new idea, a concept that has only recently been thought up, when in fact it's only really came to light now due to the hardware finally getting to a state where VR has become possible. The idea of virtual reality coming to the mass market started with the virtual boy in 1995, although due to hardware constraints, it was a total failure, and got discontinued in the year it was released. It's possible that the virtual boys failure resulted in a 20 year stigma attached to any VR devices. The difference now is that since 1995, fully realised 3D graphics have come into the equation, and much more sophisticated means to making headsets have enabled developers to create a sleek and usable device. Quite the contrary to the cumbersome stand mounted virtual boy.

Sunday, 25 January 2015

Software support for VR, consumer adoption & Hype

The success of VR very much relies on the adoption of Virtual Reality hardware. Its future relies on this because without a large user base, there might not be much development. It’s almost certain that games and software will require a normal and a VR version. With the amount of platforms that software already gets developed on, it won’t be viable for a lot of companies to start developing for additional hardware, especially if the new hardware’s user base won’t initially be very big.
(article about the importance of early adoption and effects of consumer hype)

The adoption of VR is not yet something that can be observed due to the fact that a consumer version of a popular VR headset has yet to be released. This means that there is yet to be any end user impressions of Virtual Reality, so there is no way of telling if it will truly be a success. The popularity of virtual reality is purely being driven by hype. Most of this comes from promises made by big companies, or videos of Development Kits online. The majority of people following the development and awaiting the release of a consumer version of a headset have yet to experience Virtual reality.

The experience of virtual reality can be as amazing as ever, but without the initial adoption, not much software will be developed, it simply wouldn't be worth developer’s time and money. The hype has already been a huge asset the VR market, and could become a large contributor to the headsets early adoption.

Saturday, 24 January 2015

VR... How do I move?

One of the biggest flaws with VR right now is the lack of player input when it comes to movement. Players right now are mostly restricted to holding down buttons for movement. there are developments to counter this such as the Virtuix Omni.

Virtux Omni
http://www.virtuix.com/

https://www.youtube.com/watch?v=PHL4xAeMiRg

This is as of now, still a primitive solution to the issue with player movement in VR, and for something as simple as movement, the infamous factor of pricing effects its viability as a consumer product. The aim for product like this is to make a more subtle and smaller solution to player movement.

Microsoft's HoloLens

Microsoft recently announced their HoloLens at its latest keynote.

https://www.youtube.com/watch?v=RCCXZ8ErVag
http://www.cnet.com/news/microsoft-hololens-explained-how-it-works-and-why-its-different/

This is another version of VR, but instead It's AR (augmented reality). This means that means that instead of placing you in a scene or situation, it changes your view by adding virtual assets to you existing vision. Problems I foresee happening with this headset include lack of development for the software and device itself, and once again the price. The one difference this has over the VR alternatives is that it seems to be for a more professional use, normally on a professional level price is less of a concern as people are willing to spend more on a professional grade product.

Thursday, 22 January 2015

proposal

I’m going to do an academic report on the issues, restraints and limitations of VR (headsets). Be that technical limitations like the kind of hardware that just isn't yet powerful enough to run an immersive experience, or just factors that restrict consumers from properly using the headsets, such as motion sickness.
·       Technical limitations
·       General issues with US and VR
·       Cost restrictions
·       Development issues
My report will go into lengths about a specific issue, and it will also cover the resolutions and fixes that could be made, and whether it’s just temporary (such as costs and the barrier to entry for a decent experience, and how it’s likely to go down as hardware becomes more affordable/powerful). I will also look into the problems that are not likely to be resolved such as the fact that players/users can’t stand up and move around easily without losing balance. I will look into what issues like this will mean for VR, and how it would restrict users to a very static experience.
I’m looking at why VR needs very powerful hardware:
·       Needs to be 60+ Frames per second to make the imagery smooth to enhance realism and prevent motion sickness.
·       Needs to be a high resolution to keep the image crisp as jagged lines, screen door effect and low detail are very noticeable on VRHS.
·       Assets and geometry needs to be high quality because the detail of assets and game props are very noticeable in games when using VRHS.


Tuesday, 13 January 2015

John Carmack VR presentaion

Carmack is a veteran within the games industry, he worked on titals such as DOOM 3D and is now one of the main developers within Oculus VR.

https://www.youtube.com/watch?v=nqzpAbK9qFk


Resolution limits


There has been 2 Revisions of the main VR system (Oculus Rift), DK1 and DK2, the second development kit shows an increase in resolution as well as other improvements, increase in resolution increases the fidelity, but the amount it can be raised is limited by current gen hardware.

Current technical and physical limitations of VR (headsets) FRAMES PER SECOND

The idea of virtual reality is very much engrained in gamer’s minds, it’s not long now until consumers can get their mind on the first iteration of VR headsets. Currently the big two products are the Oculus Rift and Sony’s Morpheus. The idea of these headsets are to fully immerse the player within a world that they would most likely never be able to visit, both headsets achieve this, but to what extent?
Currently there are barriers to entry, be that physically or technically. This is somewhat of a phase as of now. A lot of issues are currently being ironed out by the developers and will continue to be fixed until the products release. But there are some issues that are not so simple. One of the major barriers is the technical limitations of the hardware/system to drive the display on the headset. Currently a person would need a very powerful computer to achieve the 75 frames per second of the 75 hz panel on the Oculus Rift, and requiring a £700+ PC is a tall order for most consumers. The same issue plagues Sony’s Morpheus, it is only able to achieve 30-60 fps, it only costs £350 for the Playstation 4 but the visual fidelity of the content is severely downgraded compared to the Oculus Rift. These issues are very much based around the development of graphical hardware. The VR scene requires hardware that just isn’t yet available on a wallet friendly level.
The reason it’s important for VR headsets to require such high framerates is because having a low FPS very much spoils the immersion and is also a contributor to the infamous VR motion sickness. This problem will eventually be resolved when manufactures deliver GPU/CPUs powerful enough in order to drive the displays that are affordable to the majority of consumers.

This is a LinusTechTips interview with the Oculus Rift founder and CEO Palmer Lucky
Palmer notes that there is a “diminishing return” between 90 – 120FPS to it’s pretty reasonable to estimate that in the next 5 years we will see the development of games move to higher frame rates, or at least having a high fidelity 30-60 option and a “VR 120FPS” option.
Another limitation in reaching these goals is the TECH in the headset. It’s ok to say “we need 120hz”, but to install a 120hz panel on a small headset isn't simple. 120hz and 144hz screen tech is still quite a new thing, and implementing it on a ultra-low latency 7” LED panel is not cheap. Yet again, this is another issue that only time can resolve, but it’s just another one out of many things that create a barrier for VR to become successful and immersive.

Motion sickness
https://www.youtube.com/watch?v=yczrE08LJ-0

Loss of balance
https://www.youtube.com/watch?v=INDKNA7kXoo


Wednesday, 7 January 2015

Virtual Reality

I will be researching the technical limitations and barriers that could prevent the innovation and development of VR technologies. I will be focusing on the main two VR products, Oculus Rift and SONY's Morpheus device. 

Notable things I will be including in my work will be graphical limitations of consoles to run VR, and problems with screen technology and motion sickness that may hold the devices back and prevent consumers from using VR.