Article

Working in VR to Create VR Content

In this article, Author discuss some of the challenges involved in creating content for VR from a developer’s perspective and look at some ways that our team is changing the process we use so that we can create content more efficiently, more effectively, and more collaboratively.
Autor Justin L. (Blackbelt) Última actualización 11/09/2018 - 09:03
Article

Enhancing User Experience: Krita Application Utilizing Multiple Cores on Intel® Architecture Platforms

Multiple cores and Intel HT Technology significantly improve the performance of processor-intensive computations. A performance gain of 4.37X is achieved when an animation is rendered using all cores in a 6Core system with Intel HT Technology turned on, compared to rendering the animation on one core. This visible and measurable performance gain translates to reduced waiting times by Krita...
Autor admin Última actualización 30/01/2019 - 08:55
Article

Star Trek*: Bridge Crew and VR's New Frontiers

Star Trek: Bridge Crew is a successful VR game because it adheres to known best practices for a great VR experience, as captured in the Intel VR guidelines. If you are thinking about creating a new VR title, download the guidelines today to give yourself the best possible chance for success.
Autor EddieC Última actualización 22/05/2018 - 15:43
Article

Take Safety Training Back to the Roots with Virtualization

Like most other training content experts, we started our virtual reality (VR) journey through safety training for a global shipping company that we have provided training support to for over a decade. The benefits of virtual reality safety training (VRST), as opposed to instructor-led training, videos, regular e-learning courses, or serious games and simulations are far higher the way we see it....
Autor admin Última actualización 01/08/2018 - 15:59
Article

Optimization for Unity* Software and Virtual Reality: Run-Time Generated Content

The project presented here takes advantage of some inherent VR design choices, such as non-continuous locomotion (teleport or similar), even though most of this can be adapted for regular smooth locomotion as well, with a few variations.This article show you the techniques that can help you create massive games with many elements. Imagine lush forests and extensive maps, all randomly generated...
Autor Castedo, Alejandro Última actualización 21/05/2019 - 13:40
Article

Develop and Port Windows* Mixed Reality UWP Applications in Unity* Software

The Microsoft* Store is open to VR apps. To gain access to this marketplace, you'll need to adhere to specific guidelines and develop using the Universal Windows* Platform (UWP), Microsoft*'s effort to create a new way to develop universal apps that run across a variety of devices. This article explores how to build UWP apps with Unity software, cover the simplest way to port VR software to UWP...
Autor Castedo, Alejandro Última actualización 10/09/2018 - 14:45
Article

Optimize User Experiences for the Commercial Location-Based VR Application

Technological advances present many opportunities to use location-based entertainment (LBE) in unique and compelling ways. This article addresses solutions for tracking, and other supporting technologies, that can greatly enhance any location-based virtual reality (VR) experience.
Autor Alex P. Última actualización 18/09/2018 - 14:59
Article

Crowd Simulation as a Flocking Behavior and Windows* Mixed Reality: Part 1

Implementing artificial intelligence with the Unity* software game engine and showing an emergent behavior as crowd simulation is one of the best ways you can create simulations. In this article, we go through the process of creating a crowd simulation in Unity software and then realizing it as a mixed reality application.
Autor Abhishek 81 Última actualización 22/01/2019 - 15:18
Article

Virtualizing Psychotherapy with VR the Epic Adventure

We can review a VR application at any stage of production without much stress. The biggest flaw in our first-hand experience, though, was that none of us were clinically suffering from any kind of condition. Yes, some of us suffer from motion sickness, but none by clinical definition. So, we spent some time researching the scientific basis, if any, to develop a demo VR Exposure Therapy (VRET)...
Autor admin Última actualización 17/09/2018 - 10:53