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zolotarev

What Does the Gaming Landscape Look Like for Marketers? - 0 views

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    Gaming has gone mainstream, with 86% of internet users worldwide noting that they have gamed on at least one device within the past month. That figure climbed to 92% among those ages 16 to 24 Boosted by global smartphone ownership, mobile has become the most popular channel for gaming
anna_nelidova

AirConsole Is A Browser-Based Gaming Platform Where Your Smartphone Is The Controller |... - 0 views

  • AirConsole is a recently launched browser-based games platform that repurposes players’ smartphones as controllers
  • For a local multiplayer gaming session AirConsole is super simple to use
  • your phone becomes the touch pad to control the goings-on on the other screen
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  • it’s cross platform and cross device — so you don’t need specific hardware to get a gaming session up and running
  • You won’t be able to play the newest AAA games with it, but that’s also not really what we’re all about. AirConsole is to play a few quick games with friends while having a beer.
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    Your smartphone can easily become a controller if you go to AirConsole.com on your computer and phone and enter the link code. It's target audience is not pro gamers community, but the casual social gaming crowd.
nrybakov

Google announces Stadia, its cross-platform game streaming service - 0 views

  • The service will let you play all manner of computer games streamed from Google‘s data centers to your devices running the Chrome browser or ChromeOS platform, or even your TV with a Chromecast Ultra plugged in. You won’t need any additional hardware to run Stadia, and you won’t need to install anything to play games. As Google VP Phil Harrison noted in an interview with Eurogamer, “Anywhere where YouTube runs well, Stadia can run.”
  • Rather than treat Stadia as an entirely standalone service, Google sees people using it from and with YouTube. That means your starting point with Stadia could be a game trailer on the video platform, or a live stream of a tournament; you could simply hit Play on either video stream and start playing – solo or with others – within a few seconds.
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    New Service from Google that allows users to play games streamed from Google on any possible devices. That may potentially attract more audience to the other Google products (YouTube especially).
Vladimir Antonov

Zwift launch new online multiplayer turbo training game - Cycling Weekly - 0 views

  • Startup tech company Zwift have launched a new online cycling that looks to change the way we train indoors
  • online multiplayer cycling game that looks to revolutionise indoor training
  • The game allows cyclists from all over the world to meet and ride together in virtual reality, possibly putting an end to tedious and lonely turbo training sessions
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  • Zwift’s software can then convert the signal into power data, which is calculated by considering rider weight, the virtual terrain and even drafting into account to convert the power to speed within the game.
  • the virtual environment is impressive as it gives off sound effects from your surroundings and from the other riders that pass or are around you, making it a supremely immersive training session
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    It's not new development, but it confirms that VR (kind of, just a game for now) is not somewhere there, it's here and I can use it for a reasonable price Next steps could be VR treadmill (for bad weather), VR swimming-pool (to be placed inside a garage or basement) etc, literally all kinds of sports that could be replicated indoor with VR 
al_semenchenko

Hardly Pocket Change: Mobile Gamers Spend An Average Of $87 Dollars On In-app Purchases... - 1 views

  • Slice Intelligence just revealed that people who bought products in mobile video games last year spent an average of $87 dollars on their “free-to-play” games. This redefines how we view hardcore gamers: people who purchase games for traditional consoles and PCs spend only $5 dollars more on average on their gaming entertainment.
  • The mobile game with the largest average in-app spend is Game of War, where players spend, on average, $550
Ilya Vorobiev

Microsoft's 'RoomAlive' Turns Entire Room Into A Video Game - 5 views

    • Ilya Vorobiev
       
      Despite technology advances such as Oculus and Kinect, the game is still separated from real world and augmented reality associated with bulky heads. This project addresses this problem by projecting objects on real world using depth cameras and projectors, turning your room into interactive video game. 3 minute video from Microsoft - https://www.youtube.com/watch?v=ILb5ExBzHqw Actual News review video - https://www.youtube.com/watch?v=-aZWUw8CzAo
  • RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience
  • Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment
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  • showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room
al_semenchenko

Gamasutra - Exploring a future of 'transmogrified reality' game design - 0 views

  • many developers are concerned about the dangers (physical, mental, or cultural) of asking their audiences to strap on a vision-obscuring headset for hours at a time. 
  • Long-time game designer and current Google game design chief Noah Falstein's personal favorite is "transmogrified reality" --  an approach to game design that relies on new 3D-sensing phones and tablets, combined with inexpensive head mounts, to seamlessly integrate the virtual with the real.
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    There are still many challenges for designers to adopt capabilities of VR and be able to deliver compelling product. One of the solutions requires much more than just a VR headset. Noah Falstein presents his concept of "transmogrified reality". An environment filled with various devices that work together to create new user interactions in VR-world that are not just possible, but also convenient.
Maria Gurova

Research Says Screen Time Can Be Good For Your Kids - Forbes - 0 views

  • Still, most parenting wisdom continues to portray television as an evil mind-rotting demon. The fear of ‘screen time’ is so deeply ingrained in our collective imagination that an irrational opposition between outdoor play and media consumption is taken for granted. Many parents believe the choice is either/or: indoors or out.
  • most storytelling is interactive. We consume most of our media through internet connected devices. And technology is so adept at providing ‘adaptive feedback’ that it proves to be an exceptionally effective teaching tool. In fact, a recent SRI study shows that game based learning can boost cognitive learning for students sitting on the median by 12%.
  • Joint media engagement refers to spontaneous and designed experiences of people using media together, and can happen anywhere and at any time when there are multiple people interacting together with digital and traditional media.
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  • describes the rules and restrictions we put on screen time. Some of these restrictions limit time, other restrictions filter content.
  • Restrictive Mediation
  • Instructive Mediation describes what happens when we talk to our kids while watching a movie or playing a video game with them. Make it a teaching opportunity
  • Unlimited access to media becomes one of the markers of adulthood.
  • Instructive mediation is key for raising kids that are critical thinkers and intelligent adults in a media saturated world–kids who know how to THINK about the media they consume.
  • Social Coviewing is when you watch something with your kids but don’t necessarily talk about it. This is what happens in a movie theater.
  • This is what happens when I watch Phineas and Ferb with my kids.
  • Parallel play is kind of like multitasking. I can be typing on my Chromebook next to my son while he’s playing minecraft. We engage in peripheral conversations, some tangential, and some directly related to the game he is playing.
  • Asymmetrical joint media engagement
  • While interacting with me online, I hope they learn good web etiquette. I’m teaching them lessons about propriety and social media. They see the kinds of things I write in emails and chats.
Maria Gurova

The Artificial Intelligence Company You Should Watch ⚙ Co.Labs ⚙ code + commu... - 1 views

  • taking these technologies out of the lab and into people’s everyday lives.
  • we're able to program physical objects to be intelligent, adapt and interact with their surroundings, and to surprise people with what is possible.
  • a video game programmed for the real world, is the first step for us and demonstrates what’s possible with Anki technology.
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  • physical objects to understand the real world and using that information to behave intelligently, we can treat these characters in the physical world as if they were just characters in a video game
  • new category of entertainment that brings these technologies to people in a familiar and fun way
  • a massive opportunity in consumer products to change the way people interact with the physical world around them
  • elements that make video games so engaging and fun and literally program them onto physical characters to make an entertainment experience that has never been possible before.
  • Almost anything we interact with in the physical world has the potential to act with autonomy and purpose, and the challenge is in identifying the truly high-impact opportunities at the right times
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    please also watch the demonstration of the Anki Drive from WWDC - http://www.youtube.com/watch?v=QnsR-kZUx6o
Maria Gurova

Nickelodeon hopes SpongeBob SquarePants will get kids coding | Technology | The Guardian - 0 views

  • Nickelodeon UK’s launch of a website called Code-It that aims to teach programming skills to 6-12 year-olds.
  • While they will earn badges for their progress through the site’s set lessons, children will also be able to write their own programs animating the characters, and share them with their peers.
  • In May 2014, producer Aardman Animations launched Shaun’s Game Academy - a website challenging children to create and share their own games
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  • the BBC followed with The Doctor and the Dalek, a web game based on Doctor Who that featured a series of programming challenges
alexbelov

Oculus announces new social features to help personalize VR experiences | TechCrunch - 0 views

  • Starting tomorrow, users on the Gear VR platform will be able to create their own user profiles and search for friends by username who they can interact with in virtual space.
  • Social Trivia, which will allow you to hang out with buddies’ avatars in a social space and compete in trivia battles. Users will also be able to create VR chatrooms of sorts with Oculus Social where they can watch videos together from Vimeo or Twitch.
  • retty soon we’re going to live in a world where everyone has the power to share and experience whole scenes as if you’re just there right there in person
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  • Alongside this launch, Oculus announced a new multiplayer game that makes use of some of these new social features.
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    Gaming and social media market landscape will very soon change a lot thanks to virtual reality.
alexbelov

CableRobot Simulator Brings Real Movement to Virtual Reality | Virtual Reality Times - 0 views

  • Called the CableRobot simulator, it comprises of a platform that is safely tucked inside a fiber roll cage, which is made of very lightweight carbon. The platform can seat a single person with or without a VR headset.
  • ts initial target use is mainly for industries, but VR enthusiasts are hopeful that the CableRobot simulator will be developed to adopt video games such as racing games which demands physical movements in order to provide a realistic gaming experience in VR.
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    A robot that simulates motion for VR environment and can create acceleration up to 1.5g in response to VR experience. Potentially useful for research training, research and gaming.
Maria Gurova

How To Get More People Into Movie Theaters (Without Higher Ticket Prices) - 3 views

  • Its newest toy is called Barco Escape and right now it’s essentially three theater screens in one space — the main screen and then additional screens on the left and right walls. The effect is a 270-degree image that makes viewers feel like they are in the middle of the action.
  • It’s the kind of premium experience that most people would expect to pay extra for but Schilowitz says part of the point of Escape is to give viewers a more theme-park like experience without charging any more for a ticket.
  • One of the biggest trends right now is people watching other people play video games.
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  • Schilowitz hopes to engage brands to make 270-degree short films to show before the actual movie. Think Red Bull's Red Bull's many extreme sports videos. Now picture them in an immersive experience.  The money coming from brands could help offset the costs of the Escape screen.
  • Schilowitz believes you could take that experience into the theater. Have two people playing a virtual reality game while strapped into Oculus Rift-type devices and people would pay to watch the game on the big screen if top- ranked players were competing.
  • Escape will also be used to show things like concerts which can be better experienced with a wider screen. A Lady Gaga and Tony Bennett show will debut in Escape theaters in 2015.
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    The new technology that may transform all that real estate Theaters owns into the arcades of the future.  
Maria Gurova

Pixar Vets Reinvent Speech Recognition So It Works for Kids | WIRED - 0 views

  • Though characters like Woody and Buzz Lightyear are wonderfully realistic and lovable, the relationship that kids have with them is largely one-sided. Kids can hear these characters talk—not only through movies, but games, toys, and other movie merchandise—but they can’t engage them.
  • It was this idea that inspired Jacob to team up with his former Pixar colleague, Martin Reddy, and launch a new company, ToyTalk. The San Francisco-based outfit develops mobile games that let kids have conversations with animated characters—dialogues that can last for hours
  • Known as PullString, it’s equal parts speech recognition engine and script writing tool, and it’s quite a departure from other speech rec tools developed by the likes of Microsoft, Google, and Apple. It’s tailored specifically to kids, whose sentence structure, pitch, and vocal tone have posed challenges for traditional tools.
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  • Kids don’t want to ask a monkey character in a game what the weather will be on Tuesday. They want to sing him a song or ask him about life in the zoo.
  • But as he points out, the way today’s children use technology will likely dictate the tech landscape for decades to come. If you can get kids hooked on speech technology young, they’ll stay with it forever.
  • “The way kids talk and communicate is very different from how adults do, both in terms of how they use language and the fundamental frequencies that come out of their throats,
  • While ToyTalk uses existing third party technology for its raw speech recognition, it works with those partners to develop better recognition models using ToyTalk’s own data. Now, ToyTalk has a trove of some 20 million children’s utterances, which Jacob believes is the largest database of kids conversation in the world
  • “Virtual assistants are awesome when they can answer every question. In our case, it’s the opposite,” Jacob says. “I have to know a lot of things that I’m not able to answer, and redirect the conversation to something that is within character.”
  • And Jacob says some toy companies are already testing PullString to power apps based on existing characters.
  • this technology could give kids a whole new way to play that falls somewhere in between the playground and the imaginary friend. “I think at some deep level if we succeed, we’ll inspire the imagination of kids to talk about things they might not otherwise talk about,”
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    the voice rec technology developed by ex-Pixar guy that is targeted to kids. It considers all nuances of kids speech behavior and analyses millions of kids conversations to make interaction with favorite characters within all possible media truly engaging
Maria Gurova

Minecraft firm Mojang bought by Microsoft for $2.5bn - Business News - Business - The I... - 0 views

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    microsoft buying Minecraft with the hope to sell more of their devices to game fans
Vladimir Antonov

Soon, Gmail's AI Could Reply to Your Email for You | WIRED - 0 views

  • what’s called “deep learning”—a form of artificial intelligence that’s rapidly reinventing a wide range of online services—the company is beefing up its Inbox by Gmail app so that it can analyze the contents of an email and then suggest a few (very brief) responses
  • The idea is that you can rapidly respond to someone while on the go—without having to manually tap a fresh message into your smartphone keyboard.
  • system learns to generate appropriate replies by analyzing scads of email conversations from across Google’s Gmail service
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  • neural network—a vast network of machines that approximates the web of neurons in the human brain—and this neural network analyzes the information in order to “learn” a particular task.
  • Google’s Smart Reply system doesn’t always get things right. But that’s part of the reason the company provides three potential replies to each email—not just one.
  • The system uses what’s called a “long short-term-memory,” or LSTM, neural network. Essentially, this is a neural net that exhibits something akin to human memory. It can “remember” the beginning of an email as it’s parsing the end—and that helps it, on some level, understand this natural language
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    This technology could be developed further to other areas, to tailored made games for kids for example, that are adopt to each individual gaming style so kids find that games are actually made specially for them what makes their experience really personal and unique.
Olga Bykova

Piggybackr Launches Its 'Kickstarter For Kids' To Let Youth Get In On The Crowdfunding ... - 1 views

  • Piggybackr is a crowdfunding platform that’s specifically targeted to the needs of kids, with educational tools, game mechanics, and age-appropriate directions, and parental controls
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    Piggybackr is a crowdfunding platform that's specifically targeted to the needs of kids, with educational tools, game mechanics, and age-appropriate directions, and parental controls.
Maria Gurova

Virtual Reality Is the Most Powerful Artistic Medium of Our Time - 0 views

  • “When the zeitgeist is moving, art usually goes hand-in-hand with it,” says Rossin, describing a world in which we’re constantly glued to our iPhones, Androids, laptops, and tablets as much if not more than we are to the faces of fellow humans. Mediums have historically risen from the predominant technology and social relations of the time in which they exist
  • “Because of the level of sensory overload we experience on a day-to-day basis, we need to have this fully arresting experience in virtual reality in order to get a total sense of vertigo from a work of art,”
  • Enveloping, consciousness-bending experiences aren’t “just to escape life,” says Rafman. “But to create a total experience that will create a feeling that is qualitatively new. That is ultimately the most radical thing.”
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  • “Ultimately, new technology can reveal desires that already exist on a deep level in society,” says Rafman of the works, which pull from and amplify the seductive forces of video games and cinema. “This desire to escape completely into another dimension has existed for a long time.”
  • Virtual reality’s recent resurgence in prominence begins with Oculus and its visionary 23-year-old founder, Palmer Luckey. In 2012, the then-18-year-old with an affinity for retooling defunct ’90s VR headsets took a hacked-together model to Kickstarter with a funding goal of $250,000. A month later, over 10,000 individuals contributed $2.4 million to the campaign for what was at the time mainly aimed at being a gaming peripheral. Two years later, Facebook wrote a check to buy Oculus VR for $2 billion
  • “This is not a drill. It’s real. It’s a moment,” says Michael Naimark, Google’s first resident virtual reality artist (like Char Davies, he’s listed as a pioneer of VR on Wikipedia). “And the arts community can play a huge role in propagation.
  • Throughout art history, art has reflected the prevalent social relations of the time. It makes sense, then, that the most relative and innovative art forms being produced today would mirror our reality—one defined by a perceived sense of agency in a world filled with invisible algorithms and clicks baited to us by past clicks. The internet spoils us with infinite choice: opportunities to invent our personas, refashion our self-brands, optimize our lives, and enhance our experience. But with mega-corporations quietly holding the joystick, can we really self-determine our destiny?
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    on how contemporary are embraces VR, what artist can do to explore, explain and populate the exciting technology.
Olga Bykova

(71) Storytelling: How will the craft of storytelling change in the future? - Quora - 4 views

  • The "tools" of storytelling will change,
  • in the future Storytelling will not change
  • The "tools" of storytelling will change
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  • Transmedia Storytelling
  • Virtual Reality
  • Interactivity and Video Games
  • Audience Participation
  • Enhanced Perception
  • Expanded Sensory Experience
  • Stories emerging from a bottom up, rather than a top down process
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