- published: 07 Dec 2016
- views: 7342
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
Most up-to-date virtual realities are displayed either on a computer screen or with an HD VR special stereoscopic displays, and some simulations include additional sensory information and focus on real sound through speakers or headphones targeted towards VR users. Some advanced haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games.
The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs, and other RPGs. With its code written in C++, the Unreal Engine features a high degree of portability and is a tool used by many game developers today.
The current release is Unreal Engine 4, designed for Microsoft's DirectX 11 and 12 (for Microsoft Windows, Xbox One, Windows RT); OpenGL (for OS X, Linux, PlayStation 4, iOS, Android, Ouya and Windows XP); and JavaScript/WebGL (for HTML5 Web browsers).
Making its debut in 1998 with Unreal, the first generation Unreal Engine integrated rendering, collision detection, AI, visibility, networking, scripting, and file system management into one complete engine. Unreal Engine 1 provided an advanced software rasterizer and a hardware-accelerated rendering path using the Glide API, specifically developed for 3dfx GPUs, and was updated for OpenGL and Direct3D. The release of Unreal Tournament marked great strides in both network performance and Direct3D and OpenGL support.
Artificial intelligence (AI) is the intelligence exhibited by machines or software. It is also the name of the academic field of study which studies how to create computers and computer software that are capable of intelligent behavior. Major AI researchers and textbooks define this field as "the study and design of intelligent agents", in which an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success.John McCarthy, who coined the term in 1955, defines it as "the science and engineering of making intelligent machines".
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
Virtual may refer to:
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kickstarter campaign, during which Oculus VR (at the time an independent company) raised US$2.5 million for the development of the product.
The Rift is scheduled for release on March 28, 2016, making it one of the first consumer-targeted virtual reality headsets. It has a resolution of 1080×1200 per eye, a 90 Hz refresh rate, and a wide field of view. It has integrated headphones which provide a 3D audio effect. The Rift has rotational and positional tracking. The positional tracking is performed by a USB stationary IR sensor, which normally sits on the user's desk, allowing for using the Rift while sitting, standing, or walking around the same room.
The Rift has gone through various prototype versions in the years since the Kickstarter campaign, around 5 of which were demonstrated to the public. Two of these prototypes were made available for purchase as 'development kits', DK1 in late 2012 and DK2 in mid 2014, to give developers a chance to develop content in time for the Rift's release. However, both were also purchased by a large number of enthusiasts who wished to get an early preview of the technology.
Virtual Reality (VR): Too Early To Specialize?
Best Programming Languages for Augmented Reality
Code in Virtual Reality
Unite 2016 - 3D Game Programmers Meet Real-World Architects for VR/AR
VR Programming & The Desk Generation | Code Walks 057
Lessons Learned from VR Prototyping
Virtual reality offers architects "a whole new way of designing"
Programming in Virtual Reality
Tabs versus Spaces
Fantastic Contraption and why VR Menus Suck
RiftSketch: Live coding in VR with the Oculus Rift, Firefox WebVR, JavaScript and Three.js
The Future of VR and Games
Designing a HUD for a Third-Person VR Game
Getting Started with Yulio: Virtual Reality for Architecture and Interior Design
Virtual Reality Programming in Real-Time with Python
Unite 2016 - Understanding VR Performance
What do programmers actually do?
PBC Programming News Channel How Arduino is used with VR | How Kids will Start Programming in Future
Vision VR/AR Summit 2017 Keynote
What is the Best Programming Language to Learn First?
Unity vs Unreal Engine : Game Engine Comparison
Learn How LHB Visualizes Architectural Designs Through VR
Why Linus Torvalds doesn't use Ubuntu or Debian
VR Microtalks: Intersections of Design & Technology
► Get My BEST-SELLING Book, The Complete Software Developer's Career Guide For FREE ◄ https://simpleprogrammer.com/yt/career-guide-free SUBSCRIBE TO THIS CHANNEL: vid.io/xokz CHECK OUT HIRED.COM: http://simpleprogrammer.com/hiredsp Specialization & Niching Down For Programmers: https://www.youtube.com/playlist?list=PLjwWT1Xy3c4W5SK-MGjp_KSFZF2pEMCt8 Virtual Reality: Too Early To Specialize? So, a lot of you have probably heard of virtual reality (or VR) over the last few months, right? VR is definitely getting more attention and exposure on the media and more attention is being drawn into this amazing area of expertise. So, for those who don't know, Virtual Reality (VR) consists of "Virtual reality (VR) typically refers to computer technologies that use software to generate realistic i...
This video is sponsored by DevMountain Coding Bootcamp https://goo.gl/P4vgKS https://www.patreon.com/chrishawkes This video is sponsored by DevMountain Coding Bootcamp https://goo.gl/P4vgKS https://www.patreon.com/chrishawkes --------- THIS VIDEO IS SPONSORED BY -------------- The Tech Academy http://ow.ly/RAMO30fE7Oc Dev Mountain Coding Bootcamp https://goo.gl/P4vgKS HipsterCode (my website) https://www.hipstercode.com/ JOIN MY SLACK CHANNEL https://www.patreon.com/chrishawkes Donations: https://goo.gl/bTbrp2
Learn all the ways Unity is being used for architecture and construction, including Virtual Reality development. Sanjay Mistry - VIMtrek
It's time to take VR programming seriously. We do not write programs, we compose them using sets of known tokens. We are the desk generation, and these are the dark ages. # # THINGS MENTIONED # # ► Introduction to The Theory of Computation https://www.youtube.com/playlist?list=PL601FC994BDD963E4 ► Scratch https://scratch.mit.edu/ # # INTERESTING INITIATIVES # # ► Using Python To Code By Voice https://youtu.be/8SkdfdXWYaI ► Mac VR http://www.getmacvr.com/
In this rapid-fire 2016 VRDC talk, Rob Jagnow of Google gives a quick review of some of Google's top lessons and cover the freshest ideas to emerge from their rapid prototyping team. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
New virtual reality tools will allow architects and designers to create buildings and products intuitively in 3D space around them, according to the director of visualisation studio VRtisan. The technology, which couples VR software created for game designers with hand-held motion controllers, offers designers "a completely new tool," according to Ekke Piirisild of the London studio. "It's a whole new way of designing," Piirisild told Dezeen. "It allows designers to create more convincing scenes by designing while immersed in them." VRtisan has created a video demonstrating the design process, which shows an architect using VR game-developer software Unreal Engine in combination with the HTC Vive headset and motion controllers. The movie shows the designer wearing a VR headset and usin...
VR with tracked controllers makes us re-think how players interact with our games and that should include challenging the very idea of menus. This 2016 talk from Northway Games' Colin Northway will include a survey of how current games are replacing what would traditionaly be a menu with interactible 3D objects and how interface design in VR is getting closer to industrial design and how that's going to make games more intuitive and more fun. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Fol...
I built a live-coding web app for the Oculus Rift where you code in JavaScript using Three.js and watch the world change around you in real-time. It's quite a niche application since you need to have an Oculus Rift, be a JavaScript programmer *and* be sufficiently familiar with Three.js but, if you fit that criteria, it's a surprisingly engaging experience! If happen to have a Rift and you want to try it out yourself, download the Windows or OS X or dev build of Firefox that includes the WebVR APIs from http://blog.bitops.com/blog/2014/08/20/updated-firefox-vr-builds/ and visit http://brianpeiris.github.io/RiftSketch with your Rift hooked up. The code's messy but it's up on GitHub: https://github.com/brianpeiris/RiftSketch Edit: Since people keep asking, the music is actually just one ...
Leading-edge directions in VR including digital humans, social interaction, user-created content, photorealistic graphics, and breaking down the barriers between genres - and how these trends are contributing towards a new medium resembling the Metaverse from science fiction. Presented by Tim Sweeney from Epic Games
In this 2016 VRDC talk, Force Field VR's Joost Peters explains the process that Force Field VR went through to design a proper interface for VR twin-stick shooters. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Welcome to Yulio! This video will help you get started setting up your account, connecting your devices, exporting VR files and viewing and sharing your VR projects. Yulio is 3D to Virtual Reality software for architecture and interior design. Render your SketchUp, 3ds Max, Revit and Rhino models with our free CAD plugins, and publish to Yulio. **LINKS BELOW** Set up your Oculus account: http://ocul.us/2bJoOu9 Detailed plugin installation guides: 3ds Max: http://bit.ly/2dSYVLi SketchUp: http://bit.ly/2dPN5iU Rhino: http://bit.ly/2dptftZ Download a sample 3D model: https://www.dropbox.com/sh/rhzdxa2y62jmct1/AAApvFZLL99XTE9KDFFBClNBa?dl=0 Exporting Yulio-compatible files from CAD: 3ds Max: http://bit.ly/2dSZfK6 SketchUp: http://bit.ly/2dPN5iU Rhino: http://bit.ly/2dptftZ Revit: http://bi...
A first demo of a virtual reality programming environment I am working on with the intention to be used for teaching introductory computer science topics. This demonstrates how changing the Python code in the environment takes effect immediately. Also shown is that by looking at any object you can see what variable it is most recently stored in. This is part of the functionality intended for teaching. There is still a lot of work to do, but it is a fully functional Python Unity programming environment (if you know how to use Unity already).
How to maximize VR performance on PC and mobile, allowing you to deliver higher-quality experiences that are smoother, more responsive, and more immersive. This talk walks through the available tools for spotting performance bottlenecks in Unity, Windows, and Android and explores solutions to common problems. David Borel - Oculus
I left a physics job to do software engineering. Was it worth it? What do software engineers actually do? Thank you to YouTube for sponsoring this video! http://yt.be/jobsforphysicsgirls Subscribe to physics girl: https://www.youtube.com/subscription_center?add_user=physicswoman Software engineers and programmers code everything from virtual reality to artificial intelligence to unique instruments like engineer Ben Bloomberg made for musician Jacob Collier. Are you considering new job or career? Me too. http://physicsgirl.org/ http://twitter.com/thephysicsgirl http://facebook.com/thephysicsgirl http://instagram.com/thephysicsgirl PO Box 9281 San Diego, CA 92169 Creator: Dianna Cowern Editing: Jabril Ashe Animations: Kyle Norby and Jabril Ashe Thanks to Ben Bloomberg and Kyle Kitzmil...
PBC Programming News Channel ~ Watch the latest programming and technology news that PBC team has put together for you. Can you use Arduino to enhance the Virtual Reality experience? Is a drone the best way to teach programming to the young ones? Artificial Intelligence: Will it benefit from the new Nervana Intel Chip? 1) Brilliant Sole: http://www.wilmingtonbiz.com/technology/2017/10/20/brilliant_soles_vr_toehold/16674 2) Sky High Coding Using Drones to get kids Programming: http://www.techradar.com/news/sky-high-coding-using-drones-to-get-kids-programming 3) Intel Says its computer chips will accelerate AI revolution: https://www.cnet.com/news/intel-says-its-computer-chips-will-accelerate-ai-revolution/ PBC Blogpost: http://www.philosophybehindcoding.com/pbc-news-how-arduino-is...
The Vision VR/AR Summit is an event for artists, engineers, programmers, designers, musicians, directors, producers, hardware manufacturers and researchers. The content and networking are focused on furthering the knowledge base of anyone developing virtual and/or augmented reality content in Unity.
In this video I will give you some advice on which programming language is the best for you to learn first. This advice is quite subjective so it is worth getting a second opinion. Hopefully, in time, you will find some helpful advice in the comments section below.
This is a comparison of Unreal Engine 4 (UE4.15) with Unity 5 (5.6). I compare the features: UI Editors [00:30] Asset import like static or skeletal meshes [01:54] Animations (Persona, Mecanim) [02:31] Materials [03:53] Programming with C++, C# and Blueprints [04:44] 2D and sprites [06:10] Post-processing and finally [06:34] Cinematics, Sequencer [07:20] with UE4 and Unity. Unity Post-Processing Stack in Assetstore: https://www.assetstore.unity3d.com/en/#!/content/83912 See my social profiles here G+: https://plus.google.com/+JayAnAm Twitter: https://twitter.com/jayanamgames Facebook: https://www.facebook.com/jayanamgames Patreon: https://www.patreon.com/jayanam Production Music courtesy of Epidemic Sound: http://www.epidemicsound.com
In this video, see how LHB showcases their designs through virtual reality powered by Dell Precision. Learn more: http://dell.com/precision
In this VRDC 2016 talk, Five leaders from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical. Learn about everything from Bad UI/UX, to the possibilities of nonliteral spaces, to the principles of building immersion in virtual reality. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives http...
Learn all the ways Unity is being used for architecture and construction, including Virtual Reality development. Sanjay Mistry - VIMtrek
In this rapid-fire 2016 VRDC talk, Rob Jagnow of Google gives a quick review of some of Google's top lessons and cover the freshest ideas to emerge from their rapid prototyping team. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Leading-edge directions in VR including digital humans, social interaction, user-created content, photorealistic graphics, and breaking down the barriers between genres - and how these trends are contributing towards a new medium resembling the Metaverse from science fiction. Presented by Tim Sweeney from Epic Games
Download Slides: https://www.dropbox.com/s/mevimya1lcqlk7f/Ray%20Davis_CCUSA_2015.pptx?dl=0 Delivered at Casual Connect USA 2015 Building content for VR presents a new set of challenges for developers, and it's critical that content creation pipelines evolve to meet the demands of new platforms. With Unreal Engine 4 we've heavily invested in visual programming via our Blueprints feature to allow for rapid iterations so that developers are able to quickly learn what works and what doesn't, which is critical when it comes to VR. In this talk I'll show how visual programming has empowered our artists to build content for VR without the need of programmers and also share what lessons we've learned with our VR development experiences.
In this 2016 GDC session, EEDAR's Patrick Walker shares some useful data on the virtual reality marketplace that may be helpful to developers working in all ends of the VR sector, from gaming and beyond. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
VR with tracked controllers makes us re-think how players interact with our games and that should include challenging the very idea of menus. This 2016 talk from Northway Games' Colin Northway will include a survey of how current games are replacing what would traditionaly be a menu with interactible 3D objects and how interface design in VR is getting closer to industrial design and how that's going to make games more intuitive and more fun. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Fol...
VR requires massive GPU performance and NVIDIA is providing it with their VRWorksSDK. The newly launched GeForce GTX 1080 featuring our Pascal architecture has many new features that can provide large performance gains for VR applications. Listen to this talk from Phil Scott (NVIDIA) to learn more. Help us caption & translate this video! http://amara.org/v/V6Zb/
Hello Friend, I’m sure that you have heard about Virtual Reality in one way or another, but just in case you have been living under a rock for the past 5 years let me tell you about it. Virtual Reality is a 3D simulation of a virtual environment that you can interact with just as if you were to do it in the real world! How amazing is that? We are living in the future and Virtual Reality is here to stay. You might be just a web developer looking at Virtual reality as an impossible technology stack that you would never take on. For the last couple of months, I have been working on a game using the Unity game engine and learning a bunch more about Game Development and Virtual Reality. Looking at VR and Game Development from the outside might seem like a scary insurmountable technology ...
In this 2016 VRDC talk, Force Field VR's Joost Peters explains the process that Force Field VR went through to design a proper interface for VR twin-stick shooters. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
How to maximize VR performance on PC and mobile, allowing you to deliver higher-quality experiences that are smoother, more responsive, and more immersive. This talk walks through the available tools for spotting performance bottlenecks in Unity, Windows, and Android and explores solutions to common problems. David Borel - Oculus
The Vision VR/AR Summit is an event for artists, engineers, programmers, designers, musicians, directors, producers, hardware manufacturers and researchers. The content and networking are focused on furthering the knowledge base of anyone developing virtual and/or augmented reality content in Unity.
This talk gives an overview of the render pipeline in Unity in relation to VR along with simplified recipes to optimise at each stage. Includes tips and tricks for working with complex AAA scenes to convert artwork for use on a range of VR platforms with varying specifications including baking environments and dynamic assets into skydomes, 360 video and LOD assets. Olly Nicholson - Unity Technologies
In this 2017 VRDC @ GDC session, HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room-scale VR installation that tells a coherent, character-centric story using several new technologies. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC In this 2017 VRDC @ GDC session, HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room-scale VR installation that tells a coherent, character centric story using several new technologies. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day....
For those of you who didn't get to attend GDC do not worry! I spent almost all my time taking video so you can feel like you were a part of the action! Hanging out with Oculus and several awesome studios that are currently bringing the next generation of gaming to life! Be sure to check back and sub for more SBS, 360, and 2D GDC and other VR news on this channel! ►My TOP Amazon Picks -https://www.amazon.com/shop/realitycheckvr ►Help Support Me On Patreon! https://www.patreon.com/RealityCheckVR ►JOIN MY DISCORD https://discord.gg/MPWaYKv ►Follow Me on TWITCH! https://www.twitch.tv/realitycheckvr ►Up to 50% OFF 3D Printer Deals! - https://goo.gl/tcJXue ►10' and 15' VR HMD Extension Cables THAT WORK! - http://provrgear.com/item/breakout-cable -----------------------------------------...
In this 2016 VRDC talk, Crytek's Riho Kroll talks about the design and technical challenges of building 3D User Interfaces using traditional game development pipelines of modeling and animation. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
In this 2014 GDC talk, veteran developer Brian Schwab discusses a number of difficulties in communication between game designers and game programmers, and solutions for solving those communication gaps. Schwab address ways in which designers can gain a better understanding of engineering motivations, and ways for engineers to better understand the goal of designers. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook p...
In this vital talk from GDC Europe 2015, taken from the company's experience developing the Vive VR headset with HTC, Valve's Yasser Malaika focuses on the idiosyncrasies of motion control within VR, in particular the areas where traditional rules of interaction significantly change or no longer apply. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConfe...
In this 2014 lecture, Valve's Sergiy Migdalskiy shows how to implement an advanced visual debugger and serializer for physics and game development using Clang to parse data structures and generate serializers, and using Windows ReadProcessMemory API to complement Visual Studio watch windows with advanced visualization of the simulated world state. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives...
Successfully adding AR or VR to your studio's arsenal is expensive, and requires significant R&D burn. Programmers & Designers must act as "early adopters" of this new tech to keep ahead of the curve, and accurately convey emerging feature requirements to clients or other developers. The standard for developing AR/VR experiences is rapidly evolving as developers pioneer new interaction methods & gameplay mechanics. This session will explore best practices for AR & VR as we stride in to the future, and how studios can position their teams ahead of the development curve. Help us caption & translate this video! http://amara.org/v/V61c/
In this VRDC 2016 talk, Five leaders from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical. Learn about everything from Bad UI/UX, to the possibilities of nonliteral spaces, to the principles of building immersion in virtual reality. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives http...