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Business Line
Jamie Feltham
The first generation of full presence VR systems available to consumers will provide two handed 6 degree of freedom input systems designed specifically for VR, thanks to the HTC Vive. These devices demand non-traditional approaches to human-computer interaction by extension, gameplay experiences. This talk will cover interaction design topics explored by the VR team at Valve, as well as some explored by 3rd party developers using the HTC Vive Developer Edition. In particular, it will focus on the idiosyncrasies of motion control and areas where traditional rules of interaction significantly change or no longer apply. Yasser Malaika, Designer and Developer at Valve, will offer the audience a chance to learn aspects of VR interaction that the Valve VR team has explored and gain a deeper understanding of how they might apply them to their own VR projects.
Join Oscar Werner from Tobii and Dan Thronström, Senior Producer at Avalanche Studios to discuss “Infinite Screen” integration and the power of eye tracking in videogames. With the launch of the Tobii powered SteelSeries Sentry, the world’s first gaming-focused eye tracker, and a partnership announcement with MSI, developers have access to brand new ways to create immersive and engaging experiences for gamers. Create an Infinite Screen by using the player’s gaze to rotate the viewport, build AI that reacts more naturally to the player, or create new gameplay mechanics that utilize the player’s eyes like never before. Dan will discuss the specific implementation of eye tracking in The Hunter: Primal, and we will elaborate on designing and implementing features that make smart use of Tobii’s EyeX Engine to immerse players in a whole new way.
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mithik
this is second event
Charlie
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Osama Mansoor
Demo Trades
Caro
Woop. Woop. Woop. TESTEN!
Kaius
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Andreas Dyck
[riningear]
Single-elimination match between VG and Na'vi, Dota 2's The International 5, Main Event Day 1, Lower Bracket 1B.
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