dc.contributor.author | Baggett, Aaron | en_US |
dc.contributor.author | Jaeger, Alex | en_US |
dc.contributor.author | Lewis, Benjamin | en_US |
dc.contributor.author | Wardlaw, Isaac | en_US |
dc.contributor.editor | Tom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro Morillo | en_US |
dc.date.accessioned | 2016-12-07T07:45:06Z | |
dc.date.available | 2016-12-07T07:45:06Z | |
dc.date.issued | 2016 | |
dc.identifier.isbn | 978-3-03868-027-7 | |
dc.identifier.uri | http://dx.doi.org/10.2312/egve.20161454 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20161454 | |
dc.description.abstract | The primary driver of the recent resurgence in virtual reality has been video gaming, and while VR games are becoming an increasingly saturated market, they are likely to linger as the field's prime mover for several years to come. Additionally, the availability of development tools such as Unity and Unreal, which allow professionals and novices alike to design and build games easily, means that the spring whence VR games issue will not soon be stanched. It is up to game designers and software engineers to map out the frontier that this medium opens up and, moreover, to do so with a careful eye toward not inundating the user in mishmashed sensory overload. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | FRED's Happy Factory | en_US |
dc.description.seriesinformation | ICAT-EGVE 2016 - Posters and Demos | |
dc.description.sectionheaders | Demos | |
dc.identifier.doi | 10.2312/egve.20161454 | |
dc.identifier.pages | 21-22 | |