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dc.contributor.authorBaggett, Aaronen_US
dc.contributor.authorJaeger, Alexen_US
dc.contributor.authorLewis, Benjaminen_US
dc.contributor.authorWardlaw, Isaacen_US
dc.contributor.editorTom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro Morilloen_US
dc.date.accessioned2016-12-07T07:45:06Z
dc.date.available2016-12-07T07:45:06Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-027-7
dc.identifier.urihttp://dx.doi.org/10.2312/egve.20161454
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20161454
dc.description.abstractThe 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.publisherThe Eurographics Associationen_US
dc.titleFRED's Happy Factoryen_US
dc.description.seriesinformationICAT-EGVE 2016 - Posters and Demos
dc.description.sectionheadersDemos
dc.identifier.doi10.2312/egve.20161454
dc.identifier.pages21-22


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