Evolution Of Gaming

quartercircleΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 4 χρόνια και 8 μήνες)

140 εμφανίσεις

Evolution Of Gaming
Devices

By: Allyn Dalton(11125179),


Eimhin Daly(11121599),

Marc Etherington(11129905),

Paul Costello(11135204)

Introduction to Virtual Reality

1.
Introduction


2.
Evolution of Video Games


3.
Virtual Worlds


4.
3D/Virtual headsets


5.
Conclusion


6.
Questions?


7.
References

Introduction to Virtual Reality


Aims of the presentation:


To show the changes from basic arcade games
to massive online multiplayer games.



To explain what a virtual world is, what it
consists of and the uses of them.



Finally virtual reality where the users are
“placed inside” the game, and how virtual
reality is the future of gaming.


THE EVOLUTION OF VIDEO
GAMES: The Beginning



Spacewar
!








1962


Steve Russell



1972: Nolan Bushnell founded Atari


It began with gaming arcade games


Nintendo &
Coleco

emerge as rivals


5 years later


Within 7 years


home &


handheld devices were introduced


The Internet & MMORPG


Massively Multiplayer Online Role Playing
Game (MMORPG).


World of
Warcraft

is the most popular
MMORPG


Created 2004


10m players


Added social element


Connected with


other entertainment


fields


Subscriptions


Virtual Worlds


A virtual world is a computer based 3D
game/environment where users interact with each
other in real time.



Virtual worlds have become a huge phenomenon in
recent years with games such as “The Sims”, “World
of
Warcraft
” and many others.



There are several types of worlds to be a part of such
as Fantasy, Science Fiction, Sport and real world.






Idea of virtual worlds came before the concept of the
computer.



The earliest idea of a virtual world was a virtual reality
simulator



The first virtual game was “Maze war”. This was the first
multiplayer online game
.





Characteristics:


As in real life, People also die in virtual worlds.
Time passes faster during the game than it does
in real life.



Avatars earn points/money on the difficulty of
the task they preformed.



A good example of “real life” virtual world is the
Sims.





Virtual
worlds involve other
sections
than just gaming. Its
used for research, medical, education and commercial
uses.



“Starlight’s Children’s” foundation use virtual worlds to let
children with diseases take part in activities and go places
that they could not physically do themselves.




In essence virtual worlds is more than just a past time for
gamers, it helps sick children overcome their pain, it helps
researchers carry out research.



Virtual Worlds have become a way of life for a lot of
people.


Virtual Headsets and 3D Gaming


The future of gaming may lie in virtual
reality and 3D gaming. These games will
totally immerse you in the virtual
experience.



This concept could change the gaming
forever through the manipulation of the
five senses allowing the gamer to believe
he/she is literally inside the game.


Virtual reality basically applies to computer
stimulated worlds that can simulate a persons
physical presence in that virtual place.



The virtual headset that will allow gamers to do
this will track the players movements and create
a body transfer effect.



Sony’s prototype of this head mounted device
holds twin LEDS screens


one for each eye to
immerse the gamer in a 20.20 birds eye view of
the world.




This device made by Sony will allow two
players play head to head gaming both
using full screens, they will not be able to
see the rivals screen.



The ultimate concept is to cover the
gamers eyes and allow then take part in
real time movements to the game.




The games industry is ever changing and will always
continue to evolve. As hardware and software become
more advanced, smaller and cheaper so do the games that
are designed. A large percentage of these games are
becoming online enabled rather than for home
use only.




Virtual worlds are not just used for gaming they are also
used by those in the medical profession to help sick
children do things that they are physically incapable of,
such as experiencing the thrills of flying a plane in
Microsoft’s Flight Simulator.



It can also be used for education and research through the
use of simulators.

Conclusion


The way virtual reality research is heading
shows us that virtual reality headsets are
going to play a massive role in the games
industry in the near future.

Questions?

References


Book
-

Richard A. Bartle 2003


Designing
Virtual Worlds



Book
-

Bruce, D.B, (1998) Avatars! :
exploring and building virtual worlds on the
Internet,
Peachpit

Press, Berkeley,
Calif.



Article


Brown, A.S.B(2006
) “Cool heads
prevail in emergencies
,” Virtual OR Vol.128
Issue 11