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thecuddlymuffintop · 3 months
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Humble Bundle recently released 4 new sets.
One for Roblox assets, Godzilla, @devolverdigital VR games, and home improvement.
Please feel free to use the following links below to support both myself alongside their charities.
The Complete Roblox Online Course + 1,001 Assets Mega Bundle (ends 7.11.24)
Godzilla-King of the Monsters by IDW Graphic Novel Set (ends 7.11.24)
The Upload VR Summer Showcase 2024-Devolver Digital Collection (ends 7.12.24)
Black & Decker Home How-To Guides Set (ends 7.13.24)
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the-monkey-ruler · 9 months
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Dota 2 (2013)
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Date: July 9, 2013 Platform: Mac / PC / Linux Developer: Valve Corporation Publisher: Valve Corporation / Nexon Corporation / Perfect World Entertainment Genre: MOBA Theme: Fantasy Franchises: Dota Also known as: Defense of the Ancients 2 Type: Crossover
Summary:
Dota 2 is a free-to-play high fantasy action real-time strategy game developed and released digitally by Valve for the PC, Mac and Linux on July 9, 2013.
Built on the studio's Source engine, Dota 2 is the official sequel to Defense of the Ancients, a series of custom scenarios for the 2002 game Warcraft III: Reign of Chaos that originally popularized the "Multiplayer Online Battle Arena" sub-genre. Development of the game is led by the original mod's final lead designer, IceFrog.
Similar to the original mod, the main gameplay pits two five-player teams (the Radiant and the Dire) against each-other as they work to escort their three endless waves of AI-controlled monsters (or "creeps") to the fortified enemy base in order to destroy the enemy "Ancient". Each player controls an individual Hero character and, throughout the match, earn experience (to level up their stats and abilities) and gold (for purchasing items and equipment) by eliminating enemies.
Rather than using a weekly free-to-play character rotation system (similar to other MOBA games at the time, namely League of Legends), the game makes all characters playable from the start and features cosmetic microtransactions (such as alternate appearances for each Hero's armor and weapons, alternate announcers, and custom UI enhancements) using the Steam Inventory and Steam Market systems.
The game received numerous updates since its original release, adding new Heroes, game modes (including support for custom modes), and features while revising certain gameplay mechanics. New features include better support for both new players (with integrated community-made guide support, coaching, and improved training modes) and competitive players (with improved replay and spectator support), as well as VR headset support (for spectating and viewing cosmetics). It also received a reworked client update in June 2015 (named "Dota 2 Reborn" for a short time), porting the game to Valve's Source 2 engine (the first game released with it), and received a complete map revamp on April 2023.
Dota 2 originally received an invite-only beta in November 2011, during Gamescom 2011. It was formally launched July 9, 2013, but access was gated via a queue system until December 16, 2013. It was also distributed as a standalone game in some regions, with Perfect World publishing the game in China, and Nexon publishing the game in both Japan and South Korea. The game also received spin-offs, including the 2018 digital card game Artifact, the 2020 "auto-battler" game Dota Underlords, and the 2021 animated series Dota: Dragon's Blood.
Source: https://www.giantbomb.com/dota-2/3030-32887/
Link: https://www.youtube.com/watch?v=LqtkfCLjJz4&ab_channel=DotaCinema
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vividracing · 8 months
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New Post has been published on https://www.vividracing.com/blog/new-race-proven-utv-wheel-tire-package/
NEW Race Proven UTV Wheel & Tire Package
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35″ Tensor Desert Series Race Tires + VR Forged D15 Beadlocks (Swoon)
I think we can all agree that when we see a UTV on a trailer with Tensor DSRs, Regulators, BFG Projects, or any large Baja-proven race tires, it gives us that warm and fuzzy feeling inside. Something about the stance of a UTV or truck with race tires makes us want to turn up some Metallica and do some off-road thrashing. We got to mount up some 35×15 10 Tensor DSR (Desert Series Race) tires to a set of gorgeous VR Forged D15 (5-lug) forged beadlocks. If you aren’t familiar, these D15 Beadlocks by VR Forged are some serious race-proven forged wheels that not only bada** looking, but save a substantial amount of weight. Each wheel weighs in at about 20.7 lbs, but we’ll call it 9.4 kg because we’re MWW. (Motorsports Weight Weenies)
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Getting to take this Polaris RZR Pro R out to the desert to hoon and put this wheel and tire package to the test was amazing to say the least. These tires alone compared to the stock rubbers is a night and day difference. The driver characteristics are so positive and can truly feel the energy and capabilities of the machine. Not in a cheesy-sappy way but the assurance of agility and being able to dive into different directions or carve ruts confidently. As for the wheels, the VR Forged D15s really bring everything home with saving weight from adding the big ol’ tires and knowing when SNAFU happens, you have some forged wheels that will still be able to get you home.
Shop These Tensor DSR Tires
Shop These VR Forged D15 Beadlock Wheels
Here are some photos from the shred session:
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What Tensor Tires has to say about the DSR Tires:
“Looking for the best competition-legal UTV race tire? Introducing the Tensor Tire Desert Series Race lineup. Whether you’re looking for the lightweight DSR30, the SCORE/BITD legal DSR33, or maximum height at 37in tall with the DSR37, this race proven series is the top choice for those who demand the best.”
What VR Forged has to say about the D15 5-Lug Beadlocks:
“The VR Forged D15 Beadlock UTV wheel is a full 1 piece forged monoblock wheel designed specifically for the new 5 lug Polaris RZR Pro R. You dont have to wait for these to be made like other forged wheels. Just pick your favorite tire and mount it up! This UTV specific wheel was designed to be superior in strength and much lighter than standard cast wheels. Creating this wheel was necessary for those wanting a wheel that will not fail under the harshest conditions as well as look amazing for the everyday UTV owner. The 8 spoke design is a perfect look for UTVs and shows off just enough of the brake caliper. The most important part of this wheel is that it is a TRUE beadlock design. The beadlock allows you to run those low tire pressures without fear of the tire coming off the wheel. Manufactured using a 10,000 ton press, each forged wheel is manufactured to meet the expectations of the highest OEM automobile manufactures.”
In our opinion:
This is a fantastic wheel and tire combo that will ultimate change the way your UTV handles and responds to the abuse you’re going to be putting it through. Before even considering to do any suspension modifications, a proper set of wheels and tires will change the capabilities and reliability of your UTV for the best. Don’t have a RZR Pro R? Don’t worry, there are VR Forged wheels for most UTVs. They can be found here:
VR Forged D15 UTV Wheels
You can also shop all Tensor Tire options here:
Tensor Tires
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jennyboom21 · 2 years
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Brie Larson and boyfriend Elijah Allan-Blitz have broken up, the Marvel actress seemingly confirmed in a new interview. Read the Oscar winner’s comments about her relationship status.
It looks like Brie Larson is captaining life solo.
The Captain Marvel star appears to have confirmed her split from film director Elijah Allan-Blitz.
While reflecting on her life and career in Harper's BAZAAR's April cover story, Brie noted she's staying receptive to whatever comes next.
"I don't have a next job. I don't have a home. I don't have a partner. I don't have a plan," she told the magazine in the piece published March 23. "I'm just completely open."
Only time will tell what the future holds for the Oscar winner both personally and professionally; however, she noted she would like it to one day include children, adding "how that happens, when that happens, in what capacity­—I don't know."
The last time Brie and Elijah were photographed at a public event together was in September, when they attended Disney's D23 Expo to promote their short film Remembering. This wasn't the first project they'd worked on together. The two also won an Emmy in 2020 for their interactive program The Messy Truth in VR.
👀
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regarding-stories · 2 years
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The Ever-Changing Story (Part 1): About Sword Art Online's (lack of) continuity
I'm a big fan of Sword Art Online (SAO), and I came to the series through watching the first three seasons on Netflix. It was on a whim, basically, but I became hooked, and in the last 2 1/2 months I have watched four seasons, one movie, read 28 books, and even several mangas - all works (or based on works) of Reki Kawahara, the original author.
Let's start with a simplified synopsis of the story, and from hereon there will be spoilers.
The plot of the original SAO story is set in an MMORPG world called Aincrad, composed of 100 floors. After the first 10,000 players have logged in, they are told that they can't log out anymore and that the game will kill them if they die in game or somebody removes the VR gear that completely immerses them in this world. Their only choice is to beat all 100 floors, after which the survivors will be automatically logged out.
The story then skips forward to floor 74, there's a fast-paced romance between the protagonist and a girl, and after some dramatic reveals after a battle against the boss of floor 75, our hero Kirito unmasks one of the most prominent players in the game to be the genius/villain that trapped them there to begin with, there's a final showdown with several tear-jerking twists, and then the game is beaten. All survivors get logged out.
Seems like I must've missed something? If you've watched the anime, I seem to have left big chunks out, right? But that's the "original story" as published as a light novel ("Sword Art Online 1 - Aincrad"). I put "original" in quotes because the true "original story" was first published on the web, then edited and lightly rewritten before being published as an actual book.
And it has changed ever since.
Retcons on top of retcons
From here on it gets weird. Even in the anime series, Aincrad gets a comparatively short treatment, 14 episodes of the 25 episodes comprising the first season. This is because the story of beating Aincrad is dispersed over many books by now, and most of it was written as stories inserted into an existing but also vague and largely empty timeline, typically involving some form of retconning.
The story I provided the synopsis for was SAO volume 1. Volume 2 added side stories, introducing several characters not seen before. Further side stories were added in volumes 8 and 22, and Kawahara started a series describing beating Aincrad floor by floor, called Sword Art Online Progressive (SAOP), which now comprises its own 8 volumes. In addition there are various side stories, published online, in magazines, as bonus material for example for other media including manga and anime, plus computer games. (But as far as I can tell you can largely ignore the computer games - they willy-nilly change canon anyway to attract as many players as possible.)
In other words, if you'd watched the anime, you would have seen, roughly in this order:
SAO 1 - Aincrad
SAOP 1 - Aria of the Starless Night
SAO 2 - Aincrad
SAO 8 - Early and Late
SAO 2 - Aincrad
SAO 1 - Aincrad
SAO 2 - Aincrad
SAO 1 - Aincrad
So, the anime is basically woven from four different books, one written in response to flesh out the anime a bit (SAOP 1). If you liked Yui, Liz, or Silica, they were all late additions.
The retcons in the anime are sometimes nice little details. For example, when Kirito publicly displays his Dual Wielding unique skill, he hides out in Agil's shop. In the anime, Liz walks by and teases him about letting out what was their secret. This actually happened in the second volume, while the scene actually stems from volume 1, so Liz did not exist to feature in that scene. But she fits like a glove here.
Retro-continuity
So, as a viewer of the anime, or using the anime as timeline, you come to a continuous, coherent story. This is not true for the novels, though, as Kawahara readily admitted whenever he published a new one. Each volume contains apologies for the inconsistencies he introduced when shoving new stories in.
His approach, however, is very pragmatic. Whatever he wrote last is basically true. This can be minor, like his admission from Volume 8 regarding his short-story "The Safe Haven Incident". So, for example in an earlier volume he wrote that Kirito had never taken Asuna to a restaurant run by an NPC before. This is exactly what Kirito does in this story, which in turn is set - but only within the world chronology! - before the story it modifies.
By the way, that's exactly the same detail Kawahara then contradicts again in SAOP, but SAOP is special...
You see, whenever somebody asks (on social media) if SAOP is a rewrite or reboot, there's a lively discussion where people go to great lengths to say that's it is not. I wholeheartedly disagree - SAOP is a huge reboot camouflaged behind lip service to existing continuity. And it heavily depends on which SAO or SAOP book you've read or media you've watched last as to what your conclusion might be.
And mine is - yes, the story has been rebooted. We might never see absolute proof for this as the story will likely never be finished. It took eight volumes to describe the beating of seven floors so far, casting doubt on the doability (or desirability) of doing this for the total of 75 floors mentioned in the original outline. But the longer the story progresses, the more heavily it deviates not only from the original plot points, but it also starts to rewrite characters - at least regarding their motivations and traits. And then they no longer fit their roles assigned to them in plot points alluded to in earlier novels.
A concrete example of how retro-continuity works
SAO Volume 22 contains the short story "The Day Before" - an account of what happened shortly before Kirito and Asuna got married in-game. It barely carries on for a page before it introduces us to what Kirito knew of Asuna or had experienced so far:
He had her as "impromptu party member".
She joined the Knights of Blood guild and took part in "our boss raids".
She "helped investigate mysterious safe-zone murders"
She "cooked S-ranked ingredients into meals for me".
The way he describes these events, including the connecting words, imply they happened in this order. This implies they were taken from the following books:
SAO Progressive Volume 1 onward.
Not actually depicted in any books, but mentioned since SAO volume 1. (When Asuna appears in SAO Vol. 1 she's the sub-commander of the KoB and takes part in the two boss encounters featured in the novel.)
SAO Vol. 8.
And back to SAO Vol. 1.
It is heavily implied that the term "impromptu party member" refers to SAOP Vol. 1 because she joined KoB after. (Not to be confused with them partying up in the middle stretch of SAO Vol. 1.)
In other words, within this story, published as Vol. 22 of the main line, events happening in some early SAO Progressive novels are confirmed as canon that overrides earlier canon. Whenever this volume or side stories introduce additional facts or change them, they are treated as if they had always been true. (You could say the new "normal" is whatever Kawahara wrote most recently, no matter if the information stems from the SAO or the SAOP series.)
This becomes especially noticeable if you actually read the light novels last, in a reverse order, after watching the anime, etc. There wasn't a grand master plan later novels slot into. Each new one is crammed in, and as that is done, it displaces some of the original story.
More things are then casually introduced: "Field bosses," a concept only present in SAOP. Further along, it is established that "we" (Asuna and Kiroto? The frontrunners?) typically ignore side quests - which is funny as this will be later contradicted again and overridden by further SAOP installments to follow, and quite drastically so. (In SAOP it becomes imperative to do quests to get potential info about floor bosses and how to beat them. It probably helped filling these books and making them the entertaining reads they are.)
We also get to meet Argo, who is characterized pretty much the same as in SAOP throughout. (And Argo existed only as a name drop before SAOP was written.) So Argo didn't exist until SAO 2, gets fleshed out as character much later in the SAOP novels, and she "returned" to the mainline novels volume 21 and forward. In 21 she only appears in the final scene, and in 22 we get side stories supposedly telling events from Aincrad - featuring Argo, probably so that main series readers can get used to her, she technically being an addition to the cast of that series.
We're also told about the great tragedy that befell Kibaou and the Aincrad Liberation Squad - which is greatly expanded on (in SAO 1 the "Aincrad Liberation Force" simply "got burned" on the 25th floor. In the SAO mainline novels before that Kibaou was only mentioned once, as a villain. Now he's made sympathetic. This is a major change, but if you've read SAOP you'll find that Kibaou is a character you can empathize with more and more the longer that series progressed. This change will be discussed further in part 2 of this article.
Growing backwards in time
Additions from volumes 2 onward fall into two categories: Those taking place before the main events of floor 74 forward in the first novel. And those taking place within the period between Kirito proposing to Asuna and their return to the frontline to fight the boss of floor 75.
In the first category we find:
The Black Swordsman (SAO 2)
Warmth of the Heart (SAO 2)
Red-Nosed Reindeer (SAO 2)
The Safe Haven Incident (SAO 8)
The Day of Beginning (SAO 8)
Day of Beginnings (in a tweet)
Hopeful Chant (bonus story as backstory for "Ordinal Scale" movie)
All "Sword Art Online Progressive" novels (SAOP 1-8)
In the second category we find:
The Girl in the Morning Dew (SAO 2)
Sugary Days (online side stories)
The Day Before (SAO 22)
Now that I went to the trouble of listing also "Hopeful Chant", it's another wonderful example of a retcon. Here Asuna meets Kirito during his darkest days in Aincrad - and suppresses her heart-felt wish to partner up with him again. (Which of course can only be an again at this point in time if everything within the SAOP series is canon.)
The original SAO 1 was the story of a girl who chased a boy she'd fallen in love with, until he wizens up and they become a couple. This point was reiterated in SAO 2 where Asuna talks to Lisbeth about her supposedly unrequited love for Kirito (without naming in). By the time "Hopeful Chant" was written, however, it has become the story of a girl that had a deeply trusting partnership with a boy that somehow (we don't know exactly how nor has this part been written) got torn apart and the mysterious magic happens and this somehow leads us back to the events from floor 74 forward. More recently written things invalidate things written earlier in SAO.
So it would be wrong to say SAO "grows backwards in time." SAO grows on top of SAO. It's like one of these ancient cities where you dig out layer that rests on top of another layer, or like Terry Pratchett's Ankh-Morpork which is described on having been built on, well, Ankh-Morpork.
If these were just "facts" or "factoids" this might not be so important. In fact, most people ignore this altogether and go with the assumed continuity, or with a continuity that exists in their own heads after having consumed the various SAO media in whatever order suited them (and ignoring any contradictions as long as they are not too glaring). In fact, if you read SAO novels in their publishing order, you might not notice it so much. Each story in itself seems consistent, and you tend to forget the exact details of former stories.
And so the ground shifts beneath you and you don't notice that you're now in a different story than you started with. This becomes apparent if we less focus on the supposed outlines (the top-down aspects of the story, its plot point framework) and focus more on the characters, their traits, arcs, values, etc, and what stories derive from them (the bottom-up aspects of the story).
Which we'll do in the second part of this article, to be posted soon.
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vitaliadev · 11 days
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Oculus Publishing Ignition Fund
2024.09.16, 4:20am
So, my primary interest is to develop immersive games in VR, and currently the headset I'm looknig to purchase down the line is Quest 3. Coincidentally I found Meta launched a fund for game studios. Even tohugh the deadline was 1 September, it is also stated "as long as the fund lasts", so I sent them an application with my itch.io game page.
I'm not expecting to get anything as always, but I also check boxes in the potential investing list. It is very early perhaps to seek support, but repeating my inquiry half a year later will be a good way to show my dedication and progress both for me and for the funds.
I haven't done any serious social media marketing yet, since my game is very early version. But I know it can be relatively easy, because there's nothing complex aobut the game idea itself and what people would expect from such title. VR + Fairytale can sell, simply because those niches always welcome quality works. And I'm a perfectionist that gonna aim for a solid portfolio example, not a cash grab game or anything.
My goal is to make something that (hopefully my PC can handle) can make you go "woah, so pretty & mysterious!". I remember playing Re2Re and Re Village demos, they had very impressive environments. I didn't really care about the gameplay itself, it was just cool to look around the locations. I do want some gameplay too, but for VR specifically, and for a first complete game in general, I want a simple walking simulator (it can be expanded and I know how, but I'm trying to limit my scope here for now).
Currently there are many things I can still add before I absolutely will have to buy the headset. I also will need to probably rewrite the script, since the jam game was a mix of 2 separate game ideas.
For Devolver, I'll send the pitch same time I'll update Epic MegaGrants, which is tied to my local legal/job situation, so in half a year or so. By that time I will have ideally a standalone 1POV game with 1h gameplay, based on my previous post regarding the math. Overall, I'll jsut spend half a year adding up every essential game element and pushing graphics.
My other concern, aside hardware bottleneck, is still optimization of the game. It doesn't make sense for a short game to weigh as much as it does now, compared to AAA titles. I need to figure out why it happens and how to control it, which is a bit more advanced than what I've been doing so far.
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miraimonogatarilabo · 16 days
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テクノロジーに関する情報リテラシーを向上したい方へおすすめの本のご紹介~2030年:すべてが「加速」する世界に備えよ04
New Post has been published on https://senor-blog.com/%e3%83%86%e3%82%af%e3%83%8e%e3%83%ad%e3%82%b8%e3%83%bc%e3%81%ab%e9%96%a2%e3%81%99%e3%82%8b%e6%83%85%e5%a0%b1%e3%83%aa%e3%83%86%e3%83%a9%e3%82%b7%e3%83%bc%e3%82%92%e5%90%91%e4%b8%8a%e3%81%97%e3%81%9f/
テクノロジーに関する情報リテラシーを向上したい方へおすすめの本のご紹介~2030年:すべてが「加速」する世界に備えよ04
皆さま、こんにちは。未来に繋がる情報を研究し発信するブログを運営する「みらいものがたりラボ」代表のせにょです。
本ブログでは、皆様の中で現在生じている問題を解決し、明るい未来へつなげる本をご紹介します。具体的には、週一回程度の頻度で、皆様の問題を解決するうえでお役にたつ本を1冊ピックアップし、簡単に解説します。 現在、未来予測プロジェクトを実行中です。具体的には、これから先の2030年~2050年までの未来を予測する本を解説して、皆さまとともに未来の物語に向けたトレンドを共有してまいります。 前回は、一冊目「2030年:すべてが「加速」する世界に備えよ」の解説3回目で、今後10年間で人類が直面し得る重大なリスクの内容とエクスポネンシャルテクノロジーを用いたその解決策を解説しました。今回は、「2030年:すべてが「加速」する世界に備えよ」の解説4回目です。 解説は以下3点を中心に私の意見としてご紹介します。
どんな問題が解決できるか?つまりどんな人におすすめか?
どうしてこの本でその問題を解決できるのか?
問題解決のため我々は具体的にどう行動すべきか
それでは、本題に入りましょう。
【テクノロジーに関する情報リテラシーを向上したい】でお困りの方へおすすめの本【2030年:すべてが「加速」する世界に備えよ】
【テクノロジーに関する情報リテラシーを向上したい】でお困りの方へおすすめの本は、【2030年:すべてが「加速」する世界に備えよ】です。 2030年:すべてが「加速」する世界に備えよ 以下でおすすめの理由を解説します。
本書で【テクノロジーに関する情報リテラシーを向上したい】を解決できる理由は【未来のテクノロジーについての3次元マップが得られる】から
【2030年:すべてが「加速」する世界に備えよ】で、【テクノロジーに関する情報リテラシーを向上したい】を解決できる理由は【未来のテクノロジーの進化について3次元マップが得られる】からです。 本書「2030年:すべてが「加速」する世界に備えよ」が素晴らしい点は、未来のテクノロジーの進化について3次元マップが得られることです。具体的には、X軸は、エクスポネンシャル・テクノロジーの9つの技術要素、Y軸は9つの生活カテゴリとし、これらの交わるところが時間軸=Z軸に沿ってどのように進化するかを調べることとができます。では、なぜテクノロジーの進化についての三次元マップが得られるのか?それを知るためにも、これまでに解説してきた内容を振り返ってみましょう。
第1部「コンバージェンスの破壊力」で解説したこと
第1部「コンバージェンスの破壊力」の内容から、VUCA時代に変化が加速する理由を解説しました。まず、テクノロジーが指数関数的(エクスポネンシャル)に成長する6段階のステージを説明しました。次にエクスポネンシャルテクノロジーを構成する9つの技術要素を紹介しました。さらに、技術進化を加速する7つの推進力を説明しました。最後にすぐ実践できることとして、「新しい技術に出会ったら、エクスポネンシャル・テクノロジーの6つのステージに従って、現在の発展段階を考える」ことを提案しました。詳しくは以下の記事をご確認ください。
VUCA時代に変化が加速する理由を知りたい方向けへおすすめの本のご紹介~2030年:すべてが「加速」する世界に備えよ01
未来予測プロジェクト1冊目「2030年:すべてが「加速」する世界に備えよ」をこれから4回に分けて解説します
senor-blog.com
2024.08.20
第2部「すべてが生まれ変わる」で解説したこと
第2部「すべてが生まれ変わる」の内容から、2030年の暮らしがどうなるか予想することを解説しました。具体的には9つの生活カテゴリ別に未来の暮らしを紹介しましました。以下キーワードでお伝えします。未来の買い物は、デジタルアシスタント、無人店舗、3Dプリント、ストアロボット、エクスペリエンス・エコノミーです。未来の広告は、空間的WEB、ビジュアル検索機能、ハイパーパーソナリゼーションです。未来のエンターテインメントは、AIクリエイタ、完全没入型エンターテインメント、感情コンピュータ、ARメガネ/コンタクトレンズです。未来の教育は、Android教師、VRによる情操教育、AIによる個別学習です。未来の医療は、モバイルヘルス、遺伝子治療、細胞医療、AI創薬です。未来の寿命延長は、アンチエイジング薬学です。未来の保険は、クラウド保険、ライフスタイル連動型保険です。未来の金融は、マイクロファイナンス、クラウド融資です。未来の不動産は、VR不動産、近接性、水上都市です。未来の食料は、垂直農法、培養肉です。最後にすぐ実践できることとして、「本書で紹介した新しい製品やサービス、考え方を自分の生活に取り入れてみる」ことを提案しました。詳しくは以下の記事をご確認ください。
2030年の暮らしがどうなるか予想したい方へおすすめの本のご紹介~2030年:すべてが「加速」する世界に備えよ02
今回は、「2030年:すべてが「加速」する世界に備えよ」の解説2回目です。
senor-blog.com
2024.08.27
第3部「加速する未来」で解説したこと
第3部「加速する未来」の内容から、2030年までに発生し得る脅威をテクノロジーで解決する方法を解説しました。まず、人類が今後10年で直面する重大な脅威と解決法をご紹介しました。次に、新たな脅威に出会った際に解決策を考える3つの視点を説明しました。さらに、今後100年で起こる人類の5つの大移動について解説しました。最後にすぐ実践できることとして、「新たな脅威に直面したら、視野・予防・統治の観点から解決策を考えてみる」ことを提案しました。詳しくは以下の記事をご確認ください。
2030年までに発生し得る脅威をテクノロジーで解決する方法を知りたい方へおすすめの本のご紹介~2030年:すべてが「加速」する世界に備えよ03
今回は、「2030年:すべてが「加速」する世界に備えよ」の解説3回目です。
senor-blog.com
2024.09.03
【テクノロジーに関する情報リテラシーを向上したい】解決のため具体的な行動は【最新技術に関するニュースを定点観測し未来のトレンドを予測する】
では、この本を読んだあと、我々は具体的にどう行動すればよいでしょうか?それは、【最新技術に関するニュースを定点観測し未来のトレンドを予測する】です。冒頭で説明したように、本書を読むことで、テクノロジーの進化の三次元マップを自分の頭の中に構築できます。そして、これを活用するには、ニュースで新しい技術的要素に出会ったら、このマップのなかにプロットして、未来のトレンドを多面的に予測してみましょう。これを繰り返すことで、テクノロジーに関する情報リテラシーを高めることができます。
最後に本書のリンクを再掲載しますので、購入して実践してみてください。
2030年:すべてが「加速」する世界に備えよ
以上で、未来予測プロジェクト一冊目を終わります。最後までお読みいただきありがとうございました。本書の内容を実行し皆様の問題解決にご活用ください。次回は、2030年より先の未来を予測する本をご紹介します。 今後とも本ブログをお読みいただければ幸いです。
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sa7abnews · 2 months
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Who is Palmer Luckey? The founder of Oculus and Anduril
New Post has been published on https://sa7ab.info/2024/08/11/who-is-palmer-luckey-the-founder-of-oculus-and-anduril-2/
Who is Palmer Luckey? The founder of Oculus and Anduril
Oculus founder Palmer Luckey.Horacio Villalobos/Getty Images Palmer Luckey founded the virtual reality company Oculus and sold it to Meta for $2 billion. He was fired from Meta two years later. Luckey went on to become the founder of defense-tech startup Anduril Industries. Palmer Luckey was 20 years old when he founded the virtual reality company Oculus VR in 2012.Just two years later, he sold it to Meta for $2 billion in cash and stock. Since then he's founded Anduril, a defense tech company that's snapping up government contracts and changing the future of war. The billionaire tech founder grew up in Long Beach, California. His father was a car salesman and his mother homeschooled him. Luckey began attending college courses when he was about 15, building VR headsets on the side as a hobby. He started a journalism major at California State University, Long Beach but, after developing a prototype for a virtual reality headset in his parents' garage, Luckey dropped out to found Oculus. He has told friends that reading Donald Trump's book "The Art of the Deal" at age 13 inspired him as an entrepreneur, the Wall Street Journal reported. OculusLuckey's Oculus Rift headset, which was later rebranded as Meta Quest, was hailed as a game-changer for technology fans everywhere. He raised $16 million in Series A funding in June 2013, and $75 million in a Series B round six months later.In 2014, the company was snapped up by Meta, then Facebook, for $2 billion.But in 2016, the young innovator was fired from Meta after his political contribution to a pro-Donald Trump group drew criticism from colleagues. Meta has denied that his departure had anything to do with his politics.  "I'm actually not nearly as political of a person as people think I am," Luckey told Bloomberg's Emily Chang on "The Circuit," saying that it was a $9,000 donation that got him kicked out of Silicon Valley.Luckey recently co-hosted a fundraiser for Trump in Newport Beach, the LA Times reported.VR is still a key focus for Meta, which continues to invest in the metaverse despite losses of nearly $50 billion. Since leaving Meta, Luckey has been critical of its metaverse product, for which Oculus is a key component."I don't think it's a good product," he said, adding that it could be "amazing in the future." Anduril A year after being fired from Meta, Luckey founded Anduril Industries, a security and defense technology startup.The company is striving to modernize the US military — building autonomous weapons, vehicles, and surveillance devices that the company claims "will save Western civilization." Anduril's tech runs on its AI platform, Lattice, which acts as an intelligent command center on which a human operator can control autonomous devices.Anduril's drone, the Altius-600 UAS, has been confirmed to be being supplied to Ukraine by the DoD; its Sentry surveillance towers are located along the US border; and the Australian Navy is deploying Ghost Shark, Anduril's autonomous underwater submarine.The Anduril Long Range Sentry Tower uses AI to provide autonomous surveillance.AndurilAnduril is not quite at the level of companies like SpaceX or Palantir in its business with the government but is far ahead of the new wave of smaller defense startups. It recently beat out legacy defense contractors Lockheed Martin, Boeing, and Northrup Grumman to win a multimillion-dollar Air Force contract and recently announced a new $18.6 million contract with the US Navy for its Dive AUVs. Next, Anduril is aiming to scale up its manufacturing capabilities. The company, now valued at around $14 billion, recently raised $1.5 billion in a Series F funding round led by Peter Thiel's Founder's Fund and Sands Capital. It'll use that money to develop a 5 million-square-foot factory named Arsenal-1 to "hyperscale" defense manufacturing."With Arsenal, Anduril's goal is to manufacture and produce tens of thousands of autonomous weapons systems addressing the urgent needs of the United States and our allies," the company said in a press release.While some say AI will make war worse, Luckey has spoken up about his belief that the technology will help everyone make better decisions on the battlefield. VR headset that can kill usersIn 2022, Luckey appeared to merge his careers into one with the creation of a VR headset that he had modified to explode when the wearer loses in a video game, killing them in real life, too. In a blog post, titled "If you die in the game, you die in real life," Luckey said he was inspired to create the deadly gaming device by a fictional VR headset called "NerveGear" featured in an anime television series called Sword Art Online.Palmer Luckey's NerveGear headsetPalmer Luckey"When an appropriate game-over screen is displayed, the charges fire, instantly destroying the brain of the user," Luckey wrote. "Only the threat of serious consequences can make a game feel real to you and every other person in the game." Luckey said it's just a piece of office art — for now."It is also, as far as I know, the first non-fiction example of a VR device that can actually kill the user. It won't be the last," Luckey wrote. 'A caricature'Luckey may have been made an outlier in Silicon Valley after being fired from Meta, but he's held on to his eccentric image and, by his own admission, is "a little bit of a caricature." Renowned for his mullet hairstyle and love of Hawaiian shirts, Luckey owns a personal collection of military-grade vehicles and a coffee table mapping out his Dungeons and Dragons campaign.The Anduril founder is also known to keep the world's largest collection of video games 200 feet underground in one of his missile bases, which is in an undisclosed location. Luckey's net worth is $2.3 billion, according to Forbes. He ranks No. 1,438 on the media company's list of billionaires for 2024.  Luckey has stayed true to his roots and still runs ModRetro, a company he founded in 2009 that modifies vintage gaming devices, primarily Gameboys, with new technology.Samantha Delouya contributed to an earlier version of this story.Correction: An earlier version of this story's headline referred to Luckey as the CEO of Anduril. He is the founder of Anduril. This story was updated with information clarifying military uses of Anduril tech.
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jake213j · 2 months
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Advertising in VR Apps: A Menace or a Golden Opportunity?
To paraphrase Benjamin Franklin, we can be sure of nothing in this world but death and taxes. Given how the information age is shaping up, we should include advertisements in this list.
Ads are inescapable – we are bombarded with them on websites, videos, even on city streets. For years, people have escaped to virtual reality for some respite, seeing it as one of the last bastions without annoying banners. Well, no more Advertisements are coming to VR apps.
Before you groan and toss your VR headset in the bin, consider that these ads might not look the way you expect them to, and it’s not exactly like VR apps have been free from monetization in the past. In this article, we want to examine the implications of these changes, and the unique opportunity available to those who release a monetized app, especially within emerging sectors like virtual training solutions.
The state of VR in 2021
What is it about VR that has attracted the focused gaze of advertisers? Well, first of all, the technology is quite popular. The overall market cap is estimated to be over $20 billion, and an estimated 16 million active headsets – about the population of Switzerland and Denmark combined.
Adding to this, VR headsets have become quite affordable. The first mainstream VR headset (Oculus Rift) cost $599, but the newest and more advanced Oculus Quest 2 costs half as much – $299. We see the same trend across other manufacturers. For reference, next-gen game consoles like the PS5 and Xbox Series X cost $499. If you want to know more about the amazing headsets currently available, be sure to check out our analysis of the best VR headset of 2021.
Another factor that makes VR fertile ground for monetization is its broad appeal: it is no longer a niche technology for gaming and entertainment. Modern VR apps are often targeted for general use functionality (e.g. virtual tours and conferences) or even specialty use by enterprises (professional apps for internal company use). In fact, an estimated 23 million jobs should be using the technology in the next 10 years.
Thus, this is a valuable market for both businesses and consumers.
Why monetization is important for VR apps
No matter how much we might wish the opposite were true, buying a VR headset does not instantly give you access to all VR apps on the platform. To be worthwhile to produce, VR apps still have to generate profit or value, and the first target is covering development costs.
While the very simplest of apps generally cost about $40K-$60K to develop, VR apps are on a whole other level. Due to the technical complexity involved and the amazing 3D content normally featured in this software, costs usually go for upwards of $100K.
App development is no joke or charity, so it would be unfair to expect a popular app to survive without financial support. As much as we might whine about ads and monetization, we wouldn’t have the amazing selection of VR apps available today without them. Beyond covering costs, monetized software also provides the opportunity for studios to reward developers with bonuses for motivation and fill their coffers for new and ambitious projects.
How VR apps are monetized
Developers and publishers can make money off VR apps through a variety of means and mechanics: some subtle, others not so much.
1. Initial purchase
This is the most common and transparent business model. The user makes a single payment and gets access to the app functionality for an unlimited amount of time. At the same time, this approach is a bit risky for developers, as their compensation is tied directly to total sales.
2. Subscription
The subscription payment model has become quite popular over the last decade, serving as a middle ground between full-purchase and free apps. Typically, users pay a small amount each month (which would be higher in a single-purchase model), letting them stop payment at any time. On the other hand, if the users stick around for many months and years, publishers can get a huge return on investment.
3. Ads
Ads in VR are unlikely to be presented in the form of banners and pop-ups. Instead, we can see targeted text and images being interwoven into the game world in a way that hopefully feels organic and not too jarring.
4. Branded apps
Some apps exist not to generate profit, but rather to have users engage with their brand and products in a fun and innocuous way. In the long term, this should stimulate sales and business growth. Sometimes, branded content is just added to third-party games in the form of product placement, subtle advertising, etc.
5. Premium content
In-app purchases, add-ons, paid items – you get the idea. Premium content can be a great additional (for some apps, primary) source of revenue, and we see it used in both paid and free apps. Still, some users are hostile towards additional paywalls in apps they already purchased, so we see such content more in free apps (via the so-called “freemium” business model).
6. Data sales
That’s right, user data in VR is valuable. By now, everyone knows that services like Facebook and Google share their data, so why would other platforms be any different? Just imagine how much information about user behavior and preferences can be collected just by recording what users look at and interact with in a virtual environment.
To illustrate, a company that is planning to roll out a new product but has not settled on a design might include ne
Can you turn a profit with a monetized VR app?
As we have mentioned, app development is very costly, and the same goes for supporting the software and delivering regular updates and features. To be profitable, not only does your app have to be well-made and popular, but you should also choose a smart monetization strategy. Thankfully, there are plenty of opportunities available, and the recent addition of ads sweetens the pot even further. There has never been a better time to make a money-making VR app.
If you go this route and choose to create an app for VR, you can get a big boost by enlisting the backing and services of a VR app development company. Unless you have specialists at your company with experience in VR design, it can take a lot of time for the project to take off without external assistance. A good partner should have years of experience in this field, and manage to build and package all the features you need rapidly.
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togwe-fantasysports · 3 months
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Level Up Your Game: The Impact of Expert Game Marketing Services
In the booming and competitive gaming industry, getting your game noticed can be a formidable challenge. With countless titles vying for players’ attention, having a solid marketing strategy is essential. This is where a game marketing agency steps in. These specialized agencies possess the expertise, creativity, and industry knowledge to help your game stand out and succeed. In this blog, we’ll explore the vital role a game marketing agency plays in elevating your gaming brand and ensuring your game’s success.
Understanding the Role of a Game Marketing Agency
A game marketing agency is more than just a promoter of your game; it’s a strategic partner that guides you through the intricate process of marketing in the gaming industry. Their role encompasses various aspects that are crucial to your game’s visibility and popularity.
Market Research and Analysis: Before launching a game, understanding the market landscape is vital. A game marketing agency conducts thorough research to identify target demographics, market trends, and competitor strategies. This information is crucial for crafting an effective marketing plan.
Brand Development: Building a strong and recognizable brand is essential in the gaming industry. Agencies help develop a unique brand identity, including logos, taglines, and overall visual aesthetics that resonate with your target audience.
Campaign Strategy: Creating a marketing campaign that captures attention and engages players is the core function of a game marketing agency. They design comprehensive marketing strategies that include online and offline elements, ensuring maximum reach and impact.
Content Creation: High-quality, engaging content is key to attracting and retaining players. Agencies produce a wide range of content, from trailers and gameplay videos to social media posts and blog articles, all designed to build excitement and engagement around your game.
Community Building: A loyal community of players can significantly boost a game’s success. Agencies focus on building and nurturing communities through social media, forums, and other platforms, fostering a sense of belonging and loyalty among players.
Key Services Provided by Game Marketing Agencies
Game marketing agencies offer a suite of services tailored to meet the unique needs of game developers and publishers. Here are some of the key services that can elevate your game’s marketing efforts:
Influencer Marketing: Leveraging influencers in the gaming community can provide significant exposure for your game. Agencies connect with influencers who align with your game’s genre and audience, creating authentic and impactful promotional content.
Social Media Management: An active and engaging social media presence is crucial for modern game marketing. Agencies manage your social media accounts, creating and sharing content that keeps your audience engaged and informed.
Public Relations (PR): Positive media coverage can greatly enhance your game’s reputation. Agencies handle PR efforts, including press releases, media outreach, and event coordination, to generate buzz and build credibility.
Performance Marketing: Agencies use data-driven approaches to optimize ad spend and maximize ROI. This includes pay-per-click (PPC) advertising, search engine marketing (SEM), and other performance-based strategies to drive downloads and in-game purchases.
Event Marketing: Participating in gaming events, expos, and conventions can provide valuable exposure. Agencies coordinate your participation in these events, ensuring your game stands out and attracts attention.
The Future of Game Marketing
As the gaming industry continues to evolve, so too do the strategies and tools used by game marketing agencies. Emerging technologies and trends are shaping the future of game marketing, offering exciting new opportunities for developers and publishers.
Virtual and Augmented Reality (VR/AR): VR and AR technologies are creating immersive marketing experiences. Agencies are exploring innovative ways to use these technologies to promote games, such as virtual demos and AR-based promotional campaigns.
Artificial Intelligence (AI): AI is transforming how agencies analyze data and optimize marketing strategies. AI-driven insights enable more personalized and effective marketing campaigns, enhancing player engagement and retention.
Esports and Competitive Gaming: The rise of esports presents new marketing avenues. Agencies are leveraging esports events and sponsorships to reach highly engaged audiences and promote games within the competitive gaming community.
Conclusion
In the highly competitive gaming industry, a well-executed marketing strategy can make all the difference between success and obscurity. Game marketing agencies bring the expertise, creativity, and strategic insight needed to navigate this complex landscape. By partnering with a game marketing agency, developers and publishers can ensure their games reach the right audience, generate buzz, and achieve lasting success.
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jcmarchi · 3 months
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Capcom Keeps Bringing Resident Evil To VR – Here's How And Why
New Post has been published on https://thedigitalinsider.com/capcom-keeps-bringing-resident-evil-to-vr-heres-how-and-why/
Capcom Keeps Bringing Resident Evil To VR – Here's How And Why
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Deflecting a crossbow’s bolt in real life takes practice. In the Resident Evil 4 (RE4) VR port, all it takes is lifting the controller in the air at the right time.
And it’s always satisfying.
The parry mechanic is one of the novel additions of the 2023 remake developed by Capcom. Whenever a bolt or melee attack from an infected villager is about to impact Leon Kennedy, you only need to press a button to deflect with the in-game knife. This action grants an opportunity to follow up with an attack on the spot while simultaneously adding to RE4’s original close-quarter smackdown.
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Adapting this to the PlayStation VR2 wasn’t easy. Instead of Leon doing a swift animation with just a button press, you need to grab the knife from your chest, lift it up in the air, and match the incoming attack. It’s more involved, sure, but also more immersive, adding a new layer of novelty to the mechanic.
“Enemy attacks have attack detections set at the weapon’s position,” director Keisuke Yamakawa says. “So, just by checking the contact between the enemy’s attack detection and Leon’s knife, we were almost able to get our anticipated behavior. When we managed to perform the first parry, the team was very excited about how much fun it was, and we were convinced that [the] VR Mode was going to be entertaining.”
Parrying is just one of many elements that went through careful consideration when translating the remake to virtual reality. To find out more about the process, Game Informer spoke to Yamakawa and producer Masato Kumazawa about the development of the VR Mode, how the VR version of Resident Evil Village served as a foundation, and what to expect in the future from Capcom’s ongoing push into the medium.
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Knife Party
Would Leon throw a knife in the midst of battle? Virtual reality grants you greater control over characters, and the team had to consider all possibilities of player agency. In deciding where to place boundaries and where to allow people to experiment, Capcom came up with three main pillars. Namely, whether your actions are fun in VR, whether you feel like you’re incarnating Leon, and if it all fits the RE4 experience.
At first, the team wasn’t sure about this possibility. In the VR version of Resident Evil Village, you can not only throw knives as Ethan Winters but weapons as well. Since Ethan is a civilian, the concept of him throwing whatever he has at hand to hit an enemy and make a quick escape doesn’t sound irrational. However, Leon has had a ton of training and experience in the field, so he wouldn’t be throwing a pistol at somebody’s head.
Ultimately, the developers figured players would want to throw knives as Leon regardless, so they added the mechanic for VR. Unlike Village, there’s a slight delay before returning the knife to the shortcut slot after throwing – which is placed on your virtual body at arm’s reach. Moreover, there’s the advantage of recovering a bit of the knife’s durability by manually returning it to the slot. Considering knives have a more prominent use in RE4, this all fits the concept well. Aside from attacking enemies, you can throw knives at bear traps to trigger them safely out of harm’s way or do target practice with chickens to get eggs.
In the VR version of Village, you’re able to close your hands to form a fist and punch werewolves. Unlike the knife, there’s no delay or cooldown time preventing you from defending yourself with this method. Sure, the damage is vastly inferior in contrast to knives and guns, but since it’s considered a VR novelty and not a proper mechanic, there isn’t a penalty in place. Allowing you to punch Ganados as Leon was also considered early in development. The problem, the developers say, was it meant replacing the existing melee system in favor of a punch you could repeat without a clear penalty. Funnily enough, you can wield two knives simultaneously to stab enemies quickly. But of course, the durability will prevent you from endlessly repeating this action. (Unless you find all Clockwork Castellans to unlock the Primal Knife, which can be upgraded to become indestructible. You’re welcome.)
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Of course, Village wasn’t the only point of reference. The original Resident Evil 4 got a standalone VR version developed by Armature Studio and published by Oculus Studios back in 2021. While the team didn’t mention it as an inspiration, there are multiple similarities, such as cutscenes displayed on a virtual TV of sorts. As for the world itself, there isn’t a big focus on interactivity, which is one of VR’s standout features. Perhaps more importantly, the first-person perspective shifts to third-person each time you perform melee actions, like the flat version.
“During the spinning kick attack, Leon’s posture changes drastically, and his body rotates,” Yamakawa says. “Therefore, it was clear that placing the camera at the head position would not produce a proper image. It was also important to be able to check the surrounding situation and the enemies caught by the kick, so we decided to use the third-person view from the beginning.”
Alternate Realities
In addition to throwing knives and manually parrying attacks, you can grab items and inspect them up close, do revolver tricks à la Revolver Ocelot in Metal Gear Solid, and even reload a shotgun by cocking the weapon with one hand. In order to keep up with the intensity of the RE4 remake, a lot had to be streamlined along the way.
Barrels and crates containing items can be destroyed by swinging your knife, but you can opt to use a button prompt that does the action for you as well. In the base game, whenever Leon enters a dark area, he turns on a flashlight until you’re back in a well-lit environment. This happens in VR, too, but the light is attached to your head by default, following your movement. You can, however, grab it from your forehead and move it yourself, similarly to Village, until the section ends. Each weapon has its peculiarities, especially when it comes to reloading, but some are simpler than what you’d expect in VR. As the team says, these shortcuts are intended to make it so your attention is on the action around you.
“For the shotgun and other weapon types that load one shot, we understand that as a VR game, it would be very interesting to reload one shell at a time,” Yamakawa says. “But in Resident Evil 4, the combat is very intense, and if the players have to reload the shells one by one during combat, it would make it very difficult and might affect your level of enjoyment.”
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According to Kumazawa, the release of the VR Mode was scheduled “a year after” the initial release of the base game, which came out on March 24, 2023. It ended up being less than that, being released as a free DLC on December 8 of the same year.
This was partly thanks to the fact that when the core team was still developing the main game, it also started working on aspects of the VR Mode. Additionally, the director of Village helped the team during the initial phases of development, while Yamakawa himself worked on the VR version of Resident Evil 7. It made for a much smoother process, even if mechanics like dual-wielding weapons had to be made from scratch.
In the “Integrated Report 2015” document released by Capcom in the same year, the company expressed its interest and commitment to VR for its Development Division 1, the group responsible for the Resident Evil series. Nine years later, half of the mainline Resident Evil games released in this time have gotten a VR version on PlayStation headsets. The Resident Evil 2 and 3 remakes and Armature’s version of RE4 are the outliers.
When asked if this focus on VR has influenced the way Capcom develops new games in the franchise, knowing it’d be working on a VR version ahead of time, the team suggested otherwise. “The simple answer is ‘No,’” Yamakawa says. “It’s very important to us that the main game is as interesting as possible, so we didn’t make any changes to it just because there was going to be a VR mode.” This, in addition, encompasses core additions like the parry. It wasn’t until the team started iterating on the base game to translate the experience to VR that tweaks and changes to the mechanic were made.
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The interviewees say they implemented all the elements they wanted for Resident Evil 4 VR. Once they wrapped up the project, they realized VR was well-suited to the franchise. While they didn’t discuss specifics, Kumazawa says they “plan to undertake more challenges in the future.”
Moreover, Kumazawa adds that one of the reasons for releasing the VR versions of Village and 4 as free DLC is that the team wants to try to help expand the VR market. Yamakawa, personally speaking, joined the project as a director because of his enthusiasm for VR.
While conditions such as motion sickness continue to be a concern for players to access VR, Yamakawa says there’s been substantial improvement in comparison to the original PlayStation VR headset.
“When we received the first version of the original VR development kit, I spent a lot of time playing it,” Yamakawa says. “VR also matches with the Resident Evil franchise really well. I would like VR to get much more popular with the public. Since headsets can still be quite expensive and heavy, I would love for the kits to continue getting lighter and more affordable to make it more [approachable] to the general audience.”
This article originally appeared in Issue 364 of Game Informer.
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vividracing · 10 months
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New Post has been published on https://www.vividracing.com/blog/tasteful-porsche-991-1-turbo-build-pays-tribute-to-1973-carrera-rs/
Tasteful Porsche 991.1 Turbo Build Pays Tribute To 1973 Carrera RS
If you are looking to make your 2014 Porsche 911 991.1 Turbo stand out from the crowd, then you are in the right place! Whether you’re a professional racer, a weekend enthusiast, or just someone who appreciates a good car, Vivid Racing knows all the parts and accessories you need to take your fine German automobile to the next level.
Recently, we’ve elevated this Porsche to new heights by integrating some of our top-notch parts. The result? An incredible transformation that makes this 991 Turbo truly stand out. From performance upgrades to luxurious touches, our Porsche 911 is what we find to be the perfect balance between all the adventure capabilities while maintaining its reliable daily driving duties.
Our Goal for this Porsche 911 991.1 Turbo
– Enhance driving performance and add character – Unlock even more of its potential with basic bolt-ons
To pay tribute to the classic Carrera RS, the aim was to incorporate elements of its livery. This involved making the 991.1 platform even more appealing by adding OEM+ upgrades. The exterior was transformed from its original white color to a vibrant green reminiscent of the Carrera RS, creating a visually striking and creatively customized appearance for this 911.
ARMYTRIX Valvetronic Exhaust System
We started off our upgrades with the VR Performance Valvetronic Exhaust System for the Porsche 991.1 Turbo. This exhaust system is designed to provide maximum performance, sound quality, and durability. With its valvetronic technology, you can control the sound of your engine from inside the cabin with a simple switch – giving you complete control over how loud or quiet your ride is at any given time! The exhaust notes from the ARMYTRIX system are monstrous. Not only does this exhaust system look and sound great, but it also increases horsepower and torque while reducing back pressure in order to maximize efficiency in your engine.
Exhaust Benefits 
– Headers and intake open up airflow – Reduces backpressure in turbo platforms – Provides horsepower and torque gains – Improves exhaust sound
VRP High Flow Headers
These new VR Performance tubular headers for the Porsche 991 Turbo or Turbo S really show off the performance you can get out of this engine. The design of the headers are a 3 into 1 style that the twin turbo REALLY benefits from. Unlike the 996 and 997 Turbo, the 991 headers are very restrictive and the clam shell design prohibits the turbos from spooling up quickly. 
Headers Benefits
– Increases airflow – Reduces backpressure – Increases Horsepower & Torque – Improves exhaust sound
VR Tuned ECU Flash
To really get the most out of our modifications we decided to get an ECU flash from VR Tuned for this Porsche 991.1 Turbo. This optimizes engine performance, enhancing horsepower and torque while maintaining fuel efficiency. We opted the tune with:
Vmax Off – This is an increase or reduction of the maximum speed limit.
Race Exhaust – This option is for those running full race exhaust systems.
Pops & Bangs (burble tune) – This is the result of an ignition delay which creates an exhaust detonation when the throttle pedal is released. 
ECU Flash Benefits
– Eliminates CEL codes caused by headers or high-flow catalytic converters installation – Properly optimizes and adjusts fuel and ignition maps for the new modifications – Provides an additional 100 wheel horsepower over stock
VRP Upgraded Diverter Valve Pair
The factory diverter valves are prone to leaking pressure under increased boost. To help keep the boost pressure constant all the way to redline, upgrading the stock diverter valve to the VR Racing Diverter Valve Kit was necessary. These valves are CNC machined 6061 aluminum which have been precision engineered to fit with the stock or aftermarket boost hoses. The internal construction of the valve uses a machined piston with proper o-rings to ensure a smooth motion that is air tight to prevent any boost leaks. The spring has been engineered to hold moderate to aggressive boost increases on your turbo car. 
Diverter Valve Benefits
– Helps eliminate back pressure – Recirculates boost pressure for better throttle response and less turbo lag
H&R Sport Springs
H&R has introduced their Sport Spring lowering kit tailored for the Porsche 911 Turbo | Turbo S. These Sport Springs lower the vehicle’s center of gravity, minimizing body roll and improving its handling capabilities. This also helps with a more aggressive stance, all while retaining the factory suspension components. All H&R springs are crafted from a special (hf) 54SiCr6 spring steel to ensure premium quality and performance. 
Sport Spring Benefits
– Maintaines all factory Porsche suspension components for reliability – Lowers the center of gravity for better handling – Gives the car a lower, sportier look while keeping the factory handling
VRP Cold Air Intake Kit
Unlocking maxium power starts with airflow, and the Porsche 991 Turbo knows it well. Upgrading the stock intake system in this beast can be quite the challenge due to its redesigned engine bay. But look no further! Our kit is here to revolutionize the game. We’ve retained the factory intake snorkel, channeling airflow directly to our twin cone air filters. These filters aren’t just any—they feature a high-flow filtration design to stop more bad particles while keeping an extremely high efficiency. Each filter comes with an intake tube that is powdercoated wrinkle black made from 6061 heat treated aluminum and TIG welded. 
The VRP cold air intake kit is a game-changer, giving the Turbo quick throttle response, almost like driving in perpetual sport mode all the time. Need proof? With this kit, we were able to pick up 0.1sec quicker 0-60mph.  Dyno tests will reveal a gain of about 15ft/lbs of torque at the peak while horsepower gain is 10awhp at peak RPM.
Cold Air Intake Benefits
– Increases air flow – Improves sound and appearance – Increases Horsepower and Torque
VR Forged D03-R Wheel Set
No matter what kind of car you have, nothing makes a statement quite like some tasteful wheels! We chose the VR Forged D03-R Wheels powedercoated in signal green. This touch pays homage to classic Porsche Carrera RS livery. For this build, a classic 10-spoke with an outer ring design gives it that racing sporty look while still maintaining an air of sophistication and elegance thanks to their unique design. It’s definitely an upgrade that can’t be ignored! Plus they come in 20 x 9 +45 front & 20 x 12 +45 rear sizes so they fit perfectly on the 991.1 Turbo without any issues whatsoever.
Forged Wheel Benefits – Improve performance and aesthetics – Provides a “Euro motorsports flare” compared to previous 5-spoke wheels – Increases strength and provides weight savings over factory wheels
VR Aero Carbon Fiber Wing Lip Spoiler
The Porsche 991 Turbo and Turbo S are incredibly designed vehicles in performance, handling, and aerodynamics.  But with all 911 body styles, there is one thing that really makes the iconic shape stand out over stock vehicles. That is, of course, the addition of a more aggressive rear spoiler.  For years people have been upgrading the rear ends to feature a GT2 or GT3 style rear spoilers.  With the 991 Turbo, the factory hydraulic rear spoiler and front spoiler work hand and hand to provide incredible aerodynamic ability. At 300kph, the 991 Turbo can produce 132kg of downforce, allowing it to lap the Nordschleife two seconds faster than in the normal mode. To keep these incredible stats but add extra styling, we added one final touch – VR Aero Carbon Fiber Wing Lip Spoiler for a little extra pizzazz!
This is a simple add on piece that installs in less than 30 minutes.  It allows it to fit snuggly on the stock spoiler curves without drilling or cutting into anything.  It wraps around the front and rear of the factory wing blade to lock in place. The lightweight carbon fiber piece is styled to match other VR Aero carbon fiber parts.  
Wing Lip Spoiler Features
– Retains the factory function in the up or down position – Requires no special tools to install – 2×2 Carbon weave Carbon Fiber – Gloss coat with 3K UV resistant finish – Fits over stock ducts for easy install – Perfect fitment
VR Aero Carbon Fiber Side Air Ducts
For a touch of sporty elegance, we installed the VR Aero Carbon Fiber Side Air Ducts. These lightweight carbon fiber pieces are not only styled to match other VR Aero carbon fiber parts but also adds a unique aesthetic appeal to the 991 Turbo. These air vents provide additional cooling and lend a bold and aggressive look to the vehicle. 
Side Air Duct Features
– Requires no special tools to install – 2×2 Carbon weave Carbon Fiber – Gloss coat with 3K UV resistant finish – Fits over stock ducts for easy install – Perfect fitment
VR Aero Carbon Fiber Rear Diffuser
To take the exterior to the next level, we’ve added the VR Aero carbon fiber diffuser, and let’s just say, it’s a game-changer for that stylish, aggressive vibe you crave! Our goal was to find best performing upgrades and develop them at affordable price. This rear diffuser isn’t just an addition; it’s a statement. Crafted to seamlessly attach to the OEM rear bumper, it’s designed to flow the lines of the rear skirt. This carbon fiber piece not only adds flair but amplifies the rear end of the 991, making heads turn wherever you go.
Rear Diffuser Features
– Requires no special tools to install – 2×2 Carbon weave Carbon Fiber – Gloss coat with 3K UV resistant finish – Fits over stock ducts for easy install – Perfect fitment
VRP Porsche PDK Cup Style Shifter Stick
Last but not least, we’ve added the VR Performance Cup Shifter for more fun and engaging shifting experience. This shifter was designed to give PDK owners a whole new experience in driving their car. Mimicked after the factory cup car style shift knob and assembly, this makes banging through the gears a lot more fun. We also wanted to maintain OEM+ style for this build as Porsche interiors already have great features from the factory. The height of the shifter is increased about 3 inches over the stock PDK lever. This puts the Cup Shifter at a great position in reference to the steering wheel. You now can have quick hand placement from the steering wheel to shift knob to smash through the gears like a pro!
Sifter Features
– Added longer shifter knob with button actuator – Gives sequential style shifting feel – Gives interior OEM+ look – CNC machined from 6061 aluminum – Cup car style shift knob – Carbon fiber center tube – Easy installation
At Vivid Racing, we offer a range of parts and accessories perfect for enhancing your Porsche 911 991.1 Turbo, catering to everyone from professional racers to weekend enthusiasts or anyone who simply loves quality cars. Our selection spans performance upgrades to luxurious additions, ensuring your Porsche strikes the ideal balance between adventure-ready capabilities and reliable daily driving.
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naina10 · 3 months
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Shifting Gears: The Evolution of Automobile Advertising in the Digital Age
Advertising in the automobile industry has undergone significant transformations with the advent of digital technology, reshaping how brands connect with consumers. In this article, we explore the evolution of automobile advertising and how modern strategies are leveraging digital platforms to drive engagement and sales.
From Print to Pixels: The Digital Revolution Traditional automobile advertising once relied heavily on print media such as magazines, newspapers, and billboards. However, the digital revolution has introduced new channels and capabilities. Today, brands harness the power of social media, search engine marketing, and targeted online ads to reach a broader audience with tailored messages. Digital platforms enable precise targeting based on demographics, interests, and online behaviors, ensuring advertising efforts are more efficient and effective.
Interactive Experiences: Engaging the Consumer Modern automobile advertising goes beyond static images and text. Interactive experiences, such as virtual reality (VR) tours of vehicles, augmented reality (AR) apps for customization, and immersive online showrooms, allow consumers to engage deeply with brands and products. These interactive elements not only capture attention but also create memorable brand experiences that resonate long after the initial exposure.
Data-Driven Insights: Precision in Advertising Data analytics play a crucial role in shaping modern automobile advertising strategies. Brands analyze consumer behavior, preferences, and purchasing patterns to optimize advertising campaigns. By leveraging data-driven insights, advertisers can personalize messages, refine targeting strategies, and measure campaign effectiveness more accurately. This data-driven approach ensures that advertising investments generate maximum return on investment (ROI) and drive tangible business outcomes.
Content Marketing: Educating and Entertaining Content marketing has emerged as a powerful tool in automobile advertising, focusing on creating valuable and engaging content that attracts and retains consumer interest. Brands publish informative articles, how-to guides, product reviews, and multimedia content that educate potential buyers and build brand credibility. By providing relevant information and entertaining storytelling, brands establish themselves as trusted authorities in the automotive space, influencing consumer perceptions and purchase decisions.
Omni-channel Presence: Seamless Integration Successful automobile advertising campaigns maintain a cohesive presence across multiple channels. From social media platforms and mobile apps to websites and offline events, brands ensure a seamless omni-channel experience that guides consumers through the entire purchasing journey. Consistent messaging, visually appealing creatives, and strategic placement across channels reinforce brand visibility and drive engagement at every touchpoint.
In conclusion, automobile advertising has evolved significantly in the digital age, embracing interactive technologies, data-driven insights, content marketing, and omni-channel strategies to effectively reach and engage consumers. By adapting to these trends and leveraging digital advancements, automotive brands can connect with their target audiences more effectively, drive brand awareness, and ultimately boost sales in a competitive marketplace.
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How will Digital Marketing change one's future?
Digital marketing is poised to continue evolving and shaping the future in several significant ways:
Data-Driven Strategies: Digital marketing relies heavily on data analytics, and this will only intensify. With the proliferation of big data and AI-driven analytics, marketers will have even more granular insights into consumer behavior, enabling highly targeted and personalized campaigns.
Artificial Intelligence and Automation: AI is already revolutionizing digital marketing by automating routine tasks, optimizing ad placements, and delivering personalized content. In the future, AI will become even more sophisticated, enabling marketers to predict consumer behavior more accurately and deliver highly tailored experiences across various channels.
Voice Search and AI Assistants: As voice search continues to grow in popularity, marketers will need to optimize their content for voice-based queries. Additionally, AI-powered virtual assistants like Siri, Alexa, and Google Assistant will play a more significant role in guiding consumer decisions, presenting new opportunities and challenges for digital marketers.
Augmented Reality (AR) and Virtual Reality (VR): AR and VR technologies offer immersive experiences that can revolutionize digital marketing. From virtual product trials to interactive advertising campaigns, marketers will leverage these technologies to engage consumers in new and exciting ways.
Blockchain Technology: Blockchain has the potential to transform digital marketing by increasing transparency, reducing ad fraud, and enhancing security and privacy. Smart contracts can streamline transactions between advertisers and publishers, while decentralized platforms can empower users to control their data and monetize their attention.
Social Commerce and Influencer Marketing: Social media platforms are increasingly becoming shopping destinations, blurring the lines between social networking and e-commerce. Influencer marketing will continue to play a significant role in driving consumer purchasing decisions, with influencers becoming more specialized and niche-focused.
Personalization and Customer Experience: Consumers expect personalized experiences across all digital touchpoints, and marketers will need to prioritize customer-centric strategies to stay competitive. This includes delivering relevant content, providing seamless omnichannel experiences, and fostering genuine connections with customers.
Privacy Regulations and Ethical Marketing: With growing concerns about data privacy and online tracking, marketers will face stricter regulations and greater scrutiny regarding how they collect, use, and protect consumer data. Ethical and transparent marketing practices will become increasingly important for building trust and maintaining brand reputation.
Overall, digital marketing will continue to evolve in response to technological advancements, shifting consumer behaviors, and regulatory changes. Marketers who embrace innovation, prioritize customer experience, and stay agile in adapting to new trends will thrive in this ever-changing landscape.
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josephcartos2001 · 5 months
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Emerging Technologies in Digital Marketing: Mumbai’s Adoption and Impact
   Introduction
Digital marketing has evolved rapidly over the past few decades, driven by advances in technology and changing consumer behaviour. Today, businesses are exploring new frontiers in digital marketing through the adoption of emerging technologies. These innovations promise to revolutionize the way companies connect with their target audiences, analyze data, and drive results.
1. Artificial Intelligence (AI) and Machine Learning (ML)
Artificial Intelligence and Machine Learning have gained immense traction in digital marketing. AI-powered tools can analyze vast amounts of data, enabling businesses to make data-driven decisions. Chatbots, for example, use AI to provide instant customer support, while ML algorithms personalize content and product recommendations.
Marketers are increasingly using AI for predictive analytics, audience segmentation, and content optimization, resulting in improved campaign performance and ROI.
2. Augmented Reality (AR) and Virtual Reality (VR)
AR and VR technologies have the potential to transform the way consumers experience products and services. Brands are using AR to provide interactive experiences, such as virtual try-ons for clothing and makeup. VR, on the other hand, offers immersive storytelling opportunities for marketers. The adoption of AR and VR in digital marketing is on the rise, particularly in industries like retail, entertainment, and tourism, where they enhance engagement and drive conversions.
3. Voice Search and Smart Assistants
Voice search is changing the way consumers look and seek information and make purchasing decisions. With the increasing prevalence of smart speakers like Amazon Echo and Google Home, optimizing content for voice search has become crucial. Marketers are adapting their SEO strategies to accommodate voice search queries, leading to the emergence of conversational and long-tail keywords. As voice search continues to grow, brands must tailor their digital marketing efforts to cater to this evolving consumer behaviour.
4. Influencer Marketing and AI-Powered Influencer Platforms
Influencer marketing has become a dominant force in digital advertising. However, AI-powered influencer platforms are revolutionizing the way brands identify and collaborate with influencers. These platforms use AI algorithms to match brands with influencers based on their target audience, content style, and engagement rates. As a result, influencer marketing campaigns are becoming more precise and data-driven, leading to improved ROI and increased authenticity in influencer-brand partnerships.
5. Blockchain Technology for Transparency
Blockchain technology is not only associated with cryptocurrencies; it also has significant implications for digital marketing. Blockchain can enhance transparency in digital advertising by providing a decentralized and tamper-proof ledger of ad transactions. This technology is being used to combat ad fraud, verify the authenticity of ad impressions, and ensure fair compensation for publishers. As concerns about transparency and accountability in digital marketing grow, blockchain solutions are gaining traction.
6. Data Privacy and Compliance Technologies
As data privacy regulations become more stringent, businesses are investing in data privacy and compliance technologies. These tools help marketers manage customer data responsibly and ensure compliance with privacy laws. Additionally, privacy-focused browsers and search engines are altering the digital marketing landscape by limiting tracking capabilities. Marketers must adapt their strategies to maintain effective targeting while respecting user privacy.
7. 5G Connectivity
The rollout of 5G networks is set to revolutionize mobile marketing and user experiences. With faster download and upload speeds, lower latency, and increased device connectivity, 5G opens up opportunities for real-time augmented reality experiences, high-definition video streaming, and seamless app performance. Marketers need to anticipate the impact of 5G on user behaviour and tailor their strategies to leverage these capabilities effectively.
8. Predictive Analytics and Big Data
The proliferation of data continues to be a driving force in digital marketing. Predictive analytics, powered by big data, allows businesses to forecast consumer behaviour and trends with unprecedented accuracy. Marketers can use predictive analytics to optimize ad targeting, personalize content, and allocate budgets effectively. This technology enhances ROI by minimizing wasteful spending and maximizing the impact of marketing campaigns.
Conclusion
The adoption of emerging technologies in digital marketing is reshaping the industry, offering new ways for businesses to engage with their target audiences and achieve their marketing objectives. From AI and ML for data-driven decision-making to AR and VR for immersive brand experiences, these technologies present exciting opportunities for marketers willing to adapt and innovate.
However, it’s important to recognize that the rapid pace of technological change also brings challenges, such as evolving privacy regulations and changing consumer expectations. Successful marketers will be those who not only embrace these emerging technologies but also prioritize ethical and responsible practices in their digital marketing strategies.
As businesses navigate this ever-changing landscape, staying informed about the latest trends and technologies will be essential to remain competitive and deliver exceptional digital experiences to their audiences. By understanding the adoption and impact of emerging technologies, digital marketers can position themselves for success in the dynamic and exciting future of the industry.
Summary
AI and ML are embracing new heights with respect to marketing every day
Influencers can be a driving force when it comes to marketing products to a larger audience
Blockchain technology has newer applications other than cryptocurrency like marketing
Data prediction and analysis are crucial when adapting to emerging technologies in the digital world
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sida-wang · 5 months
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WEEK 9 Workflow Testing
(test point cloud vr animation)
Through the lengthy and complex process of 3D scanning, converting to point cloud, creating animation, rendering to VR video, and finally publishing, I've encountered various challenges. However, I've confirmed that my initial project concept is achievable, and I've learned the necessary software, steps, and time required. This process has been quite demanding, and there is millions of times that I want to quite because of the geometry node and operational steps. Some difficulties I've faced include:
1. Problem: Blender, even with the Point Cloud Visualizer plugin, fails to display the colors of PLY files correctly.
   Solution: Probably due to the incorrect import method in Blender; the correct approach is to use "add" instead of "import."
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2. Problem: In Blender, PLY files cannot be converted to a geometry node for further editing.
   Solution: No direct solution found. I employed an alternative method by manually adding geometry nodes to create a point cloud from a GLB file.
3. Problem: Lengthy rendering time in Blender for animations.
   Solution: Utilize GPU instead of CPU for rendering. Additionally, reduce the “resolution scale” or set the “step” to 2 for lower-quality previews before rendering the final full-resolution animation.
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4. Problem: Blender renders VR videos as PNG files instead of a complete video file.
   Solution: Create a sequence in Premiere Pro (PR) using all the PNG frames to render a complete video. Rendering frames as PNG has the advantage of preserving previous progress in case of clash or pause, allowing continuous rendering.
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5. Problem: Visible black boundaries in VR videos created from Blender-rendered PNG sequences in PR.
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   Solution: Ensure consistency between PR's sequence settings and Blender's render settings. A more simple and direct way is right click on the clip, and choose Scale to Frame Size.
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6. Problem: Incompatibility of Open Brush files exported in GLB format with Mac computers when using standalone VR headsets.
   Solution: Create an Open Brush account and link it to a Google account to sync/back up all the media files to Google Drive, including desired GLB file. Then downloaded it from Google Drive on the Mac computer.
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(OpenBrush model download and open in Blender using GLB file format)
Based on these challenges and solutions, I've documented a detailed workflow for creating a point cloud animation, following tutorial links:
1. Obtain a base model through 3D scan using Scaniverse (free, supports multiple formats) and Sitescape (for larger buildings, supports PLY format only).
2. Export 3d scan to GLB format, import into Blender, and follow tutorials to create nodes for point cloud and transformations:
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3. Add noise for ambiance and lighting effects, referring to specific timestamps 57 and 60 minutes in tutorial videos:
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4. Set up camera shots, animate using keyframes, and employ plugins like Camera Shakify for handheld motion effects:
manually add:
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use plugin(recommend): https://github.com/EatTheFuture/camera_shakify
5. Render VR animation frames in Blender and compile them into a video sequence in PR.
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6. Edit VR video in PR as per Canvas module course guidelines, or for headset editing, refer to Adobe's VR support documentation.
7. Preview and check for seamlessness in Vimeo before finalizing the project.
Currently, my concerns is still about Blender's slow rendering speed and seamless transition between clips. I plan to discuss these issues and explore previewing methods and final presentation options with my instructor next week.
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