Valve完成并發(fā)布了原生的64位Steam for Mac客戶端以及最近的主要Steam客戶端更新,這也帶來(lái)了全新的Chat客戶端和重大的設(shè)計(jì)變更,以及眾多其他新功能和改進(jìn)。
通過(guò)今天的Steam客戶端穩(wěn)定更新,Valve支持通過(guò)內(nèi)置更新程序?qū)⒉煌亩M(jìn)制文件發(fā)送到64位與32位操作系統(tǒng),為將來(lái)的更新做準(zhǔn)備,這可能預(yù)示著64位Steam for Linux客戶端可能即將到來(lái)。Steam客戶端更新還修復(fù)了Steam Link硬件的雙倍PlayStation 4控制器輸入問(wèn)題,因此請(qǐng)確保通過(guò)轉(zhuǎn)到Steam菜單并選擇“檢查更新”選項(xiàng)盡快更新您的安裝。
【913VR原創(chuàng)內(nèi)容,轉(zhuǎn)載請(qǐng)注明及回鏈】
]]>http://pinmang.cn/18729.html/feed0區(qū)塊鏈結(jié)合虛擬現(xiàn)實(shí),會(huì)有多大的潛力?
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http://pinmang.cn/15783.html#respondTue, 19 Dec 2017 00:01:02 +0000http://pinmang.cn/2017/12/19/%e5%8c%ba%e5%9d%97%e9%93%be%e7%bb%93%e5%90%88%e8%99%9a%e6%8b%9f%e7%8e%b0%e5%ae%9e%ef%bc%8c%e4%bc%9a%e6%9c%89%e5%a4%9a%e5%a4%a7%e7%9a%84%e6%bd%9c%e5%8a%9b%ef%bc%9f/
Eric Klopfer在MIT任職多年,主要研究如何將教育科技、游戲與計(jì)算機(jī)模擬作為教學(xué)復(fù)合系統(tǒng)中的工具并開(kāi)發(fā)學(xué)生的認(rèn)知和計(jì)算思維能力。他的學(xué)術(shù)作品包括《增強(qiáng)學(xué)習(xí)》(Augmented Learning)、《在建模中冒險(xiǎn)》(Adventures in Modeling)以及《我們知道的越多》(The More We Know)。那么,作為本次大賽的評(píng)審之一,他對(duì)各位參賽者又有哪些建議和期待呢?下面就一起來(lái)看看吧:(以下Q為公共服務(wù)平臺(tái)小編提問(wèn),A為Eric Klopfer教授回答)
A:I think it is important that parents realize 1) all games are not the same they range from intensive problem solving games to construction games and more, and 2) that there is both good research and good theory that supports the use of game design principles for learning. Game design principles can be applied to not only motivate students but to challenge them, and keep them on the edge of their expertise.
A: I think rewards by themselves can be shallow and even counterproductive for learning. But when design combines rewards and other forms of feedback, it can be very helpful for learning. Students often don’t get feedback for long periods of time in school. Games can provide such feedback more quickly and in ways that can help learning.
A:There are at least a couple of ways to think about this. First, one can and should build challenges into a game that take the form of an assessment. That isn’t to say you should interrupt a game with test questions, but the actual tasks within the game should require the use of the desired learning principles. With modern data analytics we can then assess learning in game based on this data. But it is also useful to triangulate with external measures, which often requires collaboration with researchers.
A:One of the things we’re starting to learn about VR is that it has a significant emotional impact. So practicing something like public speaking in front of a VR audience provides a real challenge. Psychologists are starting to use and apply these principles. But we are just beginning to see the ways that we can use the collaborative capabilities in VR. The potential is very significant.
A:Think about what affordances VR actual provides. What unique visualizations or interactions does this new technology afford? Draw upon these unique aspects, rather then just moving a 3d experience to VR.
A:Many more people will experience VR through mobile devices than computer-based head-mounted displays. So it is important to think about this platform seriously. It currently has much more limited interaction so make sure to match the application to the forms of interaction that the experience does provide.
那么“真正的AR”在那里呢?這類(lèi)平視顯示器(Head Up Display)的AR體驗(yàn)距離我們真正的“終結(jié)者”還會(huì)遙遠(yuǎn)?只能說(shuō),真正的AR技術(shù)還在研發(fā)之中,不過(guò)道路依舊漫長(zhǎng),大部分是由于硬件產(chǎn)品的限制。微軟的HoloLens很有希望,不過(guò)卻被視場(chǎng)角、續(xù)航時(shí)間以及高昂的售價(jià)所限制(相對(duì)于VR),這意味著到下一代HoloLens出現(xiàn)之前,AR都還很難普及。