Showing posts with label VIDEO GAMES. Show all posts
Showing posts with label VIDEO GAMES. Show all posts

Tuesday, November 26, 2019

Facebook-owned Oculus acquires maker of 'Beat Saber', plans expansion 


In the virtual game, players use light sabers to slash oncoming, large cubes to the beat of music, sometimes twisting or ducking to avoid oncoming walls.


Business Standard : Facebook-owned Oculus on Tuesday said it is buying the studio behind hit virtual reality game "Beat Saber" as it looks to expand VR technology to wider audiences.

Oculus, which makes Rift and Quest VR headgear, did not disclose financial terms of the deal to acquire Prague-based Beat Games.

"Beat Games is joining us in our quest to bring VR to more people around the world," Oculus director of augmented and virtual reality content Mike Verdu said in a blog post.
"Beat Games' accomplishments are already impressive, but Facebook and the Beat Games team know that there is so much more that can be done across VR, games, and music."
Verdu assured players that the studio would continue to ship content and updates for "Beat Saber" on platforms where it is already available.

In the virtual game, players use light sabers to slash oncoming, large cubes to the beat of music, sometimes twisting or ducking to avoid oncoming walls.

"VR reimagines old genres and invents new ones," Verdu said.

Oculus is exploring ways, including acquisitions, to accelerate the adoption of virtual reality technology, which Facebook chief Mark Zuckerberg has heralded as the next major computing platform.

"With the resources and know-how that we can offer, Beat Games will be able to accelerate, adding more music and more exciting features to 'Beat Saber' as well as bringing the game to more people," Verdu said.

Facebook is planning a virtual social community where users of its Oculus headgear can "explore new places" via its Horizon virtual world, which is set for a beta launch in 2020.
Oculus users will be able to choose an avatar and interact with others in the virtual community, Facebook said earlier this year.

Horizon will replace earlier versions of the social VR community Facebook Spaces and Oculus Rooms.

Oculus remains a small part of Facebook, whose core social network and other platforms reach more than two billion people worldwide.

Wednesday, December 12, 2018

Addicted to digital devices? Focus on how you use tech, not screen time


With increasing attention to the effects of technologies, we should not only be concerned with their potential harms.


Many Americans find themselves bombarded by expert advice to limit their screen time and break their addictions to digital devices – including enforcing and modeling this restraint for the children in their lives. However, over 15 years of closely observing people and talking with them about how they use technological tools, I’ve developed a more nuanced view: Whether a technology helps or hurts someone depends not just on the amount of time they spend with it but on how they use it.

I’ve found many people who have found impressively creative ways to tailor the technologies they have to serve their values and personal objectives, improving their relationships and even their health.

In my forthcoming book, “Left to Our Own Devices,” I introduce readers to people who pushed products beyond their intended purpose, creating their own off-label uses. Some of them turned self-help products, like smart scales and mood apps, into mechanisms for deepening relationships; others used apps like Tinder, designed to spark interpersonal connection, as an emotional pickup – gathering data to feel better about themselves without the hookup. And still others have pieced together different tools and technologies to suit their own needs.

Looking beyond the rules

A few years ago, for instance, my colleagues and I created an app to help people manage stress as part of a health technology research project. Psychotherapy and other mental health services have traditionally been offered as individual treatments, and so we expected people would use our app on their own, when they were alone. We put a great deal of effort into assuring privacy and instructed people who participated in our research that the app was for their use only.

But many of the participants ended up bringing the app into their conversations with others. One woman used it with her son to process a heated argument they had earlier in the day. She sat down with him and together explored the visuals in the app that represented stages of anger. They followed the app’s cognitive therapy cues for thinking about feelings and reactions – their own and each other’s. She shared it with him not as a flashy distraction, but as a bridge to help each understand the other’s perspectives and feelings.

The app was intended to help her change the way she thought about stress, but she also used it to address the source of her stress – making the app more effective by, in a certain sense, misusing it.