Perry Hoberman

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Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial(More)
This paper outlines the development of a stereoscopic game included in the design of a pilot transmedia storytelling campaign for health promotion and communication of basic concepts about vision and perception for a target audience of children under six and their families in a research clinic setting. The game utilizes the 3D phantogram technique(More)
Christian Greuel We hear the talk of endless technological revolutions. We are surrounded by high-tech gadgetry that does our bidding. Yet what does all of this magnificent machinery really offer us? Does progress in fact exist? And if so, what is it actually worth without substantial content? This discussion panel is addressing the current state of(More)
All of the components for creating fully immersive virtual worlds have suddenly become ubiquitous and cheap, often built into devices that we have already in our pockets and on our desktops. These devices have everything they need to become state-of-the-art platforms for immersive games and virtual reality: powerful graphics, high-resolution displays, and(More)
Each time we begin to install a new piece of software, a familiar window pops up. It contains an interminable text, densely packed with legalese and jargon. Its meaning is arcane, very nearly unintelligible, but that doesn’t matter; few of us will ever actually read one of these texts. The End User License Agreement, or EULA, functions as a kind of ritual;(More)
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