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    <title>Pinboard (DirkSonguer)</title>
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    <description>recent bookmarks from DirkSonguer</description>
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      <rdf:Seq>	<rdf:li rdf:resource="https://www.roadtovr.com/two-words-for-experience-in-german-what-vr-can-learn-from-erfahrung-vs-erlebnis/"/>
	<rdf:li rdf:resource="http://www.gdcvault.com/play/1022214/Practical-Virtual-Reality-for-Disney"/>
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  </channel><item rdf:about="https://www.roadtovr.com/two-words-for-experience-in-german-what-vr-can-learn-from-erfahrung-vs-erlebnis/">
    <title>What VR Can Learn from the Two German Words for &quot;Experience&quot;</title>
    <dc:date>2018-06-21T22:08:14+00:00</dc:date>
    <link>https://www.roadtovr.com/two-words-for-experience-in-german-what-vr-can-learn-from-erfahrung-vs-erlebnis/</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[On today’s episode of the Voices of VR Podcast, I talk with Dr. Jenn Zahrt about the differences between erfahrung and erlebnis, and whether or not a third term might be required in order to describe the process of going through a virtual reality experience. Jenn says that erlebnis could be thought of a unique ‘lived experience’ that you actually go through with your embodied flesh, and that an erfahrung encompasses a much wider range of types of experience ranging from an archive of memories created from your erlebnisse but also knowledge that’s gained from indirect sources like the media, books, and external sources of authority.]]></description>
<dc:subject>VR AR MR experience learning</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:4d9eb9c5aaf5/</dc:identifier>
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<item rdf:about="http://www.gdcvault.com/play/1022214/Practical-Virtual-Reality-for-Disney">
    <title>GDC Vault - Practical Virtual Reality for Disney Themeparks</title>
    <dc:date>2018-06-21T21:08:41+00:00</dc:date>
    <link>http://www.gdcvault.com/play/1022214/Practical-Virtual-Reality-for-Disney</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Thinking about creating your own VR experiences using the Oculus? Walt Disney Imagineering, being one of the original pioneers in VR in the late 1980s, has in truth never stopped playing with VR and using it. This lecture will focus on some of the basic learnings from the last 20 years, and how it applies to VR experience development today. The talk will focus on HMD and CAVE-based experiences, their design considerations, technical implementation details, and will cover some real-world examples.]]></description>
<dc:subject>disney VR themepark experience UX</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:80787cb671de/</dc:identifier>
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<item rdf:about="http://www.gamasutra.com/view/news/284713/HoloLens_dev_shares_advice_on_developing_mixedreality_games.php">
    <title>Gamasutra - HoloLens dev shares advice on developing mixed-reality games</title>
    <dc:date>2016-11-04T10:29:10+00:00</dc:date>
    <link>http://www.gamasutra.com/view/news/284713/HoloLens_dev_shares_advice_on_developing_mixedreality_games.php</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Ralph Barbagallo is the founder of Flarb, a studio working on the augmented-reality game Ether Drift for (among other things) Microsoft’s HoloLens headset.

HoloLens has yet to see a commercial release (though you can get yourself a devkit for a few thousand bucks) so Barbagallo’s HoloLens development learnings are highly intriguing -- though of course a good chunk of his takeaways may not be as relevant by the time HoloLens hits.]]></description>
<dc:subject>hololens development experience ar</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection">
    <title>Plants Vs Zombies: Introduction to perfection - Edge Magazine</title>
    <dc:date>2011-08-14T10:42:22+00:00</dc:date>
    <link>http://www.next-gen.biz/opinion/plants-vs-zombies-introduction-perfection</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[The formula for the perfect game may be an area of hot discussion, but most would argue that games that are easy to get into and difficult to put down goes along the right lines. Players' early experience of a game is critical: this is the period in which they're making up their minds whether to devote more time, and often money, to the rest of it. 

So how do we make games with a polished early experience? Let's take some lessons from a game which I think does it incredibly well, PopCap's Plants Vs Zombies. ]]></description>
<dc:subject>games ux ui experience design interface z3</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:DirkSonguer/b:bcc487f8c4bb/</dc:identifier>
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<item rdf:about="http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx">
    <title>Employers: Look to gaming to motivate staff - Training &amp; Development - Business - News - iTnews.com.au</title>
    <dc:date>2010-08-05T09:02:44+00:00</dc:date>
    <link>http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx</link>
    <dc:creator>DirkSonguer</dc:creator><description><![CDATA[Clearly defined goals and fair, incremental rewards are two game design techniques that could motivate the 'gamer generation' in the workforce, according to a US academic.

Lee Sheldon of the Indiana University believes managers may have to rethink how they engage the next generation entering the mainstream workforce.
]]></description>
<dc:subject>article economy education game games psychology engagement experience english</dc:subject>
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