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Event – Slides, source code and links from the Hololens to 2D developers event: a summary



Note that for objects added to the scene, the Awake and OnEnable functions for all scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More infoSee in Glossary will be called before Start, Update, etc are called for any of them. Naturally, this cannot be enforced when you instantiate an object during gameplay.




Event – Slides, source code and links used on the Hololens to 2D developers event



These functions have Profiler MarkersPlaced in code to describe a CPU or GPU event that is then displayed in the Unity Profiler window. Added to Unity code by default, or you can use ProfilerMarker API to add your own custom markers. More infoSee in Glossary, so you can use the Profiler to see when in the frame Unity calls them. Knowing when Unity calls these functions can help you understand exactly when the Event functions you do call are executed.


The physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More infoSee in Glossary also updates in discrete time steps in a similar way to the frame rendering. A separate event function called FixedUpdate is called just before each physics update. Since the physics updates and frame updates do not occur with the same frequency, you will get more accurate results from physics code if you place it in the FixedUpdate function rather than Update.


Google, will be hosting its annual event, Google I/O, virtually for developers. Keynotes and content are free and online, for developers interested in Google products and topics related to AR events and objects in Google Search, Artificial Intelligence, ML, Flutter, and Cloud computing. Google will also present its latest software advancements, such as the Android/IOS Cloud-based mapping, Android 13 beta version, and a possible Pixel 6A.


Hundreds of thousands of participants watch this event to experience the powerful and next-generation technology of headsets, VR worlds, and avatars, offered by Meta, previously known as Facebook. It is a chance to learn more about the roadmap developed in creating Project Cambria and witness the extreme visual graphic change of Horizon and refurbishment to interactive Avatars. Learn about the developers' and creators' journeys on how they reached Meta today.


One of the renowned Metaverse events 2022, VR Days is a 5-day immersive tech week where enterprise experts and developers can meet to discuss important topics within the scope of virtual and extended reality for the Metaverse. These topics focus on:


With global exhibitors from Intel, Nvidia, LG, Sony, Qualcomm, HTC Vive, Cannon, this MR event 2023, Consumer Electronics Show (CES) brings forward the top developers, platforms, and manufacturers, and suppliers to witness the thrive of business consumer tech from hardware, software, to delivery systems and more.


Be part of the global event that joins together thousands of innovators, developers, researchers, and creators who are aiming to deploy the power of XR, Artificial intelligence, data science, and much more.


The Inspector in Godot is more minimal, it shows only properties.Thanks to this, objects can expose more useful parameters to the userwithout having to hide functionality in language APIs. As a plus, Godot allows animating any of those properties visually.Changing colors, textures, enumerations, or even links to resources in real-time is possible without needing to write code.


Many large systems of linear equations are sparse, i.e. if the matrix that describes the linear system is of size N times N, where N is large, there are very few non-zero entries in each row. Under these conditions there may not be enough memory to store the whole matrix, and so only the non-zero entries are stored. This prevents techniques such as LU decomposition being used to solve the linear system; instead an iterative technique such as the conjugate gradient technique for symmetric positive definite matrices, or GMRES for more general matrices is used. The number of iterations needed with these techniques can be large, rendering these techniques inefficient. To prevent this, preconditioning techniques are used - if the linear system is defined by Ax=b, then a preconditioner P is used and the system solved is instead PAx = Pb, where P is cheap to calculate and both PAx and Pb are cheap to evaluate. In this project we will investigate matrices with a block structure that arises in many fields, such as constrained optimisation and continuum mechanics. We will utilise the block structure of these matrices to heuristically derive candidate preconditioners, and compare their performances.


Denis Kalkofen is an assistant professor at the Institute of Computer Graphics and Vision (ICG), Graz University of Technology, Austria. His research is focused on developing visualization, interaction, authoring and display technology for Virtual and Mixed Reality environments. He is especially interested in combining computer graphics, human-computer interaction and computer vision techniques to enable comprehensible and easily accessible Mixed Reality experiences. Denis received Dipl.-Ing. (2004) from the University of Magdeburg and Dr. techn. (2009) from Graz University of Technology. In 2019, he joined the Wearable Computer Laboratory at the University of South Australia as visiting researcher and the Computational Imaging Laboratory at Stanford University as visiting assistant professor. Before joining ICG, he was a member of the Virtual Reality Laboratory at the University of Michigan. Denis won best paper, best short paper, and honorable mention awards at several international scientific events, including IEEE ISMAR, EuroVis, KELVAR, BioVis, VRCAI, and 3DUI.


Effective tools can make software developers much more productive, but manually developing such tools is difficult and time-consuming. This talk advocates a learning approach toward creating developer tools. The basic idea is to consider the enormous amounts of existing code as training data and to learn models that predict properties of code. The talk will present two examples of learned developer tools. First, we present a learned bug detection technique, which predicts whether a piece of code is correct or buggy. Second, we present a learned type prediction technique, which predicts otherwise missing type annotations for code written in dynamically typed languages. Both techniques make use of natural language information embedded in identifier names, a rich source of knowledge ignored by traditional program analysis techniques. Evaluating the ideas on millions of lines of JavaScript code shows that automatically learned developer tools can be highly effective and even outperform traditionally developed techniques.


This event will not only be a chance to explore SHL's media archaeology resources, reflect on media archaelogical theory and practice -- and play some games! -- but also an opportunity to meet others across the university involved in gaming, game studies, and game design, and to take stock of the state of the art and the future of game studies at Sussex. With Sussex launching its new Games and Multimedia Environments degree next year, the event will also create space for timely dialogue around games studies at Sussex. What else are we already doing around games at Sussex? How can we bring together existing research and teaching around gaming to share resources, projects, ideas, and opportunities? This event is open to all and there is no need to book.


"Infrastructures are matter that enable the movement of other matter... They are things and also the relation between things." - Brian Larkin, The Politics and Poetics of InfrastructureAs part of the exhibition of their new installation FAMILIARS, Georgina Voss and Wesley Goatley (Sussex Humanities Lab doctoral researcher) hosted an evening of talks and films which reflect on the politics, power, visibility, and familiarity of infrastructures and systems.We live with increasing dependence on large-scale infrastructures and logistics systems which are exceptionally important to our lives whilst being intentionally designed to be invisible and overlooked. Originating from military terminology to describe fixed facilities such as airbases, we think of infrastructures as being material, solid, reliable; responsible for some sense of ambient stability of life in the developed world. Long-standing and ephemeral, infrastructures shape our sense of time, providing the sense that things work and will go on working. Trains, planes, and boats; roads and railway lines; wind farms, oil refineries, and solar fields; cables and pipelines; generators and wires; sewers and water treatment plants; we only tend to notice these massive dynamic systems when they fail.In UNFAMILIAR MATTER, our speakers looked at the politics, power, human roles, and hidden relations around infrastructure. As resources necessary for the common good, infrastructures raise questions about public goods and collective resources. Despite the inhuman 'infrastructural sublime' of their enormous, looming, beautiful forms, these systems depends wholly on people for their planning, execution, use, and interpretation. And whilst infrastructures are coded as separate from society, their fluxes and failures can only truly be understood by understanding the interplay between the people, systems, and social expectations involved.Alice Bell is is a writer, campaigner and researcher interested in the intersections between science, technology and society. She will talk on energy infrastructures.Ingrid Burrington writes, makes maps, and tells jokes about places, politics, and the weird feelings people have about both. She will talk on internet infrastructures.Georgina Voss is an anthropologist of technology and innovation, whose work centres on the interplay between technologies, politics, and social systems. She will talk on logistics infrastructures.Wesley Goatley is a critical sound artist whose work explores opaque processes and hidden power in technologies. He will open the event, with a short introduction on sound and infrastructure. 2ff7e9595c


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