Explainers
Why a top-down view prevents nausea: vection explained simply
Vection is the illusion of moving while standing still. Why it can trigger discomfort in VR and why diorama games largely avoid it.
Consumer tech, apps and XR — reported plainly, every day.
Section
How the technology works, in plain terms.
Explainers
Vection is the illusion of moving while standing still. Why it can trigger discomfort in VR and why diorama games largely avoid it.
Explainers
Chokepoints, mixing, economy, and focus: ten rules for any tower defense game, explained with examples from Sozo Tower Defense.
Explainers
Freud called it the uncanny: the familiar turning strange. Why this century-old concept explains how mixed reality horror works in your own living room.
Explainers
Double inhale, long exhale: a step-by-step guide to the physiological sigh and a sober look at what is actually known about the technique.
Explainers
Curves, switchbacks, and double lanes determine the value of a build spot. A guide to tower placement with examples from Sozo.
Explainers
Tapping a subtitle word triggers several steps: pause, translation, base form, audio, save. A look at the technology behind it.
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Timing, volume, and ear shape: How head-related transfer functions create spatial sound and why horror games benefit from it.
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Text input, language model, speech synthesis, audio storage: Using MindIsland as an example, here is how an AI meditation is created and where the technology hits its limits.
Explainers
Questions and answers about the CEFR can-do statements, with everyday examples from the restaurant to the meeting.