HMD shipments are forecast to grow rapidly over the next few years, reaching around 76 million units by 2020. Immersive computing technologies like virtual reality, augmented reality and mixed reality are poised for growth as they blend physical and digital worlds and allow for natural language and gesture-based interactions. Developers can create immersive applications for these platforms across entertainment, training, manufacturing and other areas using tools like Unity, Windows Mixed Reality and Azure cognitive services.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3:What is virtual reality?
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
Virtual reality allows users to interact with simulated environments through multiple senses. It has a history dating back to the 1960s but has grown significantly with advances in technology. Virtual reality can be used across many fields like training, engineering, education, entertainment and more by creating immersive simulated experiences. It is used with devices like head mounted displays and data gloves to interact with virtual worlds.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document presents information about virtual reality including its definition, history, architecture, types, hardware, applications, and advantages/disadvantages. Virtual reality allows users to interact with simulated environments in real time. It has been developed since the 1950s and finds uses in fields such as military, education, healthcare, and entertainment. The architecture of a virtual reality system includes input, simulation, rendering processors, and a world database. Types include immersive, non-immersive, and window-on-world VR. Hardware includes input devices like wands and gloves as well as output devices like headsets. Applications include uses in military training, education, healthcare simulations, and engineering design.
Developing Immersive Experiences With Windows Mixed RealityFITC
Presented at FITC's Spotlight AR/VR event on Dec 2, 2017.
More info at www.fitc.ca
Margaryta Ostapchuk
Microsoft
Overview
Windows Mixed Reality opens a window into the virtual world, right from Windows Desktop. This new platform enables developers to create rich, immersive experiences, using a variety of supported headsets. In this talk, you will learn about how you can get started developing for Windows Mixed Reality. Margaryta will discuss the device and platform technologies. She will walk through the emerging development trends and look at some resources that can help kick-start your development journey. Finally, Margaryta will wrap it all up with a look at the development workflow, with a device demo that will inspire you to take the leap into Windows Mixed Reality.
Objective
Learn more about Windows Mixed Reality and how you can leverage frameworks to create immersive experiences
Target Audience
General VR/AR/MR developers
Assumed Audience Knowledge
Some VR development experience
Five Things Audience Members Will Learn
What Windows Mixed Reality is and its importance
Device technologies and specification
Emerging trends and techniques
Challenges in development and how to avoid them
Development workflow
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everythi...AugmentedWorldExpo
A talk from the Life Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everything in Between
Mixed reality covers a spectrum of experiences from traditional AR to VR. Come learn about Microsoft’s mixed reality strategy, and how you can create experiences that cover the entire spectrum using one platform and one set of tools.
http://AugmentedWorldExpo.com
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3:What is virtual reality?
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
Virtual reality allows users to interact with simulated environments through multiple senses. It has a history dating back to the 1960s but has grown significantly with advances in technology. Virtual reality can be used across many fields like training, engineering, education, entertainment and more by creating immersive simulated experiences. It is used with devices like head mounted displays and data gloves to interact with virtual worlds.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document presents information about virtual reality including its definition, history, architecture, types, hardware, applications, and advantages/disadvantages. Virtual reality allows users to interact with simulated environments in real time. It has been developed since the 1950s and finds uses in fields such as military, education, healthcare, and entertainment. The architecture of a virtual reality system includes input, simulation, rendering processors, and a world database. Types include immersive, non-immersive, and window-on-world VR. Hardware includes input devices like wands and gloves as well as output devices like headsets. Applications include uses in military training, education, healthcare simulations, and engineering design.
Developing Immersive Experiences With Windows Mixed RealityFITC
Presented at FITC's Spotlight AR/VR event on Dec 2, 2017.
More info at www.fitc.ca
Margaryta Ostapchuk
Microsoft
Overview
Windows Mixed Reality opens a window into the virtual world, right from Windows Desktop. This new platform enables developers to create rich, immersive experiences, using a variety of supported headsets. In this talk, you will learn about how you can get started developing for Windows Mixed Reality. Margaryta will discuss the device and platform technologies. She will walk through the emerging development trends and look at some resources that can help kick-start your development journey. Finally, Margaryta will wrap it all up with a look at the development workflow, with a device demo that will inspire you to take the leap into Windows Mixed Reality.
Objective
Learn more about Windows Mixed Reality and how you can leverage frameworks to create immersive experiences
Target Audience
General VR/AR/MR developers
Assumed Audience Knowledge
Some VR development experience
Five Things Audience Members Will Learn
What Windows Mixed Reality is and its importance
Device technologies and specification
Emerging trends and techniques
Challenges in development and how to avoid them
Development workflow
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everythi...AugmentedWorldExpo
A talk from the Life Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Matt Zeller (Microsoft): Windows Mixed Reality: Holograms to VR, and Everything in Between
Mixed reality covers a spectrum of experiences from traditional AR to VR. Come learn about Microsoft’s mixed reality strategy, and how you can create experiences that cover the entire spectrum using one platform and one set of tools.
http://AugmentedWorldExpo.com
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
The principles used for building a standard 3D experience fundamentally change when considering virtual and mixed reality. New devices such as the Microsoft HoloLens let users interact with digital content in relation to the real world, disrupting the way we build experiences. This session explains how to consider these concepts during development, as well as introduces the new medium of building 3D Mixed Reality applications and games using C#, Visual Studio, and Unity.
This document discusses augmented reality (AR), virtual reality (VR), and mixed reality (MR). It defines each term and distinguishes the key differences. AR overlays digital content on the real world, VR fully immerses users in virtual environments, and MR merges real and virtual worlds. The document also covers AR architectures, applications in education, medicine, and entertainment, and provides examples of AR, VR, and MR systems and devices.
Matt Zeller (Microsoft): Getting started with Microsoft HoloLensAugmentedWorldExpo
The document provides an overview of Microsoft HoloLens and Windows Mixed Reality:
- Mixed reality blends physical and digital worlds by allowing physical and digital objects to co-exist and interact as if real.
- Windows Mixed Reality supports a variety of headsets from see-through to opaque and PC-connected to self-contained experiences.
- HoloLens is Microsoft's fully untethered holographic computer that redefines personal computing through new ways to connect, create and explore using holograms, gestures, voice and more.
This document discusses augmented reality (AR) and virtual reality (VR) technologies, applications, and their business value. It provides a brief history of AR/VR and an overview of current and emerging applications such as learning and training, decision making, communication, sales, marketing, design, entertainment, and more. The document also examines the relationship between technology, its effects, and business/customer value. It emphasizes that the desired effect should be determined first before considering the appropriate technology.
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
Augmented reality (AR) overlays computer-generated images on top of the real world in real-time, allowing users to see digital content interacting with their environment. AR is distinct from virtual reality (VR), which immerses users in a fully digital world, and mixed reality (MR), where physical and digital objects co-exist and interact. Typical AR applications include education, medicine, and entertainment. AR systems have three main components - a tracker to collect real-world data, a processing unit to merge virtual and real content, and a visual unit like glasses to display the combined view.
MEC CES 2017-key-takeaways-and-trends-finalBrian Crotty
The document provides details about CES 2017, including key facts and figures. It summarizes that CES 2017 attracted over 150,000 attendees, 3,800 exhibitors from around the world, covered over 2.6 million square feet, and launched over 20,000 new electronics products. Major themes included technologies like autonomous vehicles, robotics, VR/AR, and artificial intelligence.
General senses advanced technologies catalogueReda Makarem
This document provides an overview of General Senses and the technologies they offer related to augmented reality (AR), virtual reality (VR), and combining realities. It discusses how General Senses uses AR and VR across industries like real estate, marketing, education and more. General Senses has also pioneered combining VR and AR into hybrid apps and morphing experiences. The document outlines additional technologies General Senses leverages and the large market potential for AR and VR, projected to grow to over $162 billion by 2020.
This document discusses augmented reality (AR), defining it as a type of virtual reality that combines real and computer-generated scenes. It distinguishes AR from virtual reality by noting AR enhances real environments while VR replaces reality. Examples of AR applications like Wikitude, Layar and Google Glass are provided. The document also outlines several industries where AR is used and discusses advantages like uniqueness, personalization and virality, as well as disadvantages like privacy concerns, advertising issues, and physical dangers.
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
Augmented reality (AR) combines real and virtual objects in real-time, registering real and virtual objects together. AR is closer to reality than virtual reality as it adds graphics, sounds, and smells to the natural world. AR allows users to interact with both real and virtual objects simultaneously while remaining present in the real world. Key components of AR systems include head-mounted displays, tracking systems, and mobile computing power. Future applications of AR include uses in medical, entertainment, military training, engineering, marketing and sales, and navigation fields.
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
The Future of Human Machine Interfaces (HMI)Daniel Zahler
Perspectives on Human-Machine Interfaces (HMI) from leading technology corporations and researchers. Includes virtual reality, augmented reality, and artificial intelligence.
Augmented reality (AR) is a technology that overlays digital information and objects onto the real world. The document discusses the history of AR from early concepts in the 1960s to recent frameworks like ARKit and ARCore. It explains how AR works by overlaying computer-generated images onto see-through displays. Examples of AR applications include using it in education, medicine, gaming, and military operations. The benefits of AR include enhanced learning and situational awareness, though it faces drawbacks like over-reliance on digital information and privacy concerns.
This document discusses cloud-native applications and serverless computing. It begins with an introduction to cloud-native applications and core technologies like containers, orchestrators, and microservices. Examples are then given of how companies like Fujifilm and ASOS have benefited from serverless architectures on Azure. The document concludes with an overview of Azure serverless services like Functions, Event Grid, Cosmos DB, and Logic Apps and a sample serverless application architecture diagram.
The document discusses the infrastructure and APIs available for Windows Phone development. It outlines the core plumbing, common type system, and standard programming model that make up the infrastructure. It then lists many of the Windows Phone Platform APIs that are available for developers to use, including APIs for tasks, controls, media, and more. It also includes code examples and references to Microsoft documentation and resources for Windows Phone development.
Microsoft provides an AI platform and tools for developers to build, train, and deploy intelligent applications and services. Key elements of Microsoft's AI offerings include:
- A unified AI platform spanning infrastructure, tools, and services to make AI accessible and useful for every developer.
- Powerful tools for AI development including deep learning frameworks, coding and management tools, and AI services for tasks like computer vision, natural language processing, and more.
- Capabilities for training models at scale using GPU accelerated compute on Azure and deploying trained models as web APIs, mobile apps, or other applications.
- A focus on trusted, responsible, and inclusive AI that puts users in control and augments rather than replaces human
Researchers used deep learning techniques like ResNet and data augmentation to improve the accuracy of detecting snow leopards from 63.4% to 90%. They used transfer learning on a ResNet model to extract features from images, then trained a logistic regression classifier on those features to detect snow leopards. They also averaged predictions from multiple images and doubled their training data by flipping images horizontally. This helped improve the model's ability to identify snow leopards in photos.
This document contains configuration information for endpoints and runtime execution for a process. It specifies starting the process with the startup.cmd file and setting it as ready on process start. It lists several endpoints for HTTP, TCP, and other protocols on various ports for input. It also contains SQL connection strings and registry settings for TCP/IP parameters including keep alive times and data retransmissions.
Azure provides cloud computing services including computing, analytics, networking, storage, and more. It offers virtual machines, databases, websites, and other services that can be accessed from anywhere and scaled up as needed. Azure aims to provide enterprise-grade services that are economical, scalable, and hybrid-ready to work with existing on-premises systems. It has data centers across the world and over 600,000 servers to provide its services globally at scale.
The document discusses microservices and provides information on:
- The benefits of microservices including faster time to market, lower deployment costs, and more revenue opportunities.
- What defines a microservice such as being independently deployable and scalable.
- Differences between monolithic and microservice architectures.
- Moving applications to the cloud and refactoring monolithic applications into microservices.
- Tools for building microservices including Azure Service Fabric and serverless/Functions.
- Best practices for developing, deploying, and managing microservices.
Combining Private and Public Clouds into Meaningful HybridsDavid Chou
The document discusses hybrid cloud scenarios that combine public and private clouds. It defines private and public clouds and their differences. Private clouds provide more control while public clouds provide scale. Hybrid clouds blend both models. The document outlines several hybrid cloud deployment patterns and application patterns, including using public clouds for variable capacity and private clouds for predictable workloads. It emphasizes the need for cloud-optimized application design and integration across cloud services when building hybrid applications.
CloudConnect 2011 - Building Highly Scalable Java Applications on Windows AzureDavid Chou
This document discusses building highly scalable Java applications on Windows Azure. It provides an overview of Windows Azure, including its infrastructure and services. It then covers how to deploy and run Java applications on Azure, including using various Java application servers like Tomcat, Jetty, and GlassFish. It also discusses some considerations for architecting applications to scale on Azure.
The document discusses building highly scalable Java applications on Windows Azure. It provides an overview of Windows Azure, including its compute and storage services. It then covers how to deploy and run Java applications on Azure, including using Tomcat, Jetty, GlassFish, and accessing SQL Azure and storage. It discusses current limitations and how the Eclipse tools will support Java development for Azure. Finally, it covers architectural approaches for scaling applications, comparing vertical to horizontal scaling.
Windows Azure AppFabric is a platform that provides middleware services for developing and managing cloud applications at scale. It includes services for messaging, caching, identity management, and integrating applications. It also allows building and managing composite applications composed of distributed application components hosted on Windows Azure. The AppFabric platform aims to simplify cloud development by providing these services and capabilities through a consistent programming model.
Scale as a competitive advantage allows companies to leverage large amounts of data. As data volumes grow exponentially, companies are utilizing cloud computing and distributed architectures to process petabytes of information daily across thousands of servers. This enables new applications, insights, and business models driven by "big data."
This document provides an overview of architecting cloud applications for scale. It discusses key concepts like horizontal scaling, distributed computing, and common cloud architecture patterns. Specific examples are given of how large companies like Facebook, Twitter, and Flickr architect their systems using horizontal scaling, partitioning, caching, and other techniques to handle massive loads in a scalable way.
This document provides an overview of the Windows Phone 7 platform, including:
- The application frameworks that power Windows Phone apps, such as Silverlight and XNA.
- The app model and hosting environment, including sandboxing and isolation of apps.
- The common hardware capabilities across Windows Phones, including touchscreens, cameras, and sensors.
- The tools and services available to developers, such as the emulator, cloud services, and Xbox Live integration.
- The process for deploying and distributing apps through the Windows Phone Marketplace.
Silverlight is a development platform for creating engaging web and mobile applications using .NET. It allows visually rich experiences through technologies like HD video, 3D graphics, and animation. Silverlight supports a wide range of platforms and browsers and provides tools for building business and consumer applications. Some key capabilities include media playback, rich graphics, data binding, and cross-platform deployment. Major companies like Netflix, the NFL, and NBC have used Silverlight to deliver interactive video experiences with features like HD streaming, DVR controls, and multiple simultaneous camera views.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
3. The future: Immersive
Computing
• Natural language and interactions between
people and technology
• Bots and agents
• VR, AR and MR
2000s: Mobile
• Social
• User download apps
from App Stores
1990s: Internet
• Search
• User “visits” websites
1980s: PC
• Desktop
4. These new experiences are poised for rapid growth
HMD shipments to reach ~76M units by 2020 growing at 65% CAGR
Source: IDC, Worldwide Quarterly Augmented and Virtual Reality Headset Tracker, 3Q16
196,722
1,937,954
10,252,907
22,672,192
37,674,548
54,003,645
75,972,265
0
10,000,000
20,000,000
30,000,000
40,000,000
50,000,000
60,000,000
70,000,000
80,000,000
2014 2015 2016 2017 2018 2019 2020
7xgrowth of market
forecasted through
2020
6. The state of things as they
“actually exist” through our human
senses without any technology
Artificially created sensory experiences of
people, environments and objects, which
can include sight, touch, hearing, and smell
PHYSICAL REALITY DIGITAL REALITY
13. Virtual Reality
Virtual Reality immerses the wearer of the
HMD within virtual worlds
Virtual Reality HMD’s typically require the use of
a PC or phone and in some cases, extensive
hardware within the room to provide the wearer
the illusion of presence within the virtual world
17. Augmented Reality
Where Virtual Reality (VR) replaces
the physical reality, Augmented
Reality (AR) augments or modifies
the physical reality
Often Augmented Reality is intended
to enhance the perception of the
physical reality, such as within an
aircrafts Heads Up Display (HUD)
20. Azure Computer Vision API
Tag images based on content
Categorize images
Identify the type and quality of images
Detect human faces and return their coordinates
Recognize domain-specific content.
Generate descriptions of the content
Use optical character recognition to identify text
found in images
Distinguish color schemes
Flag adult content
Crop photos to be used as thumbnails
Animal_dog
People
People_crowd
Outdoor_mountainFood_bread
Distill actionable information from images
23. Windows Mixed Reality headsets
Head mounted displays (HMDs) that provide mixed reality experiences by leveraging the
native Windows Mixed Reality experiences in Windows 10
26. Immersive headsets
So easy to set up: Works out-of-box
More freedom to place the system where you want
Wide range of affordable headsets and PCs
The largest apps library in the category 20k+
33. Developing Windows Mixed Reality Apps
Basic interaction model
Environmental understanding features
2D apps
Immersive and holographic apps
Windows Store
34. Areas of opportunity
Creation &
Design
Training &
Development
Assembly &
Manufacturing
Communication &
Understanding
Entertainment &
Engagement
37. Immersive Solution
Immersive App
(Unity UWP)
Immersive App
(Unity UWP)
2D App
(cross-platform)
Dashboards &
Visualizations
IntelligenceInformation
Management
Big Data Stores Machine
Learning
& Analytics
Power BI
Bot
Service
Data
Catalog
SQL Data
Warehouse
Data Lake
Analytics
Cognitive
Services
Data
Factory
Data Lake
Store
Machine
Learning
CortanaEvent Hubs HDInsight
Stream
Analytics
Cosmos DB
Cloud
(Azure)
This slide focus on HCI – human computer interaction, that is, how humans have interacted with computers throughout the last 3 decades.
This slide sets the stage for the presentation, illustrating the journey we have been on since the 1980’s with the introduction of the PC, the 1990’s with the introduction of the Internet and into the 2000’s with Mobile computing. The present and future is all about Immersive Computing and related technologies. In the following sections we’ll briefly explore VR and AR before exploring Mixed Reality and the opportunity it represents for our ISV partners.
Rick (22)
Classic chicken and egg problem e.g. no devices, no apps
More HMDs are being sold, experiences are getting better
Get in the game and get ahead of your competition
Reza
Before we jump into our session, I wanted to take a moment to give a high-level overview of this program.
The session were in today is an Envisioning session, where we talk about the latest trends and how to capitalize on these trends.
We highly encourage you all to follow through to the other two phases as well though.
The design sessions are led by Microsoft technical experts and dive into architectural considerations and design best practices for incorporating these technologies and
finally the Accelerate phase is where you have an opportunity to work side by side with Microsoft technical experts on building out your specific solution
And something unique about this program is that we have allocated a special offer for companies going through this program to help you kickstart your projects, which I’ll dive deeper into that at the end
“Immersive technology refers to technology that blurs the line between the physical world and digital or simulated world”
“Immersive technology refers to technology that blurs the line between the physical world and digital or simulated world”
Immersive experiences consist of 3 key pillars – perception, interaction, and environment.
Perception (human senses; but of course current technology doesn’t do much with smell and taste, yet; but there are some examples)
vision (3D display, holography, head-mounted display, full-dome)
auditory (3D audio, surround sound, etc.)
tactile (haptic)
olfaction (smell)
gustation (taste)
Environment – creation and management of the immersive space for the immersive experience, whether it is a single user, private experience, or one that is shared among many users. Just like mobile applications today, this often means integration with server-side resources and services.
This is dangerous for now
Transition statement: "That gets us today and lets talk about some of the areas we see immersive computing happening today and more specifically the devices we see those experiences on."
Ryan (10-21)
Virtual Reality – “An artificial, computer-generated world that can be experienced and interacted with”
Eye balls are covered up; completely immersed; you have been transported elsewhere; you are taking out of the physical world
Sega Master System 3D glasses
2012 Oculus with a kick start campaign; 4 years ; later we had a consumer ready device.
HTC Vive
Gear VR – head rotation
Playstation VR
Virtual Reality typically requires a PC, which is OK, but it also requires the use of external sensors (cameras and base stations) to track presence in a space
Track light and dark spots; highly details math
http://event.on24.com/eventRegistration/console/EventConsoleApollo.jsp?uimode=nextgeneration&eventid=1402899&sessionid=1&key=81802DAB649756CFCCB96A7067D4E07F&contenttype=A&eventuserid=305999&playerwidth=1000&playerheight=650&caller=previewLobby&text_language_id=en&format=fhaudio
Examples virtual reality
Discuss the wide range of devices and experiences they deliver. Make note that these VR HMD’s are all fully occluded, so are 100% digital reality
RICK
Why they are relevant… and perhaps industry antidotes
Use case – GIBLIB is company that specializes in surgical videos. They recently launched a VR service that allows medical students, physicians, etc to live stream a surgery in full 360 virtual reality
Video stream
Connect to video stream
Media Services
Next slide – why msft; lightweight non-commercial; linux is not; osx is not the go to;
You stay in your physical world but your physical world is augemented; it has data layed over the top of ypur physical reality;
A phone up ; a tablet up
magical window; data overlayed; they are still in their physical world;
Pokemon;
AR is more accessible because it doesn’t necessarily require dedicated specialized hardware – there are many experiences that can be built into a simply smartphone – but it can also go all the way up to providing real time information about the world around you through object recognition and computer vision
Cog services
RYAN -
Sprinkle Azure; IKEA inventory; graphics; RESTUL; database no-sql / SQL
Identify an object; layering cloud data
David
Beyond the case studies some other things you might want to do with computer vision include working out what’s in the photo right? That way you can write some code that does intelligent things based on the content of the image. This could be for moderation where you don’t want to see certain types of images, or perhaps you want to intelligently crop photos?
The Vision API is a great place to start solving these problems.
You stay in your physical world but your physical world is augemented; it has data layed over the top of ypur physical reality;
A phone up ; a tablet up
magical window; data overlayed; they are still in their physical world;
Pokemon;
It’s the magic behind the experiences available across our OEM and HoloLens devices. It’s the platform that allows for rich user experiences that merge our real world and our digital world
(FTE note: similar to Windows Hello – we could imagine Windows Mixed Reality running across a variety of mobile or desktop devices).
Mixed Reality is the future of computing and Windows makes jumping in easier than ever before
Head-Mounted Display Hardware: Microsoft HoloLens is the first mixed reality device to track user movement across six degrees of freedom
User Experience: Windows 10 is the first operating system designed to operate the way people do
Consumer Applications: The world’s largest catalog of apps grows with new franchise titles and experiences on Xbox and Windows
Commercial Applications: A brand new platform for global institutions and government to transform the way we work and achieve more
3D Images and 360 Video: Windows 10 is the world’s leading platform for beautiful image capture and viewing in three dimensions
Fixed color on header
Animate + gradient to show hardware mix and blend
RICK -
Sprinkle Azure; IKEA inventory; graphics; RESTUL; database no-sql / SQL
Identify an object; layering cloud data
Transition: "Ryan, no MSFT presentation would be complete with talking about the cloud, Azure."
Tethered; inside / outside tracking; no base stations and external cameras
3 DOF – head rotation; x,y,z
6 DOF – body movement – lateral movement; forward, back, left and right, up, down
Degrees of Freedom
Freedom of movement: Experience virtual reality in any room of your house. Experience complete freedom with 6DOF tracking.
Effortless Setup: Works right out of the box, no need to drill holes or setup extraneous hardware. Windows does all the work.
Single, Consistent User Interface: Windows provides a consistent interface across varied Mixed Reality devices.
One SDK for many devices: Build apps using the familiar Windows development tools you already know and love, and have them run across multiple HMDs.
More consumer choice: With HoloLens and multiple OEM partners, Windows Mixed Reality is available on a wide range of devices, giving the consumer more freedom.
More sales channels: Monetize and promote your app from day one in the Windows Store, merchandising in a Store optimized for VR and holographic apps.
More customers: By targeting a larger variety of PC specs, Windows Mixed Reality opens the door to reach more consumers than ever before.
Transition: "Rick, and we are seeing rapid growth in the market aren't we."
One of the advantages of developing apps for Windows Mixed Reality is that there is a spectrum of experiences that the platform can support. From fully immersive, virtual environments, to light information layering over a user’s current environment, Windows Mixed Reality provides a robust set of tools to bring any experience to life. It is important for an app maker to understand early in their development process as to where along this spectrum their experience lies. This decision will ultimately impact both the app design makeup and the technological path for development.
Enhanced environment apps (HoloLens only)
One of the most powerful ways that mixed reality can bring value to users is by facilitating the placement of digital information or content in a user’s current environment. This is an enhanced environment app. This approach is popular for apps where the contextual placement of digital content in the real world is paramount and/or keeping the user’s real world environment “present” during their experience is key. This approach also allows users to easily move from real world tasks to digital tasks and back easily, lending even more credence to promise that the mixed reality apps the user sees are truly a part of their environment.
Blended environment apps
Given Windows Mixed Reality’s ability to recognize and map the user's environment, it is capable of creating a digital layer that can be completely overlaid on the user’s space. Thin layer respects the shape and boundaries of the user’s environment, but the app may choose to transform certain elements best suited to immerse the user in the app. This is called a blended environment app. Unlike an enhanced environment app, blended environment apps may only care enough about the environment to best use its makeup for encouraging specific user behavior (like encouraging movement or exploration) or by replacing elements with changes (a kitchen counter is virtually skinned to show a different tile pattern). This type of experience may even transform an element into an entirely different object, but still retain the rough dimensions of the object as its base (a kitchen island is transformed into a dumpster for a crime thriller game).
Immersive environment apps
Immersive environment apps are centered around an environment that completely changes the user’s world and can place them in a different time and space. These environments can feel very real, creating immersive and thrilling experiences that are only limited by the app creator’s imagination. Unlike blended environment apps, once Windows Mixed Reality identifies the user’s space, an immersive environment app may totally disregard the user’s current environment and replace it whole stock with one of its own. These experiences may also completely separate time and space, meaning a user could walk the streets of Rome in an immersive experience, while remaining relatively still in their real world space. Context of the real world environment may not be important to an immersive environment app.
Spatial mapping provides a detailed representation of real-world surfaces in the environment around the HoloLens, allowing developers to create a convincing mixed reality experience. By merging the real world with the virtual world, an application can make holograms seem real. Applications can also more naturally align with user expectations by providing familiar real-world behaviors and interactions.
Holograms don't need to stay private to just one user. Holographic apps may share spatial anchors from one HoloLens to another, enabling users to render a hologram at the same place in the real world across multiple devices.
Six questions to define shared scenarios
Before you begin designing for shared experiences, it’s important to define the target scenarios. These scenarios help clarify what you’re designing and establish a common vocabulary to help compare and contrast features required in your experience. Understanding the core problem, and the different avenues for solutions, is key to uncovering opportunities inherent in this new medium.
Through internal prototypes and explorations from our HoloLens partner agencies, we created six questions to help you define shared scenarios. These questions form a framework, not intended to be exhaustive, to help distill the important attributes of your scenarios.
Mixed reality experiences are enabled by new Windows features for environmental understanding. These enable developers to place a hologram in the real world, and allow users to move through digital worlds by literally walking about.
The basic interaction model for HoloLens is gaze, gesture and voice, sometimes referred to as GGV. All mixed reality devices benefit from the input ecosystem available to Windows, including mouse, keyboard, gamepads, and more. With HoloLens, hardware accessories are connected via Bluetooth. With immersive devices, accessories connect to PCs via Bluetooth, USB, and other supported protocols.
The environmental understanding features like coordinates, spatial sound and spatial mapping provide the necessary capabilities for mixing reality. Spatial mapping enables holograms to interact with both the user and the world around them. Coordinate systems allow the user's movement to affect movement in the digital world.
Holograms are made of light and sound, which rely on rendering. Understanding the experience of placement and persistence, as demonstrated in the mixed reality shell is a great way ground yourself in the user experience.
From scientists and technicians to designers and clients, five areas of opportunity have emerged where Microsoft partners are find value with mixed reality. These areas are already providing massive insight into the future needs of platforms like Windows Mixed Reality and can help you understand how these new experiences will impact the ways we learn, collaborate, communicate, and create.