Avatar machines

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  • Snow crash in 1992.
  • Traumatic- deeply disturbing
  • Ergonomics- scientific study of people & their behaviour.
  • Avatar machines

    1. 1. By :Shwetanshu Gupta 342/08 ECE B2
    2. 2. Contents  Introduction  OBE’S  Hardware  Impact of avatar world  Applications  Challenges  Future aspects  References
    3. 3. AVATAR MACHINE Introduction • Avatar is a digital representation of a real human being. • Neal Stephenson describe the avatar in the Metaverse, a fictional virtual-reality application. 1 Shwetanshu Gupta ECE B2
    4. 4. OBE’S  Generally, OBE’s are associated with illness or traumatic incidents.  OBE’s can be produced in healthy persons.(science journal)  Three tests performed: Display test. Sweat sensor. Recognition test. 3 Shwetanshu Gupta ECE B2
    5. 5. Hardware  A harness that straps to the user's torso.  Three two-meter long aluminium rods that attach to the user's harness at the lower back and shoulders, forming a tripod.  A wide-angle pinhole video camera at the end of the tripod.  A head-mounted display (HMD) contained in a helmet.  A power supply attached to the harness. 5 Shwetanshu Gupta ECE B2
    6. 6. 6 Shwetanshu Gupta ECE B2
    7. 7. CAMERA 7 Shwetanshu Gupta ECE B2
    8. 8. 8 Shwetanshu Gupta ECE B2
    9. 9. Costumes 9 Shwetanshu Gupta ECE B2
    10. 10. Impact of Virtual Life • Positive effect. • Proteus effect. • Transfer of features from Virtual to real life. 10 Shwetanshu Gupta ECE B2
    11. 11. Healthy habits 11 Saying no room Shwetanshu Gupta ECE B2
    12. 12. Applications • Sociology and psychology. • Entertainment. • Training machine. • Medical Help • For academic studies 12 Shwetanshu Gupta ECE B2
    13. 13. Challenges • Low level of expressiveness of avatars. • To lessen the time of creating things. • Creating a system that avoids bad ergonomics. • Maintaining psychology between user and virtual world. • To overcome lack of situational awareness. • Avoidance of criminal effects 13
    14. 14. Future Aspects • By 2020, intelligent avatar will jump off the screen and become a real-life touchable digital image. • Self-looking avatar. • Mouse clicking and typing will end. • Security, change lighting and temperature as needed, and deliver news, sports, games, and entertainment anywhere in the house. • Selecting TV programs will be easy 14 Shwetanshu Gupta ECE B2
    15. 15. References  www.marcowens.co.uk (Marc Owens official website).  www.howstuffworks.com  www.en.wikipedia.org  ‘The Virtual University and Avatar Technology’, by Klaus Oestreicher, printed at Worcester Business School, University of Worcester Henwick Grove, United Kingdom. 15 Shwetanshu Gupta ECE B2
    16. 16. 16 Shwetanshu Gupta ECE B2

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