Avatar machines

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

Transcript

  • 1. By :Shwetanshu Gupta 342/08 ECE B2
  • 2. Contents  Introduction  OBE’S  Hardware  Impact of avatar world  Applications  Challenges  Future aspects  References
  • 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. 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. 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 Shwetanshu Gupta ECE B2
  • 7. CAMERA 7 Shwetanshu Gupta ECE B2
  • 8. 8 Shwetanshu Gupta ECE B2
  • 9. Costumes 9 Shwetanshu Gupta ECE B2
  • 10. Impact of Virtual Life • Positive effect. • Proteus effect. • Transfer of features from Virtual to real life. 10 Shwetanshu Gupta ECE B2
  • 11. Healthy habits 11 Saying no room Shwetanshu Gupta ECE B2
  • 12. Applications • Sociology and psychology. • Entertainment. • Training machine. • Medical Help • For academic studies 12 Shwetanshu Gupta ECE B2
  • 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. 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. 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 Shwetanshu Gupta ECE B2