This document summarizes a project report submitted by students Shubharthi Dasgupta, Priyanka Das, and Poumita Das for their B.Tech degree. The report describes an Android application called "Suche Da Carte" developed under the guidance of Mrs. Tanaya Roy. Suche Da Carte allows users to search for nearby ATMs, hospitals, and restaurants on a map based on their location. The application makes use of the Google Maps and Places APIs. The document outlines the existing systems studied, objectives of the new application, development process, requirements analysis, design, testing procedures, and concludes with the benefits and limitations of the project.
This document presents a summary of Google Glass. It was presented by Nidhin P Koshy for the ECE department at TKMIT. Google Glass is a wearable computer with an augmented reality display developed by Google. It features a camera, display, touchpad, battery and microphone built into a spectacle frame. The display uses a prism to project 640x360 resolution graphics equivalent to a 25 inch screen from 8 feet away. Voice commands through the microphone allow users to take pictures, get directions, send messages and more just by speaking. While innovative, some disadvantages are potential privacy issues from photos taken without permission and distraction from the visual display blocking the user's line of sight.
Project Glass is a Google research project to develop smart glasses featuring a head-mounted display and allowing hands-free access to information via natural language voice commands. The glasses are being developed by Google X Lab and will communicate with mobile phones via WiFi to display notifications and respond to voice commands. Some key features of Google Glass include a small video display, camera, speaker, microphone and touchpad. [/SUMMARY]
Brain fingerprinting by ankit 2017............ankitg29
information about the brain fingerprinting technology . by EEG method by neuron firing and impulse of brain wave.P300 mean is 300-1000 m-sec brain wave, is better tech. than the polygraph test and other than than PET test. is basically depand the brain wave. is not the depand on the emotions and the pulse rate
This document summarizes a project report submitted by students Shubharthi Dasgupta, Priyanka Das, and Poumita Das for their B.Tech degree. The report describes an Android application called "Suche Da Carte" developed under the guidance of Mrs. Tanaya Roy. Suche Da Carte allows users to search for nearby ATMs, hospitals, and restaurants on a map based on their location. The application makes use of the Google Maps and Places APIs. The document outlines the existing systems studied, objectives of the new application, development process, requirements analysis, design, testing procedures, and concludes with the benefits and limitations of the project.
This document presents a summary of Google Glass. It was presented by Nidhin P Koshy for the ECE department at TKMIT. Google Glass is a wearable computer with an augmented reality display developed by Google. It features a camera, display, touchpad, battery and microphone built into a spectacle frame. The display uses a prism to project 640x360 resolution graphics equivalent to a 25 inch screen from 8 feet away. Voice commands through the microphone allow users to take pictures, get directions, send messages and more just by speaking. While innovative, some disadvantages are potential privacy issues from photos taken without permission and distraction from the visual display blocking the user's line of sight.
Project Glass is a Google research project to develop smart glasses featuring a head-mounted display and allowing hands-free access to information via natural language voice commands. The glasses are being developed by Google X Lab and will communicate with mobile phones via WiFi to display notifications and respond to voice commands. Some key features of Google Glass include a small video display, camera, speaker, microphone and touchpad. [/SUMMARY]
Brain fingerprinting by ankit 2017............ankitg29
information about the brain fingerprinting technology . by EEG method by neuron firing and impulse of brain wave.P300 mean is 300-1000 m-sec brain wave, is better tech. than the polygraph test and other than than PET test. is basically depand the brain wave. is not the depand on the emotions and the pulse rate
Google Glass is a wearable glass that have many function that can ease our life. It is developed by Google X with the mission of producing a ubiquitous computer. It is smaller, easy to wear, very useful that's why it is very popular in USA. So, in this Power point of Google Glass have all information that anyone needed to define a product with excellent creative work in it.
Learning and comparing multi-subject models of brain functional connecitivityGael Varoquaux
High-level brain function arises through functional interactions. These can be mapped via co-fluctuations in activity observed in functional imaging.
First, I first how spatial maps characteristic of on-going activity in a population of subjects can be learned using multi-subject decomposition models extending the popular Independent Component Analysis. These methods single out spatial atoms of brain activity: functional networks or brain regions. With a probabilistic model of inter-subject variability, they open the door to building data-driven atlases of on-going activity.
Subsequently, I discuss graphical modeling of the interactions between brain regions. To learn highly-resolved large scale individual
graphical models models, we use sparsity-inducing penalizations introducing a population prior that mitigates the data scarcity at the subject-level. The corresponding graphs capture better the community structure of brain activity than single-subject models or group averages.
Finally, I address the detection of connectivity differences between subjects. Explicit group variability models of the covariance structure can be used to build optimal edge-level test statistics. On stroke patients resting-state data, these models detect patient-specific functional connectivity perturbations.
The document discusses brain imaging technologies such as MRI, fMRI, and emerging techniques. It describes how these methods can be used to image individual neurons, neuronal networks, and the whole brain. Examples are given of how fMRI has been used to study basic brain functions and diagnose neurological disorders. The document also suggests ways for non-experts to access and analyze brain imaging data through open access repositories and analysis tools.
This document discusses augmented reality (AR) and its applications. It begins with an abstract that defines AR as a technology that augments the real world with computer-generated sensory input. It then covers how AR works, the differences between AR and virtual reality, components of an AR system like head-mounted displays and tracking systems, and recent advances in AR technologies like Google Glass. Finally, it discusses several applications of AR in fields like medicine, archaeology, tourism, translation, navigation, industrial design, the military, and education.
Google Glass and Augmented Reality - tools for your content strategy tool kitMarta Rauch
The document discusses Google Glass and augmented reality tools that can be used for content strategy. It provides examples of Google Glass apps in various categories like navigation, social media, shopping, fitness, and enterprise uses. It also discusses the growing market for wearable tech and augmented reality, highlighting the revenue potential. Adaptation of content strategy for these new technologies is recommended.
Augmented reality (AR) is a type of virtual reality that overlays computer-generated images on a user's view of the real world. AR aims to make users unable to distinguish between real and virtual elements. Current uses include entertainment, military training, and manufacturing. While AR improves interaction, it may negatively impact young people's ability to distinguish fiction from reality when used in violent video games.
Google Glass is a wearable computer with an optical head-mounted display that is voice-controlled. It displays information like smartphone notifications in a hands-free format and allows users to interact with the internet via voice commands. Some key technologies used include augmented reality, which supplements real-world views with computer-generated information, and bone conduction, which transmits sound via bone vibrations. While promising for capabilities like accessing information and sharing perspectives, Google Glass also raises privacy and distraction concerns.
This document provides an overview of Google Glass and augmented reality. It discusses how Google Glass uses augmented reality to overlay images and information directly in the user's field of vision. Examples are given of how sports broadcasts and smartphones already use augmented reality. The technical specifications, features, advantages, and disadvantages of Google Glass are outlined. It is a compact wearable device powered by Android that allows hands-free access to notifications, photos, and more through voice commands and a touchpad. However, concerns around privacy, distraction, and health effects remain challenges.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Brain fingerprinting is a technique developed by Lawrence Farwell that uses electroencephalography (EEG) to detect electrical brainwave responses called MERMERs that are elicited when a person recognizes familiar stimuli. It works by measuring the brain's response when a subject is exposed to words or images related to a crime. If the brainwave patterns match those that would be expected from someone familiar with the crime details, it suggests the person has knowledge of the crime. Brain fingerprinting has been used to help solve criminal cases and evaluate brain functioning, though further research with larger samples is still needed to fully validate its accuracy and capabilities.
The document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
The document provides an overview of a seminar report submitted by Prakhar Gupta on Google Glass. The report includes an introduction to concepts like virtual reality and augmented reality. It discusses the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G. The report also covers the design and working of Google Glass and analyzes its advantages and disadvantages. It concludes with the future scope of augmented reality devices like Google Glass.
The document discusses augmented reality and provides an overview of the technology. It begins with acknowledging those who helped in completing a seminar on augmented reality. It then defines augmented reality as computer displays that add virtual information to a user's view of the real world. The document discusses the history of augmented reality and compares it to virtual reality. It notes that augmented reality systems overlay graphics on the real world, while virtual reality aims to fully immerse users in synthetic environments. Finally, it describes different types of displays that can be used for augmented reality, including head-worn, handheld, and projective displays.
Google Cardboard is a virtual reality platform developed by Google that allows users to place their smartphone in a cardboard viewer to experience VR. It was created in 2014 as an inexpensive way to encourage interest and development in VR. Users can build their own viewer using specifications published by Google or purchase one from third parties. Compatible apps use the smartphone's display and lenses in the viewer to provide stereoscopic 3D images. While low-cost, it also has limitations like lack of sensors in some phones and risk of motion sickness. Over 5 million Cardboard viewers have shipped and many educational and entertainment apps are available.
Developing Augmented Reality on Smart GlassesCodemotion
"Developing Augmented Reality on Smart Glasses" by Mauro Rubin, Niccolò Mangiarotti
Augmented Reality is one of the protagonist of Industry 4.0; this main role was achieved thanks to the spread of the next-generation wearable devices, starting from the new smart glasses. In the Enterprise field, AR apps for smart glasses have become everyday more sophisticated, offering, in the best use cases: 3D objects managements, smart navigation, objects recognition, connection to the IoT and new ways of interaction between virtual and real environment. The participants will learn how to develop an AR application for Epson Moverio smart glasses, able to offer the modules described above.
Guest lecture UU - Virtual Reality & EducationRobin de Lange
This document discusses the potential of virtual reality (VR) for education. It provides background on the history of VR technologies like Sensorama, LEEP Cyberface, Nintendo Virtual Boy, Oculus Rift, and Google Cardboard. The document outlines Robin de Lange's research focusing on how VR can be used to explain complex problems and the opportunities and obstacles of VR in education. It describes a course where students explored VR's potential for science and education by creating VR prototypes. Examples are given of VR applications for various fields of study and the content creation process using tools like Unity3D, video, and VR applications.
The document discusses trends in how people consume media and information. It notes that screens have become the primary medium for consumption, with people accessing content on their phones and tablets in addition to computers. It also discusses how the world is becoming increasingly mobile-centric, with more activities taking place on and content being optimized for mobile devices. Several links are provided to external reports and case studies on these trends.
GOOGLE GLΛSS By Google X and Google.incMujeeb Rehman
Google Glass (styled "GLΛSS") is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google in the Project Glass research and development project, with a mission of producing a mass-market ubiquitous computer. Google Glass displays information in a smartphone-like hands-free format,[8] that can communicate with the Internet via natural language voice commands.
Glass is being developed by Google X, which has worked on other futuristic technologies such as driverless cars. The project was announced on Google+ by Project Glass lead Babak Parviz, an electrical engineer who has also worked on putting displays into contact lenses; Steve Lee, a product manager and "geolocation specialist"; and Sebastian Thrun, who developed Udacity as well as worked on the autonomous car project. Google has patented the design of Project Glass.
Google Glass is a wearable glass that have many function that can ease our life. It is developed by Google X with the mission of producing a ubiquitous computer. It is smaller, easy to wear, very useful that's why it is very popular in USA. So, in this Power point of Google Glass have all information that anyone needed to define a product with excellent creative work in it.
Learning and comparing multi-subject models of brain functional connecitivityGael Varoquaux
High-level brain function arises through functional interactions. These can be mapped via co-fluctuations in activity observed in functional imaging.
First, I first how spatial maps characteristic of on-going activity in a population of subjects can be learned using multi-subject decomposition models extending the popular Independent Component Analysis. These methods single out spatial atoms of brain activity: functional networks or brain regions. With a probabilistic model of inter-subject variability, they open the door to building data-driven atlases of on-going activity.
Subsequently, I discuss graphical modeling of the interactions between brain regions. To learn highly-resolved large scale individual
graphical models models, we use sparsity-inducing penalizations introducing a population prior that mitigates the data scarcity at the subject-level. The corresponding graphs capture better the community structure of brain activity than single-subject models or group averages.
Finally, I address the detection of connectivity differences between subjects. Explicit group variability models of the covariance structure can be used to build optimal edge-level test statistics. On stroke patients resting-state data, these models detect patient-specific functional connectivity perturbations.
The document discusses brain imaging technologies such as MRI, fMRI, and emerging techniques. It describes how these methods can be used to image individual neurons, neuronal networks, and the whole brain. Examples are given of how fMRI has been used to study basic brain functions and diagnose neurological disorders. The document also suggests ways for non-experts to access and analyze brain imaging data through open access repositories and analysis tools.
This document discusses augmented reality (AR) and its applications. It begins with an abstract that defines AR as a technology that augments the real world with computer-generated sensory input. It then covers how AR works, the differences between AR and virtual reality, components of an AR system like head-mounted displays and tracking systems, and recent advances in AR technologies like Google Glass. Finally, it discusses several applications of AR in fields like medicine, archaeology, tourism, translation, navigation, industrial design, the military, and education.
Google Glass and Augmented Reality - tools for your content strategy tool kitMarta Rauch
The document discusses Google Glass and augmented reality tools that can be used for content strategy. It provides examples of Google Glass apps in various categories like navigation, social media, shopping, fitness, and enterprise uses. It also discusses the growing market for wearable tech and augmented reality, highlighting the revenue potential. Adaptation of content strategy for these new technologies is recommended.
Augmented reality (AR) is a type of virtual reality that overlays computer-generated images on a user's view of the real world. AR aims to make users unable to distinguish between real and virtual elements. Current uses include entertainment, military training, and manufacturing. While AR improves interaction, it may negatively impact young people's ability to distinguish fiction from reality when used in violent video games.
Google Glass is a wearable computer with an optical head-mounted display that is voice-controlled. It displays information like smartphone notifications in a hands-free format and allows users to interact with the internet via voice commands. Some key technologies used include augmented reality, which supplements real-world views with computer-generated information, and bone conduction, which transmits sound via bone vibrations. While promising for capabilities like accessing information and sharing perspectives, Google Glass also raises privacy and distraction concerns.
This document provides an overview of Google Glass and augmented reality. It discusses how Google Glass uses augmented reality to overlay images and information directly in the user's field of vision. Examples are given of how sports broadcasts and smartphones already use augmented reality. The technical specifications, features, advantages, and disadvantages of Google Glass are outlined. It is a compact wearable device powered by Android that allows hands-free access to notifications, photos, and more through voice commands and a touchpad. However, concerns around privacy, distraction, and health effects remain challenges.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Brain fingerprinting is a technique developed by Lawrence Farwell that uses electroencephalography (EEG) to detect electrical brainwave responses called MERMERs that are elicited when a person recognizes familiar stimuli. It works by measuring the brain's response when a subject is exposed to words or images related to a crime. If the brainwave patterns match those that would be expected from someone familiar with the crime details, it suggests the person has knowledge of the crime. Brain fingerprinting has been used to help solve criminal cases and evaluate brain functioning, though further research with larger samples is still needed to fully validate its accuracy and capabilities.
The document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
The document provides an overview of a seminar report submitted by Prakhar Gupta on Google Glass. The report includes an introduction to concepts like virtual reality and augmented reality. It discusses the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G. The report also covers the design and working of Google Glass and analyzes its advantages and disadvantages. It concludes with the future scope of augmented reality devices like Google Glass.
The document discusses augmented reality and provides an overview of the technology. It begins with acknowledging those who helped in completing a seminar on augmented reality. It then defines augmented reality as computer displays that add virtual information to a user's view of the real world. The document discusses the history of augmented reality and compares it to virtual reality. It notes that augmented reality systems overlay graphics on the real world, while virtual reality aims to fully immerse users in synthetic environments. Finally, it describes different types of displays that can be used for augmented reality, including head-worn, handheld, and projective displays.
Google Cardboard is a virtual reality platform developed by Google that allows users to place their smartphone in a cardboard viewer to experience VR. It was created in 2014 as an inexpensive way to encourage interest and development in VR. Users can build their own viewer using specifications published by Google or purchase one from third parties. Compatible apps use the smartphone's display and lenses in the viewer to provide stereoscopic 3D images. While low-cost, it also has limitations like lack of sensors in some phones and risk of motion sickness. Over 5 million Cardboard viewers have shipped and many educational and entertainment apps are available.
Developing Augmented Reality on Smart GlassesCodemotion
"Developing Augmented Reality on Smart Glasses" by Mauro Rubin, Niccolò Mangiarotti
Augmented Reality is one of the protagonist of Industry 4.0; this main role was achieved thanks to the spread of the next-generation wearable devices, starting from the new smart glasses. In the Enterprise field, AR apps for smart glasses have become everyday more sophisticated, offering, in the best use cases: 3D objects managements, smart navigation, objects recognition, connection to the IoT and new ways of interaction between virtual and real environment. The participants will learn how to develop an AR application for Epson Moverio smart glasses, able to offer the modules described above.
Guest lecture UU - Virtual Reality & EducationRobin de Lange
This document discusses the potential of virtual reality (VR) for education. It provides background on the history of VR technologies like Sensorama, LEEP Cyberface, Nintendo Virtual Boy, Oculus Rift, and Google Cardboard. The document outlines Robin de Lange's research focusing on how VR can be used to explain complex problems and the opportunities and obstacles of VR in education. It describes a course where students explored VR's potential for science and education by creating VR prototypes. Examples are given of VR applications for various fields of study and the content creation process using tools like Unity3D, video, and VR applications.
The document discusses trends in how people consume media and information. It notes that screens have become the primary medium for consumption, with people accessing content on their phones and tablets in addition to computers. It also discusses how the world is becoming increasingly mobile-centric, with more activities taking place on and content being optimized for mobile devices. Several links are provided to external reports and case studies on these trends.
GOOGLE GLΛSS By Google X and Google.incMujeeb Rehman
Google Glass (styled "GLΛSS") is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google in the Project Glass research and development project, with a mission of producing a mass-market ubiquitous computer. Google Glass displays information in a smartphone-like hands-free format,[8] that can communicate with the Internet via natural language voice commands.
Glass is being developed by Google X, which has worked on other futuristic technologies such as driverless cars. The project was announced on Google+ by Project Glass lead Babak Parviz, an electrical engineer who has also worked on putting displays into contact lenses; Steve Lee, a product manager and "geolocation specialist"; and Sebastian Thrun, who developed Udacity as well as worked on the autonomous car project. Google has patented the design of Project Glass.
This document is a seminar report on Google Glass submitted by Ghanshyam Devra to Rajasthan Technical University. It includes an introduction to virtual and augmented reality and Google Glass. It discusses the technology used in Google Glass like wearable computing, ambient intelligence, smart clothing, eye tap technology, smart grid technology, 4G technology, and the Android operating system. It describes the design components of Google Glass like the video display, camera, speaker, button, and microphone. It explains how Google Glass works and its features, advantages, disadvantages, and future scope. The report aims to provide information on Google Glass and discuss how it can be used.
Rahul Budhiraja has extensive experience in augmented reality research and development. He is currently the technical architect for Project Beyond at Samsung Research America, which is developing the world's first true 3D 360 degree omniview camera. He has held research positions at MIT Media Lab, University of Canterbury, National University of Singapore, and Indian Institute of Information Technology. He co-founded Tesseract Imaging, a startup focused on mobile imaging applications.
This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
This document provides an overview of Google Glass. It discusses how Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. The glasses will run on Android and allow hands-free access to information by communicating with the internet via voice commands. Key features will include a camera, GPS, motion sensors, and the ability to pull in augmented reality information from Google services to be displayed on the lenses. While the glasses are not meant to be worn constantly, they will function as a see-through computer monitor for accessing information as needed, similar to how smartphones are used.
Build an app for Google Assistant with DialogflowAndreaMaglie
Building an app for Google Assistant is easy if you use Dialogflow, but it can become tricky if you want to build a complete vocal experience for your users. In this presentation I'll show the tools that are available to developers, the key points of Dialogflow and some tips & tricks to make your assistant more engaging for end users.
I/O developer’s conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
This document provides an overview of virtual reality and Google Cardboard. It defines virtual reality as artificially creating sensory experiences that can include sight, hearing, touch and smell to replicate a real or imagined environment. The document discusses the origins of virtual reality from 1939 and how Google Cardboard works using a smartphone inserted into a cardboard viewer. It also profiles other VR devices like Oculus Rift, Samsung Gear VR and Microsoft Hololens. Finally, it poses ideas for how public libraries can utilize VR technologies like Google Cardboard, Mattel View-Master and gaming VR systems.
How did we use media technologies in thehamzabdilahi
We used various media technologies in the construction, research, planning and evaluation stages of our coursework. This included using a Canon D600 video camera with a tripod to record footage, which was then transferred to a computer via card readers. We also used Google Blogger to document our process online and embed links from other sites. Additionally, social media like Twitter and email allowed us to communicate with teachers for feedback or answers to questions. The internet provided a valuable resource for research and finding ideas or support from previous student work. Finally, Photoshop and Adobe Premiere Pro were utilized for designing a digipak, magazine ad, and constructing a music video.
This document provides an overview of Google Glass, including what it is, its key features and specifications. Google Glass is an optical head-mounted display developed by Google that resembles a pair of eyeglasses. It uses voice commands and visual cues to provide information directly to the user's field of vision through an augmented reality experience. The document outlines Google Glass' development history and testing program, as well as its potential applications and the technologies that enable its functionality, such as Android and augmented reality. Programming approaches for Glass include developing native Android apps or creating "Glassware" apps using the Mirror API.
Wearable computing & smart eyewear is creating a lot of buzz these days - especially Google Glass. Digitmedia is sharing experiences & lessons, based on their first BtB pilot with implementing Augmented Reality on smart eyewear.
This document discusses Google Glass technology, including its features, applications, and uses. Some key points:
- Google Glass is an optical head-mounted display designed as a pair of eyeglasses. It allows the wearer to access the internet, take photos and videos, and get information through voice commands.
- Features include augmented and virtual reality capabilities, a camera, touchpad, display, and connectivity to smartphones. It uses Android operating system and can run various applications.
- Applications include uses in healthcare like telemedicine, journalism for live reporting, and potential military/sports applications that take advantage of its first-person point of view.
- The goals are for it to be an easy to use, hands
Virtual Reality and Augmented Reality are emerging technologies that were discussed. VR uses headsets to create immersive 3D experiences by simulating reality, while AR enhances the real world with digital information. Their applications include education, training, healthcare, gaming, and more. Key differences are that VR completely immerses users in virtual environments and requires headsets, while AR blends virtual and real-world elements seamlessly. Both saw rapid growth and are important for industries like data science due to their ability to enhance analytics and decision making through machine learning.
The document discusses virtual reality (VR) and its potential applications for architects. It lists several notable VR companies and products from 2014 that helped establish VR as a growing field. The document then discusses how IrisVR aims to streamline the process of converting 3D architectural designs into VR environments for visualization and review. Currently the process can take 15-100 hours but IrisVR claims its app can do it in one click. The future of IrisVR is outlined as including mobile VR, improved lighting, audio, real-time editing in VR, and multiplayer capabilities. A 14-day free trial of the IrisVR app is offered.
This document provides details about a final year project proposal on developing a Food Container Catalog Augmented Reality application. It includes the following key points:
- The objective is to design a mobile application using AR to allow customers to view Tupperware food container products in 3D. This aims to help seller promotion and customer experience.
- The methodology involves 5 phases - analysis, design, development, implementation and evaluation based on the ADDIE model. Storyboards and hardware/software requirements are also outlined.
- The application is intended to be marker-based AR using tools like Autodesk Maya, Unity and Vuforia. Users will scan catalog images to see animated 3D models of products. Us
Similar to Augmented Reality and Google Glass (20)
Mobile Trends and Innovations - Upgrade Your Insight, presented by Marta Rauch @martarauch at QConSF 2014. Trends include wearable technology, Internet of Things (IoT), augmented reality, location, geofencing, beacons, sensors, biometrics, voice, and REST APIs
Rauch delighting mobile customers with content for apps, videos, and a social...Marta Rauch
mobile apps, mobile tours, mobile ua, mobile ui, mobile ux, mobile user assistance, mobile user experience, mobile user interface, content strategy, marta rauch, rauch, social media, social media campaigns, social networks, analytics, mobile videos, videos, youtube, lavacon, lavacon2014
Using a Gamification Framework to Start Your Own Gamification ProjectMarta Rauch
The document discusses using a gamification framework to plan gamification projects. It presents a 6 step framework: 1) define objectives, 2) describe players, 3) target behaviors, 4) devise activity loops, 5) ensure fun, and 6) deploy tools. Each step is explained in detail using examples. The framework is applied to developing a sample project. Resources for further learning about gamification and its effective use are also provided.
Game On: Creating User Assistance for Gamified ProductsMarta Rauch
The document discusses creating user assistance for gamified products. It begins by outlining the importance of gamification and how it can motivate behavior. It then discusses 10 key considerations for preparing user assistance for gamified products: 1) understanding player motivation, 2) gamified user assistance architecture, 3) user assistance patterns, 4) gamification terminology, 5) gamified messages, 6) writing style, 7) scheduling playtesting and iterations, 8) administration and upgrades, 9) accessibility, and 10) localization. The document provides examples of gamified user assistance and concludes with resources for learning more about gamification.
Mobile Usability Guidelines to Implement NowMarta Rauch
Mobile usability presentation given at the STC Silicon Valley Chapter Meeting in 9/2012 (repeat of STC Summit 2012 presentation with some additional content)
Marta Rauch presented on strategies for tapping into enterprise communities through gamification. She began with best practices for developing enterprise communities, such as understanding user needs, providing valuable content, and rewarding contributors. Rauch then discussed how gamification can motivate users in social media and the benefits it provides to enterprises, such as increased engagement and productivity. Examples of successful gamified enterprise communities included leaderboards, badges, points systems, and status displays. Rauch concluded with tips for technical communicators on skills like understanding player motivation and providing feedback to guide players in gamified systems.
Mobile Usability Guidelines to Implement NowMarta Rauch
Marta Rauch presented 12 key mobile usability guidelines for technical communicators to implement in their work: understand mobile users and tasks, define a mobile content strategy, adopt mobile style guidelines, develop effective user interfaces and assistance, optimize for small screens, provide intuitive controls, use progressive disclosure, validate designs with prototypes, include accessibility features, test on actual devices, and work with mobile translators.
Innovations presented by Marta Rauch at WritersUA 2012:
- Single-sourcing mobile user assistance for Kindle and making it available for smartphones and tablets, including Android, iPhone, and iPad
- Google+ pages for user assistance
- Best practices for using social networks for user assistance
12 Key Mobile Usability Guidelines to Implement NowMarta Rauch
The document provides 12 key mobile usability guidelines for content developers to implement, including understanding mobile users and tasks, defining a mobile content strategy, adopting mobile style guidelines, developing effective user interfaces and controls, and testing on target mobile devices. It emphasizes designing for small screens, touch gestures, and accessibility across platforms.
This document summarizes a presentation on mobile usability guidelines. It discusses conducting a mobile task analysis, defining a mobile user assistance strategy, adopting mobile style guidelines, prototyping mobile user interfaces, testing accessibility on devices, and working with translators. The presentation covers best practices like minimizing typing, accommodating various screens, and considering platform differences. It provides examples of mobile interface patterns and emphasizes usability techniques for small screens like progressive disclosure and reducing words.
7 Key Mobile Usability Guidelines to Implement Now, LavaCon 2011, Marta RauchMarta Rauch
Mobile devices are the new PC. To meet the needs of mobile customers, it's time to ramp up on mobile usability and ]provide effective mobile user assistance. This presentation summarizes mobile usability guidelines, and shares key requirements for user assistance on mobile devices, including smartphones and tablets such as Android, iPhone, and iPad.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
“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.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
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.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
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.
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
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
2. What We’ll Look At
• The importance of augmented reality
• Glass features, UI, user experience, apps
• Enterprise use cases
• Content
• Resources
Tip! Details are in my slides
on SlideShare:
http://www.slideshare.net/MartaRauch
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
Adapt your content
strategy for
augmented reality
and wearable tech!
3. The importance of
Augmented Reality (AR)
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
4. What is augmented reality?
"AR is an enhanced view of
a real-world environment.
It uses technology to
supplement the user’s
normal view with
additional content that
enhances the experience."
- Marta Rauch
The Language of Content Strategy,
by Scott Abel and Rahel Bailie,
http://shop.oreilly.com/product/9781937434359.do
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.pbs.org/mediashift/2013/06/hownewspapers-make-augmented-reality-sexy-profitable/
5. AR is everywhere
• 864 million phones AR enabled in 2014
• 103 million cars AR enabled by 2020
http://camicusdotorg.wordpress.com/2013/06/01/augme
nted-reality-car-repair-a-google-glass-app/
http://www.semico.com/content/augmented-realityenvision-more-intelligent-world
http://na1.www.gartner.com/imagesrv/newsroom/images
/hype-cycle-pr.png;pv4a3db6f9c029a4db
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
6. It is big money
By the end of 2016, revenue of $600 billion
http://www.semico.com/content/augmented-reality-envision-more-intelligent-world
http://na1.www.gartner.com/imagesrv/newsroom/images/hype-cycle-pr.png;pv4a3db6f9c029a4db
http://thenextweb.com/insider/2012/08/25/how-augmented-reality-will-change-way-live/
http://spectrum.ieee.org/consumer-electronics/audiovideo/the-augmented-reality-americas-cup
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
7. It's influencing many fields
• Publishing
• Repair
• Automotive
• Mobile
• Translation
• Medical
• Education
• Advertising, manufacturing, navigation, television,
tourism, military, gaming, construction…
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://en.wikipedia.org/wiki/Augmented_reality
http://venturebeat.com/2013/08/22/augmented-reality-givessurgeons-a-virtual-look-at-real-world-organs-during-operations/
8. AR is replacing manuals
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.autoblog.com/2013/08/13/2015-audi-a3augmented-reality-app-owners-manual-video/
9. AR car repair
guide
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.bitrebels.com/technology/a
ugmented-reality-car-repair-app/
10. Volkswagen’s MARTA service guide
http://www.youtube.com/watch?feature=player_embedded&v=4LE_IocFnL0
Marta Rauch @martarauch,
http://www.motorauthority.com/news/1087330_volkswagen-xl1-gets"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
augmented-reality-ipad-repair-app-video
11. AR printer setup
and repair manuals
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
https://itunes.apple.com/us/app/brother-ar/id473210642?mt=8
http://venturebeat.com/2011/02/10/augmented-reality-printer-metaio/
12. Oracle’s AR app
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
https://blogs.oracle.com/databaseinsider/entry/experience_oracle
_database_12c_with
13. How does Google Glass fit in?
Augmented reality apps are available for Google Glass
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://golfsight.skydroid.net/
14. Get fit
Gamification + AR +
fitness + Glass =
Awesome!
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.psfk.com/2013/10/google-glass-running-app.html
15. Translate content
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.youtube.com/watch?v=pZKWW3rzT2Q
16. Translate content
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.youtube.com/watch?v=pZKWW3rzT2Q
17. Translate content
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.youtube.com/watch?v=pZKWW3rzT2Q
19. Glass UX
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
20. Glass UI
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
21. Get traffic information
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
22. Post on social networks
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
23. Get texts, email
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
24. Get birthday greetings
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
25. Paint a room
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://colorsnapglass.com/registered/#/features
26. Translate your voice
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.google.com/glass/start/what-it-does/
27. Interact with your Mercedes
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://www.wired.com/autopia/2013/08/google-glass-mercedes-benz/
28. Interact with your Tesla
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://translogic.aolautos.com/2013/07/02/google-glass-app-givestesla-model-s-owners-a-wearable-way-to-co/
29. Identify objects
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
www.engadget.com/2013/08/02/dapper-vision-openglass/
30. “I am a New Yorker, a law student, a quadriplegic…
With Glass, paralysis doesn't have to be paralyzing.”
- Alex Blaszczuk
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://abcnews.go.com/Technology/google-glass-changingquadriplegics-life/story?id=19918986 http://alexbtrust.org/
31. Make a
fashion
statement
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
bits.blogs.nytimes.com/2013/08/16/google-tries-to-makegoogle-glass-look-fashionable/
http://www.marieclaire.com/blog/nina-garcia-google-glass
http://mashable.com/2013/08/15/vogue-google-glass/
32. Nintendo Glass!
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
David Lee,
https://plus.google.com/114726514710
206373980/posts/5NAFe7aLjBg
33. A Sample of Current
Glass Apps
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
34. Some of my Glassware…
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
35. Shop
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glass-apps.org/google-glass-application-list
http://glass-apps.org/voicebuyer-for-amazon-google-glass-app
37. Watch news
Marta Rauch @martarauch,
http://www.theverge.com/2013/5/20/4339446/google-glassapps-everything-you-can-do-right-now
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
38. Work out
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glassappz.com/apps/glassfit/
http://glassappz.com/apps/camelbak-thirst/
http://news.cnet.com/8301-17938_105-57597301-1/camelbaksnew-google-glass-app-aims-to-keep-you-hydrated/
39. Enterprise Use Cases
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
40. The statements and opinions expressed here are the author’s own and do not necessarily represent those of Oracle Corporation.
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://panelpicker.sxsw.com/vote/21626
41. Engage
customers
The statements and opinions expressed here are the author’s own and do not necessarily represent those of Oracle Corporation.
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://theappslab.com/2013/06/20/messing-around-with-glassand-fusion-crm-for-kscope-13/
42. Control the Internet of Things (IoT)
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glassappz.com/apps/glass-nest/
http://glassappz.com/apps/revolv/
http://revolv.com/revolv-google-glass-the-future-of-home-automation/
43. Monitor the
market
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
https://www.fidelitylabs.com/content/fidelitymarket-monitor-for-glass
44. Track finances
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glass-apps.org/google-glass-application-list
45. Buy or sell a house
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glass-apps.org/trulia-google-glass-app
46. Post to social networks
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://glass-apps.org/google-glass-application-list
47. Give great presentations
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
https://yourshow.superhumanlabs.com/
48. Meet up
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
http://silicalabs.com/#product
49. Content for Glass and
Wearable Tech
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
50. Content for Wearable Tech
• Useful
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
51. Content for Wearable Tech
• Useful
• Timely
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
52. Content for wearable tech
• Useful
• Timely
• Unobtrusive
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
53. Content for wearable tech
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
54. Content for wearable tech
•
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Concise
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
55. Content for wearable tech
•
•
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Concise
Straightforward
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
56. Content for wearable tech
•
•
•
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Concise
Straightforward
Visual
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
57. Content for wearable tech
•
•
•
•
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Concise
Straightforward
Visual
Adaptable
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
58. Content for wearable tech
•
•
•
•
•
•
•
•
•
Useful
Timely
Unobtrusive
Relevant
Concise
Straightforward
Visual
Adaptable
Accessible
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
60. Selected Resources
• Marta Rauch, SlideShare: http://www.slideshare.net/MartaRauch
• Marta Rauch, augmented reality and Google Glass Pinterest boards: http://pinterest.com/martarauch/
• Marta Rauch’s YouTube channel and Google Glass videos https://www.youtube.com/user/martarauch/videos
• Scott Abel & Rahel Bailie, The Language of Content Strategy (includes Marta Rauch's augmented reality
topic) http://www.amazon.com/Language-Content-Strategy-Scott-Abel/dp/1937434346/
• Experience Oracle Database 12c with the Oracle App's Augmented Reality Scanner,
https://blogs.oracle.com/databaseinsider/entry/experience_oracle_database_12c_with
• Gartner’s Hype Cycle for Emerging Technologies, 2013 http://www.gartner.com/newsroom/id/2575515
• Mez Breeze, How Augmented Reality Will Change the Way We Live,
http://thenextweb.com/insider/2012/08/25/how-augmented-reality-will-change-way-live/
• Google Glass, What It Does, http://www.google.com/glass/start/what-it-does/
Google Glass How To: Getting Started, http://www.youtube.com/watch?v=4EvNxWhskf8
Glass User Interface Guidelines, https://developers.google.com/glass/ui-guidelines
• Installable Glassware, http://glass-apps.org
http://glassappz.com
• Jake Kuramoto, Messing Around with Google Glass and Fusion CRM for Kscope 13,
http://theappslab.com/2013/06/20/messing-around-with-glass-and-fusion-crm-for-kscope-13/
• Anthony Lai, Oracle Fusion Glass App, http://theappslab.com/2013/06/19/oracle-fusion-glass-app/
• Ultan Ó Broin, Anthony Lai, Bring Your Google Glass to Work http://panelpicker.sxsw.com/vote/21626
• Misha Vaughn, Will You Be wearing Your Enterprise Data?
https://blogs.oracle.com/VOX/entry/will_you_be_wearing_your
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
61. What We Looked At
• The importance of augmented reality
• Glass features, UI, user experience, apps
• Enterprise use cases
• Content
• Resources
Tip! Details are in my slides
on SlideShare:
http://www.slideshare.net/MartaRauch
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
Adapt your content
strategy for
augmented reality
and wearable tech!
62. Catch me during a break
to try on Glass
yourself!
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
64. About the Speaker
Marta Rauch enjoys using Google Glass as a Glass explorer,
and is looking at use cases for gamification and enterprise.
A senior principal information developer at Oracle, Marta leads cloud
and mobile projects, and participates in initiatives for gamification and Glass.
Marta’s augmented reality topic is featured in The Language of Content Strategy, by
Rahel Bailie and Scott Abel, available from O’Reilly Media. Marta was a beta tester
for two AR apps for iPad and Android.
Her article on Google Glass and wearable technology will appear in the April STC
Intercom.
An STC Associate Fellow, Marta is a frequent presenter for conferences and
webinars, and has published articles for IEEE, HCII, STC Intercom, and the Center
for Information Development Management Best Practices. She has received 15
STC awards for individual and team projects at the regional and international level.
Marta holds a BA from Stanford University, a teaching credential, and a certificate
from UC Extension in Managing the Development of Technical Communication.
Marta Rauch @martarauch,
"Augmented Reality and Google Glass" ICC2014, 2/2014 Copyright 2014.
The statements and opinions expressed here are the author’s own
and do not necessarily represent those of Oracle Corporation.