Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

of

Introducing Immersive Technologies for Libraries   Slide 1 Introducing Immersive Technologies for Libraries   Slide 2 Introducing Immersive Technologies for Libraries   Slide 3 Introducing Immersive Technologies for Libraries   Slide 4 Introducing Immersive Technologies for Libraries   Slide 5 Introducing Immersive Technologies for Libraries   Slide 6 Introducing Immersive Technologies for Libraries   Slide 7 Introducing Immersive Technologies for Libraries   Slide 8 Introducing Immersive Technologies for Libraries   Slide 9 Introducing Immersive Technologies for Libraries   Slide 10 Introducing Immersive Technologies for Libraries   Slide 11 Introducing Immersive Technologies for Libraries   Slide 12 Introducing Immersive Technologies for Libraries   Slide 13 Introducing Immersive Technologies for Libraries   Slide 14 Introducing Immersive Technologies for Libraries   Slide 15 Introducing Immersive Technologies for Libraries   Slide 16 Introducing Immersive Technologies for Libraries   Slide 17 Introducing Immersive Technologies for Libraries   Slide 18 Introducing Immersive Technologies for Libraries   Slide 19 Introducing Immersive Technologies for Libraries   Slide 20 Introducing Immersive Technologies for Libraries   Slide 21 Introducing Immersive Technologies for Libraries   Slide 22 Introducing Immersive Technologies for Libraries   Slide 23 Introducing Immersive Technologies for Libraries   Slide 24 Introducing Immersive Technologies for Libraries   Slide 25 Introducing Immersive Technologies for Libraries   Slide 26 Introducing Immersive Technologies for Libraries   Slide 27 Introducing Immersive Technologies for Libraries   Slide 28 Introducing Immersive Technologies for Libraries   Slide 29 Introducing Immersive Technologies for Libraries   Slide 30 Introducing Immersive Technologies for Libraries   Slide 31 Introducing Immersive Technologies for Libraries   Slide 32 Introducing Immersive Technologies for Libraries   Slide 33 Introducing Immersive Technologies for Libraries   Slide 34 Introducing Immersive Technologies for Libraries   Slide 35 Introducing Immersive Technologies for Libraries   Slide 36 Introducing Immersive Technologies for Libraries   Slide 37 Introducing Immersive Technologies for Libraries   Slide 38 Introducing Immersive Technologies for Libraries   Slide 39 Introducing Immersive Technologies for Libraries   Slide 40 Introducing Immersive Technologies for Libraries   Slide 41 Introducing Immersive Technologies for Libraries   Slide 42 Introducing Immersive Technologies for Libraries   Slide 43 Introducing Immersive Technologies for Libraries   Slide 44 Introducing Immersive Technologies for Libraries   Slide 45 Introducing Immersive Technologies for Libraries   Slide 46 Introducing Immersive Technologies for Libraries   Slide 47 Introducing Immersive Technologies for Libraries   Slide 48 Introducing Immersive Technologies for Libraries   Slide 49 Introducing Immersive Technologies for Libraries   Slide 50 Introducing Immersive Technologies for Libraries   Slide 51 Introducing Immersive Technologies for Libraries   Slide 52 Introducing Immersive Technologies for Libraries   Slide 53 Introducing Immersive Technologies for Libraries   Slide 54 Introducing Immersive Technologies for Libraries   Slide 55 Introducing Immersive Technologies for Libraries   Slide 56 Introducing Immersive Technologies for Libraries   Slide 57 Introducing Immersive Technologies for Libraries   Slide 58 Introducing Immersive Technologies for Libraries   Slide 59 Introducing Immersive Technologies for Libraries   Slide 60 Introducing Immersive Technologies for Libraries   Slide 61 Introducing Immersive Technologies for Libraries   Slide 62 Introducing Immersive Technologies for Libraries   Slide 63 Introducing Immersive Technologies for Libraries   Slide 64 Introducing Immersive Technologies for Libraries   Slide 65 Introducing Immersive Technologies for Libraries   Slide 66 Introducing Immersive Technologies for Libraries   Slide 67 Introducing Immersive Technologies for Libraries   Slide 68 Introducing Immersive Technologies for Libraries   Slide 69
Upcoming SlideShare
What to Upload to SlideShare
Next
Download to read offline and view in fullscreen.

2 Likes

Share

Download to read offline

Introducing Immersive Technologies for Libraries

Download to read offline

Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:

• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.

• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.

• Hear about the tools, devices, and platforms creating these new experiences.

• Discuss potential issues these technologies may have when used in learning and teaching.

• See what libraries can do to make use of immersive technologies to create new user experiences.

Related Books

Free with a 30 day trial from Scribd

See all

Related Audiobooks

Free with a 30 day trial from Scribd

See all

Introducing Immersive Technologies for Libraries

  1. 1. Introducing Immersive Technologies for Libraries
  2. 2. Agenda: • Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment. • Learn the differences between virtual, augmented, and mixed realities to introduce spatial computing. • Hear about the tools, devices, and platforms creating these new experiences. • Discuss potential issues these technologies may have when used in learning and teaching. • See what libraries can do to make use of immersive technologies to create new user experiences.
  3. 3. Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of immersion (i.e., to be completely absorbed into something.)
  4. 4. About: https://bit.ly/2M3MlHM Committed to supporting the production, availability, and preservation of knowledge in its many manifestations. In order to do this successfully for emerging intellectual digital assets, it is essential that library staff directly engage in the knowledge-creation life cycle to ensure the distribution of and ongoing access to knowledge for generations to come. Do immersive digital environments impact how we create meaning or interpret phenomena? If so, how? Can this impact be transformational?
  5. 5. “PLAY” by David Kaplan and Eric Zimmerman Watch: https://youtu.be/8nWlR_LmCGc
  6. 6. What is XR? Source: https://goo.gl/rnAijE
  7. 7. XR is Extended Reality • The X is a variable that can stand for anything. • Right now, it includes 360°/360°virtual reality (VR), true VR, augmented reality (AR), mixed reality (MR), spatial computing, holograms, etc. It’s the full spectrum of Immersive Technology. • With spatial computing, programming also follows rules of gravity, space etc. so we will start to see new immersive learning environments. • Devices supporting these forms of immersive applications can be referred to as XR devices. • XR technologies are being seen in many industries (e.g., art, education, real estate, medicine, engineering, entertainment, interior design, music, libraries, etc.). • Hyper Reality is a term used sometimes, too. Source: https://goo.gl/bgyBC1
  8. 8. Source: https://bit.ly/2HjsFyX When XR is expected to become mainstream 1% - never 6% - already is 8% - 10+ years 29% - 1-3 years 34% - 4-5 years 22% - 6-10 years
  9. 9. Source: http://goo.gl/51gGTb Virtual reality completely isolates one from the physical world and is surrounded by digital content while able to interact with a synthetic world. A head-mounted display (HMD) displays the image which is modified when one moves their head and/or interacts with the content via other input modalities (e.g., hand controllers, voice commands, MRTouch etc.) Essentially, VR is a computer that is trying to trick your brain into believing that you are in a completely different environment.
  10. 10. Multi-Sensory Mask For VR Headsets https://feelreal.com
  11. 11. Random thought: EEG monitor on HMDs for more efficient eye tracking etc.?
  12. 12. VRinar (a webinar inside VR) is coming soon! Stay tuned … Powered by
  13. 13. Rosie Summers, Tilt Brush immersive artist. Facebook video
  14. 14. Image: http://goo.gl/HkQHlE Augmented Reality superimposes digital elements over physical reality. These digital objects do not “see” the physical world.
  15. 15. Mainstream AR Apps AR stickers (Android) IKEA AmazonPokémon Go (check out Harry Potter’s Wizards Unite, too)
  16. 16. Some images searched on Google can now be viewed in 3D in the real world!
  17. 17. Adding AR features to browsers will hopefully start a research paper revolution. Immersive journalism undoubtedly will run with this! Source: https://goo.gl/vopDg6 Try the AR section in the New York Times app.
  18. 18. Remember Google Glasses? Fit: Adjustable nosepads and durable frame fits any face. Extra nosepads in two sizes. Display : High resolution display is the equivalent of a 25-inch-high definition screen from eight feet away. Camera: Photos - 5 MP; Videos - 720p Audio: Bone Conduction Transducer Connectivity: Wi-Fi - 802.11b/g; Bluetooth Storage: 12 GB of usable memory, synced with Google cloud storage. 16 GB Flash total. Battery: One day of typical use. Some features, like video recording, are more battery intensive. Charger: Included Micro USB cable and charger.
  19. 19. Google Glass (Enterprise Edition 2) Source: https://cnet.co/2w9SetR
  20. 20. https://www.bynorth.com/ Focals. Smart glasses that put fashion first.
  21. 21. Scan with Google Lens More info: https://engt.co/32m3iTy Stranger Things AR ad from the July 11, 2019 print edition of the New York Times.
  22. 22. Computer Vision Source: https://bit.ly/2JWxc8M
  23. 23. Mixed Reality (MR) real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
  24. 24. The Weather Channel’s “immersive mixed reality” (IMR) videos are intense! Video: https://youtu.be/69nUZmQ2w8A
  25. 25. .occipital.com
  26. 26. Overlaid Instructions Using a HoloLens2 Source: https://goo.gl/SMYu7i
  27. 27. Spatial Computing combines computer vision and artificial intelligence to seamlessly integrate visual content into the real-world around us. Use physical space as a medium to interact with technology.
  28. 28. EIC_PartnershipdiscussionwithRCL_vFinal-02.pptx Magic Leap Studios Video: https://youtu.be/K5246156rcQ
  29. 29. EIC_PartnershipdiscussionwithRCL_vFinal-02.pptx Magic Leap One is a uniquely differentiated spatial computing device Lightwear Lightpack Control • Industry leading operating range • Physiologically safe clipping planes • Highest volume viewing frustum • Real-time eye tracking • Spatialized audio • 6 DoF controller • Gesture tracking • Voice recognition • Multi-modal input • Dedicated computer vision processor • Persistent objects • High powered chipset • Biometric ID Slide courtesy of Alex Haber, Magic Leap
  30. 30. Multiple people interact with one shared landscape. Slide courtesy of Alex Haber, Magic Leap
  31. 31. Everyone in the group can see and interact with the content in the room. Slide courtesy of Alex Haber, Magic Leap
  32. 32. One person opens her personal drive to access a file and shares with the rest of the group. Slide courtesy of Alex Haber, Magic Leap
  33. 33. CONFIDENTIAL 34 For more info, contact Alex Haber ahaber@magicleap.com
  34. 34. Source: https://bit.ly/2b4fpcc “A Taxonomy of Mixed Reality Visual Displays” by Paul Milgram and Fumio Kishino. 1994!
  35. 35. Imagine! VR to AR, seamlessly AR Mode
  36. 36. Spatial: collaborate from anywhere in AR! https://spatial.is
  37. 37. Holographic Communication and collaboration with MIMESYS. Watch: https://youtu.be/LlOtpeQUQXA Imagine what Distant Learning will become …
  38. 38. Magic Leap’s Mica (digital avatar) Watch: https://youtu.be/-PzeWxtOGzQ
  39. 39. Source: https://goo.gl/hqdVvi
  40. 40. https://www.magicleap.com/stories/blog/magicverse
  41. 41. What can go wrong? Ethical issues?
  42. 42. Can XR be accessible?
  43. 43. Accessibility Guidelines Spatial or Positional Sound Effects: creating sounds that mimic the location of augmented objects allow users with mobility impairments to locate objects without requiring movement. Adjustable Location of Augmented Reality Objects: allowing users to move the augmented object that they are required to interact prevents users from requiring movement such as reaching, bending, or accessing areas that are restricted to wheelchair users. Avoid Space Conflicts: allowing augmented objects to be unfixed forms increase options in the type of movement, the angle of movement and the direction of movement needed for interaction. Source: https://bit.ly/32KT2Vd Age concerns?
  44. 44. Can immersive technologies improve learning?
  45. 45. Read: https://bit.ly/2GQZv86
  46. 46. “The library represents a window to a larger world.” Barack Obama
  47. 47. VR Apps: https://goo.gl/U1xaqU
  48. 48. CoSpaces Edu and Merge Cube VR/AR Workshops
  49. 49. CoSpaces AR Video: https://goo.gl/wdkfPR Imagine kids creating their own AR environments to view inside a blank cardboard box room?!
  50. 50. • Structure Sensor w/ Skanect • Merge Cubes • Merge VR Goggles • 3D scanning projects for AR/VR Source: https://goo.gl/Ee1W2j Video: https://goo.gl/ZhxqzW New workshops! Video: https://goo.gl/A3EHAE https://structure.io
  51. 51. Partnering with Museums! 360° and 3D scanning project, Seminole Historical Society 3D scanned object in VR, prototype for Imagine Museum Showing artist/philanthropist, Trish Duggan, what is possible using Magic Leap. A meeting about VR inside VR. Holograms via MERGE Cube
  52. 52. Album covers come to life!
  53. 53. Potential Library Partnerships and Vendor Discounts with Magic Leap. https://tblc.org https://neflin.org https://www.seflin.org
  54. 54. Supplemental Resources
  55. 55. Best tools for building an augmented reality experience For Programmers: Vuforia - Deliver AR innovation with the market-leading Vuforia platform Kudan AR - Artificial Perception technologies Wikitude - location-based, marker or markerless AR experiences For Non-programmers: Blippbuilder - Transform packaging, ads, magazines, posters and more. HP Reveal - Adding value to printed content through visual interactivity Source: https://goo.gl/1yLalY
  56. 56. ARCore (formerly Project Tango) Source: https://goo.gl/7LkoxQ
  57. 57. ARKit (iOS)https://developer.apple.com/arkit/ Follow: https://twitter.com/madewithARKit
  58. 58. Get the SDK and learn more at https://www.vuforia.com
  59. 59. KinectVR – room scale full-body tracking
  60. 60. Godot Engine Now Has OpenVR and AR Support! Source: https://goo.gl/eFqLw6 Download at https://godotengine.org
  61. 61. WebGL (Web Graphics Library) is a JavaScript API for rendering interactive 3D and 2D graphics within any compatible web browser without the use of plug-ins. Source: https://goo.gl/UdqnLV https://get.webgl.org
  62. 62. WebVR Image source: https://goo.gl/mZ14xU https://webvr.info
  63. 63. A-FrameA web framework for building virtual reality experiences https://aframe.io
  64. 64. 360° Photo using Mozilla's A-Frame VR framework to render it in the browser using WebGL Try it! RoundMe 360° iLab tour: https://goo.gl/QY8cJw Dr. Sylvia Earle's childhood home, Seminole Historical Society, Low Season live
  65. 65. .com https://gurivr.com/stories/create GuriVR is actually the A-Frame library. Let’s try an “intuitive, straightforward way to set up VR experiences through an editor interface.”
  66. 66. Contact me!
  • SandeeppSharma2

    Jul. 3, 2020
  • mykhehesson

    Aug. 9, 2019

Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar: • Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment. • Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing. • Hear about the tools, devices, and platforms creating these new experiences. • Discuss potential issues these technologies may have when used in learning and teaching. • See what libraries can do to make use of immersive technologies to create new user experiences.

Views

Total views

1,429

On Slideshare

0

From embeds

0

Number of embeds

335

Actions

Downloads

33

Shares

0

Comments

0

Likes

2

×