This document discusses storytelling techniques for virtual reality. It notes that VR allows compelling visual stories to be told to wide audiences without needing actors, special skills, or high budgets. It discusses both 360-degree videos where the camera is fixed and interactive VR where users can look and move around freely. Key points made include thinking in stages rather than shots for 360 content; using sound, scale, and motion cues to guide user attention; avoiding fast camera movements or cuts that can cause nausea; and developing content specifically for the VR medium.
Cross Reality User Experience: Taming the Wild West of VR and AR Interaction ...Rob Scott
Talk to introduce a high level framework for categorising interaction patterns in xR. Delivered at EuroIA 2018 in Dublin, details here: https://euroia.org/session/cross-reality-user-experience-taming-the-wild-west-of-vr-ar-interaction-patterns/
Cross Reality User Experience: Taming the Wild West of VR and AR Interaction ...Rob Scott
Talk to introduce a high level framework for categorising interaction patterns in xR. Delivered at EuroIA 2018 in Dublin, details here: https://euroia.org/session/cross-reality-user-experience-taming-the-wild-west-of-vr-ar-interaction-patterns/
Moderator: Christian Villwock (SMI)
Panelists:
Fabian Quosdorf (Wonderlamp)
Ronald Liebermann (Shoutr Labs)
Nico Nonne (Trotzkind)
Michael Geidel (MiriquidiFilm)
Monika Bielskyte (AFE)
Discussion on RA offline streaming with shoutr.Boxx, Things we learned about Story telling in VR, bringing real 3D people to VR, and WebAR vs AppAR
GAUDIO at AES conference 2016_published verGaudioLab
GAUDIO LAB develops audio technologies, one of which was adopted as the MPEG-H 3D Audio international standard. Based on these, we provide end-to-end solution for whole VR ecosystem as producer intended. In this workshop, audience will be guided the basics of VR audio solution when creating, delivering, and playing back 360/VR contents.
This covers:
- Immersive and interactive binaural rendering: a key technology for real immersive VR audio
- Object-based audio vs. scene-based audio
- VR audio distribution: app-based or codec-based
- Considerations on VR audio creation workflow
- VR sound recording: mono, Ambisonics and binaural
- Mixing and mastering with GAUDIO Works, AAX plugin for Pro Tools HD
- Quality matters. But how to guarantee the same sound quality at the end-user stage?
- GAUDIO Sol, a reference quality 360/VR audio player (API)
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Narrative Fiction Storytelling in 360 Stereoscopic Panoramic VR: Old Techniqu...Intel® Software
An exploration of the narrative fiction storytelling technique presented in the "invisible" virtual reality (VR) mini-series directed by Doug Liman. An in-depth discussion of how the project creatively approached 360, disavowing rules to create new languages. Our focus will include the production and post-production processes unique to 360, including the hardware and software required to create this content.
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
VR Journalism Workshop at Journalism InteractiveJournovationSU
Slides from Professor Dan Pacheco's workshop on VR Journalism at the 2016 Journalism Interactive Conference in Gainesville, Florida. More materials related to this can be found at http://www.vrstorytelling.org/vr-session-at-2016-journalism-interactive/
Great hooks, like McGonigal’s provocative opening statement, get audiences on the edge of their seats and give them a sense of what’s coming. They allow you to win a crowd’s attention right away and give you a legitimate chance to have a lasting impact.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Learning The Rules to Break Them: Designing for the Future of VRMichael Harris
The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
Moderator: Christian Villwock (SMI)
Panelists:
Fabian Quosdorf (Wonderlamp)
Ronald Liebermann (Shoutr Labs)
Nico Nonne (Trotzkind)
Michael Geidel (MiriquidiFilm)
Monika Bielskyte (AFE)
Discussion on RA offline streaming with shoutr.Boxx, Things we learned about Story telling in VR, bringing real 3D people to VR, and WebAR vs AppAR
GAUDIO at AES conference 2016_published verGaudioLab
GAUDIO LAB develops audio technologies, one of which was adopted as the MPEG-H 3D Audio international standard. Based on these, we provide end-to-end solution for whole VR ecosystem as producer intended. In this workshop, audience will be guided the basics of VR audio solution when creating, delivering, and playing back 360/VR contents.
This covers:
- Immersive and interactive binaural rendering: a key technology for real immersive VR audio
- Object-based audio vs. scene-based audio
- VR audio distribution: app-based or codec-based
- Considerations on VR audio creation workflow
- VR sound recording: mono, Ambisonics and binaural
- Mixing and mastering with GAUDIO Works, AAX plugin for Pro Tools HD
- Quality matters. But how to guarantee the same sound quality at the end-user stage?
- GAUDIO Sol, a reference quality 360/VR audio player (API)
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Narrative Fiction Storytelling in 360 Stereoscopic Panoramic VR: Old Techniqu...Intel® Software
An exploration of the narrative fiction storytelling technique presented in the "invisible" virtual reality (VR) mini-series directed by Doug Liman. An in-depth discussion of how the project creatively approached 360, disavowing rules to create new languages. Our focus will include the production and post-production processes unique to 360, including the hardware and software required to create this content.
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
VR Journalism Workshop at Journalism InteractiveJournovationSU
Slides from Professor Dan Pacheco's workshop on VR Journalism at the 2016 Journalism Interactive Conference in Gainesville, Florida. More materials related to this can be found at http://www.vrstorytelling.org/vr-session-at-2016-journalism-interactive/
Great hooks, like McGonigal’s provocative opening statement, get audiences on the edge of their seats and give them a sense of what’s coming. They allow you to win a crowd’s attention right away and give you a legitimate chance to have a lasting impact.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Learning The Rules to Break Them: Designing for the Future of VRMichael Harris
The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Designing Compelling AR and VR Experiences: A workshop taught by Mark Billinghurst and Zi Siang See on October 16th 2016 as part of the VSMM 2016 conference. Teaching how to use the ENTiTi and Wikitude Platforms for developing AR and VR experiences.
Virtual Training, Real Results: Exploring the Potential of VR in the WorkplaceAggregage
This webinar aims to educate attendees on the basics of VR technology, its applications across various industries, and its potential for transforming the way your employees learn, work, and interact.
Virtual Reality: Learn to Maximize Present and Future Creative Possibilities!Stephan Tanguay
2014 is the year that virtual reality will go from a bad memory from the 90s to the beginning of a new way to experience content. Already the Oculus Rift has started to transform several industries with its ability to transport you to a completely interactive virtual space. As a designer and/or developer, this transformation will change the way you look at your work.
The first time you build something on the screen and then project yourself into your own creation, you quickly feel a sense of wonder and excitement from experiencing content in a way you never expected. You will also realize that many things that work well with a typical mouse, keyboard and computer screen work considerably different in the virtual world. Sharing these experiences with Stephan will help you to understand how to leverage what works in virtual reality, future possibilities and what to avoid so your virtual experiences will be effective at immersing users in your virtual creations.
Dyskinetic: How you can make a live action virtual reality film (Unite Europe...Brenden Gibbons
These are the slides for the talk that was given in the Unite Europe 2015 Conference, titled "Dyskinetic: How to make a live action virtual reality film"
This is a talk meant to inspire others into VR film-making and a basic primer on /my/ personal workflow to help others get started. My workflow needs a lot of work, but hopefully with you coming in from a different perspective, you'll have different solutions for the problem that fits your designs better! :)
They are made with me talking in mind, so there's quite a few slides with only images and very little context. The talk was recorded and these slides are meant to accompany the video, but they've been uploaded for anyone who was in the talk who would like to take a look at the slides early.
Pixvana VR Video thoughts presentation jan 2016Forest Key
This is a general presentation on the challenges and opportunities of video as a medium within VR, as a storytelling platform. I presented this deck at the Washington Technology Alliance VR breakout meeting in January of 2016.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This Qualcomm presentation describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the presentation at: https://www.qualcomm.com/documents/making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
Similar to Fabian Quosdorf (Wonderlamp Industries GmbH) VRBB Community Panel (20)
Bill Meyer (Virtual Science Center): Turning Kids on to STEM by Letting Them ...AugmentedWorldExpo
A talk from the Training & Education Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Bill Meyer (Virtual Science Center): Turning Kids on to STEM by Letting Them Discover How VR and AR Tricks Our Brain
How exactly does Virtual and Augmented Reality game human perception so things we know aren’t there seem to exist? Can simple and robust public learning experiences empower and delight people of all ages to experiment and discover the answers for themselves? The answer is yes. This talk will present examples and discuss how UX best practices can be applied to create effective inquiry-based learning experiences that unpack seemingly complex modern technologies. Through iterative design coupled with repeated visitor testing, we deconstructed the surprising perceptual science and technology behind VR and AR into 16 cool hands-on experiences that spark “aha” moments and minimize the need for wordy explanations. We keep concepts intuitive, playful, and fun to understand. Our traveling exhibition goal is to show visitors they're smarter than they suspect, inspire students to aim for STEM careers, and help teachers lead deeper NGSS and Common Core dives both in and out of the classroom. This 45 second video shows an example exhibit and part of our visitor testing process: https://youtu.be/Sgh0Sys57lY Without needing to learn the terms, visitors discover the secrets of how things like Motion Parallax, Stereo Vision, 3D Audio Spatialization, Outside-In, and Inside-Out Tracking work in concert to make virtual, augmented and mixed reality experiences possible.
https://awexr.com
Nick Klingensmith (Microsoft): Increasing Immersion with the MR Lighting ToolsAugmentedWorldExpo
A talk from the Gaming & Entertainment Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Nick Klingensmith (Microsoft): Increasing Immersion with the MR Lighting Tools
To-date, most 3D graphics have been rendered on opaque displays. Now, not only are we putting holograms into the real world, but we're also doing it on additive displays! How do we render holograms that look good in this environment, and how do we make them look like they belong? The Mixed Reality Lighting Tools are a collection of easy Unity based solutions, from replicating your environment's lighting, to casting believable additive shadows. Come find out how easy it is to make your Mixed Reality application more immersive!
https://awexr.com
A talk from the Creator Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Rokid: Design a seamless solution for AR glasses
Qi Xiong | Rokid
Paris Fan | Rokid
Nan Wang | Rokid
Gonglue Jiang | Rokid
In this talk, we will discuss how Rokid creates a seamless AR experience from two aspects: ergonomic design(hardware) and systematic UI/UX design(software). The presentation will also share the insights of the entire product development cycle of Rokid Glass: from crafting product appearance with strict constraints, deploying user interfaces on a new and unique AR device, to the case studies and progressive design of real implementations. The talk offers a glimpse of the future AR design methodology by demonstrating the superpower enabled by design thinking. Rokid Glass is an AI-enabled, all-in-one AR glasses already in mass production, with seamless user experience which widely adopted by the industry.
https://awexr.com
A talk from the Marking & Sales Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Tom De Vos | Fat Boy
Dalia Lasaite | CGTrader
Augmented Reality is having a profound impact on the way people shop online. By enabling consumers to interact with and try products before purchasing as they would in a brick and mortar store, Augmented Reality has been proven to increase sales conversions, reduce product returns and extend online engagement. This presentation will examine the latest technologies, trends and strategies for deploying AR for e-Commerce.
https://awexr.com
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST PlatformAugmentedWorldExpo
A talk from the Enterprise Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST Platform
MAXST, a persistent challenger, is proudly specialized in Augmented Reality working with prominent Korean enterprises, such as Hyundai, Samsung Display, Samsung Electronics, and KT. MAXST’s cloud-based AR platform pursues innovation in terms of AR development tools, AR production costs, and profitability. We also believe Visual SLAM is critical basis for Future AR. We will reveal our stories and insight to the immersive world of today and tomorrow.
https://awexr.com
A talk from the Start-up Pitch Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Owning Augmented Space
Neil Mandt | The Layer Group
Brian Wassom | Warner Norcross + Judd LLP
"How can I own the AR 'air rights' around my physical property?" This may be the most commonly asked legal question around AR content. It is gaining new momentum and importance today, as location-based AR finally turns a profit, and as the quest for the Open AR Cloud takes shape. Finding the answers requires crossing the boundaries of multiple legal disciplines and practical concerns, and will not always be easy. This session will equip you to understand the legal risks and give you strategies to protect the integrity of both physical space and digital expression.
https://awexr.com
Victor Sun (Shadow Creator): How to turn Mixed Reality “headset” into “glasses”?AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Victor Sun (Shadow Creator): How to turn Mixed Reality “headset” into “glasses”?
Microsoft has released HoloLens 2 on MWC. I think it is the benchmark for mixed reality devices, but it only reaches the pass mark. In order to be used by ordinary consumers, headsets must be turned into glasses to eliminate their fears of tech equipment.
https://awexr.com
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chris Pickett (DigiLens): XR is Hard: Here’s Why
Not only does it take great hardware and apps to bridge our digital and physical worlds, but also endurance to survive as the market matures.
https://awexr.com
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays ...AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays for AR glasses and MR headsets
For years, many have tried to develop a see-through, near-eye display technology that combines beautiful design, excellent image quality and scalable mass production with high yields. At Dispelix, we’ve figured it out. Dispelix is helping product companies to create beautiful AR glasses based on single-waveguide full-color displays with superior image quality and mass manufacturability.
https://awexr.com
Jian Liang (HiScene): AR for Industry in China: From Concepts to Real Applica...AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Jian Liang (HiScene): AR for Industry in China: From Concepts to Real Applications
AI/AR industry has attracted attention never seen before of academia and industry, into which numerous talents and resources have been invested. However, academic achievements are not equal to products, which need to be adjusted and optimized in technology, engineering, product, etc. according to specific application scenarios. This talk will share with you some difficulties, misconceptions and experience in commercializing AR based on HiScene’s practice.
https://awexr.com
Augmented reality meets Television -Ellen DeGeneres' Game of Games AR AppAugmentedWorldExpo
A talk from the Gaming & Entertainment Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Augmented reality meets Television -Ellen DeGeneres' Game of Games AR App
Daniel Leary | The Ellen DeGeneres Show
Alexa Hook | The Ellen DeGeneres Show
Paul Hake | HitPoint Inc.
Ellen DeGeneres, America's most loved comedian and popular TV host, entered the augmented reality era with the "Game of Games" show. Over 900,000 app users get to tune in and play along with Ellen with AR by unlocking prizes that jump from the TV screen into viewers' phones. The app has hit 741,614 AR gift box markers scanned from NBC broadcasts of Game of Games, during the weekly Play Along Live game. At AWE, HitPoint Studios gives an insight into the creative and technical process of building the "Game of Games" Game app and how to connect traditional TV shows with AR technology.
https://awexr.com
Jennifer Cook (Dreamscape Immersive): Dreamscape Immersive PresentationAugmentedWorldExpo
A talk from the Gaming & Entertainment Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Jennifer Cook (Dreamscape Immersive): Dreamscape Immersive Presentation
https://awexr.com
AWE USA 2019: 2 Partners sharing 1 vision for smart operatorsAugmentedWorldExpo
A talk from the Enterprise Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
2 Partners sharing 1 vision for smart operators
Mark Fleischer | AMA XPERTEYE INC.
Peter Verstraeten | Proceedix
The partnership between XpertEye and Proceedix offers a best-in-class solution to empower smart operators and technicians. The combination leverages both mobile technology and smart glasses for remote assistance and instruction and inspection execution.
https://awexr.com
Phil LaFond (Bosch Automotive Service Solutions Inc.): Bosch Technical Traini...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Phil LaFond (Bosch Automotive Service Solutions Inc.): Bosch Technical Training Supported by AR
Learn how Bosch is using Augmented Reality to facilitate technical training.
https://awexr.com
Scott Montgomerie (Scope AR): AR’s Influence on the Workforce of Tomorrow: Jo...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Scott Montgomerie (Scope AR): AR’s Influence on the Workforce of Tomorrow: Job Eliminator or Creator?
As the speed of technology continues to accelerate automation in the manufacturing world, the inevitable question of whether or not the “human touch” will become obsolete is top of mind for workers. The fear that robots and smart technologies will take everyone's jobs is prevalent, but not necessarily true. AR has the power to be a job creator, not a job eliminator. Its ability to make anyone an instant expert can in fact increase job security by quickly helping workers become more proficient in tasks. Learn about real-world use cases where AR is making people better, and safer, at their jobs, and explore why enterprises who create a workplace that’s augmented, not automated, will be the leaders of tomorrow.
https://awexr.com
Hugo Swart (Qualcomm, Inc.): How 5G, Distributed Processing and Technology Ad...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Hugo Swart (Qualcomm, Inc.): How 5G, Distributed Processing and Technology Advancements are Accelerating the Timeline to a Ubiquitous XR World
XR has the potential to become one of the world’s most disruptive computing platforms in the coming decade. Over the past year, we’ve seen significant strides in technology and with the introduction of new XR form factors such as standalone, tethered viewers and dual-mode HMDs – there has been an acceleration of XR opportunities, use cases and adoption. In this keynote presentation, Hugo Swart, Head of XR at Qualcomm Technologies, Inc. will speak to cutting-edge technological developments and how Qualcomm has met previous challenges, with a forward outlook on how strong ecosystem collaboration, the proliferation of 5G and AI will fast-track the industry timeline to an XR ubiquitous world.
https://awexr.com
Valentin Heun (PTC): One Reality - A 3rd generation AR User InterfaceAugmentedWorldExpo
A talk from the Creator Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Valentin Heun (PTC): One Reality - A 3rd generation AR User Interface
Many of our technological innovations seem to expand the computational abilities without the human in the loop. Augmented Reality is one of the view technologies that promises technological advances that enable us humans a better connection with the ubiquitous technology around us. We are not there yet to make use of such a user interface. We currently have individual islands of interactivity via AR. This conference may have many spatial demos as well, however, a single ubiquitous layer that penetrates all screens, surfaces, machines, and environments are not available. This is what the PTC Reality Lab researches. The core of this research is the ability to use AR in a scalable distributed platform to bridge among technological domains to allow the weaving of multiple technologies into one user experience. The resulting user experience is called One Reality. The goal for One Reality is to provide one seamless, ubiquitous flow of user experience for all technologies that touch the user’s decision making. This talk will iterate on the different stages of Augmented Reality User Interfaces and identifies One Reality as the 3rd stage in the evolution of AR user interfaces. This visionary talk aims to inspire the audience to think beyond the known applications for Augmented Reality.
https://awexr.com
Anton Ebert (Siemens Healthcare): Challenges and approaches on integrating a ...AugmentedWorldExpo
A talk from the Training & Education Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Anton Ebert (Siemens Healthcare): Challenges and approaches on integrating a cutting edge technology in modern healthcare businesses
This session will provide insights and a basis for further discussions on how technologies like Augmented and Virtual Reality are being tested and explored in the healthcare sector.
https://awexr.com
Sarah Hill (Healium by StoryUP Studios): Healing Stories Powered by BiometricsAugmentedWorldExpo
A talk from the Humanities Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Sarah Hill (Healium by StoryUP Studios): Healing Stories Powered by Biometrics
Users aren't just watching your content, they're feeling it with their wearables. Brain patterns and heart rate are XR storytelling's new inputs. Peek inside the world's first VR & AR content channel powered by a brain-computer interface and heart rate to learn about a new study on XR's therapeutic impact on anxiety.
https://awexr.com
Iva Leon (ARVR Women and Allies): Building community with social VRAugmentedWorldExpo
A talk from the Humanities Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Iva Leon (ARVR Women and Allies): Building community with social VR
Social VR platforms like Facebook Spaces can help community builders and purpose-driven organizations innovate the way they engage their members and bring people together. Find out how ARVR Women uses social VR to elevate the visibility of their members and add value to the group.
https://awexr.com
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Fabian Quosdorf (Wonderlamp Industries GmbH) VRBB Community Panel
1. Storytelling in Virtual Reality
Things we learned about….
Fabian Quosdorf, Technical Product Manager
f.quosdorf@wonderlampindustries.com
2. vision:
• tell compelling visual stories
• make art of animation available
to anyone
• without
• actors
• special skills
• high budgets
• Create a Story for VR in VR
2
3. 360 Stereoscopic Webseries: Brothaz
• 360 Degree Videos and
“Rollercoaster Rides”
• Camera is fixed on solid point
• User can look around and
watch the show
• User cannot interact with
environment
• Scene does not react on user
VR Terminology - Noninteractive
4. • Virtual Reality Demos for
Oculus Rift, HTC Vive, PS
VR
• User is the Camera
• User can look and move
• User can interact with
environment
• Actors and Elements in the
Scene are “User-aware”
VR Terminology - interactive
Emmy Award Winner: “Henry”
by Oculus Story Studio
5. Think Stage-based not Shot-
based
• 360 degrees of freedom
• The user sees everything
• You can still cheat in the
distance.
• Make use of the whole
scene
• Guide the users view to
points of interest. “Alamo” Filmset (Wikipedia)
7. • Pay Attention to scale
• Review your animation in VR! Flatscreen is
not enough
• Real world phobias can transform to virtual
reality
• Nausia is a huge Issue - High framerate can
help
• Think Stereo not Mono
• Give users time to adjust: It is a new medium!
Develop for the Medium
8. Camera is key - but in VR it is always user centric.
Plan your camera tracks - or puke.
• No Depth of Field
• No fast movement
• Camera cuts are fine!
• No hefty direction changes
• Motion must be plausible
• NO VERTIGO EFFECT
9. Sound in VR is omni-directive and always “interactive”
And what about sound?
• Sound in VR is omni-directive
• Even in videos it is “interactive” and reacts to head movement.
• Use sound to guide the user
• If possible record sound with spatial hardware
• Youtube and Facebook can playback spatial audio on mobile
devices.
welcome,
at Wonderlamp we want to make the art of animation available to anyone. We want to allow storytellers and TV series producers to create more stories faster and at a lower cost than what is possible today.
We want to make animation a standard way to communicate ideas.
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