Agenda:
I. Metaverse Revolution
Metaverse Revolution Imperatives
Metaverse Enterprise/Industry Applications Boom
Metaverse Virtual/Creator Economy Emergence
Metaverse Infrastructure/System Architecture
II. ESG/Sustainability Imperative
ESG/Sustainability Imperative
ESG Factors/Considerations
III. Impact Investing in Metaverse
The Toolbox for Impact Investing in Metaverse
IV. Positive Impact on Sustainability
Metaverse Renewable Energy System Management
Metaverse Store for Sustainable Products
Metaverse Factory for Sustainable Manufacturing/Supply Chain
Metaverse for Sustainable Smart City Development
Metaverse NFT/DeFi Based Sustainable Financing
V. Negative Impact on Sustainability
Metaverse Infrastructure Requirements
Impact on Environment
Impact on People/Society
The Metaverse is a collection of virtual environments that supports 3D elements and interactions with digital objects through AR and VR technologies. Metaverse has the option to fully change the way we perceive reality and make out digital experience more real-like.
Games are a huge part of the Metaverse ecosystem. Through the use of VR and AR technologies in the Metaverse, the gaming experience can enhance drastically for the users. Here, we will analyze the 5 Best Metaverse Games – Sandbox, Axie Infinity, Illuvium, Decentraland, and Star Atlas. All of these games offer various types of features for their players.
Here, at 101 Blockchains, we offer various high-quality courses that offer in-depth analysis of blockchain technology. These courses will help you understand the core principles of this technology and how it will play a huge part in developing the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/best-metaverse-games/
The document discusses virtual try-ons and 3D modeling of garments to enable novel human-fashion interactions through applications like eTryOn. eTryOn allows virtual try-on of clothes without physical samples using 3D avatars and baked garment animations from CAD simulations. Challenges include the high computational cost of simulating garment draping and creasing accurately. The document also discusses how 3D and metaverse technologies can benefit the fashion supply chain through dematerialization of samples and reduced environmental footprint.
What’s up with the Metaverse!? A film school’s approach to immersive engageme...Chaitanya Chinchlikar
The metaverse may seem like something that has appeared all of a sudden but it's actually not. Over the past 50 years almost all the technological advances in content consumption & creation have lead us to this point. Over the past decades our goal has been to draw the viewer closer & closer to the content and make the content experience more & more immersive. And the metaverse is the current answer to the question “What Next?”
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Metaverse is a digital or virtual world that will use technologies such as VR, AR, blockchain to create a unique experience for the users. On the other hand, NFTs or non-fungible tokens are a form of token that is unique in nature. These tokens are different from one another, indivisible and immutable. NFTs help represent ownership of digital assets and physical assets in the blockchain.
NFTs are a huge part of the Metaverse. Metaverse will need to have digital assets, and NFTs are perfect for representing any type of digital assets. Users can buy and sell their assets on the marketplace in the form of an NFT. Here, we will discuss the role of NFTs within the Metaverse and how various sectors within the Metaverse can use NFT for their benefits.
101 Blockchains is an educational platform where you will get access to in-depth and updated information regarding blockchain technology. As blockchain technology is a huge part of the Metaverse, we are offering an array of courses that will help you understand how Metaverse works.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/nfts-and-metaverse/
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Agenda:
I. Metaverse Revolution
Metaverse Revolution Imperatives
Metaverse Enterprise/Industry Applications Boom
Metaverse Virtual/Creator Economy Emergence
Metaverse Infrastructure/System Architecture
II. ESG/Sustainability Imperative
ESG/Sustainability Imperative
ESG Factors/Considerations
III. Impact Investing in Metaverse
The Toolbox for Impact Investing in Metaverse
IV. Positive Impact on Sustainability
Metaverse Renewable Energy System Management
Metaverse Store for Sustainable Products
Metaverse Factory for Sustainable Manufacturing/Supply Chain
Metaverse for Sustainable Smart City Development
Metaverse NFT/DeFi Based Sustainable Financing
V. Negative Impact on Sustainability
Metaverse Infrastructure Requirements
Impact on Environment
Impact on People/Society
The Metaverse is a collection of virtual environments that supports 3D elements and interactions with digital objects through AR and VR technologies. Metaverse has the option to fully change the way we perceive reality and make out digital experience more real-like.
Games are a huge part of the Metaverse ecosystem. Through the use of VR and AR technologies in the Metaverse, the gaming experience can enhance drastically for the users. Here, we will analyze the 5 Best Metaverse Games – Sandbox, Axie Infinity, Illuvium, Decentraland, and Star Atlas. All of these games offer various types of features for their players.
Here, at 101 Blockchains, we offer various high-quality courses that offer in-depth analysis of blockchain technology. These courses will help you understand the core principles of this technology and how it will play a huge part in developing the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/best-metaverse-games/
The document discusses virtual try-ons and 3D modeling of garments to enable novel human-fashion interactions through applications like eTryOn. eTryOn allows virtual try-on of clothes without physical samples using 3D avatars and baked garment animations from CAD simulations. Challenges include the high computational cost of simulating garment draping and creasing accurately. The document also discusses how 3D and metaverse technologies can benefit the fashion supply chain through dematerialization of samples and reduced environmental footprint.
What’s up with the Metaverse!? A film school’s approach to immersive engageme...Chaitanya Chinchlikar
The metaverse may seem like something that has appeared all of a sudden but it's actually not. Over the past 50 years almost all the technological advances in content consumption & creation have lead us to this point. Over the past decades our goal has been to draw the viewer closer & closer to the content and make the content experience more & more immersive. And the metaverse is the current answer to the question “What Next?”
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Metaverse is a digital or virtual world that will use technologies such as VR, AR, blockchain to create a unique experience for the users. On the other hand, NFTs or non-fungible tokens are a form of token that is unique in nature. These tokens are different from one another, indivisible and immutable. NFTs help represent ownership of digital assets and physical assets in the blockchain.
NFTs are a huge part of the Metaverse. Metaverse will need to have digital assets, and NFTs are perfect for representing any type of digital assets. Users can buy and sell their assets on the marketplace in the form of an NFT. Here, we will discuss the role of NFTs within the Metaverse and how various sectors within the Metaverse can use NFT for their benefits.
101 Blockchains is an educational platform where you will get access to in-depth and updated information regarding blockchain technology. As blockchain technology is a huge part of the Metaverse, we are offering an array of courses that will help you understand how Metaverse works.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/nfts-and-metaverse/
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
XR for Higher Education: Experiential Design Affordances, Ethical Considerati...Kent Bye
Virtual & Augmented Reality are new computing paradigms that provide powerful new affordances for embodied learning, but there are also a lot of challenges in producing immersive experiences as they require a lot of subject matter expertise. The best practices for experiential design and development are also still emerging, and there are also new ethical considerations to keep in mind when deploying immersive technologies.
Kent ByeKent Bye has been speaking to thousands of immersive creators and innovators for the past seven years on the Voices of VR podcast, and he’ll be presenting about some of the new affordances of spatial computing as well as some of the underlying principles of embodied cognition that makes VR & AR a powerful medium for learning. He’ll also give a brief survey of some of the trends of immersive production, and the various experiential design tradeoffs between ease of production and robustness of interactivity and shared social spaces. Finally, he’ll do a brief survey of the ethical & privacy considerations to keep in mind for the higher educational context for XR.
This 45-minute talk + 45-minutes of Q&A will provide context for what’s happening at the frontiers of experiential design & education, tips & strategies for how to bootstrap the production & distribution of immersive educational content, and finally some of the ethical & moral dilemmas for educators to consider with the introduction of immersive technologies.
Since May 2014, Kent Bye has conducted over 1600 Voices of VR podcast interviews featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. He’s an oral historian, experiential journalist, & aspiring philosopher, helping to define the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR. You can find his podcast at voicesofvr.com and his latest thoughts on Twitter @kentbye.
This document provides an overview of blockchain, FinTech, and cryptocurrency. It discusses digital currency and how most traditional currency is now digital. It also discusses cryptocurrency and how Bitcoin was the first cryptocurrency. The document outlines some benefits of digital currencies like faster international transfers and boosting global remittances. It also discusses some potential risks like security issues and volatility. It provides basics on FinTech and emerging technologies transforming financial services. It maps out the global FinTech landscape and trends and discusses local FinTech players and investments in Indonesia.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
The document discusses the history and future of the metaverse. It describes how the metaverse evolved from early technologies like the Internet and virtual worlds. Key developments included Bitcoin, blockchain, augmented reality games like Pokémon Go, and platforms like Fortnite that introduced elements of the metaverse. The document outlines aspects of the metaverse like virtual spaces for socializing, working, and commerce. While the metaverse could enhance education and expression, concerns exist around addiction, mental health impacts, data and security, and replacing reality.
Game design - formal and dramatic elementsJernej Virag
This document discusses the formal and dramatic elements of games. For formal elements, it covers the number of players, player roles, types of player interaction like capture and chase, objectives, procedures, rules, resources, conflict, and boundaries. For dramatic elements, it focuses on immersing players in challenges through competitive, chance-based, make-believe, and vertigo types of play that cater to different player types like competitors, explorers, collectors and achievers. It also examines elements like premise, characters, story, and conclusion.
This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
Virtual reality dan augmented reality merupakan teknologi yang memungkinkan interaksi dengan lingkungan virtual dan nyata. Virtual reality menciptakan lingkungan 3D virtual sementara augmented reality menambahkan informasi digital pada lingkungan nyata. Kedua teknologi ini memiliki berbagai manfaat seperti di bidang medis, arsitektur, pendidikan, dan hiburan.
Indonesia is dominating social media statistics. Already home to the biggest twitter city, we look at how Indonesian's love affair with social media is evolving to include ecommerce, political campaigns, and much more.
How the Metaverse is Changing Reality ForeverEmmaChiu4
The document discusses how the metaverse is emerging as a unified digital world where people increasingly socialize, collaborate, and create in virtual spaces. As big tech and gaming companies race to define the metaverse, the users who populate these worlds will ultimately shape them. The metaverse could redefine creativity for younger generations and enable more collaborative idea generation. A panel at SXSW will examine what the metaverse is, how technology is unleashing new creative potential, and whether the metaverse can foster inclusive, democratized digital communities.
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
What are crypto wallets? How different are they from exchanges? What is their job to be done? where are they weak? What is the potential and future they hold
Brought to you by @ZenGo
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
CEH v12 Certification Training Guide.pdfinfosec train
The Certified Ethical Hacker (C|EH v12) program is one of the most respected certifications in the cybersecurity field. It has been the world’s number one ethical hacking certification for 20 years and is continuously ranked number one in ethical hacking certification by different firms. Infosectrain’s CEH Online Training and Certification program follows the latest version of CEH that is v12. The updated learning framework covers not only a comprehensive training program to prepare you for the certification exam but also the industry’s most robust, in-depth, hands-on lab and practice range experience.
Activision Blizzard is the largest video game developer and publisher, known for franchises like Call of Duty and World of Warcraft. Currently, their strategy is continuing sequels of popular franchises and developing their Battle.net platform. However, games are becoming repetitive and costs are rising. Their future strategy includes developing new content through a Call of Duty platform that allows users to create and share content across devices through cloud gaming. This will help shorten development cycles and gain insight into what consumers want. The summary outlines Activision's capabilities, challenges, and plans for a cloud-based gaming platform to partner with Amazon for cloud infrastructure.
The Evolution of the Economist Content Platform (presented by Mark Brincat, C...eZ Systems
The Economist has been going through a major transformation. By approaching our web experience in a componentized way, we defined how we could leverage our entire technology ecosystem to deliver products faster and improve the reader experience. This talk will focus on the approach, challenges and lessons learned through the evolution of the Economist Reader and Content Platform.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Introductory presentation I gave at Genivi's all member meeting in Birmingham. First part is a blockchain explainer and second part introduces some use-cases.
The document provides an introduction and overview of the metaverse. It defines the metaverse as a virtual space combining technologies like blockchain, VR, AR and digital assets. NFTs can be used to represent real-world assets in the metaverse. The metaverse consists of elements like web 3.0, blockchain protocols, NFTs, games, cryptocurrencies, VR, AR and mixed reality. Various industries are exploring applications of metaverse technologies in areas like finance, gaming, fashion, marketing and more. While still early, the metaverse may eventually become a second digital world for socializing, working and commerce.
XR for Higher Education: Experiential Design Affordances, Ethical Considerati...Kent Bye
Virtual & Augmented Reality are new computing paradigms that provide powerful new affordances for embodied learning, but there are also a lot of challenges in producing immersive experiences as they require a lot of subject matter expertise. The best practices for experiential design and development are also still emerging, and there are also new ethical considerations to keep in mind when deploying immersive technologies.
Kent ByeKent Bye has been speaking to thousands of immersive creators and innovators for the past seven years on the Voices of VR podcast, and he’ll be presenting about some of the new affordances of spatial computing as well as some of the underlying principles of embodied cognition that makes VR & AR a powerful medium for learning. He’ll also give a brief survey of some of the trends of immersive production, and the various experiential design tradeoffs between ease of production and robustness of interactivity and shared social spaces. Finally, he’ll do a brief survey of the ethical & privacy considerations to keep in mind for the higher educational context for XR.
This 45-minute talk + 45-minutes of Q&A will provide context for what’s happening at the frontiers of experiential design & education, tips & strategies for how to bootstrap the production & distribution of immersive educational content, and finally some of the ethical & moral dilemmas for educators to consider with the introduction of immersive technologies.
Since May 2014, Kent Bye has conducted over 1600 Voices of VR podcast interviews featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. He’s an oral historian, experiential journalist, & aspiring philosopher, helping to define the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR. You can find his podcast at voicesofvr.com and his latest thoughts on Twitter @kentbye.
This document provides an overview of blockchain, FinTech, and cryptocurrency. It discusses digital currency and how most traditional currency is now digital. It also discusses cryptocurrency and how Bitcoin was the first cryptocurrency. The document outlines some benefits of digital currencies like faster international transfers and boosting global remittances. It also discusses some potential risks like security issues and volatility. It provides basics on FinTech and emerging technologies transforming financial services. It maps out the global FinTech landscape and trends and discusses local FinTech players and investments in Indonesia.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
The document discusses the history and future of the metaverse. It describes how the metaverse evolved from early technologies like the Internet and virtual worlds. Key developments included Bitcoin, blockchain, augmented reality games like Pokémon Go, and platforms like Fortnite that introduced elements of the metaverse. The document outlines aspects of the metaverse like virtual spaces for socializing, working, and commerce. While the metaverse could enhance education and expression, concerns exist around addiction, mental health impacts, data and security, and replacing reality.
Game design - formal and dramatic elementsJernej Virag
This document discusses the formal and dramatic elements of games. For formal elements, it covers the number of players, player roles, types of player interaction like capture and chase, objectives, procedures, rules, resources, conflict, and boundaries. For dramatic elements, it focuses on immersing players in challenges through competitive, chance-based, make-believe, and vertigo types of play that cater to different player types like competitors, explorers, collectors and achievers. It also examines elements like premise, characters, story, and conclusion.
This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
Virtual reality dan augmented reality merupakan teknologi yang memungkinkan interaksi dengan lingkungan virtual dan nyata. Virtual reality menciptakan lingkungan 3D virtual sementara augmented reality menambahkan informasi digital pada lingkungan nyata. Kedua teknologi ini memiliki berbagai manfaat seperti di bidang medis, arsitektur, pendidikan, dan hiburan.
Indonesia is dominating social media statistics. Already home to the biggest twitter city, we look at how Indonesian's love affair with social media is evolving to include ecommerce, political campaigns, and much more.
How the Metaverse is Changing Reality ForeverEmmaChiu4
The document discusses how the metaverse is emerging as a unified digital world where people increasingly socialize, collaborate, and create in virtual spaces. As big tech and gaming companies race to define the metaverse, the users who populate these worlds will ultimately shape them. The metaverse could redefine creativity for younger generations and enable more collaborative idea generation. A panel at SXSW will examine what the metaverse is, how technology is unleashing new creative potential, and whether the metaverse can foster inclusive, democratized digital communities.
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
What are crypto wallets? How different are they from exchanges? What is their job to be done? where are they weak? What is the potential and future they hold
Brought to you by @ZenGo
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
CEH v12 Certification Training Guide.pdfinfosec train
The Certified Ethical Hacker (C|EH v12) program is one of the most respected certifications in the cybersecurity field. It has been the world’s number one ethical hacking certification for 20 years and is continuously ranked number one in ethical hacking certification by different firms. Infosectrain’s CEH Online Training and Certification program follows the latest version of CEH that is v12. The updated learning framework covers not only a comprehensive training program to prepare you for the certification exam but also the industry’s most robust, in-depth, hands-on lab and practice range experience.
Activision Blizzard is the largest video game developer and publisher, known for franchises like Call of Duty and World of Warcraft. Currently, their strategy is continuing sequels of popular franchises and developing their Battle.net platform. However, games are becoming repetitive and costs are rising. Their future strategy includes developing new content through a Call of Duty platform that allows users to create and share content across devices through cloud gaming. This will help shorten development cycles and gain insight into what consumers want. The summary outlines Activision's capabilities, challenges, and plans for a cloud-based gaming platform to partner with Amazon for cloud infrastructure.
The Evolution of the Economist Content Platform (presented by Mark Brincat, C...eZ Systems
The Economist has been going through a major transformation. By approaching our web experience in a componentized way, we defined how we could leverage our entire technology ecosystem to deliver products faster and improve the reader experience. This talk will focus on the approach, challenges and lessons learned through the evolution of the Economist Reader and Content Platform.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Introductory presentation I gave at Genivi's all member meeting in Birmingham. First part is a blockchain explainer and second part introduces some use-cases.
The document provides an introduction and overview of the metaverse. It defines the metaverse as a virtual space combining technologies like blockchain, VR, AR and digital assets. NFTs can be used to represent real-world assets in the metaverse. The metaverse consists of elements like web 3.0, blockchain protocols, NFTs, games, cryptocurrencies, VR, AR and mixed reality. Various industries are exploring applications of metaverse technologies in areas like finance, gaming, fashion, marketing and more. While still early, the metaverse may eventually become a second digital world for socializing, working and commerce.