This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Exploring VR with Tom Emrich
Save 10% off any FITC event with discount code 'slideshare'.
Details at www.FITC.ca
OVERVIEW
Virtual reality is hitting the mainstream hard with mobile-powered solutions already available for users today and large manufacturers entering the market with dedicated devices in 2016. This session is an overview of the VR ecosystem before diving deep into the VR trends; and a look at what is to come in the near future.
OBJECTIVE
To provide the audience with a good understanding of the VR opportunity today and tomorrow
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
VR Ecosystem
VR by the Numbers
VR Trends Today
VR Predictions for Tomorrow
Opportunities & Challenges
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
N-iX Game & VR Studio specializes in the production of VR training experiences tailored to your business needs. We offer experiences for manufacturing, transportation, sports, maintenance and repair, and a variety of other areas.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
XR (Extended reality) Current and future trendsKeyur Bhalavat
Extended Reality (XR) is the umbrella term used for VR, AR, and MR, as well as all future realities such technology might bring.
This present talks about the history and current scenario of AR and VR. Also, what future holds for this technology.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Exploring VR with Tom Emrich
Save 10% off any FITC event with discount code 'slideshare'.
Details at www.FITC.ca
OVERVIEW
Virtual reality is hitting the mainstream hard with mobile-powered solutions already available for users today and large manufacturers entering the market with dedicated devices in 2016. This session is an overview of the VR ecosystem before diving deep into the VR trends; and a look at what is to come in the near future.
OBJECTIVE
To provide the audience with a good understanding of the VR opportunity today and tomorrow
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
VR Ecosystem
VR by the Numbers
VR Trends Today
VR Predictions for Tomorrow
Opportunities & Challenges
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
N-iX Game & VR Studio specializes in the production of VR training experiences tailored to your business needs. We offer experiences for manufacturing, transportation, sports, maintenance and repair, and a variety of other areas.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
XR (Extended reality) Current and future trendsKeyur Bhalavat
Extended Reality (XR) is the umbrella term used for VR, AR, and MR, as well as all future realities such technology might bring.
This present talks about the history and current scenario of AR and VR. Also, what future holds for this technology.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Introduce the VR and AR technology and industry value chain , on going applications in verity industries , global VR AR market overview , and some Indicators Examples
The Q3 2014 update of the KZero VR Software Radar chart visualising virtual reality games and experiences by genre, launch stage and average player age.
Suffolk County Library Association
Electronic Resources Committee.
Emerging Technology Presentation.
Thursday, December 10, 2015.
Emma S. Clark Memorial Library
When will Virtual Reality become Reality? @NED2015Rori DuBoff
The evolution of Virtual Reality and Augmented Reality.
Brand Marketing Case examples across industries including retail, travel, hospitality, medical, sports, journalism, music, movies, education and more. Plus the future for expanded reality (XR)
When will Virtual Reality become Reality? @NED2015 Havas Media
The evolution of virtual reality and its impact upon experiences and escapism.
Is it a fad or is this genuinely going to become the next internet?
What is in place for brands and consumers to now step into another dimension? Is it safe?
Will blended realities become a reality?
What's the VR eco-system?
These topics, themes and opportunities are all explored in this keynote presentation.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
Virtual Reality [infusion 17th December 2015]AlquimiaWRG
We are VR enthusiast, but we are not alone: the biggest companies are investing billions of dollars, and the most relevant creatives inventing billions of stories on it.
Here a deck explaining why consider Virtual Reality as a medium, not just a technology or a content by itself.
Let's Break Tradition: Virtual Reality in Public RelationsMSL
Virtual reality is no longer an off-in-the-distance idea. It’s a quickly emerging trend with which wise marketers and communicators are already experimenting. Read our guidebook and start taking advantage of emerging VR platforms and tools.
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.
Your monthly dose of the latest trends locally and abroad. This month we look at enhancing the experience and connection of being human in ways that go beyond what was thought possible.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
2. Beginnings of Virtual Reality
Name This Device...
● Introduced at the 1939 New York World’s Fair.
●
Intended to be an alternative to scenic post cards.
●
In February 2015 Mattel announced a collaboration with
Google to create a new High Tech version using
Google’s Cardboard Technology.
6. Also called immersive multimedia or computer-simulated reality. It replicates an environment that simulates a
physical presence in a real or an imagined world. It may also allow the user to interact in that world. Virtual reality
artificially creates sensory experiences, which can include sight, hearing, touch, and smell.
8. 1. Launched a Kickstarter program that
raised $2.4 Million
2. Anyone who pledged $300 received a
Development Kit 1 prototype headset.
a. Shipped in March 2013
3. Facebook acquired Oculus VR on
March 25 2014 for $2 Billion
4. On March 25, 2016, the first batch of
Oculus Rift virtual reality headsets
began shipping to consumers
Founded By Palmer Luckey in 2012
22. Samsung Gear & Google
Daydream VR
Have devices for patrons to
use similar to Teens
playing xBox & PS4 at the
library
Mattel View Master
Have Mattel VR View
Master in the Children’s
Room like play with.
Circulate the VR disks.
Google Cardboard
Teen Program assembling
the Google Cardboard and
using it.
Allowing public to try
Google Cardboard at the
library.
How Can We Use VR in the Library?
24. Virtual Travel and Experiences
Teaching children and adults about other
places becomes easier if they can
experience them firsthand.
Flying over New York City and having the
ability to look around while in the air is
something few people can do in
reality, but virtual reality can make
such experiences accessible to many.
Visiting museums and national landmarks
becomes quite simple.
25. One of the prime objectives of libraries still
is to share and tell stories. With apps
like with.in, inspiring readers to explore
stories is a whole new way is made
easy.
With.in is provides story-based VR
content bringing immersive content
from some of the world's finest VR
creators. Within supports all major
headsets, including Oculus Rift,
Samsung Gear VR, HTC Vive, Sony
Playstation VR, and Google Cardboard.
Storytelling
26. Education Programs
Driver Safety Programs - Toyota has
released a
virtual reality driving simulator to
instruct teens about the dangers of
distracted driving.
The simulation allows users to have the
feel of driving, and attempts to distract
them with simulated text messages and
virtual friends in the back seat.
Referred to as immersive multimedia or computer-simulated reality.
It replicates an environment that simulates a physical presence in a real or an imagined world.
It may also allow the user to interact in that world.
Virtual realities artificially create sensory experiences, which can include sight, hearing, touch, and smell.
Founded by Palmer Luckey in 2012
Launched a Kickstarter program that raised $2.4 Million
They exceeded their goal of $250,000 in less than 24 hours!
Anyone who pledged $300 received a Development Kit 1 prototype headset.
Shipped in March 2013
Facebook acquired Oculus VR on March 25 2014 for $2 Billion.
Developed by Google for use with a fold-out cardboard mount for a smartphone.
It is intended as a low-cost system to encourage interest and development in VR and VR applications.
Assembly and Operation
Google Cardboard headsets are built out of simple, low-cost components.
The headset specifications were designed by Google, but there is no official manufacturer or vendor for the device.
Once the kit is assembled, a smartphone is inserted in the back of the device and held in place by the selected fastening device.
A Google Cardboard–compatible app splits the smartphone display image into two, one for each eye, while also applying barrel distortion to each image to counter pincushion distortion from the lenses.
A port of the Google Cardboard demonstration app to Apple's iOS mobile operating system was released at the same conference.