The document discusses the history and definitions of augmented reality, describing key frameworks like Layar and how they allow developers to create augmented reality layers through web services and geolocation data to overlay real-time information onto live video streams for mobile users. Major categories of augmented reality include geolocation-based and object recognition-based approaches, with frameworks differing in supported platforms, monetization approaches, and programming languages for developing augmented content.
The document discusses the history and future of augmented reality (AR) and ubiquitous virtual reality (UVR). It describes how AR has evolved from early implementations using markers to today's mobile AR applications. Current research includes developing AR for social networking and wearable devices. The author envisions UVR as a platform that seamlessly links real and virtual spaces through context-aware augmentation and organic user interfaces. UVR could extend human perception and enable new forms of digital storytelling, education and collaboration across dual spaces. Future advances in mobile hardware, computer vision and authoring tools will help realize ubiquitous AR experiences.
The document describes Leonar3Do, the world's first interactive desktop VR kit. It was invented by Daniel Ratai in 2005 and provides a unique, immersive VR experience by allowing users to see and interact with virtual objects in 3D space using eye tracking and a 3D positioning device. The open platform software works with a compact hardware system and can be used for modeling, animation, video capture, and more. It provides a fast, intuitive way to create and share 3D content.
Metatroy Blog mainly focuses on the Troyer patented Laser projector – MetaZtron --—Z*Tron Vision (Z*TV). The Laser TV history is discussed. Much can be learned about laser TV, patents and claims by reading this blog. The Troyer claims are provided and discussed. Shown is how a claim protects the invention. The “disruptive” Z*TV special attributes are described and how the patent claims explain the invention.
Blogs are included from November 2011 to June 2012. Discussed is the fact that Zuddites (modern Luddites) have hindered the introduction of Z*Tron Vision and what is the remedy. A quote to keep in mind when reading the Metatroy blog ---An industry dedicated to financing inventors and monetizing their creations could transform the world.
This document describes a new immersive entertainment technology called MetaZ Tron Vision (MZTV) and the Holographic Immersive Virtual Environments (HIVE) platform it enables. MZTV uses lasers and reflective light valves to project holographic, full-color, 3D images in curved space without the need for glasses. It is patented by inventor Diane Troyer and aims to transform entertainment through platforms for education and social interaction. Strategic partnerships will be key to introducing MZTV globally and realizing its potential to create new immersive experiences for audiences.
MetatonZ: Troyer Patents Elevator uptodate 60614Diane Troyer
The document proposes the MetatronZ Project, which aims to deliver immersive virtual reality platforms called HIVEs (Holographic Immersive Virtual Environments) through a laser projection/camera technology. The technology, called MetatronZ, projects vivid 3D images without the need for glasses. It is presented as the missing link that could enable applications like simulation, training, gaming and more. The document provides an overview of the technology and patent portfolio, and pitches it as the solution for creating realistic immersive experiences.
This document discusses augmented reality (AR) and Qualcomm's role in developing AR technology. It notes that Qualcomm has invested over $16 billion in research and development. Qualcomm aims to make AR ubiquitous by developing platforms and tools that make it easy for developers to create AR applications for mobile devices. The document outlines Qualcomm's efforts to establish itself as a leader in AR and drive the development of the AR ecosystem.
The document discusses the history and future of augmented reality (AR) and ubiquitous virtual reality (UVR). It describes how AR has evolved from early implementations using markers to today's mobile AR applications. Current research includes developing AR for social networking and wearable devices. The author envisions UVR as a platform that seamlessly links real and virtual spaces through context-aware augmentation and organic user interfaces. UVR could extend human perception and enable new forms of digital storytelling, education and collaboration across dual spaces. Future advances in mobile hardware, computer vision and authoring tools will help realize ubiquitous AR experiences.
The document describes Leonar3Do, the world's first interactive desktop VR kit. It was invented by Daniel Ratai in 2005 and provides a unique, immersive VR experience by allowing users to see and interact with virtual objects in 3D space using eye tracking and a 3D positioning device. The open platform software works with a compact hardware system and can be used for modeling, animation, video capture, and more. It provides a fast, intuitive way to create and share 3D content.
Metatroy Blog mainly focuses on the Troyer patented Laser projector – MetaZtron --—Z*Tron Vision (Z*TV). The Laser TV history is discussed. Much can be learned about laser TV, patents and claims by reading this blog. The Troyer claims are provided and discussed. Shown is how a claim protects the invention. The “disruptive” Z*TV special attributes are described and how the patent claims explain the invention.
Blogs are included from November 2011 to June 2012. Discussed is the fact that Zuddites (modern Luddites) have hindered the introduction of Z*Tron Vision and what is the remedy. A quote to keep in mind when reading the Metatroy blog ---An industry dedicated to financing inventors and monetizing their creations could transform the world.
This document describes a new immersive entertainment technology called MetaZ Tron Vision (MZTV) and the Holographic Immersive Virtual Environments (HIVE) platform it enables. MZTV uses lasers and reflective light valves to project holographic, full-color, 3D images in curved space without the need for glasses. It is patented by inventor Diane Troyer and aims to transform entertainment through platforms for education and social interaction. Strategic partnerships will be key to introducing MZTV globally and realizing its potential to create new immersive experiences for audiences.
MetatonZ: Troyer Patents Elevator uptodate 60614Diane Troyer
The document proposes the MetatronZ Project, which aims to deliver immersive virtual reality platforms called HIVEs (Holographic Immersive Virtual Environments) through a laser projection/camera technology. The technology, called MetatronZ, projects vivid 3D images without the need for glasses. It is presented as the missing link that could enable applications like simulation, training, gaming and more. The document provides an overview of the technology and patent portfolio, and pitches it as the solution for creating realistic immersive experiences.
This document discusses augmented reality (AR) and Qualcomm's role in developing AR technology. It notes that Qualcomm has invested over $16 billion in research and development. Qualcomm aims to make AR ubiquitous by developing platforms and tools that make it easy for developers to create AR applications for mobile devices. The document outlines Qualcomm's efforts to establish itself as a leader in AR and drive the development of the AR ecosystem.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
HIVE: holographic immersive virtual environments
MetaZtron Vision laser projector applications
Provides patent licensing information/ patent attorneys
Technology and Diane Troyer background.
MetaSphere hubs with Z*Rama screens and ZELF labs.
Z*Rama: Dome, Cinerama, Planetarium, Performance screens
ZELF: Zone Enhanced Location Fusion labs – HIVE applications.
Themed Edutainment: Location Based Entertainment
MetaStar: Philanthropic Model for sustainable community.
MetaSite: HIVE Community bottom up holodeck playpen turnkey
Innovation and Content tools for the local community.
Innovation and high end JOBS, JOBS, JOBS – new businesses.
STEAM TEAMS: Put A (art) into STEM –
New forms of immersive Edutainment and Health care.
Bottom up security and immersive first responder training
Communities thrive.
PeopleBrowsr is a company that assembles collective intelligence from public social media posts to monitor, filter, engage with, and analyze conversations at scale. They are seeking to hire for various roles including business development, software development, and marketing across their offices in San Francisco, New York, Sydney, and London. Their mission is to assemble collective intelligence from social networks and provide tools to analyze conversations.
This document discusses the history and future of mobile augmented reality. It outlines how AR has evolved from early desktop systems to current smartphone applications. Key points include: the capabilities of early mobile AR systems in the 1990s; the rapid improvement of smartphone hardware enabling new AR applications; collaborative AR games between mobile devices; current location-based AR using GPS and sensors; and future directions such as social AR, ubiquitous computing interfaces, and new display technologies like contact lenses.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
The document proposes seven virtual reality theme park experiences for Niagara Falls, Canada. Installation I is called MetaStation, a four dome immersive theater featuring a train ride through interconnected domes displaying immersive stories and experiences. Installation II is called MetaSphere, featuring a planetarium and conference space for educational lectures and presentations, allowing audiences to be immersed in real NASA images of space. The document provides details on the proposed experiences, technology, and business model, with the goal of creating an engaging educational entertainment center for Niagara Falls visitors.
Virtual Reality in the past and the birth of OculusVRLukimator
Virtual reality uses head-mounted displays to immerse users in simulated environments by generating artificial 3D images and sounds. The Oculus Rift helped popularize virtual reality for gaming and was funded through a successful Kickstarter campaign. Though early models suffered from issues like motion blur and the screen-door effect, later versions improved tracking and display quality. Facebook acquired Oculus VR in 2014 for $2 billion, helping to launch virtual reality into the mainstream but also generating controversy. While still in development, virtual reality is poised to transform entertainment and other industries through applications like virtual tourism and education.
The document discusses the evolution and future prospects of 3D display technology. It begins with Leonardo da Vinci first noticing the phenomenon of binocular vision 500 years ago. It then outlines major milestones in 3D technology from the 1600s to present day, including the development of 3D photography, stereoscopes, and glasses-based viewing methods. The document discusses various 3D display technologies and devices, including TVs, cameras, projectors, and applications in areas like gaming, movies, medical imaging, and virtual reality. It concludes by noting changes in the home entertainment market, with consumers investing more in technologies like 3D TV as the housing market forces people to stay in their current homes longer.
Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in H...IDES Editor
Interacting with the 3D content present in games
and virtual environments generally involves some form of
3D interaction. As such, the design and development of 3D
spatial interaction devices are important in creating more
realistic and immersive user experiences in 3D virtual
environment applications through natural and intuitive
human expression. In general, current commercially
available 3D input devices for virtual reality applications
like data gloves, multiple DOF sensors and trackers, etc.
typically come with a heavy price tag. The objective of this
research is to investigate an approach to setting up an
inexpensive 6-DOF optical tracking system using Wii
Remotes, which is adequate for 3D interaction in an
interactive Head-Mounted Display (HMD) virtual reality
system. For the purpose of HMD virtual reality, a user
should ideally be able to use a 3D interaction device in a
space surrounding the user. This cannot be achieved when
using this game controller in the conventional manner. Also,
normal usage of the controller only allows for relative
positioning and cannot reliably track 6-DOF. This paper
outlines a method of using Wii Remotes for 3D spatial
interaction in an area surrounding the user. This paper also
presents experimental results conducted in order to
benchmark the accuracy of the system, by comparing the
system’s position and orientation estimates with the
readings obtained from a commercial 6-DOF magnetic
tracker.
Considerations of Generic Frameworks for the AR on the WebJonathan Jeon
This document discusses considerations for a generic framework for augmented reality on the web. It provides background on augmented reality, noting that AR merges computer-generated imagery with live views of the real world. The document also outlines the history of AR and mentions two trends: the visualization approach and informative approach. It is authored by Jonghong Jeon from ETRI.
Augmented Reality - Everything You Need To KnowSkive
This document discusses augmented reality (AR) and provides examples of its current and potential uses. AR enhances real-world environments by overlaying digital information and objects. It allows brands to interact with customers in new ways through mobile apps. Current examples are focused on marketing and entertainment, but AR may eventually enable more useful real-world applications and services. The document outlines a spectrum from simple QR codes and webcams to sophisticated location-based and in-store uses of AR technology.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
The document discusses holographic environments and tele-immersion technology. It describes how holograms can be used to create 3D images and allow interaction in simulated environments. The technology could be used to meet remotely and interact with holographic images of other people, blurring the lines between real and virtual. Several groups are working to develop national initiatives for tele-immersion to advance this technology.
The document discusses interaction design for augmented reality (AR) applications. It covers various AR interaction techniques including browsing interfaces, 3D interfaces, tangible interfaces using physical objects, and augmented surfaces that project virtual content onto physical surfaces. Keyboard, mouse, touch, gesture, and proximity interactions are discussed. The advantages and disadvantages of different approaches are summarized. Effective AR interaction requires considering input and output technologies to create an intuitive user experience.
Diane Troyer invented a laser projection system that provides full-color, high-contrast images with infinite depth of focus. Her system uses expanded laser beams directed at a reflective light valve to produce vibrant images without the issues of arc lamps like heat, short lifespan, and uneven color decay. Troyer holds several patents on her laser projection approach. Her system could enable applications like large dome theaters, virtual reality caves, digital signage, and more by providing bright, saturated images on curved surfaces.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
For the full video of this presentation, please visit:
https://www.embedded-vision.com/industry-analysis/video-interviews-demos/embedded-vision-augmented-reality-trends-and-opportunities-
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Jon Peddie of Jon Peddie Research delivers the presentation "Embedded Vision in Augmented Reality: Trends and Opportunities" at the February 2017 Embedded Vision Alliance Member Meeting. Peddie presents highlights of his firm’s recent research on opportunities and challenges for embedded vision in augmented reality.
Information on patent infringement charts; discussion of patent claims and how they are being infringed; summary of disruptive nature of the claims; white papers and descriptions of demonstrations and who attended, etc.
Augmented reality (AR) supplements reality by adding computer-generated perceptual information, like sound, video, graphics or GPS data to enhance the user's real-world experience. AR is achieved using devices like head-mounted displays or smartphone screens that overlay virtual objects on the real world. AR systems generate composite views by combining real scenes with virtual objects using tracking and computer vision. Examples of AR applications include medical visualization, military training, navigation aids, education, and entertainment experiences.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
HIVE: holographic immersive virtual environments
MetaZtron Vision laser projector applications
Provides patent licensing information/ patent attorneys
Technology and Diane Troyer background.
MetaSphere hubs with Z*Rama screens and ZELF labs.
Z*Rama: Dome, Cinerama, Planetarium, Performance screens
ZELF: Zone Enhanced Location Fusion labs – HIVE applications.
Themed Edutainment: Location Based Entertainment
MetaStar: Philanthropic Model for sustainable community.
MetaSite: HIVE Community bottom up holodeck playpen turnkey
Innovation and Content tools for the local community.
Innovation and high end JOBS, JOBS, JOBS – new businesses.
STEAM TEAMS: Put A (art) into STEM –
New forms of immersive Edutainment and Health care.
Bottom up security and immersive first responder training
Communities thrive.
PeopleBrowsr is a company that assembles collective intelligence from public social media posts to monitor, filter, engage with, and analyze conversations at scale. They are seeking to hire for various roles including business development, software development, and marketing across their offices in San Francisco, New York, Sydney, and London. Their mission is to assemble collective intelligence from social networks and provide tools to analyze conversations.
This document discusses the history and future of mobile augmented reality. It outlines how AR has evolved from early desktop systems to current smartphone applications. Key points include: the capabilities of early mobile AR systems in the 1990s; the rapid improvement of smartphone hardware enabling new AR applications; collaborative AR games between mobile devices; current location-based AR using GPS and sensors; and future directions such as social AR, ubiquitous computing interfaces, and new display technologies like contact lenses.
Diane Troyer ZTV Themed Entertainment Gallary2013Diane Troyer
The document proposes seven virtual reality theme park experiences for Niagara Falls, Canada. Installation I is called MetaStation, a four dome immersive theater featuring a train ride through interconnected domes displaying immersive stories and experiences. Installation II is called MetaSphere, featuring a planetarium and conference space for educational lectures and presentations, allowing audiences to be immersed in real NASA images of space. The document provides details on the proposed experiences, technology, and business model, with the goal of creating an engaging educational entertainment center for Niagara Falls visitors.
Virtual Reality in the past and the birth of OculusVRLukimator
Virtual reality uses head-mounted displays to immerse users in simulated environments by generating artificial 3D images and sounds. The Oculus Rift helped popularize virtual reality for gaming and was funded through a successful Kickstarter campaign. Though early models suffered from issues like motion blur and the screen-door effect, later versions improved tracking and display quality. Facebook acquired Oculus VR in 2014 for $2 billion, helping to launch virtual reality into the mainstream but also generating controversy. While still in development, virtual reality is poised to transform entertainment and other industries through applications like virtual tourism and education.
The document discusses the evolution and future prospects of 3D display technology. It begins with Leonardo da Vinci first noticing the phenomenon of binocular vision 500 years ago. It then outlines major milestones in 3D technology from the 1600s to present day, including the development of 3D photography, stereoscopes, and glasses-based viewing methods. The document discusses various 3D display technologies and devices, including TVs, cameras, projectors, and applications in areas like gaming, movies, medical imaging, and virtual reality. It concludes by noting changes in the home entertainment market, with consumers investing more in technologies like 3D TV as the housing market forces people to stay in their current homes longer.
Low-Cost Multiple Degrees-of-Freedom Optical Tracking for 3D Interaction in H...IDES Editor
Interacting with the 3D content present in games
and virtual environments generally involves some form of
3D interaction. As such, the design and development of 3D
spatial interaction devices are important in creating more
realistic and immersive user experiences in 3D virtual
environment applications through natural and intuitive
human expression. In general, current commercially
available 3D input devices for virtual reality applications
like data gloves, multiple DOF sensors and trackers, etc.
typically come with a heavy price tag. The objective of this
research is to investigate an approach to setting up an
inexpensive 6-DOF optical tracking system using Wii
Remotes, which is adequate for 3D interaction in an
interactive Head-Mounted Display (HMD) virtual reality
system. For the purpose of HMD virtual reality, a user
should ideally be able to use a 3D interaction device in a
space surrounding the user. This cannot be achieved when
using this game controller in the conventional manner. Also,
normal usage of the controller only allows for relative
positioning and cannot reliably track 6-DOF. This paper
outlines a method of using Wii Remotes for 3D spatial
interaction in an area surrounding the user. This paper also
presents experimental results conducted in order to
benchmark the accuracy of the system, by comparing the
system’s position and orientation estimates with the
readings obtained from a commercial 6-DOF magnetic
tracker.
Considerations of Generic Frameworks for the AR on the WebJonathan Jeon
This document discusses considerations for a generic framework for augmented reality on the web. It provides background on augmented reality, noting that AR merges computer-generated imagery with live views of the real world. The document also outlines the history of AR and mentions two trends: the visualization approach and informative approach. It is authored by Jonghong Jeon from ETRI.
Augmented Reality - Everything You Need To KnowSkive
This document discusses augmented reality (AR) and provides examples of its current and potential uses. AR enhances real-world environments by overlaying digital information and objects. It allows brands to interact with customers in new ways through mobile apps. Current examples are focused on marketing and entertainment, but AR may eventually enable more useful real-world applications and services. The document outlines a spectrum from simple QR codes and webcams to sophisticated location-based and in-store uses of AR technology.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
The document discusses holographic environments and tele-immersion technology. It describes how holograms can be used to create 3D images and allow interaction in simulated environments. The technology could be used to meet remotely and interact with holographic images of other people, blurring the lines between real and virtual. Several groups are working to develop national initiatives for tele-immersion to advance this technology.
The document discusses interaction design for augmented reality (AR) applications. It covers various AR interaction techniques including browsing interfaces, 3D interfaces, tangible interfaces using physical objects, and augmented surfaces that project virtual content onto physical surfaces. Keyboard, mouse, touch, gesture, and proximity interactions are discussed. The advantages and disadvantages of different approaches are summarized. Effective AR interaction requires considering input and output technologies to create an intuitive user experience.
Diane Troyer invented a laser projection system that provides full-color, high-contrast images with infinite depth of focus. Her system uses expanded laser beams directed at a reflective light valve to produce vibrant images without the issues of arc lamps like heat, short lifespan, and uneven color decay. Troyer holds several patents on her laser projection approach. Her system could enable applications like large dome theaters, virtual reality caves, digital signage, and more by providing bright, saturated images on curved surfaces.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
For the full video of this presentation, please visit:
https://www.embedded-vision.com/industry-analysis/video-interviews-demos/embedded-vision-augmented-reality-trends-and-opportunities-
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Jon Peddie of Jon Peddie Research delivers the presentation "Embedded Vision in Augmented Reality: Trends and Opportunities" at the February 2017 Embedded Vision Alliance Member Meeting. Peddie presents highlights of his firm’s recent research on opportunities and challenges for embedded vision in augmented reality.
Information on patent infringement charts; discussion of patent claims and how they are being infringed; summary of disruptive nature of the claims; white papers and descriptions of demonstrations and who attended, etc.
Augmented reality (AR) supplements reality by adding computer-generated perceptual information, like sound, video, graphics or GPS data to enhance the user's real-world experience. AR is achieved using devices like head-mounted displays or smartphone screens that overlay virtual objects on the real world. AR systems generate composite views by combining real scenes with virtual objects using tracking and computer vision. Examples of AR applications include medical visualization, military training, navigation aids, education, and entertainment experiences.
Think Generic - Add API's To Your Custom ModulesJens Sørensen
This document discusses adding APIs to custom Drupal modules to make them more flexible and reusable. It covers module architecture best practices, how to create hooks and APIs in Drupal, helper functions like hook_hook_info() and module_invoke(), and examples of custom APIs created for newsletter and payment modules. The presenter offers to answer any questions and invites attendees to Drupal Thursdays for advanced learning and mentions job openings at their company.
Clayesmore school staff visited Trani, Italy, staying in an apartment near the sea which was colder than expected. They toured salt works and a food factory to learn about olive processing, fruit production, and wine making, tasting wine to take home. The school parents provided wonderful lunches for the staff to discover regional foods. The staff thanked their hosts and looked forward to a return visit to England.
Drupal Camp Berlin 2014 - Content Import in Drupal 7 Using FeedsJens Sørensen
The document discusses the Feeds module in Drupal 7, which provides a flexible solution for importing content from various sources into Drupal. It has components for fetching data, parsing it, and processing it into Drupal entities like nodes or taxonomy terms. It supports formats like RSS, CSV, and OPML and comes with standard parsers and processors. Third party plugins exist for additional fetching and parsing options. The Feeds Tamper module allows manipulating field values during import. Real-world use cases are presented, then the document concludes with resource links and opening the floor for questions.
Mast cells are immune cells found in tissues throughout the body that play an important role in allergic reactions and modulating the immune response. They respond to triggers like pathogens, allergens, and physiological stress by releasing chemical mediators that cause inflammation. Under normal conditions, mast cell responses are regulated by endogenous fatty acid amides through a negative feedback loop. However, during persistent physiological stress this regulation can fail, leading to uncontrolled mast cell degranulation and potential tissue damage. Adelmidrol is a fatty acid amide analogue that acts through the same regulatory mechanism to control mast cell responses and restore homeostasis during periods of stress.
The document describes the process of turning wheat into flour, from a farmer growing wheat in large fields and harvesting it with a combine harvester, to transporting the wheat by truck to a mill where it is ground into flour by giant rollers or modern grinders, and then the flour being sold in shops to make various foods.
UML-Driven Software Performance Engineering: A systematic mapping and a revie...Vahid Garousi
Slides for my invited talk in the 1st International Workshop on Advanced Topics on Software Engineering (ATSEN 2014), Istanbul Kultur University, on November 7, 2014
UML-Driven Software Performance Engineering: A systematic mapping and a review of several selected techniques
Sugar beet is a root crop grown in the UK that produces about six million tonnes of sugar per year. The plant's pale, thick root contains sugar, which is extracted at refineries after harvesting between September and December when sugar levels are highest. The extracted sugar is then transported from the refinery to shops for customers to purchase.
In English: Latest Trends in Software Engineering (Yazılım Mühendisliğinde S...Vahid Garousi
Latest Trends in Software Engineering
Yazılım Mühendisliğinde Son Trendler
Technology Seminars
Doç. Dr. Vahid Garousi
Department of Computer Engineering
Hacettepe University
Beytepe, Ankara
Turkey
This document discusses augmented reality (AR) and the emerging medium of mobile AR using the Layar platform. It provides an overview of Layar, a mobile AR leader founded in 2009. Layar has over 1 million active users and allows developers to create AR layers that overlay digital content on a device's camera view. Examples are given of informative, creative, playful, social, and commercial AR applications. The document also provides guidance on developing AR layers using Layar's publishing tools and APIs.
This document provides an introduction to developing applications for Mac OS X and iOS using Objective-C, Cocoa, and Cocoa Touch. It discusses the core technologies and frameworks used, including the Objective-C language, Xcode development tools, Foundation and UIKit frameworks, and key concepts like the MVC pattern. It then outlines several example applications of increasing difficulty that developers can build to learn iOS and Mac development.
This document discusses mobile augmented reality technologies. It begins by defining augmented reality and how mobile AR overlays digital information onto the real world viewed through a camera. It then discusses the hardware capabilities of modern smartphones that enable AR applications like cameras, sensors, and high-resolution displays. It also reviews several open-source and proprietary AR software development kits (SDKs) and tools that facilitate creating AR applications. Examples are given of many existing AR applications across different domains.
M-Days Frankfurt, 1.Feb 2012 - Vortrag Thomas Nindl Director Business Development Central Europe
Blog by Messe Frankfurt for the Digital Business:
http://connected.messefrankfurt.com/en/
Rapid Game Development with Corona SDK discusses the Corona SDK which allows developers to quickly and easily write mobile games and graphical apps for iOS and Android using the Lua programming language. It highlights success stories of apps developed with Corona, what the SDK provides like graphics hardware acceleration and physics engines, and its benefits like high productivity, cross-platform development, and an active developer community. Limitations include some missing native platform features and when not to use Corona for business apps requiring deep native integration. Sample code, tools, and the presenter's experiences with app development are also covered.
The document discusses the evolution of mobile platforms and operating systems over time. It covers the history and key features of platforms like Symbian, Windows Mobile, iPhone, Android, Java ME, and mobile web. It also summarizes the architecture and components of iOS and Android platforms, including their software stacks, APIs, and the differences between their app stores. Finally, it touches on HTML5 and the capabilities it brings to developing mobile web applications.
microsoft windows phone for government and citizensjoelcitizen
Phone 7.5 (Mango) is a different kind of phone, architected to put the focus on end users and the people important to them. In fact, developers can build compelling government and citizens-oriented experiences that enhance the relationship between local government and its constituency. In this session we'll provide an overview of Windows Phone device and platform and discuss specific aspects related to building Public Sector apps (what they are, why you should care about them), design principles behind our UX approach, the tools at your disposal to create amazing apps as well aspects related to cloud and services, including review to specific and pertinent public data sources; and finally how to monetize on our Windows Phone Marketplace.
The document introduces Windows Phone 7 as a new platform for developers, outlining key elements such as a common hardware specification, consistent APIs, and cloud-powered experiences. It describes the runtime environment for building visually stunning apps or high-performance games using .NET and XAML. Developers can access phone capabilities and integrate with cloud services for features like notifications, location, and Xbox Live. A variety of tools are provided to help developers build, test, deploy, and update their apps in the Windows Phone Marketplace.
Iphone Application Development Casestudydheerajkureel
Gateway TechnoLabs is a software outsourcing and offshore development company founded in 1997 that has over 800 technical professionals. It specializes in reducing costs, driving innovation, and improving productivity, reliability, speed and agility for its global clients. The company has a strong track record of serving over 30 countries. It offers a range of services including product engineering, software engineering, mobile and game development. It has expertise in technologies such as Microsoft, Java, mobile platforms and more. The document discusses Gateway's iPhone and mobile application development capabilities, technology expertise, and provides examples of applications it has developed for the iPhone.
Cross platform mobile development with CoronaKMS Technology
This document discusses the Corona cross-platform mobile development engine. It highlights that Corona allows developing apps using Lua that can be deployed to iOS, Android, and other platforms. It provides an overview of Corona's features like graphics, interfaces, storage and advanced features like analytics and in-app purchases. The document also discusses Corona tools, utilities, and how it enables fast app development, providing an example of a game built in 30 minutes. It summarizes with references for more information on Corona.
The document discusses Android, ZXing, and how they can be combined with Amazonca's barcode database to create a mobile barcode scanning application. Android is an open source mobile platform, ZXing is an open source barcode scanning library, and Amazonca makes their barcode data available through an API under a Creative Commons license. By leveraging these existing open components, a developer can easily build an application that allows mobile users to scan product barcodes and link to additional information on Amazonca.com.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
1. Microsoft is in the mobile business because the mobile market is growing rapidly, with the number of smartphones sold increasing from 1.2 billion in 2011 to an estimated 2 billion by 2015.
2. Windows Phone provides an integrated experience across apps, services, and the cloud. It offers a consistent hardware and software platform to ensure quality and usability.
3. The Windows Phone development tools are free and allow building apps using .NET, XAML, and either Silverlight or XNA. Apps have access to the phone's capabilities and can be published in the Windows Phone marketplace.
Mobile augmented reality applications are now possible using smartphones due to advances in hardware, sensors, and software. The Qualcomm AR SDK (QCAR) allows developing marker-based AR applications for Android through its APIs. It supports multiple target types and tracks camera position relative to targets. Developers can integrate 3D content and game logic in C++ code while interfacing with the SDK and OpenGL ES through Java and C++ classes. QCAR also supports developing AR applications in Unity3D through prefabs and plugins. Markerless tracking will be important for the future as it allows overlaying virtual objects without markers.
Immerge yourself in a new Reality - Alessandro Pozone - Codemotion Rome 2018Codemotion
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
Codemotion Roma 2018 - Alessandro Pozone, Matteo Valoriani
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
MTC Spring 2013 - crossplatform woes - robert virkus - 2013-03-13Enough Software
Cross-platform mobile app development faces many challenges including differences in programming languages, features, monetization options, and user interface paradigms across platforms. Native development for each platform offers the best integration and reach but requires the most effort. Cross-platform tools provide easier multi-platform development but with limitations in native features and user experience consistency. Choosing the right strategy depends on an app's goals, target platforms and audiences, and a developer's technical skills and resources. While cross-platform tools improve, fully native apps still have advantages for high-quality experiences.
This document discusses immersive technologies like augmented reality (AR) and virtual reality (VR) for education. It outlines development platforms like Unity and Unreal, standards like WebVR, and tools like Vuforia, ARKit and ARCore. The summary discusses how VR and AR have potential for education and training but are still immature, and that professional-grade solutions supported by machine learning could enable widespread adoption in schools and industries.
This document provides an overview of the COSC 426 Augmented Reality course taught by Mark Billinghurst. The course will cover topics such as AR technology, interaction techniques, applications, and research directions. It will consist of weekly lectures and students will complete a group research project and assignments. Assessment will include the research project, assignments, and a final exam.
1. Augmented
Reality
Christoph
Becker,
Hauke
Schaper
The slides are licensed under a
1 Web
Technologies
–
Prof.
Dr.
Ulrik
Schroeder
–
WS
2010/11 Creative Commons Attribution 3.0 License
3. Overview
Our
talk
covers:
History
DefiniKon
of
Augmented
Reality
Types
of
Augmented
Reality
Frameworks
-‐
Example:
Layar
StandardizaKon
Issues
Concerns
about
Augmented
Reality
Imagining
an
Augmented
Reality
Future
3 Web
Technologies
4. History
1968:
Ivan
Sutherland
develops
first
AR
System
see-‐through
Display
movement
tracker
real
Kme
1992:
Tom
Caudell
and
David
Mizell
introduce
the
term
Augmented
Reality
1995:
Jun
Rekimoto
et
al.:
Navicam
DetecKon
of
markers
context
sensiKve
informaKon
4 Web
Technologies
5. History
(2)
1996:
Jun
Rekimoto:
2D
matrix
marker
Six
degrees
of
freedom
(6
DOF)
1997:
Steven
Feiner:
Touring
Machine
First
mobile
augmented
reality
system
1999:
Hirokazu
Kato:
ARToolKit
First
framework:
Windows,
Linux,
OS
X,
Symbian,
Android
,
iOS,…
5 Web
Technologies
6. DefiniKon
Ronald
Azuma,
1997:
Augmented
Reality
combines
real
and
virtual
is
interacKve
in
real
Kme
registered
in
3D
Paul
Milgram
and
Fumio
Kishino,
1994:
Reality-‐Virtuality
ConKnuum:
Mixed Reality
Real Augmented Augmented Virtual
Environment Reality (AR) Virtuality Environment
6 Web
Technologies
7. Two
Types
of
AR
Trend
our
focal
point
Differences Visualiza.on
Approach Informa.ve
Approach
Main
focus Made
(Virtual)
Reality InformaKon
Provide
UI 3D
object
overlay NavigaKon
(or
browsing)
(rendering
and
registraKon) with
related
informaKon
and
interacKon
Requirements Graphical
performance
& Mash-‐up
capability
compuKng
power
Target
Devices Desktop
(or
higher) Smartphone
(or
lower)
System
type Isolated
system Networked
system
Augmented
Target 3D
object PosiKon,
relaKonship,
..
ApplicaKon
Type AR
3D
game, AR
informaKon
browsing,
AR
adverKsing, AR
based
NavigaKon,
AR
based
e-‐learning, locaKon
overlays,
Medical
AR, geoinformaKon
services,
AR
based
Technical
Support Gaming
Jonghong Jeon, Considerations of Generic Framework For AR on the Web, 2010
7 Web
Technologies
8. AR
major
categories
GeolocaKon-‐based
AR
Sensors:
GPS,
compass,
Klt
Object
recogniKon-‐based
AR
With
or
without
markers
DisKnguishing
mark
HowTo
determine
the
parts
of
the
world
to
augment
Common
mark
Everything
is
about
context
What
the
user
wants
to
see
Where
to
display
addiKonal
informaKons
8 Web
Technologies
9. AR
Frameworks
AR
Toolkit
AR
Type GeolocaKon GeolocaKon Geo/
Marker/ Marker
Image
recogniKon
Pla>orms Android,
iPhone iPhone,
Android, iPhone,
Android Win,
OSX,
Linux,
Symbian,
Bada Flash,
Symb.,
iPhone,
Android
New
apps Incl.
as
Layers Incl.
as
Worlds/ Incl.
as
Channels Stand
alone
Stand
alone
Charging Free/paid Free/paid Free/paid GPL
3D
content• •
animated/staKc •
interacKve
animated/staKc •.md2,
.obj •
OpenGL
POIs/content •
.l3d
Developers Wikitude/
Dev Junaio/
Dev
server
Loca.on server server
API
language any
Service standalone:
Java PHP,
ASP.Net
C# C,
C++
returning
JSON
9 Web
Technologies
10. Example:
Layar
GeolocaKon
based
Augmented
Reality
Browser
Displays
real
Kme
informaKon
into
live
video
stream
Available
for
iPhone/
Android
+2
000
000
user
+3500
Developers
+900
Layers
Layer
=
real-‐Kme
informaKon
E.g.:
finding
ATMs,
restaurants,
games
Free
API
to
develop
layers
Paid/
free
1
600
000
augmented
objects
per
day
10 Web
Technologies
11. Layar
features
Overview
of
the
Layar
features
POI
publishing:
informaKon
concerning
special
locaKons
3D
Objects
can
be
placed
everywhere
interacKve
animaKon
Audio:
Assign
audio
elements
to
POI
Proximity
triggers:
acKon
is
triggered
if
user
is
in
range
AuthenKcaKon:
Personalized
service
11 Web
Technologies
12. Layar
Plalorm
Architecture
Overview
http://layar.pbworks.com/w/page/7783214/Layar-Platform-Architecture-Overview
12 Web
Technologies
13. Development
of
Layers
Manage/Create
new
Layers
using
Layar
web-‐interface
Create
a
webservice
with
a
DB
containing
geo-‐coded
POIs
Responds
to
GetPOIRequest Request:
htp://devAPI.example.com/getPOIs/?countryCode=N
(HTTP
REST) &lon=4.887339
&radius=6245&lat=…&accuracy=100
&Kmestamp=1249226148713
&userId=…
&developerId=…&layerName=snowy4
&SEARCHBOX=office
Respond
is
JSON
list
of
POIs
Top
level
JSON
Response: Hotspots:
{"hotspots":
[…], {
"distance":
100,
“type”:
0,
"layer":
"snowy4“, "atribuKon":
"The
LocaKon
of
the
Layar
Office",
“errorstring”
:
“OK”, "Ktle":
"The
Layar
Office",
"lon
"
:…,
"lat
"
:…,
…} "
acKons":
[…],
…}
"
Create
Interface
for
User AcCons:
"
acKons":
[
to
interact
with
POIs {"
uri“:
"
htp://example.de“,
“label
“:
“Open
Site
"},
{"
uri“:
"
video://splintercell.com/explosion.3gp“,
HTML,
JavaScript,
CSS
“label
“Watch“},
]
13 Web
Technologies
14. Development
of
Layers
(2)
Nice
stuff
REST
acKon
Background
HTTP
request
to
your
server
Reload/
update
POIs
Flexible
POIs
refresh
rates
Needed
for
moving
POIs
AnimaKons
Texture
animaKons,
rotate,
oscilliate
Tools
to
get
started
PHP:
PorPOIse
A
PHP
based
POI
server
(XML
or
MySQL)
.NET:
LayarDotNet:
C#
implementaKon
of
the
set
of
objects
used
in
the
GetPointsOfInterest()
HOPPALA!
AugmentaKon:
CMS
to
develop
within
the
browser
14 Web
Technologies
15. Augmented
Reality
and
the
Web
No
standards
for
AR’s
key
feature:
Access
to
sensors/video
stream
Dedicated
App
are
needed
Not
available
for
a
wide
range
of
mobile
devices
Development
for
many
plalorms
higher
development
costs
No
standard
AR
data
format
Any
webdata
could
be
potenKal
data
resource
OpenData
and
mash-‐ups
could
mean
richer
services
15 Web
Technologies
16. StandardizaKon
W3C
Workshop
“Augmented
Reality
on
the
Web”,
2010
Results:
AR
content
markup
&
format
Example:
OpenARML
(Wikitude)
AR
data
format
-‐
POI
(images,
text,
3D
models,
URIs)
RepresenKng
3D
interacKve
AR
content
Device
API
:
Camera
API
(to
control
Live
Video),
GeolocaKon
API
RegistraKon
&
3D
object
integraKon
(with
HTML5)
InteracKon
&
Event
Processing
(with
HTML5)
Standardized
access
to
devices
extra
sensors
is
crucial
Standardized
Data
Formats
to
allow
mash-‐ups
of
services
16 Web
Technologies
17. Concerns
Privacy
Customized
AR
(ads)
filtering,
blocking
Graduate
social
networks
(family,
business,
public
domain)
profiles,
privacy
tags
IdenKty
User
data
for
free
service
protect/
publish
personal
data
Cluter
AR
should
enhance,
not
distract
data
mining,
inference
engines
filter
and
idenKfy
most
relevant
informaKon
17 Web
Technologies
19. Further
InformaKon
Paul
Milgram
,
Fumio
Kishino
:
A
Taxonomy
of
mixed
reality
visual
displays
htp://etclab.mie.utoronto.ca/people/paul_dir/IEICE94/ieice.html
Steve
Mann:
Mediated
Reality
with
implementaKons
for
everyday
life
htp://wearcam.org/presence_connect/
Layar
Wiki
htp://layar.pbworks.com/w/page/7783228/FrontPage
W3C
Workshop:
Augmented
Reality
on
the
Web
Paper
June
2010,
Barcelona,
htp://www.w3.org/2010/06/w3car
19 Web
Technologies