Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
what is Mixed reality and how it works by holo lensnareen kumar
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
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.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
what is Mixed reality and how it works by holo lensnareen kumar
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
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.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
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.
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
C. VR intrduction_lecture for introduction to VR Lecture-1.pptxRajGopalMishra4
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also face challenges related to cost, privacy and technical limitations that researchers continue working to overcome.
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.
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
C. VR intrduction_lecture for introduction to VR Lecture-1.pptxRajGopalMishra4
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also face challenges related to cost, privacy and technical limitations that researchers continue working to overcome.
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also have limitations around cost, privacy and performance that must be addressed for wider adoption. Overall, VR and AR show promise for many future uses as the technologies continue advancing.
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
Augmented reality (AR) uses computer-generated graphics overlaid on real-world environments, enhancing users' perceptions of and interactions with the real world. AR aims to make virtual elements seem part of the real scene by using displays like mobile phones or head-mounted devices. Examples include enhancing sports broadcasts with statistical overlays or assisting with industrial design processes. AR has applications in entertainment, military training, manufacturing, and more.
This document presents an application of Augmented Reality (AR) technology for interior design. It discusses using AR to allow users to view virtual furniture overlaid in a real environment and interact with it. The system was developed using ARToolkit and allows users to place virtual objects, adjust their properties like color, and get a mixed real-virtual view through a head-mounted display. The goal is for AR technology to become a new simulation tool for interior design education by enabling users to design in a digital environment.
This document discusses non-textual interfaces for AI in smart environments, focusing on virtual (VR), augmented (AR) and mixed (MR) realities. It covers an overview of different realities, design guidelines for VR communication and different realities, perceptual models and modalities, and designing IoT for mixed realities. The key topics covered are definitions of VR, AR and MR; immersion and presence tradeoffs; input and output components of VR systems; and challenges of designing contextual interfaces that span multiple devices and realities.
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
This document provides an overview of intelligent user interfaces and mixed realities. It discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR), comparing different experiences and defining key concepts like immersion and presence. The document outlines design guidelines for VR communication and different realities, including how to avoid the uncanny valley. It also discusses perceptual models, modalities, and challenges of designing the Internet of Things for mixed realities.
Beginners of AR - Virtual Reality can easily understand about what is VR? - Why we use VR- Tools Used in VR- VR in Education- who uses VR- Trends related to VR - Jobs related to VR- VR in Architect - VR in Military - VR in Games- VR in Medical- VR in Business-VR in Fashion- VR for Game Developers-VR softwares
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
1. The document discusses various virtual reality, augmented reality, and mixed reality technologies and their applications in architecture.
2. VR allows clients to visualize and interact with digital designs in an immersive way, helping convey ideas more effectively than traditional methods.
3. AR enhances user experience by overlaying virtual objects onto real environments. It has lower costs than VR since it uses existing hardware.
This document provides an introduction to augmented reality (AR). It defines AR as combining real and virtual scenes viewed by a user. The history of AR is traced back to 1968 with Ivan Sutherland's head-mounted display system. The ultimate goal of AR is for users to not be able to distinguish between real and virtual elements. AR is compared to virtual reality in that AR augments the real world while VR provides totally immersive virtual environments. Examples of AR applications discussed include medical, entertainment, military training, education, and more. Display techniques like head-mounted displays, eyeglasses, contact lenses, and handheld devices are also outlined.
Authentication on Cloud using Attribute Based EncryptionAnkit Raj
Improving Cloud Security for Authentication using Attribute Based Encryption.
Attribute-based encryption is a type of public key encryption in which the secret key of a user and the cipher text are dependent upon attributes. The decryption of a cipher text is possible only if the set of attributes of the user key matches the attributes of the cipher text. A crucial security aspect of Attribute-Based Encryption is collusion-resistance: An adversary that holds multiple keys should only be able to access data if at least one individual key grants access. Cloud computing is a type of Internet-based computing that provides shared computer processing resources and data to computers and other devices on demand. Cloud computing and storage solutions provide users and enterprises with various capabilities to store and process their data in third-party data centers that may be located far from the user–ranging in distance from across a city to across the world. There were several cases of security breach on the cloud in the past few year and data security was compromised like Adobe’s Security Breach, Amazon website failure and many security attacks like this motivated us to work on strict security measures on cloud. In such a system, a user provides an untrusted server, say a cloud service provider, with a transformation key that allows the cloud to translate any ABE cipher text satisfied by that user’s attributes into a simple cipher text, and it only incurs a small computational overhead for the user to recover the plaintext from the transformed cipher text. Security of an ABE system with outsourced decryption ensures that an adversary including a malicious cloud will not be able to learn anything about the encrypted message. The formal model of ABE with outsourced decryption forms a concrete scheme. Data owner decides the access using combinations of or policies and encrypt the file and corresponding authentic user can decrypt it using their policies.
This presentation is based on web server. It is just an overview about web server and its types. It gives an idea about need of server management organization.
This presentation is based on ranking of web pages, mainly it consist of PageRank algorithm and HITS algorithm. It gives brief knowledge of how to calculate page rank by looking at the links between the pages. It tells you about different techniques of search engine optimization.
Multicore processor by Ankit Raj and Akash PrajapatiAnkit Raj
A multi-core processor is a single computing component with two or more independent processing units called cores. This development arose in response to the limitations of increasing clock speeds in single-core processors. By incorporating multiple cores that can execute multiple tasks simultaneously, multi-core processors provide greater performance with less heat and power consumption than single-core processors. Programming for multi-core requires spreading workloads across cores using threads or processes to take advantage of the parallel processing capabilities.
Six students presented on the importance of mathematics in daily life. They discussed how mathematics originated from words meaning "what is learnt" and how it has been defined as the science of quantity and figures. They provided examples of how mathematics is used in areas like commerce, banking, foreign exchange, and more. Famous mathematicians from India and other parts of the world were discussed along with their contributions. In conclusion, the presentation emphasized that mathematics is essential for both educated and uneducated people in their daily lives and activities.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A Strategic Approach: GenAI in EducationPeter 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.
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.
5. WHAT IS AUGMENTED
REALITY??
• a real scene viewed by a user and
• a virtual scene generated by a computer
that augments the scene with additional
information
• interactive in 3D
• Interactive in real-time
6. • Combines real and virtual
world aspects
e.g., Real desk with virtual lamp and two virtual chairs
(ECRC)
7. HOW AUGMENTED REALITY IS DIFFERENT
FROM VIRTUAL REALITY
AUGMENTED REALITY VIRTUAL REALITY
• System augments the real
world scene
• User maintains a sense of
presence in real world
• Needs a mechanism to
combine virtual and real
worlds
• Hard to register real and
virtual
• Totally immersive
environment
• Senses are under control
of system
• Need a mechanism to
feed virtual world to user
• Hard to make VR world
interesting
8.
9. Milgram’s Reality-Virtuality Continuum
• Virtual and real environments are at opposite ends of the reality
continuum
• Augmented reality is closer to the real environment
• Basically, AR is the real world with benefits
10. CHARACTERSTICS
Besides adding objects to a real environment, AR
also has the potential to remove them.
Blending the real and virtual poses problems with
focus and contrast and some applications require
portable AR systems to be truly effective.
AR might apply to all senses, not just sight
11. AR could be extended to include sound.
Another example is haptics.
Gloves with devices that provide tactile feedback might augment
real forces in the environment. For example, a user might run his
hand over the surface of a real desk which can augment the feel
of the desk, perhaps making it feel rough in certain spots.
13. • Combines and displays physical world images
and virtual graphical objects
HEAD ATTACHED DISPLAYS
• Some displays can automatically switch between 2D
and 3D representations.
• Head-up displays are currently used in fighter jets
that include full interactivity, including eye pointing.
14. Handheld Displays
• Small handheld computing device
• Uses global positioning systems (GPS))
• Smartphones with phone
apps are the most
commonly used handheld
devices.
• Cell phones now have cameras
and screens allowing the
combination of real world data
to intertwine with virtual
data.
15. Spatial Displays
• Nothing to wear and/or carry
• Uses digital projectors to display
information
• Marker-based and markerless
devices
• The AR Hand Phone allows the
user to call a friend using an AR
keypad without removing their
cell phone from their pocket or
purse.
• The AR Keyboard takes the place of
a physical computer keyboard
18. Marketing Applications
• Assist consumers on location with ratings, reviews, and
other information
• Marketing Applications assist consumers on location when shopping
and dining by providing ratings, reviews, menus, and other types
of information.
19. ART APPLICATIONS
• Create art over real art
• Simulate construction projects
• Create virtual objects on locations
The water pouring out of the windows of this
high-rise building. This is typical special effects
for movies.
20. EDUCATIONAL APPLICATION
• Generate models in
different settings
• Create 3D
graphics of
curriculum
content
• Architect students could use
them to show scale models of
buildings cutting time down for
construction and presentation
proposal.
21. • Have books come alive
• Provide powerful
contextual,
explorative, and
discovery learning
experiences
• Facilitate
collaboration
among
distributed team
members
• AR books can be used to enhance
learning by showing globes that
pop out of the page, but the books
are printed normally
23. FUTURE OF AR
Expanding a PC screen into the real world
“Holodecks”
Replacement of cell phone and vehicle
navigation screens
24. AR-enabled contact lenses
Virtual retinal displays
Virtual everything Virtual gadgetry
Subscriptions to group-specific AR feeds
25. • Used in labs where students can learn more about
the experiments they are participating in.
Military:
• The Office of Naval Research has sponsored AR
research
• AR system could provide troops with vital
information about their surroundings
Medical:
• Superimpose an image from an MRI onto a
patient’s body.
• This might allow surgeons to pinpoint a tumor to
remove.
Education: