Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Virtual Reality and Augmented Reality are two types of modern technologies that are gradually and increasingly being used in our life. Hence, it is important that we understand what they are about and the difference between the two.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Alternative Realities - Using VR & AR To Engage Customers In AutomotiveMRS
This document discusses alternative realities like augmented reality (AR) and virtual reality (VR). It defines AR as enhancing one's current perception of reality by supplementing it with computer-generated input, while VR creates simulated environments that can simulate physical presence. The document also outlines challenges for AR/VR like hardware limitations, developer skills, and user acceptance. It provides examples of recent AR/VR products and envisions future applications in driving, gaming synced to the real world, and immersive product configurators.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Virtual Reality and Augmented Reality are two types of modern technologies that are gradually and increasingly being used in our life. Hence, it is important that we understand what they are about and the difference between the two.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Alternative Realities - Using VR & AR To Engage Customers In AutomotiveMRS
This document discusses alternative realities like augmented reality (AR) and virtual reality (VR). It defines AR as enhancing one's current perception of reality by supplementing it with computer-generated input, while VR creates simulated environments that can simulate physical presence. The document also outlines challenges for AR/VR like hardware limitations, developer skills, and user acceptance. It provides examples of recent AR/VR products and envisions future applications in driving, gaming synced to the real world, and immersive product configurators.
SiiCS is a wearable and portable device that can convert any surface into an interactive touch screen and users can interact using natural finger gestures. SiiCS can recognize many objects from the real world and extract related information from the internet and either display it on the object itself or speak it out to the user in case of Visually impaired people. SiiCS derives its motivation from MIT Sixth sense technology, Microsoft surface and Nintendo Wii. The difference here is that SiiCS is dedicated to Visually impaired people and handicapped people apart from regular users.SiiCS represents the intersection of the Computer Science most significant concepts like Human Computer Interaction, Surface independent computing, Machine Vision & Object detection, Gestural computing and Text to speech systems. SiiCS is winner of Microsoft Imagine Cup Software Design Accessibility Innovation Award 2010 and is still in the pre beta stage.
Virtual reality creates an entirely artificial and simulated reality, using headsets and other equipment to fully immerse users. Augmented reality layers computer-generated enhancements on top of an existing real-world environment in real-time. While both involve using technology for entertainment, training, and more, virtual reality replaces real-world stimuli while augmented reality enhances real-world stimuli.
The e-ball is a sphere shaped computer concept which is the smallest design among all the laptops and desktops have ever made.
This ball predicts the future of computing.
You might have seen many things like this but the unique feature of this ball is that when it is closed, no one can guess that whole computer is hidden inside this ball.
an introduction to Microsoft HoloLens, and how to start development for it, I published it before Microsoft official conference, so may every thing will change later
The document describes the Sixth Sense technology, a wearable gestural interface that allows a user to augment the physical world with digital information. It consists of a camera to capture gestures, a projector to display information on surfaces, and a smartphone that processes video data and interprets gestures. The prototype demonstrates applications of using any surface as an interface by detecting color markers and translating gestures into commands to retrieve and project images and information. In conclusion, the Sixth Sense device aims to enrich human life by connecting the digital and physical worlds through this innovative gestural interface.
The document discusses the Space Mouse, a 3D controller used to manipulate objects in 3D environments. It describes what a Space Mouse is, its components and how it works, features like programmable buttons, technical specifications, origins at a German aerospace research establishment, applications in CAD/CAM/CAE software, and advantages like reduced drawing times and natural hand position.
Microsoft HoloLens is an augmented reality headset that allows users to interact with holograms overlaid in the real world. It uses advanced sensors and an optical projection system to generate multi-dimensional holograms with low latency. A custom processing unit analyzes sensor data in real time to understand gestures and the environment. HoloLens has transparent lenses, adjustable fit, and integrated speakers for an immersive experience without cords or phones. While it enables new forms of collaboration and productivity, HoloLens has limitations including very high cost, limited availability, lack of service centers, and high bandwidth usage.
Virtual reality is a simulated experience that can be similar to or different from the real world. It is created using software to appear real. The Apollo Guidance Computer from 1963 was one of the first embedded systems and was used for real-time flight control of the Apollo spacecraft. Virtual reality uses input devices like wands and gloves and output displays like headsets to immerse users in simulated environments. It has advantages like enabling exploration and experimentation but also disadvantages like high costs and limitations on movement compared to the real world. Applications include uses in healthcare, education, the military, and scientific visualization.
This document provides an overview of augmented reality including:
- The key differences between augmented reality and virtual reality, with augmented reality overlaying digital elements on the real world while maintaining a sense of the real environment.
- The main components of an augmented reality system including head-mounted displays, tracking systems like GPS, and mobile computing power.
- How video and optical see-through displays work to merge real and virtual scenes.
- Potential applications of augmented reality and some performance issues that need to be addressed.
The document summarizes two research projects presented at conferences: 1) A system called MIME that uses time-of-flight triangulation and RGB cameras to recognize gestures for controlling smart glasses and mobile devices. It implements motion-controlled gestures. 2) A two-player augmented reality game called Water Ball Z that uses a Kinect sensor, water nozzle configuration, and computer to allow players to "fight" in a virtual world using physical water feedback for key input gestures like jabs and kicks. Future work is discussed for both projects.
This document describes several potential app concepts:
1. A poker app that allows users to host and play in online poker tournaments from anywhere in the world using maps and GPS. It includes "cheat cards" that can be used in games.
2. An app for designing and sharing alcoholic drinking games that can be played socially online.
3. A voice coaching app with exercises, examples, and recording/feedback tools for actors and voice coaches to practice accents, pitch, tone, volume and pace.
This document discusses various technologies that enable more natural user interfaces. It describes early technologies like Videoplace from the 1970s that used cameras to track body movement. More recent technologies mentioned include mobile devices that use GPS, compasses and cameras for augmented reality; hand and finger tracking using Leap Motion; and virtual and augmented reality headsets like Oculus Rift, Google Glass, and Meta. The document outlines the goal of natural interfaces as allowing interaction that comes naturally while using technology and creating interfaces that themselves feel natural.
Augmented Reality in the Classroom - Kinshasa MsolaBlackbaud
This document provides information about augmented reality apps and resources that can be used in a workshop. It lists several AR apps for education, art, science and fun including Quiver, Cyberchase Shape Quest, Fetch! Lunch Rush, Anatomy 4D and Elements 4D. It also defines what augmented reality is, how it works, and how it is used in advertising, games, movies and more. Links are provided for additional AR resources.
The document reports on two presentations from UIST and TEL conferences about new sensor and interaction techniques. The first presentation introduced MIME, a new sensor using time-of-flight triangulation and an RGB camera to enable gesture control for smart glasses and mobile devices. The second presentation discussed Water Ball Z, an augmented reality fighting game that uses a Kinect, water nozzles, and gestures to allow players to physically feel water feedback during virtual battles. Potential extensions to the game were also mentioned, like adding a scoreboard, special moves, defenses, and voice input.
Sixth sense is a wearable device that augments physical objects with digital information using hand gestures. It consists of a camera, projector, mirror, and mobile device coupled together. The camera tracks hand gestures and objects, sending the information to the mobile device. The projector then projects digital information back onto physical surfaces via the mirror. This allows users to interact with and access information from the physical world through natural hand gestures. Some applications include taking photos, zooming and organizing pictures, getting book information, making calls, and drawing.
Building Video Game Adaptations of Dramatic and Literary Texts. Recent trends Video games changed the literary perspective. In including Digital Humanities features.
This is a talk I gave about how to design for AR at a mobile app development conference organized by Mad Brain (2019).
I covered these topics:
— What AR is;
— Handheld AR;
— Use cases;
— Tools for designing the AR experience.
This document discusses augmented reality, which combines real and virtual elements to enhance one's current perception of reality. It describes the components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include use in maintenance, construction, the military, video games, and cell phone apps that overlay information about nearby locations. Limitations include accuracy of tracking and limited computing power, while future scopes involve enhanced media and replacing cell phones with augmented displays.
The document discusses the mouse, printer, and other input/output devices of a computer. It describes the parts and functions of the mouse, including pointing, clicking, double clicking, dragging, and right dragging. It defines a printer as a device that produces a hard copy on paper and discusses dot-matrix and inkjet/laser printers. It also covers proper positioning of hands when using the mouse, keyboard, and computer, as well as other input devices like scanners, webcams, and microphones. Finally, it lists some output devices such as monitors, printers, projectors, headphones/speakers, and plotters.
Augmented reality combines real-world elements with computer-generated data, interacting in real-time. It can be implemented using devices like head-mounted displays, eyeglasses, handhelds, and HUDs. Some applications of augmented reality include education, video games, medical, and navigation.
ThinkAR Augmented Reality Game ConceptSusan Oldham
This is a game that Melinda Salazar, Robert Maharaj, Eva Dooley & I designed for a UW research group called Interfaces that Make You Think [IMUT] in 2011. The goal of the game was to activate many areas of the brain by encouraging players to become more aware of their surroundings and engage with others as they collected their play monsters.
Augmented reality (AR) is a technology that combines virtual 2D and 3D objects with the real world and displays them on a device in real-time. AR was first developed in 1990 as a new way for virtual reality. By 2020, augmented and virtual reality are predicted to become a $150 billion industry. AR allows for immersive gaming experiences and interactive education. It can also be used for interactive advertising by allowing users to preview products. Popular AR development platforms include ARToolkit, Metaio, and Vuforia, with each offering features such as marker tracking, 3D object tracking, and mobile deployment. Hardware options expanding AR's capabilities include eyewear, motion sensors, and head-mounted virtual
Virtual reality creates an entirely artificial and simulated reality, using headsets and other equipment to fully immerse users. Augmented reality layers computer-generated enhancements on top of an existing real-world environment in real-time. While both involve using technology for entertainment, training, and more, virtual reality replaces real-world stimuli while augmented reality enhances real-world stimuli.
The e-ball is a sphere shaped computer concept which is the smallest design among all the laptops and desktops have ever made.
This ball predicts the future of computing.
You might have seen many things like this but the unique feature of this ball is that when it is closed, no one can guess that whole computer is hidden inside this ball.
an introduction to Microsoft HoloLens, and how to start development for it, I published it before Microsoft official conference, so may every thing will change later
The document describes the Sixth Sense technology, a wearable gestural interface that allows a user to augment the physical world with digital information. It consists of a camera to capture gestures, a projector to display information on surfaces, and a smartphone that processes video data and interprets gestures. The prototype demonstrates applications of using any surface as an interface by detecting color markers and translating gestures into commands to retrieve and project images and information. In conclusion, the Sixth Sense device aims to enrich human life by connecting the digital and physical worlds through this innovative gestural interface.
The document discusses the Space Mouse, a 3D controller used to manipulate objects in 3D environments. It describes what a Space Mouse is, its components and how it works, features like programmable buttons, technical specifications, origins at a German aerospace research establishment, applications in CAD/CAM/CAE software, and advantages like reduced drawing times and natural hand position.
Microsoft HoloLens is an augmented reality headset that allows users to interact with holograms overlaid in the real world. It uses advanced sensors and an optical projection system to generate multi-dimensional holograms with low latency. A custom processing unit analyzes sensor data in real time to understand gestures and the environment. HoloLens has transparent lenses, adjustable fit, and integrated speakers for an immersive experience without cords or phones. While it enables new forms of collaboration and productivity, HoloLens has limitations including very high cost, limited availability, lack of service centers, and high bandwidth usage.
Virtual reality is a simulated experience that can be similar to or different from the real world. It is created using software to appear real. The Apollo Guidance Computer from 1963 was one of the first embedded systems and was used for real-time flight control of the Apollo spacecraft. Virtual reality uses input devices like wands and gloves and output displays like headsets to immerse users in simulated environments. It has advantages like enabling exploration and experimentation but also disadvantages like high costs and limitations on movement compared to the real world. Applications include uses in healthcare, education, the military, and scientific visualization.
This document provides an overview of augmented reality including:
- The key differences between augmented reality and virtual reality, with augmented reality overlaying digital elements on the real world while maintaining a sense of the real environment.
- The main components of an augmented reality system including head-mounted displays, tracking systems like GPS, and mobile computing power.
- How video and optical see-through displays work to merge real and virtual scenes.
- Potential applications of augmented reality and some performance issues that need to be addressed.
The document summarizes two research projects presented at conferences: 1) A system called MIME that uses time-of-flight triangulation and RGB cameras to recognize gestures for controlling smart glasses and mobile devices. It implements motion-controlled gestures. 2) A two-player augmented reality game called Water Ball Z that uses a Kinect sensor, water nozzle configuration, and computer to allow players to "fight" in a virtual world using physical water feedback for key input gestures like jabs and kicks. Future work is discussed for both projects.
This document describes several potential app concepts:
1. A poker app that allows users to host and play in online poker tournaments from anywhere in the world using maps and GPS. It includes "cheat cards" that can be used in games.
2. An app for designing and sharing alcoholic drinking games that can be played socially online.
3. A voice coaching app with exercises, examples, and recording/feedback tools for actors and voice coaches to practice accents, pitch, tone, volume and pace.
This document discusses various technologies that enable more natural user interfaces. It describes early technologies like Videoplace from the 1970s that used cameras to track body movement. More recent technologies mentioned include mobile devices that use GPS, compasses and cameras for augmented reality; hand and finger tracking using Leap Motion; and virtual and augmented reality headsets like Oculus Rift, Google Glass, and Meta. The document outlines the goal of natural interfaces as allowing interaction that comes naturally while using technology and creating interfaces that themselves feel natural.
Augmented Reality in the Classroom - Kinshasa MsolaBlackbaud
This document provides information about augmented reality apps and resources that can be used in a workshop. It lists several AR apps for education, art, science and fun including Quiver, Cyberchase Shape Quest, Fetch! Lunch Rush, Anatomy 4D and Elements 4D. It also defines what augmented reality is, how it works, and how it is used in advertising, games, movies and more. Links are provided for additional AR resources.
The document reports on two presentations from UIST and TEL conferences about new sensor and interaction techniques. The first presentation introduced MIME, a new sensor using time-of-flight triangulation and an RGB camera to enable gesture control for smart glasses and mobile devices. The second presentation discussed Water Ball Z, an augmented reality fighting game that uses a Kinect, water nozzles, and gestures to allow players to physically feel water feedback during virtual battles. Potential extensions to the game were also mentioned, like adding a scoreboard, special moves, defenses, and voice input.
Sixth sense is a wearable device that augments physical objects with digital information using hand gestures. It consists of a camera, projector, mirror, and mobile device coupled together. The camera tracks hand gestures and objects, sending the information to the mobile device. The projector then projects digital information back onto physical surfaces via the mirror. This allows users to interact with and access information from the physical world through natural hand gestures. Some applications include taking photos, zooming and organizing pictures, getting book information, making calls, and drawing.
Building Video Game Adaptations of Dramatic and Literary Texts. Recent trends Video games changed the literary perspective. In including Digital Humanities features.
This is a talk I gave about how to design for AR at a mobile app development conference organized by Mad Brain (2019).
I covered these topics:
— What AR is;
— Handheld AR;
— Use cases;
— Tools for designing the AR experience.
This document discusses augmented reality, which combines real and virtual elements to enhance one's current perception of reality. It describes the components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include use in maintenance, construction, the military, video games, and cell phone apps that overlay information about nearby locations. Limitations include accuracy of tracking and limited computing power, while future scopes involve enhanced media and replacing cell phones with augmented displays.
The document discusses the mouse, printer, and other input/output devices of a computer. It describes the parts and functions of the mouse, including pointing, clicking, double clicking, dragging, and right dragging. It defines a printer as a device that produces a hard copy on paper and discusses dot-matrix and inkjet/laser printers. It also covers proper positioning of hands when using the mouse, keyboard, and computer, as well as other input devices like scanners, webcams, and microphones. Finally, it lists some output devices such as monitors, printers, projectors, headphones/speakers, and plotters.
Augmented reality combines real-world elements with computer-generated data, interacting in real-time. It can be implemented using devices like head-mounted displays, eyeglasses, handhelds, and HUDs. Some applications of augmented reality include education, video games, medical, and navigation.
ThinkAR Augmented Reality Game ConceptSusan Oldham
This is a game that Melinda Salazar, Robert Maharaj, Eva Dooley & I designed for a UW research group called Interfaces that Make You Think [IMUT] in 2011. The goal of the game was to activate many areas of the brain by encouraging players to become more aware of their surroundings and engage with others as they collected their play monsters.
Augmented reality (AR) is a technology that combines virtual 2D and 3D objects with the real world and displays them on a device in real-time. AR was first developed in 1990 as a new way for virtual reality. By 2020, augmented and virtual reality are predicted to become a $150 billion industry. AR allows for immersive gaming experiences and interactive education. It can also be used for interactive advertising by allowing users to preview products. Popular AR development platforms include ARToolkit, Metaio, and Vuforia, with each offering features such as marker tracking, 3D object tracking, and mobile deployment. Hardware options expanding AR's capabilities include eyewear, motion sensors, and head-mounted virtual
Digital technologies are disrupting traditional marketing channels and the boundaries between paid, owned, and earned media. Marketers now face a complex "marketing mash-up" across print, radio, out-of-home, TV and mobile channels. A case study of smarTouch highlights how content must be optimized for each channel to drive engagement and purchases across multiple touchpoints.
Present & Future of Marketing - Disruption: Social Media vs Social Networks =...Dinis Guarda
Dinis Guarda discusses the future of marketing and disruption caused by social media and social networks. He argues that with social media and technology, individuals and companies can directly reach audiences without relying on traditional advertising or media. Guarda also examines how the online landscape has shifted from web 1.0 to 2.0 over the past decade, with huge growth in the number of websites and internet users. Finally, he emphasizes the importance of building networks and communities through content curation, storytelling and direct engagement with audiences.
The Future of Toys is Augmented Reality - Joy Aether - IDT Expo 2015 present...Ricky Lui
The document discusses how augmented reality can enable the future of toys. It describes how augmented reality can add digital content to physical toys, creating an engaging experience for users. This allows toy companies to adopt a recurring business model with additional digital content. The company JoyAether provides augmented reality solutions for toys and has over 80 solutions for major toy customers.
Getting Toys to Play with Apps--Past present & futureBeth Marcus
These are the slides from my talk at Digital Kids in SF. Looking back over 20 years from the founding of VR to today and talking about what we've learned and how to create new toys & apps that "end the reign of the screen zombies"
The document discusses emerging technologies and trends related to digital disruption, including the internet of things, sensors, artificial intelligence, smart devices, notifications, and removing friction between intention and action. It describes how these technologies are enabling new types of intelligent agents and a movement away from traditional app-based destinations on the internet. The internet is becoming more focused on context, sensors, and using data to power intelligent systems that can sense, think, and act in the physical world.
In game advertising experiment for Mobile VR using the VadR platform. Includes conclusions on possible best practices for future implementation and potential earnings using this method.
This presentation was given at The Trinity Forum in Taipei September 21, 2014. The Trinity Forum is a think tank for Airports, Brands and DutyFree/Travel Retailers hosted by ACI - Airports Council International and The Moodie Report. This presentation gives top line insight on how disruptive technology is changing the experience for travelers and how IBeacons, Smartphones like the Iphone6, wearable technology, mobile payments, applications and Social Media can now be harnessed in more powerful ways.
The document discusses various topics related to digital marketing including social media, QR codes, and creating buzz online. It provides tips for using QR codes effectively and generating social media buzz through purposeful, addictive, concise, and emotional content. Best practices for websites are outlined, emphasizing speed, easy navigation, aesthetic appeal, copywriting, dynamic features, analytics, and the importance of training for digital marketing. Emerging trends are mentioned such as Google+ sharing boosting search rankings and the term "social media" becoming redundant within five years.
Augmented Reality for Marketers and Developers: Analysis of the Leaders, the ...ReadWrite
This document provides an overview of the augmented reality market including:
- A definition of augmented reality and brief history of its development.
- Details on the current state of the AR market, including key players, growth estimates, and examples of large companies that have used AR solutions.
- Profiles of 10 leading AR development companies, including information on their services and client examples.
- A survey of AR developers on lessons learned regarding requirements, costs, timelines and challenges of AR application development.
The document serves as a comprehensive report on the AR supplier landscape, market trends, and insights gleaned from experienced developers.
Virtual Reality in Marketing and PR - What you should know and why you should...Stefan Spinnler
Virtual reality (VR) provides an immersive 3D experience that transports users inside digital environments instead of restricting them to 2D displays. This allows marketers to communicate experiences in a more engaging way. There are two main types of VR content: 360-degree videos which users can passively view, and interactive environments rendered in real-time. Mobile VR using smartphones is already widespread, while higher-fidelity tethered VR headsets connected to PCs will soon provide improved graphics, tracking, and controls. VR gives marketers a new tool to engage and educate consumers, boosting the impact of their content marketing by bringing concepts to life in an immersive way.
Presentation of the Meetup 'Augmented Reality Barcelona' celebrated on January 23, at Mobile World Centre. Isidro Navarro – CEO at INAR, organizer of the meeting -Introduction to AR & Marketing
List of speakers:
Raul Gasa – ENGIDIA, Toni Biada, CEO at EINNOVA - Marketing with Augmented Reality, David Marimon - CEO at CATCHOOM - Presentation of application CraftAR and summary of actuality in AR, David Montero - LAYAR - Introducing AR campaigns with LAYAR, Roger Pastor - Co-founder at PANGEA REALITY -Presentation of projects for Marketing using AR, Raman Sidhu - BLIPPAR - New trade techniques with AR
World Mobile Center
Presentations, demos and projects at the World Mobile Center, it is an open space for citizens. It houses a permanent exhibition and offers an agenda of activities related to current, trending and future issues and projects based on the social, cultural, technological and economic transformation brought by mobile technology. Therefore, it is a place to visit and experience, to share new approaches and opportunities, to enjoy and learn.
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
The document provides an overview of augmented reality, including definitions of augmented reality, virtual reality and mixed reality. It discusses why AR is an important technology to learn, compares the different types of realities, and outlines some popular AR apps. It also covers key AR development terminology concepts and frameworks. The document promotes staying curious about AR technologies and provides contact information for the author.
This document discusses the augmented reality mobile games Ingress and Pokemon Go. It outlines how Pokemon Go replicated many successful elements from Ingress, including using existing portals and points of interest from Ingress as PokeStops and Gyms. It also discusses how Ingress helped Niantic develop techniques for community building, fan engagement, and storytelling through ongoing narrative events that Pokemon Go may also implement going forward.
The 4 pillars of retail engagement and gives practical advice on how to meet them, based on thousands of hours of focus groups. This presentation was delivered live April 17, 2015.
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
Presentation on the future of retail which I gave at InRetail.
Talking about:
The third industrial revolution:
World of DIY/P2P
World of the Makers
World of Personal Technology
Augmented Reality is a life-altering technology that promises to transform all types of industries especially gaming. AR-based games deliver a more immersive experience to your users. Such games ensure that you actually interact with the real-world objects in your surrounding environment. Plus, with wearables becoming more popular, AR is going to be the ultimate change-agent for gaming.
Your VR Experience (Oculus Presentation, Indiecade 2016)Esteban Gallardo
This document discusses a project called "Your VR Experience" which aims to create an easy-to-use game creation tool for building custom multiplayer VR games. It would allow users to build their own VR worlds and experiences ranging from simple to highly detailed. The tool is intended to work across a range of VR devices from low-end to high-end headsets. The project sees potential in user-generated VR content to target markets like escape rooms, creativity, movies/TV, and machinima directors.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
Virtual Reality is a newly introduced technology that allows to replace the real word with synthetic one .It makes people believe that they are in another real.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
The document discusses virtual reality gaming. It describes how VR uses headsets to create immersive 3D environments that mimic real-world experiences. VR gaming can involve sports, combat simulations, puzzles and exploration. Popular VR platforms include PC, consoles and smartphones. Accessories like motion controllers translate physical movements into the game. The document recommends two VR arcade locations in Quebec - one in Brossard and one in Terrebonne - that offer VR stations, simulators and magic rooms for experiencing VR.
Slides from my talk at AWE2014.
Youtube video is available here - http://youtu.be/OxKC1AyZ26U
I took 15 minutes to cover a few fun topics.. contextually aware apps, embedded sensors, wearables, the internet of things, quantified self movement, feedback loops, privacy vs transparency, AR UI/UX, HMD's, smart homes, pervasive gaming, and ambient intelligence.
In summer 2013, Sony will introduce its new PlayStation 4 (PS4) console with innovations focused on being simple, immediate, social, integrated, and personalized. To compete with smartphones increasingly used for gaming, Sony installs giant screens in major cities transmitting WiFi signals detectable by smartphones. Users can then download a PS4 controller app to remotely play PS4 games on the big screens, such as a fighting game, experiencing the gameplay as if it were happening in front of them. Sony challenges smartphone users to try the pleasure of gaming with a PS4 controller.
Virtual reality (VR) uses computer-simulated environments presented through a headset to make users feel immersed. It has a history dating back to the 1960s but recent developments in displays, computing power, and smartphones have made the technology more viable. VR provides benefits for applications like education, training, and entertainment. To have a quality experience requires capable hardware like powerful PCs and high-resolution displays, along with techniques like 3D sound. More companies are using VR to enhance customer experiences.
This document discusses augmented reality (AR), virtual reality (VR), and mixed reality (MR). It defines each term and distinguishes the key differences. AR overlays digital content on the real world, VR fully immerses users in virtual environments, and MR merges real and virtual worlds. The document also covers AR architectures, applications in education, medicine, and entertainment, and provides examples of AR, VR, and MR systems and devices.
This document provides an introduction to augmented reality gaming. It discusses motivations for AR gaming and highlights some example AR games including AR Quake and Human Pacman. Key benefits of AR gaming discussed include merging the physical and virtual worlds to engage players in multiple ways. The document also describes some AR games developed by the authors including Hybrid AR Worms and Tankwar, and lessons learned from developing these prototypes.
This document summarizes a futuristic application that matches virtual reality (VR) content to users' VR headsets. It lists many VR headset types like Oculus Rift, Samsung Gear VR, Sony Morpheus, and provides options for what users want to do, like experience simulations, watch movies, or play games. It also describes the content characteristics like universal format, 3D, immersive VR, and augmented reality.
Aslam.o.aliakum!
i am shakaib ashraf this topic is for my students who want to do presentation on virtual reality
introduction
types of virtual reality
how virtual reality works
these topics are available in this presentation
pray for me
thankyou
The document provides a summary of the 2011 E3 gaming conference, including:
- 3D and motion control technologies showed promise but did not see major innovations. The Kinect showed the most motion control progress.
- Sony unveiled the PlayStation Vita, a powerful portable gaming device.
- Nintendo announced the Wii U as the successor to the Wii, featuring an iPad-like tablet controller and innovative dual-screen gameplay.
- Casual and mobile gaming continued to grow but had little presence at E3.
A review of where the virtual reality market is and what's happening with the key players (Oculus, Microsoft, Sony and HTC). A view on the implications for marketers and their content and storytelling strategy plus a explanation of the mass market opportunity that exists today in 360 video through YouTube.
Tijdens deze sessie nemen we je mee in de wereld van Augmented Reality. Ben je benieuwd welke markten al hiermee aan de slag zijn gegaan?
De HoloLens van Microsoft gaat verder dan Google Glass en is een ander product dan de vr-bril.
Deze zelfstandige computerbril projecteert hologrammen in de echte fysieke wereld en integreert de virtuele wereld met de echte wereld. Ben je een C# ontwikkelaar, Unity game designer, IT-architect, consultant, relatiemanager of gewoon een gadgetliefhebber die meer wil weten over de HoloLens? Dan is deze sessie iets voor jou!
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6. AR: The Purple Pill R A Augmented Reality The best of both worlds! A mixed reality!
7. Augmented Reality Reality Real World AR Digital World MIXED with Real World VR Digital World The world itself becomes the video game The physical and the digital co-exist and interact in real time
8. Reality is the new Playground Bring the Virtual World to YOU!
9. The Formula (Hot Trends) AR Cameras and Sensors REAL WORLD Geo-Location Apps GAMING Social / Mobile
Many people believe… video games are bad. Bad for kids, numbs your mind, instigates violence. Turn you into “Couch potatoes.” They are a waste of time. You should be outside contributing to world. You are not learning anything. Go do your homework! Kids are losing touch with reality!
VR terminology – you are plugged in, jacked in.. ItsVR is something you go to, or enter… we must leave the real world behind… VR cuts us off from reality Tron - gets digitized and enter a world.. Goes to it. The Matrix - plugged into chair not really moving or fighting. Lawnmower Man (hooked up to gyroscope)…Examples where user was still in one place, and only their mind could go to this digital world. Even in “Second Life” we are sitting at computer, truly separate from this second life virtual world.
The notion is that technology and games make us “close back in” on ourselves.
In The Matrix you must choose between reality (red pill), or virtual reality (blue pill). In this scenario (most virtual world scenarios).. You cant have both…
AR offers best of both these worlds at the same time.. A mixed reality.
Its in this mixed reality world, where AR technology is thrives. AR will drive real world
Real world mom and daughter.. In a real world park… interacting with virtual characters. Bring the virtual world to you.. No more HMD that cut you off from real world, and disorient you.(Image Credit - Hidden Park)
3 areas / trends that are super hot, and when combined will be an unstoppable power in real world AR gaming.
In 2001, HAL was the computer that was part of environment.. HAL WAS the ship. Hal listens, sees, responds. He’s everywhere The internet (the cloud) with sensors and cameras…. Is HAL Arthur C Clarke was only 9 years off.
All Gaming hardware is moving towards having sensors (accelerometers, etc) and cameras. They are no longer computers that we go to, or plug into.. the are devices that sense us, and bring the world to us These devices are liberating us from the computer terminal… I would have put an iPad on here, but Apples is holding out on us… GEN 2! Many of the new smartphones that are coming out this year, have not one.. But TWO cameras in them. So they can see the world and see you at the same time. This will open up a whole new world of gaming opportunities in the real world
Human Computer Interaction - 70s, 80s, 90s… Day of the Joysticks, game controllers, mouse, keyboards.. Ending…
Computer vision, image recognition, face detection, motion detection, voice detection… Our new gaming consoles will start acting like HAL before you know it. Milo character talks to player, reacts and interacts with player as if in the same room with them.
TAT with Polar Rose – Recognizr - Facial Recognition, links to that persons Social Network Red Laser – Bar Code scanner for instant price comparisons Ogmento Put a Spell – NFT, animated panda, spelling game Ogmento Sketch demo – draw shapes and simple objects to trigger AR, with physics engine..
Location, Location, Location.. Mobile media is finally taking shape as GPS and cameras become a central part of applications Our social circles, our games, our apps…. All have more meaning when tied to where we are at the moment. The world around us has richer context.
Geo-social apps are the new thing. People are getting hip to foursquare, gowalla, my town, etc. We are just getting started here. Layar, Wikitude (AR browsers) are moving towards this with geo-tagging, etc. The “check in” is a new way of leaving your mark at a location. You can become the mayer of your favorite coffeeshop. Start bringing in game elements now.. MyTown is like playing Monopoly with real world locations Couponing, mobile advertising will enter this world in a big way. These apps are a step towards making life a big game... Scoring, tracking, everything
When somebody puts a grafitti mark on a real wall, its called a tag. When somebody drops a digital marker in the real world, they have also tagged it. Our social lives are tied to location.. We drop notes to eachother in real time, in our real environment.. To be discovered and experienced by others at any time after that. We leave social markers, which can be personal journal notes, game elements.. A tag is not just a description, it is a homing beacon. Tags allow anything - whether it be a photograph, video, movie, song or even a real object - to be classified, discovered and aggregated for mass consumption. Our living journals can be tied to location.
Facebook, zynga, app store, playfish, etc.
55% of social gamers are female (and more avid, playing several times a day) 45% are male. 83% have played games on Facebook. 28% have purchased in-game currency with real world money. Twenty-eight percent have purchased in-game currency with real-world money. 100 million people playing online social games About $1 Billion in revenue is expected for 2010. Farmville alone has about 83 million monthly active users Farmville has larger audience that Twitter… and World of Warcraft Of top 15 apps on Facebook.. 6 of them are Zynga games. Facebook itself has 3
Digital, Virtual goods that are freed from the computer screen, and tie in directly to you and your lifestyle. Our avatars are our alter-egos.. Our doppelgangers. It is who we wish to be, and how we wish to portray ourselves to our social circles. AR will bring these personals into the real world ie. (coke avatar commercial) Freemium - Give your service away for free and charge for extras. Zynga founded in 2007 (3 year old company) makes most if its money off digital goods/ freemium model. $200M in revenue (2009) $500M in revenue (2010 projection) Company Valuation at $5 Billion! Company could be making as much as $1.6 billion in the next five years (selling digital, virtual goods). Now imagine taking this model into the real world.
Thefuntheory.com - Volkswagen initiative.. the staircase that is a piano, that gets people to use stairs more instead of escalator. motivated by fun (music). Speed camera lottery.. Drive Speed limit (to enter into a lottery pool).. To win from pot of those who speed and pay tickets! Bottle Bank Arcade – encourages people to recycle their glass bottles Scratch map.. Gets people to wipe feet before entering, as if they are scratching a turntable record. exercise, reading, traveling, volunteer work, etc.. all can have reward mechanisms. life becomes a game. AR will be the driving tech to bring these concepts to life AR inherently mixes digital data with real world.
EXPERIENCE POINTS and LEVELING UP are the New status symbols in an AR gaming environment. Not about the clothes you wear, or what you do… its about who is on your team, how many points you have.
Nike + AR version…. Life becomes a game Runners metrics are tracked with video game like stats in HUD enviroment Game elements (ala Pac Man) motivates runner with points, rewards, etc. Power ups mixed into real world Game elements like motivate us to become better people. Human Pacman project (working demo) from the Mixed Reality Lab at the National University of Singapore
What type of HUD designs will we need in the REAL WORLD… connected to things like people, places, things? Customization - How do we design HUDs with Layers and allow the user to choose what they want to see and when? How much info on screen is too much? How do we manipulate this data when wearing glasses?
What type of HUD designs will we need in the REAL WORLD… connected to things like people, places, things? Customization - How do we design HUDs with Layers and allow the user to choose what they want to see and when? How much info on screen is too much? How do we manipulate this data when wearing glasses?
MMARG - Massive-Multiplayer Augmented Reality GamesTreasure Hunts - Discover a hidden world, reap the rewards!Casual Games - Collect, chase, avoid, capture…Games that challenge us to have fun and be better people… in the real world