Keynote speech given by Mark Billinghurst at the AWE Asia 2015 conference on October 18th 2015. The talk gives an outline of future developments in Augmented Reality
Lecture 8 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes how to develop AR panoramas for mobile devices. Look for the other 9 lectures in the course.
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Lecture about Augmented Reality displays given by Mark Billinghurst on October 11th 2016 as part of the COMP 4010 class on Virtual Reality at the University of South Australia
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
Lecture 8 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes how to develop AR panoramas for mobile devices. Look for the other 9 lectures in the course.
Final lecture from the COMP 4010 course on Virtual and Augmented Reality. This lecture was about Research Directions in Augmented Reality. Taught by Mark Billinghurst on November 1st 2016 at the University of South Australia
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
Lecture about Augmented Reality displays given by Mark Billinghurst on October 11th 2016 as part of the COMP 4010 class on Virtual Reality at the University of South Australia
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
This document summarizes a lecture on interaction design for augmented reality. It discusses several types of AR interfaces including: (1) AR information browsers that allow viewing and manipulating virtual content registered in the real world, (2) 3D AR interfaces that allow interacting with and manipulating 3D virtual objects, and (3) tangible interfaces that use physical objects to interact with and control virtual objects. It also presents case studies of specific AR applications and discusses design principles for AR interaction including using physical affordances, feedback, and natural mappings.
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
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.
Lecture 2 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Mobile AR Technology. Look for the other 9 lectures in the course.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
This document discusses using virtual reality and 360-degree panoramic images to create immersive educational experiences. It provides instructions on setting up a Unity project to view 360-degree images on Google Cardboard by importing the Google VR plugin, adding a panoramic texture as a skybox material, and testing it on an Android device. Capturing 360-degree photos and processing them into a single panoramic image for use in virtual reality applications is also outlined. The potential for virtual reality to increase empathy and engagement in subjects like wildlife conservation through immersive experiences is highlighted.
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryZi Siang See
This research seminar presents and discusses recent advances in augmented reality (AR) and virtual reality (VR). Recent developments have been implied that AR and VR innovation is more broadly accessible for different expert areas, these include the information technology sectors, education operations, build environment and the creative industries. During the session, participants will be able to experience AR and VR using mobile and head mount devices (HMD). This research talk will provide an overview of AR and VR interface development, industrial use cases and research direction.
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
This document summarizes the process of prototyping a mobile augmented reality application for navigation at Bunratty Folk Park. It discusses conducting user research through observations and interviews to understand visitor needs. Low-fidelity paper and PowerPoint prototypes were created and tested with users to identify issues. A high-fidelity Wikitude prototype was also tested. An iterative design process involved refining the design based on user feedback and developing a final video prototype to demonstrate the intended user experience. The goal was to create an easy-to-use navigational aid that provides useful information to visitors at their own pace through their mobile devices.
The document discusses augmented reality and virtual reality (AR/VR) technologies and proposes augmented humans as a new medium, where humans can be augmented physically and virtually through technologies like wearables, implants, and digital interfaces that are aware of individuals' contexts, personalities, and relationships. Key challenges include developing seamless augmented reality platforms, natural human-computer interaction, and balancing technological enhancement with maintaining human social abilities and quality of life.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
This document discusses the evolution of augmented reality (AR) authoring tools, from early custom coding to modern high-level libraries and authoring environments. It outlines key AR libraries for tracking, rendering, and model loading. It also describes several graphical authoring tools that enable non-programmers to create AR scenes, including BuildAR, mARx, and Esperient Creator. The document concludes by discussing opportunities for immersive AR authoring that involves interacting with real objects to develop AR applications.
This presentation "Virtual Reality" is based on a paper "An Approach to Consistent Displayingof Virtual Reality Moving Objects"
Author : Renoy Reji
Christ University
Bengaluru-560029
email : renoyreji@gmail.com
The document discusses techniques for hand-based augmented reality interaction. It outlines several approaches including using fiducial markers or sensors on the hand, predefined hand postures, or image-based detection. The key techniques involve using RGB-D cameras to capture color and depth images to detect the 3D position of the hand both in camera coordinates and real-world coordinates. This allows mapping the virtual hand position based on the real hand to enable gestures to generate manipulation commands in augmented reality.
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
Presentation by Mark Billinghurst on Collaborative Immersive Analytics at the BDVA conference on November 7th 2017. This talk provides an overview of the topic of Collaborative Immersive Analytics
This document summarizes a lecture on interaction design for augmented reality. It discusses several types of AR interfaces including: (1) AR information browsers that allow viewing and manipulating virtual content registered in the real world, (2) 3D AR interfaces that allow interacting with and manipulating 3D virtual objects, and (3) tangible interfaces that use physical objects to interact with and control virtual objects. It also presents case studies of specific AR applications and discusses design principles for AR interaction including using physical affordances, feedback, and natural mappings.
The first lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an introduction to Augmented Reality and overview of the history.
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.
Lecture 2 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Mobile AR Technology. Look for the other 9 lectures in the course.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
This document discusses using virtual reality and 360-degree panoramic images to create immersive educational experiences. It provides instructions on setting up a Unity project to view 360-degree images on Google Cardboard by importing the Google VR plugin, adding a panoramic texture as a skybox material, and testing it on an Android device. Capturing 360-degree photos and processing them into a single panoramic image for use in virtual reality applications is also outlined. The potential for virtual reality to increase empathy and engagement in subjects like wildlife conservation through immersive experiences is highlighted.
Augmented Reality and Virtual Reality: Research Advances in Creative IndustryZi Siang See
This research seminar presents and discusses recent advances in augmented reality (AR) and virtual reality (VR). Recent developments have been implied that AR and VR innovation is more broadly accessible for different expert areas, these include the information technology sectors, education operations, build environment and the creative industries. During the session, participants will be able to experience AR and VR using mobile and head mount devices (HMD). This research talk will provide an overview of AR and VR interface development, industrial use cases and research direction.
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
This document summarizes the process of prototyping a mobile augmented reality application for navigation at Bunratty Folk Park. It discusses conducting user research through observations and interviews to understand visitor needs. Low-fidelity paper and PowerPoint prototypes were created and tested with users to identify issues. A high-fidelity Wikitude prototype was also tested. An iterative design process involved refining the design based on user feedback and developing a final video prototype to demonstrate the intended user experience. The goal was to create an easy-to-use navigational aid that provides useful information to visitors at their own pace through their mobile devices.
The document discusses augmented reality and virtual reality (AR/VR) technologies and proposes augmented humans as a new medium, where humans can be augmented physically and virtually through technologies like wearables, implants, and digital interfaces that are aware of individuals' contexts, personalities, and relationships. Key challenges include developing seamless augmented reality platforms, natural human-computer interaction, and balancing technological enhancement with maintaining human social abilities and quality of life.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
This document discusses the evolution of augmented reality (AR) authoring tools, from early custom coding to modern high-level libraries and authoring environments. It outlines key AR libraries for tracking, rendering, and model loading. It also describes several graphical authoring tools that enable non-programmers to create AR scenes, including BuildAR, mARx, and Esperient Creator. The document concludes by discussing opportunities for immersive AR authoring that involves interacting with real objects to develop AR applications.
This presentation "Virtual Reality" is based on a paper "An Approach to Consistent Displayingof Virtual Reality Moving Objects"
Author : Renoy Reji
Christ University
Bengaluru-560029
email : renoyreji@gmail.com
The document discusses techniques for hand-based augmented reality interaction. It outlines several approaches including using fiducial markers or sensors on the hand, predefined hand postures, or image-based detection. The key techniques involve using RGB-D cameras to capture color and depth images to detect the 3D position of the hand both in camera coordinates and real-world coordinates. This allows mapping the virtual hand position based on the real hand to enable gestures to generate manipulation commands in augmented reality.
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
A presentation given by Mark Billinghurst on September 23rd 2015 at the Sydney AR meet up. It describes how the VR space in 2016 will be different from that in 1996, and directions for future work to help grow the business.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
Background: Introduction to Augmented Reality
Projection-based Augmented Reality
Ongoing Research of the Speaker
Ending remarks: Further Research & Future Path
Lecture on AR Interaction Techniques given by Mark Billinghurst on November 1st 2016 at the University of South Australia as part of the COMP 4010 course on VR.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
COMP 4010 lecture on AR Interaction Design. Lecture given by Gun Lee at the University of South Australia on October 12th 2017, from slides prepared by Mark Billinghurst
Significant Changes in Digital Technology with ‘Manufacturing Innovation 3.0’...Hong-Seok Kim
Hong-Seok Kim discusses the transition from analog to digital technologies and the implications of digitalization. Digitalization generates large amounts of data that can be easily stored, duplicated, and edited using digital tools. This has led to transformations in research, industry, business, and society through infrastructure changes, new methodologies, and shifts in thinking. Korea has actively pursued digital technologies since the 1990s. The presentation outlines strategies for manufacturing innovation through the development of smart factories that utilize technologies like the Internet of Things, cyber-physical systems, and big data analytics.
This document provides an overview of the COSC 426 Augmented Reality course taught by Mark Billinghurst. The course will cover topics such as AR technology, interaction techniques, applications, and research directions. It will consist of weekly lectures and students will complete a group research project and assignments. Assessment will include the research project, assignments, and a final exam.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
This document discusses augmented reality (AR) technologies that can help small and medium enterprises (SMEs) adopt Industry 4.0 capabilities. It introduces enabling AR technologies like markers, displays, mobile devices and cloud computing. It presents case studies of companies using AR for applications like equipment training, maintenance and production monitoring. The document concludes that AR has high potential to help SMEs add value through supporting processes, though many are hesitant to invest in new technologies currently. Case studies provided may help SMEs understand how to leverage AR in their business under Industry 4.0 visions.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Similar to Augmented Reality: The Next 20 Years (AWE Asia 2015) (20)
Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
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3. Augmented Reality
1. Combines Real andVirtual Images
• Both can be seen at the same time
2. Interactive in real-time
• The virtual content can be interacted with
3. Registered in 3D
• Virtual objects appear fixed in space
Azuma, R. T. (1997). A survey of augmented reality. Presence, 6(4), 355-385.
4. 50 Years of Progress (1965-2015)
• Moving from lab to living room
• AR devices available in every pocket
1968: First AR HMD
1980’s: SuperCockpit
1997: Outdoor AR
2005: Mobile AR
6. AR in 2015
• Large growing market
• > $600 Million USD in 2014
• Many companies
• Many available devices
• HMD, phones, tablets, HUDs
• Robust developer tools
• Vuforia, ARToolKit, Unity, Wikitude, etc
• Large number of applications
• > 250K developers, > 200K mobile apps
• Strong research/business communities
• ISMAR, AWE conferences, AugmentedReality.org, etc
10. • Past
• Bulky Head mounted displays
• Current
• Handheld, lightweight head mounted
• Future
• Projected AR
• Wide FOV see through
• Retinal displays
• Contact lens
Evolution in Displays
11. Projected AR (1-3 years)
• Use stereo head mounted projectors
• Rollable retro-reflective sheet
• Wide FOV, shared interaction
• Eg CastAR (http://castar.com)
• $400 USD, available Q4 2015
19. Natural Gesture (2-5 years)
• Freehand gesture input
• Depth sensors for gesture capture
• Move beyond simple pointing
• Rich two handed gestures
• Eg Microsoft Research Hand Tracker
• 3D hand tracking, 30 fps, single sensor
• Commercial Systems
• Meta, MS Hololens, Occulus, Intel, etc
Sharp, T., Keskin, C., Robertson, D., Taylor, J., Shotton, J., Leichter, D. K. C. R. I., ... & Izadi, S.
(2015, April). Accurate, Robust, and Flexible Real-time Hand Tracking. In Proc. CHI (Vol. 8).
20. Smart Glass Hand Interaction
• EnvisageAR + Phonevers
• RGB-D hand tracking on Android
• Natural gesture input for glasses
21. Multimodal Input (5+ years)
• Combine gesture and speech input
• Gesture good for qualitative input
• Speech good for quantitative input
• Support combined commands
• “Put that there” + pointing
• Eg HIT Lab NZ multimodal input
• 3D hand tracking, speech
• Multimodal fusion module
• Complete tasks faster with MMI, less errors
Billinghurst, M., Piumsomboon, T., & Bai, H. (2014). Hands in Space: Gesture Interaction with
Augmented-Reality Interfaces. IEEE computer graphics and applications, (1), 77-80.
23. Intelligent Interfaces (10+ years)
• Move to Implicit Input vs. Explicit
• Recognize user behaviour
• Provide adaptive feedback
• Support scaffolded learning
• Move beyond check-lists of actions
• Eg AR + Intelligent Tutoring
• Constraint based ITS + AR
• PC Assembly (Westerfield (2015)
• 30% faster, 25% better retention
Westerfield, G., Mitrovic, A., & Billinghurst, M. (2015). Intelligent Augmented Reality Training for
Motherboard Assembly. International Journal of Artificial Intelligence in Education, 25(1), 157-172.
25. Evolution of Tracking
• Past
• Location based, marker based,
• magnetic/mechanical
• Present
• Image based, hybrid tracking
• Future
• Ubiquitous
• Model based
• Environmental
26. Model Based Tracking (1-3 yrs)
• Track from known 3D model
• Use depth + colour information
• Match input to model template
• Use CAD model of targets
• Recent innovations
• Learn models online
• Tracking from cluttered scene
• Track from deformable objects
Hinterstoisser, S., Lepetit, V., Ilic, S., Holzer, S., Bradski, G., Konolige, K., & Navab, N. (2013).
Model based training, detection and pose estimation of texture-less 3D objects in heavily
cluttered scenes. In Computer Vision–ACCV 2012 (pp. 548-562). Springer Berlin Heidelberg.
28. Environmental Tracking (3+ yrs)
• Environment capture
• Use depth sensors to capture scene & track from model
• InifinitAM (www.robots.ox.ac.uk/~victor/infinitam/)
• Real time scene capture on mobiles, dense or sparse capture
• Dynamic memory swapping allows large environment capture
• Cross platform, open source library available
30. Wide Area Outdoor Tracking (5+ yrs)
• Process
• Combine panorama’s into point cloud model (offline)
• Initialize camera tracking from point cloud
• Update pose by aligning camera image to point cloud
• Accurate to 25 cm, 0.5 degree over very wide area
Ventura, J., & Hollerer, T. (2012). Wide-area scene mapping for mobile visual tracking. In Mixed
and Augmented Reality (ISMAR), 2012 IEEE International Symposium on (pp. 3-12). IEEE.
36. Crossing the Chasm - 5-10 years
http://www.gartner.com/newsroom/id/3114217
37. Getting from Here to There
• New markets
• Medical
• Education
• Industry
• Etc
• New applications enabled
• Training
• Collaboration
• Information Presentation
• Etc
40. Research Needed in Many Areas
• Social Acceptance
• Overcome social problems with AR
• Cloud Services
• Cloud based storage/processing
• AR Authoring Tools
• Easy content creation for non-experts
• Collaborative Experiences
• AR teleconferencing
• Etc..
41. Example: Social Panoramas
• Google Glass
• Capture live image panorama (compass + camera)
• Remote device (tablet)
• Immersive viewing, live annotation
Reichherzer, C., Nassani, A., & Billinghurst, M. (2014). Social panoramas using wearable
computers. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
(pp. 303-304). IEEE.
43. Example:SocialAcceptance
• People don’t want to look silly
• Only 12% of 4,600 adults would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
• Acceptance more due to Social than Technical issues
• Needs further study (ethnographic, field tests, longitudinal)
45. Conclusions
• AR is becoming commonly available
• In order to achieve significant growth AR needs to
• Expand into new markets
• Move onto new platforms
• Create new types of applications
• New AR technologies will enable this to happen
• Display, Interaction, Tracking technologies
• However there are still significant areas for research
• Social Acceptance, Cloud Services, AR authoring tools, Etc