Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
World Wide Web by Ross McKegney (Verold) at mesh14mesh group
The world is 3D so why not the web? Imagine an online world that allows you to see products, environments and really anything from all angles in all of its glory.
Mixed Reality & Artificial Intelligence with Hololens at Devoxx 2019Alex Danvy
Augmented Reality is a thing, Mixed Reality is another world. Add some Artificial Intelligence inside, you'll get a futuristic solution right now. Just like what Robert Zemeckis and Bob Gale described in Back to the future.We'll build an app for Hololens that leverage AI from the cloud to help the user to identify what's around him.You'll see what Hololens and AR can do, how to create a Mixed Reality app and how an app can quickly get some killer features using Azure Cognitive Services.
Highlights difference between augmented reality and virtual reality, explains present examples and possible uses in two sectors - defense and automobiles. Good visuals and animations are used in the presentation.
The document discusses the history and uses of computer-generated imagery (CGI). It notes that the first CGI was created in the 1960s by Russian scientists to model a moving cat. CGI has since been used in films, television, and other media to create visuals that cannot be achieved in the real world. The process involves creating 3D models, assigning them properties, animating elements, and rendering the scene. CGI has benefits like prototyping and animation but also higher costs than practical effects. Popular software for CGI includes Maya, 3D Studio Max, and Blender.
This document discusses the history and future of augmented reality (AR). It defines AR as combining real and virtual elements. The history of AR is traced from early head-mounted displays in the 1960s used for medical and military applications, to later uses in mobile devices, games, and Google's Project Glass which aims to overlay information directly into the user's field of vision. The document also covers different methods of virtual object tracking in AR applications and how AR may continue to be applied going forward.
Augmented Reality Meetup in Kiev by Hakan Mutlu SonmezBrainberry Global
Augmented reality (AR) supplements real-world elements with computer-generated perceptual information, such as sound, video, graphics or GPS data. It enhances one's current perception of reality, unlike virtual reality which replaces the real world. ARToolKit, created by Hirokazu Kato in 1999, was an early and influential AR tracking library that used physical markers and video tracking to calculate a camera's position for overlaying virtual 3D graphics onto the real world. ARToolKit helped demonstrate and advance AR and was widely used, with over 160,000 downloads since 2004.
CGI (computer-generated imagery) uses computer graphics to create or contribute to images in various forms of media like films, television, and video games. It allows the manipulation of visual elements in an easier way than practical effects. CGI artists use 3D modeling software to sculpt virtual objects, set up animation rigs, and render photorealistic images. Early uses of CGI date back to the 1970s, but it was the 1990s films Terminator 2 and Jurassic Park that pioneered seamless integration into live-action scenes. Modern CGI is widely used in visual effects and virtual production through camera tracking, crowd simulation, and virtual sets.
Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
World Wide Web by Ross McKegney (Verold) at mesh14mesh group
The world is 3D so why not the web? Imagine an online world that allows you to see products, environments and really anything from all angles in all of its glory.
Mixed Reality & Artificial Intelligence with Hololens at Devoxx 2019Alex Danvy
Augmented Reality is a thing, Mixed Reality is another world. Add some Artificial Intelligence inside, you'll get a futuristic solution right now. Just like what Robert Zemeckis and Bob Gale described in Back to the future.We'll build an app for Hololens that leverage AI from the cloud to help the user to identify what's around him.You'll see what Hololens and AR can do, how to create a Mixed Reality app and how an app can quickly get some killer features using Azure Cognitive Services.
Highlights difference between augmented reality and virtual reality, explains present examples and possible uses in two sectors - defense and automobiles. Good visuals and animations are used in the presentation.
The document discusses the history and uses of computer-generated imagery (CGI). It notes that the first CGI was created in the 1960s by Russian scientists to model a moving cat. CGI has since been used in films, television, and other media to create visuals that cannot be achieved in the real world. The process involves creating 3D models, assigning them properties, animating elements, and rendering the scene. CGI has benefits like prototyping and animation but also higher costs than practical effects. Popular software for CGI includes Maya, 3D Studio Max, and Blender.
This document discusses the history and future of augmented reality (AR). It defines AR as combining real and virtual elements. The history of AR is traced from early head-mounted displays in the 1960s used for medical and military applications, to later uses in mobile devices, games, and Google's Project Glass which aims to overlay information directly into the user's field of vision. The document also covers different methods of virtual object tracking in AR applications and how AR may continue to be applied going forward.
Augmented Reality Meetup in Kiev by Hakan Mutlu SonmezBrainberry Global
Augmented reality (AR) supplements real-world elements with computer-generated perceptual information, such as sound, video, graphics or GPS data. It enhances one's current perception of reality, unlike virtual reality which replaces the real world. ARToolKit, created by Hirokazu Kato in 1999, was an early and influential AR tracking library that used physical markers and video tracking to calculate a camera's position for overlaying virtual 3D graphics onto the real world. ARToolKit helped demonstrate and advance AR and was widely used, with over 160,000 downloads since 2004.
CGI (computer-generated imagery) uses computer graphics to create or contribute to images in various forms of media like films, television, and video games. It allows the manipulation of visual elements in an easier way than practical effects. CGI artists use 3D modeling software to sculpt virtual objects, set up animation rigs, and render photorealistic images. Early uses of CGI date back to the 1970s, but it was the 1990s films Terminator 2 and Jurassic Park that pioneered seamless integration into live-action scenes. Modern CGI is widely used in visual effects and virtual production through camera tracking, crowd simulation, and virtual sets.
CGI refers to computer-generated imagery used in films, television, commercials, video games and simulations. It allows the creation of visuals that would be impossible using traditional techniques. CGI is created by manipulating 3D models using computer software to apply lighting, textures and motion. It has become a primary method for special effects due to its ability to easily manipulate images and create scenes without physical models or actors. CGI has expanded the capabilities of visual storytelling and opened opportunities for small studios to create high-quality productions.
This document discusses augmented reality systems and their components. It describes how augmented reality overlays computer-generated data onto the real world in real-time by using displays like head-mounted displays. Examples of augmented reality applications include Wikitude and Google Glass. The key components of an augmented reality system are a display, tracking system, and mobile computing power. The document also covers the differences between augmented and virtual reality, potential applications, and current limitations.
Engineering Seminar Report on Augmented RealityAyush Agarwal
The document summarizes a seminar report on augmented reality. It begins with an introduction defining augmented reality as computer displays that add information to a user's senses in an integrated manner. It then discusses the evolution of augmented reality from early prototypes in the 1960s to modern applications. Key technologies needed for augmented reality like head mounted displays, glasses, tracking systems, input devices and software are also outlined. Finally, examples of applications in fields like archaeology, architecture, education, gaming, medicine and military are provided.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented reality the evolution of human computer interactionBello Abubakar
Augmented Reality: An Evolution in Human-Computer Interaction
This document discusses augmented reality (AR), which overlays digital information on the physical world. AR works by sensing the environment using cameras and sensors, augmenting it by identifying objects and context, and presenting additional information through displays. Common AR applications include mobile apps that provide information about objects by taking photos. The document also discusses how AR is used in education and training by bringing digital content into the real world through books, games and simulations. As AR systems expand, managing complex interactions and information across different tiers becomes important for scalability, interoperability and flexibility.
Augmented reality (AR) is a technology that superimposes computer-generated images onto a user's view of the real world. AR has a variety of applications including mobile AR browsers, entertainment, education, and industry. Some examples of AR applications are mobile maps with location data, interactive books, manufacturing design tools, and video games. While AR provides opportunities for improved learning and interaction, some argue it could increase aggression in young people by normalizing violence through certain video game applications.
3D Studio Max, Maya, LightWave, Cinema 4D, Blender, Sketchup, and ZBrush are 3D modeling and animation software packages. 3D Studio Max is used for 3D animations, models, and images, frequently by video game developers, TV commercial studios and architectural firms. Maya offers comprehensive tools for 3D animation, modeling, simulation, rendering and compositing. LightWave is used to create both animated and static 3D images. Cinema 4D has modeling, animation and rendering tools commonly found in 3D applications. Blender is free and open-source software used for films, visual effects, games, and has modeling, simulation, rendering and video editing tools. Sketchup is available in free and
Digital puppetry involves using human input to control and animate specialized 3D models in real-time. It is related to virtual puppetry, real-time computer animation, and new media puppetry. Digital puppets trace their lineage back through traditional puppetry forms like shadow puppetry and string puppetry. One of the earliest innovators was Lee Harrison III, who created motion capture in the 1960s using analog circuits to animate 3D figures in real-time. Notable digital puppets include Waldo C. Graphic from 1988 and Mike the Talking Head. There are different types of digital puppetry including waldo puppetry using input devices, motion capture puppetry using physical manipulation, and machinima using
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
This document contains personal and educational information about Munish Raj, including his contact details, programming languages and skills, previous projects, workshops conducted, educational background, languages spoken, and personal information. It lists Munish Raj's programming languages as C++, Java, Python, Visual BASIC, Processing, MATLAB, and html. It also provides details of his previous projects which include a Rubik's Cube solver and simulator, games, simulations, and projects using Arduino IDE and other tools.
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
Conveying Highly Immersive VR Apps For Your Business
Virtual Reality Technology engaged a human to experience anything, wherever, at whatever point. It is totally a virtual reality where you feel the earth around sensibly. Head-mounted show with headphones and hand controllers to offer a totally vivid issue. Virtual Reality Solutions arrangements, engaging every business perspective towards flawlessness with its ability to convey the vivid substance.
http://www.vroncloud.com/
(CGI) Computer generated imagery ppt by Mubeen Mominmubeenm50
This document discusses computer-generated imagery (CGI) and its history and uses. It provides details on:
- CGI being the application of computer graphics to create scenes or effects in films, television, and games.
- The basic process involving modeling 3D surfaces, rendering to add shading/color, and compositing final images.
- Key developments like CGI's first major use in "Terminator 2: Judgment Day" in 1991 and the first fully CGI animated film "Toy Story" in 1995.
- Popular CGI software like Maya, RenderMan, and Bryce.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
This seminar report summarizes augmented reality (AR), which combines real and virtual worlds. It discusses the history of AR beginning in 1966, and describes the key components of an AR system including head-mounted displays, tracking systems, and mobile computing power. Applications of AR discussed include education, military, sports/entertainment, and medicine. Advantages include interactivity and personalization, while disadvantages include physical danger and privacy issues. The report concludes that AR will continue to blur real and virtual worlds and have applications in many fields.
AR is a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Presented By,
Glory J
Blender is a free and open source 3D creation software suite that supports the entire 3D pipeline from modeling and rigging to animation, simulation, rendering, compositing, and motion tracking. It is also used for video editing and game creation. Blender is developed and maintained by hundreds of contributors around the world, including studios, individual artists, professionals, hobbyists, scientists, students, visual effects experts, animators, and game artists.
CGI has been used in films since the 1960s, starting with simple vector animations. Major milestones include the first 3D computer graphics in films in the 1970s, the first photorealistic CGI creatures in Jurassic Park in 1993, and the first fully CGI feature film Toy Story in 1995. Avatar in 2009 was a breakthrough as the first full-length film made entirely with performance-capture CGI characters and environments. Recent films continue advancing CGI technology with fully photorealistic characters and scenes blended seamlessly with live action.
Kinetech Arts is a non-profit that creates interactive public art installations using sensors and data visualization. Some of their installations include:
1) The Data Gallery, which maps body movements to interactions in a 3D environment and audio frequencies to animated particles.
2) The Judgment Wall, where 3D scans of faces are projected and seem to pass judgment on viewers. Viewers can also have their likeness added.
3) A Twitter visualizer using an Oculus Rift headset that shows geotagged tweets emerging from a virtual Earth that viewers can explore.
Kinetech Arts Selected Interactive InstallationsRaymond Larrett
Kinetech Arts is a non-profit that creates interactive public art installations using sensors and data visualization. Some of their installations include:
1) The Data Gallery, which maps body movements to interactions in a 3D environment and audio frequencies to animated particles.
2) The Judgment Wall, where 3D scans of faces are projected and seem to pass judgment on viewers. Viewers can also have their likeness added.
3) A Twitter visualizer using an Oculus Rift headset that shows tweets emerging from locations on a virtual globe.
CGI refers to computer-generated imagery used in films, television, commercials, video games and simulations. It allows the creation of visuals that would be impossible using traditional techniques. CGI is created by manipulating 3D models using computer software to apply lighting, textures and motion. It has become a primary method for special effects due to its ability to easily manipulate images and create scenes without physical models or actors. CGI has expanded the capabilities of visual storytelling and opened opportunities for small studios to create high-quality productions.
This document discusses augmented reality systems and their components. It describes how augmented reality overlays computer-generated data onto the real world in real-time by using displays like head-mounted displays. Examples of augmented reality applications include Wikitude and Google Glass. The key components of an augmented reality system are a display, tracking system, and mobile computing power. The document also covers the differences between augmented and virtual reality, potential applications, and current limitations.
Engineering Seminar Report on Augmented RealityAyush Agarwal
The document summarizes a seminar report on augmented reality. It begins with an introduction defining augmented reality as computer displays that add information to a user's senses in an integrated manner. It then discusses the evolution of augmented reality from early prototypes in the 1960s to modern applications. Key technologies needed for augmented reality like head mounted displays, glasses, tracking systems, input devices and software are also outlined. Finally, examples of applications in fields like archaeology, architecture, education, gaming, medicine and military are provided.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented reality the evolution of human computer interactionBello Abubakar
Augmented Reality: An Evolution in Human-Computer Interaction
This document discusses augmented reality (AR), which overlays digital information on the physical world. AR works by sensing the environment using cameras and sensors, augmenting it by identifying objects and context, and presenting additional information through displays. Common AR applications include mobile apps that provide information about objects by taking photos. The document also discusses how AR is used in education and training by bringing digital content into the real world through books, games and simulations. As AR systems expand, managing complex interactions and information across different tiers becomes important for scalability, interoperability and flexibility.
Augmented reality (AR) is a technology that superimposes computer-generated images onto a user's view of the real world. AR has a variety of applications including mobile AR browsers, entertainment, education, and industry. Some examples of AR applications are mobile maps with location data, interactive books, manufacturing design tools, and video games. While AR provides opportunities for improved learning and interaction, some argue it could increase aggression in young people by normalizing violence through certain video game applications.
3D Studio Max, Maya, LightWave, Cinema 4D, Blender, Sketchup, and ZBrush are 3D modeling and animation software packages. 3D Studio Max is used for 3D animations, models, and images, frequently by video game developers, TV commercial studios and architectural firms. Maya offers comprehensive tools for 3D animation, modeling, simulation, rendering and compositing. LightWave is used to create both animated and static 3D images. Cinema 4D has modeling, animation and rendering tools commonly found in 3D applications. Blender is free and open-source software used for films, visual effects, games, and has modeling, simulation, rendering and video editing tools. Sketchup is available in free and
Digital puppetry involves using human input to control and animate specialized 3D models in real-time. It is related to virtual puppetry, real-time computer animation, and new media puppetry. Digital puppets trace their lineage back through traditional puppetry forms like shadow puppetry and string puppetry. One of the earliest innovators was Lee Harrison III, who created motion capture in the 1960s using analog circuits to animate 3D figures in real-time. Notable digital puppets include Waldo C. Graphic from 1988 and Mike the Talking Head. There are different types of digital puppetry including waldo puppetry using input devices, motion capture puppetry using physical manipulation, and machinima using
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
This document contains personal and educational information about Munish Raj, including his contact details, programming languages and skills, previous projects, workshops conducted, educational background, languages spoken, and personal information. It lists Munish Raj's programming languages as C++, Java, Python, Visual BASIC, Processing, MATLAB, and html. It also provides details of his previous projects which include a Rubik's Cube solver and simulator, games, simulations, and projects using Arduino IDE and other tools.
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
Conveying Highly Immersive VR Apps For Your Business
Virtual Reality Technology engaged a human to experience anything, wherever, at whatever point. It is totally a virtual reality where you feel the earth around sensibly. Head-mounted show with headphones and hand controllers to offer a totally vivid issue. Virtual Reality Solutions arrangements, engaging every business perspective towards flawlessness with its ability to convey the vivid substance.
http://www.vroncloud.com/
(CGI) Computer generated imagery ppt by Mubeen Mominmubeenm50
This document discusses computer-generated imagery (CGI) and its history and uses. It provides details on:
- CGI being the application of computer graphics to create scenes or effects in films, television, and games.
- The basic process involving modeling 3D surfaces, rendering to add shading/color, and compositing final images.
- Key developments like CGI's first major use in "Terminator 2: Judgment Day" in 1991 and the first fully CGI animated film "Toy Story" in 1995.
- Popular CGI software like Maya, RenderMan, and Bryce.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
This seminar report summarizes augmented reality (AR), which combines real and virtual worlds. It discusses the history of AR beginning in 1966, and describes the key components of an AR system including head-mounted displays, tracking systems, and mobile computing power. Applications of AR discussed include education, military, sports/entertainment, and medicine. Advantages include interactivity and personalization, while disadvantages include physical danger and privacy issues. The report concludes that AR will continue to blur real and virtual worlds and have applications in many fields.
AR is a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Presented By,
Glory J
Blender is a free and open source 3D creation software suite that supports the entire 3D pipeline from modeling and rigging to animation, simulation, rendering, compositing, and motion tracking. It is also used for video editing and game creation. Blender is developed and maintained by hundreds of contributors around the world, including studios, individual artists, professionals, hobbyists, scientists, students, visual effects experts, animators, and game artists.
CGI has been used in films since the 1960s, starting with simple vector animations. Major milestones include the first 3D computer graphics in films in the 1970s, the first photorealistic CGI creatures in Jurassic Park in 1993, and the first fully CGI feature film Toy Story in 1995. Avatar in 2009 was a breakthrough as the first full-length film made entirely with performance-capture CGI characters and environments. Recent films continue advancing CGI technology with fully photorealistic characters and scenes blended seamlessly with live action.
Kinetech Arts is a non-profit that creates interactive public art installations using sensors and data visualization. Some of their installations include:
1) The Data Gallery, which maps body movements to interactions in a 3D environment and audio frequencies to animated particles.
2) The Judgment Wall, where 3D scans of faces are projected and seem to pass judgment on viewers. Viewers can also have their likeness added.
3) A Twitter visualizer using an Oculus Rift headset that shows geotagged tweets emerging from a virtual Earth that viewers can explore.
Kinetech Arts Selected Interactive InstallationsRaymond Larrett
Kinetech Arts is a non-profit that creates interactive public art installations using sensors and data visualization. Some of their installations include:
1) The Data Gallery, which maps body movements to interactions in a 3D environment and audio frequencies to animated particles.
2) The Judgment Wall, where 3D scans of faces are projected and seem to pass judgment on viewers. Viewers can also have their likeness added.
3) A Twitter visualizer using an Oculus Rift headset that shows tweets emerging from locations on a virtual globe.
This document discusses the intersection of games, art, and technology. It covers computing technologies like human-computer interaction, graphical user interfaces, controllers, touchscreens, and virtual reality. It then discusses how these technologies have influenced both games and interactive/participatory art forms. It provides examples of early text-based games and 2D/3D games, as well as examples of interactive art installations that incorporate audience participation and new media like video and computing technologies. The document aims to outline the frameworks around games, art, and their shared computing foundations.
Engineers @ NudgeNudge - July master lecture slidesswengineers
This document discusses augmented reality and the ARToolkit library. It begins with definitions of augmented reality and its challenges, such as camera tracking, handling occlusions, and illumination consistency. It then discusses augmented reality platforms for Android, including AndAR and NyARToolkit. The document outlines the system requirements and additional requirements for LG Optimus 3D devices. It provides an overview of the ARToolkit library, including its features, architecture, development principles, and limitations.
A presentation i gave with Terrance Cohen at GDC 11 - smartphones summit about lessons learned building a platform for geo-social Augmented Reality games
1. NerdHerder is a motion-controlled augmented reality puzzle game developed by the Augmented Reality Game Studio at Georgia Tech.
2. The game uses augmented reality to place digital characters called "nerds" on a real-world table that players can then herd around using motions and gestures detected by the device's camera.
3. Developing the game presented challenges related to camera control, new control mechanisms, tutorial design, and deployment to different devices and markets. Frequent playtesting and iterations were used to address these challenges.
Augmented reality (AR) overlays computer-generated images on real-world environments in real time. AR uses cameras on devices like smartphones or head-mounted displays to blend virtual objects with the real world. Common techniques for AR include using fiducial markers, computer vision, simultaneous localization and mapping (SLAM), and pose estimation to track objects and overlay virtual content. AR has applications in gaming, advertising, education, and more.
Presentation of the Meetup 'Augmented Reality Barcelona' celebrated on december 12th at Campus La Salle Barcelona. Isidro Navarro – CEO at INAR, organizer of the meeting -Introduction to AR & HCI
List of speakers:
William Provancher - founder of Tactical Haptics - Utah -creators of Reactive Grip™ Touch Feedback for VR, gaming, and medical apps
Joseph Rampolla – co-founder of AR Meetup NY & founder of the Augmented Reality Dirt Podcast & Blog – New York - Presentation of AR references in global scenario
Richard Hebert – Director of BLOOM – Girona - 3D center and emerging technologies
Brian Wassom - attorney and co-founder of AR Meetup Detroit - Augmented Reality Games - Legal Concerns
David Miralles – DTM Enginyeria La Salle - Strategy Advisor on Interaction at La Salle BCN presents research projects
Intro to AI STRIPS Planning & Applications in Video-games Lecture1-Part1Stavros Vassos
This is a short course that aims to provide an introduction to the techniques currently used for the decision making of non-player characters (NPCs) in commercial video games, and show how a simple deliberation technique from academic artificial intelligence research can be employed to advance the state-of-the art.
For more information and downloading the supplementary material please use the following links:
http://stavros.lostre.org/2012/05/19/video-games-sapienza-roma-2012/
http://tinyurl.com/AI-NPC-LaSapienza
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.
The document is a presentation about using RealSense technology to enhance gaming experiences through personalization and socialization. It discusses using RealSense for character, asset, and level personalization through 3D scanning. It also discusses using RealSense for social gaming features like segmented streaming of players as "floating heads" and depth-based background segmentation for green screen-style streaming without a large setup. The presentation encourages developers to explore these new types of gaming experiences with RealSense and work with Intel to integrate RealSense capabilities into games.
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.
Similar to Class 12 - Videogames technology in art (13)
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Class 01 - Introduction to Videogames and ArtsBryan Chung
This document provides an overview of a college course on videogames and art. It includes the class schedule, objectives to introduce games and videogames as an art form, and benefits of enhancing problem solving skills. The class format will include presentations, lectures, tutorials, workshops and screenings. Students will be required to design an original game addressing a social issue. The document also provides definitions of play, games, and Roger Caillois' four types of games: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Finally, it briefly introduces the history of early videogames.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document outlines a workshop on digital image fundamentals and image processing using TouchDesigner software. It includes an introduction to computer graphics, hands-on experience with projection mapping, and references for further exploration. Exercises include identifying visual patterns in the environment, describing images in text, and creating self-portraits on graph paper and with pixel grids. Challenges addressed are specifying precise positions, arranging visual elements, and generating new forms.
This document discusses the demoscene, which is an international community of programmers, artists, and musicians who create audio-visual presentations in real-time using computers. It covers the history and origins of the demoscene in the 1980s, how crackers would modify games and share them, and the social networks that developed. It also discusses whether demos should be considered an art form and their influence on art, games, and culture.
Movement in Space Project Launch SeminarBryan Chung
This document discusses experiments with online harmonographs, which are devices that draw patterns using pendulums or sine waves. It introduces the project called "Movement in Space", which was supported by the Hong Kong Arts Development Council. The project website allows users to create drawings by manipulating the variables in the general formulae that define sine waves. Users can extend the complexity of the drawings by adding more variables to the equations that determine the x and y coordinates over time.
Design for Hypermedia - Class 08 (2015B)Bryan Chung
This document discusses different types of interfaces, including graphical user interfaces, gestural interfaces, and conversational interfaces. It covers terminology related to interfaces like WIMP (window, icon, menu, pointer) and explores examples of interfaces throughout history from early GUIs inspired by science fiction to modern touch interfaces on devices like tablets and smartphones. The document also looks at interfaces that use new technologies like gestural control and projected interfaces.
Design for Hypermedia - Class 09 (2015B)Bryan Chung
The document discusses principles of graphical user interface (GUI) design such as interaction design, feedback, and drag and drop interactions. It covers GUI concepts like inline editing, menus, tabs, breadcrumbs, and scroll bars. The document also discusses best practices for visual structure and common mistakes to avoid in GUI design like not properly prioritizing or grouping related elements.
Extended Context/Extended Media - Class 03 2015Bryan Chung
This document discusses the topics of mediated perception, the augmented body, and synesthesia. It provides an overview of the history of technologies that extend human senses like the telescope and microscope. It also examines how perception can be mediated through means like radiography, ultrasound, and neurologically inducing synesthesia. The document explores ideas of augmenting the human body through prosthetics or enhancements as seen in works of fiction. It analyzes artistic works that use the body as subject matter or sense how the body interacts with technology.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.