This document summarizes the key aspects of augmented reality (AR) technology, including a comparison of AR and virtual reality, an explanation of the AR hype cycle and its various levels, and facts about the current and future state of AR. The AR hype cycle outlines four levels of AR maturity: physical world hyperlinking, marker-based AR, markerless AR, and augmented vision. While marker-based AR is currently most developed, the future of AR is promising as the technology becomes more integrated into areas like education, advertising, and healthcare.
Augmented reality is an innovation which allows a user to the computer simulated environment, regardless of whether that condition is a reproduction of this present reality or a conjured up universe. It is the way to encountering, feeling and contacting the past, present and whats to come. It is the medium of making our very own reality, our own customized reality. It could go from making a computer game to having a virtual walk around the universe, from strolling through our very own fantasy house to encountering a stroll on an outsider planet. With computer generated reality, we can encounter the scariest and exhausting circumstances by playing safe and with a learning point of view. Not many individuals, be that as it may, truly realize what VR is, the thing that it is fundamental standards and its open issues are. In this paper a chronicled outline of computer generated reality is displayed, essential wording and classes of VR frameworks are recorded. A savvy investigation of normal VR frameworks is done and finds the difficulties of Virtual Reality. Augmented reality, in which virtual substance is reliably planned with grandstands of genuine scenes, is a creating zone of natural arrangement. With the climb of individual cellphones prepared for making charming augmented reality conditions, the tremendous ability of AR has begun to be examined. This paper audits the present forefront in expanded reality. It delineates work performed in different application territories and clears up the leaving issues experienced when building extended reality applications considering the ergonomic besides, specialized confinements of cell phones. Pratibha Jha | Sapna Yadav ""Virtual and Augmented Reality: An Overview"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23351.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23351/virtual-and-augmented-reality-an-overview/pratibha-jha
The research highlights 200 emerging technologies and developments that could have an impact on society and business over the next 10-15 years. The technologies have been grouped under 10 categories:
1. End User Devices, Tools and Trends
2. Interfaces and Displays
3. Internet and Social Media
4. Communications, Collaboration and Networking Tools and Developments
5. Software Tools, Techniques and Trends
6. Artificial Intelligence (AI) and Intelligent Systems
7. Computing Technology and Devices
8. Management and Analysis of Data, Information and Knowledge
9. Security Technology
10. Disruptive Scientific Developments
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Â
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital â the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution â one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
Augmented reality is an innovation which allows a user to the computer simulated environment, regardless of whether that condition is a reproduction of this present reality or a conjured up universe. It is the way to encountering, feeling and contacting the past, present and whats to come. It is the medium of making our very own reality, our own customized reality. It could go from making a computer game to having a virtual walk around the universe, from strolling through our very own fantasy house to encountering a stroll on an outsider planet. With computer generated reality, we can encounter the scariest and exhausting circumstances by playing safe and with a learning point of view. Not many individuals, be that as it may, truly realize what VR is, the thing that it is fundamental standards and its open issues are. In this paper a chronicled outline of computer generated reality is displayed, essential wording and classes of VR frameworks are recorded. A savvy investigation of normal VR frameworks is done and finds the difficulties of Virtual Reality. Augmented reality, in which virtual substance is reliably planned with grandstands of genuine scenes, is a creating zone of natural arrangement. With the climb of individual cellphones prepared for making charming augmented reality conditions, the tremendous ability of AR has begun to be examined. This paper audits the present forefront in expanded reality. It delineates work performed in different application territories and clears up the leaving issues experienced when building extended reality applications considering the ergonomic besides, specialized confinements of cell phones. Pratibha Jha | Sapna Yadav ""Virtual and Augmented Reality: An Overview"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23351.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23351/virtual-and-augmented-reality-an-overview/pratibha-jha
The research highlights 200 emerging technologies and developments that could have an impact on society and business over the next 10-15 years. The technologies have been grouped under 10 categories:
1. End User Devices, Tools and Trends
2. Interfaces and Displays
3. Internet and Social Media
4. Communications, Collaboration and Networking Tools and Developments
5. Software Tools, Techniques and Trends
6. Artificial Intelligence (AI) and Intelligent Systems
7. Computing Technology and Devices
8. Management and Analysis of Data, Information and Knowledge
9. Security Technology
10. Disruptive Scientific Developments
Patents are a good indicator of the technology innovations in a specific innovation entity. To find the technology innovation status of Roblox, a key player in metaverse game platform development, patent applications of Roblox as of September 1, 2020 are searched and reviewed. Total of 91 published patent applications (include 56 granted patents) in the USPTO and WIPO are selected for detail analysis.
Following figure shows the Roblox patent application landscape with respect to the key technology innovation field. As shown in the figure, Virtual Item/Object is the most innovated technology followed by User Collaboration/Networking, Virtual Environment, Game Search, User Interaction/Relation Management, Data, Management, Mobile Connection, Game Assessment, Virtual Reality, Electronic Payment, Game Character, AI Application, Cybersecurity, Game Resource Management, Interactive Multimedia System, Multi-Player Game System, User Privacy, Virtual Camera, Audio Processing, Game Accessory, Game Controller , GUI, Online Advertising, Virtual Experience, and Web Search Optimization.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Â
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital â the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution â one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
slide show on Virtual Reality Technology,
New and latest 14Nov2021
My name is Bello Adamu Usman
and you can also contact me or WhatsApp chat me through this number
+2347061015151
or my email address
Belloadamuusmann@gmail.com
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
slide show on Virtual Reality Technology,
New and latest 14Nov2021
My name is Bello Adamu Usman
and you can also contact me or WhatsApp chat me through this number
+2347061015151
or my email address
Belloadamuusmann@gmail.com
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
Describing the elephant. - Moving beyond professional silos when defining UXEric Reiss
Â
Professional factions have made it impossible for the business community to make educated decisions - or even understand what UX is. Content strategists scream âContent is King.â The information architects yell âStructure the kingdom.â The SEO folks say, âThere is no data without metadata.â
And the business community says, âWTFâ
To which the advertising agencies say âWe can solve your problem. Donât ask how we do it, but we can. Just throw money in our direction.â
Guess who gets the money thrown at them?
Iâd like to see these professional barriers broken down. We ALL bring something valuable to the table â if weâre ever allowed to sit at that table. And Iâd like to share a model for UX that respects our differences, but provides an easy-to-understand framework on which businesses can build their UX strategies.
Training crowdfunding voor fondsenwervers - Nassau - Samen mogelijk makenRonald Kleverlaan
Â
Crowdfunding training binnen het Nassau Talent Development programma door Ronald Kleverlaan en Vera Peerdeman. Volgende training vind plaats op 26 september 2013. Zie www.nassau.nu
Programma:
- Introductie crowdfunding
- Return on Involvement
- Succesvolle cases
- Randvoorwaarden succesvol crowdfunden
- Crowdfunding door eigen organisatie
- Impact van crowdfunding op je organisatie
- Uitwerken eigen stappenplan
Augmented Reality AR is the technology that overlaps virtual objects onto real world objects. It has three main features the combination of the real world and the virtual world, real time interaction, and 3D registration. The algorithms used to produce graphical images and other sensor based inputs on real world objects uses the camera of your device. The shortest route and graphics information in 3D is not notified in normal maps. To avoid such problems we have developed a 3D virtual environment that gives graphics and contains more information about a particular place. This project is done by using the ÃĒâŽÅUNITYÃĒâŽÂ application, the engine can be used to create three dimensional, two dimensional which helps to view all these graphics and routes in a 3D view. R. Mohana Priya | Subash. R | Yogesh. R | Vignesh. M | Gopi. V "Augmented Reality Map" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-3 , April 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30220.pdf Paper Url :https://www.ijtsrd.com/engineering/electronics-and-communication-engineering/30220/augmented-reality-map/r-mohana-priya
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has
proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine,
military, entertainment and manufacturing. In this paper we propose an approach by which a user can
create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro
software is employed using marker-based camera tracking, while assembly design is obtained with
standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering
and/or viewing.
The visual representation of a product and the role of visualization have recently become a central issue in design research. By enriching a real scene with computer generated objects, Augmented Reality, has proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine, military, entertainment and manufacturing. In this paper we propose an approach by which a user can create own 3D augmented reality scenes that enable interaction between the real world and virtual assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro software is employed using marker-based camera tracking, while assembly design is obtained with standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to save the assembly as .ive file format, which is helpful to increase the performance of scene rendering and/or viewing.
IMPLEMENTATION OF INTERACTIVE AUGMENTED REALITY IN 3D ASSEMBLY DESIGN PRESENT...ijcsit
Â
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine, military, entertainment and manufacturing. In this paper we propose an approach by which a user can create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro software is employed using marker-based camera tracking, while assembly design is obtained with standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering and/or viewing.
AbstractThis work presents the design and implementation of an.docxbartholomeocoombs
Â
Abstract
This work presents the design and implementation of an embedded augmented reality game, called MarkerMatch. Augmented reality is a technology that directly contributes to the game interaction experience by enhancing userâs sense of immersion. Current research in embedded augmented reality enables the creation of dedicated hardware capable of executing augmented reality applications. This favors the insertion of augmented reality capabilities in small electronic devices, such as cell phones, handhelds, head-mounted displays and even the development of new ones. The ARCam framework was used for game development, since it provides project designers with all the basic infrastructure needed by the game. Some user tests show that the tested subjects enjoyed the game experience and it proves a point: it is possible to create an augmented reality game completely in hardware with no software involved.1. Introduction
Augmented Reality (AR) makes use of computer vision algorithms in order to superimpose virtual information 2D or 3D, textual or pictorial - onto real world scenes in real time, enhancing userâs perception of and interaction with the environment [4]. Nowadays, augmented reality is applied in different fields, such as entertainment [23], medicine [5], manufacturing and repair [4], and training [19]. The technical challenges lie in determining, in real time, what should be shown where and how.
Traditionally, augmented reality systems place virtual objects in the real world using fiducial markers. Such artificial markers are used to support camera position and orientation tracking by the system, and are intrusive to the environment. Figure 1 illustrates the use of such fiducial
Figure 1. Marker based augmented reality example
markers in order to place a virtual statue on the real table.
The concept of augmented reality is directly related to augmenting usersâ perception, specifically the usersâ vision. Therefore users need to wear HMDs or similar devices in order to obtain the information enhancement previously mentioned. More important than that, many augmented reality applications are made to provide support to users in their daily and common activities. Therefore, there has been an expanding tendency to seamlessly integrate daily used equipments into common platforms with support to mobility. Continuous advances in device miniaturization, allied with the emergence of various wireless communication technologies, universal plug-and-play devices and powerful portable processing units has opened the door for research on wearable platforms.
Itâs natural the evolution of augmented reality desktop platforms into something closer to the user. The terms mobile and wearable must be considered part of such evolution, and for this to happen, the miniaturization and specificity of devices must occur. Embedded augmented reality [22] refers to the research area that aims enabling the mentioned evolution. It researches how augmented reality appli.
The main purpose of this study was to determine the relationship between teachersâ
perceptions towards their leadership capacity and the schoolâs organizational climate at Choi Hung
Estate Catholic School, Hong Kong, China. The theories used in this study were Hersey-Blanchard
Situational Leadership Theory, Banduraâs Social Cognitive Theory, and Stage-Environment Fit
Theory. The survey collected data covered the whole population, 103 teachers of the selected institute participated. The research instrument was an online questionnaire including 1) Demographic information, 2) School Organizational Climate Questionnaire, and 3) the Teacher Leadership Capacity Questionnaire. The raw data collected was analyzed by frequency and percentages, descriptive statistics, and as well as standard deviation and finally, the correlation coefficient was analyzed using
Pearson product. The results of the study indicated that the teacherâs perception of their leadership
capacity was moderate (3.35), the level of school climate was moderate (3.07). The Pearson Product measuring correlation analysis indicated that there was a significant relationship between the teacherâs
perception of their leadership capacity as well as the school organizational climate were found to be
moderately positively correlated, r (103) =.547**, p = . 001. The school administration and the
teachers in the target school are recommended to enhance and embrace training programs for them to
enhance consistency, compassion, care as well as problem-solving.
The purpose of this study was to determine the relationship between teachersâ perception
towards the division headâs transformational leadership style and teachersâ motivation at Phuket
Thaihua Asean Wittaya School, Thailand. The theories used in this study were transformational leadership style and Herzbergâs Motivation- Hygiene Theory. The research instrument was an online
questionnaire including 1) Demographic information, 2) Multifactor Leadership Questionnaire (MLQ) 5X Short, 3) Teacher Motivation Questionnaire (TMQ). Statistics used in this study included
Frequency and Percentage, Mean and Standard Deviation of Descriptive statistics, and Pearson
Product Moment Correlation Coefficient. By analyzing the research results, the level of teachersâ
perception towards the division headâs transformational leadership style was moderate (3.05), while
the level of teachersâ motivation was high (4.05). Moreover, teachersâ perception towards the division headâs transformational leadership style and teachersâ motivation at Phuket Thaihua Asean Wittaya
School, Thailand were found to be moderately positively correlated, r (129) =.466**, p = . 001. The
recommendation was that the division head should consider improving more transformational leadership style to influence teachersâ motivation.
The main purpose of this research was to study the relationship of the teachersâ perception
towards their organizational culture and their level of job satisfaction at Kantana Institute in Thailand
during the academic year 2021-2022. A total of one hundred and twenty-three (123) from the English
department under International Education at Kantana Institute were surveyed for this study. The main resource of data was the questionnaire that investigated the teacherâs perception towards
organizational culture and their job satisfaction at Kantana Institute. The collected data were analyzed
by using the mean, standard deviation, and Pearson Product Moment Correlation Coefficient. The
research findings indicated that the level of organizational culture was high in the school and from the
results of the teachersâ job satisfaction. The correlation analysis result showed there was a strong
positive relationship between teachersâ perception towards organizational culture and their level of
job satisfaction. The recommendations based on the results showed 1) Teachers constantly improve
their adaptability, increase their sense of responsibility as teachers, and actively communicate with
administrators to reflect their views on the surrounding environment, 2) Future researchers should
extend their studies to public and private higher education institutions to better assess lecturersâ job
satisfaction and organizational culture, and 3) Managers' perceptions of organizational culture and job satisfaction also need to be considered. In order to have a deeper understanding and be more accurate, descriptive explanatory exploratory research, qualitative, qualitative, and quantitative research
methods should all be considered.
Role of ICT Improving Quality of Future Teachers: A Proposed ICT Competency...Dr Poonsri Vate-U-Lan
Â
Role of ICT improving quality of future teachers by Asst. Prof. Dr. Poonsri Vate-U-Lan. An invitation from the Teacher Education Center under the auspices of UNESCO, Shanghai, China, 2021
Toward Understanding the Impact of Artificial Intelligence on Education: An E...Dr Poonsri Vate-U-Lan
Â
Yukimi Takahashi and Poonsri Vate-U-Lan
Graduate School of Advanced Technology Management, Assumption University of Thailand, Bangkok, Thailand
DOI: 10.34190/ECIAIR.19.091
Proceedings of the European Conference on the Impact of
Artificial Intelligence and Robotics ECIAIR 2019
Hosted By EM-Normandie Business School
Oxford, UK 31 Octoberâ1 November 2019
Edited by Dr Paul Griffiths and Dr. Mitt Nowshade Kabir
By Dr. Poonsri Vate-U-Lan
Graduate School of Advanced Technology Management
Assumption University of Thailand
Education ICT Forum 2019
Redesign Education System In A Disruptive World
Co-hosted by Ministry of Digital Economy and Society and The Association of Thai ICT IndustryAt Centara Government Complex Hotel & Convention Centre Chaeng Watthana, 25-26 April, 2019
eLearning in practice in Higher Education by Prof. Edward ReeveDr Poonsri Vate-U-Lan
Â
âĒ From an American Perspective, the purpose of this presentation is to provide you with a good overview of âE-learning in Practice in Higher Educationâ
âĒ Showcasing E-Learning at Utah State University: A Leader in E-Learning & Distance Education.
One of the graduation requirements: Having a research paper based on dissertation published or have obtained an acceptance of publication by a peer reviewed journal or conference proceeding
Climb to success
Begin
No return
Dream big
Reach the top
Success
Internet of Things in Agriculture: a Case Study of Smart Dairy Farming in On...Dr Poonsri Vate-U-Lan
Â
Publish in Proceeding of the 15th International Conference on Developing Real-Life Learning Experience: Smart Education for Sustainable Development (DRLE2017), King Mongkutâs Institute of Technology Ladkrabang (KMITL) Bangkok, Thailand. June 16, 2017
The objective of this paper is to report a case study of smart dairy farming in Ontario, Canada which is the future of food production and ways that advancements related to the Internet of Things (IoT). It is impacting upon agricultural practice in the form of smart farming. Smart farming is the practice of intelligent agricultural management based upon technological data gathering farm practice for the purpose of increased levels of quality, production, and environmental protection. This paper will illustrate one example whereby partnerships among the academic world, government agencies and local food producing communities in Canada are adapting innovative thinking and smart technologies to address the need to implement the more effective agricultural practice. Food From Thought is a Canadian research project, based upon high-tech information systems to produce enough food for a growing human population while sustaining the Earthâs ecosystems. The paper will outline how one dairy farmer in Ontario has been able to apply smart farming technologies to increase milk production while maintaining the health of his cattle and preserving the environment. The review of applications of smart farming in Ontario such as digital tracking for a cow, genomic testing, digitally signaled birth, sensor driven crop management and data driven dairy production also details in this article.
Poonsri Vate-U-Lan, Donna Quigley, Panicos Masouras: Internet of things in ag...Dr Poonsri Vate-U-Lan
Â
The objective of this paper is to report a case study of smart dairy farming in Ontario, Canada which is the future of food production and ways that advancements related to the Internet of Things (IoT). It is impacting upon agricultural practice in the form of smart farming. Smart farming is the practice of intelligent agricultural management based upon technological data gathering farm practice for the purpose of increased levels of quality, production, and environmental protection. This paper will illustrate one example whereby partnerships among the academic world, government agencies and local food producing communities in Canada are adapting innovative thinking and smart technologies to address the need to implement the more effective agricultural practice. Food From Thought is a Canadian research project, based upon high-tech information systems to produce enough food for a growing human population while sustaining the Earthâs ecosystems. The paper will outline how one dairy farmer in Ontario has been able to apply smart farming technologies to increase milk production while maintaining the health of his cattle and preserving the environment. The review of applications of smart farming in Ontario such as digital tracking for a cow, genomic testing, digitally signaled birth, sensor driven crop management and data driven dairy production also details in this article.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Â
Clients donât know what they donât know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clientsâ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
DevOps and Testing slides at DASA ConnectKari Kakkonen
Â
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Â
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
Â
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. Whatâs changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Â
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Â
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as âpredictable inferenceâ.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Â
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overviewâ
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
Â
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
Â
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
How world-class product teams are winning in the AI era by CEO and Founder, P...
Â
Envisioning Augmented Reality: Smart Technology for the Future
1. Envisioning Augmented Reality: Smart
Technology for the Future
Poonsri Vate-U-Lan, Ed.D.
College of Internet Distance Educationg
Assumption University of Thailand
poonsri.vate@gmail.com
Abstractâ This article presents the the AR technology involves the exhibit and
important foundation of Augmented manipulation of 2D and 3D objects. The real
Reality (AR) technology. Its main images or 3D and the text of AR application
objective is to envision the past, present appear on the computer screen when the
and future of Augmented Reality camera device installs the software by
technology. Augmented Reality capturing the marker through Radio
technology especially on the mobile device Frequency Identification (RFID) [1]. The
will be widely used in the daily life in the marker is simply a symbol of a graphic
near future. In order to comprehend printed on paper or similar material.
foundation of Augmented Reality, this The main objective of this paper is to
paper has been categorized into three present the brief history, outline current
sections: 1) comparison of Augmented development and envision the future of AR
Reality and Virtual Reality (VR) 2) technology. The first section compares AR
understanding Augmented Reality hype and VR while the second section includes the
cycle and 3) facts about Augmented fact about AR hype cycle. Then, the last
Reality. Its future directions and areas section includes the facts about AR
requiring further research are discussed. technology which is soon to come on stream.
Keywordsâ Augmented reality, Internet, II. COMPARISON OF AR AND VR
Mobile phone technology, new media, Both Virtual Reality (VR) and AR were
Virtual reality created in the 60s. They are older than or
I. INTRODUCTION nearly as old as the entire computer graphics
This paper focuses on basic knowledge and field itself [2]-[3]-[4]-[5]. AR is âthe virtual
information about Augmented Reality (AR) augmenting the realâ. Augmented virtually is
which will be universally used in the future when âthe real augments the virtualâ [6]. The
especially on mobile devices. Augmented popularity of VR increased dramatically
Reality has various levels of application. It is when the Second Life bloomed and the Multi
fundamentally an engaging technological User Virtual Environments (MUVEs)
process of combining live video with emerged as the new kind of web browser.
computer-generated data and visualizations
at one level. At another, it is using
technology to import computerized graphics
against a real environment background.
Those fortunate enough to see the film
Avatar in 3D would have witnessed parts of
this film incorporating a real background
with superimposed computer-generated
Figure 1. Comparison of Augmented Reality and
images overlaid on it, merging the two Virtual Reality by Google Insights for Search
âdimensionsâ or ârealitiesâ. The level of AR
describes in this article has been started from
basic to advance. The general definition of
The Eighth International Conference on eLearning for Knowledge-Based Society, 23-24 February 2012, Thailand
2. Poonsri Vate-U-Lan, Ed.D.
According to data on Google Insights for Augmented Reality, and level three -
Search (Figure 1), from 2009 AR has Augmented Vision [4]. Based on Figure 2,
become a more common topic in both search the levels of AR can read from right to left,
volume index terms and news reference level zero - physical world hyper linking,
volume than VR. This result seems to reflect encompassing the oldest form which was a
the ubiquitous growth of mobile technology way to link the physical world to the virtual
as well as featured camera technology and world [9].
the ease of touch screen mobile phones with
Global Positioning System (GPS) such as the
iPhone and Android phones as the main
factors in the development of AR projects.
AR will be widely used for educational
purposes within 2-3 years as reported by the
2010 Horizon Report, an annual report on
modern learning and teaching technologies.
This report was first issued in 2002 by the
New Media Consortium and the
EDUCAUSE Learning Initiative [7].
In order to produce the AR projects for
specific purposes, there are many aspects
that require consideration and planning. The Figure 2. Augmented Reality Hype Cycle
computer technology is the main part but Adapted from Source [4]
levels of AR technology have needed to be ï· Level Zero - Physical World
explained to the stakeholders involved which Hyperlinking
was explained through the Augmented This is the simplest AR that did not engage
Reality Hype Cycle which is a graphic users with real time rendering and display of
representation of the maturity and adoption graphics. This level of AR was the most
of technologies. The hype cycle evolves and developed and the adoption of this level zero
provides over time an accurate source of happened in 2010. This zero level included:
insight to manage AR deployment within the 1Dimensional bar code which was the
context of a specific goals [8]. identifier as registered in the database
(Figure 3), 2Dimensionals Quick Response-
III. AUGMENTED REALITY HYPE CYCLE codes (QR-codes) which was a specific
The history and future of AR is explained matrix barcode (Figure 4), readable by
through the Augmented Reality Hype Cycle. dedicated QR barcode readers and camera
The AR Hype Cycle has been presented in phones, and the last of this group â
the format of the technology availability 2Dimensionals image recognition which is
model using the Gartner Hype Cycle as a popular on mobile applications to recognize
model. AR development moved to the fore a company logo or film poster (Figure 5) [9]-
through technological creativity and the [10]. The main reason that supported the
force of computer and Internet technology. level zero adoption was an availability of
The crucial element that triggered AR software both generating and reading the 2D
projects into practice has been the integration code which freely services on smart phones.
of demand, creativity and the knowhow from
AR technology. In order to categorize levels
of AR, the Gartner Hype Cycle has been
used as a model [9]. Figure 2 reveals four
levels of AR: level zero - physical world
hyperlinking, level one â marker based Figure 3.1Dimensional bar code, Source [11]
Augmented Reality, level two - markerless
Special Issue of the International Journal of the Computer, the Internet and Management, Vol.19 No. SP2, February, 2012
3. Envisioning Augmented Reality: Smart Technology for the Future
Figure 4. 2Dimensionals
Quick Response-codes
Figure 6. Simple marker, source [12]-[13]
Figure 5. 2Dimensionals image recognition, Figure 7. 3D recognition marker, source [14]
source [10]
ï· Level One - Marker based ï· Level Two - Markerless
Augmented Reality Augmented Reality
Marker based Augmented Reality occupies Markerless Augmented Reality is almost at
the highest point on the graph. The simple the peak of inflated expectations; it has
marker referred to the black and white square started in 2010. This markerless AR can
image that needed to be printed out and held work isolated from any recognition as
in front of the web camera in order to marker based required. The main factor
augment a 3D animation (Figure 6) [9]. The driving the popularity of markerless AR was
marker based AR is the most exciting GPS and its compass which is common in
innovation for an amateur user since it is smart phones. The AR application on the
fascinating to see 3D objects superimposed phone recognized the position of GPS
on the marker [1]. The cooler marker was a followed by capturing the direction based on
3D recognition when the camera captured the compass, then augmenting the 3D or
the recognized physical objects such as an information on the screen correctly (Figure
apple, or a chair and then with the focus 8). The markerless AR using GPS still has
maintained on the object to augment a 3D some challenges to overcome since GPS is
animation (Figure 7) [9]. The marker enabled probably only accurate to within 9 meters
real time processing of ârealityâ and (30 feet) and does not have enough accuracy
subsequently real time rendering and display indoors, although improved image
of graphics and the 3D model on top of its recognition technology may be able to help
reality. This level one marker based AR [15].
became ubiquitous in 2011 in both online
and offline mode. The main reason in
support of this level one was due to it
providing the increased opportunity of
production which offered both free and open
source code along with âfancyâ or elaborate
commercial software. Moreover, its
popularity became realistic since AR
technology can be viewed through the Adobe
Flash Player. Another reason why the marker Figure 8. Markerless using GPS recognition,
based AR became popular is the promotion source [24]
of AR Game uses for commercial products.
The Eighth International Conference on eLearning for Knowledge-Based Society, 23-24 February 2012, Thailand
4. Poonsri Vate-U-Lan, Ed.D.
ï· Level Three - Augmented Vision The AR hype cycle explains the levels of
Augmented Vision, which is at the start of AR technology as a flow from the beginning
the graph, existed only in the laboratory [9]. of the development through to imminent
In 2009, Babak Amir Parviz from the Human development. The factor increasing the
Interface Technology Center, University of growth of AR is its ease of use.
Washington, invented the special contact
lens (Figure 9) that introduced the AR IV. FACTS ABOUT AUGMENTED REALITY
technology into the human eye [16]. The lens AR is in high demand not only for
used sensors and wireless technology to educational purposes but also has become
allow bionic eyesight. People who wore this important for strategies in advertising and
AR contact lens were able to monitor their marketing. The commercial software of the
heart by making use of tiny circuits and AR creator is very advanced but definitely
Light-Emitting Diode (LEDs) [16]. The expensive. This has become an obvious
result of the first Augmented Vision product obstacle given the very few open sources
will revolutionize medical science in many available. Thus, two main concerns when
aspects. The example of simulation for a user constructing AR projects are: 1) the need of
who wears Augmented Vision will see more an expensive budget to deal with numerous
information of any object already technical complexities involved in the long
programmed as revealed in Figure 10. This process of production and 2) the
idea of Augmented Vision has been development and planning of a quality
presented before the complete technology analysis phase to ensure an acceptable
was developed and appeared in the fantasy quality level and a return on investment [18].
film âThe Terminatorâ. Augmented Vision The potential of AR technology to
was in high demand to be developed and influence peopleâs behavior as shown in the
researched not only in the academic field but research that about three quarters (74%) of
also in other fields especially commercial parents who experienced a toy demonstration
entertainment. via AR considered buying the product but
less than half (45%) who viewed the 2D
paper-based demonstration considered
buying the same product [19]. AR
technology has been used to support
marketing in various ways and the most
popular is an integration of AR technology
on brochures (Figure 11).
Figure 9. Augmented vision, source [16]
Figure 11. How AR is being used, source [20]
V. CONCLUSION
AR technology will be used to contribute
to smart innovation projects in the future
because of its potentials and fascination. The
usefulness of AR technology encourages
researchers and programmers to create
innovative products which should make life
Figure 10. Envision of computing, source [17] more interesting in the future.
Special Issue of the International Journal of the Computer, the Internet and Management, Vol.19 No. SP2, February, 2012
5. Envisioning Augmented Reality: Smart Technology for the Future
REFERENCES [13] C. Kapp. "ZooBurst, Augmented Reality 3D
[1] P. Vate-U-Lan, "Augmented Reality 3D Pop-up Books," May 7, 2011;
Pop-up Children Book: Instructional Design http://zooburst.media.s3.amazonaws.com/im
for Hybrid Learning." paper presented at the ages/zooburstmarker.pdf.
5th IEEE International Conference on E- [14] Y. Azam. "Augmented Reality - Wanna see
Learning in Industrial Electronics (ICELIE more than whatâs real!," May 7, 2011;
2011) the Crown Conference Centre, http://www.yassarazam.com/blog/2009/09/a
Melbourne Australia, 2011. ugmented-reality-wanna-see-more-
[2] W. Carlson. "A Critical History of than.html.
Computer Graphics and Animation," Oct [15] K. Bonsor. "How Augmented Reality
24, 2011; Works: Limitations and the Future of
https://design.osu.edu/carlson/history/lesson Augmented Reality," April 19, 2011;
17.html. http://computer.howstuffworks.com/augmen
[3] R. Saquete. "Evolution of the virtual ted-reality4.htm.
reality," Oct 24, 2011; [16] B. A. Parviz, "Augmented Reality in a
http://www.computableminds.com/post/Virt Contact Lens," IEEE Spectrum Inside
ual-Reality/3D/Head-tracking/Artificial- Technology,
Vision. http://spectrum.ieee.org/biomedical/bionics/
[4] L. Jongedijk. "History of AR and Key augmented-reality-in-a-contact-lens/0,
Researchers," Oct 24, 2011; [September, 2009].
http://augreality.pbworks.com/w/page/9469 [17] S. Martin. "Envisioning Your Future in
037/History-of-AR-and-Key-Researchers-. 2020," Oct 22, 2011;
[5] D. Wagner. "History of Mobile Augmented http://designmind.frogdesign.com/blog/envi
Reality," Oct 24, 2011; sioning-your-future-in-2020.html.
https://www.icg.tugraz.at/~daniel/HistoryOf [18] E. Kaplan-Leiserson. "Trend: Augmented
MobileAR/. Reality Check," April 15, 2011;
[6] S. Wheeler, "eXtending the Web New and http://www.neiu.edu/~sdundis/textresources
emerging learning technologies." /New%20Technology_Programs/Augmente
[7] the New Media Consortium, and the d%20Reality.pdf.
EDUCAUSE Learning Initiative an [19] M. Trubow. "Selling with Augmented
EDUCAUSE Program, "The 2010 Horizon Reality Infographic," Mar 22, 2011;
Report," the New Media Consortium, 2010. http://blog.creamglobal.com/right_brain_left
[8] Gartner Inc. "Gartner Hype Cycle," May 16, _brain/2011/09/the-reality-of-augmented-
2011; reality-1.html.
http://www.gartner.com/technology/researc [20] M. Trubow. "Augmented reality marketing
h/methodologies/hype-cycle.jsp. strategies: the how to guide for marketers,"
[9] C. Boonstra, R. V. D. Klein, and M. Lens- Mar 31, 2011;
Fitzgerald. "The Augmented Reality Hype http://www.hiddenltd.com/marketingguides/
Cycle," April 15, 2011; Augmented-reality-marketing-strategies-
http://www.sprxmobile.com/the-augmented- the-how-to-guide-for-marketers__.pdf.
reality-hype-cycle/.
[10] J. Kelly. "Cool: Augmented Reality
Advertisements," May 7, 2011;
http://www.futulab.com/2008/12/19/cool-
augmented-reality-advertisements/.
[11] PaperHost.com. "The Importance of
Document Scanning Services," May 6,
2011;
http://www.paperhost.com/services_docume
nt_scanning.html.
[12] Inglobe Technologies. "Default Marker for
AR-mediaâĒ Player v2.1," May 7, 2011;
http://www.inglobetechnologies.com/en/ne
w_products/arplayer/download/_current_/M
arker.pdf.
The Eighth International Conference on eLearning for Knowledge-Based Society, 23-24 February 2012, Thailand