Eon Reality provides virtual and augmented reality solutions for education and training. Their EON-XR platform allows for merged reality experiences, spatial meetings, and digital twin creation across devices. They offer various grant programs through partnerships to deploy their platform at academic institutions and for national rollouts, covering infrastructure, hardware, and support. The grants aim to transform education through immersive technologies and enhance skills. Case studies demonstrate successful implementations at technical schools and universities.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
99 part 4 how to get started with eon version 41Senthilkumar R
The document discusses EON, an experiential learning platform for extended reality (XR). It provides information on subscription rates for academic and enterprise users, as well as features available at each level. It also describes EON grant programs that provide funding and discounts to academic institutions and corporations looking to implement XR learning and training solutions. The grants aim to support post-pandemic recovery and development through large-scale XR deployment, localized content creation, and skills training.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
Virtual reality and Augmented Reality for enterprise knowledge transferDan Lejerskar
By 2030, half of all workers in Japan and 33 percent of the US workforce will require retraining. This PowerPoint presents why large organizations around the globe are using virtual in augmented reality for enhancing the skills of their workers. A McKinsey Global Institute report estimates that automation will displace between 400m and 800m people worldwide by 2030, but the report also suggests that automation can create enough new jobs if the workers are retrained
McKinsey says that countries should invest heavily in retraining workers that need to change careers.
375 million workers who lose their original jobs may need to switch careers and retrain by 2030.
The shift could be on a scale not seen since the transition of the labor force out of agriculture in the early 1900s in the United States and Europe
Governments, Academic institutions and enterprises need to invest in a new innovative knowledge transfer solutions, see McKinsey Global Institute report
Trends in immersive learning environmentsDavid Wortley
The document discusses trends in immersive learning technologies presented by David Wortley at the Moscow On-Line Education Conference. It describes how immersive technologies like games, virtual worlds, and social networks can engage users in more personalized ways than traditional learning methods. While technology allows faster access to information, human elements like inspiration and motivation are still needed. Future trends may include more sophisticated personalization, simulation, new input devices, and combining human and machine wisdom for learning.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
weAR is an Italian SME that has supported industry 4.0 companies since 2014 in digitizing their processes using extended realities like VR, AR and MR. The company has designed a private corporate metaverse called MARKOVERSE based on the Unreal engine to allow multi-platform access for training and operations using virtual reality digital twins of products and assets. MARKOVERSE represents weAR's vision of using advanced human-machine interaction technologies to better leverage data from industry 4.0 components.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
99 part 4 how to get started with eon version 41Senthilkumar R
The document discusses EON, an experiential learning platform for extended reality (XR). It provides information on subscription rates for academic and enterprise users, as well as features available at each level. It also describes EON grant programs that provide funding and discounts to academic institutions and corporations looking to implement XR learning and training solutions. The grants aim to support post-pandemic recovery and development through large-scale XR deployment, localized content creation, and skills training.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
Virtual reality and Augmented Reality for enterprise knowledge transferDan Lejerskar
By 2030, half of all workers in Japan and 33 percent of the US workforce will require retraining. This PowerPoint presents why large organizations around the globe are using virtual in augmented reality for enhancing the skills of their workers. A McKinsey Global Institute report estimates that automation will displace between 400m and 800m people worldwide by 2030, but the report also suggests that automation can create enough new jobs if the workers are retrained
McKinsey says that countries should invest heavily in retraining workers that need to change careers.
375 million workers who lose their original jobs may need to switch careers and retrain by 2030.
The shift could be on a scale not seen since the transition of the labor force out of agriculture in the early 1900s in the United States and Europe
Governments, Academic institutions and enterprises need to invest in a new innovative knowledge transfer solutions, see McKinsey Global Institute report
Trends in immersive learning environmentsDavid Wortley
The document discusses trends in immersive learning technologies presented by David Wortley at the Moscow On-Line Education Conference. It describes how immersive technologies like games, virtual worlds, and social networks can engage users in more personalized ways than traditional learning methods. While technology allows faster access to information, human elements like inspiration and motivation are still needed. Future trends may include more sophisticated personalization, simulation, new input devices, and combining human and machine wisdom for learning.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
weAR is an Italian SME that has supported industry 4.0 companies since 2014 in digitizing their processes using extended realities like VR, AR and MR. The company has designed a private corporate metaverse called MARKOVERSE based on the Unreal engine to allow multi-platform access for training and operations using virtual reality digital twins of products and assets. MARKOVERSE represents weAR's vision of using advanced human-machine interaction technologies to better leverage data from industry 4.0 components.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Quest 2 and the future of metaverse v2.0 210908Michael Lesniak
Brief overview of the impact of the Quest 2 launch in S. Korea on the development of the metaverse here, and the near future of the metaverse worldwide.
Note:
Michael's Metaverse for Dummies by Michael A. Lesniak is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://www.malesniak.com/2020/09/blog-post.html.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Augmented Reality, Artificial Intelligence, and Business IntelligencePatrick
Augmented reality (AR) is an emerging technology that overlays digital information on the real world. The document discusses several applications of AR including using it in education, gaming, health, maintenance, and advertising. It also covers some of the major players in AR development like DARPA and issues around its future and the concept of technological singularity.
Woontack Woo introduces the UVR Lab at KAIST, which researches ubiquitous VR (UVR) and aims to create new spatial computing paradigms. The lab has over 20 PhD students and researchers working on projects involving augmented reality, digital twins, augmented humans, and more. Upcoming projects include creating digital twins with IoT and AI, developing augmented collaboration spaces, and creating augmented tourism and museum experiences using mixed reality. The document outlines several technical challenges remaining in areas like wearable platforms, environment awareness, context-aware augmentation, and social platforms.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
The University of Milan Seminar Series in real life. Hosted by Berkman Center for Internet and Society on Berkman Island in Second Life, and Virtual Italian Parks on University Parioli in Second Life.
Online presence is not only about the web. The interactivity and creativity of the new plaforms for virtual worlds can revolutionize the economy, education, and culture. The only community of Second Life is a significant example of the new possibilities of virtual worlds. Through a threedimensional interface and the possibility of manipulating and freely programming its objects, it relies on creativity as the main level for user participation.
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.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
The document discusses the concept of a "Tricorder" - a handheld medical device envisioned in Star Trek that can diagnose health issues. It describes the increasing consumerization of healthcare through self-monitoring devices and smartphone apps. Developments like brain mapping, 3D printing of organs, and Watson's medical diagnosis capabilities are bringing science fiction concepts into reality. The document argues that while the Tricorder itself may still be in development, consumers are already empowered to take control of their healthcare through self-diagnosis, monitoring, repair, and backup of health data in the cloud. Healthcare is moving from the traditional "Ford" model to a more personalized, on-demand model driven by consumers and new technologies.
This document discusses building the knowledge metaverse through XR innovations that shape learning, training, performance and communication. It introduces EON Reality's three products - EON-XR, Merged XR, and Spatial Meetings - that make XR solutions accessible and affordable globally. EON-XR is an educational content platform, creation tool, and cross-device experience. Merged XR illuminates the physical world by adding digital twin data and experiences. Spatial Meetings allows users to virtually teleport in real-time to conduct remote meetings. The document provides examples of how organizations use these products and concludes with discussing EON's grants to establish XR centers.
Asian Leadership Conference 2020 PresentationDan Lejerskar
EON Reality Founder Presentation at Asian Leadership Conference 2020 November 9, 2020
EON Reality founder Dan Lejerskar has been invited to speak at the Asian Leadership Conference again this year, an honor he’s happy to fulfill on November 11.
As per usual, the list of speakers includes global leaders from technology, government, and numerous other industries, although the South Korean event will look a bit different this year due to COVID-19 restrictions. Previous speakers include Presidents Barack Obama and George W. Bush, Alibaba founder Jack Ma, Netflix CEO Reed Hastings, and many more.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Quest 2 and the future of metaverse v2.0 210908Michael Lesniak
Brief overview of the impact of the Quest 2 launch in S. Korea on the development of the metaverse here, and the near future of the metaverse worldwide.
Note:
Michael's Metaverse for Dummies by Michael A. Lesniak is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://www.malesniak.com/2020/09/blog-post.html.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Augmented Reality, Artificial Intelligence, and Business IntelligencePatrick
Augmented reality (AR) is an emerging technology that overlays digital information on the real world. The document discusses several applications of AR including using it in education, gaming, health, maintenance, and advertising. It also covers some of the major players in AR development like DARPA and issues around its future and the concept of technological singularity.
Woontack Woo introduces the UVR Lab at KAIST, which researches ubiquitous VR (UVR) and aims to create new spatial computing paradigms. The lab has over 20 PhD students and researchers working on projects involving augmented reality, digital twins, augmented humans, and more. Upcoming projects include creating digital twins with IoT and AI, developing augmented collaboration spaces, and creating augmented tourism and museum experiences using mixed reality. The document outlines several technical challenges remaining in areas like wearable platforms, environment awareness, context-aware augmentation, and social platforms.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
Virtual reality and augmented reality -Bournane AbdelkrimAbdelkrim Bournane
This is a presentation about virtual reality and augmented, it contains basics about the origin of VR and why does it work, and some application of AR and VR.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
The University of Milan Seminar Series in real life. Hosted by Berkman Center for Internet and Society on Berkman Island in Second Life, and Virtual Italian Parks on University Parioli in Second Life.
Online presence is not only about the web. The interactivity and creativity of the new plaforms for virtual worlds can revolutionize the economy, education, and culture. The only community of Second Life is a significant example of the new possibilities of virtual worlds. Through a threedimensional interface and the possibility of manipulating and freely programming its objects, it relies on creativity as the main level for user participation.
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.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
The document discusses the concept of a "Tricorder" - a handheld medical device envisioned in Star Trek that can diagnose health issues. It describes the increasing consumerization of healthcare through self-monitoring devices and smartphone apps. Developments like brain mapping, 3D printing of organs, and Watson's medical diagnosis capabilities are bringing science fiction concepts into reality. The document argues that while the Tricorder itself may still be in development, consumers are already empowered to take control of their healthcare through self-diagnosis, monitoring, repair, and backup of health data in the cloud. Healthcare is moving from the traditional "Ford" model to a more personalized, on-demand model driven by consumers and new technologies.
This document discusses building the knowledge metaverse through XR innovations that shape learning, training, performance and communication. It introduces EON Reality's three products - EON-XR, Merged XR, and Spatial Meetings - that make XR solutions accessible and affordable globally. EON-XR is an educational content platform, creation tool, and cross-device experience. Merged XR illuminates the physical world by adding digital twin data and experiences. Spatial Meetings allows users to virtually teleport in real-time to conduct remote meetings. The document provides examples of how organizations use these products and concludes with discussing EON's grants to establish XR centers.
Asian Leadership Conference 2020 PresentationDan Lejerskar
EON Reality Founder Presentation at Asian Leadership Conference 2020 November 9, 2020
EON Reality founder Dan Lejerskar has been invited to speak at the Asian Leadership Conference again this year, an honor he’s happy to fulfill on November 11.
As per usual, the list of speakers includes global leaders from technology, government, and numerous other industries, although the South Korean event will look a bit different this year due to COVID-19 restrictions. Previous speakers include Presidents Barack Obama and George W. Bush, Alibaba founder Jack Ma, Netflix CEO Reed Hastings, and many more.
- EON provides an AI powered knowledge metaverse program through grants to support post-pandemic recovery in education, enterprise, and communities.
- The program connects academic, government, and enterprise institutions around the world through EON's knowledge metaverse platform and products, which have over 42 million user experiences.
- EON offers various grant programs that provide institutions access to its expertise, resources, and XR technology at low or no cost to transform education and workforce development through immersive learning.
Research topics for EON Realty's Research Grant Program (RGP) v16Senthilkumar R
The document proposes several research topics for EON Reality's grant program that are aligned with their interests in augmented, virtual and merged reality technology. Topic areas include integrating AR/VR environments with IoT sensor data through digital twins; using AR for safety training and alerts; automating annotation and knowledge portal generation; studying large-scale AR deployment in education; crowdsourcing data to build a knowledge metaverse; methods for cultural heritage digitization; and enhancing tourism experiences with AR. Each topic provides example use cases and potential applications.
Microsoft IT Academy - Enhanced Membership event TVP Monday 14th May How to use all your ITA benefits to deliver excellent skills in IT using MS technologies, learning & Certifications
An educational Web3 Platform where anyone can learn and educate in a 3D digital metaverse campus through virtual classrooms, lecture theatres, or 1:1 tutoring. Solving real-world problems of inaccessibility & barriers to education via an immersive, gamified environment.
An educational Web3 Platform where anyone can learn and educate in a 3D digital metaverse campus through virtual classrooms, lecture theatres, or 1:1 tutoring. Solving real-world problems of inaccessibility & barriers to education via an immersive, gamified environment.
The document summarizes an event showcasing final year computing student projects at the National College of Ireland. It welcomes guests from industry to view student projects and meet with students. The projects cover various technologies and domains, with some having commercial potential. Students are congratulated on their success and encouraged to choose career or education paths after graduation.
EOfactory is a platform that aims to democratize access to Earth observation data and geospatial intelligence through machine learning and business intelligence tools. It provides interactive tools to build AI models using training data and feedback systems. Users can work privately or collaboratively on projects and share models, data, and results through a global marketplace. EOfactory also runs educational programs to empower individuals and train the next generation of geospatial analytics leaders.
Virtual Reality VR is a computer technology that generates realistic images, sounds and other sensations that simulate a users physical presence in a virtual or imaginary environment. The proposed system nurtures personal traits of an individual which plays a major role in every sector. The system helps to improve an individuals social, personal, and language skills as well as cures phobia of standing in front of audience. With advancement in technology, we are developing a system on Unreal Engine for creation of various environments as well as 3ds Max for creating Virtual Objects which are been placed. The learner is supposed to be in an environment where he she is been judged while appearing for various rounds. Further, video is captured and uploaded on the system and trainers does the evaluation. Trainers are supposed to suggest area of improvement by commenting on the parameters defined. Regular usage of software enhances skills of the user. The proposed system is a VR based verbal non verbal interactive system for enhancing communication skills based on predefined and planned of greeting scenario. Results in each stage are compared and analyzed to get the clear idea of where the person is lacking. The outcome of this practice test leads to improvement in individuals personality, difficulties raised in each environment results in upgradation of selfdom. Tejas Sayankar | Insiyah Kanchwala | Nikita Mahajan | Sayali Mahajan ""Communication Skills Improving Assistance"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23748.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23748/communication-skills-improving-assistance/tejas-sayankar
The document discusses Appalachian State University's AET Zone, a virtual world environment used for online education. It was created over 8 years ago using ActiveWorlds software to build a community of learners across North Carolina based on social constructivist principles. The AET Zone has over 2400 members and features discussion boards, voice chat, wikis and other tools to facilitate collaboration and interaction between instructors and students. Necessary aspects include instructor presence, modeling, and structuring courses to require small and large group work around common goals.
Winter of Code 3.0 is a 3 month long open source event with over 2300 contributors working on 60+ open source projects across 20 mentor organizations. The event timeline includes a student application period from December 10th to January 15th, a proposal writing period from January 15th to 20th, a community bonding period from January 25th to March 10th where participants work on their projects, and a closing ceremony on March 25th where winners will be announced.
Thor II is a desktop studio machine created by Dr. Wuttipong Pongsuwan to allow for affordable, high-quality e-learning media production from a single PC. The machine integrates hardware like capture cards and software like vMix to support multiple video/audio inputs, live streaming, recording, and output. It was tested for streaming courses between campuses 40km apart. The machine was also integrated with the open-source edX platform to create MOOCs for Shinawatra University.
Yu Yuan (IEEE Standards Association): The Road to the Ultimate VR/AR - Transf...AugmentedWorldExpo
A talk from the Work Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Yu Yuan (IEEE Standards Association): The Road to the Ultimate VR/AR - Transforming All The Industries in This "Real" World
Virtual Reality (VR) and Augmented Reality (AR) have been evolving significantly in every aspect since their births. What would be the ultimate experiences that VR and AR have to offer? When could we get there, in 5 years or 50 years? What enabling technologies are still missing or yet to be developed? In this session, VR/AR industry pioneers will share their insights and predictions.
http://AugmentedWorldExpo.com
OER + Blockchain Technology for Decentralization of Academic Publishing by Sh...Sherry Jones
April 17, 2020 - Slides presented at the 2020 eLearning Consortium of Colorado Virtual Conference:
http://bit.ly/elccschedule
Access the Live Slides Presentation:
http://bit.ly/oerblockchain
Session Abstract:
"OER is a progressive product that signals the decentralization of education and academic publishing, and thus supports educators' academic freedom to create innovative teaching materials. Instead of using textbooks by traditional publishers, educators can author OERs that reflect their disciplinary training and teaching philosophy. This session will present a design future in which blockchain technology will enable educators to decentralize, author, track, and protect their copyright of OERs."
The document discusses the concept of Web 2.0 and Enterprise 2.0. It notes that Web 2.0 refers to a set of technologies and practices that allow users to connect and share information online more easily. These include tagging, wikis, blogs and other social media tools. The document also lists many different types of social media and collaboration tools used in Enterprise 2.0, including blogs, wikis, social networking and more. It stresses that technology is only part of the solution and change management is also important when adopting these new ways of working.
NCI School of Computing Project Showcase 2014ckennedynci
The annual School of Computing Project Showcase at National College of Ireland
is a highlight of our year that recognises and celebrates the work of our final year
computing students and marks the transition from their undergraduate degrees
to their professional careers.
The document describes the methodology used to develop a Campus News Information System Android application. It discusses using the Android SDK, Eclipse IDE, and phpMyAdmin to build the application. The application will use components like Shared Preferences, Notification Manager, and SQLite to store and retrieve data from the campus server. The goal is to create a system that allows students and faculty to access campus information from their Android devices via a HTTP-based connection. This overcomes limitations of prior approaches that used Bluetooth technology.
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.
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 ...
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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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.
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.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
6. EON Reality’s solutions for Education and
Training is guided by the EON Education
Board, chaired by Professor Bertil
ANDERSSON:
- former President of Nanyang Technological
University (ranked #1 in Asia in 2018)
- former Chairman of the
Nobel Prize Committee
Education Leadership
Read more here and watch Professor Bertil
ANDERSSON’s presentation on AR and VR for
education here .
7.
8.
9. The EON Knowledge Metaverse
Merged XR
Illuminate your World by Adding Digital
Twin Data & Experiences to Physical
Environments
Spatial Meetings
Virtually Teleport Yourself to a Real Place in Real
Time and Conduct Your Multi-User Remote Spatial
Meeting
XR Campus
The XR Campus Metaverse is containing
both Merged XR and Spatial Meetings
XR Enabled Cities
The XR City Metaverse contains layers of
Merged XR and Spatial Experiences co
created by Citizens
EON-XR The XR Educational Content Platform, No-
code Creation Tool & A Cross-device Experience
Merged XR for Digital Twin creation, From Digital to Physical,
AI Based Knowledge Injection that Illuminate Your Physical World
Adding Data & Experiences to Real-Life Environments
Spatial Meetings to Teleport to a Real Place in Real
Time and Explore, Discover, Converse by Walking Around
And Interacting With the Host’s Surroundings
10. EON-XR
Merged XR
Illuminate your World by Adding Digital
Twin Data & Experiences to Physical
Environments
Spatial Meetings
Virtually Teleport Yourself to a Real Place in Real
Time and Conduct Your Multi-User Remote Spatial
Meeting
XR Campus
The XR Campus Metaverse is containing
both Merged XR and Spatial Meetings
XR Enabled Cities
The XR City Metaverse contains layers of
Merged XR and Spatial Experiences co
created by Citizens
EON-XR The XR Educational Content Platform, No-code
Creation Tool & A Cross-device Experience
11. Merged-XR
Merged XR
Illuminate your World by Adding Digital
Twin Data & Experiences to Physical
Environments
Spatial Meetings
Virtually Teleport Yourself to a Real Place in Real
Time and Conduct Your Multi-User Remote
Spatial Meeting
XR Campus
The XR Campus Metaverse is containing
both Merged XR and Spatial Meetings
XR Enabled Cities
The XR City Metaverse contains layers of
Merged XR and Spatial Experiences co
created by Citizens
Merged XR for Digital Twin creation, From Digital to Physical, AI
Based Knowledge Injection that Illuminate Your Physical World Adding
Data & Experiences to Real-Life Environments
Spatial Meetings to Teleport to a Real Place in Real
Time and Explore, Discover, Converse by Walking
Around And Interacting With the Host’s Surroundings
12. How EON Achieve XR Meta Experiences
LEARN COLLABORATE
TRAIN PERFORM
KNOWLEDGE PORTALS
Text, Voice, Image, PDF,
Video, Browser, 3D Assets
TEAMWORK TELEPORT
Collaborate, Explore, Discover, Converse
Walk Around, Interact in Host’s Surroundings
AVATAR INSTRUCTIONS
Show me, Guide me, Let me do it myself
SIMULATOR ASSESMENT
Score (1-100), Completion Rate (%), No of
Incorrect Steps, Missed Steps, Sequence, Time
SCAN/IMPORT/LIBRARY
TAKE PICTURES
AI Knowledge Injection of Digital Twin
SPATIAL MEETINGS
XR-EXPERIENCE
Autogenerated Video Trailer, Social Media
3D RECORDING
WALK & TALK
Guide, Explain, Point, Grab, Interact
3D ASSESMENT
CERTIFY
Install, Dissect, Operation Procedure
ASSESMENT PORTALS
Identify, Locate, Quiz
Learn|Train|Perform|Collaborate with Audio Narration
13.
14.
15.
16.
17.
18.
19. 19
Partner Benefits with the EON-XR Center Grant
Programs
Transform Education
Learn Faster, Retain Knowledge Longer and Make Better
Decisions with the EON-XR Center see: PWC The VR
Advantage: How VR is defining trainingVirtual Technical
education ROI $7 for every $1 invested.Forbes:
Exponential growth in XR education World Economic
Forum: Governments XR investments
Enhance Education Quality
Return on Investment from from Increased Student
enrollment, retention, satisfaction and
Engagement. Statistics above are from Oral
Roberts university before and after the Award-
winning Implementation of EON’s platform
Monetization
ROI from XR Content and Lesson Sales on the
EON Marketplace with 42 Million viewers where the
Local Partner receives 70% if EON sells it, and
100% if Local Partners sell it on its own.
Build IP & Digital Assets
All IP created will be owned 100% by the Local
Partner
20. 20
EON-XR Center Turn-Key Deliverables
Infrastructure
EON covers Perpetually 100% of the
Cloud Infrastructure hosted by the
world's largest hosting company
Amazon Web Services that has a
presence in 190 countries The AWS
Global Cloud Infrastructure is the most
secure, extensive, and reliable cloud
platform, offering over 175 fully featured
services from data centers globally.
The EON Platform infrastructure
provides also agnostic support of 30+
Hardware device
manufacturers including mobile device
that already 5.3 billion people have
and, Laptops, desktops, HMD and AR
glasses From companies like Microsoft
HoloLens, Facebook Oculus, Apple
ARkit, Magic Leap and many more
XR Platforms
EON-XR The XR Educational Content
Platform, No-code Creation Tool & A
Cross-device Experience
Merged XR for Digital Twin creation,
From Digital to Physical, AI Based
Knowledge Injection that Illuminate
Your Physical World Adding Data &
Experiences to Real-Life Environments
Spatial Meetings to Teleport to a Real
Place in Real Time and Explore,
Discover, Converse by Walking Around
And Interacting With The Host’s
Surroundings
All licenses are Perpetual for Usage
of created lessons. EON provides also
option to cover 98.4% of the creation
licenses for year 2-5 through the Grants
Hardware
EON supports for existing mobile
device that already 5.3 billion people
have and, Laptops, desktops, HMD and
AR glasses From companies. Also
EON delivers additional Center
hardware such as:
300 Homidos that converts a mobile
device to a virtual reality device
The 3D scanner for scanning 3D data
The projector required for teaching
purposes
The 360 camera
The latest Apple device
Facebook Oculus Quest 2
Magic Leap device
The hardware Stays with Partner
Perpetually
Knowhow & Resources
EON-XR Upon contract signature, EON
Reality will also cover in addition 100% of
the costs required for the pedagogical and
technical XR experts to start implementing
the academic XR Self-Directed Learning
Program including: A comprehensive Needs
Assessment Analysis of the academic
partner’s programs with concrete XR
guidelines based on the Education 3.0
approach. Full access to the EON-XR
Resource Center with design assignments,
user guides, video tutorials. The execution
of EON Reality’s 9-step implementation
plan. LMS Integration with compatible
systems. Introduction to EON Reality’s
Global Community for Remote Learning.
EON-XR Training Certification Level 1 and 2
online courses for all selected academic
members. Workshops and online classes for
Faculty and Students to learn how to use
and create lessons in EON-XR.
21. EON Organization Specific Grant Programs
Online Application for XR Academic Education & Upskilling Online application for XR Academic Education & Research
Purpose
•Post Pandemic Recovery
•XR Deployment at Scale
•Work Force Development
•Localized Content creation
Purpose
•Research in digital twin technologies
•Merged XR technology
•Spatial XR meetings
•Building Knowledge metaverse
Grant Amount
$15M consisting of EON-XR Platform, Merged XR and Spatial
Meetings for 5000 students & 750 work/internships upfront &
Hardware as per EON-XR Center equipment list. Grant Covers Year
1, Year 2-5 98.34% Co Investment Partner Option (not obligatory)
Grant Fee
After EON’s delivery of EON-XR platform the Applicant pays a one-
time Grant Guarantee Fee of 1.67% of the EON-XR Center value
($250,000)
Additional $6.7 Grant Application Option Once the Offer Letter
is signed EON works with Applicant to secure an additional grant of
$6.7 million of which $1.3 million will be provided to the Applicant
as a cash grant to expand the XR operation and the balance covers
the donation guarantee amount.
For more information, see also Frequently Asked Questions
Grant Amount
$15M consisting of EON-XR Platform, Merged XR and Spatial
Meetings for 5000 students & 750 work/internships upfront &
Hardware as per EON-XR Center equipment list. Grant Covers Year 1,
Year 2-5 98.34% Co Investment Partner Option (not obligatory)
Grant Guarantee Fee
After EON’s delivery of EON-XR platform the Applicant pays a one-time
Grant Guarantee Fee of 1.67% of the EON-XR Center value ($250,000)
Additional $6.7 Grant Application Option Once the Offer Letter is
signed EON works with Applicant to secure an additional grant of $6.7
million of which $1.3 million will be provided to the Applicant as a cash
grant to expand the XR operation and the balance covers the donation
guarantee amount.
For more information, see also Frequently Asked Questions
Online application for XR Regional & National Roll-outs
Purpose
•EON-XR Center Hub grants for XR national rollout $150M
•Modeled after Center Hubs and XR roll-outs in 73 countries
•EON, Learn for Life (NGO) & inter-governmental organizations
covers 90%-95% of the investment
Grant Amount for Regional & National Rollout
$150M consisting of EON-XR Platform, Merged XR and Spatial
Meetings for 10,000 to 50,000 students & up to 7,500
work/internships upfront & Hardware as per EON-XR Center
equipment list. Grant Covers Year 1, Year 2-5 up to 95% Co Investment
Partner Option (not obligatory)
Grant Guarantee Fee
After EON’s delivery of EON-XR platform the Applicant pays a one-time
Grant Guarantee Fee of 5%% of the EON-XR Center value ($7,500,000)
Additional Grant Application Option Once the Offer Letter is signed
EON works with Applicant to secure an additional grants to the
Applicant as a cash grant to expand the XR operation and the balance
covers the donation guarantee amount.
For more information, see also Frequently Asked Questions
Future Skills Grant Program $15M Research Grant Program $15M Knowledge Metaverse Grant $$150M
26. SBS Transit is using EON-XR platform at
the Bus Technical Specialist Certification
Centre allowing trainees to learn about
the parts and workings of a bus engine
through Augmented Reality.
US Airforce After initially winning a
nationwide competition & being awarded
multiple contract to serve as the platform
for 3D models and VR content through
the United States Air Force’s AFWERX
program, EON Reality is happy to
announce the Air Force has expanded its
use of EON-XR after the initial success
EON-XR Case Studies
Other EON Customers include Exxon Shell Dentsu USAID Atlas Copco Festo GSK
Heineken / Asia Pacific Brewery Brew Up
Next-generation Training Solutions APB
Singapore found great success during their
first run of using EON to cut down on the
cost and time spent training new
employees
Click image for video
Click image for video
27. King Mongkut’s Institute of Technology
Ladkrabang, Bangkok – one of Thailand’s top
universities – is setting up Thailand’s first
Interactive Digital Centre (IDC) .
KMITL, Thailand
1. EON-XR Platform; online delivery to
thousands of students using AR and VR
and
2. Academy ; R&D and Innovation in AR / VR
The IDC is based on EON Reality’s
equipment including the EON-XR Platform
which will be rolled-out to some 4,000
students and 1200 staffs. Read more here.
28. UBT, Kosovo – Example of Volume Roll-out
UBT – The University of Business and Technology in Kosovo – in the end of 2019 launched an Augmented and Virtual Reality Center based on
the EON-XR Platform. After conducting the initial teacher training program for some 30 professors, in response to the COVID-19 outbreak UBT in
2020 April launched an initiative to create 20,000 learning experiences (lessons) through activity based learning program with the students
spanning 20 programs including Architecture, Agriculture Technology, Energy Engineering, Mechatronics and more,
Read more at https://eonreality.com/ubt-kosovo-avr-platform/
20,000
Watch the interview with the President of UBT here.
29. Use Cases & Testimonials
Use Cases
• Mississippi Gulf Coast Community College, USA
• Baker College, USA
• Mohawk College , Canada
• Babeș-Bolyai University, Romania
• University of the West Indies, Caribbean
• UBT, Kosovo
• Unicef, Vietnam
• Aldini Valeriani, Italy
• ZENA Technology, Kuwait
Testimonials
• New Mexico State University, USA
• Los Angeles City College, USA
• Manchester Community College, USA
• Nile University, Egypt
• University of Toronto, Canada
• Vaal University of Technology, South Africa
• Central University of Technology, South Africa
• Harare Institute of Technology, Zimbabwe
• National Technology Enterprises Company, Kuwait
Click image for video
Click image for video
Click image for video