Project Glass is a research and development program by Google to develop an augmented reality Head-Mounted Display (HMD). The intended purpose of Project Glass products would be the hands-free displaying of information currently available to most Smartphone users, and allowing for interaction with the Internet via natural language voice commands. These glasses will have the combined features of virtual reality and augmented reality. Google glasses are basically wearable computers that will use the same Android software that powers Android Smartphone and tablets.
The emergence of Google Glass, a prototype for a transparent Heads-Up Display (HUD) worn over one eye, is significant on several levels. It is the first conceptualization of a mainstream augmented reality wearable eye display playing out in a viral marketing campaign. Google Glass will enable us to capture video, let us interact with personal contacts, and navigate maps, amongst other things. It has been provocative enough to scare both Apple and Microsoft, who had been issuing patents for augmented reality products of their own . However, most salient of all is the way Google Glass is framed in media as the brainchild of Sergey Brin, the American computer scientist of Russian descent who co-founded Google. Brin is also celebrated in online articles as a real life “Batman,” who is developing a secret facility resembling the “Batcave”. This paper argues that Glass’s birth is not only a marketing phenomenon heralding a technical prototype, it also suggests and speculates that Glass’s popularization is an instigator for the adoption of a new paradigm in Human- Computer Interaction (HCI), the wearable eye display. Glass’s process of adoption operates in the context of mainstream and popular culture discourses, a phenomenon that warrants attention.
Google Glass is as futuristic a gadget we’ve seen in recent times. A useful technology for all kinds of people including handicapped/disabled.
Skinput is a technology developed by researchers at Microsoft that allows a user's skin to be used as an input surface. It uses sensors in an armband to detect vibrations from taps on the skin and determine their location. The armband also projects a keyboard or other interface onto the user's arm. By matching tap locations to the projected interface, Skinput can interpret gestures and taps as commands to control devices like phones or music players without directly touching a screen. It aims to provide a more natural input method that does not require looking at or directly interacting with a device.
Google Glass is a wearable computer with an optical head-mounted display that allows users to access information hands-free through voice commands. It uses technologies like augmented reality, virtual reality, and Android operating system to display information and allow interaction. Some key features include photography, video recording, messaging, maps, and translation accessible through voice commands. While innovative, it also faces disadvantages like potential breakage and distraction from surroundings.
Skinput is a technology developed by researchers at Microsoft that allows users to interact with projected interfaces using gestures on their skin. It works by placing sensors on the arm that can detect the acoustic waves generated from taps on the skin. These taps are then translated into inputs for applications such as games, video playback, and phone calls. While promising for enhancing accessibility, some challenges remain around accuracy over long periods of use and affordability for widespread adoption.
Google Glass is a wearable computer developed by Google that features an optical head-mounted display. It displays information in a hands-free format and responds to voice commands. Google Glass is being developed by Google X, Google's research and development lab known for projects like self-driving cars. It uses technologies like augmented reality, wearable computing, smart clothing, and eye tap technology to overlay information on the user's field of vision. Some key functions include taking photos and videos, sharing content, getting directions, translations, and responding to messages via voice commands. While currently limited, Google believes Glass has potential to revolutionize fields like medicine in the future.
Telecommunication networks enable information transmission between sites using electromagnetic or optical signals. Smartphones are mobile phones that function like computers with touchscreens, internet access, and downloadable apps. The document describes and compares popular smartphones like the Samsung Galaxy Note 10+ and iPhone 11 Pro Max. It also defines different types of telecommunication technologies including the internet, 5G, broadcasting, smart homes, augmented reality, and virtual reality; and provides brief explanations of how some of them work.
futuristic trends in information technologyamartya_kumar
The document discusses potential technological advances and their effects on society in the coming years. It predicts that the world's population will double in 40 years, developed countries' populations will live longer, and technology will continue advancing at a rapid pace. It envisions security technologies including biometrics, intelligent machines that serve human needs, and devices integrating with cell phones and each other through voice recognition.
Project Glass is a research and development program by Google to develop an augmented reality Head-Mounted Display (HMD). The intended purpose of Project Glass products would be the hands-free displaying of information currently available to most Smartphone users, and allowing for interaction with the Internet via natural language voice commands. These glasses will have the combined features of virtual reality and augmented reality. Google glasses are basically wearable computers that will use the same Android software that powers Android Smartphone and tablets.
The emergence of Google Glass, a prototype for a transparent Heads-Up Display (HUD) worn over one eye, is significant on several levels. It is the first conceptualization of a mainstream augmented reality wearable eye display playing out in a viral marketing campaign. Google Glass will enable us to capture video, let us interact with personal contacts, and navigate maps, amongst other things. It has been provocative enough to scare both Apple and Microsoft, who had been issuing patents for augmented reality products of their own . However, most salient of all is the way Google Glass is framed in media as the brainchild of Sergey Brin, the American computer scientist of Russian descent who co-founded Google. Brin is also celebrated in online articles as a real life “Batman,” who is developing a secret facility resembling the “Batcave”. This paper argues that Glass’s birth is not only a marketing phenomenon heralding a technical prototype, it also suggests and speculates that Glass’s popularization is an instigator for the adoption of a new paradigm in Human- Computer Interaction (HCI), the wearable eye display. Glass’s process of adoption operates in the context of mainstream and popular culture discourses, a phenomenon that warrants attention.
Google Glass is as futuristic a gadget we’ve seen in recent times. A useful technology for all kinds of people including handicapped/disabled.
Skinput is a technology developed by researchers at Microsoft that allows a user's skin to be used as an input surface. It uses sensors in an armband to detect vibrations from taps on the skin and determine their location. The armband also projects a keyboard or other interface onto the user's arm. By matching tap locations to the projected interface, Skinput can interpret gestures and taps as commands to control devices like phones or music players without directly touching a screen. It aims to provide a more natural input method that does not require looking at or directly interacting with a device.
Google Glass is a wearable computer with an optical head-mounted display that allows users to access information hands-free through voice commands. It uses technologies like augmented reality, virtual reality, and Android operating system to display information and allow interaction. Some key features include photography, video recording, messaging, maps, and translation accessible through voice commands. While innovative, it also faces disadvantages like potential breakage and distraction from surroundings.
Skinput is a technology developed by researchers at Microsoft that allows users to interact with projected interfaces using gestures on their skin. It works by placing sensors on the arm that can detect the acoustic waves generated from taps on the skin. These taps are then translated into inputs for applications such as games, video playback, and phone calls. While promising for enhancing accessibility, some challenges remain around accuracy over long periods of use and affordability for widespread adoption.
Google Glass is a wearable computer developed by Google that features an optical head-mounted display. It displays information in a hands-free format and responds to voice commands. Google Glass is being developed by Google X, Google's research and development lab known for projects like self-driving cars. It uses technologies like augmented reality, wearable computing, smart clothing, and eye tap technology to overlay information on the user's field of vision. Some key functions include taking photos and videos, sharing content, getting directions, translations, and responding to messages via voice commands. While currently limited, Google believes Glass has potential to revolutionize fields like medicine in the future.
Telecommunication networks enable information transmission between sites using electromagnetic or optical signals. Smartphones are mobile phones that function like computers with touchscreens, internet access, and downloadable apps. The document describes and compares popular smartphones like the Samsung Galaxy Note 10+ and iPhone 11 Pro Max. It also defines different types of telecommunication technologies including the internet, 5G, broadcasting, smart homes, augmented reality, and virtual reality; and provides brief explanations of how some of them work.
futuristic trends in information technologyamartya_kumar
The document discusses potential technological advances and their effects on society in the coming years. It predicts that the world's population will double in 40 years, developed countries' populations will live longer, and technology will continue advancing at a rapid pace. It envisions security technologies including biometrics, intelligent machines that serve human needs, and devices integrating with cell phones and each other through voice recognition.
Skinput technology appropriating the body as an input surfaceVarsha Rajput
Skinput is a technology developed by Microsoft that allows the human body to be used as an input surface. It works by using sensors in an armband to detect vibrations on the skin caused by touch inputs. These inputs are classified and can then be used to control a virtual interface projected onto the skin. Some potential applications include controlling mobile devices, gaming, and assisting disabled individuals. However, challenges remain regarding accuracy and miniaturizing the sensor armband technology.
This document provides an overview of Google Glass, including its intended purpose as a hands-free display of smartphone information. It describes the technologies used such as augmented reality, 4G connectivity, and the Android operating system. Technical specifications are outlined including the display, camera, battery life, and storage. Features like photography, video recording, messaging, and translation are detailed. Advantages include easy access to information, and disadvantages note privacy concerns and potential for damage.
The document describes Skinput technology, which uses the surface of the skin as an input device. Skinput was developed by researchers at Microsoft to allow users to control devices by tapping on their skin. It works by using sensors in an armband to detect vibrations and acoustic signals caused by taps and gestures on the skin. This allows the user to perform tasks like making calls or controlling music just by tapping on projected interfaces on their arm, without directly touching a device. Potential applications include use by paralyzed individuals, in education, and for gaming. However, issues remain regarding cost, health effects, and wearability of the armband sensor.
Skinput is a bio-acoustic sensing technique that allows the body to be used as an input surface. Finger taps on the skin create acoustic waves that are detected by sensors in an armband. The armband classifies the finger taps by location on the arm, allowing the arm to control a device in real time. Research is ongoing to make the armband smaller and extend its capabilities to more devices while maintaining high accuracy. The technique was presented at the CHI 2010 conference and allows for intuitive control of devices through natural gestures on the skin.
Skinput is a technology that uses the surface of the skin as an input device. It was developed by researchers at MRCUEG. Skinput allows users to control audio devices and play games by simply tapping on their skin. It works by using a pico projector and acoustic sensor in an armband to project interfaces onto the skin and detect touch inputs on different locations of the arm through sound waves. While this could help people with disabilities, more research is still needed and many people may find the large armband uncomfortable to wear all day.
This document discusses emerging technologies in mobile devices. It covers several topics: popular mobile operating systems and their market shares; trends in mobile apps across categories; 4G VoLTE technology for high-speed calling and data; voice assistants using artificial intelligence; cloud computing and mobile cloud; system-on-chip for powerful mobile processors; face recognition for authentication; and augmented and virtual reality technologies. The document emphasizes how mobile devices have evolved beyond computers and are driving new technologies and applications.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
Creative And Comms Strategies For 3 Screens Iaa PresentationAlexandra Tohme
This document discusses strategies for connecting narratives across multiple screens. It begins with an agenda covering audience measurement, storytelling case studies of Avengers and Batman, and partnerships. It then covers CNN and Middle Eastern news consumption, personalization, sponsored content examples, the viral Why So Serious? marketing campaign for The Dark Knight, the HP Photon engine, mobile news applications, and designing experiences across devices rather than for a single device. The key themes are measuring audiences, telling stories across platforms, content partnerships, and creating consistent brand experiences.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Tele-immersion is a new technology that combines virtual reality, 3D videoconferencing, and other media to allow users in different locations to interact and collaborate in a shared virtual environment as if they were in the same physical space. It integrates collaborative virtual reality with audio and videoconferencing to give users the feeling of being together face-to-face. Tele-immersion aims to enhance collaboration and interaction beyond what is possible with traditional videoconferencing alone. It faces challenges related to the need for high-bandwidth networks and advanced computing power to support its real-time, interactive virtual environments.
The Audioverse In Your Pocket - Invited Talk at ABC Radio National - Harries ...Michael Harries
Public radio, and radio in general, is at risk of disruption by new audio technologies (podcasts, etc). However there are interesting opportunities when a longer-term technology-strategy view is brought to bear.
This presentation is from an invited talk at the Australian ABC Radio National ( August 2009) as part of their strategic process.
Here's how they describe themselves: "With over 60 distinct programs each week, the Australian Broadcasting Corporation's Radio National is different from any other radio station in Australia. Where else could you hear, for example, an exploration of ideas in science, followed by the latest in books from around the world, then a program about the mind and human behaviour?"
http://www.abc.net.au/rn/
Cisco Telepresence allows for high-quality video conferencing that creates an immersive "in-person" communication experience. It uses advanced video, audio, and environmental technologies to replicate face-to-face meetings remotely. AAP3 has extensive experience supporting Cisco Telepresence installations globally through their team of accredited engineers who are able to install, set up, tune, and troubleshoot Telepresence systems.
TPEX is a video collaboration solutions provider that offers telepresence products, services, and integrated solutions. Its vision is to deliver a global video collaboration platform and services. TPEX designs market solutions to optimize efficiency, agility, and reduce carbon footprints by implementing telepresence technology. It delivers a "full service" telepresence solution, including all technology, systems, and services offered as an integrated solution with a fixed subscription fee per month plus cost of usage.
Hooked on Telehealth for Occupational TherapyDona Anderson
This document discusses using telehealth technologies like telemedicine and telerehabilitation to promote health and community reintegration for people living with spinal cord injuries and other disabilities. It highlights how broadband internet access and technologies can help overcome isolation through virtual support groups, education, and remote rehabilitation services. The document presents examples of using videoconferencing for remote occupational therapy evaluations and treatment in clients' homes. It also raises questions about how Rancho Los Amigos National Rehabilitation Center can promote digital literacy and internet access to better utilize eHealth technologies for their patients.
The document discusses the use of videoconferencing for various purposes such as education, business meetings, telemedicine, and legal proceedings. It describes how videoconferencing allows for face-to-face communication between geographically separated individuals, reducing the need for travel. It also outlines best practices for using videoconferencing, such as ensuring good audio and video quality to facilitate effective communication. The document provides examples of how videoconferencing has benefited different fields like bringing in guest lecturers for classrooms or enabling medical consultations over long distances.
This document discusses silent sound technology, which allows people to communicate without making audible sounds. It works by using electromyography to detect tiny muscle movements involved in speech and processing images of a person's mouth and face. The technology was first conceptualized in a 1968 film and is now being developed to allow "lost calls" in noisy environments to be answered silently. Potential applications include helping mute people communicate, secretly transmitting PIN numbers, and covert military communications. The technology is expected to be incorporated into phones and improve as nanotechnology advances.
Skinput technology appropriating the body as an input surfaceVarsha Rajput
Skinput is a technology developed by Microsoft that allows the human body to be used as an input surface. It works by using sensors in an armband to detect vibrations on the skin caused by touch inputs. These inputs are classified and can then be used to control a virtual interface projected onto the skin. Some potential applications include controlling mobile devices, gaming, and assisting disabled individuals. However, challenges remain regarding accuracy and miniaturizing the sensor armband technology.
This document provides an overview of Google Glass, including its intended purpose as a hands-free display of smartphone information. It describes the technologies used such as augmented reality, 4G connectivity, and the Android operating system. Technical specifications are outlined including the display, camera, battery life, and storage. Features like photography, video recording, messaging, and translation are detailed. Advantages include easy access to information, and disadvantages note privacy concerns and potential for damage.
The document describes Skinput technology, which uses the surface of the skin as an input device. Skinput was developed by researchers at Microsoft to allow users to control devices by tapping on their skin. It works by using sensors in an armband to detect vibrations and acoustic signals caused by taps and gestures on the skin. This allows the user to perform tasks like making calls or controlling music just by tapping on projected interfaces on their arm, without directly touching a device. Potential applications include use by paralyzed individuals, in education, and for gaming. However, issues remain regarding cost, health effects, and wearability of the armband sensor.
Skinput is a bio-acoustic sensing technique that allows the body to be used as an input surface. Finger taps on the skin create acoustic waves that are detected by sensors in an armband. The armband classifies the finger taps by location on the arm, allowing the arm to control a device in real time. Research is ongoing to make the armband smaller and extend its capabilities to more devices while maintaining high accuracy. The technique was presented at the CHI 2010 conference and allows for intuitive control of devices through natural gestures on the skin.
Skinput is a technology that uses the surface of the skin as an input device. It was developed by researchers at MRCUEG. Skinput allows users to control audio devices and play games by simply tapping on their skin. It works by using a pico projector and acoustic sensor in an armband to project interfaces onto the skin and detect touch inputs on different locations of the arm through sound waves. While this could help people with disabilities, more research is still needed and many people may find the large armband uncomfortable to wear all day.
This document discusses emerging technologies in mobile devices. It covers several topics: popular mobile operating systems and their market shares; trends in mobile apps across categories; 4G VoLTE technology for high-speed calling and data; voice assistants using artificial intelligence; cloud computing and mobile cloud; system-on-chip for powerful mobile processors; face recognition for authentication; and augmented and virtual reality technologies. The document emphasizes how mobile devices have evolved beyond computers and are driving new technologies and applications.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
Lecture 10 from the COMP 4010 course on AR/VR. This final lecture talks about future research directions in AR/VR. Taught on October 30th 2018 at the University of South Australia.
Creative And Comms Strategies For 3 Screens Iaa PresentationAlexandra Tohme
This document discusses strategies for connecting narratives across multiple screens. It begins with an agenda covering audience measurement, storytelling case studies of Avengers and Batman, and partnerships. It then covers CNN and Middle Eastern news consumption, personalization, sponsored content examples, the viral Why So Serious? marketing campaign for The Dark Knight, the HP Photon engine, mobile news applications, and designing experiences across devices rather than for a single device. The key themes are measuring audiences, telling stories across platforms, content partnerships, and creating consistent brand experiences.
Keynote speech given by Mark Billinghurst at the CHIuXiD conference in Jakarta, Indonesia on April 14th 2016. This talk describes the research area of Empathic Computing and examples from research projects in this area.
Tele-immersion is a new technology that combines virtual reality, 3D videoconferencing, and other media to allow users in different locations to interact and collaborate in a shared virtual environment as if they were in the same physical space. It integrates collaborative virtual reality with audio and videoconferencing to give users the feeling of being together face-to-face. Tele-immersion aims to enhance collaboration and interaction beyond what is possible with traditional videoconferencing alone. It faces challenges related to the need for high-bandwidth networks and advanced computing power to support its real-time, interactive virtual environments.
The Audioverse In Your Pocket - Invited Talk at ABC Radio National - Harries ...Michael Harries
Public radio, and radio in general, is at risk of disruption by new audio technologies (podcasts, etc). However there are interesting opportunities when a longer-term technology-strategy view is brought to bear.
This presentation is from an invited talk at the Australian ABC Radio National ( August 2009) as part of their strategic process.
Here's how they describe themselves: "With over 60 distinct programs each week, the Australian Broadcasting Corporation's Radio National is different from any other radio station in Australia. Where else could you hear, for example, an exploration of ideas in science, followed by the latest in books from around the world, then a program about the mind and human behaviour?"
http://www.abc.net.au/rn/
Cisco Telepresence allows for high-quality video conferencing that creates an immersive "in-person" communication experience. It uses advanced video, audio, and environmental technologies to replicate face-to-face meetings remotely. AAP3 has extensive experience supporting Cisco Telepresence installations globally through their team of accredited engineers who are able to install, set up, tune, and troubleshoot Telepresence systems.
TPEX is a video collaboration solutions provider that offers telepresence products, services, and integrated solutions. Its vision is to deliver a global video collaboration platform and services. TPEX designs market solutions to optimize efficiency, agility, and reduce carbon footprints by implementing telepresence technology. It delivers a "full service" telepresence solution, including all technology, systems, and services offered as an integrated solution with a fixed subscription fee per month plus cost of usage.
Hooked on Telehealth for Occupational TherapyDona Anderson
This document discusses using telehealth technologies like telemedicine and telerehabilitation to promote health and community reintegration for people living with spinal cord injuries and other disabilities. It highlights how broadband internet access and technologies can help overcome isolation through virtual support groups, education, and remote rehabilitation services. The document presents examples of using videoconferencing for remote occupational therapy evaluations and treatment in clients' homes. It also raises questions about how Rancho Los Amigos National Rehabilitation Center can promote digital literacy and internet access to better utilize eHealth technologies for their patients.
The document discusses the use of videoconferencing for various purposes such as education, business meetings, telemedicine, and legal proceedings. It describes how videoconferencing allows for face-to-face communication between geographically separated individuals, reducing the need for travel. It also outlines best practices for using videoconferencing, such as ensuring good audio and video quality to facilitate effective communication. The document provides examples of how videoconferencing has benefited different fields like bringing in guest lecturers for classrooms or enabling medical consultations over long distances.
This document discusses silent sound technology, which allows people to communicate without making audible sounds. It works by using electromyography to detect tiny muscle movements involved in speech and processing images of a person's mouth and face. The technology was first conceptualized in a 1968 film and is now being developed to allow "lost calls" in noisy environments to be answered silently. Potential applications include helping mute people communicate, secretly transmitting PIN numbers, and covert military communications. The technology is expected to be incorporated into phones and improve as nanotechnology advances.
Victoria Online Seminar Series Presentation 7 November 2011 by Nick McPherson, Viacorp. The presentation includes: Information about best practice in Digital Communications, Online Engagement and Social Marketing; Case studies from some of the most innovative Government Departments; and How social media and interactive technology can improve stakeholder engagement
Learn how technologies such as Artificial Intelligence, Virtual Reality, Object Based Media, Second Screen solutions will impact digital media accessibility in the future.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Talk given by Mark Billinghurst to Bajaj Finance Limited in India, on May 9th 2020. The talk describes AR and VR applications, example AR/VR applications in financial services, and potential research directions.
This is a presentation on how Augmented Reality can be used for new types of remote collaboration, given by Mark Billinghurst at the AWE 2018 conference on May 30th 2018.
Similar to Exploration and implementation of next generation telepresence system (20)
This document provides an overview of Bitcoin, including:
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- An introduction to Bitcoin as a digital, decentralized currency that uses cryptography and a distributed ledger called the blockchain to manage transactions.
- An explanation of key Bitcoin concepts like wallets, the blockchain, transactions, and mining - the process by which new Bitcoin is introduced and transactions are validated.
- Details on how merchants can accept Bitcoin payments and the advantages it provides over traditional currency systems.
The document concludes with a brief history of Bitcoin and references for further information.
This document provides biographical information about several Indian writers:
1. R.K. Narayan was a leading figure of Indian literature in English. Some of his notable works include Swami and Friends and The Guide. He received several honors including the Padma Bhushan and Sahitya Akademi Award.
2. Rabindranath Tagore was a Bengali polymath who reshaped Bengali literature and music. He was the first non-European to win the Nobel Prize in Literature. Some of his notable works include Gitanjali and Gora.
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DETECTING GASEOUS POLLUTANTS USING UNMANNED AERIAL VEHICLE (UAV) Dhanith Krishna
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This document describes the design of an accident detection and alert system for motorcycles. The system uses an accelerometer, tilt sensor, and impact sensor to detect if an accident has occurred. It then uses GPS technology to determine the location and sends an alert message with the coordinates to emergency services and contacts. The hardware is installed on the motorcycle and includes sensors connected to a microcontroller. The software analyzes the sensor data to identify if an accident occurred and formats an alert message sent via GSM to designated recipients. The prototype was tested on a tricycle and successfully sent alerts when collisions were detected.
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Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapte...University of Maribor
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Aleš Zamuda: Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapter and Networking.
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IEEE Slovenia CIS
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Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
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Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
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Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
4. "I could travel to over a dozen countries, visit
hundreds of universities, spend months meeting
with thousands of companies, but instead I get
to see the best of the best during one single day
via the geographic reach of the Global Network
and the magic of Telepresence."
Tim Draper
Managing director
Draper Fisher Jurvetson
INTRODUCTION
4
5. • A telepresence can be defined as the ability
to share videos , data , audio etc with a
distant site as though the person seems to
be truly in the same room.
• Refers to a set of technologies which allow
a person to feel as if they were present in a
location other than their true location.
WHAT IS TELEPRESENCE ?..
5
6. • The senses of users are provided with
stimuli as to give them a feeling of being in
that other location.
• User's position ,movements ,actions and
voice may sensed , transmitted and
duplicated in the remote location.
• The information travels in both directions
between the user and the remote location.
WHAT IS TELEPRESENCE ? (…)
6
7. VIRTUAL REALITY VS TELEPRESENCE
• It is an artificial environment created
with software and presented to user in
such a way that the user accepts it as a
real environment.
• In virtual reality other entity will be a
computer and in telepresence it will be a
real environment.
7
8. WHY TELEPRESENCE ?
• Low quality video.
• Reduced Audio quality with large groups and
high latency.
• Poor eye contact.
• Document sharing is not possible.
Video Conferencing suffers from various pitfalls
8
10. COMPONENTS OF TELEPRESENCE
SYSTEM
• Life Size Displays
• Camera with eye contact correction
• Wideband Sound System
• Integrated Lighting System
• Terminal for Display and Sharing of Data
10
11. EYE CONTACT CORRECTION
“When participant users of traditional desktop
videoconferencing without eye contact were
asked if there was anything “awkward” about
the experience, 68% responded in their own
words commented on the lack of eye contact.“
(McNelley, 2000).
11
20. CASE STUDIES
• Fortune 100 Financial Services Company saved
$538,655 monthly when 81% of their
meetings was done via telepresence.
• Pearson plc Media Company saved $2.1M
annually on using telepresence.
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22. ADVANTAGES
• Telepresence provides face to face experience
• Reduces cost of travel.
• Reduces paperwork.
• Enhanced Utility.
• Better meeting productivity.
• Better cost to performance ratio than Video
Conferencing on the long run.
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23. DISADVANTAGES
• High initial cost.
• Need for reliable network.
• High bandwidth requirement.
• Not suitable for small institutions.
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24. TIME LINE
AT&T launched VideoPhone 2500 in 1992.
Mechanical Gaze, one of the first internet
controlled telepresence device introduced by
UCB in 1995.
David Allen and Herold Williams founded
TeleSuites, the world's first commercially
successful telepresence company in 1998.
Cisco launched its commercial telepresence
video conferencing system in 2006.
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25. CONCLUSION
• Business with telepresence can have live
conferences with contacts all over the globe
as if they were literally in the same room.
• Time sensitive issues can be resolved quickly
and easily with effective collaboration.
• High return on investment for the future.
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26. REFERENCES
• Telepresence, Effective Visual Collaboration
and the Future of Global Business at the
Speed of Light,By Howard S. Lichtman
• Cisco TelePresence Overview,
www.cisco.com/
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