Conoscere la realtà aumentata in un contesto innovativo economico e sociale...Ministry of Education
"Conoscere la realtà aumentata in un contesto innovativo economico e sociale nuovo"
Lecture di Giuliana Guazzaroni al convegno: "Future Horizon of Quantum Art and Augmented Reality" tenutosi a Firenze presso Palazzo Medici-Riccardi il 14 dicembre 2012
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Conoscere la realtà aumentata in un contesto innovativo economico e sociale...Ministry of Education
"Conoscere la realtà aumentata in un contesto innovativo economico e sociale nuovo"
Lecture di Giuliana Guazzaroni al convegno: "Future Horizon of Quantum Art and Augmented Reality" tenutosi a Firenze presso Palazzo Medici-Riccardi il 14 dicembre 2012
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
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.
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.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Apps, Avatars & Robots – THE FUTURE OF HEALTHCARE QUT
This presentation - given at the inaugural Arts Health Network Queensland 'Create, Connect, Collaborate' forum on 6 Oct 2018 - explores the promise and pitfalls of three technologies (apps, avatars and robots) posed to transform healthcare. It reflects on key ethical, cultural, social and political implications of the virtual information age for consumers, and healthcare educators, researchers and practitioners. It is built on this paper:
Miller, E. & Polson D. (2019). Apps, avatars and robots: The future of mental healthcare. Issues in Mental Health Nursing. https://doi.org/10.1080/01612840.2018.1524535
- En quoi la réalité virtuelle est-elle un nouveau vecteur de conversation avec notre consommateur ?
- Quels sont ses réels impacts aujourd’hui ?
- Quelles sont les industries qui ont osé sauter le pas ?
La réalité virtuelle est désormais un atout dans le portfolio marketing et devient un outil incontestable pour créer de l’engagement.
Damien Lefebvre
Co-president, Canada
damien.lefebvre@valtech.ca
Western Institute Virtual Tourism: from Moodle to Opensim! Virtual Worlds Best Practice in Education Conference, 2011. Exploring the use of Virtual Worlds in Tourism & Hospitality Training with Rob Merchi and Jokay Wollongong
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
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.
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.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Apps, Avatars & Robots – THE FUTURE OF HEALTHCARE QUT
This presentation - given at the inaugural Arts Health Network Queensland 'Create, Connect, Collaborate' forum on 6 Oct 2018 - explores the promise and pitfalls of three technologies (apps, avatars and robots) posed to transform healthcare. It reflects on key ethical, cultural, social and political implications of the virtual information age for consumers, and healthcare educators, researchers and practitioners. It is built on this paper:
Miller, E. & Polson D. (2019). Apps, avatars and robots: The future of mental healthcare. Issues in Mental Health Nursing. https://doi.org/10.1080/01612840.2018.1524535
- En quoi la réalité virtuelle est-elle un nouveau vecteur de conversation avec notre consommateur ?
- Quels sont ses réels impacts aujourd’hui ?
- Quelles sont les industries qui ont osé sauter le pas ?
La réalité virtuelle est désormais un atout dans le portfolio marketing et devient un outil incontestable pour créer de l’engagement.
Damien Lefebvre
Co-president, Canada
damien.lefebvre@valtech.ca
Western Institute Virtual Tourism: from Moodle to Opensim! Virtual Worlds Best Practice in Education Conference, 2011. Exploring the use of Virtual Worlds in Tourism & Hospitality Training with Rob Merchi and Jokay Wollongong
Presentation at Nordic Ecommerce Summit in Malmö 2016.
Seasons are rapidly changing and so are the trends and behaviours in the e-commerce landscape. What is next to expect and prepare for in the European e-com market? Magnus Thorsell will report on trends around the globe and specifically look at the dragons and giants in China and America to forecast what is coming our way. Chatbots, mobiles or smart buttons? What will make your business remarkable and how do you prepare?
Case Study: Setting Up a Professional Virtual Reality Shoot Casey Sapp
For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
"The Digital Paralympics, from London to Sochi"
The presentation will look at how London 2012 established Paralympic sport in the nations consciousness combining broadcast and digital and social media to maximum effect. The presentation will look at challenges, lessons learned and how Channel 4 subsequently delivered a successful Sochi Winter Paralympic Games.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
Glimpse Inside the 2016 Digital Storytelling ToolkitVictor Hernandez
Invest in your future and begin the new year by updating your digital toolkit with the latest and greatest of the emerging storytelling techniques -- Star Wars-style!
This workshop is where attendees 'get their geek on' by gaining up close insights into the latest tech innovations, and how they can be used to tell more digitally engaged stories.
What will we talk about to begin 2016? Social journalism trends? Mapping tools? Apple Watch? AR/VR? Breakthroughs in mobile reporting? Image detection? Content curation? And lots more.
Our guest will be Victor Hernandez, Director of Media Innovation for Banjo and current fellow at the Donald W.Reynolds Journalism Institute at University of Missouri where he is researching wearable technologies and newsrooms.
Melanie Cook on how to use VR for marketing and advertisingSapientNitroAPAC
In the words of Mugatu, Virtural Reality (VR) “is sooo hot right now!” The world’s biggest brands are all experimenting with how it can help them engage consumers and ultimately improve their bottom lines.
This is mostly because VR and AR offer a deeper level engagement that is more immersive than we’ve ever seen before.
Melanie Cook, Head of Strategy at SapientNitro Southeast Asia, hosted a breakfast at the Singapore office to share how brands can take advantage of VR experiences.
The talk, part of SapientNitro’s #whatsticks series, was broken down into the four steps that every brand or agency needs to take to make sure their VR experience is a hit;
1. Define a specific use
2. Create a tangible value exchange
3. Think like the cohort of 3d thinkers
4. Get your ducks in a row
(The user experience has to be outstanding, the commercials have to line up and the entire organisation needs to work together to make it happen.)
Melanie doesn’t advocate that the brands should only focus on VR, “Your brand story should continue to be experienced in mobile, print, digital, data visualisation, infographics, multimedia, video, gaming, podcasting, social etc.”.
Beginners guide to create powerful stories in Virtual Reality. VR is a completely new medium that allows a lot more freedom than traditional filmmaking. Explore your options.
Get the whole PDF ebook at: http://eepurl.com/bXtoOP
VR Journalism Workshop at Journalism InteractiveJournovationSU
Slides from Professor Dan Pacheco's workshop on VR Journalism at the 2016 Journalism Interactive Conference in Gainesville, Florida. More materials related to this can be found at http://www.vrstorytelling.org/vr-session-at-2016-journalism-interactive/
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
EXPLORING VIRTUAL REALITY APPLICATION IN TOURISM: VR BUKIT PUTERIijma
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence, this application entitled VR Bukit Puteri is designed and developed as a medium to promote and attract tourists to visit this natural cultural heritage place in Terengganu. This application is particularly very useful for the user to get information or learn interactively about history and artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the development of this application. In addition, the gaze interaction technique had been successfully used to add more interactivity and user-friendliness to this application. The framework, interface design, testing and expert evaluation may also serve as guidelines in developing similar VR application in another domain. The author would consider gamification elements, engaging activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These engagement elements can be a great counterpart to increase user experience in virtual world.
This is a detailed presentation on the concept of virtual reality which has in-depth knowledge of where virtual reality can be used in everyday life and improve our imagination. VR can be great scope of work and study in the future
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
In the period of innovation, the idea of movement has taken on new aspects. While actual travel may not generally be plausible, virtual travel encounters offer an interesting and spellbinding other option. Through the force of the web, people can leave on virtual excursions to objections all over the planet, submerging themselves in the sights, sounds, and societies of far off places. In this blog entry, we will dig into the captivating domain of virtual travel encounters, featuring their advantages, famous stages, and various choices accessible to eager voyagers looking for investigation from the solace of their own homes.
PICTURES AND WORDS: VISUAL STORYTELLING AS A MULTIMEDIA TRENDAnimation Kolkata
In our blog we will discuss the visual storytelling as a multimedia trend.
Human beings have been fascinated by the idea of stories being represented in a visual form since time immemorial.
2. VIRTUAL REALITY
The definition of virtual reality comes, naturally, from
the definitions for both ‘virtual’ and ‘reality’. The
definition of ‘virtual’ is near and reality is what we
experience as human beings.
So the term ‘virtual reality’ basically means ‘near-
reality’. This could, of course, mean anything but it
usually refers to a specific type of reality emulation.
3. SO WHAT IS VIRTUAL REALITY ?
Answering "what is virtual reality"
in technical terms is straight-
forward. Virtual reality is the term
used to describe a three-
dimensional, computer generated
environment which can be
explored and interacted with by a
person. That person becomes
part of this virtual world or is
immersed within this environment
and whilst there, is able to
manipulate objects or perform a
series of actions.
4. MULTI-SENSORY EXPERIENCE
They are aided by various
sensory stimuli such as
sound, video and images which
form part of most virtual
reality environments. But
many newer environments
include touch or force
feedback through a haptic
device such as a ‘data glove’
which further enhances the
experience.
5. VIRTUAL ENVIRONMENTS
Many people who work with
virtual reality prefer to use the
term ‘virtual environments’
instead. This is a response to a
perceived negativity to this
technology which has often
turned out to be true.
6. There are people who view virtual reality with
little enthusiasm and dismiss it as ‘science
fiction’, seeing it as having no practical
application in the real world.
7. VARIETY OF USES
Architecture
Sport
Medicine
The Arts
Entertainment
8. FEATURES OF VIRTUAL REALITY SYSTEMS
There are many different types of virtual reality systems
but they all share the same characteristics such as the
ability to allow the person to view three-dimensional
images. These images appear life-sized to the person.
9. FEATURES OF VIRTUAL REALITY SYSTEMS
Plus they change as the person moves around their
environment which corresponds with the change in their
field of vision. The aim is for a seamless join between
the person’s head and eye movements and the
appropriate response, e.g. change in perception. This
ensures that the virtual environment is both realistic
and enjoyable.
A virtual environment should provide the appropriate
responses – in real time- as the person explores their
surroundings.
10. FEATURES OF VIRTUAL REALITY SYSTEMS
The person becomes aware that they are in an
artificial environment and adjusts their behaviour
accordingly which results in a stilted, mechanical
form of interaction.
The aim is for a natural, free-flowing form of
interaction which will result in a memorable
experience.
The problems arise when there is a delay between
the person’s actions and system response or latency
which then disrupts their experience.
11. WHAT IS VIRTUAL TOUR ?
Virtual tourism, the activity of "visiting" sites of interest over
the Internet without having to physically travel to them, can
take on many forms. An early form of virtual tourism presents
the user with a slideshow or video which explores a limited
area, for example, a museum.
12. Some museums offer a 3D graphical interface that allows
one to explore the attraction site using simple directional
camera controls. Most of these early efforts met with
limited success and didn't really take off for various
reasons, among them the limited ability to immerse the
user in a believable environment.
13. VIRTUAL TOURISM
Virtual tourism, the activity of "visiting" sites of interest
over the Internet without having to physically travel to
them, can take on many forms. An early form of virtual
tourism presents the user with a slideshow or video
which explores a limited area, for example, a museum.
Some museums offer a 3D graphical interface that
allows one to explore the attraction site using simple
directional camera controls. Most of these early efforts
met with limited success and didn't really take off for
various reasons, among them the limited ability to
immerse the user in a believable environment.
14. VIRTUAL TOURISM
The Information and Communication Technology (ICT)
has caused immense revolution in tourism industry
leading to the new generation of sightseeing called
“Virtual Tourism” (VT). In this way, different aspects of
impact on the development of VT, introduced as the
success key factors. These aspects consist of an exclusive
combination of ICT and Tourism.
15. HISTORICAL PROCESS OF VIRTUAL TOURISM
One of the first users of a
Virtual Tour was Her Majesty
Queen Elizabeth II, when she
officially opened the visitor
centre in June 1994.
Because the Queen's officials
had requested
titles, descriptions and
instructions of all activities, the
system was named and
describes as: "Virtual
Tour, being a cross between
Virtual Reality and Royal Tour."
16. VT is a non-physical form of tourism that emerges in 3D
world to integrate computing systems and human
attitudes towards virtual and unreal travel. And also VT
utilizes the natural attractions to those who are unable to
travel physically but intend to experience different places.
17. Although the opportunities that VT offers the tourism
sector are quite significant, many questions and
challenges remain regarding VT's future roles in tourism.
For instance, even though VT technology will continue to
evolve, it is difficult to predict the level of advancement
that the future technologies will offer.
18. Second Life
Internet-based location is Linden Lab's Second Life . In the online world of
Second Life, people may buy virtual property, make virtual goods that can be
sold for real money. In what turned out to be one of the first of many such
activities, the Dresden Museum decided to place its Old Masters collection
online; every item in the collection was reproduced digitally, and placed in the
Second Life universe for anyone to see.
19. There has been an increasing
trend of tourism organizations
sponsoring virtual sites inside
worlds like Second Life, which
faithfully reproduce a real-life
location.
Thus it allows users to embark
on a virtual tour of, say, the
fabled Chichen Itza from the
comfort of their homes.
While the primary goal of
endeavors like these is to
promote tourism, they offer a
quick getaway to those too
busy to visit these exotic
locations themselves.
20. VIRTUAL TOURISM AND WILDLIFE
As a new era of Internet and
broadcasting technologies
emerge, the possibility of
minimal impact mass tourism
is nearing a reality. Through
the use of powerful web
servers, streaming
video, broadcast-quality
cameras, video
compression, and satellite
communications, it is
increasingly possible to bring
live wildlife images to huge
numbers of virtual tourists.
21. Whereas in the past wildlife footage has been exclusively the
domain of professional production companies, today’s
latest, relatively inexpensive technologies allow almost anyone to
package and deliver live or edited wildlife footage to viewers
around the world.
Traditionally, broadcast companies and production firms gain
access to wildlife for free through national parks
authorities, conservation site managers, or wildlife researchers.
Though production costs are high, risks considerable, and
margins thin, they make money through wide
distribution, sales, and advertising.
22. A FOR-PROFIT VENTURE
One of the most popular sources for virtual wildlife
tourism has been AfriCam, a for-profit South African
Internet and broadcasting company. It used all forms of
wildlife content delivery to try to turn a profit. Despite
early signs of success, it has recently suspended its web
cam and streaming video services because they were
not financially sustainable.
23. AfriCam’s initial set-up was impressive. Free web cams of
wildlife from over twenty locations attracted online shoppers
and advertisers. Due to its early start in wildlife viewing on the
Internet, it attracted a huge visitor base. At one
time AfriCam boasted over 30 million visitors to its site per
month and accounted for 48 percent of all of South Africa’ s
Internet traffic, all this with very little promotion
24. CAN WILDLIFE WEB CAMS GENERATE MONEY?
So far, most virtual wildlife
tourism on the web has been
free. Though virtual tourists
do not appear willing to pay
for unedited wildlife
footage, they may be willing
to pay for edited highlights.
After all, cable television
subscribers pay for wildlife
programs.
25. REAL AND VIRTUAL MUSEUM
According to the definition of the International Council ofMuseums
(ICOM) about museums: “A museum is a
nonprofitmaking, permanent institution in the service of societyand
of its development, and open to the public, which
acquires,conserves, researches, communicates and exhibits, for
purposesof study, education and enjoyment, material evidence of
people and their environment.”
Virtual museum enjoy the samefunctions of
acquisition, storage, documentation, research, exhibitionand
communication as the ‘brick and mortar’ museums as set out by the
above definition. They can, in addition, actin a complementary and
auxiliary manner.
A virtual museumwebsite can provide worldwide publicity. Research
has revealed that 70% of people visiting a museum website would
subsequentlybe more likely to go and visit the ‘real’ museum
[69].Museum curators can digitally preserve the artifacts of their
collections.
26. The effective safeguarding of cultural artifacts can beachieved
through the use of technological advances, by meansof the
comparison of different images across time to monitor their
conservation.
Furthermore, they provide the means tocreate digital
representations of cultural artifacts and databasetechnologies
with which multimedia information about the virtualmuseum
artifacts can be stored and retrieved whenever isneeded. The
digitized information can be re-used in a variety of ways, for
different purposes and probably even by other
culturalinstitutions.
27. GIGAPAN
Gigapans are gigapixel panoramas, digital images with
billions of pixels. They are huge panoramas with
fascinating detail, all captured in the context of a single
brilliant photo.
Phenomenally large, yet remarkably crisp and
vivid, gigapans are available to be explored at
GigaPan.com. Zoom in and discover the detail of over
50,000 panoramas from around the world.
28. A NEW DIMENSION FOR PHOTOGRAPHY
GigaPan gives experienced and novice photographers
the technology to create high-resolution panorama
images more easily than ever before, and the resulting
GigaPan images offer viewers a new, unique perspective
on the world.
GigaPan offers the first solution for shooting, viewing
and exploring high-resolution panoramic images in a
single system: EPIC series of robotic camera mounts
capture photos using almost any digital camera; GigaPan
Stitch Software automatically combines the thousands
of images taken into a single image; and GigaPan.com
enables the unique mega-high resolution viewing
experience.
29. VIRTUAL TOURIST
VirtualTourist is a worldwide travel community where
real travelers and locals share real travel advice and
experiences.
As one of the largest sources of unbiased, user-
generated travel content in the world, VirtualTourist is
the premier resource for travelers seeking an insider's
perspective. Real travel tips, reviews and photos from
real people who have actually been there and done
that; and this is what makes the travel content on
VirtualTourist so useful.
30. On VirtualTourist, tips and reviews are organized by
destination and everywhere in between-and then into
13 separate categories, like Hotels, Things to Do, Local
Customs, Shopping, Tourist Traps and more. This makes
it easy for members to contribute content and for other
users to find it.
31. IN TO THE AMAZON
Doug and his team lived on a boat and in the Rainforest in the
heart of Amazonia. Now we can follow these thirty men and
share in their experiences
When you register for the Into the Amazon Expedition Virtual
Tour, you will enjoy exclusive access to seven online video
episodes. At the conclusion of each video episode, listen to a
follow-up discussion by Doug Phillips and other team
members as they recount exciting anecdotes from their
adventures and offer additional insights into each episode’s
mystery.
You will also enjoy photo galleries that feature some of the
best images shot during the trip, giving you an even better
picture of one of God's most singular creations, as well as
what life is like in modern-day Amazonia