The slide deck accompanying my Grace Hopper 2015 lightning talk on inclusive VR development. How considerations on spatial awareness, motion sickness, and physical presence helps the development of experiences that work well for the masses.
This document discusses using mobile apps in physical education classes. It notes that the number of mobile phone owners grew dramatically from 2000 to 2009. It then lists over 30 potential apps that could be used on iPads for PE classes, such as apps for attendance tracking, timing exercises, learning sports rules and anatomy, analyzing form, and tracking health metrics. The document concludes by recommending that the school create an iTunes account to purchase apps with gift cards to avoid using a credit card, and have teachers test apps before introducing them to students.
This document discusses collaborative virtual reality (VR) environments. It describes how collaborative VR allows many participants to interact and collaborate in shared virtual worlds over large distances. It outlines four common architectures for collaborative VR - centralized primaries, distributed primaries, data ownership, and active replication. Examples of applications include social entertainment, education, architectural walkthroughs, and medical training. Technologies discussed include VRML and devices like BOOM and CAVE. Recent developments mentioned are DIVE and PlayStation Move controllers. Research groups in the field are also listed.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
The SmartQuill is a pen invented by Lyndsay Williams that can record handwritten notes and convert them to digital text. It uses accelerometers and handwriting recognition software to track the pen's movements and match them to letters, words, and signatures. Notes written with the SmartQuill can then be uploaded to a computer and shared electronically. The SmartQuill prototype allows users to write on any surface, recognizes a single user's handwriting, and includes features like password protection through signature recognition and wireless data transmission capabilities.
5 Do's And Don'ts When Developing A Virtual Reality PipelineJamie Denham
Sliced Bread's main role in the VR has been the creation of models, animation and lighting using Maya and Unity. In the medical VR session I will be demonstrating key do's and don'ts in developing a VR pipeline, bringing in some learnings from our early projects. Given the nature of production, planning all the asset requirements is key. Unlike linear animation, where everything is built to camera, here you build for the environment. That means many more assets and detail and you’ll need to balance that with performance constraints (polygon count etc.). You won’t want to compromise the experience either, VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience.
This document discusses virtual reality (VR), including its main applications and disadvantages. It describes VR as a computer-generated environment that immerses users and makes objects appear real. The main applications covered are in clinical psychology for exposure therapy, the military for training in dangerous situations, and education by facilitating immersive learning. Disadvantages discussed are that VR is inflexible, can be addictive and cause isolation, is expensive, and cannot replace real-world experience. The conclusion acknowledges both the advantages of VR in reducing stress but also its limitations like health risks from addiction and inability to fully develop skills without real-world practice.
This document discusses using mobile apps in physical education classes. It notes that the number of mobile phone owners grew dramatically from 2000 to 2009. It then lists over 30 potential apps that could be used on iPads for PE classes, such as apps for attendance tracking, timing exercises, learning sports rules and anatomy, analyzing form, and tracking health metrics. The document concludes by recommending that the school create an iTunes account to purchase apps with gift cards to avoid using a credit card, and have teachers test apps before introducing them to students.
This document discusses collaborative virtual reality (VR) environments. It describes how collaborative VR allows many participants to interact and collaborate in shared virtual worlds over large distances. It outlines four common architectures for collaborative VR - centralized primaries, distributed primaries, data ownership, and active replication. Examples of applications include social entertainment, education, architectural walkthroughs, and medical training. Technologies discussed include VRML and devices like BOOM and CAVE. Recent developments mentioned are DIVE and PlayStation Move controllers. Research groups in the field are also listed.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
The SmartQuill is a pen invented by Lyndsay Williams that can record handwritten notes and convert them to digital text. It uses accelerometers and handwriting recognition software to track the pen's movements and match them to letters, words, and signatures. Notes written with the SmartQuill can then be uploaded to a computer and shared electronically. The SmartQuill prototype allows users to write on any surface, recognizes a single user's handwriting, and includes features like password protection through signature recognition and wireless data transmission capabilities.
5 Do's And Don'ts When Developing A Virtual Reality PipelineJamie Denham
Sliced Bread's main role in the VR has been the creation of models, animation and lighting using Maya and Unity. In the medical VR session I will be demonstrating key do's and don'ts in developing a VR pipeline, bringing in some learnings from our early projects. Given the nature of production, planning all the asset requirements is key. Unlike linear animation, where everything is built to camera, here you build for the environment. That means many more assets and detail and you’ll need to balance that with performance constraints (polygon count etc.). You won’t want to compromise the experience either, VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience.
This document discusses virtual reality (VR), including its main applications and disadvantages. It describes VR as a computer-generated environment that immerses users and makes objects appear real. The main applications covered are in clinical psychology for exposure therapy, the military for training in dangerous situations, and education by facilitating immersive learning. Disadvantages discussed are that VR is inflexible, can be addictive and cause isolation, is expensive, and cannot replace real-world experience. The conclusion acknowledges both the advantages of VR in reducing stress but also its limitations like health risks from addiction and inability to fully develop skills without real-world practice.
Webinar presentation by Ayelet Batist, on the sense of immersion in virtual reality, or "Virtual Reality Presence". The slides share research studies done on participants using VR equipment and discusses some worries regarding the psychological impact of VR experiences.
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
The document discusses virtual reality, including its history, types, hardware, applications, advantages, disadvantages, and scope. It defines virtual reality as computer-generated 3D environments that simulate alternate realities and allow users to interact with and enter those realities. The document outlines the history of virtual reality beginning in the 1950s and describes the types as non-immersive, fully-immersive, and semi-immersive. It provides examples of virtual reality applications in the military, healthcare, education, scientific visualization, and entertainment. Advantages include creating realistic worlds and enabling exploration, while disadvantages are the expense and complexity of required equipment.
Virtual reality (VR) allows users to experience simulated, three-dimensional environments through specialized hardware like headsets and motion tracking devices. The document defines VR and discusses its history, types including immersive, non-immersive and collaborative VR, applications in fields like military, healthcare, education and scientific visualization. Advantages include creating realistic worlds and enabling exploration, while disadvantages are the expense of equipment and inability to physically move in VR environments like the real world.
Virtual reality (VR) uses head-mounted displays and other equipment to immerse users in simulated, 3D environments. It has applications in architecture, medicine, training, and entertainment. VR offers advantages like interactive education and cost savings, but also disadvantages such as addiction, lack of realism in training, high equipment costs, and negative personal development effects. A survey in Hong Kong found VR is popular there for entertainment and education, though its usage could be expanded. While VR creates positive impressions, its disadvantages around health and overuse require responsible promotion and usage.
Richard Skarbez presented a seminar titled "Cognitive Illusions in Virtual Reality: What do I mean? And why should you care?" as part of the SMART Seminar Series on the 4th March 2019.
More information:
https://news.eis.uow.edu.au/event/cognitive-illusions-in-virtual-reality-what-do-i-mean-and-why-should-you-care/
Keep updated with future events: http://www.uoweis.co/events/category/smart-infrastructure-facility
John Schrag, an experience design architect at Autodesk, presented on designing for virtual reality beyond games. He discussed that VR engages the brain differently than traditional screens by encoding experiences as "I was there," not "I saw that." However, VR can cause health issues like cyber sickness if not designed properly. The presentation covered brain science, applications beyond games, health and safety concerns, and challenges of scaling and information overload in VR design.
The document provides an overview of virtual reality (VR), augmented reality (AR), and extended reality (XR). It defines each term and describes some of the key principles and technologies that enable VR experiences. VR creates simulated, immersive environments, while AR layers virtual information over the real world. XR encompasses all real-and-virtual combined environments enabled by technology. The document then discusses some of the technical advances that have made VR possible, such as head-mounted displays, motion tracking, 3D displays, and haptics. It also notes some ongoing challenges to improving the realism of VR experiences.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that users can interact with through simulations. The first VR devices were developed in the 1950s. There are three main types of VR: immersive, which provides full sensory immersion; non-immersive, using large displays but no surround sensation; and window-on-world, displaying 3D environments on regular screens. VR uses input devices like wands and gloves and output displays like headsets. It has applications in fields like military, healthcare, education, and entertainment. Advantages include realistic simulations and exploration, while disadvantages are related to cost, complexity,
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that users can interact with through simulations. The first VR devices were developed in the 1950s. There are three main types of VR: immersive, which provides full sensory immersion; non-immersive, using large displays but no surround sensation; and window-on-world, displaying 3D environments on regular screens. VR uses input devices like wands and gloves and output displays like headsets. It has applications in fields like military, healthcare, education, and entertainment. Advantages include realistic simulations and exploration, while disadvantages are related to cost, complexity,
This presentation about the influence of virtual reality on the mind during the using of it, and how we can go through the VR technology without thinking about the future effects on ourselves.
The idea of this presentation came after reading an article about a South Korean mother used virtual reality (VR) technology for reunited with her dead daughter.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
Con’s of using Virtual realityPeople who do not have access virt.docxdonnajames55
Con’s of using Virtual reality
People who do not have access virtual reality or cannot afford this technology will be left out. As the world is developing very fast in the area of Virtual Reality and online worlds, there is a lack of laws regarding these worlds. People may misuse this technology. Users can say and do things in these worlds that is illegal in reality. Also, users may be less inhibited than in real life due to a sense of anonymity, and may act in a way that is socially unacceptable. Communication using this technology would be susceptible to deception. Many people may become addicted to living in these virtual worlds, and as a result forget or neglect their responsibilities in real life.
Technology is still developing and there are still many flaws to be worked to. Arising health issues due to usage of this technology. Like, some people have been known to have motion sickness due to using the Virtual Reality headset.
Future of virtual reality:
Virtual reality development has slowed down in recent years because of public expectations created by media sensationalisation. Today mostly cars and aeronautics companies are using VR technology. They use this technology to test the product designs and to simulate the user interaction. VR technology is also useful in medical training, and in addition to helping patients recover. There will be more advances for VR in urban design, manufacturing, games, medical therapy, and music.
Virtual reality makes its breakthrough as a mainstream technology. Facebook sees virtual technology as the next big computing platform, but that would be possible only when VR will be considered as a mainstream device. In the future most of the people will have computers with high-end graphics cards with good virtual experience computers. YouTube has introduced 360-degree videos in March and followed up in November with a format called VR video, which has to be watched with Google cardboard headset. The first and foremost barrier for this technology success is getting VR hardware into people’s hand.
Virtual reality in education projects are already disclose. How VR could help its operators practice using robotic arms on the international space station. VR education application based on the Apollo 11 moon landing by Irish, the British Museum use of VR to transport visitors back to the bronze age are the experimental projects in education using VR technology (Dredge, S. 2016, January 07). VR films is a fascinating area for experimentation mainly on journalism. Many of these filmmakers see VR as a way for viewers to actively become a participant and experience how terrible wars or disasters can be using virtual reality.
Virtual reality in healthcare is still in its early days in terms of treatment, widespread clinical adoption and its usage. Innovators are continuously inspect evidence for clinical use through properly designed and accurate clinical trials. Later in future the technology will get interesting w.
This document appears to be a thesis report for a virtual reality interface design project. The summary is:
The document outlines research and design work done to make virtual reality more accessible. It discusses preconceptions about third party content, headset design assumptions, and the uncertain direction of VR. Research involved observing users experience motion sickness in VR games. The report also reviews the state of the VR field and technologies being developed to lower costs. The goal is to help more users, including those with visual impairments, have positive VR experiences.
A 3 hour workshop on the future of wearable user experience that takes in embodied cognition, sensory design and assistive technology to show how we can build new senses and new experiences for all.
Look at http://www.sensoryux.com to learn more about these workshops
Introduction to VR ebook- Dream School.pdfMahadi Hasan
Introduction to VR ebook- Dream School
Virtual Reality (VR) is a rapidly growing technology that offers a new way of experiencing the world and beyond. Whether you're interested in gaming, education, or exploring new environments, VR provides an immersive and interactive experience that is unlike anything you've seen before.
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.
Virtual reality is a computer-generated simulation of a 3D environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment. It is used for various applications including military training, healthcare, education, scientific visualization, and entertainment. The document discusses the history of VR, types of VR systems, hardware components, applications, and advantages and disadvantages.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
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Similar to Inclusivity in VR Development - Grace Hopper 2015
Webinar presentation by Ayelet Batist, on the sense of immersion in virtual reality, or "Virtual Reality Presence". The slides share research studies done on participants using VR equipment and discusses some worries regarding the psychological impact of VR experiences.
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
The document discusses virtual reality, including its history, types, hardware, applications, advantages, disadvantages, and scope. It defines virtual reality as computer-generated 3D environments that simulate alternate realities and allow users to interact with and enter those realities. The document outlines the history of virtual reality beginning in the 1950s and describes the types as non-immersive, fully-immersive, and semi-immersive. It provides examples of virtual reality applications in the military, healthcare, education, scientific visualization, and entertainment. Advantages include creating realistic worlds and enabling exploration, while disadvantages are the expense and complexity of required equipment.
Virtual reality (VR) allows users to experience simulated, three-dimensional environments through specialized hardware like headsets and motion tracking devices. The document defines VR and discusses its history, types including immersive, non-immersive and collaborative VR, applications in fields like military, healthcare, education and scientific visualization. Advantages include creating realistic worlds and enabling exploration, while disadvantages are the expense of equipment and inability to physically move in VR environments like the real world.
Virtual reality (VR) uses head-mounted displays and other equipment to immerse users in simulated, 3D environments. It has applications in architecture, medicine, training, and entertainment. VR offers advantages like interactive education and cost savings, but also disadvantages such as addiction, lack of realism in training, high equipment costs, and negative personal development effects. A survey in Hong Kong found VR is popular there for entertainment and education, though its usage could be expanded. While VR creates positive impressions, its disadvantages around health and overuse require responsible promotion and usage.
Richard Skarbez presented a seminar titled "Cognitive Illusions in Virtual Reality: What do I mean? And why should you care?" as part of the SMART Seminar Series on the 4th March 2019.
More information:
https://news.eis.uow.edu.au/event/cognitive-illusions-in-virtual-reality-what-do-i-mean-and-why-should-you-care/
Keep updated with future events: http://www.uoweis.co/events/category/smart-infrastructure-facility
John Schrag, an experience design architect at Autodesk, presented on designing for virtual reality beyond games. He discussed that VR engages the brain differently than traditional screens by encoding experiences as "I was there," not "I saw that." However, VR can cause health issues like cyber sickness if not designed properly. The presentation covered brain science, applications beyond games, health and safety concerns, and challenges of scaling and information overload in VR design.
The document provides an overview of virtual reality (VR), augmented reality (AR), and extended reality (XR). It defines each term and describes some of the key principles and technologies that enable VR experiences. VR creates simulated, immersive environments, while AR layers virtual information over the real world. XR encompasses all real-and-virtual combined environments enabled by technology. The document then discusses some of the technical advances that have made VR possible, such as head-mounted displays, motion tracking, 3D displays, and haptics. It also notes some ongoing challenges to improving the realism of VR experiences.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that users can interact with through simulations. The first VR devices were developed in the 1950s. There are three main types of VR: immersive, which provides full sensory immersion; non-immersive, using large displays but no surround sensation; and window-on-world, displaying 3D environments on regular screens. VR uses input devices like wands and gloves and output displays like headsets. It has applications in fields like military, healthcare, education, and entertainment. Advantages include realistic simulations and exploration, while disadvantages are related to cost, complexity,
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that users can interact with through simulations. The first VR devices were developed in the 1950s. There are three main types of VR: immersive, which provides full sensory immersion; non-immersive, using large displays but no surround sensation; and window-on-world, displaying 3D environments on regular screens. VR uses input devices like wands and gloves and output displays like headsets. It has applications in fields like military, healthcare, education, and entertainment. Advantages include realistic simulations and exploration, while disadvantages are related to cost, complexity,
This presentation about the influence of virtual reality on the mind during the using of it, and how we can go through the VR technology without thinking about the future effects on ourselves.
The idea of this presentation came after reading an article about a South Korean mother used virtual reality (VR) technology for reunited with her dead daughter.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
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The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
Con’s of using Virtual realityPeople who do not have access virt.docxdonnajames55
Con’s of using Virtual reality
People who do not have access virtual reality or cannot afford this technology will be left out. As the world is developing very fast in the area of Virtual Reality and online worlds, there is a lack of laws regarding these worlds. People may misuse this technology. Users can say and do things in these worlds that is illegal in reality. Also, users may be less inhibited than in real life due to a sense of anonymity, and may act in a way that is socially unacceptable. Communication using this technology would be susceptible to deception. Many people may become addicted to living in these virtual worlds, and as a result forget or neglect their responsibilities in real life.
Technology is still developing and there are still many flaws to be worked to. Arising health issues due to usage of this technology. Like, some people have been known to have motion sickness due to using the Virtual Reality headset.
Future of virtual reality:
Virtual reality development has slowed down in recent years because of public expectations created by media sensationalisation. Today mostly cars and aeronautics companies are using VR technology. They use this technology to test the product designs and to simulate the user interaction. VR technology is also useful in medical training, and in addition to helping patients recover. There will be more advances for VR in urban design, manufacturing, games, medical therapy, and music.
Virtual reality makes its breakthrough as a mainstream technology. Facebook sees virtual technology as the next big computing platform, but that would be possible only when VR will be considered as a mainstream device. In the future most of the people will have computers with high-end graphics cards with good virtual experience computers. YouTube has introduced 360-degree videos in March and followed up in November with a format called VR video, which has to be watched with Google cardboard headset. The first and foremost barrier for this technology success is getting VR hardware into people’s hand.
Virtual reality in education projects are already disclose. How VR could help its operators practice using robotic arms on the international space station. VR education application based on the Apollo 11 moon landing by Irish, the British Museum use of VR to transport visitors back to the bronze age are the experimental projects in education using VR technology (Dredge, S. 2016, January 07). VR films is a fascinating area for experimentation mainly on journalism. Many of these filmmakers see VR as a way for viewers to actively become a participant and experience how terrible wars or disasters can be using virtual reality.
Virtual reality in healthcare is still in its early days in terms of treatment, widespread clinical adoption and its usage. Innovators are continuously inspect evidence for clinical use through properly designed and accurate clinical trials. Later in future the technology will get interesting w.
This document appears to be a thesis report for a virtual reality interface design project. The summary is:
The document outlines research and design work done to make virtual reality more accessible. It discusses preconceptions about third party content, headset design assumptions, and the uncertain direction of VR. Research involved observing users experience motion sickness in VR games. The report also reviews the state of the VR field and technologies being developed to lower costs. The goal is to help more users, including those with visual impairments, have positive VR experiences.
A 3 hour workshop on the future of wearable user experience that takes in embodied cognition, sensory design and assistive technology to show how we can build new senses and new experiences for all.
Look at http://www.sensoryux.com to learn more about these workshops
Introduction to VR ebook- Dream School.pdfMahadi Hasan
Introduction to VR ebook- Dream School
Virtual Reality (VR) is a rapidly growing technology that offers a new way of experiencing the world and beyond. Whether you're interested in gaming, education, or exploring new environments, VR provides an immersive and interactive experience that is unlike anything you've seen before.
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.
Virtual reality is a computer-generated simulation of a 3D environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment. It is used for various applications including military training, healthcare, education, scientific visualization, and entertainment. The document discusses the history of VR, types of VR systems, hardware components, applications, and advantages and disadvantages.
Similar to Inclusivity in VR Development - Grace Hopper 2015 (20)
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Dive into the realm of operating systems (OS) with Pravash Chandra Das, a seasoned Digital Forensic Analyst, as your guide. 🚀 This comprehensive presentation illuminates the core concepts, types, and evolution of OS, essential for understanding modern computing landscapes.
Beginning with the foundational definition, Das clarifies the pivotal role of OS as system software orchestrating hardware resources, software applications, and user interactions. Through succinct descriptions, he delineates the diverse types of OS, from single-user, single-task environments like early MS-DOS iterations, to multi-user, multi-tasking systems exemplified by modern Linux distributions.
Crucial components like the kernel and shell are dissected, highlighting their indispensable functions in resource management and user interface interaction. Das elucidates how the kernel acts as the central nervous system, orchestrating process scheduling, memory allocation, and device management. Meanwhile, the shell serves as the gateway for user commands, bridging the gap between human input and machine execution. 💻
The narrative then shifts to a captivating exploration of prominent desktop OSs, Windows, macOS, and Linux. Windows, with its globally ubiquitous presence and user-friendly interface, emerges as a cornerstone in personal computing history. macOS, lauded for its sleek design and seamless integration with Apple's ecosystem, stands as a beacon of stability and creativity. Linux, an open-source marvel, offers unparalleled flexibility and security, revolutionizing the computing landscape. 🖥️
Moving to the realm of mobile devices, Das unravels the dominance of Android and iOS. Android's open-source ethos fosters a vibrant ecosystem of customization and innovation, while iOS boasts a seamless user experience and robust security infrastructure. Meanwhile, discontinued platforms like Symbian and Palm OS evoke nostalgia for their pioneering roles in the smartphone revolution.
The journey concludes with a reflection on the ever-evolving landscape of OS, underscored by the emergence of real-time operating systems (RTOS) and the persistent quest for innovation and efficiency. As technology continues to shape our world, understanding the foundations and evolution of operating systems remains paramount. Join Pravash Chandra Das on this illuminating journey through the heart of computing. 🌟
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Nunit vs XUnit vs MSTest Differences Between These Unit Testing Frameworks.pdfflufftailshop
When it comes to unit testing in the .NET ecosystem, developers have a wide range of options available. Among the most popular choices are NUnit, XUnit, and MSTest. These unit testing frameworks provide essential tools and features to help ensure the quality and reliability of code. However, understanding the differences between these frameworks is crucial for selecting the most suitable one for your projects.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
4. 2015
Why Virtual Reality?
The Approach
Immersive computing makes
technology more relatable
Powerful experiences that more
closely reflect our real-world
behaviors
The Benefits
Memories formed in VR are more
closely related to memories of
real-world experiences
Higher degree of empathy
6. 2015
Inclusion in VR
Spatial awareness
Motion sickness
Body presence: does my virtual self reflect
how I view myself in the physical world?
− Gender
− Age
− Life Experiences
7. 2015
Observation
My Fear:
I am absolutely terrible at navigation in video
games! Is this going to translate into doing
worse in VR apps?
9. 2015
Spatial Awareness: Maze Navigation
Men complete virtual
mazes 33% more
quickly than women
and utilize both halves
of the hippocampus to
create a mental
representation of their
environment
Women use only the
right hippocampus
during maze navigation,
relying on landmarks to
construct an exit
strategy
Purvis et. all, 2004
10. 2015
Spatial Awareness
Not well-understood: certain studies suggest
that differences are due to confirmation bias
11. 2015
Spatial Awareness: Potential Impact
Some people may have a harder time
navigating through virtual environments
Interacting with virtual objects may not be as
intuitive
12. 2015
Observation
I notice as I give & observe demos that men
generally stay in a VR app longer than women.
It’s also very difficult to judge whether I’m going
to feel motion sick from a given app.
14. 2015
Motion Sickness: 3D Visual Cues
Figuring out an object’s
position is done through
shape-from-shading and
motion parallax
Women will prioritize
cues form shape-from-
shading over motion
parallax
An example of shape-from-shading at high
and low intensities. Princeton University
15. 2015
Impact
Individuals with higher sensitivity to motion
sickness may physically be unable to
experience certain applications
21. 2015
Looking Ahead
1. Ensure you’re testing with a diverse user pool
2. Remove unnecessary “self” details that can
detract from presence
22. 2015
Looking Ahead
1. Ensure you’re testing with a diverse user pool
2. Remove unnecessary “self” details that can
detract from presence
3. Innovate around lighting & shadowing to
remove unnatural behaviors
25. 2015
Got Feedback?
Rate and review the session on our mobile app
Download at http://ddut.ch/ghc15
or search GHC 2015 in the app store
Editor's Notes
Talk about why immersive computing has so much potential.
Experience events and storytelling from multiple perspectives
Create and test experiments that can’t be done in real life as easily
Synthesize information spatially
Increase comfort of personal computing
Although VR from a wide-scale consumer adoption standpoint is still in infant stages, benefits of virtual reality technologies are already being formed.
New considerations for building VR experiences: you have to build solutions that cover the entire sphere of view around a user, you can’t build for one specific body type or gender, your experience has to be symbiotic with your user’s physical actions
Users will expect their entire surrounding area to be replaced. Different from how we view a screen that has a smaller area of content
The connection to the digital representation is more important than ever – browsing the web does not require us relating to another digital being the way VR does
Physical actions play a much greater part in VR - your motions at a traditional computer are limited to mouse+typing (perhaps some touch) but in VR, your motions vary and being “wrong” in how they map to the virtual self is more problematic. Also consider things like sitting vs. standing.
Physical differences between men and women = VR differences for men and women
It’s suggested that hormones play a role in spatial awareness
Women are considerably more likely to suffer from motion sickness than men – generally thought to be related to hormone levels. In VR, this effect may be exacerbated by other factors that contribute to motion sickness.
Biological men are significantly more likely to utilize visual cues from motion parallax (good in VR) than women, who are significantly more likely to utilize shape-from-shading (much harder to get perfect in CG)
Motion Parallax: How we understand an object’s size based on how fast it moves in relation to us
Shape from shading: Estimation of surface normal to indicate shadowing / reflection – harder to get right due to the nature of how recursively deep calculation of surface normals can be done (shadows & lighting)
A scene from Owlchemy labs’ Job Simulator, where the player is being instructed by a robot how to cook. The developers noted that in their testing process, they found that shorter players struggled to reach some crucial objects in the scene. Mobility limitations also resulted in some testers attempting to rely on the virtual table to provide support.
Playing in a seated vs. standing position and the sense of self
A male avatar vs a female avatar
Height: On average, men are taller than women. Accounting for height and body size with positional tracking, how hardware is developed, and within the experience can have an impact on the usability of a virtual reality application. Use example from Owlchemy Labs with Job Simulator
Character Body: When in doubt, go without – our brains are more easily convinced of ownership of a digital self when the body is invisible over a visible but not matching body (e.g. a male avatar for a female player, and vice versa)
Inter-pupillary distance: the distance between eyes plays an important role in rendering content stereoscopically. It’s important to respect the player settings and calculate accordingly to account for a difference in average and mean IPD – 70mm vs 65mm (men / women 95th percentile data)
Making sure that experiences are being tested by a diverse user pool will help identify “edge” cases that are no longer edge cases for virtual reality
Remove unneeded “identifying” factors that a user may not relate to that would break the sense of presence – e.g. is there a gendered breathing noise on your character that may not match up with the player?
Making sure that experiences are being tested by a diverse user pool will help identify “edge” cases that are no longer edge cases for virtual reality
Remove unneeded “identifying” factors that a user may not relate to that would break the sense of presence
We need more information around how different people react in virtual environments and study in how we can build experiences that adapt well to a diverse pool of users. These areas include improvements and innovation in graphics programming, optimization, and testing for a diverse user base; it also includes a need for software engineers to work closely with other scientific fields in understanding how and why our brains work the way that they do in virtual environments. There isn’t a ton of information out there, but this is the tip of the iceberg, and it’s imperative that we make advancements to ensure that VR is a safe and inclusive new medium for all.
This is the last slide and must be included in the slide deck