The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Cairo Cristal Academy - Daniel Cheetham, Happy Finish UKCristal Events
VR and AR are new ways to tell stories that augment the real world. While the concepts of VR and AR are not new, emerging technologies like Google Tango, Oculus Rift, 360-degree video on Facebook and YouTube, and spatial audio are pushing the boundaries of immersive storytelling. The future of VR and AR looks promising as the technology improves and more content is created.
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
This document discusses augmented reality (AR) and the emerging medium of mobile AR using the Layar platform. It provides an overview of Layar, a mobile AR leader founded in 2009. Layar has over 1 million active users and allows developers to create AR layers that overlay digital content on a device's camera view. Examples are given of informative, creative, playful, social, and commercial AR applications. The document also provides guidance on developing AR layers using Layar's publishing tools and APIs.
Budweiser held a hackathon called "Tackle Impossible" focused on road safety solutions and responsible drinking education. They awarded $25,000 to the best team to implement their ideas. The Budweiser exhibit engaged participants' senses of sight, touch, and hearing through interactive displays using bottles and instruments. HBO extensively promoted the TV series Silicon Valley throughout Austin using taxis, posters, billboards and leaflets bearing the show's fictional company logo. They held a panel discussion with the show's creators and actors at the Mashable House, where several brands including HBO hosted activations. Samsung saw long queues outside its house where people could test the new Galaxy S7 and VR solutions. [END SUMM
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Desi...Nancy Amoroso
Virtual reality has potential applications for education by making learning engaging through immersive lessons. VR allows for teaching 3D concepts in a 3D environment and encourages physical activity, which can enhance performance and learning. While VR is still in its early stages for education, it offers an unexplored new frontier for improving learning outcomes. Key challenges include measuring outcomes, addressing perceptions that VR is isolating, and age restrictions on current VR technology.
The document provides a summary of various creative marketing campaigns and trends from November 2011. Some highlights include:
1) National Geographic used augmented reality to immerse mall visitors in interactive dinosaur and astronaut displays.
2) Nokia projected a spectacular 4D light show on a London skyscraper to promote their new smartphone.
3) Domino's created an iPad game that gamified the pizza ordering process.
4) Several campaigns used augmented reality, interactive games, viral videos and immersive experiences to creatively engage audiences.
Cairo Cristal Academy - Daniel Cheetham, Happy Finish UKCristal Events
VR and AR are new ways to tell stories that augment the real world. While the concepts of VR and AR are not new, emerging technologies like Google Tango, Oculus Rift, 360-degree video on Facebook and YouTube, and spatial audio are pushing the boundaries of immersive storytelling. The future of VR and AR looks promising as the technology improves and more content is created.
Collection of news, press releases, case studies, contributors, devices, diagrams, market statistics, and interpretations for virtual reality (VR) news as of Q1 2016
This document discusses augmented reality (AR) and the emerging medium of mobile AR using the Layar platform. It provides an overview of Layar, a mobile AR leader founded in 2009. Layar has over 1 million active users and allows developers to create AR layers that overlay digital content on a device's camera view. Examples are given of informative, creative, playful, social, and commercial AR applications. The document also provides guidance on developing AR layers using Layar's publishing tools and APIs.
Budweiser held a hackathon called "Tackle Impossible" focused on road safety solutions and responsible drinking education. They awarded $25,000 to the best team to implement their ideas. The Budweiser exhibit engaged participants' senses of sight, touch, and hearing through interactive displays using bottles and instruments. HBO extensively promoted the TV series Silicon Valley throughout Austin using taxis, posters, billboards and leaflets bearing the show's fictional company logo. They held a panel discussion with the show's creators and actors at the Mashable House, where several brands including HBO hosted activations. Samsung saw long queues outside its house where people could test the new Galaxy S7 and VR solutions. [END SUMM
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Desi...Nancy Amoroso
Virtual reality has potential applications for education by making learning engaging through immersive lessons. VR allows for teaching 3D concepts in a 3D environment and encourages physical activity, which can enhance performance and learning. While VR is still in its early stages for education, it offers an unexplored new frontier for improving learning outcomes. Key challenges include measuring outcomes, addressing perceptions that VR is isolating, and age restrictions on current VR technology.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This technical seminar report summarizes Sumit Kumar Sharma's seminar on virtual reality. The report includes an abstract, table of contents, and 5 chapters covering the history, types, technologies, architecture, and applications of virtual reality. It was submitted in partial fulfillment of the requirements for a Bachelor of Technology degree from Maharishi Markandeshwar University.
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?
This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
The document discusses animation and virtual reality. It defines animation as the art of creating moving images using computers, typically through 3D or 2D graphics. Virtual reality is described as creating the illusion of being immersed in a simulated, alternate reality. The document outlines the design process for animation sequences and provides a brief history of virtual reality from early prototypes to current widespread development. It distinguishes between immersive, non-immersive, and window-on-world types of virtual reality and lists applications such as gaming, robotics, surgery training, education, and more.
This document discusses using virtual reality (VR) for marketing purposes. It provides examples of companies that have used VR for promotional campaigns, product demonstrations, and other applications. VR can be implemented through mobile apps, 360-degree photos and videos, and interactive 3D games. The Tribe VR offers VR consulting and development services, with in-house expertise in game development, mobile apps, web design, and 3D modeling. They can help companies develop and integrate VR content and applications for marketing campaigns.
Google Cardboard EDU Workshop - Aumentame 2015Raúl Reinoso
Virtual reality has become more accessible with affordable options like Google Cardboard. Google Cardboard allows anyone to experience VR using only a cardboard viewer and their smartphone. It has various applications for education, from creating VR field trips to using VR for simulations and interactive learning experiences. While still limited by smartphone technology, Google Cardboard has helped introduce more people to VR and its potential for learning.
This document discusses using virtual reality to raise awareness about global warming. It proposes using VR simulations to demonstrate the adverse effects of rising global temperatures in an immersive way. VR could bring the realities of climate change home by simulating environments impacted by global warming. The document outlines different VR systems like HMDs, CAVEs, and virtual globes that could be used to create such simulations. The goal is to focus public attention on the importance of tackling climate change through virtual reality experiences.
here we are seeing the world in 2100 through the lens of Mixed reality(augmented reality+virtual reality
This is the combined effort by S CUBE(Sampoorna,Sangeetha and Sarah)
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
3D technology has evolved significantly since its early uses in games in the 1980s. Early 3D games used basic 3D environments and graphics. By the 1990s, fully 3D games became popular due to titles like Super Mario 64 and Crash Bandicoot. 3D is now standard in games and brings realistic worlds and narratives to life. 3D animation also advanced, starting with basic computer-generated animations in the 1970s and advancing to high quality productions from Pixar. 3D is now commonly used in both film and television through CGI and compositing.
The document discusses virtual reality (VR), defining it as an artificial environment created with software and presented to users in a way that suspends their disbelief. It outlines the history of VR from early prototypes in the 1950s-1980s to commercial development in the 1990s. It describes different types of VR systems including immersive, hybrid, and non-immersive. Applications of VR discussed include business (virtual tours, training), training simulations, engineering/design, medical (surgery simulation, therapy), and entertainment (gaming, virtual museums). The conclusion states that VR is a growing industry and will revolutionize gaming as hardware improves to support it.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
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.
Digital Tourism Think Tank in partnership with Bournemouth
University have created a report of AR applications. This report presents 10 highly innovative AR experiences that
showcase the potential of the technology to revolutionise the way we experience new destinations and services within
the industry.
https://webapprestaurant.com/
Virtual reality is much essential in the gaming industry, and it’s nothing but a mix of cool and entertaining experiences to put on one of these headsets
Luxury Ecommerce [infusion 3rd october 2014]AlquimiaWRG
Can luxury be accessible?
Here it is a great deck explaining why luxury e-commerce is a big trend, and a big oxymoron too!
The players, their history, a lot of data and a deep strategic view.. nothing will prevent you from buying that amazing pair of shoes!
Food Design [infusion 12th september 2014]AlquimiaWRG
Food Design.
Keep calm, Valentina does NOT speak about cake design! Just great packaging, live performance, digital activities in this field of creativity, the future of human kind.
Bon Appetite!
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This technical seminar report summarizes Sumit Kumar Sharma's seminar on virtual reality. The report includes an abstract, table of contents, and 5 chapters covering the history, types, technologies, architecture, and applications of virtual reality. It was submitted in partial fulfillment of the requirements for a Bachelor of Technology degree from Maharishi Markandeshwar University.
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?
This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
The document discusses animation and virtual reality. It defines animation as the art of creating moving images using computers, typically through 3D or 2D graphics. Virtual reality is described as creating the illusion of being immersed in a simulated, alternate reality. The document outlines the design process for animation sequences and provides a brief history of virtual reality from early prototypes to current widespread development. It distinguishes between immersive, non-immersive, and window-on-world types of virtual reality and lists applications such as gaming, robotics, surgery training, education, and more.
This document discusses using virtual reality (VR) for marketing purposes. It provides examples of companies that have used VR for promotional campaigns, product demonstrations, and other applications. VR can be implemented through mobile apps, 360-degree photos and videos, and interactive 3D games. The Tribe VR offers VR consulting and development services, with in-house expertise in game development, mobile apps, web design, and 3D modeling. They can help companies develop and integrate VR content and applications for marketing campaigns.
Google Cardboard EDU Workshop - Aumentame 2015Raúl Reinoso
Virtual reality has become more accessible with affordable options like Google Cardboard. Google Cardboard allows anyone to experience VR using only a cardboard viewer and their smartphone. It has various applications for education, from creating VR field trips to using VR for simulations and interactive learning experiences. While still limited by smartphone technology, Google Cardboard has helped introduce more people to VR and its potential for learning.
This document discusses using virtual reality to raise awareness about global warming. It proposes using VR simulations to demonstrate the adverse effects of rising global temperatures in an immersive way. VR could bring the realities of climate change home by simulating environments impacted by global warming. The document outlines different VR systems like HMDs, CAVEs, and virtual globes that could be used to create such simulations. The goal is to focus public attention on the importance of tackling climate change through virtual reality experiences.
here we are seeing the world in 2100 through the lens of Mixed reality(augmented reality+virtual reality
This is the combined effort by S CUBE(Sampoorna,Sangeetha and Sarah)
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
In The Pocket Academy: VR // The Past, Present & Future of VRIn The Pocket
Inspirational presentation, given at ITP Academy VR on May 10 2016, by Kenny Deriemaeker (@kderiemaeker) & Frederik De Bosschere (@vrederik).
Outlining the history of VR (all the way from the Renaissance to the 90's), its revival (Carmack & Luckey, the smartphone war dividend) and the different approaches by all of the main players today. Next, we highlight a few key industries where VR/AR is already happening. Finally, we make a few predictions for the future.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
3D technology has evolved significantly since its early uses in games in the 1980s. Early 3D games used basic 3D environments and graphics. By the 1990s, fully 3D games became popular due to titles like Super Mario 64 and Crash Bandicoot. 3D is now standard in games and brings realistic worlds and narratives to life. 3D animation also advanced, starting with basic computer-generated animations in the 1970s and advancing to high quality productions from Pixar. 3D is now commonly used in both film and television through CGI and compositing.
The document discusses virtual reality (VR), defining it as an artificial environment created with software and presented to users in a way that suspends their disbelief. It outlines the history of VR from early prototypes in the 1950s-1980s to commercial development in the 1990s. It describes different types of VR systems including immersive, hybrid, and non-immersive. Applications of VR discussed include business (virtual tours, training), training simulations, engineering/design, medical (surgery simulation, therapy), and entertainment (gaming, virtual museums). The conclusion states that VR is a growing industry and will revolutionize gaming as hardware improves to support it.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
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.
Digital Tourism Think Tank in partnership with Bournemouth
University have created a report of AR applications. This report presents 10 highly innovative AR experiences that
showcase the potential of the technology to revolutionise the way we experience new destinations and services within
the industry.
https://webapprestaurant.com/
Virtual reality is much essential in the gaming industry, and it’s nothing but a mix of cool and entertaining experiences to put on one of these headsets
Luxury Ecommerce [infusion 3rd october 2014]AlquimiaWRG
Can luxury be accessible?
Here it is a great deck explaining why luxury e-commerce is a big trend, and a big oxymoron too!
The players, their history, a lot of data and a deep strategic view.. nothing will prevent you from buying that amazing pair of shoes!
Food Design [infusion 12th september 2014]AlquimiaWRG
Food Design.
Keep calm, Valentina does NOT speak about cake design! Just great packaging, live performance, digital activities in this field of creativity, the future of human kind.
Bon Appetite!
Cyber life in Syntethic Reality [infusion 20th february 2015]AlquimiaWRG
Computer Mediated Communication produces much more different affective and relational patterns than do other kind of communication.
Chat, avatar, synthetic worlds, mirrored personalities: travel with us among a rich bunch of postmodern false notes in human behaviour.
Shhht ... Science! [infusion 8th may 2015]AlquimiaWRG
Is it Science matter of communication?
Can a designer describe the Entropy?
Why can't Magnetic Resonance be named Nuclear?
These, and many others, are the questions faced by our Creative Technologist in this inspirational deck! Go through, discover how cool Science can be!
Humour, Nonsense, Hyperboles [Infusion October 9th 2015]AlquimiaWRG
If Winston Churchill once stated that “A joke is a very serious thing”, in the advertising industry it could be even more serious.
In this deck form our creative director Andrea Bianchi, you'll discover all the funny expressions of advertising, from nonsense to hyperboles, from gross-out to sickening humor.
Special Edition: Apple and/vs Google [Infusion - 11th July 2014]AlquimiaWRG
IT history is a story of battles and warlords, opposite factions one against the other, each one with its inspirational leader.
In this Infusion, Giovanni and Mauro will focus on the two most important players in this struggle: Apple and Google.
Let you be infusioned again, we'll talk you about WWDC14 and Google I/O 2014!
Wearable Devices [Infusion - 16th May 2014]AlquimiaWRG
Wearable devices are becoming more common thanks to new affordable technologies. Examples include smartwatches that track health data, smart glasses that provide directions, and smart rings that allow gesture controls. Many companies are working on innovative wearable projects from smart clothing to assistive reading devices. Wearables have the potential to enhance human abilities and transform how people approach daily activities in the future as the technology matures and more applications are developed.
Focus On Distraction [infusion 31st october 2014]AlquimiaWRG
Our Creative Director Andrea Bianchi explains us how the "always connected" style of life and the information overload affects our daily routine and our ability to stay focused.
Control your self, get balanced and discover again the real power of a dopamine squirt!
Rethink Retail [Infusion 14th November 2014]AlquimiaWRG
The new consumer is a multi-screen shopper.
Brands must study and develop an optimised shopping experience across all channels, conversion strategies must consider the new media consumption landscape, digital touch-points become fundamental for business.
Starting from those points, our Creative Technologist Federico asked us to rethink retail. And we're ready for the challenge!
Digital advertising [infusion 17th october 2014]AlquimiaWRG
The document discusses digital advertising and provides examples of campaigns that used innovative digital strategies. It summarizes several campaigns, including one by Special Group for Orcon Broadband that had people in New Zealand play in a band remotely with Iggy Pop in Miami, and one by Publicis Conseil for Samusicial that allowed people to experience homelessness through a virtual simulation. It also discusses viral and mobile app campaigns, such as one by Wieden + Kennedy for Old Spice that engaged people across social media platforms. The document advocates that advertisers must be adaptable to changing market conditions and embrace new digital opportunities.
Internet of Things [infusion 5th september 2014]AlquimiaWRG
Let you be infusioned about Internet of Things.
According to Federico, IoT is matter of housewares, entertainment, advertising and obviously business.
Discover what he means when he writes that normal things, when connected, become contextual, funny, meaningful, friendly!
KnowMe provides individual-level profiling of customers that offers more detailed insights than typical mesh-block level profiling. It analyzes publicly available online information about individuals to categorize them into 10 key segments based on attributes and behaviors. This level of profiling allows for highly targeted marketing, including identifying influencers within customer networks and sourcing new acquisition prospects. Working with KnowMe provides benefits like increased campaign effectiveness through pinpoint targeting and reduced costs.
The PAUT 16/128 cartridge is a 16-channel phased array NDT flaw detector for portable applications. It features 16 active channels and can multiplex over 128 elements. The cartridge contains pulsers that operate at +/- 100V and a 200Vpp bipolar square wave. It also includes a state-of-the-art beamformer with features like 16-bit A-scans, 100 MHz sampling per channel, and 512 focal laws. The cartridge is ideally suited for inspection companies, consultants, and training schools when used with PragmaLite and PragmaPod platforms.
The document provides a quick review of essential variables that must be considered for welding qualifications according to ASME Section IX. It discusses 8 key variables: 1) preheat and postweld heat treatment requirements, 2) heat input measurement, 3) joint design considerations, 4) welding position, 5) filler metal selection, 6) thickness of base metal range, and 7) thickness of weld metal range qualified. For each variable, it outlines the ASME Section IX rules for determining what conditions a welding procedure is qualified to cover.
Lavender international NDT Apprenticeship DeliverySam Cunningham
Lavender International has formed a strategic partnership with Barnsley College to deliver NDT apprenticeships. They will offer apprenticeships for NDT Operators over 18 months and NDT Engineering Technicians over 36 months. The apprenticeships will include block training courses, skills and behavior modules, and an NDT project assessed at 60% of the apprenticeship. Lavender International and Barnsley College will develop agreements between the apprentice, employer, and providers and have begun recruiting for a pilot program starting in November.
The document discusses standards for selecting materials resistant to cracking in sour oil and gas environments containing hydrogen sulfide (H2S). It describes NACE MR0175/ISO 15156, which establishes requirements for materials used in H2S-containing oil and gas production. It is comprised of three parts addressing different material types and qualifications. The document also discusses NACE MR0103, which specifies material requirements for resistance to sulfide stress cracking in sour refinery environments. Both standards aim to select materials that reduce risks from failures posed by H2S exposure.
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The course provides you with Level 1 training in the fundamentals of Ultrasonic Testing methods. It will introduce you to the basic concepts and principles and includes hands-on training using Ultrasonic Testing
equipment settings and functions.The Ultrasonic theories presented will provide the knowledge of Ultrasonic Testing required and enable you to work with individuals qualified and certified to gain needed experience for qualification as Level 1. While the practicle manipulations will give you the essential steps that you will need to calibrate the ultrasonic testing equipment, perform the inspection, collect and interpret the data.This course consists of two handbooks: The first handbook made by the instructor is the official of the training. It covers all the topics presented through the 39 lectures. While the second one (offered as bonus) is the official one of the TWI (International Institute of Welding) training.In addition to that, the course includes 39 lectures alternating between the different lecture types, with regular quizzes and exams to enable you to check that your are following the topics covered.
This document discusses the importance of performing non-destructive testing (NDT) correctly, especially magnetic particle testing and penetrant testing. The author provides examples from their experience where NDT was not done properly, including cases where cracks were missed that later led to catastrophic failures causing deaths. Ensuring technicians are properly certified, follow all procedures, understand equipment usage and basic NDT methods is critical to avoid tragic consequences from undetected defects.
Guided Wave Propagation Simulation by ANSYS Ping Hung Lee
1. The document describes using ANSYS to simulate guided wave propagation in pipes.
2. Key steps in the ANSYS simulation include defining the element type, material properties, geometry, meshing, applying boundary conditions like supports, and inputting a loading signal to excite the guided waves.
3. The simulation can then analyze wave propagation over time and visualize the results to study features like welded supports, bends, and corrosion affecting guided wave modes like the L(0,1) and T(0,1) modes.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
This document summarizes five recent marketing campaigns:
1) Sony Pictures staged a fake telekinetic incident in a New York coffee shop to promote the movie Carrie, gaining 36 million views for the stunt video.
2) Grey Goose launched a "Fly Beyond" campaign featuring a billboard that displays Instagram posts to promote the brand's new global campaign.
3) Tourism Victoria allowed social media users to remotely control "explorers" wearing cameras to virtually tour Melbourne and explore the future of tourism.
4) Dodge Durango viral videos featuring Will Ferrell as Ron Burgundy pointing out the SUV's features have led to the release of more ads with a real-time social media response element.
5)
Creative Lab @ Google provides concise summaries of creative internet projects and technologies in 3 sentences or less:
The document highlights various projects that use online videos, images, and user-generated content in creative ways, including music videos created from crowd-sourced content, interactive concerts with digital avatars, and animation projects remixing existing content. It also summarizes visualization projects mapping data onto images, interactive art installations projected in public spaces, and technologies using augmented reality, brainwaves, and new forms of digital display. The document provides a survey of diverse creative uses of online media, interactivity, and emerging technologies from around the world.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
FORWARD TO REALITY - PHYSICAL COMPUTING – THE NEXT LEVEL OF WEB INTERACTION MediaFront
For the past few decades we have been so focused on the virtual – on products that are not tangible, products that reside online, that we interact with through our computers, mobile devices and so on. But now it’s time to take a step in a different direction – actually an old familiar direction, it’s time to reach out of our digital boxes, into the real world and make real things but still retain that connection with the virtual world.
It’s time to merge the digital and the physical and create an internet of things.
We believe this to be the next step in web interaction – well it's already happening – we are merely the messengers!
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Virtual tourism involves visiting sites of interest virtually through online means rather than physically traveling to them. Early forms included slideshows and videos with limited interaction, but newer technologies allow for more immersive 3D experiences. Virtual reality systems aim to fully immerse users in simulated environments through responsive multi-sensory experiences. Virtual tourism has various applications and allows places normally difficult to access to be visited virtually. However, questions remain regarding the technology's future role and whether virtual experiences can fully replace physical travel.
This is part of our 20 Interesting Things series that will look at interesting and innovative happenings in the digital and social worlds. Look for our other presentations that Foursquare, crowdsourcing, QR codes and goodness.
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
Incredible presentation of the best examples of Creativity in Internet. I would desribe it as Creativity 2.0 – creative and inspirational ideas and web projects from recent times, featuring sections on visualisation. The author is Tom Uglow - a creative director for Google & YouTube in Europe.
The document discusses Google Cardboard, a low-cost virtual reality headset developed by Google. It can turn smartphones into virtual reality displays. The cardboard headset contains lenses and magnets that allow users to view VR content on their phone through compatible apps. When placed in the headset, the phone's magnetometer detects button presses via magnet to control the VR experience. The headset allows users to explore various VR environments and experiences through apps like YouTube and Google Earth at a low price point, helping make VR more accessible.
Virtual reality (VR) provides an immersive experience by convincing the user's senses that they are present in a simulated 3D world. The document discusses the history of VR from early devices like the Sensorama to modern head-mounted displays. It describes the basic components of a VR system including input devices, output displays, software, and factors affecting user experience. Examples of VR applications are given such as 360-degree video, architecture, training, and entertainment. Concerns about VR include the risk of simulator sickness and the potential for users becoming disconnected from reality.
This document provides recommendations for a digital holographic campaign, including an introduction to holographic projection systems and their applications in entertainment, advertising, education, and more. It highlights case studies like using holograms of Elvis Presley or recreating the moon landing. The systems can be used for trade shows, concerts, museums and more. Setups range from small portable units to large outdoor stages.
The document provides an overview of virtual reality (VR), including its definition, history, impact, uses, and implementation challenges. It discusses how VR originated from science fiction and theater in the 1930s. Key developments in its history include head-mounted displays in the 1960s, VR arcades in the 1990s, and the commercial releases of the Oculus Rift and HTC Vive in the 2010s. The document also outlines various applications of VR such as education, gaming, fine arts, therapy, and military training.
Virtual reality refers to interactive simulated environments that can be experienced through head-mounted displays. The Oculus Rift is a popular virtual reality headset that uses displays and sensors to track head movements and immerse users in simulated worlds. While VR has applications in entertainment, education, and training, current headsets have limitations like low resolution, weight, and potential to cause motion sickness. Facebook acquired Oculus VR in 2014 to further develop more advanced consumer versions of the Rift and expand virtual reality experiences.
Augmented reality (AR) involves overlaying digital information and graphics onto the real world. This document discusses the history and key concepts of AR, including that it combines real and virtual elements in real-time and is interactive. It also examines some examples of early AR technologies from the 1960s to today. Common hardware components needed for AR like displays, tracking systems, and mobile computing power are outlined. Potential applications of AR in education, tourism, and shopping are also reviewed.
Virtual Reality for Training, Learning, Education and VisualisationDaden Limited
The document discusses virtual reality (VR) technologies and their potential uses for training, learning, collaboration, and visualization. It provides a brief history of VR and describes Daden, a company that specializes in immersive 3D learning and visualization using VR. Examples are given of VR projects created by Daden for education and other sectors. Challenges of VR such as motion sickness, latency, and 2D interfaces are also outlined.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
This document discusses exploring open data sources and design possibilities for creating illustrated neighborhood maps for the Grand Paris Express subway system. It examines available data from sources like OpenStreetMap, Google, and crowdsourcing, as well as historical map designs, to identify a viable model using quality open data and illustrations to tell the stories and highlight features of different neighborhoods. The goal is to industrialize the map creation process while maintaining illustrative principles to clearly explain the territory to travelers.
Virtual reality has its origins in panoramic paintings and stereoscopic photos from the 19th century, but the concept emerged more fully in the 20th century. Early VR devices included Morton Heilig's Sensorama from 1962, which stimulated multiple senses. In 1968, Ivan Sutherland's Sword of Damocles was the first head-mounted display connected to a computer. Through the 1980s and 90s, VR technology advanced through devices like data gloves, flight simulators, and the Virtuality arcade machines. The Oculus Rift Kickstarter in 2012 marked the beginning of modern consumer VR.
Similar to Reality Check [Infusion - 20th June 2014] (20)
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during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
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2. Q
C r e a t i n g D i g i t a l E x p e r i e n c e s
3. Friday, 20th June 2014
INFUSION
r e a l i t y c h e c k
Andrea Bianchi
Creative Director
tw: @andbia
4. INFUSION
Reality Check
Representation of the reality has always been a challenge for many creative works,
from the literature, to movies, from painting to video games.
Through applications and devices of everyday use, every kind of data or information
from the "real world" can be processed and then reframed to have a new purpose
in a certain digital environment.
5. INFUSION
Augmented Reality
/ɔːɡˈmɛntɪd rɪˈælɪtɪ/
Augmented reality (AR) is a live direct or indirect view of a physical, real-world
environment whose elements are augmented (or supplemented) by computer-generated
sensory input such as sound, video, graphics or GPS data.
6. INFUSION
StreetView Drones
V.R.
GoPro cams
Arduino
Reduced
Reality
Icons from the Noun Project by: Alex WaZa, kate t, Nithin Davis Nanthikkara, Ali Riza Saçan, uizin
7. INFUSION
Reduced Reality
Open data; Google Maps API; GoPro videos; drones; real life streaming.
The reality becomes mainstream.
8. INFUSION
Promenades
Disasters, calamities, but also a brand new life for street arts.
Let’s take a walk in your city, as you’ve never seen it before.
9. World Under Water
Soon, climate change won’t just
affect people living in coastal
regions, but each and every one of
us. See the effect of global
warming in your neighborhood.
http://www.worldunderwater.org/
10. Urban Jungle
Street View
This experiment using an
undocumented part of Street
View, the depth data. With that
a depth map and a normal map
is generated, which can be used
in the shaders and to plot
geometry and sprites in
(almost) the correct position in
3d space.
http://inear.se/urbanjungle/
11. Marsiglia Nightwalk
"Night Walk" takes you on an
immersive journey through lively
Cours Julien, a neighbourhood of
Marseille famous for its unique
atmosphere and street art.
Listening to your guides Julie and
Christophe, you can wander
around the vibrant streets as if
you were really there, thanks to
360-degree panoramas that we
captured at night. Your walk is
enriched with photos, images,
videos, sounds and interesting
facts, allowing you to dive into
this neighbourhood and learn
more about its diverse culture
and history. Enjoy your night
walk!
https://nightwalk.withgoogle.com/
13. Melbourne Remote
Control Tourist
“Unlike many Australian cities,
Melbourne isn’t known for visual
landmarks. Rather, it's a collection
of hundreds of smaller experiences
that require time to discover. We
knew that if we could just get
people to spend some time there,
they'd be sold. So, we created the
Melbourne Remote Control Tourist,
an interactive web campaign that
let potential visitors explore the
city for themselves through the
eyes and ears of four real-world
tourists.
Every core interaction with this
campaign was through digital.
Visitors were able to watch the
five-day live event via Livestream,
controlling their every move
through multiple social platforms.
In addition, they could explore
Melbourne via the interactive
Google Map and use its search
functionality.“
http://remotecontroltourist.com/
15. Pints in the sun
Pints in the Sun is an experiment
that addresses the very real
problem of finding a pub that will
be sunny in the evening, and not
overshadowed by adjacent
buildings.
Using building outline data from
Open Streetmap, the locality
around a pub (located via
FourSquare) is rendered in 3D with
three.js (map projection conversion
courtesy of the D3 library) and onto
it, a directional light is projected
from the part of the sky where the
sun would be at certain times of
year/day. According to a Solar
Almanac Calculation, helpfully
implemented in JS by SunCalc.
http://pintsinthesun.co.uk/
16. The Hotter Your
Apartment, The
Bigger Discount
You Get on BGH Air
Conditioners
“A website where visitors could
input their addresses and then
track how much sun was beaming
down on their pads. The more rays
their homes had absorbed, the
bigger the discount they got on a
BGH air conditioner. “
(Creativity-Online.com)
https://vimeo.com/94515587
17. Ray Ban
Bright Light
(2012 - student work)
https://vimeo.com/41000314
Soon, climate change won’t just
affect people living in coastal
regions, but each and every one of
us. See the effect of global
warming in your neighborhood.
18. INFUSION
Take The City
Not just Foursquare (or even Swarm).
The city and the urban environment become platforms for location based games
and experiences.
19. Run An Empire
https://www.kickstarter.com/projects/panstudio/run-an-empire-the-real-world-territory-control-gam
A smartphone game where you
compete against others to capture
territory in your local environment.
Run An Empire is a game where
players compete to capture and
maintain control of as much of
their local territory as possible. To
capture somewhere you have to
run (or jog, or walk) around it.
20. Hello Lamp Post
(again from PAN Studio)
http://www.hellolamppost.co.uk
“We wanted people to see the city
differently, to encourage them to
remember past experiences and to
share stories with each other”
Hello Lamp Post is a playful SMS
platform, inviting people to strike
up conversations with familiar
street furniture using the text
message function of their mobile
phones. We wanted to do
something city-wide and street
objects felt like good intervention
points – a reasonably fine-grain
location system with more
tangibility than GPS.
For two months in the summer of
2013, Bristol's street furniture
awoke, and engaged its citizens in
conversation. Hello Lamp Post now
dormant.”
22. Sortie en mere
http://sortieenmer.com/
You always buckle your seatbelt in
a car, so why wouldn’t you want to
protect yourself in a boat? Guy
Cotten, a brand leader in marine
clothing and safety equipment,
wanted to encourage more people
to wear life jackets by scaring
boaters into wearing them—
always. He did this by creating an
experience that simulates
drowning. Guy Cotten partnered
with CLM BBDO and Wanda Digital
to create a realistic experience in
which viewers continuously scroll
up a page to stay afloat.
Viewers assume the perspective of
a man who falls overboard, and
then have to scroll up as quickly as
possible to keep afloat; if they
don’t scroll, they drown. Powered
by WebGL and HTML5, the
experience is 3D and 2D without
the use of plug-ins.
23. GoPro: Man Fights Off
Great White Shark In
Sydney Harbour
http://youtu.be/-m3N_BnVdOI
16M Youtube views in a week,
but a fake.
24. Q
Augmented Thanks
INFUSION is the weekly report released by Alquimia WRG.
Every Friday morning we have breakfast exploring insights on the edge of creativity, strategic thinking and technology.
If you'd like to get infused, feel free to contact us at infusion@alquimiawrg.com