VR AR Technologies development - History and Philosophy 產業應用發展介紹 1-3 文史哲應用可能FAUST CHOU
The document discusses using VR and AR technologies to develop historical, cultural, and philosophical content. It describes rebuilding the entire ancient world in 3D and providing more immersive and realistic experiences by allowing users to interact with and walk through historical sites. The goal is to not only show what these places looked like but also help restore how they were constructed and the historical context behind their construction by spending more time and providing more detailed information.
This document provides an overview and analysis of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and industries. It defines key terms like VR, AR, MR and discusses trends in applications across different fields. It also examines the role of cloud technology in driving industry development and outlines projections for VR/AR user growth in coming years.
This document makes 40 predictions about the future of virtual reality (VR) and augmented reality (AR) technologies between 2016 and 2025. Some of the key predictions include: 1) VR headsets will be permanently in the consumer market starting in 2016; 2) By 2020 there will be around 1 billion PC/console gamers and 4 billion smartphone users; 3) By 2020 VR porn will be a $1 billion industry worldwide. The document predicts widespread adoption and integration of VR and AR technologies across gaming, entertainment, social platforms, and other industries over the next decade.
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
VR AR Technologies development - History and Philosophy 產業應用發展介紹 1-3 文史哲應用可能FAUST CHOU
The document discusses using VR and AR technologies to develop historical, cultural, and philosophical content. It describes rebuilding the entire ancient world in 3D and providing more immersive and realistic experiences by allowing users to interact with and walk through historical sites. The goal is to not only show what these places looked like but also help restore how they were constructed and the historical context behind their construction by spending more time and providing more detailed information.
This document provides an overview and analysis of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and industries. It defines key terms like VR, AR, MR and discusses trends in applications across different fields. It also examines the role of cloud technology in driving industry development and outlines projections for VR/AR user growth in coming years.
This document makes 40 predictions about the future of virtual reality (VR) and augmented reality (AR) technologies between 2016 and 2025. Some of the key predictions include: 1) VR headsets will be permanently in the consumer market starting in 2016; 2) By 2020 there will be around 1 billion PC/console gamers and 4 billion smartphone users; 3) By 2020 VR porn will be a $1 billion industry worldwide. The document predicts widespread adoption and integration of VR and AR technologies across gaming, entertainment, social platforms, and other industries over the next decade.
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
This document discusses several creative advertising campaigns including a dog food commercial featuring dogs on a TV channel, a wedding dress made of toilet paper for a contest, an apartment rental sign that falls apart, a billboard that lets hair fall off to advertise shampoo, an intentionally irritating banner ad, a statistic about data value, and a Whirlpool appliance ad focused on customer care.
This document lists several case studies from a creative department, including Tigo-Une's payphone banking service, AirAsia's Chinese character unlock game, an Indian newspaper's redesign, a Chinese travel bureau's secret project, a fortune telling doctor service, KLM airline's customer care tag, and a campaign for adventure travel from an unnamed company.
This document lists the titles of 9 different creative projects or case studies from an unspecified organization. The titles include mobile apps, marketing campaigns, and software projects related to sports, McDonald's, lottery, sex education, Apple's WWDC conference, banking, and haircuts.
The Danish Cancer Society and TrygFonden partnered to launch a campaign called "Help a Dane" that aimed to encourage more Danes to become organ donors. Through emotional videos featuring real people's stories, the campaign highlighted the life-saving impact of organ donation and increased sign-ups to the donor registry by 27% over the following months.