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
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
It talks about augmented reality, meaning, objectives, 5 Ways of using AR in the classroom by the teacher, DIFFENCE BETWEEN VR AND AR, functions, software, advantages and disadvantages
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
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
It talks about augmented reality, meaning, objectives, 5 Ways of using AR in the classroom by the teacher, DIFFENCE BETWEEN VR AND AR, functions, software, advantages and disadvantages
Deck discussing usage of augmented reality (AR), virtual reality (VR) and mixed reality (MR) in the learning space. It was prepared by the Learning Team of Think Tank CoE existing in the TD&L Innovation Center in Accenture.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
Owned by me. You may use this as reference for assignment purpose. Credit is appreciated.
*You will need to change this assignment a bit and don't copy it 100% or it will be termed as plagiarism and plagiarism is utterly wrong.
My recap of AWE EU 2019 in Munich Germany. Going over some of the talks I saw, and themes that emerged.
Presentations and slides by:
Amar Dhaliwal, Atheer: The Future of Business is Augmented: From Process to Augmentation
Richard Hess, Nestlé: Scaling XR at Nestlé
Jason Fox: Welcome to the Spatial Grid: how we will build the shared map of reality
Daniel Seidl, Innoactive: Challenges and Best Practices in Adopting and Scaling VR Training in Enterprise
David Svee, Gleechi: VR Design for All
Slides put together for a workshop on AR in Education for the ULearn 2016 conference. Gives a good overview of how to use the EnvisageAR software for AR. Presentation created by Mark Billinghurst, October 2016.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
In an era of rapid technological change, it can be difficult to keep up. Enter our speakers, three library professionals who engage with technology in multiple roles as instructors, programmers, and library administrators. This presentation will highlight key technologies and trends, considering them from a library perspective. By exploring the tech landscape together, we can move our organizations to a proactive, rather than reactive posture.
Augmented Reality (AR) is replacing user manuals at an increasing rate. This is seen extensively in the automotive and aerospace markets where AR viewed with a smartphone or tablet delivers maintenance information. Projected savings for using AR coupled with wearable
technology is in the billions for the field service industry alone. With the expected growth in AR and our already compatible devices, customers will expect it. This session focuses on the future of AR in the field of technical communications. The topics discussed in this session
are supported by findings from the Huawei AR Think Tank held in 2014. Learn how to get prepared within our technical communication organizations, our companies, and within our industry as a whole.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
How education industry will be affected by AR/ VR technologySayad Shahanawaz
The Role of Augmented Reality in Education:
AR is set to revamp the world’s conventional learning model. It can bring about a positive change in the location and timing of classes and make learning more engaging. Today’s learning process is becoming much more tuned to bring in the elements of interaction and creativity. By providing visual representations, AR helps students acquire, process, and remember information. Thereby, it helps them to test out their knowledge in practice.
AR technology has also helped students to learn and understand their surroundings. The British Museum has already begun using AR technology to help students understand certain displays. It has proved useful in providing students practical knowledge of subjects such as math or science. Let us look into a few more benefits of AR in the educational sector.
Beginners of AR - Virtual Reality can easily understand about what is VR? - Why we use VR- Tools Used in VR- VR in Education- who uses VR- Trends related to VR - Jobs related to VR- VR in Architect - VR in Military - VR in Games- VR in Medical- VR in Business-VR in Fashion- VR for Game Developers-VR softwares
Deck discussing usage of augmented reality (AR), virtual reality (VR) and mixed reality (MR) in the learning space. It was prepared by the Learning Team of Think Tank CoE existing in the TD&L Innovation Center in Accenture.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
Owned by me. You may use this as reference for assignment purpose. Credit is appreciated.
*You will need to change this assignment a bit and don't copy it 100% or it will be termed as plagiarism and plagiarism is utterly wrong.
My recap of AWE EU 2019 in Munich Germany. Going over some of the talks I saw, and themes that emerged.
Presentations and slides by:
Amar Dhaliwal, Atheer: The Future of Business is Augmented: From Process to Augmentation
Richard Hess, Nestlé: Scaling XR at Nestlé
Jason Fox: Welcome to the Spatial Grid: how we will build the shared map of reality
Daniel Seidl, Innoactive: Challenges and Best Practices in Adopting and Scaling VR Training in Enterprise
David Svee, Gleechi: VR Design for All
Slides put together for a workshop on AR in Education for the ULearn 2016 conference. Gives a good overview of how to use the EnvisageAR software for AR. Presentation created by Mark Billinghurst, October 2016.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
In an era of rapid technological change, it can be difficult to keep up. Enter our speakers, three library professionals who engage with technology in multiple roles as instructors, programmers, and library administrators. This presentation will highlight key technologies and trends, considering them from a library perspective. By exploring the tech landscape together, we can move our organizations to a proactive, rather than reactive posture.
Augmented Reality (AR) is replacing user manuals at an increasing rate. This is seen extensively in the automotive and aerospace markets where AR viewed with a smartphone or tablet delivers maintenance information. Projected savings for using AR coupled with wearable
technology is in the billions for the field service industry alone. With the expected growth in AR and our already compatible devices, customers will expect it. This session focuses on the future of AR in the field of technical communications. The topics discussed in this session
are supported by findings from the Huawei AR Think Tank held in 2014. Learn how to get prepared within our technical communication organizations, our companies, and within our industry as a whole.
Idea of making a very intelligent system which is capable of making 3D virtual interface environment, by sensing thoughts of mind of teachers, in the classrooms
How education industry will be affected by AR/ VR technologySayad Shahanawaz
The Role of Augmented Reality in Education:
AR is set to revamp the world’s conventional learning model. It can bring about a positive change in the location and timing of classes and make learning more engaging. Today’s learning process is becoming much more tuned to bring in the elements of interaction and creativity. By providing visual representations, AR helps students acquire, process, and remember information. Thereby, it helps them to test out their knowledge in practice.
AR technology has also helped students to learn and understand their surroundings. The British Museum has already begun using AR technology to help students understand certain displays. It has proved useful in providing students practical knowledge of subjects such as math or science. Let us look into a few more benefits of AR in the educational sector.
Beginners of AR - Virtual Reality can easily understand about what is VR? - Why we use VR- Tools Used in VR- VR in Education- who uses VR- Trends related to VR - Jobs related to VR- VR in Architect - VR in Military - VR in Games- VR in Medical- VR in Business-VR in Fashion- VR for Game Developers-VR softwares
GALLOWAY’S SYSTEM OF INTERACTION ANALYSIS.pdfBeulahJayarani
It discuss about Galloway's system of interaction analysis in details. It also explains what is interaction, analysis, class room interaction, importance of interaction analysis, Category wise verbal & non-verbal behaviour, rules and regulations, advantages and disadvantages of it.
It discuss on safety and first aid in schools, home & play field. It also discuss on the qualities & responsibilities required for the first aider
1. TO SAVE LIFE
• 2. TO PREVENT FUTHER INJURY / To limit worsening of the situation
• 3. TO PROMOTE RECOVERY
It discuss about what is health, health education, aim, objectives, need, areas, scope, functional objectives, importance and new dimensions of health education.
It discuss on what is tissue, simple & compound animal tissue, it also disscusses on animal tissue structure and function of
a. epithelial
b. muscular
c. connective &
d. nervous
in detail.
Policies and programmes of inclusive education.pdfBeulahJayarani
It discusses on what are the policies and programmes helps to combine the special students with main stream of education. It also talks about old to new policies
It discuss on what is micro teaching, different skill of micro teaching, teaching & learning, importance of stimulus & variation - meaning, components of skill of variation, need & importance, INCREASE THE RETENTTION POWER OF STUDENTS…Some factors which influence students attention…..evalution sheet
It discuss on major skill of micro teaching, what is teaching & learning. Meaning and definition of skill of non verbal cues, components of non verbal cues, 1. FACIAL EXPRESSIONS, 2.BODY MOVEMENT AND POSTURE 3. GESTURES 4. EYE CONTACT 5. TOUCH / HAPTICS & DIFFERENCE BETWEEN VERBAL & NON VERBAL COMMUNICATION, OBSERVATION CODING SHEET
It talks about what is learning resources. Principles of learning resources. Need and significance of learning resources. Limitations of learning resources
Under Learning resources it discuss on science laboratory. It also discuss on Science Express, Mobile Science Lab, activities OF Mobile Science Laboratory, Virtual Lab. COMPONENTS OF VIRTUAL LAB, BENEFITS & LIMITATIONSOF VIRTUAL LABS,ROLE OF TEACHERS, Field Trip or Excursion - INTRODUCTION, benefits of field trips, Science Fair, Exhibition and Talk on Science & major activities in the science fairs
B.F. Skinner (1904-1990) chose to study behaviour through the use of what he called a Skinner box. Versions were created for rats and pigeons. It discuss about Types of behaviours - Respondent, operant,: Positive, negative, stimulus & punishment, and 6 elements also.
Robert Glaser developed this model in 1962. It explains the relationship between teaching and learning. Assumptions of Basic Teaching Model, Components. Step 1: Instructional objectives, Step 2: Entering behaviour, Step: 3 Instructional procedures, Step: 4 Performance assessments, Description of Glaser’s Basic Training Model, Principles of reaction
BRYON MASSIALS AND BENJAMIN COX SOCIAL.pdfBeulahJayarani
The social enquiry model is the outcome of the efforts of Benjamin Cox and Byron Massials. It also discuss on elements, Principles of reaction in detail
“Concept Attainment ( indirect instruction strategy) Model” by Jerome Bruner. It also discuss on Descriptions of Bruner’s Concept Attainment Model. Merits, limitations and applications of Concept Attainment Model
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Basic phrases for greeting and assisting costumers
INSTRUCTIONAL MEDIA (2).pdf
1. INSTRUCTIONAL MEDIA
DR. C. BEULAH JAYARANI
M.Sc., M.A, M.Ed, M.Phil (Edn), M.Phil (ZOO), NET, Ph.D
ASST. PROFESSOR,
LOYOLA COLLEGE OF EDUCATION, CHENNAI - 34
2. What is Instructional Media ?
✓ It is a mode of communication by which
teaching takes place
✓ Example: projector, blackboard, field trip
3. There are many instructional medias…
Can you guess mine……..!!
!!….Clue….!!
5. Augmented Reality Meaning
➢ A type of technology
that allows digital
images and information
to be displayed onto
the physical
environment.
6. DEFINITION
➢ A technology in which a computer
generated image is super imposed on
to the user`s vision of real world.
➢ It gives an interactive experience of
real world and virtual world
12. HEALTH
CARE
INDUSTRY
✓ It replaces the traditional
handheld scanners.
✓ Help in locating the blood
vessels accurately
✓ Google glass can be used
as a reminder for patients
undergoing medication.
✓ Help drug developers to
trace the drug movement
13. MILITARY TRAINING
✓ Help recognize criminal in a
huge crowd
✓ Night vision goggles help
soldiers at dark
✓ Replace handheld GPS that
soldiers carry
14. ➢ Impressive visualizations of all
living and non living organisms
& laboratory works.
➢ They allow readers to immerse
themselves in highly
captivating experiences,
visualizing different concepts,
adding gamification elements
to the text, and allowing
interaction with virtual models.
EDUCATION
15. ✓ If we wear AR glass and
enter a super market, and
look at a product, it
automatically tell its
ingredients, calories,
whether it suitable for your
health or not
RETAIL & E-
COMMERCE
16. ✓ We can use AR to visualize a
product before to purchase.
✓ Can visualize the interior of
the building.
✓ Can choose the colour,
design, comfort etc.,
17. TRAVEL &
TOURISM
✓ The physically challenged
cant travel a lot. They can
use AR and experience .
✓ Ex: they can take a pic in
front of Eiffel Tower without
actually going there
18. ✓ Can scan barcodes
✓ Simplifies prototyping by helping
designers visualize prototypes working in
the real world.
✓ This reduces the costs associated with
physical prototyping.
✓ AR helps workers project 3D projections
of prototypes onto any workspace, so they
can use it for quick quality assurance
checks during manufacturing.
MANUFACTURING
INDUSTRY
19. ✓ can help the audience get
an immersive and engaging
feel when provided with the
3D interactive modules
✓ Snapchat
✓ Games
GAMES &
ENTERTAINMENT
20.
21. Advantages
➢ Reduces the line between real and virtual world
➢ Efficient diagnosis of diseases
➢ Can save money by testing critical things without actually
implementing in real world
ex: rocket launching trajectory
➢ Used by military people without putting their life in danger
ex: battlefield simulation before actual war