An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This document discusses virtual reality (VR), including its definition as a computer-generated simulation of a 3D environment that can be interacted with in real time. VR aims to fully immerse users by simulating their senses. Key concepts are discussed such as allowing users to view and interact with environments from any perspective. VR technology can be either desktop-based or fully immersive. Standards like VRML and protocols help achieve interoperability between virtual environments. Networks play an important role through techniques such as broadcasting location data, dead reckoning to reduce bandwidth, and update filtering to limit information sent. Applications of VR include entertainment, medicine, manufacturing, and education/training.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
This document discusses virtual reality (VR), including its definition as a computer-generated simulation of a 3D environment that can be interacted with in real time. VR aims to fully immerse users by simulating their senses. Key concepts are discussed such as allowing users to view and interact with environments from any perspective. VR technology can be either desktop-based or fully immersive. Standards like VRML and protocols help achieve interoperability between virtual environments. Networks play an important role through techniques such as broadcasting location data, dead reckoning to reduce bandwidth, and update filtering to limit information sent. Applications of VR include entertainment, medicine, manufacturing, and education/training.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Vijay Singh Verma presented on virtual reality. Virtual reality uses head-mounted displays, data gloves, and CAVE environments to immerse users in simulated 3D worlds. It has applications in entertainment, medicine, manufacturing, training, and education. VR allows users to explore places and experiment with artificial environments in an engaging way, though the equipment can be expensive and limit full physical interaction. While the future is uncertain, VR is evolving entertainment and its uses and impacts will continue to be explored.
This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
The document discusses the history and types of virtual reality. It describes how virtual reality allows users to experience simulated, imaginary worlds through computer simulations. The document outlines the major types of virtual reality systems - immersive, non-immersive, and window-on-world. It also discusses the hardware used in virtual reality like input devices (wands, gloves) and output displays. Applications of virtual reality mentioned include military, healthcare, education, and entertainment. Both advantages like realistic simulations and disadvantages like high costs are outlined.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
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.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Vijay Singh Verma presented on virtual reality. Virtual reality uses head-mounted displays, data gloves, and CAVE environments to immerse users in simulated 3D worlds. It has applications in entertainment, medicine, manufacturing, training, and education. VR allows users to explore places and experiment with artificial environments in an engaging way, though the equipment can be expensive and limit full physical interaction. While the future is uncertain, VR is evolving entertainment and its uses and impacts will continue to be explored.
This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
The document discusses the history and types of virtual reality. It describes how virtual reality allows users to experience simulated, imaginary worlds through computer simulations. The document outlines the major types of virtual reality systems - immersive, non-immersive, and window-on-world. It also discusses the hardware used in virtual reality like input devices (wands, gloves) and output displays. Applications of virtual reality mentioned include military, healthcare, education, and entertainment. Both advantages like realistic simulations and disadvantages like high costs are outlined.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
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.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
A presentation given by Mark Billinghurst on September 23rd 2015 at the Sydney AR meet up. It describes how the VR space in 2016 will be different from that in 1996, and directions for future work to help grow the business.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
The document discusses adding checkpointing capabilities to SystemC simulations. It proposes two approaches: process save/restore, which saves the entire process state, and state variable save/restore, which only saves the values of state variables. It describes adding checkpointing support to the SystemC kernel to allow saving simulation state to disk and restoring later. Checkpoint data sizes are small, on the order of kilobytes, compared to gigabytes for other solutions. This allows portability and reverse execution with low overhead. Integrating SystemC with virtual platforms and the performance impacts are also discussed.
InDorse Tech Red Herring 100 Presentation FinalRob Marano
Winning presentation given at the 2010 Red Herring 100 North America Competition in Coronado, CA, on June 23, 2010 by Rob Marano, CEO & President of InDorse Technologies.
The document defines the Internet of Things (IoT) as the networking of physical devices embedded with electronics, software and sensors to collect and exchange data. It estimates that by 2020 there will be 50 billion connected devices, 40 times more than people on the internet. It discusses various IoT protocols like Bluetooth, Zigbee, Z-Wave, 6LoWPAN, Thread, WiFi, cellular and LoRaWAN. It also covers opportunities offered by IoT like in media, environment, infrastructure, manufacturing and smart cities. Security threats to IoT like default credentials, lack of updates and coding errors are discussed.
This are slides used in a lecture in the Cooperation Technology and Social Media course at the Norwegian University of Science and Technology. The lecture was held is vAcademia virtual world on October 8, 2014. The virtual recording of the lecture is available here: http://vacademia.com/record/detailed/5662
Dummy's guide to Virtual Reality - Top 5 basic things you should know about VRVictoria Robertson
The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
Virtual technology refers to creating virtual versions of computer hardware, operating systems, and other resources. Types of virtualization include server, application, presentation, network, and storage virtualization. Microsoft Hyper-V is a native hypervisor that can create virtual machines on Windows systems. To use Hyper-V, you install it in Windows features, open the Hyper-V Manager, configure networking like virtual switches, and create and install guest operating systems in new virtual machines.
Virtual Reality in 2015: the next big thing?Softeam Agency
San Francisco Game Developers Conference 2015 was the place for groundbreaking announcements for Virtual Reality: especially with the future launch of the Vive VR headset, powered by Valve and HTC, and announced on SteamVR.
Will Oculus Rift still prevail on what may be the next consumer electronics mass market after smartphones and connected objects? That battle may be fierce.
You will find in these keynote an overview of virtual reality from its beginning in the 90's to march 2015, a selection of innovative VR devices and future apps to come.
Get in touch with us on http://www.agence-modedemploi.com
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.
DRS is a recommender system for diabetes that provides diagnosis, recommends drugs, and provides dietary advice. It uses semantic web and data mining techniques for accurate results. The system architecture includes ontologies for drugs, medical tests, foods, and patient information. It uses a decision tree model built with the J48 classifier to diagnose diabetes from patient data. Drug and diet recommendations are made by querying the ontologies and rules using SWRL and SQWRL.
Ben Sheehy breaks down how to get yourself started in aerial photography. He outlines some of the equipment that you should purchase, how you should go about practicing your new hobby, and some general photography tips. Check back regularly for more information about how to get your aerial photography adventures "off the ground."
Jon Rafman: Nine Eyes of Google Street Viewguimera
In his photo project The Nine Eyes of Google Street View, Canadian artist Jon Rafman collects the bizarre and beautiful sights captured by the nine lenses on Google Street View camera cars as they photograph scenes around the world.
Google has launched Google Business View, which allows businesses to create virtual tours of their premises that are displayed on Google Search, Maps, and their Google+ page. Becoming a certified Google Trusted Agency involves training to capture these tours for clients. As a Trusted Agency, Mediagistic would be listed prominently in local search results. They would connect with local businesses, perform photo shoots to create the virtual tours, and publish the images on Google. This would help Mediagistic stand out from competitors, boost their own presence, gain more clients and revenue, and provide benefits to clients like increased search visibility. Currently there are only 14 photographers certified in the Tampa area, so Mediagistic would be in the
The document provides information about a presentation given at the ECIS Annual Conference in Hamburg, Germany from November 18-22, 2009 titled "WEB 2.0 AND LANGUAGE LEARNING". The presentation explored the potential of internet tools for language teaching, highlighting key elements like creativity, participation and collaboration. It provided 50 sections with the best online resources for language teachers in 2009, including tools for 3D worlds, presentations, quizzes, podcasts, flashcards, and more. The goal was to encourage teachers to combine traditional teaching with web-based methodology.
This document discusses augmented reality, including its differences from virtual reality. It outlines three main application areas for augmented reality: head-mounted displays, world-fixed displays, and hand-held displays. Several research centers focusing on augmented reality and virtual reality are mentioned, including the Virtual Reality Applications Center at Iowa State University and Qualcomm Research Austria. Some key publications in the field are also listed. Finally, the document profiles two people working in augmented reality research: Dr. Judy Vance at Iowa State University and Professor Steven Feiner at Columbia University.
The document provides resources for creating digital stories, including websites that allow adding voice, images, and music to tell visual stories. It lists tools for editing audio and video, finding free media like images and music, and publishing completed digital stories. Sources include Audacity for audio editing, Animoto and Voicethread for telling visual stories, and sites like Flickr and iStockPhoto for finding free images.
1. The document discusses the commoditization of information technology and the concept of "everything as a service" (XaaS), including software as a service (SaaS), framework as a service (FaaS), and hardware as a service (HaaS).
2. It explores how XaaS will grow through open standards and competitive utility markets, increasing innovation and disruption.
3. Key ideas that were covered include creative destruction, network effects, the declining strategic value of IT, and how barriers to entry and participation will change.
Mobile Go Home - Welcome Multi-Context!Niels Anhalt
Nexum AG is a digital media consultancy and agency. Niels Anhalt introduces the concept of "multi-context" as mobile devices and their usage evolves beyond a single device or screen. Multi-context considers the various technical, personal, physical, social, and situational factors that define the context of how media is consumed. Understanding context will be important as computing technologies become more context-aware across multiple devices and input/output options.
AR-UX: The generation of the pervasive User ExperienceAlex Young
Over the past year Augmented Reality (AR) has been touted as the next big thing. This presentation is from UX Australia 2010 and looked at what real world challenges we need to consider and resolve in this space as well as how we introduce and enable this information to be inclusive and relevant across many contexts.
As devices and networks evolve we become more connected to time, objects and people. As interactions start becoming separated from traditional interfaces, what is the impact for us as the people who design these experiences? How do we deal with connections that are no longer necessarily presented in or triggered from environments that users can see and touch. How do we incorporate this into our design thinking and approach when those experiences may have very real impacts on the notion of self.
Latest trends in information technologyAtifa Aqueel
This ppt includes the latest trends in information technology such as big data analytics, cloud computing, virtual reality, 5G wireless technology etc.
Digital Fabrication Studio v.0.2: Digital Fabrication and FabLab ecosystemMassimo Menichinelli
Digital Fabrication Studio.01 discusses the history and concepts of digital fabrication (fabbing) and Fab Labs. It provides examples of how digital fabrication is used from craft projects to industrial manufacturing. It outlines the key aspects of Fab Labs as spaces that democratize digital fabrication technologies and allow for collaborative exploration and project development. Applications of digital fabrication discussed include DIY and hacker projects, generative design, mass customization, customized prosthetics, shorter supply chains, and use in different media like photography, video, and books.
Transmedia Zurich - Digital Story and PrototypingMark Melnykowycz
The document summarizes a presentation on digital storytelling and transmedia tools. It discusses scrollkit for digital storytelling, brickflow for curating social media, and raptmedia for creating interactive videos. Transmedia projects are described as having a story, methods of consumption, and containers to realize the experience. Prototyping tools like balsamiq and keynote are presented to design user experiences. The document promotes thinking about how users interact with and engage in the story world through consumption.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
Юсупов Олег, CEO mixAR и VAMR "Инновация восприятия информации"mixARConference
This document provides a summary of tangible user interfaces and ubiquitous computing technologies. It lists several emerging technologies including interactive surfaces that can detect touch input, shape-changing materials, augmented reality displays projected onto physical objects, and mixed reality systems combining virtual and physical elements. Examples of applications mentioned are an interactive skiing simulation and an assistive device for the blind using VR. The document points to websites demonstrating these technologies.
Igniting Student Creativity Through Digital StorytellingJennifer Dorman
Digital storytelling is the process of writing a story and adding multimedia elements like voice, images, and music to create a visual narrative. It allows students to develop their creativity by capturing stories and lives through personal digital narratives. The document provides various ideas for digital storytelling genres and formats, as well as resources for finding images, audio, and video to include in digital stories. It also lists software and websites that can be used to plan, edit, and publish digital stories.
Designing for Holistic Cross Channel ExperiencesSamantha Starmer
UX Israel Studio 2013 workshop. Much of the structure and content is similar to other workshop presentations I've posted, but there are some new examples and exercises.
Augmented reality and digital storytellingJason Zagami
Presented 19 March 2011 at the Griffith University Centre for Continuing Professional Learning Teachers Strategic Network at Brisbane Girls’ Grammar School, Brisbane, Australia by Dr Jason Zagami
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
20210623 Digital Technologies and Innovations in EducationRamesh C. Sharma
Digital technology and innovation are rapidly changing the world. [1] Artificial intelligence, machine learning, and big data are fueling the fourth industrial revolution. [2] New technologies like augmented and virtual reality are enhancing learning. [3] Learning analytics tools are providing insights to improve education. The future of learning will be highly personalized and lifelong, enabled by technologies like AI assistants, adaptive learning apps, and blockchain-backed credentials.
Similar to Introduction to Virtual Reality lecture 2015 (20)
Teaching Augmented Reality to Computer Science students under lockdownMikhail Fominykh
The slides were used in a presentation at a webinar "How can digital tools and new teaching methods improve students learning?" http://epic.agu.edu.tr/events/webinar-how-can-digital-tools-and-new-teaching-methods-improve-students-learning/
The webinar was held on 25 June 2020
Empowering Young Job Seekers with Virtual RealityMikhail Fominykh
"Empowering Young Job Seekers with Virtual Reality" has been presented at IEEE VR 2019, the 26th IEEE Conference on Virtual Reality and 3D User Interfaces will be held from March 23rd through March 27th, 2019 at the Osaka International Convention Center in Osaka, Japan. http://www.ieeevr.org/2019/
Abstract: This paper presents the results of the Virtual Internship project that aims to help young job seekers get insights of different workplaces via immersive and interactive experiences. We designed a concept of ‘Immersive Job Taste’ that provides a rich presentation of occupations with elements of workplace training, targeting a specific group of young job seekers, including high-school students and unemployed. We developed several scenarios and applied different virtual and augmented reality concepts to build prototypes for different types of devices. The intermediary and the final versions of the prototypes were evaluated by several groups of primary users and experts, including over 70 young job seekers and high school students and over 45 various professionals and experts. The data were collected using questionnaires and interviews. The results indicate a generally very positive attitude towards the concept of immersive job taste, although with significant differences between job seekers and experts. The prototype developed for room-scale virtual reality with controllers was generally evaluated better than those including cardboard with 360 videos or with animated 3D graphics and augmented reality glasses. In the paper, we discuss several aspects, such as the potential of immersive technologies for career guidance, fighting youth unemployment by better informing the young job seekers, and various practical and technology considerations.
Immersive Job Taste: a Concept of Demonstrating Workplaces with Virtual RealityMikhail Fominykh
"Immersive Job Taste: a Concept of Demonstrating Workplaces with Virtual Reality" has been presented at 2019 IEEE VR Fourth Workshop on K-12+ Embodied Learning through Virtual & Augmented Reality (KELVAR) on March 23, 2019.
https://sites.google.com/site/vrkelvar/
ABSTRACT
This paper presents a new concept of ‘Immersive Job Taste’ – interactive virtual reality demonstration of a workplace that aims to give a feeling of going through an average workday of a professional with elements of basic training. The main target audiences of Job Taste simulations are young job seekers who can be aided in selecting a career path at school or a welfare center, choosing the first or a new occupation, often after a period of being unemployed. The design methodology behind the Immersive Job Taste concept includes presentation of a workplace, typical tasks, feedback on performance, and advice on applying for jobs in the specific industry. We developed several scenarios and applied different virtual and augmented reality concepts to build prototypes for different types of devices. The prototypes were evaluated by several groups of primary users and experts. The results indicate a generally very positive attitude towards the concept. In this paper, we discuss the potential impact of applying the concept and directions for future work.
Workplace training 4.0 for Industry 4.0 Experience Capturing and Re-enactment...Mikhail Fominykh
Invited speech at IMTEL Innovation Day at the Norwegian University of Science and Technology on November 20, 2018.
The WEKIT training methodology and the technological platform allow creating educational experience efficiently using the time of the expert, aimed for the areas where expertise is rare and experts are scarce.
This approach is based on the idea of using wearable sensors to capture performance of an expert and then making it available for trainees using Augmented Reality.
Virtuelle arbeidsplasser – karriereveiledning i fremtidens NAV-kontor?Mikhail Fominykh
Slides til presentasjon på konferanse "Unge i arbeidslivet"
Tid: onsdag 24. og torsdag 25. oktober 2018
Sted: Scandic Holmenkollen Park, Oslo
Virtuelle arbeidsplasser – karriereveiledning i fremtidens NAV-kontor? Et utviklingsprosjekt med bruk av spillteknologi i et samarbeid med Norges teknisk-naturvitenskapelige universitet (NTNU), NAV Trøndelag og Brukerrådet for ungdom i Trøndelag (BRU).
Mikhail Fominykh, forsker, NTNU, Heidi Fossen, koordinator for forskning og utdanning, NAV Trøndelag og Hans Kristian Lilleberg brukerrepresentant ungdom, BRU
Industrial Training and Workplace Experience with Augmented and Virtual RealityMikhail Fominykh
Slides form the keynote at the Simposio Internacional de Informática Educativa (SIIE 2018)
http://siie2018.uca.es/index.php/en/keynotes-en/
Abstract: In the context of the 4th industrial revolution and a globalized world, there is a pressing need for continuous acquisition and update of skills to maintain efficiency and to ensure inclusion and participation of all citizens in the globalized workplace. At the highly automated and rapidly updated workplaces, the need for expertise and effective training is growing. In the EU-funded research-and-innovation project WEKIT, we address these challenges by developing a new approach to industrial training. This approach is based on the idea of using wearable sensors to capture expert performance and then making it available for trainees using Augmented Reality. The WEKIT training methodology and the technological platform allow creating effective educational experience efficiently using the time of the expert involved in content creation. The idea of capturing workplace experience finds another application area in the research project Virtual Internship, funded by the Norwegian welfare authority. In this project, we use augmented and virtual reality to increase awareness of schoolchildren about various professions and improve motivation of young unemployed to search for a new job. We aim to find out if immersive and interactive experiences of exploring workplaces and trying typical tasks can help in mitigating the youth unemployment.
EATEL Summer School on Technology Enhanced learning Jtelss18Mikhail Fominykh
Opening and closing slides from the 14th EATEL Summer School on Technology Enhanced learning JTELSS18, held in Durres, Albania on May 14-18 2018.
http://ea-tel.eu/jtelss/jtelss2018/
Active learning modules for multi professional emergency management training ...Mikhail Fominykh
These are the slides of the paper by: Ekaterina Prasolova-Førland, Judith Molka-Danielsen, Mikhail Fominykh, and Katherine Lamb: "Active Learning Modules for Multi-Professional Emergency Management Training in Virtual Reality". The paper has been presented at the International Conference on Teaching, Assessment and Learning for Engineering (TALE), Tai Po, Honk Kong, December 12–14, 2017, IEEE.
http://tale-conference.org/tale2017/
Wekit - performance augmentation in industrial training - technology enhanced...Mikhail Fominykh
Invited speech at the Symposium on eInfrastructures and Discruptive Technologies in eAssessment at the Technology-Enhanced Assessment conference TEA 2017
Technology acceptance of augmented reality and wearable technologies ilrn 201...Mikhail Fominykh
"Technology Acceptance of Augmented Reality and Wearable Technologies" #TAM at #iLRN2017
by Fridolin Wild, Roland Klemke, Paul Lefrere, Mikhail Fominykh and Timo Kuula
Paper presented at the 3rd Immersive Learning Research Network Conference in Coimbra, Portugal on 28 June 2017
Publication: https://link.springer.com/chapter/10.1007/978-3-319-60633-0_11
Role playing and experiential learning in a professional counseling distance ...Mikhail Fominykh
Presentation given at the 29th EdMedia conference, Washington DC.
Abstract: In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals’ codes of ethics provide guidance for the ethical practice in difficult situations, the prevailing response among many of these professionals tends to be ambivalent. We explored conditions that influenced knowledge acquisition of graduate rehabilitation counseling students who role-played two challenging scenarios and then had a possibility to review the performance. The data were collected using questionnaires and interviews. The potential of the teaching method and the supporting technology are discussed. The findings indicate that role-playing and experiential learning are valued by the participants as a teaching method in a distance course.
Conceptual framework for therapeutic training Fominykh EdMedia 2017Mikhail Fominykh
Presentation given at the 29th EdMedia conference, Washington DC.
Abstract: This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype - a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A wirelessly connected wristband is used to measure user’s pulse and adjust the training scenario based on the heart rate data. Repeating the exercise can make the user able to go through the scenario without using the app, learn how to relax, and ultimately combat tension-type headache. The prototype has been evaluated with 25 participants. The results demonstrate that the application provides a relaxing experience and the implementation of biofeedback is useful for therapeutic training. The results are discussed to evaluate the technological, therapeutic and educational potential of the prototype and to improve the conceptual framework.
The document discusses the WEKIT project, which aims to develop a wearable experience training methodology. This methodology involves capturing an expert's experience, enabling trainees to re-enact it wearing augmented reality devices, and then evaluating the training. The WEKIT platform and prototype use various sensors and AR tools to match trainee performance to expert data. The project is evaluating the approach in industrial settings like aircraft maintenance and healthcare imaging. The goal is to provide innovative learning that transfers experts' tacit knowledge through immersive experience sharing.
Cognitive behavior training with virtual reality and wearable technology @ we...Mikhail Fominykh
The slides were used for a presentation of the prototype on CBT with VR and WT at the WELL workshop (Wearable enhanced learning). The prototype is being designed for training relaxation techniques. Technologically is it aimed to be mobile, so that patients can practice at any time and at any place.
Wearable Experience: New Educational Media for Knowledge Intensive TrainingMikhail Fominykh
This slides were presented at the invited speech at the World Conference on Educational Media and Technology (EdMedia) which was held in Vancouver, BC, Canada on June 28-30, 2016.
Abstract: Wearable computing and augmented reality are disruptive technologies. They fundamentally change the way we educate and train people to a master level of performance. With advanced sensors we can capture experience as it emerges. For example, a trainee can receive live guidance in the form of semi-transparent 3D hands that appear at the right place spatially and operated by a remote expert using sensor data. Captured guidance provides reference to scale, allowing repeated access to the information asynchronously at the right time and in the right place where it is most urgently needed. Expert guidance can be captured with wearable sensors and later re-enacted by trainees with augmented reality creating a believable illusion of a master-apprentice knowledge sharing. The captured experience therefore represents a new type of educational media that has properties of carrying both explicit and tacit knowledge. This new media helps to convert experience to knowledge and enable learning by bringing closer the theoretical knowledge and immediate experience, which are traditionally separated. Tailored content of captured experience can be presented with augmented reality using intuitive and immersive user interfaces. This can have a positive impact on mental processing and memorization, not only adding scaffolds for high performance, but also acting as a safety net preventing potential problems sensed in the environment. Learning how to master a complex task usually involves reflecting on your own performance, looking back at your behavior and comparing it to that of others. The goal of this new training methodology is to enable the full cycle of immersive experience observing an expert, training with and without guidance, and observing own performance.
Wearable Experience for Knowledge-Intensive Training WEKIT lectureMikhail Fominykh
This lecture gives an overview of Augmented Reality and Wearable Technology and their use in workplace learning. It explains the basic concepts related the relevant pedagogies
(learning by doing, experiential learning, tacit and explicit knowledge) and some technological details (state of the art and devices).The lecture introduces experience capturing and experience reenactment both as a training approach and from the technical point of view. The lecture also contains a brief introduction of the WEKIT EU project.
This document discusses using virtual reality for emergency management training. It describes several virtual reality projects for training nurses, medical students, and first responders. These include virtual hospitals, operating rooms, emergency rooms, and disaster scenarios. The goal is to create an active learning module using virtual reality that will be implemented in emergency management courses. Relevant frameworks mentioned include naturalistic decision making, experiential learning, and cognitive load theory. The presentation provides information on the theoretical approaches and software that will be used to develop virtual reality training simulations.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
1. 1 http://mikhailfominykh.com/
Introduction to
Virtual Reality
Mikhail Fominykh, PhD
Molde University College, Norway
Volga State University of Technology, Russia
Europlan UK ltd., United Kingdom
Invited lecture at Aksaray University, Turkey | 12.11.2015
4. 4 http://mikhailfominykh.com/
From latin virtuālis, Vir (man) Virtus
(connotations of valor, manliness,
excellence, courage, character, etc.)
The term “Virtual Reality”
34. 34 http://mikhailfominykh.com/
Virtual reality I3
o Imagination
o Interaction
o Immersion
Virtual Reality Effect
Immersion
Interaction Imagination
T. B. Sheridan: Interaction, imagination and immersion some research needs
35. 35 http://mikhailfominykh.com/
Virtual reality is
o Believable
o Interactive
o Computed-generated
o Explorable
o Immersive
Virtual Reality Effect
Inspired by http://www.explainthatstuff.com/virtualreality.html
37. 37 http://mikhailfominykh.com/
o Interactive: When a user is moving in
virtual reality, the environment is moving
accordingly, it reacts to the actions of
users.
Virtual Reality Effect
38. 38 http://mikhailfominykh.com/
o Computed-generated: Only computer
technologies can generate virtual reality
believable enough and interactive, so
that the users can fall into illusion.
Virtual Reality Effect
39. 39 http://mikhailfominykh.com/
o Explorable: Virtual reality should be
explorable with multiple points of view
opening new perspectives depending on
the actions of users.
Virtual Reality Effect
40. 40 http://mikhailfominykh.com/
o Immersive: Virtual reality should immerse
mind and body, affecting five main senses
and other senses.
Virtual reality should be immersive enough:
more complex technologies do not always
lead to a better effect
Virtual Reality Effect
41. 41 http://mikhailfominykh.com/
o Sight – desktop / stereo / CAVE / HMD
– http://en.wikipedia.org/wiki/Methods_of_virtual_reality
– http://en.wikipedia.org/wiki/Stereoscopy
– http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Env
ironment
– http://en.wikipedia.org/wiki/Head-mounted_display
o Hearing
o Taste
o Smell
o Touch
Virtual Reality senses: Sight
47. 47 http://mikhailfominykh.com/
o Sight
o Hearing – 3D audio
– http://en.wikipedia.org/wiki/Methods_of_virtual_reality
o Taste
o Smell
o Touch
Virtual Reality senses: Hearing
49. 49 http://mikhailfominykh.com/
o Sight
o Hearing
o Taste – virtual taste
– http://en.wikipedia.org/wiki/Immersive_technology
o Smell
o Touch
Virtual Reality senses: Taste
51. 51 http://mikhailfominykh.com/
o Sight
o Hearing
o Taste
o Smell – virtual smell
– http://en.wikipedia.org/wiki/Immersive_technology
o Touch
Virtual Reality senses: Smell
54. 54 http://mikhailfominykh.com/
o Sight
o Hearing
o Taste
o Smell
o Touch – haptic / force feedback
– http://en.wikipedia.org/wiki/Haptic_technology
Virtual Reality senses: Touch
60. 60 http://mikhailfominykh.com/
o Generated environment
real-time 3D graphics, sound
o Affect senses
Input/output devices
o Interaction
Interfaces and navigation
o Immersion
Scenario and task
Components: properties
62. 62 http://mikhailfominykh.com/
o Keyboard and mouse
o Joysticks and gamepads
o Position sensors
o Orientation sensors
o Force feedback/smart gloves
o Exoskeletons and suits
o Motion capture
o Brain activity sensors
Components: Input devices
63. 63 http://mikhailfominykh.com/
o Video: monitors, projectors, helmets
o Audio: speakers, earphones
o Touch: force feedback gloves, suits
o Smell and taste?
o Additional senses (balance, temperature,
time, etc.)
o Artificial senses
Components: Output devices
64. 64 http://mikhailfominykh.com/
o Real time, >25 frames/s
o Latency < 50 ms (performance, input)
o Large volumes of data (memory)
o 3D graphics, highest quality with given FPS
o High-speed Internet
o Price?
Components: requirements
69. 69 http://mikhailfominykh.com/
Major application areas
o Military / defense
o Medicine / health
o Entertainment / games
o Industry
– Communication / teleconferencing
– Education / training
– Collaborative work
Application
Inspired by http://www.explainthatstuff.com/virtualreality.html