VR: qual é a próxima killer app? Palestra sobre Realidade Virtual, mercados, aplicações e perspectivas, apresentada em 27/11/2017 no Linux Day da UNIP de Limeira/SP.
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Sam Watts, Director of Immersive Technologies at Make Real, gave a presentation on the future of VR. He discussed Make Real's VR games like Radial-G and Loco Dojo. He analyzed the current state of the VR games market and top titles on Steam. Some lessons learned were that competitive multiplayer games do well, design for VR arcades, and develop for multiple platforms. Current challenges include limited funding, discoverability on stores, and evaluating hardware install bases. Standalone headsets are emerging but have limitations. Watts' advice was to focus on tight gameplay, uniqueness to VR, and iterate quickly based on feedback.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
March edition of the latest news, updates and releases from Virtual Reality: technology, hardware, business.
Don't forget to subscribe not to miss next month VR digest.
Interface do Olho - by Alvaro LourençoUX Overdrive
Somos o time de UX & Design do SIDIA - Samsung Instituto de P&D da Amazônia!
Pensando na construção e propagação do conhecimento multidiplinar, o evento busca reunir especialistas das mais diversas áreas para problematização dos elementos que compõe o cenário tecnológico emergente - pessoas, interfaces e negócios!
::Nesta edição - Virtual Reality::
O evento discutirá os desafios e possibilidades de uso da realidade virtual no cotidiano e as tecnologias envolvidas nessa área.
Digital Evolution at SXSW 2015: Trends and Implications for Brands and Consumers1000heads
SXSW was all about evolution of digital, but disruptive tech took a backseat. Key themes included personalisation, big data, wearables, immersive experience and content, but hardware development can't seem to keep up with the possibilities of future marketing. Here are the key trends we saw and their potential implications for brands and consumers.
Great brands have a world of their own. Exzeb brings it to life in virtual reality.
Transform your digital marketing and embrace immersive experiences. Un-frame your brand’s world, let people step inside and build unprecedented emotional connection with your audience.
From 360 films to full CG experiences and anything in-between, Exzeb brings its in-house creative team together with world-class collaborators to write and direct VR experiences.
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 presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Sam Watts, Director of Immersive Technologies at Make Real, gave a presentation on the future of VR. He discussed Make Real's VR games like Radial-G and Loco Dojo. He analyzed the current state of the VR games market and top titles on Steam. Some lessons learned were that competitive multiplayer games do well, design for VR arcades, and develop for multiple platforms. Current challenges include limited funding, discoverability on stores, and evaluating hardware install bases. Standalone headsets are emerging but have limitations. Watts' advice was to focus on tight gameplay, uniqueness to VR, and iterate quickly based on feedback.
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
March edition of the latest news, updates and releases from Virtual Reality: technology, hardware, business.
Don't forget to subscribe not to miss next month VR digest.
Interface do Olho - by Alvaro LourençoUX Overdrive
Somos o time de UX & Design do SIDIA - Samsung Instituto de P&D da Amazônia!
Pensando na construção e propagação do conhecimento multidiplinar, o evento busca reunir especialistas das mais diversas áreas para problematização dos elementos que compõe o cenário tecnológico emergente - pessoas, interfaces e negócios!
::Nesta edição - Virtual Reality::
O evento discutirá os desafios e possibilidades de uso da realidade virtual no cotidiano e as tecnologias envolvidas nessa área.
Digital Evolution at SXSW 2015: Trends and Implications for Brands and Consumers1000heads
SXSW was all about evolution of digital, but disruptive tech took a backseat. Key themes included personalisation, big data, wearables, immersive experience and content, but hardware development can't seem to keep up with the possibilities of future marketing. Here are the key trends we saw and their potential implications for brands and consumers.
Great brands have a world of their own. Exzeb brings it to life in virtual reality.
Transform your digital marketing and embrace immersive experiences. Un-frame your brand’s world, let people step inside and build unprecedented emotional connection with your audience.
From 360 films to full CG experiences and anything in-between, Exzeb brings its in-house creative team together with world-class collaborators to write and direct VR experiences.
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
MAXIM ILLYASHENKO «Future of VR in gaming industry» - KIOF2017Lviv Startup Club
The document discusses the future of virtual, augmented, and mixed reality (VAMR) in the gaming industry. It outlines that 2016 was a tipping point where the first killer VR app, Pokemon Go, launched and over $2 billion was invested in AR/VR startups. It also discusses the growth in VR headset sales in 2016 and forecasts that the number of VR users will grow exponentially by 2020, with AR revenue estimated at $90 billion compared to $30 billion for VR. Barriers like high costs, limited content, and technical issues need to be addressed for further adoption. Future technologies will enhance the VR experience while social and mobile applications are expected to expand the user base to over 1 billion by 2020 and establish
A review of where the virtual reality market is and what's happening with the key players (Oculus, Microsoft, Sony and HTC). A view on the implications for marketers and their content and storytelling strategy plus a explanation of the mass market opportunity that exists today in 360 video through YouTube.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
I was asked to present my prediction of what will happen in VR Market on 2017, based on our experience in developing VR Apps and Games. For more info, pls send eMail to Yariv@AppReal-VR.COM
The Benefits and Costs of Going Cross-Platform | Emma FarrowJessica Tams
Delivered at Casual Connect Europe 2019. As new platforms emerge and attention is split across a multitude of revenue opportunities, it becomes a more complicated matter to decide which platforms to invest into and how to weigh the opportunity costs of each one. As a cross-platform publisher of both F2P and Premium games, and operator of two platforms in Kongregate.com and Kartridge, Kongregate has unique insights into the platform landscape and the effort needed to take a game from one platform to another. Using specific game examples with KPIs and learnings from our experience, we’ll share how we weigh the incremental opportunities and costs of new platform expansions, as well as how we view the cross-platform strategy as a whole.
Virtual reality transports users into 360-degree experiences through head-mounted displays. There are both mobile and PC-based VR platforms. Mobile VR uses smartphones and inexpensive headsets like Google Cardboard or Samsung Gear VR. PC VR requires more powerful computers and headsets like Oculus Rift, HTC Vive or PlayStation VR. The presentation discusses Groove Jones' VR production services and provides examples of projects for McDonald's, NASCAR, Kaiser Permanente and Nestlé. It highlights both video and interactive VR experiences across platforms.
The document outlines a project plan with key dates and milestones including: an initial project approval in mid-June, first review at the end of June, second review in mid-July, third review in mid-August, and final submission by the end of September. It also notes tentative holidays from August 21st to September 15th and that bi-weekly status reports via email and demos during review meetings will occur.
The document summarizes recent news and releases in the virtual reality industry from January 2018. It discusses new features for Vuforia 7 including object recognition by shape and ground plane placement. It also mentions new VR games being released for major headsets in January, an updated version of the Oculus Rift software, and new technologies like a metalens that could improve AR glasses and VR controllers that can shape-shift.
Unreal Engine 4.20 includes improvements to depth of field and proxy LOD tools. Early access for mixed reality capture allows importing real-world video into VR/AR scenes. SIGGRAPH and E3 featured previews of new VR/AR studies and games. The VR digest also provided release dates for numerous VR games launching in June 2018 and news on VR hardware and software from companies like Apple, Leap Motion, and Varjo.
IAB Europe MIXX Awards Europe Webinar DeckIAB Europe
This document summarizes an IAB Europe webinar on creativity in digital advertising. Resh Sidhu, Creative Director at Framestore, discussed creating a virtual reality experience for the film Fantastic Beasts and Where to Find Them. Esra Ezibay, Nike Client Lead at Mindshare Turkey, presented a campaign involving a real-time interactive 360 degree video experience triggered by a television commercial. The webinar provided case studies on innovative digital advertising campaigns and included a question and answer session.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
REALITY: We can be whoever we want - Avatar driven metaverse service and UX R...GREE VR Studio Lab
GREE is a Japanese social mobile game publisher that has been exploring VR and the metaverse. They operate REALITY.app, a virtual live broadcasting app, and the GREE VR Studio Laboratory conducts long-term R&D. The presentation discussed GREE's history in VR, REALITY.app which allows avatar creation and broadcasting, events held in the app including with Sanrio characters, their work exploring haptic feedback in remote live performances, and their vision of connecting the real world and virtual worlds.
VR has struggled with widespread adoption due to technical challenges like bulky designs, high costs, and issues causing motion sickness. While gaming VR has sold over 1.5 million units, consumer interest remains weak and sales are falling. However, VR has been more successful for professional applications like training and simulation where it can create powerful immersive experiences. AR is poised to have more real-world impact by overlaying virtual information on the real world for uses like enhanced situational awareness, remote assistance, and on-demand instruction. While VR may remain mostly for gaming, the presenter argues that AR will be the technology that truly changes our world.
The newest compilation of Virtual Reality latest news, updates, releases and our short review of VR Expo 2018 in Amsterdam.
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
The Current State of Immersive Tech (July, 2017)Ziv Reichert
The document provides an overview of the current state of immersive technologies including virtual reality (VR), augmented reality (AR) and mixed reality. It summarizes recent developments, key statistics and insights on the growth of the industry. The VR and AR landscapes are getting more crowded with many startups and increased investment. Mobile VR is dominated by Android devices while Apple is positioning iOS devices to make AR mainstream. The document also outlines some of the biggest players and investors in the space as well as the growth of AR and VR applications in retail, gaming and other industries.
360-degree video is becoming an important tool for brand communication and marketing. It allows for immersive experiences that drive greater engagement from viewers. While 360-video metrics currently underperform traditional video, it motivates viewers to interact more and share content. As hardware adoption increases, 360-video content will be key to driving the virtual reality market forward. The document examines whether brands are ready to embrace 360-degree video and virtual reality, providing examples of inspiring 360-video uses.
Future of AR & VR technologies - PixelCrayonsPixel Crayons
The document discusses the future of augmented reality (AR) and virtual reality (VR). It summarizes statistics that estimate the market size of AR and VR will greatly increase by 2022. New technologies like VR headsets, 9D cinema, AR apps, and simplified product development using VR and AR will impact the future. The conclusion states that AR and VR will significantly change the world and attract people from all backgrounds.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
Internacionalização do XR brasileiro: estamos prontos para essa briga?Marcos Alves
Marcos Alves, presidente do XRBR (Hub Brasileiro de X-Reality) e sócio da Dream2B (international venture builder) palestra no evento SET Expo 2018, em 27/08/2018, sobre internacionalização de startups brasileiras de Realidades Virtual, Aumentada e Mista (XR), analisando cenários de venture capital, ecossistemas e usando Vancouver, Canadá, como benchmark de como criar um ecossistema forte no Brasil.
Talk presented at Social Media Week Sao Paulo 2017 in Sao Paulo/Brazil. Virtual Reality market and its great opportunities for business and investments. Short version without embedded and copyrighted content.
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The document discusses the future of virtual, augmented, and mixed reality (VAMR) in the gaming industry. It outlines that 2016 was a tipping point where the first killer VR app, Pokemon Go, launched and over $2 billion was invested in AR/VR startups. It also discusses the growth in VR headset sales in 2016 and forecasts that the number of VR users will grow exponentially by 2020, with AR revenue estimated at $90 billion compared to $30 billion for VR. Barriers like high costs, limited content, and technical issues need to be addressed for further adoption. Future technologies will enhance the VR experience while social and mobile applications are expected to expand the user base to over 1 billion by 2020 and establish
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Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
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DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
5. VR: QUAL SERÁ A PRÓXIMA KILLER APP?
CENÁRIO ATUAL DE HMDs
SAMSUNG GEAR VR
8.000.858
SONY PLAYSTATION VR
1.805.089
HTC VIVE
666.957
OCULUS RIFT
383.031
UNIDADES VENDIDAS DESDE O LANÇAMENTO ATÉ Q2-2017 | THE WALL STREET JOURNAL
21. VR/AR/MR | POR ONDE COMEÇAR
Cursos online gratuitos
Introdução à Realidade Virtual: https://br.udacity.com/course/introduction-to-virtual-reality--ud1012/
Desenvolvimento de Software VR: https://br.udacity.com/course/vr-software-development--ud1014/
Cenas e Objetos VR: https://br.udacity.com/course/vr-scenes-and-objects--ud1013/
Cursos pagos acessíveis
https://www.udemy.com/realidade-aumentada-crie-aplicacoes-com-unity3d-e-vuforia/
https://www.udemy.com/augmentedreality/
https://www.udemy.com/felpudounity5/
https://www.udemy.com/curso-completo-unity-3d/
https://www.udemy.com/unity-descomplicado/
22. VR/AR/MR | INSPIRAÇÕES & REFERÊNCIAS
Inspirações
The birth of virtual reality as an art form | Chris Milk: https://www.youtube.com/watch?v=cJg_tPB0Nu0
Immersive VR Journalism: https://www.youtube.com/watch?v=7P47pdR5jZA
Journalism – new frontier in storytelling: https://www.youtube.com/watch?v=gMvYf0eJ9vo
The future of news? VR journalism: https://www.youtube.com/watch?v=zsLz0mRmEG0
The fight for Falluja (360o VR video): https://www.youtube.com/watch?v=_Ar0UkmID6s
Entrevista com Ricardo Laganaro, diretor brasileiro de filmes VR:
http://www.b9.com.br/63895/codigo-aberto-ricardo-laganaro-diretor-o2-filmes/
23. +
• Mercado de VR
• h-ps://venturebeat.com/2017/03/12/how-vr-startups-can-survive-the-slow-growth-of-2017/
• h-ps://medium.com/ustwo/the-vr-landscape-34ad62100d38
• h-ps://www.forbes.com/sites/forbesagencycouncil/2017/05/30/virtual-reality-the-future-of-media-or-just-a-passing-trend/
#207037f77d8f
• h-ps://www.forbes.com/sites/paularmstrongtech/2017/04/06/just-how-big-is-the-virtual-reality-market-and-where-is-it-going-next/
#a40df6d4834e
• h-ps://vrscout.com/news/vr-market-adopMon-2017/
• h-ps://venturebeat.com/2016/12/31/10-predicMons-and-opportuniMes-for-virtual-and-augmented-reality-in-2017/
• h-p://www.thevrfund.com/
• h-p://www.gartner.com/smarterwithgartner/top-trends-in-the-gartner-hype-cycle-for-emerging-technologies-2017/
• AdversMsing:
• AdversMsing in VR – the money is coming: h-ps://www.youtube.com/watch?v=XBWYhlZt5Fo
• The 10 best uses of VR in MarkeMng: h-ps://www.youtube.com/watch?v=ntYlLGTLrDE&t=353s
• Arcades
• h-ps://www.cnet.com/news/never-tried-vr-you-will-soon-playstaMon-vr-oculus-vive-imax/
• h-ps://www.engadget.com/2017/06/01/vr-arcades-social-htc-viveland-taiwan/
• h-p://arkavevr.com/br/
• Sexo Virtual
• h-ps://uploadvr.com/porn-teledildonics-2017/
• h-ps://www.kiiroo.com/
• h-ps://thenextweb.com/gadgets/2017/06/28/pornhub-interacMve-category-sex-toys/#.tnw_21sIAj61
VR/AR/MR | INSPIRAÇÕES & REFERÊNCIAS