OSVR - open source virtual reality - is a popular open-source project that includes both a wide-field open-source virtual reality goggle as well as a free and open-source software framework. This presentation, created by Sensics - founding contributor to OSVR - introduces the key components of OSVR.
OSVR Software Framework - Core - April 2015Ryan A. Pavlik
The OSVR (Open Source Virtual Reality) framework is a fully open-source framework facilitating the connection between virtual reality hardware, algorithms, and applications. I presented this talk in my role as senior software engineer at Sensics, the founding contributor of OSVR.
Originally presented in CONVRGE on 19 April 2015, this talk gives a birds-eye view of the architecture of OSVR, then proceeds to a deep dive into the "path tree", semantic names, and aliases, from the perspective of the OSVR Core.
Using OSVR to Support (practically) Any Device in VR/ARYuval Boger
Presentation given at the Vision 2016 summit. Discussed OSVR software framework as a cross-platform middleware to support display, input and output devices in VR and AR applications
At GDC 2019, Google unveiled its Stream platform that targets a $ 1.4 billion market. Google, in collaboration with AMD, has been building the next generation of gaming industry, where the gamers won't need any specific hardware to play high quality games and all they need is high speed internet.
About a year ago, we launched the same project in Iran namely PlayPod, which is a first cloud gaming and streaming in middle east.
https://play.pod.ir
Read more about PlayPod at
https://www.linkedin.com/pulse/cloud-gaming-pooya-eimandar/
The next generation of GPU APIs for Game EnginesPooya Eimandar
Demonstrate about new pipeline of GPU APIs for developing real time game engine.
Developing for DirectX12, Vulkan or Metal requires a redesign of the game engine. Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU, multi-threading on multiple GPU devices.
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
OSVR Software Framework - Core - April 2015Ryan A. Pavlik
The OSVR (Open Source Virtual Reality) framework is a fully open-source framework facilitating the connection between virtual reality hardware, algorithms, and applications. I presented this talk in my role as senior software engineer at Sensics, the founding contributor of OSVR.
Originally presented in CONVRGE on 19 April 2015, this talk gives a birds-eye view of the architecture of OSVR, then proceeds to a deep dive into the "path tree", semantic names, and aliases, from the perspective of the OSVR Core.
Using OSVR to Support (practically) Any Device in VR/ARYuval Boger
Presentation given at the Vision 2016 summit. Discussed OSVR software framework as a cross-platform middleware to support display, input and output devices in VR and AR applications
At GDC 2019, Google unveiled its Stream platform that targets a $ 1.4 billion market. Google, in collaboration with AMD, has been building the next generation of gaming industry, where the gamers won't need any specific hardware to play high quality games and all they need is high speed internet.
About a year ago, we launched the same project in Iran namely PlayPod, which is a first cloud gaming and streaming in middle east.
https://play.pod.ir
Read more about PlayPod at
https://www.linkedin.com/pulse/cloud-gaming-pooya-eimandar/
The next generation of GPU APIs for Game EnginesPooya Eimandar
Demonstrate about new pipeline of GPU APIs for developing real time game engine.
Developing for DirectX12, Vulkan or Metal requires a redesign of the game engine. Developers can achieve key benefits like reduced power consumption and optimized CPU and GPU, multi-threading on multiple GPU devices.
Choosing to buy a middleware game engine for your next game is the most important technology decision you will likely make for your project. How can you evaluate engines properly? What should you do before looking at engines? This talk covers a framework for evaluating game engines, based on a developer survey conducted in early 2009. It also goes through a bit on the history of game engines. Alas, without notes or audio, there are a lot of things missing from this presentation. But hopefully you will find it helpful!
NUX Presentation from TechMixer Birmingham 2011Michael Heydt
Variant of the NUX deck given at this specific events. Covers concepts in natural user interfaces. Project and some contact info not valid as of 2016, but still some good concepts in there for those learning.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
A basic PPT on android. History and features of android. Gives surface information about the architecture of android and it's applications. A simple tutorial could be included to show how easy it is to make and run an application.
Nervousnet Platform : Build your own Sensor data collection platform - Open S...Prasad Pulikal
Nervousnet is a sensor data collection platform. It is responsible for collecting and managing sensor data from mobile applications, IoT devices and more.
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
NUX Presentation from TechMixer Birmingham 2011Michael Heydt
Variant of the NUX deck given at this specific events. Covers concepts in natural user interfaces. Project and some contact info not valid as of 2016, but still some good concepts in there for those learning.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
A basic PPT on android. History and features of android. Gives surface information about the architecture of android and it's applications. A simple tutorial could be included to show how easy it is to make and run an application.
Nervousnet Platform : Build your own Sensor data collection platform - Open S...Prasad Pulikal
Nervousnet is a sensor data collection platform. It is responsible for collecting and managing sensor data from mobile applications, IoT devices and more.
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
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Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
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Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
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Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
4. • Very low geometric and color distortion
• Sharp image throughout
4
5. • Open source
• On-board video processing
• Real-time image rotation
• Convert full desktop to
side-by-side
• On-board USB 3.0 for
expansion
• Compatible with wireless
video links
• Removable cover
• Positional tracking
• Leap Motion
5
6. The OSVR™ API is a multi-platform, standardized interface to
virtual reality devices and peripherals.
Designed to encourage adoption of and innovation in AR/VR.
With the OSVR API, developers can:
• Discover, configure and operate a wide range of devices
through standardized, abstract interfaces
• Mix-and-match devices (e.g. hand trackers) with analysis
plugins (e.g. gesture engines)
• Write once, run on many hardware/platform configurations
6
7. • Software available under Apache Software License, version 2.0
• http://osvr.github.io
• Can change and redistribute
• Can use proprietary plugins
• Choice of license intended to encourage participation of both
academic institutions and commercial firms
7
8. 8
Cloud
(storage,
Connectivity)
Position and
orientation trackers
Eye tracker
Bodytracking
(including hand and
finger)
Cameras and
Depth sensors
Audio
Power management
Mouse and game
controller
Haptics
Devicediscovery
(which devices, where,
what are they
connected to?)
Rendering
Utilities
SoftwareupdatesDisplay
Biometric sensors
Windows-specific code
Gesture enginePose estimationGazedetection
User-defined libaries System configuration
(which devices and
libraries are used, how
are theyconnected)
Object and face
detection
Environmental sensors
Position detectionSensor fusion
Network transport
Force feedback
Store/ load
configurations (cloud,
local, non-volatile)
Deviceconfiguration
Input devices Output devices
Engine-based VR app
Unity/ UnrealNative VRApp
Non-VRgame
Vorpx/ Tridef/ Vireio
HMD 1 HMD 2 HMD 3 Peripheral 1 Peripheral 2 Peripheral 3 ...
Android-specific code Linux-specific code OSX-specific code
Open architecture
supports additional
plugins
10. Cloud
(storage,
Connectivity)
Engine-based VR app
Unity/ UnrealNative VRApp
Non-VRgame
Vorpx/ Tridef/ Vireio
10
• Native applications can work directly with the OSVR API
• Applications built on engines (Unity, Unreal, etc.) can operate via
game engine plugins
• Applications unaware of VR can work through 3D DirectX drivers
such as Vorpx, Tridef or Vireio
11. HMD 1 HMD 2 HMD 3 Peripheral 1 Peripheral 2 Peripheral 3 ...
11
• Supports a wide range of displays (HMDs and other display
types)
• Supports multiple classes of devices such as:
• Motion trackers
• Eye trackers
• Position trackers
• Depth cameras
• Haptic controllers
• Biometric sensors
• Discovers compatible devices
12. 12
Cloud
Game 1
Unity/ UnrealNative VRApp
Non-VRgame
Vorpx/ Tridef/ Vireio
Eileen Other HMDs Peripherals
Position and
orientation trackers
Eye tracker
Bodytracking
(including hand and
finger)
Cameras and
Depth sensors
Audio
Power management
Mouse and game
controller
Haptics
Display
Biometric sensors
Environmental sensors
Force feedback
Input devices Output devices
• Abstracts devices by functional interface
• A device might expose several different functions. For
instance an HMD might expose display, head tracker and
audio interface
• Provides standardized interface to automatically discover,
determine capabilities, configure and operate each device
13. Rendering
Utilities
Gesture enginePose estimationGazedetection
User-defined libaries
Object and face
detection
Position detectionSensor fusion
13
Analysis plugins turn raw data into useful information:
• Video image identified face
• Hand position recognized gesture
• Input from multiple position sensors better data
14. • Pose estimation
• Face detection
• Distortion correction
• Object/marker detection
• Gesture engine
• Position detection
• Gaze detection
• Rendering
• Directional sound
• Speech recognition
• Redirected walking
• Store to log file
• Additional libraries can
be added
14
Libraries are automatically discovered
This presentation provides an over of OSVR – the open source virtual reality project.
It was originally presented at a ConVRge on-line event in April 2015
OSVR has three key parts:
1. The OSVR “hacker developer kit” (or HDK for short) which is a wide-field, open-source head-mounted displays that provides excellent image quality, 1080p screen and a host of innovative features. The HDK will soon be available for purchase for about $200 at www.osvr.com
2. The OSVR software, a free and open-source multi-platform software framework that allows standardized discovery, configuration and operation of a wide range of VR devices.
3. The OSVR community – a global collection of professionals, academics and VR enthusiasts and use and contribute to OSVR
This image shows the breakdown of the OSVR HDK. You can see:
Two high quality, dual asphere eyepieces
1080p display
Control electronics with embedded 9-sensor motion tracker
Ergonomic packaging with several hacking features
This image shows the performance of the HDK optics.
These photos were taken a few months ago using a test pattern which was displayed it on a 5.5" display, much like the one inside the HDK. We then used an iPhone 4 camera to take both photos. The left photo shows the test image through the HDK dual-element optics. The right photo shows the same test image through a popular single-element eyepiece.
You can see a stark difference in the clarity throughout the image as well as in the HDK optics’ ability to control both color and geometric distortion
For more information about the optics, see the blog post “How things work: the dual-element optics of the OSVR HDK” at:
http://vrguy.blogspot.com/2015/01/how-things-work-dual-element-optics-of.html
Other than being open-source and having excellent optics, the HDK has other unique features:
The ability to accept both 1080x1920 and 1920x1080 video signals. When sensing 1920x1080, the HDK performs real-time image rotation. This is a useful feature when seeking to mirror the output of the screen, or when seeking to operate the HDK with a wireless video link.
USB 3.0 ports that allow connecting to other peripherals
Removable front plate (CAD files available in the open source project) that allow installing cameras or other devices. For instance, Leap Motion is not preparing an OSVR faceplate that includes an integrated Leap Motion sensor
The OSVR software framework is independent of the OSVR HDK. They work well together, of course, but the software can be used with other HMDs (such as with the Oculus DK2) and the HDK can be used with other software frameworks.
OSVR software framework is open source and free. It is licensed under the Apache 2.0 license which means it can be used for any purpose. The license does not require to contribute changes back to the community, though of course we would love to accept all contributions.
This slide shows a high-level diagram of the OSVR software. It provides a layered approach:
Hardware layer accepts a wide variety of HMDs and VR peripherals
Adaptation layer provides OS-specific adaptations (for instance, working with a USB port requires different libraries in different operating systems)
The device plugin layer provides a standardized interface for various kind of devices
The analysis plugin layer turns data from the device layer into high-level information
The management layer stores and loads system and user-specific configuration locally and in the cloud. It also provides services to download device plugins on-demand, detect when software updates are available and other utility functions.
The application layer allows applications to access the OSVR framework. This can be done through direct access or through a plugin that connects to popular game engines such as Unity or Unreal.
Since introducing OSVR in Jan 2015, over 90 partners have joined OSVR. They include a wide variety of companies that produce HMDs, peripherals, games and more. Check out the latest list at www.osvr.com
OSVR welcomes new partners every day.
Applications written on game engines can interact with OSVR via dedicated game engine plugins. Alternatively, an application can directly access the OSVR "ClientKit" interface.
Device plugins connect to physical devices and expose interfaces – pipes of data – to higher layers. For instance, a plugin for a VR goggle can expose a display interface as well as an orientation tracker interface corresponding to an embedded head-tracker. Many device types and dozens of devices are supported.
Analysis plugins are software modules that convert data from lower-level device plugins into higher-level information. For instance, a gesture engine plugin can convert a stream of XYZ coordinates to a recognized gesture.
The OSVR source code is available for use, download and modifications at osvr.github.io
Check out our various projects including OSVR core, Unity plugin, Distortion measurement tool, the HDK source code, latency tester and many more