Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation.
This discussion will present participants with a first-hand opportunity to not only to hear about the ongoing learning in the VR and AR space in the MIT Libraries, but to also witness some of these technologies in action – both for viewing and creating relevant content. A variety of data will be shared and collected during the discussion.
Utilizing VR and AR in the Library Space:Micah Altman
Matt Bernhardt is a web developer in the MIT libraries and a collaborator in our program. He presented this talk, entitled Reality Bytes - Utilizing VR and AR in The Library Space, as part of Program on Information Science Brown Bag Series.
Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation.
For slides and comments see: http://informatics.mit.edu/blog
Best Experiences for Creating Meaningful AR/VR Experiences in Museums. Max Evjen, Andrea Montiel de Shuman, Robin White Owen, Keir Winesmith, Silvina Fernandez-Duque, Brian Dawson, Erica Gangsei
This document discusses how data visualization can make data science more tangible and accessible. It provides examples of using maps and interactive visualization to tell stories with data and simplify complex datasets. Visualization tools can turn raw data into insights by aggregating information over space and time. The document advocates using all dimensions of data, like integrating 3D models with spatiotemporal data, to better understand assets and dynamic systems.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
GRASS GIS, Star Trek and old Video Tape – a reference case on audiovisual pre...Peter Löwe
This presentation showcases new options for the preservation of audiovisual content in the OSGeo communities beyond the established software repositories or Youtube. Audiovisual content related to OSGeo projects such as training videos and screencasts can be preserved by advanced multimedia archiving and retrival services which are currently developed by the library community. This is demonstrated by the reference case of a newly discovered high resolution version of the GRASS GIS 1987 promotional video which made available from into the AV-portal of the German National Library of Science and Technology (TIB). The portal allows for extended search capabilities based on enhanced metadata derived by automated video analysis. This is a reference case for future preservation activities regarding semantic-enhanced Web2.0 content from OSGeo projects.
Utilizing VR and AR in the Library Space:Micah Altman
Matt Bernhardt is a web developer in the MIT libraries and a collaborator in our program. He presented this talk, entitled Reality Bytes - Utilizing VR and AR in The Library Space, as part of Program on Information Science Brown Bag Series.
Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation.
For slides and comments see: http://informatics.mit.edu/blog
Best Experiences for Creating Meaningful AR/VR Experiences in Museums. Max Evjen, Andrea Montiel de Shuman, Robin White Owen, Keir Winesmith, Silvina Fernandez-Duque, Brian Dawson, Erica Gangsei
This document discusses how data visualization can make data science more tangible and accessible. It provides examples of using maps and interactive visualization to tell stories with data and simplify complex datasets. Visualization tools can turn raw data into insights by aggregating information over space and time. The document advocates using all dimensions of data, like integrating 3D models with spatiotemporal data, to better understand assets and dynamic systems.
Prototyping Physical & Immersive Environments for UX DesignersSusan Oldham
This document summarizes a presentation about using low-fidelity prototyping tools to stimulate the design process. It discusses using physical models, projections, sensors and tracking to prototype physical and immersive environments for user experience design. Specific prototyping tools that were covered include 3D models, projections, sensors like iBeacons, microcontrollers like Arduino, and avatars to evaluate designs. The presentation provided examples of how these tools could be applied to prototype concepts involving the Internet of Things, augmented reality, virtual reality and physical spaces.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
GRASS GIS, Star Trek and old Video Tape – a reference case on audiovisual pre...Peter Löwe
This presentation showcases new options for the preservation of audiovisual content in the OSGeo communities beyond the established software repositories or Youtube. Audiovisual content related to OSGeo projects such as training videos and screencasts can be preserved by advanced multimedia archiving and retrival services which are currently developed by the library community. This is demonstrated by the reference case of a newly discovered high resolution version of the GRASS GIS 1987 promotional video which made available from into the AV-portal of the German National Library of Science and Technology (TIB). The portal allows for extended search capabilities based on enhanced metadata derived by automated video analysis. This is a reference case for future preservation activities regarding semantic-enhanced Web2.0 content from OSGeo projects.
GAETSS FINAL E-Newsletter December 2017David Wortley
Welcome to the final GAETSS E-Newsletter. After 5 years of publishing regular updates on a whole spectrum of enabling technologies and gamification applications and events, I have decided to focus entirely on consumer 360 degree immersive technologies and associated applications. I will be starting a new e-newsletter next month whose theme will be based on a combination of 360 degree consumer technologies, storytelling and gamification.
If you are interested in subscribing to the 360in360 Immersive Experiences Newsletter, please contact me directly.
The document discusses diversity in media and information retrieval. It notes that there are many user-defined relevance criteria beyond topicality, such as specificity, currency, and reliability. It also discusses how user search success depends on avoiding biased results. Logs of user search behavior and image clickthrough data can help capture diversity and support query understanding. Grouping related information by facets and opinions may help surfaces diversity.
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.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
Presenter: Adam Sheppard, 8ninths, CEO & Co-Founder
AR is poised to become the hottest new engagement method since the rise of social media. 8ninths is launching their first consumer engagement AR Marketing Platform for Apple's ARKit in mid-September when iOS 11 is revealed. Hear what we've discovered about AR Marketing for consumers in the first few weeks after launch as well as our learnings from multiple AR Client Projects.
3D Scanning for 3D Printing: Making Reality Digital and then Physical Again, ...Melissa Tiffany
This document provides an overview of Direct Dimensions Inc. and 3D scanning and printing technologies. It discusses Michael Raphael's background and the services DDI offers, including 3D scanning, modeling, data processing and 3D printing. It also summarizes several case studies where 3D scanning was used to create 3D models and prints of objects like sculptures, buildings and artifacts.
FARO 2014 3D Documentation Presentation by Direct Dimensions "3D Scanning for...Direct Dimensions, Inc.
Presentation at the 2014 FARO 3D Documentation Conference by Direct Dimensions called "3D Scanning for 3D Printing, Making Reality Digital, and then Physical Again, Part 2"
The document summarizes a presentation about open source software and libraries. It discusses how open source software is usually free to download but requires investments of hardware, time, and maintenance. It also covers how the price per gigabyte of storage has dramatically decreased over time, free speech benefits of open source, examples of open source software used in libraries, releasing library usage data as open data, and potential benefits of sharing more library data.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Prototyping: 4 Strategic Factors for Design TeamsLyle Kantrovich
Good design teams prototype, and they prototype often. This presentation takes a close look at prototyping techniques and provides a framework for assessing the needs of a given team or project. - Presented at the Twin Cities UX Meetup event February 6, 2018 by Lyle Kantrovich
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
Presenter: Paul Mealy, Director of Interactive, POP
Virtual Reality and Augmented Reality are no longer a blip on the technology horizon. They've arrived. And if you haven't started planning on what they might mean to your business, you may already be a step behind.
And with change in the VR and AR space happening so quickly, it can be difficult to separate the signal from the noise. In fact, some technological naysayers are already pining VR and AR as just another fad that will die out similar to the Nintendo Virtual Boy of old.
In this talk, Paul will help you separate what warrants your attention in the virtual reality/augmented reality/mixed reality space, and where it might make sense to focus your business development efforts.
In this talk I will consider the analysis of social media data in an urban context, in particular we look at textual data, visual data and all their metadata to understand social and business phenomena. Analyzing such complex and diverse data poses major challenges for the analyst as the insight of interest is a result of an intricate interplay between the different modalities, their metadata and the evolving knowledge the analyst has about the problem. Our multimedia analytics solutions brings together automatic multimedia analysis and information visualization to give the analyst the optimal opportunities to get insight in complex datasets and use them in applications such as recommending venues to tourists, measuring the effect of city marketing campaigns, or seeing how social multimedia redefines urban borders.
The document discusses how emerging technologies like AI, big data, IoT, 5G, and digital twins can power mixed reality experiences for smart tourism. It summarizes the work of Dr. Timothy Jung and the Creative AR & VR Hub in conducting research projects applying augmented and virtual reality to cultural heritage sites and museums. Their goal is to create immersive, data-driven experiences that enhance visitor engagement and learning before, during, and after visits. Looking ahead, the document envisions AI, IoT, and other technologies delivering personalized immersive experiences for smart, tourist-centered services through digital twin technologies.
What is Transmedia and how can we tell interesting, interactive and engaging stories? The first TransmediaZH meetup focused on Transmedia basics, and sharing some learnings from Los Angeles and the Transmedia Startup Weekend in San Francisco.
*Transmedia SF & startup weekend in San Fran
*Story hack Zurich
*Transmedia LA meetup group
*Story2023 (http://www.story2023.com/)
Digital fabrication as a library integrated serviceMatt Bernhardt
This was a presentation to Liberact 2014 on the possibilities for digital fabrication in the context of not only a library, but at MIT (where some fabrication technologies were developed, and access to new technology is not always lacking)
WordPress Under Control (Boston WP Meetup)Matt Bernhardt
This was a presentation I gave at the Boston WordPress Meetup on October 30, 2017. It focuses on a set of development tools that we have used at the MIT Libraries that includes Waffle.io, Travis, and CodeClimate. I also discuss some alternatives that we tried, and some thoughts on replacements for aspects of this approach.
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GAETSS FINAL E-Newsletter December 2017David Wortley
Welcome to the final GAETSS E-Newsletter. After 5 years of publishing regular updates on a whole spectrum of enabling technologies and gamification applications and events, I have decided to focus entirely on consumer 360 degree immersive technologies and associated applications. I will be starting a new e-newsletter next month whose theme will be based on a combination of 360 degree consumer technologies, storytelling and gamification.
If you are interested in subscribing to the 360in360 Immersive Experiences Newsletter, please contact me directly.
The document discusses diversity in media and information retrieval. It notes that there are many user-defined relevance criteria beyond topicality, such as specificity, currency, and reliability. It also discusses how user search success depends on avoiding biased results. Logs of user search behavior and image clickthrough data can help capture diversity and support query understanding. Grouping related information by facets and opinions may help surfaces diversity.
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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.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
Presenter: Adam Sheppard, 8ninths, CEO & Co-Founder
AR is poised to become the hottest new engagement method since the rise of social media. 8ninths is launching their first consumer engagement AR Marketing Platform for Apple's ARKit in mid-September when iOS 11 is revealed. Hear what we've discovered about AR Marketing for consumers in the first few weeks after launch as well as our learnings from multiple AR Client Projects.
3D Scanning for 3D Printing: Making Reality Digital and then Physical Again, ...Melissa Tiffany
This document provides an overview of Direct Dimensions Inc. and 3D scanning and printing technologies. It discusses Michael Raphael's background and the services DDI offers, including 3D scanning, modeling, data processing and 3D printing. It also summarizes several case studies where 3D scanning was used to create 3D models and prints of objects like sculptures, buildings and artifacts.
FARO 2014 3D Documentation Presentation by Direct Dimensions "3D Scanning for...Direct Dimensions, Inc.
Presentation at the 2014 FARO 3D Documentation Conference by Direct Dimensions called "3D Scanning for 3D Printing, Making Reality Digital, and then Physical Again, Part 2"
The document summarizes a presentation about open source software and libraries. It discusses how open source software is usually free to download but requires investments of hardware, time, and maintenance. It also covers how the price per gigabyte of storage has dramatically decreased over time, free speech benefits of open source, examples of open source software used in libraries, releasing library usage data as open data, and potential benefits of sharing more library data.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Prototyping: 4 Strategic Factors for Design TeamsLyle Kantrovich
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This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
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If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
Presenter: Paul Mealy, Director of Interactive, POP
Virtual Reality and Augmented Reality are no longer a blip on the technology horizon. They've arrived. And if you haven't started planning on what they might mean to your business, you may already be a step behind.
And with change in the VR and AR space happening so quickly, it can be difficult to separate the signal from the noise. In fact, some technological naysayers are already pining VR and AR as just another fad that will die out similar to the Nintendo Virtual Boy of old.
In this talk, Paul will help you separate what warrants your attention in the virtual reality/augmented reality/mixed reality space, and where it might make sense to focus your business development efforts.
In this talk I will consider the analysis of social media data in an urban context, in particular we look at textual data, visual data and all their metadata to understand social and business phenomena. Analyzing such complex and diverse data poses major challenges for the analyst as the insight of interest is a result of an intricate interplay between the different modalities, their metadata and the evolving knowledge the analyst has about the problem. Our multimedia analytics solutions brings together automatic multimedia analysis and information visualization to give the analyst the optimal opportunities to get insight in complex datasets and use them in applications such as recommending venues to tourists, measuring the effect of city marketing campaigns, or seeing how social multimedia redefines urban borders.
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Charlie Greenberg, host
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
3. A Word From Our Sponsor
The MIT Libraries provide support for all researchers at MIT.
Research consulting:
bibliographic information management; literature searches; subject-specific
consultation
Data management:
data management plan consulting; data archiving; metadata creation
Data acquisition and analysis:
database licensing; statistical software training; GIS consulting, analysis &
data collection
Scholarly publishing:
open access publication & licensing
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4. A Word From Our Sponsor
Thanks to Micah Altman, Kelly Hopkins, and everyone else for their
feedback and guidance during the investigation so far.
The Program on Information Science has funded the acquisition of
much of the equipment that we’ll talk about here.
http://informatics.mit.edu/labs
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5. Goals
• Review terms like “virtual reality”, “augmented reality”, and where they fit
into longer term trends in computing and media.
• Provide an overview of the hardware and software that helps create this
set of technologies, both for content viewing and content creation.
• Share first-hand experience with these technologies.
• Introduce some principles for what determines a good (and poor)
application for VR/AR.
• Invite those interested in learning more to visit our Information Lab.
vr-lib@mit.edu
8/31/2017 Reality Bytes: VR and AR 5
6. Questions
• What preceded the current VR/AR moment?
• How does someone consume – and create – this type of content?
• What makes something a good candidate for virtual reality? What is
already being done?
• What should be avoided?
• Where can I try out this technology myself?
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7. About Matt
• Web Developer, MIT Libraries
• Master of Architecture, Ohio State, 1999
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22. Google Cardboard
• ~$15 simple headset
• Free or paid smartphone apps
• “Head in a beachball” content
• Phone gyroscopes to determine
view direction
• Only click in center of your vision
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23. Google Daydream
• ~$80 less simple headset
• Free or paid smartphone apps
• “Head and hand in beachball”
• Hand-held wand to separate
looking and clicking
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24. Oculus Rift
• ~$500 hardware kit
• Powerful computer required
• Free or paid software
applications
• Cubicle-sized space
• One body sensors
Handheld wand or controller
Headset with speakers
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25. HTC Vive
• ~$800 hardware kit
• Powerful computer required
• Free or paid software
applications
• Cubicle or Room-sized space
• Two body sensors
Two handheld wands
Headset with speakers
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26. FOVE VR
• ~$600 hardware kit
• Headset with eye tracking
• ?
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27. Hololens
• ~$3000 hardware kit
• Augmented, not Virtual, reality
• Development kits started selling
February 29, 2016
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32. Ricoh Theta
• ~$300 digital camera
• Twin fisheye lenses
• Still photographs or video
• Includes streaming capability
• Suitable for Cardboard or
Daydream-style viewers
• Output supported by Facebook,
Flickr, YouTube, etc
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33. VUZE
• ~$800 digital camera
• Four pairs of fisheye lenses
• Still photographs or video
• Stereo 3d photo spheres
• Suitable for Cardboard or
Daydream-style viewers
• Output suitable for YouTube
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34. Sense
• $400 3d scanner
• Time of flight and white light
scanner
• Useful for generating 3d models
to import into VR/AR content
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35. Unity
• Free for hobbyists and beginners
• Content authoring platform for
games and more
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37. Jeremy Bailenson on good candidates for VR
1. Expensive
Visit the statue of David in Florence
2. Dangerous
Tour the Chernobyl reactor
3. Impossible
Experience a bug’s life, or Godzilla’s
4. Rare
Whale watching
(via Slate, “There are only four good reasons to do Virtual Reality”)
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59. Storymapp
“StoryMapp is a mobile application that
creates custom walks based on your
location and provides a playlist of stories
that correspond to landmarks on your
route.
StoryMapp uses your location and your
selected parameters (e.g., time and
distance) to create a custom walk with
accompanying audio clips – freely available
for download.
The stories map to the types of scenery or
landmarks you encounter on your walk. For
example, walking by a post office you may
listen to a story about generations of
postmasters in a small town.”
61. The workflow
to visualize spatial data in VR is
being made into a workshop series to be
shared with the MIT community this Fall.
Feel free to stop by the GIS lab to demo
our current VR experience of Cambridge!
• The Libraries Special Collections Fund
has allowed the GIS Lab to explore
alternative uses for our spatial
data collection through the
use of VR & drones:
MIT Libraries & GIS
62. Goals
• Review terms like “virtual reality”, “augmented reality”, and where they fit
into longer term trends in computing and media.
• Provide an overview of the hardware and software that helps create this
set of technologies, both for content viewing and content creation.
• Share first-hand experience with these technologies.
• Introduce some principles for what determines a good (and poor)
application for VR/AR.
• Invite those interested in learning more to visit our Information Lab.
vr-lib@mit.edu
http://informatics.mit.edu/labs
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Editor's Notes
Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation.
This discussion will present participants with a first-hand opportunity to not only to hear about the ongoing learning in the VR and AR space in the MIT Libraries, but to also witness some of these technologies in action – both for viewing and creating relevant content. A variety of data will be shared and collected during the discussion.
Terms like "virtual reality" and "augmented reality" have existed for a long time. In recent years, thanks to products like Google Cardboard and games like Pokemon Go, an increasing number of people have gained first-hand experience with these once-exotic technologies. The MIT Libraries are no exception to this trend. The Program on Information Science has conducted enough experimentation that we would like to share what we have learned, and solicit ideas for further investigation.
This discussion will present participants with a first-hand opportunity to not only to hear about the ongoing learning in the VR and AR space in the MIT Libraries, but to also witness some of these technologies in action – both for viewing and creating relevant content. A variety of data will be shared and collected during the discussion.
Virtual Reality
Google: “the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.” - https://www.google.com/search?q=virtual+reality
Wikipedia: “Virtual reality (VR) is a computer technology that uses headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulates a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.” - https://en.wikipedia.org/wiki/Virtual_reality
OED: “A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors; such environments or the associated technology as a medium of activity or field of study; cyberspace. Abbreviated VR.” - http://www.oed.com/view/Entry/328583?redirectedFrom=virtual+reality#eid
https://static.pexels.com/photos/123335/pexels-photo-123335.jpeg
Downloaded 6/13/2017
https://www.pexels.com/search/virtual%20reality/
Sensorama, 1962
“The Sensorama was able to display stereoscopic 3-D images in a wide-angle view, provide body tilting, supply stereo sound, and also had tracks for wind and aromas to be triggered during the film.” - https://en.wikipedia.org/wiki/Sensorama
https://en.wikipedia.org/wiki/Sensorama#/media/File:Sensorama-morton-heilig-virtual-reality-headset.jpg
Downloaded 6/19/2017
https://en.wikipedia.org/wiki/Sensorama
Augmented Reality: “a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” - https://www.google.com/search?q=augmented+reality
https://commons.wikimedia.org/wiki/File:Augmented-reality.jpg
Downloaded 6/13/2017
Attempts to create immersive environments predate the current trend of head-mounted hardware. Second Life was one such platform
Second life image from:
https://upload.wikimedia.org/wikipedia/commons/thumb/3/34/Building_from_Second_Life.jpg/1024px-Building_from_Second_Life.jpg
Downloaded 6/13/2017
Creating spatial experiences via a computer even predates computer graphics.
“zork” by Flickr user Matthew Bodaly:
https://www.flickr.com/photos/thejedi/99863048
Distributed as CC BY-NC-ND 2.0, downloaded 6/13/2017
Hollywood has occasionally depicted the use of virtual reality, sadly for highly mundane tasks like file retrieval. Here, Michael Douglas browses a corporate intranet for files key to an investigation.
http://www.vrwalkerproject.com/uploads/1/3/1/0/13106079/156275_orig.png?328
One way to frame “virtual reality” is under the umbrella of “human-computer interaction” – a reading which is supported by Wikipedia’s placement of VR headsets along topics such as video game controllers, haptic gloves, etc.
Panel from https://en.wikipedia.org/wiki/Virtual_reality_headset, retrieved 6/13/2017
Particularly for platforms that are more advanced than Google Cardboard, arguably one of the most important parts of the experience is the projection of your body into the virtual space – something many people are familiar with from the Wii remote.
Image from https://upload.wikimedia.org/wikipedia/commons/5/5c/Wiimote-with-Motionplus-Attach.jpg
Retrieved 6/13/2017
A search for “Second Life Education” turns up some examples of projects that seem truly horrible in hindsight.
“classroom” by Flickr user jon crel:
https://www.flickr.com/photos/joncrel/1809397823
Distributed as CC BY 2.0, downloaded 6/13/2017
See also: https://it.pinterest.com/pin/263671753156665101/