Questa presentazione è stata utilizzata durante un mio webinar sul tema della realtà aumentata per un corso dal titolo 'Formalmente, formare la mente liberamente', organizzato dal CTS Centro Territoriale di Supporto (MIUR) di Genova in collaborazione con l'ITD.
La registrazione del webinar è reperibile a questo indirizzo: https://youtu.be/JMUhRO8TJrI
Vi segnalo anche un mio articolo di approfondimento sul tema della realtà aumentata scritto per Bricks: http://bricks.maieutiche.economia.unitn.it/2017/03/12/realta-aumentata-nellaula-di-lettere/
Il caso Azeindale sulla Realtà Aumentata, porta degli esempi di come il Marketing stia letteralmente cambiando assieme alle tecnologie moderne.
Corso di Economia dell'Innovazione 2011/2012,
a cura del Professor Savino Santovito, del
Cdl in Informatica e Tecnologia per la Produzione del Software,
Facoltà di Scienza Matematica Fisica Naturali,
Università degli Studi di Bari
Presentazione creata per il corso di Strumenti e Apllicazioni del web avente come oggetto l'evoluzione della realtà aumentata e alcune applicazioni di rilevante importanza.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
La presentazione del mio ultimo speech sull'intelligenza artificiale e la sua applicazione al settore aziendale. Vediamo alcuni tra i più conosciuti motori di intelligenza artificiale tra cui Chat GPT Perplexity e Google Bard e come cambieranno i software che utilizziamo tutti i giorni quando Google rilascerà anche in Italia Bard.
This document discusses virtual reality (VR), including its definition as a computer-generated simulation of a 3D environment that can be interacted with in real time. VR aims to fully immerse users by simulating their senses. Key concepts are discussed such as allowing users to view and interact with environments from any perspective. VR technology can be either desktop-based or fully immersive. Standards like VRML and protocols help achieve interoperability between virtual environments. Networks play an important role through techniques such as broadcasting location data, dead reckoning to reduce bandwidth, and update filtering to limit information sent. Applications of VR include entertainment, medicine, manufacturing, and education/training.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Il caso Azeindale sulla Realtà Aumentata, porta degli esempi di come il Marketing stia letteralmente cambiando assieme alle tecnologie moderne.
Corso di Economia dell'Innovazione 2011/2012,
a cura del Professor Savino Santovito, del
Cdl in Informatica e Tecnologia per la Produzione del Software,
Facoltà di Scienza Matematica Fisica Naturali,
Università degli Studi di Bari
Presentazione creata per il corso di Strumenti e Apllicazioni del web avente come oggetto l'evoluzione della realtà aumentata e alcune applicazioni di rilevante importanza.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
La presentazione del mio ultimo speech sull'intelligenza artificiale e la sua applicazione al settore aziendale. Vediamo alcuni tra i più conosciuti motori di intelligenza artificiale tra cui Chat GPT Perplexity e Google Bard e come cambieranno i software che utilizziamo tutti i giorni quando Google rilascerà anche in Italia Bard.
This document discusses virtual reality (VR), including its definition as a computer-generated simulation of a 3D environment that can be interacted with in real time. VR aims to fully immerse users by simulating their senses. Key concepts are discussed such as allowing users to view and interact with environments from any perspective. VR technology can be either desktop-based or fully immersive. Standards like VRML and protocols help achieve interoperability between virtual environments. Networks play an important role through techniques such as broadcasting location data, dead reckoning to reduce bandwidth, and update filtering to limit information sent. Applications of VR include entertainment, medicine, manufacturing, and education/training.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
This document discusses virtual reality (VR), including its history, types, technologies, architecture, devices, applications, advantages, and disadvantages. It provides an overview of VR as a computer-generated simulation that allows users to interact with and become immersed in virtual environments. The document outlines the key components of VR systems including head-mounted displays, input devices, and software. It also summarizes several uses of VR in fields like military, healthcare, education, and entertainment. In conclusion, the document suggests that VR offers new ways to interact with computers and experience virtual worlds not possible in reality.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
Mixed reality is the result of blending the physical world with the digital world It is made possible by advancements in computer vision, graphical processing power, display technology, and input systems.
Mixed reality (MR), sometimes referred to as hybrid reality is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
Introduction to Virtual and Augmented Realityoftanna
Virtual reality (VR) uses computer technology to create a simulated environment that replaces the real world, stimulating the user's vision and hearing. It can be used for virtual travel, immersive training, storytelling, gaming, and therapy. Popular VR headsets include the Oculus, HTC Vive, Samsung Gear VR, and Microsoft HoloLens. Augmented reality (AR) enhances the real world by overlaying digital content and information. It is used in apps on mobile devices and upcoming technologies like smart glasses. While VR creates a fully digital environment, AR blends the digital with the physical world. Popular AR devices include smartphones, tablets, and headsets like the Microsoft HoloLens.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
The document provides an overview of augmented reality, including definitions of augmented reality, virtual reality and mixed reality. It discusses why AR is an important technology to learn, compares the different types of realities, and outlines some popular AR apps. It also covers key AR development terminology concepts and frameworks. The document promotes staying curious about AR technologies and provides contact information for the author.
A l'heure du tout digital, quels usages pour la réalité augmentée en B2B et B2C ? Quel avenir pour cette nouvelle modalité d'interaction sur le marché ? Nos experts témoignent et vous donnent leurs convictions !
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
This document discusses virtual reality (VR), including its history, types, technologies, architecture, devices, applications, advantages, and disadvantages. It provides an overview of VR as a computer-generated simulation that allows users to interact with and become immersed in virtual environments. The document outlines the key components of VR systems including head-mounted displays, input devices, and software. It also summarizes several uses of VR in fields like military, healthcare, education, and entertainment. In conclusion, the document suggests that VR offers new ways to interact with computers and experience virtual worlds not possible in reality.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality
Mixed reality is the result of blending the physical world with the digital world It is made possible by advancements in computer vision, graphical processing power, display technology, and input systems.
Mixed reality (MR), sometimes referred to as hybrid reality is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
Introduction to Virtual and Augmented Realityoftanna
Virtual reality (VR) uses computer technology to create a simulated environment that replaces the real world, stimulating the user's vision and hearing. It can be used for virtual travel, immersive training, storytelling, gaming, and therapy. Popular VR headsets include the Oculus, HTC Vive, Samsung Gear VR, and Microsoft HoloLens. Augmented reality (AR) enhances the real world by overlaying digital content and information. It is used in apps on mobile devices and upcoming technologies like smart glasses. While VR creates a fully digital environment, AR blends the digital with the physical world. Popular AR devices include smartphones, tablets, and headsets like the Microsoft HoloLens.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
The document provides an overview of augmented reality, including definitions of augmented reality, virtual reality and mixed reality. It discusses why AR is an important technology to learn, compares the different types of realities, and outlines some popular AR apps. It also covers key AR development terminology concepts and frameworks. The document promotes staying curious about AR technologies and provides contact information for the author.
A l'heure du tout digital, quels usages pour la réalité augmentée en B2B et B2C ? Quel avenir pour cette nouvelle modalité d'interaction sur le marché ? Nos experts témoignent et vous donnent leurs convictions !
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
Applicazioni della Augmented Reality nel settore dell'editoria scolasticaMirko Compagno
L’ obiettivo che ci si pone nella realizzazione di un sistema di realtà aumentata, è la creazione di un oggetto comunicativo in cui non si noti la differenza tra il mondo reale e l’ arricchimento virtuale. L’ibrido che si viene così a creare è un nuovo oggetto comunicativo che agisce sul mondo reinterpretando la realtà e portandola ad uno stato di continua mutazione. L’importanza dell’AR risiede quindi nella capacità di colmare il gap tra i 2 mondi e di rendere così meno drammatica la transizione al digitale. E allo stesso tempo immaginare e creare nuovi prodotti editoriali con caratteristiche inedite ed originali.
Come mantenere vive le pubblicazioni su carta grazie alla Realtà AumentataKEA s.r.l.
Le pubblicazioni su carta (cataloghi, manuali, ecc.) invecchiano rapidamente.
La Realtà Aumentata integra la carta e il digitale, permettendo di aggiornare nel tempo i contenuti dei print media e di arricchirli di funzionalità interattive.
Passando dalla teoria alla pratica abbiamo testato per voi il software LAYAR, piattaforma di Realtà Aumentata per print media.
Cenni a come utilizzare i CMS (sistemi di Content Management) per gestire i contenuti e automatizzare la realizzazione di output su carta e in digitale da integrare con la Realtà Aumentata.
Tutorial su SoundCloud: web app ed app per IOS e per Android che consente di creare podcast, condividerli e creare playlist di podcast preferiti. Ambiente social.
3. Si tratta di un sistema di grafica che permettere di intervenire su
un’immagine (trigger image), modificando la sua realtà con
l’aggiunta, nel momento in cui la osserviamo, tramite specifiche app,
di contenuti ed animazioni virtuali (overlay objects).
In sostanza l’utente osserva, mediante apposite applicazioni,
un’immagine predisposta e accede ad informazioni aggiuntive
(testuali, grafiche, visive o sonore).
Se avete un ipad o un iphone,
provate a visualizzare questa
immagine con l’applicazione
STRING (solo IOS)
4. Nella realtà virtuale l'utente è completamente immerso in un
ambiente virtuale
Qual è la differenza rispetto alla realtà
virtuale?
Second Life Edmondo
5. Nella realtà aumentata l'utente è pienamente consapevole del
mondo reale ed è parte di esso.
Le immagini virtuali che l'utente vede (in generale le informazioni
aggiuntive cui accede) sono combinate con la sua visione in tempo
reale dell'ambiente. Ed è proprio questa possibilità di fondere virtuale
e reale che definisce la realtà aumentata.
6. La realtà aumentata è stata utilizzata in vari campi, come le
simulazioni chirurgiche, militari, etc…
Un buon esempio sono le previsioni del tempo: la persona tempo è in
piedi di fronte a uno schermo verde o blu e l'immagine viene
proiettata su di essa.
7. Al fine di migliorare l'esperienza per l'utente, si possono utilizzare anche altre
tecnologie: la tecnologia GPS, il software di riconoscimento delle immagini o le
tecnologie ottiche e tattili.
Cosa occorre per lavorare con la RA?
Strumenti di base
Strumenti avanzati
1) Hardware
8. Ci sono diversi tipi di app/web app che ci permettono di creare AR:
quelle basate su hyperlinks;
Quelle basate su marker (o con marker ibridi);
Privi di marker (geolocalizzazione GPS e ricognizione gesti);
visione aumentata
App per mobile (smartphone e tablet) oppure web app2) Software
18. marker (o con marker ibridi)
Questo lavoro in realtà aumentata è
stato realizzato dal prof. Gioachino
Colombrita. Di seguito il link, se non
riuscite a visualizzare correttamente
le immagini attraverso l’applicazione
Aurasma.
https://gioacolo.files.wordpress.com
/2014/02/ipoint.jpg
21. Privi di marker (Ricognizione gesti e
movimenti)
RGB-D
un dispositivo di acquisizione
delle immagini classiche a
colori(da cui la sigla RGB che
sta per red-green-blue) e della
profondità dei punti della
scena(da cui la sigla D che sta
per depth).
23. E’ davvero necessaria?
Il mondo reale nel mondo virtuale
È una tecnologia dirompente
Cambiamento rivoluzionario
paragonabile ad internet
Nuovo modo di accedere alle informazioni
24. Quali sono le idee pedagogiche sottese
all’utilizzo di questa nuova tecnologia?
Informazione stratificata
28. Qual è la sua utilità nella didattica?
Gli studenti possono visualizzare i complessi rapporti spaziali e concetti
astratti, sperimentare fenomeni non facilmente visibili nel mondo reale, interagire con
oggetti tridimensionali.
La realtà aumentata
- Ottimizza l’apprendimento
- Concretizza l’esperienza conoscitiva
29. - Consente di imparare mediante l’esperienza
- Migliora la comprensione
- Aumenta la motivazione verso l’apprendimento
30. - Potenzia i nostri sensi, in quanto ci fornisce un’esperienza insieme visuale,
uditiva e cinestetica
- Aumenta la nostra percezione della realtà
32. - Favorisce l’apprendimento di competenze e abilità
Questi benefici educativi hanno reso AR una delle tecnologie emergenti per istruzione
nel corso dei prossimi cinque anni.
33. a) Il docente utilizza materiali AR già sviluppati;
b) Il docente guida gli studenti a progettare la propria esperienza di apprendimento
in realtà aumentata.
E’ evidente che quest'ultima è una scelta più impegnativa e che richiede maggiore
disponibilità di tempo, ma i benefici superano di gran lunga gli svantaggi in quanto,
attraverso questa modalità di learning by doing, gli studenti potranno sviluppare le
loro capacità di pensiero in modo più consapevole, impareranno come risolvere i
problemi, come pensare in modo critico, come agire per creare le proprie esperienze
di apprendimento e come valutare il proprio lavoro e la collaborazione tra pari.
La creazione di un prodotto di AR è impegnativo e può essere disordinato, ma ne vale
la pena, perché durante il lavoro lo studente (o il gruppo di studenti) sperimenterà
una nuova opportunità di apprendimento gratificante.
Come può essere utilizzata in classe?
34. Libri in realtà aumentata
Nuova esperienza di lettura
Nuova vita per l’industria della carta
stampata
35.
36.
37.
38. Altri suggerimenti per utilizzo didattico
http://www.kleinspiration.com/2013/05/using-augmented-reality-via-aurasma-in.html
http://www.arined.org/
http://www.mercurynews.com/business/ci_23626287/apps-helping-autistic-kids-socially-
and-academically (con bambini autistici)
https://vimeo.com/45840959 (Documentari situati)
40. Aurasma
Web app http://www.aurasma.com/
App per IOS https://itunes.apple.com/it/app/aurasma/id432526396?mt=8
App per Android https://play.google.com/store/apps/details?id=com.aurasma.aurasma&hl=it
Colar
Web app http://quivervision.com/ (disegni da scaricare e colorare)
App per IOS https://itunes.apple.com/us/app/colar-mix/id650645305?mt=8&ign-mpt=uo%3D4
App per Android https://play.google.com/store/apps/details?id=com.puteko.colarmix
Daqri
App per IOS https://itunes.apple.com/it/app/daqri/id421508232?mt=8
App per Android https://play.google.com/store/apps/details?id=com.augdyn.daqri&hl=it
Junaio
App per IOS https://itunes.apple.com/us/app/junaio-augmented-reality-browser/id337415615?mt=8
App per Android https://play.google.com/store/apps/details?id=com.metaio.junaio&referrer=utm_source%3Djunaio.com%26utm_medium%3Ddownloadpage
Layar
App per IOS https://itunes.apple.com/us/app/layar-augmented-reality/id334404207?mt=8
App per Android https://play.google.com/store/apps/details?id=com.layar&hl=en
Smartreality
App per IOS https://itunes.apple.com/us/app/smartreality/id704985922?mt=8
App per Android https://play.google.com/store/apps/details?id=com.JBKnowledge.SmartReality&hl=en
String
App per IOS https://itunes.apple.com/be/app/string-augmented-reality-showcase/id417606536?mt=8
Thinglink
Web app https://www.thinglink.com/
App per IOS https://itunes.apple.com/it/app/thinglink/id647304300?mt=8
App per Android https://play.google.com/store/apps/details?id=com.thinglink.android&hl=it
Voki
Web app http://www.voki.com/
Wikitude
App per IOS https://itunes.apple.com/us/app/wikitude/id329731243?mt=8
App per Android https://play.google.com/store/apps/details?id=com.wikitude