Augmented reality (AR) enhances real-world environments by overlaying digital content and information. This document discusses using AR technology in exhibitions to easily explain concepts, make the experience more interactive and interesting for attendees. It works by using displays and smartphones to blend virtual objects with the real world. Benefits include simplifying complex topics and increasing engagement while waiting. Issues include high costs, limited interaction areas, and the newness of the technology. The document recommends starting with low-cost applications, expanding interaction zones, and allowing the technology to develop further.
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Virtual Automation using Mixed Reality and Leap Motion ControlIRJET Journal
This document discusses using leap motion technology and mixed reality to control a robot virtually. It proposes a robot system that can be operated solely through human gestures detected by a leap motion sensor, without any other external devices. The robot's movements and tasks would be displayed to the user through an augmented reality mobile app and virtual reality headset. The system aims to provide an immersive experience for applications like shopping assistance, industrial training simulations, and inquiry-based learning. It describes the robot architecture, use of a controller like Arduino, augmented reality development using Unity 3D, and virtual reality using Google Cardboard. Experimental results showed the gesture controls and mixed reality interfaces worked accurately and provided a realistic experience to the user.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Augmented reality marketing strategies: The how to guide for marketers (full)Hidden Creative
‘Augmented reality marketing strategies: the how to guide for marketers’ has been launched as a ‘how to guide’ is useful to all levels of marketers.
The first section covers the basics, such as what augmented reality is and how it can be used in marketing.
The second section looks into the commercial uses of AR and is a great place to discover world leading examples of the technology, statistics and other tips.
The third section takes a look into the future. In other words, how our lives may be shaped by AR.
For more information please visit http://hiddenltd.com/augmented-reality-marketing-how-to-guide
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
Mixed Reality Interfaces and Product ManagementJeremy Horn
Slides Vikas Batra recently used in his discussion w/ mentees of The Product Mentor.
Synopsis: In this talk Vikas will share recent developments in the field of Virtual Reality(VR) and Augmented Reality (AR) . Share use-cases on how AR is being used by enterprises to help you identify how you could use it to gain competitive advantage in your market.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Virtual Automation using Mixed Reality and Leap Motion ControlIRJET Journal
This document discusses using leap motion technology and mixed reality to control a robot virtually. It proposes a robot system that can be operated solely through human gestures detected by a leap motion sensor, without any other external devices. The robot's movements and tasks would be displayed to the user through an augmented reality mobile app and virtual reality headset. The system aims to provide an immersive experience for applications like shopping assistance, industrial training simulations, and inquiry-based learning. It describes the robot architecture, use of a controller like Arduino, augmented reality development using Unity 3D, and virtual reality using Google Cardboard. Experimental results showed the gesture controls and mixed reality interfaces worked accurately and provided a realistic experience to the user.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Augmented reality marketing strategies: The how to guide for marketers (full)Hidden Creative
‘Augmented reality marketing strategies: the how to guide for marketers’ has been launched as a ‘how to guide’ is useful to all levels of marketers.
The first section covers the basics, such as what augmented reality is and how it can be used in marketing.
The second section looks into the commercial uses of AR and is a great place to discover world leading examples of the technology, statistics and other tips.
The third section takes a look into the future. In other words, how our lives may be shaped by AR.
For more information please visit http://hiddenltd.com/augmented-reality-marketing-how-to-guide
Introduction to the touch projector technologyeSAT Journals
This document discusses touch projector technology, which allows users to project content from a mobile device onto any surface and interact with it using touch. It describes some examples of touch projectors including interactive projectors for education, pocket-sized touch pico projectors, and a bracelet projector that projects onto the user's skin. The document also compares specifications of different touch projector devices and notes areas for improvement in touch projection technologies.
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
This document provides an overview of augmented reality (AR), including its main components and applications. AR involves overlaying computer-generated graphics on views of the real world. Key aspects of AR systems include combining real and virtual worlds, interactivity in real time, and registration in 3D. Main applications discussed are medical visualization and image-guided surgery, military and aerospace training, entertainment, education, manufacturing and repair. Future directions may include more portable and higher resolution AR displays.
IRJET-Peerless Home Area Network for Guesstimating in Smart GridIRJET Journal
This document discusses virtual reality (VR), including its definition, types, working principles, and applications. Some key points:
- VR uses computer technology to simulate a user's physical presence in an artificial environment and allows them to interact with that world.
- There are both immersive VR systems that completely replace the real world view, as well as non-immersive systems that overlay the virtual on top of the real world.
- VR has many applications including training, design, education, gaming, and more. It allows users to visualize and interact with virtual environments.
THE IMPACT OF VR GRAPHICAL USER INTERFACE ON OCULUS TOUCH CONTROLLER AND OCUL...ijma
It is undeniably true that Virtual Reality (VR) has continuously been developed since 1800s and still have been produced till today. However, very few studies have attempted to study on the design of Virtual Reality Graphical User Interface (VR-GUI) that effectively empowers users to interact and immerse in a simulated world, via hardware and software with ease. Therefore, the aims of this research are to compare four different types of VR GUI Controller designs including (2D, 2D animation, 3D, and 3D animation) and to determine UI response time of the Oculus Touch Controller and compare the results with UI response time of Oculus Rift to determine what VR GUI is appropriate for which ages. 168 participants were purposely selected, aged from 12 to 17, 18 to 33, and 34 to 45. The experiment results showed that VR GUI had a significant impact on UI response time resulted from different types of VR GUI controllers. Last but not least, analysis of VR GUI controller user data had suggested that VR GUI developers should design appropriate VR GUI controllers that match all age groups in order for them to experience a fully immersive, perceptually real environment as quickly and efficiently as possible.
This document provides an overview of a research project on augmented reality interface design. It includes:
1. An introduction to augmented reality and the problem of a lack of design methods for AR interfaces.
2. Objectives to investigate AR interface design methods, build a prototype, and develop an AR interface design methodology.
3. A literature review on topics like interface design, AR interfaces, and case studies to inform the development of design principles.
4. Plans for prototype development, evaluation, and analysis to test the designed methodology.
The document outlines the background, goals, methodology, and structure of the research to develop a set of principles for augmented reality interface design.
1. Augmented reality (AR) modifies a user's perception of the real world by overlaying virtual objects. While AR provides benefits like data visualization and education, it also enables privacy and surveillance concerns.
2. People using AR technology are often unaware of future challenges, like companies having influence over private data and vulnerable privacy. The Google Glass project demonstrated these issues, with users feeling their privacy was at risk.
3. AR has both positive impacts like improved data visualization and navigation, as well as negative impacts including privacy intrusion, disturbing ads, and enabling the abuse of publicly available personal information. Managing these tradeoffs will be important as AR is adapted in more areas of life.
A New Reality - Virtual Reality & Augmented Reality WorkshopTim Gentle
With Virtual Reality & Augmented Reality, now accessible, it's important to explore what this new reality can offer you. Back me up, I'm going in! Coliban Water Presentation
10 upcoming technologies are described that may change the world: 1) Google Glass for augmented reality, 2) Form 1 personal 3D printer, 3) Oculus Rift virtual reality headset, 4) Leap Motion for controlling devices with hand gestures, 5) Eye Tribe for controlling devices with eye movements, 6) SmartThings for connecting devices in the home, 7) Firefox OS as an open source mobile operating system, 8) Project Fiona as a dedicated gaming tablet, 9) Parallella as an affordable mini supercomputer, and 10) Google's driverless car which has driven over 1000 miles without human control.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
How is augmented reality different from virtual reality?
This is one of the top trending questions nowadays. In this PPt, we will explain in detail about vr vs ar and significance of augmented reality.
If you're looking for augmented reality app development for your business, click for queries - https://bit.ly/2wouPFt
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Augmented Reality, Artificial Intelligence, and Business IntelligencePatrick
Augmented reality (AR) is an emerging technology that overlays digital information on the real world. The document discusses several applications of AR including using it in education, gaming, health, maintenance, and advertising. It also covers some of the major players in AR development like DARPA and issues around its future and the concept of technological singularity.
What is the difference between VR , AR and MR - #basic Mahmoud Sabbah
A brief explanation about Virtual reality , Augmented reality and Mixed reality application
#Prepare_To_Change
To receive the full presentation with links and videos , please send me message on my linkedin profile .
This document describes a marker-based augmented reality game developed by students at Maulana Azad National Institute of Technology, Bhopal. The game superimposes computer generated graphics over a marker detected by the camera of a mobile device. Important scripts used in the game development include scripts to handle enemy health, enemy attacks, enemy movement, game managers, player health and shooting, and scoring. 3D models were created in Blender and the game was developed using the Unity 3D game engine.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
This document discusses communication and interpersonal skills for managers. It covers topics such as the communication process, communication issues and barriers, listening skills, delegation, conflict management, negotiation strategies, and making effective presentations. The key goals discussed are learning how to communicate effectively as a manager, overcome communication barriers, delegate tasks, manage conflict, negotiate agreements, and deliver presentations.
The document describes how a shy 15-year-old girl named Julie overcame her fears of public speaking and making friends through the use of virtual reality. On her first day at a new school, Julie was too afraid to introduce herself and was left alone at lunch. However, after meeting some girls who taught her about virtual reality, Julie was able to face her fears. She eventually became popular, made friends, and was even elected school president, showing how virtual reality helped her overcome social anxieties.
Introduction to the touch projector technologyeSAT Journals
This document discusses touch projector technology, which allows users to project content from a mobile device onto any surface and interact with it using touch. It describes some examples of touch projectors including interactive projectors for education, pocket-sized touch pico projectors, and a bracelet projector that projects onto the user's skin. The document also compares specifications of different touch projector devices and notes areas for improvement in touch projection technologies.
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
This document provides an overview of augmented reality (AR), including its main components and applications. AR involves overlaying computer-generated graphics on views of the real world. Key aspects of AR systems include combining real and virtual worlds, interactivity in real time, and registration in 3D. Main applications discussed are medical visualization and image-guided surgery, military and aerospace training, entertainment, education, manufacturing and repair. Future directions may include more portable and higher resolution AR displays.
IRJET-Peerless Home Area Network for Guesstimating in Smart GridIRJET Journal
This document discusses virtual reality (VR), including its definition, types, working principles, and applications. Some key points:
- VR uses computer technology to simulate a user's physical presence in an artificial environment and allows them to interact with that world.
- There are both immersive VR systems that completely replace the real world view, as well as non-immersive systems that overlay the virtual on top of the real world.
- VR has many applications including training, design, education, gaming, and more. It allows users to visualize and interact with virtual environments.
THE IMPACT OF VR GRAPHICAL USER INTERFACE ON OCULUS TOUCH CONTROLLER AND OCUL...ijma
It is undeniably true that Virtual Reality (VR) has continuously been developed since 1800s and still have been produced till today. However, very few studies have attempted to study on the design of Virtual Reality Graphical User Interface (VR-GUI) that effectively empowers users to interact and immerse in a simulated world, via hardware and software with ease. Therefore, the aims of this research are to compare four different types of VR GUI Controller designs including (2D, 2D animation, 3D, and 3D animation) and to determine UI response time of the Oculus Touch Controller and compare the results with UI response time of Oculus Rift to determine what VR GUI is appropriate for which ages. 168 participants were purposely selected, aged from 12 to 17, 18 to 33, and 34 to 45. The experiment results showed that VR GUI had a significant impact on UI response time resulted from different types of VR GUI controllers. Last but not least, analysis of VR GUI controller user data had suggested that VR GUI developers should design appropriate VR GUI controllers that match all age groups in order for them to experience a fully immersive, perceptually real environment as quickly and efficiently as possible.
This document provides an overview of a research project on augmented reality interface design. It includes:
1. An introduction to augmented reality and the problem of a lack of design methods for AR interfaces.
2. Objectives to investigate AR interface design methods, build a prototype, and develop an AR interface design methodology.
3. A literature review on topics like interface design, AR interfaces, and case studies to inform the development of design principles.
4. Plans for prototype development, evaluation, and analysis to test the designed methodology.
The document outlines the background, goals, methodology, and structure of the research to develop a set of principles for augmented reality interface design.
1. Augmented reality (AR) modifies a user's perception of the real world by overlaying virtual objects. While AR provides benefits like data visualization and education, it also enables privacy and surveillance concerns.
2. People using AR technology are often unaware of future challenges, like companies having influence over private data and vulnerable privacy. The Google Glass project demonstrated these issues, with users feeling their privacy was at risk.
3. AR has both positive impacts like improved data visualization and navigation, as well as negative impacts including privacy intrusion, disturbing ads, and enabling the abuse of publicly available personal information. Managing these tradeoffs will be important as AR is adapted in more areas of life.
A New Reality - Virtual Reality & Augmented Reality WorkshopTim Gentle
With Virtual Reality & Augmented Reality, now accessible, it's important to explore what this new reality can offer you. Back me up, I'm going in! Coliban Water Presentation
10 upcoming technologies are described that may change the world: 1) Google Glass for augmented reality, 2) Form 1 personal 3D printer, 3) Oculus Rift virtual reality headset, 4) Leap Motion for controlling devices with hand gestures, 5) Eye Tribe for controlling devices with eye movements, 6) SmartThings for connecting devices in the home, 7) Firefox OS as an open source mobile operating system, 8) Project Fiona as a dedicated gaming tablet, 9) Parallella as an affordable mini supercomputer, and 10) Google's driverless car which has driven over 1000 miles without human control.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
How is augmented reality different from virtual reality?
This is one of the top trending questions nowadays. In this PPt, we will explain in detail about vr vs ar and significance of augmented reality.
If you're looking for augmented reality app development for your business, click for queries - https://bit.ly/2wouPFt
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Augmented Reality, Artificial Intelligence, and Business IntelligencePatrick
Augmented reality (AR) is an emerging technology that overlays digital information on the real world. The document discusses several applications of AR including using it in education, gaming, health, maintenance, and advertising. It also covers some of the major players in AR development like DARPA and issues around its future and the concept of technological singularity.
What is the difference between VR , AR and MR - #basic Mahmoud Sabbah
A brief explanation about Virtual reality , Augmented reality and Mixed reality application
#Prepare_To_Change
To receive the full presentation with links and videos , please send me message on my linkedin profile .
This document describes a marker-based augmented reality game developed by students at Maulana Azad National Institute of Technology, Bhopal. The game superimposes computer generated graphics over a marker detected by the camera of a mobile device. Important scripts used in the game development include scripts to handle enemy health, enemy attacks, enemy movement, game managers, player health and shooting, and scoring. 3D models were created in Blender and the game was developed using the Unity 3D game engine.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
This document discusses communication and interpersonal skills for managers. It covers topics such as the communication process, communication issues and barriers, listening skills, delegation, conflict management, negotiation strategies, and making effective presentations. The key goals discussed are learning how to communicate effectively as a manager, overcome communication barriers, delegate tasks, manage conflict, negotiate agreements, and deliver presentations.
The document describes how a shy 15-year-old girl named Julie overcame her fears of public speaking and making friends through the use of virtual reality. On her first day at a new school, Julie was too afraid to introduce herself and was left alone at lunch. However, after meeting some girls who taught her about virtual reality, Julie was able to face her fears. She eventually became popular, made friends, and was even elected school president, showing how virtual reality helped her overcome social anxieties.
Brain-computer interfaces (BCI) aim to create a direct communication pathway between the human brain and external devices. Early work in the 1970s reconstructed hand movements from monkey motor cortex neurons. Current non-invasive BCIs use EEG, MEG, and MRI to decode brain signals, while invasive interfaces implant electrodes on the brain or skull to obtain higher quality signals. BCI systems work by acquiring brain signals, processing them to decode intentions, and using the output to control assistive technologies or provide feedback. Potential applications include restoring sight or movement for the disabled and enhancing areas like gaming. However, challenges remain regarding signal quality, creating non-invasive alternatives, and addressing ethical concerns.
The document discusses image processing and describes its goals, applications, and system requirements. It defines image processing as altering existing images in a desired manner to extract important features and provide machine understanding. It provides examples of image processing applications like remote sensing, medical imaging, and character recognition. The proposed system allows users to modify images through tools for compression, rotation, resizing pixels and edge detection, and can process various file formats. Hardware requirements include at least 80GB storage, 512MB RAM, and a Pentium processor, while software requirements include Windows OS, Java/Swing technologies, Apache Tomcat server, and an Oracle or Access backend database.
Shoppers are expected to spend more on back-to-school shopping this year, with an average of $488 anticipated to be spent. Most shoppers will do the majority of their shopping in physical stores, though technology purchases are more likely to be made online. Research is done digitally before purchases are made in stores. Spending is heaviest on traditional items like clothing, shoes, and school supplies, though those buying computers or gadgets will spend the most overall. Early shopping and following school-recommended lists influences higher spending.
Essential things that should always be in your carEason Chan
A driver can bail out of a lot of sticky situations if he plans ahead. More often than not, things go south on you when you think nothing could go wrong. So it pays to hope for the best and plan for the worst, especially on the road. Here are some things that should always be kept in your car for all those just in case moments.
What happens when the digital tools and platforms we make and use for communication and entertainment are hijacked for terrorism, violence against the vulnerable and nefarious transactions? What role do designers and developers play? Are we complicit as creators of these technologies and products? Should we police them or fight back? As Portfolio Lead for Northern Lab, Northern Trust's internal innovation startup focused on client and partner experience, Antonio will share a mix of provocative scenarios torn from today's headlines and compelling stories where activism and technology facilitated peace—and war.
As a call-to-action for designers and developers to engage in projects capable of transformational change, he'll explore the question: How might technology foster new experiences to better accelerate social activism and make the world a smarter, safer place?
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
This document discusses the development of ARkanoid, a 3D augmented reality game based on the classic 2D Arkanoid game. The goal was to remake Arkanoid into a 3D game and combine it with augmented reality technology to be played on handheld devices. The paper describes the technical aspects of the game, the design process, and results from user studies. It found that users found the 3D AR version more immersive and engaging than a typical 2D game. The project serves as an example of applying augmented reality to games on handheld devices.
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
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This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Augmented Reality Report by Singhan Gangulysinghanganguly
The document is a project report on augmented reality (AR) submitted by Singhan Ganguly to the Department of Electronics and Communication Engineering at Future Institute of Engineering & Management. It provides an overview of AR, including a definition, history, examples and applications. It discusses how AR superimposes computer-generated graphics, sounds, and other information over real-world environments in real-time. A key example discussed is the popular AR game Pokémon Go, which uses location tracking and GPS on smartphones to overlay virtual Pokémon characters onto real-world locations and environments.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
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1. RAINTY COMPANY
Augmented Reality Technology
Good work on exhibition
Yuyang Zhao
3/3/2014
Figure 1 : Augmented Reality Technology(2013.Yuyang Zhao)
2. Executive Summary
Abbreviated as AR, Augmented Reality is a type of virtual reality that aims to duplicate the world's
environment in a computer. Augmented Reality it really good work for exhibition. Using AR
technology can Easy to explain some hard to explain things. It will make more interstation when
people was wait in exhibition or Concert.
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3. Contents
Executive Summary................................................................................................................................. 1
1.
Introduction..................................................................................................................................... 3
2.
Discussion ........................................................................................................................................ 4
2.1 Introduce AR Technology .......................................................................................................... 4
3.
The Working of Augmented Reality ................................................................................................ 5
3.1 Display with camera .................................................................................................................. 5
3.2 Smart phones ............................................................................................................................ 5
4.
Cast of the Augmented Reality........................................................................................................ 6
5.
The benefits ..................................................................................................................................... 7
5.1 Easy to explain .......................................................................................................................... 7
5.2 Funny......................................................................................................................................... 7
5.3 New cultures and attractive...................................................................................................... 8
6.
The problem associated with Augmented Reality Technology ....................................................... 9
6.1 Cast problem ............................................................................................................................. 9
6.2 Induction Area problem ............................................................................................................ 9
6.3 Limitations................................................................................................................................. 9
7.
Conclusions.................................................................................................................................... 10
8.
Recommendations ........................................................................................................................ 11
9.
References List .............................................................................................................................. 12
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4. 1.
Introduction
Rainty Company is a creative company, Rainty Company are involved in a variety of exhibition layout,
which includes among game exhibition, Comic party, stations and other kind of exhibitions.
UseAugmented Reality Technology in the exhibition people can take a photo with the game
character or some stay.And use, AR technology can projection a large mode, whichwill easy and clear
to explain and show some large item, allowing people to facilitate understanding. This report reach
by internet to Clearly Introduction Augmented Reality Technology Benefits and the how it work on
the Exhibition and each exhibitionor. Of course, AR is not perfect, it also has its limitations, need
space with and facilitate these bad points with the technical staff in this report will be introduced
one by one these ideas and propose solutions.
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5. 2.
Discussion
2.1 Introduce AR Technology
Abbreviated as AR, Augmented Reality is a type of virtual reality that aims to duplicate the
world's environment in a computer. The virtual scene generated by the computer is designed to
enhance the user's sensory perception of the virtual world they are seeing or interacting with. The
goal of Augmented Reality is to create a system in which the user cannot tell the difference between
the real world and the virtual augmentation of it. Today Augmented Reality is used in entertainment,
military training, engineering design, robotics, manufacturing and other industries.(n.d, 2014)
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6. 3.
The Working of Augmented Reality
Computer graphics have become much more sophisticated since then, and game graphics are
pushing the barriers of photorealism. Now, researchers and engineers are pulling graphics out of
your television screen or computer display and integrating them into real-world environments. This
new technology, called augmented reality, blurs the line between what's real and what's
computer-generated by enhancing what we see, hear, feel and smell. On the spectrum between
virtual reality, which creates immersive, computer-generated environments, and the real world,
augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptic
feedback and smell to the natural world as it exists.(Bonsor, 2014)
Actually Augmented Reality can work on Head-mounted,Eyeglasses and Virtual retinal display. but
in exhibition we only use Display and Smart Phone
3.1 Display with camera
Various technologies are used in Augmented Reality rendering including optical projection systems,
monitors, hand held devices, and display systems worn on one's person. This is really useful in most
exhibition.ByIndication and system will showing some3D Character make people interact with those
virtual character.
3.2 Smart phones
On smart phones and tablets, Augmented Reality feels like a magic window. Hundreds of
Augmented Reality apps are available on iPhone, iPad and Android. Sometimepeople will use smart
phone to induction, people need download a app from the internet or exhibition, than can
Indicationall the Indicationarea.
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7. 4.
Cast of the Augmented Reality
Augmented Reality Technology is quiteexpensivetechnology. Of Crouse it also has some different
price.
People can choose which price they can accept.
Level1:
Try some sample Augmented Reality Technology. This level only work for some
auto exhibition or some itemsexhibition. Do not need bring the real car or still people can
use Augmented Reality Technology display a 3D model.
Level2: make a character in system, than people can take a photo with those 3D characters
Level3:
this is will hard to make and Cast really much. those will make some 3D character
same with LV2 but , thosecharacter is intelligent, they can According to the peoples reflectto
do different action, will make people think those character are real.
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8. 5.
The benefits
5.1 Easy to explain
Using Augmented Reality Technology can Easy to explain some hard to explain things. For example,
when introducean airplane, but cannot move thereal airplane to the scene, with the use of
Augmented Reality Technology, can allow visitors to use the Smartphone to view detailed
information they want to know the part through the exhibition. Or a house, you can use your phone
to each parts of the inductive sensor settings, to see parts of the 3D model you want to know so as
to avoid a trial resulting in a large model of a lot of people do not see the model itself, or play style
introduction to miss cannot see it. People can use this part of what you want to watch again and
again to understand.
5.2 Funny
It will make more interesting when people were wait inexhibition or concert. For example, when
people lined up the concert or concert have not start. Than some time will have Augmented Reality
TechnologyInteractive area. Using Augmented Reality Technology to let people take a photo with
their favourite character or star. That will use the display and the camera. When people stand front
the camera, the camera willsInduction to someone here than will showing a star orcharacter in the
display. SomeIntelligent, Sometime 3D Model even can do some Action. Or people use smart phone
to download a program from the exhibition, than people use the smart phone to scan the all
Indicationarea, than people will see the 3D model come out from the wall.
Figure 2:
Augmented Reality Technology (2013.Yuyang Zhao)
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9. 5.3 New cultures and attractive
Augmented Reality Technology it is a new cultures and Attractive. Augmented Reality Technology
has not general in each exhibition. So it will give a lot of Novel when Augmented Reality area in the
exhibition. Because that is the new cultures so it will very attractive in this exhibition. People like to
try some new cultures, people will interest to how it worked and what is that Effect. That will made
this exhibition more Popular and more people will come the exhibition. ForExample, when people
come to the game exhibition there have a Augmented Reality Technology part, people can come to
here to try what is Augmented Reality Technology or take a photo with the game character, people
want to try that, and will make more people come to this Exhibition, That is the Exhibitors want to
see.
Figure 3: Augmented Reality Technology(2013.Yuyang Zhao)
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10. 6.
The problem associated with Augmented Reality Technology
6.1 Cast problem
UseAugmented Reality Technology will cast a little be high. That because If want the 3Dcharacterreal
and clear, that need really good inductordisplay and model. Inductor and display those are the
peripheral. Than make model clear beautiful and real. That needsprogrammer work very hard and
careful. Sopay for that programmer will cast more than buy aninductor and display. So if a one
exhibition want use a lot of AR technology part, will expanses. So that is why not that much
exhibition use Augmented Reality technology.
6.2 Induction Area problem
Use Augmented Reality Technology need FixedIndicationarea. When use Augmented Reality
Technology to than need Fixed that Induction Area at each part of exhibition, that means people
only can try that Augmented Reality technology at some fixed place. For example, in some art show.
People need stand front the picture; if leave the Induction Area will Augmented Reality
Inductionarea will not give people Feedback. So when people need walk around to inductor each
different part of Introduction.
6.3 Limitations
Augmented Reality Technology is not general now. Because it still have limitations. For Example
when have game exhibition people loved to try AR technology or that exhibition need that AR
technology to Attract more people come. But in some meeting, people do not need use Augmented
Reality Technology. Like some businessexhibition or some exhibition for old people. Theydo not
need or they do not interestingAugmented Reality. Also have some not exhibition, they do not have
that much
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11. 7.
Conclusions
In conclusions, Augmented Reality is a type of virtual reality that aims to duplicate the world's
environment in a computer. Computer graphics have become much more sophisticated since then,
and game graphics are pushing the barriers of photorealism. Augmented Reality Technology have 3
different level price give different level to choose, it really good work for exhibition. Using AR
technology can Easy to explain some hard to explain things. It will make more interstation when
people was wait in exhibition or Concert. But Augmented Reality still has some problem. Like use AR
technology will cast a little be high. Use AR technology need fixedIndications. Also Augmented
Reality Technology not general now. However, Augmented Reality Technology has really good
Future and chance.
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12. 8. Recommendations
Augmented Reality Technology still has a lot of problem. But that not mean cant surmount, every
can try to surmount.
Firstly. Cast problem that is a really big problem, because in thistime is hard to Solve this
problem. If some small exhibition will try some Augmented Reality Technology can try some
insertinglikeLV1 cost. (Check 4.1) that will make simple and cheap.Another why is use smart
phone, now the smart hone is very popular, so 90% people have smart phone they only need
download the programthan can use the Augmented RealityTechnology that will reduce
capital expense.But in further it will change, this is new cultures so do not have that more
Technician.
Secondly Induction Area, people need on the fixed are than can try Augmented Reality
Technology, so people need put more Induction area in each part, than people can use
smart phone scan the Induction area everywhere. or to fixed people sit or walk, that will
make induction Area not hard to find and scan.
In the last, Augmented Reality Technology will havelimitations that because some show and
exhibition do not know and need Augmented Reality Technology,following the cost become
low and more technicalization, people will start try to use followingAugmented Reality
Technology, like some 3D model projection.But in the further, It will easy to help every kind
of show and exhibition.
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13. 9. References List
Bonsor, K. (2014, 1 18). How Augmented Reality Works. Retrieved 3 3, 2014, from howstuffworks:
http://www.howstuffworks.com/augmented-reality.htm
n.d. (2014, 03 03). Augmented reality. Retrieved 03 03, 2014, from wikipedia:
http://en.wikipedia.org/wiki/Augmented_reality#cite_note-15
Zhao, Y. Augmented Reality Technology. Augmented Reality Technology. Tencent, Shanghai.
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