The document discusses virtual reality, augmented reality, and mixed reality. It defines each term and provides examples of applications. Virtual reality immerses users in a digital environment, while augmented reality layers digital content on the physical world through devices like phones. Mixed reality combines aspects of virtual and augmented reality by allowing digital objects to be viewed regardless of location. The document outlines examples of educational applications of these technologies and projects involving augmented reality that have been developed in Bragança, Portugal.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Kitely Market - The Metaverse Marketplace - One Year LaterIlan Tochner
Virtual Reality is coming and it’s kickstarting the Metaverse. By the nature of the Metaverse, multiple virtual world platforms will compete for market share. This means that the Metaverse will be based on many technologies, which will make it difficult for content creators to reach and support all of their potential customers. Mass-market end users will need content delivered directly to their avatars on whatever virtual environment they are using, instead of being sold downloadable files that they have to install themselves, as other 3D content marketplaces do.
This is where Kitely Market comes in. Kitely Market is a virtual goods marketplace that is designed to enable content creators to serve avatars from all across the Metaverse from a single online store. Its mission is to create a critical mass of content, merchants and buyers to help the Metaverse evolve from a collection of separate systems to a unified market that can attract more merchants, buyers, money, activity, and interest for everyone.
The presentation introduces Kitely Market, discusses its many benefits for merchants, consumers and businesses across the Metaverse, and concludes with some insights gained from Kitely Market's first year in business.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Kitely Market - The Metaverse Marketplace - One Year LaterIlan Tochner
Virtual Reality is coming and it’s kickstarting the Metaverse. By the nature of the Metaverse, multiple virtual world platforms will compete for market share. This means that the Metaverse will be based on many technologies, which will make it difficult for content creators to reach and support all of their potential customers. Mass-market end users will need content delivered directly to their avatars on whatever virtual environment they are using, instead of being sold downloadable files that they have to install themselves, as other 3D content marketplaces do.
This is where Kitely Market comes in. Kitely Market is a virtual goods marketplace that is designed to enable content creators to serve avatars from all across the Metaverse from a single online store. Its mission is to create a critical mass of content, merchants and buyers to help the Metaverse evolve from a collection of separate systems to a unified market that can attract more merchants, buyers, money, activity, and interest for everyone.
The presentation introduces Kitely Market, discusses its many benefits for merchants, consumers and businesses across the Metaverse, and concludes with some insights gained from Kitely Market's first year in business.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Immersive experiences in Virtual Reality can create compelling learning opportunities to engage students in STEM and Digital Humanities. This hands-on workshop offers participants the opportunity to experiment with a variety of VR and AR devices and platforms, including mobile apps, and 3D scanners. Participants will have the opportunity to experience a variety immersive content across disciplines. We will discuss strategies for implementation of virtual reality within and beyond the classroom.
Augmented and Virtual Reality is the new normal which are helping businesses in making revenues at an affordable investment. Explore this blog to know more about their role in turning businesses and their processes effectively.
SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
These slides use concepts from my (Jeff Funk) course entitled Biz Models for Hi-Tech Products to analyze the business model for Magic Leap, a provider of smart glass-based Augmented Reality. Unlike other forms of AR that rely on cameras and either smart phones or tablet computers, Magic Leap provides AR in smart glasses. These glasses look like Google Glass, but users see a realistic 3D view that is superimposed on the real world, as seen through the glasses. Magic Leap expects its AR glasses to be used for gaming, education, commerce, and other applications. These slides describe the value proposition, customers, method of value capture, scope of activities and the method of strategic control for Magic Leap.
Virtual Reality, Augmented Reality and Mixed Reality are emerging technologies that can consistently improve company performances in all verticals. Interactive blueprint, 3D simulations, performing inspections and sales assistants are just few use cases applicable to Construction, Real Estate, Hospitality and Tourism, Fashion, Engineering, Automotive, Health Care, Education and other sectors.
Augmented Reality and Gaming in EducationJeff Piontek
This is the presentation from #reinventingeducation (http://reinventingtheclassroom.com/page/keynotes) where I showcase programs to enhance education and "gamification" of education.
Links from Reinventing the Classroom Presentation May 1, 2014
London Tube System AR
https://www.youtube.com/watch?v=U2uH-jrsSxs&feature=related
DAQRI (4D System)
Anatomy 4D
Element Cubes
Avatar Reality (http://www.bluemars.com/)
Crytek Engine (http://www.crytek.com/cryengine/cryengine3/overview)
AR Flashcards
AR Solar System (cost)
AR Sightseeing
https://www.youtube.com/watch?v=gwtmk1ZjhY0&feature=related
Avatar Reality Program Videos
https://www.youtube.com/user/jeffpiontek
Learn AR
https://www.youtube.com/watch?v=7G3H3ImCWlE
GE Wind and Turbine AR
https://www.youtube.com/watch?v=wBaw3WIf-y8
Iron Man Mask AR
https://www.youtube.com/watch?v=lwYRVFJTotE
BMW AR System
https://www.youtube.com/watch?v=P9KPJlA5yds
AR History Program
http://www.itacitus.org
“Any Sufficiently advanced technology is indistinguishable from magic”
Augmented Reality is set to revolutionize how we perceive reality be it the field of gaming or retail marketing, online retail stores or the adverts.
And one of the interesting aspect about this is that everyone's going to totally love it!
Zugara SIME 2009 Stockholm Presentation - Augmented RealityZugara
This is a presentation I gave at SIME Technology Conference in Stockholm in 2009. Presentation covers Augmented Reality examples and demos. Due to time, I was not able to go over stats, but they are included in the presentation.
Augment Reality is set to dominate the next age of retail through product visualization. AR gonna take a little while, because there’s some really hard technology challenges there.
But it will happen. It will happen in a big way. And we will wonder, when it does [happen], how we lived without it. Kind of how we wonder how we lived without our [smartphones] today.
QuILL - Module 3:
Criação de recursos de qualidade para o Ensino das Línguas Baseados em Tecnologias Digitais
Como criar recursos simples de ensino e aprendizagem usando software livre
Creation of Quality Digital
Technology-Based Language Teaching Sources
2. How to create simple e-learning based teaching and learning resources using free software
The teacher that use a digital technology, built a citizen
Ar paper 800-innovation with augmented reality to erasmus studentsVitor Gonçalves
State of the art:
- Virtual Reality (VR)
- Augmented Reality (AR)
- Mix Reality (MR)
VR and AR apps
Example with Metaverse Studio
Example with Metaverse AR
Globalisation and the increasing use of technology
have greatly influenced how people work and interact
socially.
In today’s world being able to search for information
from various sources is essential to a person’s success.
The better and stronger an education a person has the
more qualified and prepared they are to evaluate
information and act on it.
Transição digital, Tecnologias digitais e Cidadania Digital.
A Caixa de Pandora Digital: os desafios e os riscos.
Iniciativas para minimizar o cyberbullying.
Competências de leitura e escrita (storyjumper, padlet, etc).
A realidade virtual e aumentada (do Google Translate ao MetaverseStudio)
Avaliação formativa baseada em questionários (google e microsoft forms).
Contributo da aula invertida e gamificação.
Avaliação formativa baseada em jogos (kahoot, Socrative, Quizizz, nearpod).
Plataformas de gestão de aprendizagem e de comunicação e colaboração (MS Teams, Google Classroom, Flipgrid, Moodle, entre outras)
Reflexão sobre a Taxonomia de Bloom
Articulação curricular
Wednesday 23, 14:30 – 15:45. Virtual room 2
Chair: TBA
(F) Contributions of the SocialNEET project to the development of skills for active life
Um trabalho de Juliana Costa, Arlinda Semedo, Sofia Bergano e Vitor Gonçalves
O bullying é um importante tópico de estudo na vida das crianças e dos jovens, principalmente na última década.
Os MOOC - Massive Open Online Courses – podem ser importantes para perceber que tipo de formação existe.
Para tal, a revisão sistemática da literatura (RSL) foi a metodologia mais adequada para uma investigação qualitativa que pretendeu dar resposta às questões de investigação.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Advantages and Disadvantages of CMS from an SEO Perspective
Rvrarmmadrid
1. VIRTUAL REALITY
AUGMENTED REALITY
MIX REALITY
Vitor Barrigão Gonçalves
Escola Superior de Educação
Instituto Politécnico de Bragança
Email: vg@ipb.pt
2. Virtual Reality, Augmented Reality and Mix Reality
Sumário:
• Virtual Reality(VR)
• Augmented Reality (AR)
• Mix Reality (MR)
• AR: Past, Present and Future
• VR and AR apps
• Example with Metaverse Studio e Metaverse AR – Browser
• Exemple with HP Reveal Aurasma
• Projects in my Bragança: saRA and The Aura of my City
2
3. Virtual Reality, Augmented Reality and Mix Reality
Gear VR
Headsets:
Google Cardboard (Google)
Oculus Rift (Facebook)
PlayStation VR (Sony)
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY
Virtual Reality
Augmented Reality
Mix Reality
3
4. Virtual Reality, Augmented Reality and Mix Reality
https://www.youtube.com/watch?v=rckRZmSbUns
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 4
6. Virtual Reality, Augmented Reality and Mix Reality
Immersion in a virtual
environment
The digital content you
see does not depend on
your physical location.
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 6
7. Virtual Reality, Augmented Reality and Mix Reality
https://www.youtube.com/watch?time_continue=4&v=ryNs6rddECw
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 7
8. Virtual Reality, Augmented Reality and Mix Reality
Augmented Reality
Immersion in a virtual
environment
The digital content you
see does not depend on
your physical location.
Digital multimedia
content is displayed in
the physical world
through the mobile
phone screen,
depending on your
location.
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4 https://www.youtube.com/watch?v=1RuZY1NfJ3k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 8
9. Virtual Reality, Augmented Reality and Mix Reality
https://youtu.be/SWtDeeXtMZM
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 9
10. Virtual Reality, Augmented Reality and Mix Reality
Augmented Reality Mix Reality
Inmersión en un entorno
virtual
El contenido digital que
ves no depende de tu
ubicación física.
MR = VR + AR
Lets you view
augmented reality
content regardless of
location (and with
multiple physical
views).
Virtual Reality
https://www.youtube.com/watch?v=JQZbi_PyuL4 https://www.youtube.com/watch?v=SmLJ-2_rZBEhttps://www.youtube.com/watch?v=1RuZY1NfJ3k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 10
Digital multimedia
content is displayed in
the physical world
through the mobile
phone screen,
depending on your
location.
11. Virtual Reality, Augmented Reality and Mix Reality
Realidad Aumentada Realidad Mista
Inmersión en un entorno
virtual
El contenido digital que
ves no depende de tu
ubicación física.
El contenido
multimedia digital se
muestra en el mundo
físico a través de la
pantalla del teléfono,
dependiendo de su
ubicación.
MR = VR + AR
Permite ver contenido
de realidad aumentada
independientemente de
la ubicación (y con
varias vistas físicas).
Realidad Virtual
https://www.youtube.com/watch?v=JQZbi_PyuL4 https://www.youtube.com/watch?v=SmLJ-2_rZBEhttps://www.youtube.com/watch?v=1RuZY1NfJ3k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 11
12. Virtual Reality, Augmented Reality and Mix Reality
https://www.youtube.com/watch?v=LM0T6hLH15k
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 12
13. Virtual Reality, Augmented Reality and Mix Reality
VIRTUAL REALITY, AUGMENTED REALITY AND MIX REALITY 13
14. Virtual Reality, Augmented Reality and Mix Reality
• The term "Augmented Reality" was used by Tom Caudell (1990) Example
• First game RA (AR Quake) released by Bruce Thomas (2000) Example
• Research on AR in education grows at the beginning of the 21st century
• Size and cost limited use of RA for years
• 2005 - Researcher-proven RA & RM learning experiences
• Commercial AR projects in education:
• ZooBurst – AR books (https://www.youtube.com/watch?v=tpmqs7Yn8VU)
• Aurasma - AR with object recognition
• NASA Spacecraft 3D - RA with object recognition
AUGMENTED REALITY: PAST 14
15. Virtual Reality, Augmented Reality and Mix Reality
• Smartphones increase.
• With 4G it’s posible location based on AR.
• Several communities offer examples of applying AR in education.
AUGMENTED REALITY: PRESENT 15
29. Virtual Reality, Augmented Reality and Mix Reality
Vitor Barrigão Gonçalves
Escola Superior de Educação - Instituto Politécnico de Bragança
Email: vg@ipb.pt URL: facebook.com/vgportal
AUGMENTED REALITY: METAVERSE STUDIO 29
31. Virtual Reality, Augmented Reality and Mix Reality
Los jóvenes en la era de la hiperconectividad: tendencias, claves y miradas
Así funciona el ‘shazam del arte’
‘Realidad aumentada o sentir para vivir’, trabajar las TIC a través de las emociones
Augmented reality in education
Collaborative augmented reality in education
Mathematics and geometry education with collaborative augmented reality
Augmented reality: an overview and five directions for AR in education
Adicional information 31
32. Virtual Reality, Augmented Reality and Mix Reality
https://www.microsoft.com/en-us/hololens
http://www.realitytechnologies.com/mixed-reality
https://uploadvr.com/microsoft-vr-ar-work-revolutionize/
https://www.theverge.com/2017/5/12/15625972/microsoft-build-windows-mixed-reality-hololens-vr-confusing
https://www.commoncraft.com/video-augmented-reality-explained-common-craft
https://attendee.gotowebinar.com/recording/viewRecording/7355533064734408450/3489655679319199240/vg@ipb.pt
Adicional information 32
33. Virtual Reality, Augmented Reality and Mix Reality
IOS Apps
https://ictevangelist.com/the-new-periodic-table-of-ios-apps-for-ar-and-vr/
Business with tecnology AR/VR
https://www.youtube.com/watch?v=b5mo-k5Hk0g
RA – building
https://www.youtube.com/watch?v=OJglxfRbM2E
https://www.youtube.com/watch?v=xNLs1P-YGqA
And the 3D models?
https://3dwarehouse.sketchup.com/model/ef2502f52f8a8fe641b52762ea129
13f/Domus-Municipalis-de-Bragan%C3%A7a
Adicional information 33
34. Virtual Reality, Augmented Reality and Mix Reality
Projeto saRA
unindo o virtual e o real na sala de aula
34
35. Virtual Reality, Augmented Reality and Mix Reality
The Aura of my City
Projeto Erasmus + KA2 (Portugal, Bulgária, Itália e Polónia)
https://www.facebook.com/The-Aura-of-My-City-883349645174648/
Projeto saRA
unindo o virtual e o real na sala de aula
35
36. Virtual Reality, Augmented Reality and Mix Reality
https://pt.slideshare.net/VitorGonalves9/rvrarmmadrid/
Vitor Barrigão Gonçalves
Escola Superior de Educação - Instituto Politécnico de Bragança
Email: vg@ipb.pt URL: facebook.com/vgportal
36
37. Virtual Reality, Augmented Reality and Mix Reality
Obrigado
Gracias
Thank you
Vitor Barrigão Gonçalves
Escola Superior de Educação
Instituto Politécnico de Bragança
Email: vg@ipb.pt
37