Google Cardboard is a virtual reality platform developed by Google that allows users to place their smartphone in a cardboard viewer to experience VR. It was created in 2014 as an inexpensive way to encourage interest and development in VR. Users can build their own viewer using specifications published by Google or purchase one from third parties. Compatible apps use the smartphone's display and lenses in the viewer to provide stereoscopic 3D images. While low-cost, it also has limitations like lack of sensors in some phones and risk of motion sickness. Over 5 million Cardboard viewers have shipped and many educational and entertainment apps are available.
Virtual reality allows users to visualize and interact with complex data through immersive 3D environments. Google Cardboard provides an inexpensive way to experience VR using only a smartphone, some cardboard, lenses, and magnets. It works by placing the phone in the cardboard headset and using a magnet button and head tracking to interact with VR apps. Google provides SDKs for developing Cardboard apps and various VR content through apps like YouTube 360 and projects like JUMP. While it lacks high-fidelity, Cardboard makes VR widely accessible at low cost.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented Reality: Merging Our Real World WIth The VirtualLynne d Johnson
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Lynne d Johnson's Emerging Media Conference #EmMeCon presentation June 19, 2012. A Virtual World: A look into where Augmented Reality is headed and the possibilities of bringing the virtual world into the real world.
Augmented reality enhances the real world by overlaying digital information and imagery. It works by combining real-world and computer-generated data in real time. There are several types of augmented reality including projection-based AR, recognition-based AR, location-based AR, outlining AR, and superimposition-based AR. Augmented reality has many applications in fields like medicine, entertainment, education, and more. It is enabled by hardware like head-worn displays, handheld displays, eyeglasses, and contact lenses combined with technologies like image registration, object recognition, GPS, and sensors. Popular AR apps include Google Googles, Wikitude World Browser, and Sky Map.
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.
This document discusses augmented reality (AR), which combines real and virtual scenes viewed through a device like glasses. AR enhances the real world with computer-generated input, unlike virtual reality which immerses the user in a simulated world. The document outlines how AR works using tracking, computing, and display components. It explores applications of AR in medical, entertainment, military, and engineering fields and limitations like technological and social acceptance challenges.
Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
Virtual reality allows users to visualize and interact with complex data through immersive 3D environments. Google Cardboard provides an inexpensive way to experience VR using only a smartphone, some cardboard, lenses, and magnets. It works by placing the phone in the cardboard headset and using a magnet button and head tracking to interact with VR apps. Google provides SDKs for developing Cardboard apps and various VR content through apps like YouTube 360 and projects like JUMP. While it lacks high-fidelity, Cardboard makes VR widely accessible at low cost.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented Reality: Merging Our Real World WIth The VirtualLynne d Johnson
Â
Lynne d Johnson's Emerging Media Conference #EmMeCon presentation June 19, 2012. A Virtual World: A look into where Augmented Reality is headed and the possibilities of bringing the virtual world into the real world.
Augmented reality enhances the real world by overlaying digital information and imagery. It works by combining real-world and computer-generated data in real time. There are several types of augmented reality including projection-based AR, recognition-based AR, location-based AR, outlining AR, and superimposition-based AR. Augmented reality has many applications in fields like medicine, entertainment, education, and more. It is enabled by hardware like head-worn displays, handheld displays, eyeglasses, and contact lenses combined with technologies like image registration, object recognition, GPS, and sensors. Popular AR apps include Google Googles, Wikitude World Browser, and Sky Map.
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.
This document discusses augmented reality (AR), which combines real and virtual scenes viewed through a device like glasses. AR enhances the real world with computer-generated input, unlike virtual reality which immerses the user in a simulated world. The document outlines how AR works using tracking, computing, and display components. It explores applications of AR in medical, entertainment, military, and engineering fields and limitations like technological and social acceptance challenges.
Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
This document provides an overview of Google Glass, including its history, features, applications, advantages, and disadvantages. Google Glass is an optical head-mounted display that functions similarly to a smartphone and is controlled through voice commands. It was announced in 2012 and allows users to take photos, receive notifications, and access information through a small prism display. Potential applications include healthcare, journalism, and military use, but concerns exist around privacy and the device's fragility. The document concludes that Google Glass has significant potential to become widely adopted in the future.
This document summarizes a presentation on augmented reality. It discusses what augmented reality is, the components and technologies used including displays, tracking and input devices. Examples of medical, manufacturing, education and military applications are provided. Recent innovations in augmented reality apps and future innovations like AR glasses are outlined. The educational benefits of augmented reality are explained. In conclusion, while augmented reality is still developing, applications in areas like aircraft manufacturing show promise.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
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This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
The document discusses Google Cardboard, a low-cost virtual reality headset developed by Google. It can turn smartphones into virtual reality displays. The cardboard headset contains lenses and magnets that allow users to view VR content on their phone through compatible apps. When placed in the headset, the phone's magnetometer detects button presses via magnet to control the VR experience. The headset allows users to explore various VR environments and experiences through apps like YouTube and Google Earth at a low price point, helping make VR more accessible.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
This document provides an introduction to augmented reality (AR) and its components and applications. It discusses how AR supplements reality by overlaying virtual objects on the real world. The key components of an AR system include head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include medical, manufacturing, aircraft maintenance, and providing instant information. Challenges with AR include accurate registration of virtual and real objects and reducing motion sickness. The conclusion is that while AR is still developing, it has potential for improving navigation and interaction between real and virtual worlds.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
The Oculus Rift is a virtual reality head-mounted display developed by Oculus VR. It uses lenses and a split screen to display stereoscopic 3D graphics with a 110 degree field of view. Tracking of the user's head position is enabled by infrared LEDs on the headset and a camera. The Rift is connected to a PC via an HDMI cable that provides video and a USB cable for data and power. It has progressed through developer kits with improved screens and tracking technology in preparation for a consumer version.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
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.
Virtual, augmented, and mixed reality technologies provide immersive digital experiences by overlaying images on a user's view of the real world. Virtual reality uses headsets to completely replace visual perception of the real world, while augmented reality enhances the real world with digital content. Mixed reality fuses elements of real and virtual worlds together. These technologies have applications in healthcare like medical training, education like virtual classrooms, and the military for simulation training. As the technologies advance, they have the potential to revolutionize many industries by improving productivity, work processes, and learning.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Google card board And Expedition [virtual reality]Nitin Talap
Â
Google Cardboard is a virtual reality platform developed by Google using cardboard and a smartphone. It allows users to view VR experiences inexpensively. Google Expeditions allows entire classrooms to take virtual field trips guided by a teacher's tablet. Students each receive cardboard headsets and phones to view VR content together, virtually exploring places like the ocean floor or Great Wall of China without leaving the classroom. The goal is to make VR accessible and enhance learning, though few developers currently exist.
I/O developerâs conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
This document provides an overview of Google Glass, including its history, features, applications, advantages, and disadvantages. Google Glass is an optical head-mounted display that functions similarly to a smartphone and is controlled through voice commands. It was announced in 2012 and allows users to take photos, receive notifications, and access information through a small prism display. Potential applications include healthcare, journalism, and military use, but concerns exist around privacy and the device's fragility. The document concludes that Google Glass has significant potential to become widely adopted in the future.
This document summarizes a presentation on augmented reality. It discusses what augmented reality is, the components and technologies used including displays, tracking and input devices. Examples of medical, manufacturing, education and military applications are provided. Recent innovations in augmented reality apps and future innovations like AR glasses are outlined. The educational benefits of augmented reality are explained. In conclusion, while augmented reality is still developing, applications in areas like aircraft manufacturing show promise.
These slides use concepts from my (Jeff Funk) course on Business Models at National University of Singapore to analyze the business model for Google Cardboard. Google Cardboard provides users with a virtual reality experience for a much lower price than that from Occulus Rift. It combines a fold-out cardboard mount with an Android smart phone to enable users to feel as though they are part of a video or game. It is light, does not require wires, and content will be available from YouTube and Google Play. Young males are expected to be the largest users of Google Cardboard. Google expects to make money from sales of content through Google Play. The slides describe the value proposition, method of value capture, customers, scope of activities, and method of strategic control for Google Cardboard.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
Â
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
The document discusses Google Cardboard, a low-cost virtual reality headset developed by Google. It can turn smartphones into virtual reality displays. The cardboard headset contains lenses and magnets that allow users to view VR content on their phone through compatible apps. When placed in the headset, the phone's magnetometer detects button presses via magnet to control the VR experience. The headset allows users to explore various VR environments and experiences through apps like YouTube and Google Earth at a low price point, helping make VR more accessible.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
This document provides an introduction to augmented reality (AR) and its components and applications. It discusses how AR supplements reality by overlaying virtual objects on the real world. The key components of an AR system include head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include medical, manufacturing, aircraft maintenance, and providing instant information. Challenges with AR include accurate registration of virtual and real objects and reducing motion sickness. The conclusion is that while AR is still developing, it has potential for improving navigation and interaction between real and virtual worlds.
A presentation given by Mark Billinghurst at the OzCHI 2016 conference on November 30th 2016. This was based on a research paper written by Richie Jose, Gun Lee and Mark Billinghurst. The paper compared different types of AR displays for in-car navigation using a driving simulator.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
The Oculus Rift is a virtual reality head-mounted display developed by Oculus VR. It uses lenses and a split screen to display stereoscopic 3D graphics with a 110 degree field of view. Tracking of the user's head position is enabled by infrared LEDs on the headset and a camera. The Rift is connected to a PC via an HDMI cable that provides video and a USB cable for data and power. It has progressed through developer kits with improved screens and tracking technology in preparation for a consumer version.
Virtual, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
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.
Virtual, augmented, and mixed reality technologies provide immersive digital experiences by overlaying images on a user's view of the real world. Virtual reality uses headsets to completely replace visual perception of the real world, while augmented reality enhances the real world with digital content. Mixed reality fuses elements of real and virtual worlds together. These technologies have applications in healthcare like medical training, education like virtual classrooms, and the military for simulation training. As the technologies advance, they have the potential to revolutionize many industries by improving productivity, work processes, and learning.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
COMP4010 Lecture 4 - VR Technology - Visual and Haptic Displays. Lecture about VR visual and haptic display technology. Taught on August 16th 2016 by Mark Billinghurst from the University of South Australia
Google card board And Expedition [virtual reality]Nitin Talap
Â
Google Cardboard is a virtual reality platform developed by Google using cardboard and a smartphone. It allows users to view VR experiences inexpensively. Google Expeditions allows entire classrooms to take virtual field trips guided by a teacher's tablet. Students each receive cardboard headsets and phones to view VR content together, virtually exploring places like the ocean floor or Great Wall of China without leaving the classroom. The goal is to make VR accessible and enhance learning, though few developers currently exist.
I/O developerâs conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
Google Cardboard is a low-cost virtual reality platform developed by Google that uses cardboard viewers and smartphones. Users can build their own viewer using specifications published by Google or purchase one from a third party. Google provides software development kits for creating Cardboard apps for Android and Unity. The cardboard viewers are assembled from basic components like cardboard, lenses, magnets, and fasteners. Compatible apps split the smartphone display into stereo images and apply distortion to create a stereoscopic 3D effect when viewed through the lenses.
Seminar report on Google Glass, Blu-ray & Green ITAnjali Agrawal
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Google Glass is a research project by Google to develop augmented reality glasses. The glasses will have a small video display to show information and will be controlled by voice commands. Key features include a camera, speaker, button, and microphone. The glasses will connect to smartphones and tablets using WiFi and Android software. They will recognize objects and overlay information like maps, photos and translations. This could improve accessibility but also raises privacy concerns. The future potential is promising if technical and social issues are addressed.
This document is a seminar report on Google Glass submitted by Ghanshyam Devra to Rajasthan Technical University. It includes an introduction to virtual and augmented reality and Google Glass. It discusses the technology used in Google Glass like wearable computing, ambient intelligence, smart clothing, eye tap technology, smart grid technology, 4G technology, and the Android operating system. It describes the design components of Google Glass like the video display, camera, speaker, button, and microphone. It explains how Google Glass works and its features, advantages, disadvantages, and future scope. The report aims to provide information on Google Glass and discuss how it can be used.
Project Tango is a prototype smartphone developed by Google that uses advanced sensors and cameras to create a 3D map of the environment around it in real-time. The phone tracks its motion and position using an array of cameras including a rear-facing RGB/IR camera, 180-degree fisheye camera, and 120-degree front camera. It also has a depth sensor and infrared projector that allow it to make over 250,000 3D measurements per second to build a 3D model. The goal of Project Tango is to provide mobile devices with a human-scale understanding of 3D space to enable new applications around augmented reality, indoor navigation, and 3D modeling.
GOOGLE GLÎSS By Google X and Google.incMujeeb Rehman
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Google Glass (styled "GLÎSS") is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google in the Project Glass research and development project, with a mission of producing a mass-market ubiquitous computer. Google Glass displays information in a smartphone-like hands-free format,[8] that can communicate with the Internet via natural language voice commands.
Glass is being developed by Google X, which has worked on other futuristic technologies such as driverless cars. The project was announced on Google+ by Project Glass lead Babak Parviz, an electrical engineer who has also worked on putting displays into contact lenses; Steve Lee, a product manager and "geolocation specialist"; and Sebastian Thrun, who developed Udacity as well as worked on the autonomous car project. Google has patented the design of Project Glass.
Google Glass represents a new concept of a "wearable" digital device. It can respond to voice commands and gestures to display information such as notifications, images, and video in the user's field of vision. While conceived for brief, punctual use to complement smartphones, developers have created apps that expand Glass's capabilities for uses such as language translation, indoor navigation, and hands-free communication. Vidiemme Consulting develops custom projects and solutions utilizing Glass's abilities for applications like assisting museum visitors and the disabled, aiding medical professionals, and enhancing sports and journalism.
The document provides an overview of Google Glass, including its design features such as the video display and camera, and the technologies that enable it like wearable computing, ambient intelligence, and 4G networks. It also discusses how Google Glass works hands-free using voice commands and displays information to the user through the video display mounted on the glasses. The document serves as a technical report submitted by a student to fulfill the requirements for a Bachelor of Technology degree.
The document provides an overview of a seminar report submitted by Prakhar Gupta on Google Glass. The report includes an introduction to concepts like virtual reality and augmented reality. It discusses the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G. The report also covers the design and working of Google Glass and analyzes its advantages and disadvantages. It concludes with the future scope of augmented reality devices like Google Glass.
Google Glasses are an augmented reality head-mounted display being developed by Google. The glasses have a small display, camera, microphone, and speaker to allow hands-free access to information like messages, directions, translations and more using voice commands. While the glasses provide easy access to information and could help those who are disabled, there are also disadvantages like privacy concerns, potential for distraction, and the risk of damage. The future of Google Glasses remains unclear but may expand its capabilities if approved by regulators.
The document discusses 3 Dimension Google Cardboard. It describes how Google Cardboard is a low-cost virtual reality platform developed by Google that uses a smartphone placed in a cardboard viewer. It can be built inexpensively from cardboard and lenses. The document outlines the components of Google Cardboard headsets, how they operate using magnets or buttons, and the software available from Google to develop Cardboard apps. It notes the advantages of Cardboard being inexpensive and having good printing capabilities, but a disadvantage is limited field of view focusing on the screen center.
This document provides an overview of Google Glass. It discusses how Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. The glasses will run on Android and allow hands-free access to information by communicating with the internet via voice commands. Key features will include a camera, GPS, motion sensors, and the ability to pull in augmented reality information from Google services to be displayed on the lenses. While the glasses are not meant to be worn constantly, they will function as a see-through computer monitor for accessing information as needed, similar to how smartphones are used.
This document provides an overview of virtual reality and Google Cardboard. It defines virtual reality as artificially creating sensory experiences that can include sight, hearing, touch and smell to replicate a real or imagined environment. The document discusses the origins of virtual reality from 1939 and how Google Cardboard works using a smartphone inserted into a cardboard viewer. It also profiles other VR devices like Oculus Rift, Samsung Gear VR and Microsoft Hololens. Finally, it poses ideas for how public libraries can utilize VR technologies like Google Cardboard, Mattel View-Master and gaming VR systems.
It's a presentation on the 21st century device ''Google Glass''..which talks about the technology used in making of it along with the feasibility of having a superb gadget which can perform multiple tasks at a particular moment of time...!!
Keep using keep learning.. :-)
introduction and abstract on Google Glass Major reportJawhar Ali
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This document discusses Google Glass and its potential role in network surveillance. It provides background on Google Glass and augmented reality. The document will investigate whether Glass could contribute to network surveillance by analyzing its capabilities and comparing its potential outcomes to George Orwell's dystopian novel Nineteen Eighty-Four. Theories will be applied to analyze Glass's possibilities for surveillance and interpret its impacts on privacy.
This document provides an overview of Google Glass, including what it is, its key features and specifications. Google Glass is an optical head-mounted display developed by Google that resembles a pair of eyeglasses. It uses voice commands and visual cues to provide information directly to the user's field of vision through an augmented reality experience. The document outlines Google Glass' development history and testing program, as well as its potential applications and the technologies that enable its functionality, such as Android and augmented reality. Programming approaches for Glass include developing native Android apps or creating "Glassware" apps using the Mirror API.
This document provides an overview of Google Glass. It begins with an introduction to Google Glass and its goal of producing an ubiquitous computer in the form of eyeglasses. It then covers the technical specifications, features, technologies used such as augmented reality and Android, how Google Glass works, its architecture and design principles. The document also discusses the benefits and advantages of Google Glass as well as disadvantages. It concludes by discussing the future scope of Google Glass and its potential to become more common than holding mobile phones.
From Cardboard to Daydream - The Evolution of VR on AndroidOscar Salguero
Â
Cardboard was Google's first affordable VR viewer made of cardboard and lenses that allowed smartphones to experience VR. It launched in 2014 and specifications were released publicly, leading to many third party viewers. Daydream is Google's high-quality, controller-based VR platform for Android phones. It features a headset and wireless controller for fully immersive VR experiences. Daydream apps must meet quality standards like maintaining 60 frames per second and full-screen mode. Developers can now create VR apps for Daydream's engaged, long-term user experiences.
Google Glass is an optical head-mounted display designed in the form of eyeglasses. It displays information in a smartphone-like hands-free format and allows users to interact via voice commands. Some key features include augmented and virtual reality capabilities, a display, touchpad, and camera. It uses technologies like eye tap, wearable computing, Bluetooth, 4G, and the Android operating system. Advantages include hands-free communication and information access, while disadvantages include privacy concerns, distractions while driving, and easy breakability. Future applications may include more eye-focused apps and new advertising mediums.
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Seminar ppt on google cardboard
1. GOOGLE CARDBOARD
EXPERIENCE VIRTUAL REALITY IN A
SIMPLE, FUN AND AFFORDABLE WAY.
Presented
By
Pankaj Kumar Kushwaha
Computer Science & Engineering
BBDNITM, Lucknow
2. Contents
1. Introduction
2. What is virtual reality ?
3. History of virtual reality
4. Google cardboard details
5. Tools needed to build cardboard headset
6. How does it works ?
7. Cardboard versions
8. Software for developing cardboard applications
9. Third-party offering and partnerships
10. Related Initiatives
i. JUMP
ii. Expeditions
11. Reception
12. Advantages/Disadvantages
13. Some best google cardboard apps
14. References
3. Introduction
1. Google Cardboard is a virtual reality (VR) platform
developed by Google for use with a head mount for
a mobile phone.
2. The platform is intended as a low-cost system to encourage
interest and development in VR and VR applications.
3. It was created by David Coz and Damien Henry, Google
engineers at the Google Cultural Institute in Paris.
4. 4. It was introduced at the Google I/O 2014 developers
conference for Android devices which is presented and
scripted by âSUNDAR PICHAIâ.
5. It is build for android and with a release to iOS at the
following yearâs event.
I/O
5. VIRTUAL REALITY
ď˘ What Is Virtual Reality?
ď VR is a Computer Generated artiďŹcial environment that
allows a user to view and explore.
6. HISTORY OF VIRTUAL REALITY
ďś In 1965, Ivan Sutherland expressed his ideas of
creating virtual or imaginary worlds.
ďś In 1969, he developed the first system to surround
people in three dimensional displays of information.
ďś The concept of virtual reality was mainly used by
the United States. They used it as flight simulators
to train pilots.
ďś Since then, virtual reality has developed in many
ways to become an emerging technology of our
time.
7. Virtual Reality Head Mounted Displays
Samsung Gear VR Headset Oculus Rift VR HMD
Rs. 13,479.00 Rs. 21,941.00
VS
Google CardBoard
Rs. 245.00 to 950.00
8. GOOGLE CARDBOARD
1. The headset specifications were designed by Google, But
there is no official manufacturer or vendor for this device.
2. The Google Cardboard was part of a Google 20% project
where employees are allowed to work on side projects in
addition to their normal everyday duties.
9. 4. Users can either build their own cardboard viewer from
simple, low cost components using specifications published
by Google, or purchase one manufactured by a third party.
5. This is a simple and inexpensive device. You can download
apps meant for this device and enhance your experience of
using this device.
10. TOOLS NEEDED TO BUILD HEADSET
Google made the list of parts, and assembly instructions freely available
on their website, allowing people to assemble cardboard themselves from
readily available parts.
1) Cardboard:
A piece of cardboard sheet cut into a precise shape.
Minimum size: 8.75in (22cm) by 22in (56cm), and 0.06in (1.5mm) thickness.
11. 2) Lenses:
Two Asymmetric Bi-Convex optical lenses. Lenses that have a 45mm
focal distance might work. Biconvex lenses work best because they prevent
distortion around the edges.
15. HOW DOES IT WORKS?
ď First you need to download the Cardboard app from Google Play Store.
It's a large app - 74.63MB
16. ď Google Cardboard works by placing your phone at the optimal distance away
from the lenses.
ď A Google Cardboardâcompatible app splits the smartphone display image into
two, one for each eye and the result is a stereoscopic ("3D") image with a
wide field of view.
17. ď Then, by using compatible apps, the lenses create a 3D effect when held up
to your eyes.
ď You can even move your head around, and the images will respond as if
you're in the same place as what's displayed on your screen.
ď With the Google Cardboard app launched and your phone inside the
headset, you'll feel it vibrate. You can then look left and right to scroll
through the menu.
18. ď The little magnet on the side is actually a quite ingenious design
aspect of Google Cardboard. It's a button!
ď Since you can't touch your phone's screen while it's inside the
Cardboard, Google has provided this magnet that, when moved,
acts as if you've pressed your screen.
ď It uses your phone's magnetometer, which is usually used for
compass functions, to sense this and control it while it's in the
cardboard
19. VERSIONS
1st Version
ď Released at Google I/O 2014
ď Could fit phones up to 5.7 inches.
ď Used magnets as input buttons.
ď Required â compass sensor in the phone.
2nd Version
ď Released at Google I/O 2015
ď Works with phones up to 6 inches.
ď Replaced magnet switch with a conductive layer.
ď Better compatibility.
â˘
20. SOFTWARE
ď Google provides 2 Software development kits for developing
Cardboard applications.
ď Both using âOPENGLâ
ď One for âANDROIDâ using java and
ď One for the game engine âUNITYâ using C#.
ď Google announced iOS support for the Unity plugin in May 2015 at the
Google I/O 2015 conference.
ď 3rd Party apps are available on the Google Play store for Android and
App store for iOS.
ď In January 2016, Google announced that the software development kits
would support spacial audio (3D audio effect).
21. THIRD-PARTY OFFERING AND PARTNERSHIPS
1. In November 2014, Volvo released Volvo-branded Cardboard
goggles and an Android app, Volvo Reality, to let the user
explore the XC90.
2. In February 2015, toy manufacturer Mattel, in cooperation with
Google, announced a VR version of the stereoscopic
viewer View-Master.
3. Google also collaborated with LG Electronics to release a
Cardboard-based headset for the LG G3 known as VR for G3.
Released in February 2015, it was distributed as a free
accessory with new G3 models sold in certain countries, and
was perceived to be a competitor to the Samsung Gear
VR accessory.[
22. 4. On November 8, 2015, The New York Times included a Google
Cardboard viewer with all home newspaper deliveries. Readers
can download the NYT VR app, which displays journalism-
focused immersive VR environments.
5. In December 2015, Google offered free Star Wars-themed
Cardboard viewers through the Google Store and Verizon as a
part of promotional tie-in for the film Star Wars: The Force
Awakens.
â˘
23. RELATED INITIATIVES
I. JUMP
1. Jump is an ecosystem for virtual reality film-making
developed by Google. It was announced at Google I/O on
May 28, 2015.
2. For Jump the company developed specifications, it is a
circular camera array made from 16 cameras.
3. GoPro partnered with Google to build an array using their
own cameras.
â˘
24. Process:
1. Once footage has been shot, the VR video is compiled
from the individual cameras through "the assembler",
Jump's back-end software. The assembler
uses computational photography and "computer vision"
to recreate the scene .
2. Finalized video shot through Jump can then be viewed
through a stereoscopic VR mode of YouTube with a
Cardboard viewer.
25. Expedition is a journey especially by a group of people for a
specific purpose (such as to explore a distant place or to do
research).
â˘
II. EXPEDITIONS
[VIRTUAL REALITY TRIPS]
26. How Does It Works ?
1. Expeditions is a program for providing VR experiences to
school classrooms through Google Cardboard viewers,
allowing educators to take their students on virtual field trips. It
was announced at Google I/O 2015.
2. Each classroom kit would include 30 synchronized Cardboard
viewers and smartphones, along with a tablet for the teacher to
act as tour guide.[
3. Teachers interested in bringing the program to their school can
register online. CNET called Cardboard "the first Virtual Reality
platform targeted at children."
27. RECEPTION
1. On January 27, 2016, Google announced that in the platform's first 19
months, over 5 million Cardboard viewers had shipped, over 1,000
compatible applications had been published, and over 25 million
application installs had been made.
2. According to the company, users viewed over 350,000 hours of
YouTube videos in VR during that time and 500,000 students took a
VR field trip through the Expeditions program.
3. The success of Cardboard convinced Google to develop more
advanced virtual reality hardware and appoint a new chief of virtual
reality. The company is reportedly creating a plastic viewer that
includes electronics but still requires a smartphone, as well as a
standalone viewer that requires no extra console, computer, or
smartphone.
28. ďą Advantages â
1. It Makes Learning Easier.
2. No need to go Actual Location.
3. Provide a real virtual interaction.
4. Low Cost of Google Cardboard is one of the major
reason for growth in the virtual reality cardboard
market.
5. Large number of local and global vendors in the market
producing the device so, it is easily accessible.
6. Easy to set up and use.
29. ďą Disadvantage â
1. Few developerâs are available.
2. Very few software available.
3. Lack of content and low resolution apps â the product
can not be used as a daily-use product. The free
apps offer an immersive experience but are not utility
apps.
4. Simulation sickness â which is the result of a
disparity between a perceived experience and what
one actually experiences â is a big challenge for the
Google Cardboard.
5. Hardware limitations â requires sensors like
magnetometer, gyroscope, NFC feature and high-
quality resolution which are not present in many
smartphones.
31. ďś The cardboard app comes with 7 experiences:
ď Earth: Fly where your fancy takes you on Google Earth.
ď Tour Guide: Visit Versailles with a local guide.
ď YouTube: Watch popular YouTube videos on a massive screen.
ď Exhibit: Examine cultural artifacts from every angle.
ď Photo Sphere: Look around the photo spheres youâve captured.
ď Street Vue: Drive through Paris on a summer day.
ď Windy Day: Follow the story (and the hat) in this interactive
animated short from Spotlight Stories.
32. Roller Coaster VR for Google Cardboard â This app
gives you a roller coaster ride through beautiful jungle
scenery and some water travel.
Android
33. Tilt Brush Gallery - View creations made with Tilt
Brush, a painting application made for virtual reality.
Load pre-made sketches and watch them draw in as
they were originally created.
Android
34. Lanterns for Google Cardboard â This beautiful app
gives you a night view of the Lantern Festival
celebration.
Android
35. New York Times VR Stories â Access richly-immersive
stories from across the globe.
Android/iOS
36. The North Face: Climb â Experience the thrill of rock
climbing and base jumping with two premiere athletes.
Android
37. War of Words VR â This app takes you back to the battlefields of
the Somme in 1916. Youâre treated to a reading of Siegfried
Sassoonâs controversial poem âThe Kissâ, all the while surrounded
by an incredible depiction of the horror â at one point you can even
follow a bullet in slow motion as it strikes down a soldier.
Android/iOS