Deck for the presentation at General Assembly Santa Monica
https://generalassemb.ly/education/so-you-want-to-be-a-virtual-reality-developer/los-angeles/45839
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
A New Reality - Virtual Reality And Augmented RealityTim Gentle
Let's explore a new reality, both Virtual Reality And Augmented Reality. Let's learn what they are, how they are used and then let's create our some of our own. Presented at the 2016 Melbourne Mini Maker Faire
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
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.
How to Create Content for the Metaverse | Dominic EskofierJessica Tams
The document discusses content creation for the metaverse and how it will be built. It notes that while the internet grew tremendously from 2003 to 2015, content will need to be created to build out the metaverse. The author advocates for using lightfield technology and CGI to allow users to experience content that gives the feeling of walking around virtually. He believes the metaverse will have unlimited content and connectivity, and will be built through collaboration between smart developers.
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
A New Reality - Virtual Reality And Augmented RealityTim Gentle
Let's explore a new reality, both Virtual Reality And Augmented Reality. Let's learn what they are, how they are used and then let's create our some of our own. Presented at the 2016 Melbourne Mini Maker Faire
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
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.
How to Create Content for the Metaverse | Dominic EskofierJessica Tams
The document discusses content creation for the metaverse and how it will be built. It notes that while the internet grew tremendously from 2003 to 2015, content will need to be created to build out the metaverse. The author advocates for using lightfield technology and CGI to allow users to experience content that gives the feeling of walking around virtually. He believes the metaverse will have unlimited content and connectivity, and will be built through collaboration between smart developers.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
The document discusses the potential for virtual reality (VR) and augmented reality (AR) to become the next major computing platform. It examines 9 potential use cases for VR/AR, including videogames, live events, video entertainment, healthcare, real estate, retail, education, engineering, and military. The author outlines three scenarios for hardware and software adoption over the next decade, with a base case estimate of a $80 billion VR/AR industry by 2025. Key drivers of early adoption are seen as videogames, real estate (viewing homes virtually), retail (interactive shopping), and healthcare (hands-free medical tools).
5 Important Augmented And Virtual Reality Trends For 2019 Bernard Marr
Augmented and Virtual Reality (AR and VR) are key technology developments that promise to transform many industries and alter the way we humans interact with the world. Here we look at the 5 key AR and VR trends for 2019.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
Augmented Reality: What is it and should I care?Kevin Cheng
The document discusses augmented reality (AR) and its potential future applications. It defines AR as live views of the real world with virtual elements mixed in. Recent advancements in mobile technology such as cameras, internet connectivity, GPS, and accelerometers have enabled new AR applications. Examples mentioned include using AR for art, product previewing, games, simulation, and training. Challenges include a lack of design patterns and technical limitations, but the market is predicted to grow significantly in coming years as smartphones become more common and the technology becomes more ubiquitous.
Facebook aims to make the Oculus Rift the global interface for VR through original content and partnerships to drive adoption. It envisions VR and AR as the future of social media and personalized interaction. Microsoft seeks to use the HoloLens to reclaim its position in gaming and create the office interface of the future, leveraging existing software. Both companies see VR/AR enhancing communication tools like Skype as the technologies converge across industries.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
Wearables and Augmented Reality business trends 2014Vasily Ryzhonkov
Wearables and augmented reality are growing markets. Wearable devices like smart watches and fitness trackers are expected to grow significantly over the next few years. The wearables market was worth $390 billion in 2017 and is expected to continue expanding rapidly. Augmented reality is also an emerging market focused on overlaying digital content on the real world. The augmented reality market was valued at $5.1 billion in 2016 and is projected to have a compound annual growth rate of 95% through 2016. Both wearables and augmented reality face challenges in designing for fashion, ensuring privacy, and developing compelling use cases to drive mainstream adoption.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
Virtual reality is a computer-generated simulation of an environment that can be interacted with. It has a long history dating back to the 1960s and has many applications today including business, engineering, entertainment, education, and medicine. Devices like head mounted displays are used to immerse users in VR. Computer graphics libraries and programming languages are used to develop VR environments. CAD software is also widely used with VR for applications like urban planning, manufacturing, and more.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
1. An overview of potential AR/VR applications in fashion
2. An overview of the eTryOn consortium project, doing R&D into 3 of these applications
3. Key technical challenges and opportunities for XR in fashion over the next few years
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
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.
Yode Group is a middleware company that develops VR software and technologies. They are a top VR agency according to industry ratings. VR has many business applications such as exhibitions, advertising, education, and real estate. VR can increase brand relevance and involvement through immersive experiences. Example success stories include IKEA allowing customers to design kitchens virtually and Marriott offering VR travel experiences. Yode Group has created VR experiences for brands like Jim Beam, Red Bull, and UEFA Euro 2016. They see great potential for VR to grow to an $80 billion market by 2025.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
The document discusses the potential for virtual reality (VR) and augmented reality (AR) to become the next major computing platform. It examines 9 potential use cases for VR/AR, including videogames, live events, video entertainment, healthcare, real estate, retail, education, engineering, and military. The author outlines three scenarios for hardware and software adoption over the next decade, with a base case estimate of a $80 billion VR/AR industry by 2025. Key drivers of early adoption are seen as videogames, real estate (viewing homes virtually), retail (interactive shopping), and healthcare (hands-free medical tools).
5 Important Augmented And Virtual Reality Trends For 2019 Bernard Marr
Augmented and Virtual Reality (AR and VR) are key technology developments that promise to transform many industries and alter the way we humans interact with the world. Here we look at the 5 key AR and VR trends for 2019.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
Augmented Reality: What is it and should I care?Kevin Cheng
The document discusses augmented reality (AR) and its potential future applications. It defines AR as live views of the real world with virtual elements mixed in. Recent advancements in mobile technology such as cameras, internet connectivity, GPS, and accelerometers have enabled new AR applications. Examples mentioned include using AR for art, product previewing, games, simulation, and training. Challenges include a lack of design patterns and technical limitations, but the market is predicted to grow significantly in coming years as smartphones become more common and the technology becomes more ubiquitous.
Facebook aims to make the Oculus Rift the global interface for VR through original content and partnerships to drive adoption. It envisions VR and AR as the future of social media and personalized interaction. Microsoft seeks to use the HoloLens to reclaim its position in gaming and create the office interface of the future, leveraging existing software. Both companies see VR/AR enhancing communication tools like Skype as the technologies converge across industries.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D.
VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago.
Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
Wearables and Augmented Reality business trends 2014Vasily Ryzhonkov
Wearables and augmented reality are growing markets. Wearable devices like smart watches and fitness trackers are expected to grow significantly over the next few years. The wearables market was worth $390 billion in 2017 and is expected to continue expanding rapidly. Augmented reality is also an emerging market focused on overlaying digital content on the real world. The augmented reality market was valued at $5.1 billion in 2016 and is projected to have a compound annual growth rate of 95% through 2016. Both wearables and augmented reality face challenges in designing for fashion, ensuring privacy, and developing compelling use cases to drive mainstream adoption.
Presentation hosted by Dr. Cynthia Calongne, aka Lyr Lobo for the World Association for Academic Doctors (WAAD) 2020 Conference on Oct. 21-22, 2020. The conference is sponsored by Colorado Technical University, Conference Chair Dr. Rae Denise Madison.
Virtual reality is a computer-generated simulation of an environment that can be interacted with. It has a long history dating back to the 1960s and has many applications today including business, engineering, entertainment, education, and medicine. Devices like head mounted displays are used to immerse users in VR. Computer graphics libraries and programming languages are used to develop VR environments. CAD software is also widely used with VR for applications like urban planning, manufacturing, and more.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
1. An overview of potential AR/VR applications in fashion
2. An overview of the eTryOn consortium project, doing R&D into 3 of these applications
3. Key technical challenges and opportunities for XR in fashion over the next few years
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
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.
Yode Group is a middleware company that develops VR software and technologies. They are a top VR agency according to industry ratings. VR has many business applications such as exhibitions, advertising, education, and real estate. VR can increase brand relevance and involvement through immersive experiences. Example success stories include IKEA allowing customers to design kitchens virtually and Marriott offering VR travel experiences. Yode Group has created VR experiences for brands like Jim Beam, Red Bull, and UEFA Euro 2016. They see great potential for VR to grow to an $80 billion market by 2025.
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
The document discusses virtual reality (VR) and its potential uses for businesses. It provides an overview of VR, comparing different types like tethered, mobile, and browser-based VR. It outlines several key business uses for VR, such as allowing clients to visualize designs, conducting virtual tours and presentations, and using VR at events. The document advocates for authoring simple VR experiences that integrate with existing workflows and can be easily shared and viewed on different hardware. It also provides best practices around authoring, storing, and viewing VR content for business purposes.
This report examines the emerging market for consumer virtual reality (VR). It forecasts that nearly 57 million VR devices will be purchased between 2014-2018, with total active users reaching 47.6 million by 2018. The hardware market is currently led by Oculus VR, with Samsung, Microsoft, and Sony pursuing the technology. The report also explores the sectors and applications that will adopt VR, including virtual worlds, mirror worlds that recreate real places, and new forms of social interaction and content creation. Overall, the VR market is estimated to grow to $16.2 billion in revenue by 2018, representing a compound annual growth rate of 125% as the technology advances and its uses expand.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeIRJET Journal
1. The document discusses augmented reality (AR) and virtual reality (VR) and their potential applications and impact. AR supplements real objects with digital elements, while VR immerses users in simulated environments.
2. AR and VR are advancing rapidly and will transform how business, education, and other activities are conducted online through more immersive experiences. They allow users to interact with virtual objects that are not physically present or even created yet.
3. Potential applications of AR include education, entertainment, commerce, and more. VR could be used for architecture, medicine, sports, arts and entertainment. Both are expected to become more widespread technologies in the future.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
Virtual Reality: Is this the final frontier for children's entertainment? | @...Dubit
Dubit's Bobby Thandi presented at the Bookseller Children’s Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
Yode is a virtual, augmented and mixed reality production agency that creates revolutionary VR + AR solutions for businesses across multiple industries.
We provide full cycle of VR development process: whether it's design, 3D modeling, development or testing Virtual or Augmented Reality apps for any industries including advertising, education, exhibitions, healthcare and games.
Disrupting Reality: Taking Virtual & Augmented Reality to the EnterpriseCognizant
The impact of virtual and augmented reality platforms and applications will be profound for enterprises across industries, allowing companies to transform processes and improve how employees work, communicate and collaborate. All within a real-time, "real-life" environment that reduces the need for physical premises and presence.
This document discusses opportunities for content providers to capitalize on growing interest in virtual and augmented reality technologies. It projects that VR and AR device shipments will grow substantially over the next decade, reaching tens or hundreds of millions of devices annually by 2025. The document outlines several strategies content providers can pursue to engage viewers in VR and AR environments, such as virtual cinema experiences, 180-degree and 360-degree VR video, and social viewing features. It also examines technical considerations for different VR and AR formats and the potential convergence of these technologies.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
Avatar based marketing in indian contextAmit Morya
Avatar-based marketing involves using virtual representations of users (avatars) in online communities and virtual worlds to engage with customers. Several large virtual worlds exist, including Second Life, which has over 27 million registered users and $12 million spent daily. In these worlds, users can socialize, design products, and run virtual businesses. Some real-world companies have established a presence by opening virtual stores or showrooms to advertise, get customer feedback, and even sell real products. While avatar-based marketing shows potential in India as internet use grows, challenges include low penetration, infrastructure issues, and user privacy concerns regarding data collection.
General senses advanced technologies catalogueReda Makarem
This document provides an overview of General Senses and the technologies they offer related to augmented reality (AR), virtual reality (VR), and combining realities. It discusses how General Senses uses AR and VR across industries like real estate, marketing, education and more. General Senses has also pioneered combining VR and AR into hybrid apps and morphing experiences. The document outlines additional technologies General Senses leverages and the large market potential for AR and VR, projected to grow to over $162 billion by 2020.
Similar to So You Want to Become a VR Developer (20)
This article provides 5 examples of augmented reality (AR) technology: Pokemon Go, Ikea Place App, L'Oreal Makeup Genius App, AR GPS Compass Map 3D, and American Apparel Colour-Changing App. The author, Yoni Binstock, shares these examples and provides contact information for any questions.
To become an augmented reality developer, one needs to learn coding skills in C++/C# for game engines and Javascript for browser-based AR, 3D modeling tools like Blender, Maya and 3ds Max, AR user experience and interface design, user testing, and AR development platforms such as Vuforia, ARKit and ARCore.
This document lists 5 websites for learning webVR: A-Frame, Google, Mozilla, React VR, and Vizor. It provides documentation links for setting up webVR applications using frameworks like A-Frame and React VR, as well as general webVR documentation from Google and Mozilla. The document also provides contact information for the author.
This document discusses 5 challenges facing augmented reality development: 1) the lack of devices capable of running AR applications, 2) the gap between what users expect from AR and what current technology can deliver, 3) the high costs of developing AR applications and lack of developers with AR skills, 4) poorly designed AR products that do not provide value to users, and 5) the inability of current AR technology to support shared, multi-user experiences.
This document discusses 5 industries currently using augmented reality: retail, healthcare, gaming, corporate training, and education. Augmented reality is being used in retail to enhance product visualization, in healthcare for medical training and assistance, in gaming for immersive experiences, in corporate training to improve learning, and in education to make subjects more engaging for students.
5 Skills Needed to be a Successful WebVR DeveloperYoni Binstock
To be a successful WebVR developer, one needs skills in HTML, Three.js, A-Frame, JavaScript, and WebGL. The document provides links to learning resources for each skill, with the most resources listed for HTML, Three.js, and JavaScript. It concludes by providing contact information for the author to answer any additional questions.
6 Things I Learned in One Year of A-FrameYoni Binstock
Yoni Binstock presented six lessons he learned in one year of developing in A-Frame. The lessons included: 1) Audio matters; 2) Sketch with pencil and paper before coding; 3) Get emotional; 4) Code, publish, get feedback, iterate and repeat; 5) Stay up to speed; 6) Record and remix. He provided resources for assets, communities and other information for developing with A-Frame.
Yoni Binstock is a front-end and hybrid app developer with years of experience developing web, mobile, and VR applications. He has skills in HTML5, CSS3, JavaScript, Angular, Node, and more. Some of Yoni's personal projects include a Chrome extension to help people get off the computer at night, a website to track congressmen's climate change voting records, and a focus-blocking Chrome extension. Yoni has worked for tech startups in San Francisco and has been working remotely for over a year.
Learn how to get a job in the solar industry and if you want to learn more check out the Udemy course bit.ly/solarjobcourse. Use the code "SolarCareer" for $25 off.
Generative AI Use cases applications solutions and implementation.pdfmahaffeycheryld
Generative AI solutions encompass a range of capabilities from content creation to complex problem-solving across industries. Implementing generative AI involves identifying specific business needs, developing tailored AI models using techniques like GANs and VAEs, and integrating these models into existing workflows. Data quality and continuous model refinement are crucial for effective implementation. Businesses must also consider ethical implications and ensure transparency in AI decision-making. Generative AI's implementation aims to enhance efficiency, creativity, and innovation by leveraging autonomous generation and sophisticated learning algorithms to meet diverse business challenges.
https://www.leewayhertz.com/generative-ai-use-cases-and-applications/
Build the Next Generation of Apps with the Einstein 1 Platform.
Rejoignez Philippe Ozil pour une session de workshops qui vous guidera à travers les détails de la plateforme Einstein 1, l'importance des données pour la création d'applications d'intelligence artificielle et les différents outils et technologies que Salesforce propose pour vous apporter tous les bénéfices de l'IA.
Tools & Techniques for Commissioning and Maintaining PV Systems W-Animations ...Transcat
Join us for this solutions-based webinar on the tools and techniques for commissioning and maintaining PV Systems. In this session, we'll review the process of building and maintaining a solar array, starting with installation and commissioning, then reviewing operations and maintenance of the system. This course will review insulation resistance testing, I-V curve testing, earth-bond continuity, ground resistance testing, performance tests, visual inspections, ground and arc fault testing procedures, and power quality analysis.
Fluke Solar Application Specialist Will White is presenting on this engaging topic:
Will has worked in the renewable energy industry since 2005, first as an installer for a small east coast solar integrator before adding sales, design, and project management to his skillset. In 2022, Will joined Fluke as a solar application specialist, where he supports their renewable energy testing equipment like IV-curve tracers, electrical meters, and thermal imaging cameras. Experienced in wind power, solar thermal, energy storage, and all scales of PV, Will has primarily focused on residential and small commercial systems. He is passionate about implementing high-quality, code-compliant installation techniques.
Height and depth gauge linear metrology.pdfq30122000
Height gauges may also be used to measure the height of an object by using the underside of the scriber as the datum. The datum may be permanently fixed or the height gauge may have provision to adjust the scale, this is done by sliding the scale vertically along the body of the height gauge by turning a fine feed screw at the top of the gauge; then with the scriber set to the same level as the base, the scale can be matched to it. This adjustment allows different scribers or probes to be used, as well as adjusting for any errors in a damaged or resharpened probe.
Home security is of paramount importance in today's world, where we rely more on technology, home
security is crucial. Using technology to make homes safer and easier to control from anywhere is
important. Home security is important for the occupant’s safety. In this paper, we came up with a low cost,
AI based model home security system. The system has a user-friendly interface, allowing users to start
model training and face detection with simple keyboard commands. Our goal is to introduce an innovative
home security system using facial recognition technology. Unlike traditional systems, this system trains
and saves images of friends and family members. The system scans this folder to recognize familiar faces
and provides real-time monitoring. If an unfamiliar face is detected, it promptly sends an email alert,
ensuring a proactive response to potential security threats.
4. Virtual Reality
VR is a tool that allows users to experience
things through our computers and headsets that
don't really exist.
They must be interactive and immersive giving
the user the illusion of an environment that
doesn’t exist in reality.
They can be used for training and education or for entertainment and
games.
In a research study by the Goldman Sachs Group, they predicted that
by 2025, the virtual reality industry will be worth $80 billion dollars.
Just in the past 2 years, there has $3.5 billion dollars of investment
into the industry and over 5 million Google Cardboard headsets have
been shipped out to consumers.
Virtual reality is projected to is set to completely reshape gaming, live
events, video, healthcare, education, and the real estate industry.
13. What is WebVR?
WebVR is an amazing way to experience
immersive 3D Virtual Reality in a web
browser
Platform agnostic - desktop, phone,
dedicated VR headset
No installation or app store
Creating content for WebVR can be much
easier than for 3D engine technologies.
25. Workshop
Glitch
Go to aframe.io,
click “Hello World”
scene.
Click on “View
Source”.
Click the green
“Remix” button
To view the scene,
click “Show Live”.
Attributes
Each primitive
element also
has “attributes”
inside of its
opening tag.
For example,
<a-box> has
position,
rotation, and
color
attributes.
Experiment
Try changing
the position.
What do you
think the x, y,
and z do?
Try changing
the scale or
rotation or
color values.
Inspector
Using the
Inspector while
clicking CTRL,
ALT and I.
Changes to
your scene
made in the
inspector will
not be saved
Save the values
somewhere
else and paste
them in the
code
Advanced
Try adding a 360
sky image from
bit.ly/360-photos
Try adding a gltf
model from
Sketchfab
Documentation at
aframe.io
Save and publish
Test on your phone
26. Resources
Assets
SketchFab:
https://sketchfab.com/
360 Photos Flickr:
https://www.flickr.com/groups/equirectangular/
Google Plus Photo Sphere Community:
https://plus.google.com/u/0/communities/11597
0110085205516914
3D Warehouse:
https://3dwarehouse.sketchup.com/
360 video:
http://360s.tv/index.php
Communities
Slack for WebVR:
https://webvr.slack.com/messages/general/
Subreddit for WebVR:
https://www.reddit.com/r/WebVR/
Slack for A-Frame:
https://aframevr.slack.com/messages/general/
Other
Resources
A-Frame Examples and Documentation:
https://aframe.io/
Things made with A-Frame:
https://aframevr.tumblr.com/
27. Thanks for
staying till the
end!
Any questions?
You can find me at
╺ @YoniBinstock
╺ ybinstock@gmail.com
╺ “What is Virtual Reality?” ebook
╺ Clarity for 1:1
╺ www.vrdev.yonibinstock.com
Editor's Notes
advantages for WebVR
First, there’s no installation. There won’t be a need for additional software, app stores, and other restrictions that might limit adoption.
Second, there’s no need for hardware besides your computer or phone.
Third, creating content for WebVR can be much easier than for Unity or other 3D engine technologies.
WebGL or Web Graphics Library is a Javascript API that uses that computer’s graphic card for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser
But one criticism of WebGL was it’s complexity and steep learning curve, so along came three.js. Three.js is a library built on top of WebGL that allows creators to generate complex 3D environments while abstracting many of the details in WebGL.
In December of 2015, the MozVR team at Mozilla launched A-Frame. It’s an open-source framework that wraps three.js and WebGL in custom HTML elements. Because WebGL is ubiquitous in modern browsers on desktop and mobile, A-Frame works across desktop, iOS, Android, and Oculus Rift headsets. It was designed to be very accessible to even beginner web developers, but also have deeper functionality options for experienced engineers. Also enabling easy interaction with other js frameworks like React and D3 allows for for engaging interactivity.
In December of 2015, the MozVR team at Mozilla launched A-Frame.
It’s an open-source framework that wraps three.js and WebGL in custom HTML elements.
A-Frame works across desktop, iOS, Android, and Oculus Rift headsets
Standard for WebVR development
Read Science Fiction
Especially books like
Neuromancer by William Gibson
Ready Player One by Ernest Cline
Snow Crash by Neal Stephenson