Keynote for CASH 2020 (International Conference on Computer Assisted System in Health, Education and Sustainable Development)
Among the primary technology of the 4th Industrial Revolution are Virtual Reality (VR). The technology has already reached the consumer with the mature development of software and hardware. Besides that, contents and data play important and significant role to boost the future lifestyle including sports. The growth of contents contributed by technology users will lead to how they will benefits from the technology for their lifestyle. Although Virtual Reality was seen as technologies reserved for gamers, many have realized the significant potential in a wide range of industries and applying the technologies to more serious matter such as sports. Gamification always been used as motivation method for athelete as well as ordinary user throughout the physical activity and provide a set of rules to encourage for better performance. This talk will include trends and applications of Virtual Reality and Gamification in Sports. Samples will be taken from research carried out at Institute of Human Centered Engineering (iHumEn), Universiti Teknologi Malaysia and other renowned related research centres worldwide. Specifically, the research and development work of in Virtual Reality and Gamification conducted by our team will be exposed. Furthermore, generality of impacts with VR and gamification in sports will be highlighted.
https://mycasd.upm.edu.my/cash2020/speakers.html
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
GVRDC Beyond VR: Mixed Reality with Tango and HoloLensAaron Pulkka
Cyrus Lum and Aaron Pulkka presented this talk together at GVRDC in Shanghai, China on July 27th, 2016, to share our experiences developing award winning Tango and HoloLens applications.
Keynote for CASH 2020 (International Conference on Computer Assisted System in Health, Education and Sustainable Development)
Among the primary technology of the 4th Industrial Revolution are Virtual Reality (VR). The technology has already reached the consumer with the mature development of software and hardware. Besides that, contents and data play important and significant role to boost the future lifestyle including sports. The growth of contents contributed by technology users will lead to how they will benefits from the technology for their lifestyle. Although Virtual Reality was seen as technologies reserved for gamers, many have realized the significant potential in a wide range of industries and applying the technologies to more serious matter such as sports. Gamification always been used as motivation method for athelete as well as ordinary user throughout the physical activity and provide a set of rules to encourage for better performance. This talk will include trends and applications of Virtual Reality and Gamification in Sports. Samples will be taken from research carried out at Institute of Human Centered Engineering (iHumEn), Universiti Teknologi Malaysia and other renowned related research centres worldwide. Specifically, the research and development work of in Virtual Reality and Gamification conducted by our team will be exposed. Furthermore, generality of impacts with VR and gamification in sports will be highlighted.
https://mycasd.upm.edu.my/cash2020/speakers.html
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
A four lecture course on how to build AR and VR experiences using Unity, Google Cardboard VR SDK and Vuforia. Taught by Mark Billinghurst from May 10th - 13th, 2016 in XI'an, China
GVRDC Beyond VR: Mixed Reality with Tango and HoloLensAaron Pulkka
Cyrus Lum and Aaron Pulkka presented this talk together at GVRDC in Shanghai, China on July 27th, 2016, to share our experiences developing award winning Tango and HoloLens applications.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Chris Wren (WrenAR LLC): Beyond the Hands
Commercial applications and games in AR and VR have primarily focused on interactions involving the hands. Whether using a controller like the HTC Vive, Oculus Touch to simulate hand positions and gestures, or using an optical gesture recognizer like LEAP Motion or USens, the majority of interactions we see are hand based. As we see more sophisticated peripherals arrive on the scene, what does the future look like for interactivity using other parts of your body for interactions. Tracked object peripherals, as well as utilizing more body parts including the feet and head to interact will become prominent this year. This moves the whole industry towards a deeper level of immersion and opens the possibility for many new types of interactions to take place. Imagine using your feet to juggle a soccer ball, bounce it off your head and then drill it into the back of the net, or pick up a hockey stick and actually do a slapshot complete with haptics and sounds to make it feel like the real thing. WrenAR has focused this past year on advanced human avatars which allow for this sophisticated and natural interaction with VR elements. This session will focus on the state of peripherals, the future of interactivity in VR space and lessons learned from working with these advanced avatars and developing interactions beyond the hands.
http://AugmentedWorldExpo.com
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
This is a Google Cardboard Presentation from 9 Feb 2016 held at a Meetup for Unity Game Developers. Showing the long journey of the author starting from 2013 with his first Pre-Cardboard game and VR Case (Own Cardboard & 3D Printed) called VREX.
Also some Lessons learned about developing and designing Astro Protector in Unity for pre-present-future Cardboard systems.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
Virtual reality has emerged as a popular and effective marketing tool for brands looking to create an intimate, enjoyable experience for their target audience. Learn a little bit more about this innovative new technology!
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
An open collaborative game development project: The Big NYC Game - the first city wide Augmented Reality game for New York - by New Yorkers.
Kicked off at the AR Dev Camp @ Topp 5-Dec-09
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
Bridging the Gap Between Desktop and Mobile Augmented RealityBlake Callens
In order to break through the perpetual hype that permeates the Augmented Reality scene. Developers are going to have to get serious about moving desktop quality AR to mobile. This presentation presents a possible path to doing that.
VR in EDU @MINDLABS PRACTORAAT ROC Tilburg_Nickvanbreda.pdfNick van Breda
How to succesfully implement XR into your education, in this presentation I will walk you through 6 examples in different schools and give you hands-on advice on how to plan and develop it yourself.
FSCI Presentation Future of Hospitality through Technology lens NickvanBreda.pdfNick van Breda
What will the future of Hospitality and labor look like when technology emerges. This presentation was given on the FSCI event on 20-04-2023 at ZOKU in Amsterdam for 80 hospitality entrepreneurs.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Chris Wren (WrenAR LLC): Beyond the Hands
Commercial applications and games in AR and VR have primarily focused on interactions involving the hands. Whether using a controller like the HTC Vive, Oculus Touch to simulate hand positions and gestures, or using an optical gesture recognizer like LEAP Motion or USens, the majority of interactions we see are hand based. As we see more sophisticated peripherals arrive on the scene, what does the future look like for interactivity using other parts of your body for interactions. Tracked object peripherals, as well as utilizing more body parts including the feet and head to interact will become prominent this year. This moves the whole industry towards a deeper level of immersion and opens the possibility for many new types of interactions to take place. Imagine using your feet to juggle a soccer ball, bounce it off your head and then drill it into the back of the net, or pick up a hockey stick and actually do a slapshot complete with haptics and sounds to make it feel like the real thing. WrenAR has focused this past year on advanced human avatars which allow for this sophisticated and natural interaction with VR elements. This session will focus on the state of peripherals, the future of interactivity in VR space and lessons learned from working with these advanced avatars and developing interactions beyond the hands.
http://AugmentedWorldExpo.com
Lecture 1 for the 2022 COMP 4010 course on AR and VR. This course was taught by Mark Billinghurst at the University of South Australia in 2022. This lecture provides an introduction to AR, VR and XR.
This is a Google Cardboard Presentation from 9 Feb 2016 held at a Meetup for Unity Game Developers. Showing the long journey of the author starting from 2013 with his first Pre-Cardboard game and VR Case (Own Cardboard & 3D Printed) called VREX.
Also some Lessons learned about developing and designing Astro Protector in Unity for pre-present-future Cardboard systems.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs HologramsAugmentedWorldExpo
A talk from the Intro Classes Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Vik Parthiban (MIT Media Lab): AR Technologies: Lightfields vs Holograms
The goal of the ideal 3D display is to create virtual scenes that are indistinguishable from natural scenes in the real world. Most current AR or VR platforms tend to display information at one depth or focus and does not provide any real 3D information for the viewer. In this talk, we will look at the latest display technologies and how new approaches to lightfield, holographic, or other techniques can create a better experience for users.
http://AugmentedWorldExpo.com
Virtual reality has emerged as a popular and effective marketing tool for brands looking to create an intimate, enjoyable experience for their target audience. Learn a little bit more about this innovative new technology!
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
An open collaborative game development project: The Big NYC Game - the first city wide Augmented Reality game for New York - by New Yorkers.
Kicked off at the AR Dev Camp @ Topp 5-Dec-09
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
Bridging the Gap Between Desktop and Mobile Augmented RealityBlake Callens
In order to break through the perpetual hype that permeates the Augmented Reality scene. Developers are going to have to get serious about moving desktop quality AR to mobile. This presentation presents a possible path to doing that.
VR in EDU @MINDLABS PRACTORAAT ROC Tilburg_Nickvanbreda.pdfNick van Breda
How to succesfully implement XR into your education, in this presentation I will walk you through 6 examples in different schools and give you hands-on advice on how to plan and develop it yourself.
FSCI Presentation Future of Hospitality through Technology lens NickvanBreda.pdfNick van Breda
What will the future of Hospitality and labor look like when technology emerges. This presentation was given on the FSCI event on 20-04-2023 at ZOKU in Amsterdam for 80 hospitality entrepreneurs.
Presentation ERASMUS+ Youth Exchange / EU Green Week Gelderland Day 3Nick van Breda
How can you work on improving society and turn that into your daily work, making 80% of your time an impact and having to work 20% of your time on making a living? I presented some projects I have finished without spending money but making a huge impact using methodologies from my game addiction and from online trading and study background in co-creation. If we want to tackle all SDGs co-creation is going to be more and more important, across borders and as a union in policy making but most of all in turning activism into practivism. Let your deeds speak for you and you will die as a hero.
Lezing onderwijs innovaties - Lerarentekort: De ChallengeNick van Breda
Kunnen we het lerarentekort oplossen of moeten we heel anders gaan kijken naar het lerarentekort om het probleem achter het probleem allereerst te achterhalen: een lezing om anders denken aan te wakkeren over de waarom van het onderwijs en kruisbestuivingen te vinden in andere sectoren en ontwikkelingen. Gepresenteerd op #lerarentekorthack 8,9,10 februari - In opdracht van Gemeente Almere, In samenwerking met Studio Why.
The Future of Mobility is for you to design: this is what is possible today. A preview of my presentation given at Erasmus Tech Community symposium event 14 November 2018.
How to shape your own life using scenarioplanning and setting bright futures you want to work towards. This presentation was for a group of people seeking for a next step in their career or a shift in everything they have done before into something new.
Presentation given to one of the most successful investment banks of the Netherlands, NIBC. To further create experimentation space inside the bank for personell and to work towards innovation communities with external partnerships.
Intropresentatie minihack Albeda College - 24 mei 2017Nick van Breda
Organized a Hackathon of 6 hours with 24 participants of which 50% teachers 50% students. The results were promising in changing their education to be more focussed on sustainability, entrepreneurship, and partnerships with higher education.
Live towards your dreams by stepping over your comfortzone - @nickvbredaNick van Breda
How to overcome a serious game addiction and turn your complete reallife into a game in which you can design every path you choose yourself? This presentation was for the new generation of Dutch techies and various businesses that attended Dutch Technology Week.
Millenials in the energytransition - @nickvbredaNick van Breda
Climate change & The perspective of life as a millenial. Presentation for RVO (Rijksdienst voor Ondernemend Nederland) to show the urgency for millenials to turn towards a circular and green economy for our future generations.
LEO-NET Erasmus+ Consortia 6 April Barcelona 2017 - @nickvbredaNick van Breda
What to take into consideration preparing future proof students on a fast changing jobmarket. How to implement new formats into current standards and change the way our Universities apply learning in their schools. How to put CSR more in the centre of learning were topics we discussed. 400M extra grant has been granted by the European Comission to further support changemakers in doing Voluntairy work and working for social enterprises. One day no business without a purpose will exist anymore.
Live towards your dreams by stepping outside your comfortzoneNick van Breda
Presentation BYE! (Boost Your Energy) event for secundary education, 440 students from Adelbert college and Rijnland Lyceum stepped over their comfortzone by discussing deeper who they are and what they have been through. From Sexting towards planning their future and learning to pitch. I gave the opening keynote for both days in March 2017.
The future of education - VO-content 1-3-2017Nick van Breda
What skills are needed in our society nowadays and don't we harm our planet more with how we educate children now? A sneak preview in what can once become a global citizenship. (DUTCH)
What impact will hackathons have in society when all potential gamers quit gaming and take on real world problems as their challenge?
This presentation I gave at the 10th edition of Campus Party Brazil. The biggest tech festival in the world where 7500 gamers, geeks, makers and entrepreneurs stay together in one huge indoor campzone and an arena. 100.000 people visit this event annually in 5+ different places globally.
Where in the UK it's pretty normal that Hackathons are organized in schools by it's own students. The Netherlands is walking far behind and are new to student hackathons still, this presentation helps Dutch teachers and Directors to implement various types of Hackathons into their school curricula, training 21st-century skills with real case questions from the market.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
8. What would be your favourite
event platform?
Reach out to me and add to the crowdsourced list via
http://bit.ly/XRtowatch & nickvanbreda.com
Thanks to the ZeroEvent Crowd who
helped me discover many of them