this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
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.
This presentation "Virtual Reality" is based on a paper "An Approach to Consistent Displayingof Virtual Reality Moving Objects"
Author : Renoy Reji
Christ University
Bengaluru-560029
email : renoyreji@gmail.com
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
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.
This presentation "Virtual Reality" is based on a paper "An Approach to Consistent Displayingof Virtual Reality Moving Objects"
Author : Renoy Reji
Christ University
Bengaluru-560029
email : renoyreji@gmail.com
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
The paper aims at extending an eminent feature of Virtual Reality (VR) which is an emerging
technology in which one is subjected to another reality or one can say another realm on your display screen. And when that technology is accessed via a Head Mounted Display(VR GEAR,Google Cardboard, Oculus etc). The Depth make us believe in that, like we are really standing there and the things we can do with that.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
The paper aims at extending an eminent feature of Virtual Reality (VR) which is an emerging
technology in which one is subjected to another reality or one can say another realm on your display screen. And when that technology is accessed via a Head Mounted Display(VR GEAR,Google Cardboard, Oculus etc). The Depth make us believe in that, like we are really standing there and the things we can do with that.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
Unity3D is a great authoring tool to create 3D applications.
Regarding immersive virtual reality, its capabilities are limited.
We will discuss the challenges and solutions to create great VR applications in Unity!
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
"Impact of front-end architecture on development cost", Viktor TurskyiFwdays
I have heard many times that architecture is not important for the front-end. Also, many times I have seen how developers implement features on the front-end just following the standard rules for a framework and think that this is enough to successfully launch the project, and then the project fails. How to prevent this and what approach to choose? I have launched dozens of complex projects and during the talk we will analyze which approaches have worked for me and which have not.
2. WHAT IS SYNTHETIC ENVIRONMENT ?
A synthetic environment is a computer simulation that represents activities at a high level of realism.
SE allows visualization of and immersion into the environment being simulated.
A synthetic environment can be divided into the following:
• Synthetic natural environment - Representation of climate, weather, terrain, oceans, space, etc.
• Synthetic human-made environment - Representation of human-made structures like buildings,
bridges, and roads
• Synthetic psychological environment - Representation of psychological influences on individuals
and/or groups based on demography and other cultural factors.
SMVIT Dept of CSE 2014 2
3. REALITY ?
• Physical Reality - This is the state of things as they actually exist, rather than as they
may appear or might be imagined.
• Virtual Reality - Is a computer-simulated environment that can simulate physical
presence in places in the real world or imagined worlds.
• Augmented Reality - Is a live, copy, view of a physical, real-world environment whose
elements are augmented (or supplemented) by computer-
generated sensory input
?
SMVIT Dept of CSE 2014 3
4. HOW TO GENERATE SYNTHETIC
ENVIRONMENT ?
SMVIT Dept of CSE 2014 4
Post Processing !!!
Chroma Key Composting.
Real Time Processing !!!
Immersion.
5. CHROMA KEY COMPOSTING?
• Chroma key compositing, or chroma keying, is a special effects / post-production
technique for compositing (layering) two images or video streams together based on
color hues.
• The technique has been used heavily in many fields to remove a background from the
subject of a photo or video – particularly the news casting, motion picture and
videogame industries.
SMVIT Dept of CSE 2014 5
6. IMMERSION !
• Immersive technology refers to technology that blurs the line between the physical world
and digital or simulated world, thereby creating a sense of immersion.
• Immersive virtual reality is a hypothetical future technology that exists today as virtual
reality art projects, for the most part. It consists of immersion in an artificial environment
where the user feels just as immersed as they usually feel in consensus reality.
SMVIT Dept of CSE 2014 6
Virtual Reality Concept. Augmented Reality Concept.
7. REALIZATION METHODS !!
There are a number of methods by which virtual reality (VR) can be realized.
• Simulation-based VR
• Avatar image-based VR
• Projector-based VR
• Desktop-based VR
• True Immersive Virtual Reality
SMVIT Dept of CSE 2014 7
8. REALIZING
VIRTUAL REALITY
Many devices are available today that are able to give a Good VR experience
using the current generation technologies.
SMVIT Dept of CSE 2014 8
Kinect Corner Cave Project Morpheus
9. WOW KINECT !!!
• Microsoft Xbox 360 Kinect has revolutionized gaming In that you are able to use your
entire body as the controller.
• The Kinect Sensor picks Up on natural body movements as inputs for the game.
• Three major components :
Movement tracking Speech recognition
Motorized Sensors Software Technology
• The Kinect was first announced on June 1, 2009 at E3 (Electronic Entertainment Expo)
as “Project Natal,” the name stems from one of the key project leader’s hometown named
“Natal” in Brazil.
SMVIT Dept of CSE 2014 9
10. • A company based In Israel known as PrimeSense developed the 3D sensing technology.
Microsoft purchased the rights to use the technology for their gaming system.
• Behind the scene of PrimeSense's 3D sensing technology there are three main parts that make it
work.
• Infrared laser projector.
• Infrared camera.
• RGB colored camera.
• The software that makes Kinect function was by and large developed by Rare, a Microsoft
subsidiary.
MAJOR COMPONENTS !
SMVIT Dept of CSE 2014 10
11. HOW IT WORKS ??
• The depth projector simply floods the room with IR laser beams creating a depth field
that can be seen only by the IR camera.
• Due to infrared’s insensitivity to ambient light, the Kinect can be played in any lighting
conditions.
• The face recognition system is dependent on the RGB camera along with the depth
sensor, light is needed for the Kinect to recognize a calibrated player accurately.
SMVIT Dept of CSE 2014 11
13. SPECIFICATION !!
• 20 joints of Skeleton.
• Tracking distance: 0.5-6 M.
• Currently supports two Active players But can recognize Six individual players.
• 640x480-pixel Resolution.
• 57 Horizontal and 43 Vertical Angular field of View.
• +27 to -27 Motorized Pivot tilting.
• Runs at 30 FPS (Frames per second).
SMVIT Dept of CSE 2014 13
14. INFRARED BEAMS IN THE ROOM
SMVIT Dept of CSE 2014 14
• Although the hardware is the basis for creating an image that the processor can
interpret, the software behind the Kinect is what makes everything possible.
• Using statistics, probability, and hours of testing different natural human movements the
programmers developed software to track the movements of 20 main joints on a human
body.
• This software is how the Kinect can differentiate a player from say a dog that happens to
run in front of the IR projector or different players that are playing a game together.
• The Kinect has the capabilities of tracking up to six different players at a time, but as of
now the software can only track up to two active players.
15. THE CORNER CAVE
• A Computer Assisted Virtual Environment (better known by the acronym CAVE) is an
immersive virtual reality environment where projectors are directed to three, four, five or
six of the walls of a room-sized cube.
• A CAVE is typically a video theater sited within
a larger room.
• The walls of a CAVE are typically made up
of rear-projection screens.
• The user wears 3D glasses inside the CAVE to see
3D graphics generated by the CAVE.
SMVIT Dept of CSE 2014 15
16. HOW IT WORKS ???
• A lifelike visual display is created by projectors positioned outside the CAVE and
controlled by physical movements from a user inside the CAVE.
• A motion capture system records the real time position of the user.
• Stereoscopic LCD shutter glasses convey a 3D image. The glasses are synchronized
with the projectors so that each eye only sees the correct image.
• The computers rapidly generate a pair of images, one for each of the user's eyes, based
on the motion capture data.
• Clusters of desktop PCs are popular to run CAVEs, because they cost less and run
faster.
SMVIT Dept of CSE 2014 16
18. ENOUGH WITH THE HARDWARE !!!
• Software and libraries designed specifically for CAVE applications are available.
• Mechdyne's Conduit is a commercial software package that makes any existing 3D
OpenGL application (like CATIA, Pro/E, Unigraphics...) work directly in a CAVE.
• VR Juggler is a suite of APIs designed to simplify the VR application development
process.
• CaveUT is an open source mutator for Unreal Tournament 2004. Developed by
PublicVR, CaveUT leverages existing gaming technologies to create a CAVE environment.
• Vizard (software) is a multi-purpose virtual reality development platform by WorldViz for
building, rendering, and deploying 3D visualization & simulation applications in
stereoscopic multi-display environments such as the CAVE.
SMVIT Dept of CSE 2014 18
19. THE AUGMENTED WORLD !
• A realistic Virtual Reality experience has always been the dream of the developers. the
technology present today is still not enough to create a Census Virtual reality
experience.
• Due to the above limitations many developers have turned their focus to AUGMENTED
REALITY applications.
• AR is similar to VR in a sense as it uses Synthetic Objects.
• The difference between them is that AR uses a live view of the world while VR creates
its own world.
SMVIT Dept of CSE 2014 19
20. A GLIMPSE OF THE
AUGMENTED WORLD !
SMVIT Dept of CSE 2014 20
Layar APP
The Augment App
The Augment App
projects a 3D model
over a surface or any
directed area pointed
by the smartphones
camera.
The model is
generated on a
specific surface
which is considered
as a marker.
21. YES !
CAN I MAKE AR APPS ????...
• PC/Laptops
ARToolkit .
JSARToolkit.
SLARToolkit.
FLARToolkit.
SMVIT Dept of CSE 2014 21
PLATFORM'S ??
• SmartPhones
Layar
Wikitude
Qualcomm API
ARToolkitPlus
• Google Glass
• NyARToolkit.
24. HOW WE DID IT ?
• Platform used – Desktop/Laptop.
• Tools –
• Windows based PC.
• Adobe Flash CS3.
• Flartoolkit.
• PaperVision 3D.
• Google chrome web browser.
• Programming language – ActionScript 3.0
• Custom Marker created using tarotaro.com
SMVIT Dept of CSE 2014 24
25. GENERATING FULL SCALE SYNTHETIC
WORLDS !
SMVIT Dept of CSE 2014 25
• AR tools can be modified to develop full scale synthetic worlds using MULTIPLE
MARKER technique.
• Each part of the world can be made to be generated on a different pattern.
• These pattern’s when grouped together can form a whole new enviroment.
A Mixture Of Worlds !!
26. THE FUTURE
SMVIT Dept of CSE 2014 26
• The walls between the REAL and SYTHENTIC simulated world is diminishing.
• Both VR and AR can be combined with other techniques like Motion Detection, Object
Recognition etc.
• The Synthetic World generated can be made fully interactive and the level of realism
achieved can be really close to the conscious reality.
• With the advancement in technology soon every device will support quality Virtual
Reality without the expense of large resources.
Limitation is Our Imagination !!!....