Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
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.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
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.
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
In this talk, I will introduce a new concept of “ubiquitous Virtual
Reality (UVR)” in the view point of Metaverse and then explain how to realize Virtual Reality in physical space with context-aware Augmented Reality. In UVR-enabled space it is possible to personalize using user’s, as well as environmental, context and then selectively share the augmented object with additional (or 3D content as well as text) information according to user’s social relationships. I will also explain some core technologies developed in GIST U-VR Lab for last 5 years and demonstrate U-VR applications such as DigiLog Book, Digilog Miniature, CAMAR Tour, etc.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Augmented reality is a technology that works on computer vision based recognition algorithms to augmented sound, video, graphics and other sensor based inputs on real world objects using camera of your device.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Augmented Reality (AR) will be the next mobile computing platform, seamlessly merging the real world with virtual objects to support realistic, intelligent, and personalized experiences. Making this vision possible requires the next level of immersion, artificial intelligence, and connectivity within the thermal and power envelope of a wearable glasses.
Learn more at: https://www.qualcomm.com/invention/cognitive-technologies/immersive-experiences/augmented-reality
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
Mika Saastamoinen: Spatial computing - extending reality. Presentation at Kela Conference on Social Security 2019 – Equality and wellbeing through sustainable social security system, 10.12.2019.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
In this talk, I will introduce a new concept of “ubiquitous Virtual
Reality (UVR)” in the view point of Metaverse and then explain how to realize Virtual Reality in physical space with context-aware Augmented Reality. In UVR-enabled space it is possible to personalize using user’s, as well as environmental, context and then selectively share the augmented object with additional (or 3D content as well as text) information according to user’s social relationships. I will also explain some core technologies developed in GIST U-VR Lab for last 5 years and demonstrate U-VR applications such as DigiLog Book, Digilog Miniature, CAMAR Tour, etc.
Lecture given by Mark Billinghurst on May 21st 2015 as part of the Gibbon's Lecture series on Human Computer Interaction. See https://www.cs.auckland.ac.nz/gibbons_lectures/
On how computer interfaces have evolved from interaction to systems that understand users
Augmented reality is a technology that works on computer vision based recognition algorithms to augmented sound, video, graphics and other sensor based inputs on real world objects using camera of your device.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
Augmented Reality (AR) will be the next mobile computing platform, seamlessly merging the real world with virtual objects to support realistic, intelligent, and personalized experiences. Making this vision possible requires the next level of immersion, artificial intelligence, and connectivity within the thermal and power envelope of a wearable glasses.
Learn more at: https://www.qualcomm.com/invention/cognitive-technologies/immersive-experiences/augmented-reality
Design Approaches For Immersive Experiences AR/VR/MRMark Melnykowycz
Presented at inaugural International Investment Forum in Virtual, Augmented and Mixed Reality (#IIFVAR 2017) at Technopark Zurich, organized by the Swiss Society of Virtual and Augmented Reality (SSVAR). Here I presented an overview of how to design products for virtual, augmented, and mixed reality experiences. With a logical framework of user experience, theater/film, and game design, we can use the best tools of those disciplines to approach immersive design with an understanding of story structure, user state, and interaction mechanics.
More discussion of the elements of the talk are available here:
https://idezo.ch/design-approaches-immersive-experiences-iifvar-2017/
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
A Linkedin B2B Marketing User Guide explains how to build your B2B marketing fundamentals on LinkedIn in 2020 including an explanation of building a quality profile that people notice, the pros and cons of differing subscribers accounts utilising recommendations and how these collective elements contribute to your LI profile status.
Pharma Marketing Digital Trends to Watch in 2020. A closer look at some of the future directions that Pharma Marketing need in 2020 to arm themselves for in full readiness for the next 12 Months
Instagram has become one of the most popular social media platforms, allowing people to share photos, videos, and stories with their followers. Sometimes, though, you might want to view someone's story without them knowing.
APNIC Foundation, presented by Ellisha Heppner at the PNG DNS Forum 2024APNIC
Ellisha Heppner, Grant Management Lead, presented an update on APNIC Foundation to the PNG DNS Forum held from 6 to 10 May, 2024 in Port Moresby, Papua New Guinea.
1.Wireless Communication System_Wireless communication is a broad term that i...JeyaPerumal1
Wireless communication involves the transmission of information over a distance without the help of wires, cables or any other forms of electrical conductors.
Wireless communication is a broad term that incorporates all procedures and forms of connecting and communicating between two or more devices using a wireless signal through wireless communication technologies and devices.
Features of Wireless Communication
The evolution of wireless technology has brought many advancements with its effective features.
The transmitted distance can be anywhere between a few meters (for example, a television's remote control) and thousands of kilometers (for example, radio communication).
Wireless communication can be used for cellular telephony, wireless access to the internet, wireless home networking, and so on.
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
2.Cellular Networks_The final stage of connectivity is achieved by segmenting...JeyaPerumal1
A cellular network, frequently referred to as a mobile network, is a type of communication system that enables wireless communication between mobile devices. The final stage of connectivity is achieved by segmenting the comprehensive service area into several compact zones, each called a cell.
Gen Z and the marketplaces - let's translate their needsLaura Szabó
The product workshop focused on exploring the requirements of Generation Z in relation to marketplace dynamics. We delved into their specific needs, examined the specifics in their shopping preferences, and analyzed their preferred methods for accessing information and making purchases within a marketplace. Through the study of real-life cases , we tried to gain valuable insights into enhancing the marketplace experience for Generation Z.
The workshop was held on the DMA Conference in Vienna June 2024.
3. Lack of consumer demand
Lacklustre sales figures / Limited repeat use / Opposite to modern human behavior
AR being seen as a more compelling consumer proposition
CCP games reduced investment in VR
Many VR companies going into stealth mode although several games have made over
$1million each
VR/MR/AR already being used in automotive, retail, architecture, healthcare, defence etc
Enterprise is where it is at
4.
5. McLaren see it as a powerful way to develop ergonomics
of a car
Rudimentary seating buck; an
MDF base with a McLaren driver’s seat and very basic
structure. HTC Vive for the rest
Immerse’s unique multi-voice VR solution provided a 3D
submarine control room, complete with working displays,
VR boat operators and multiple interaction points.
Immerse’s solution helps trainees to learn and practise
skills in a realistic environment, with the instructor
appearing in the scenario as an additional head and pair
of hands to point or guide them – all participants are also
linked by voice as well as visually.
11. Resolution / FoV to
increase
FOVEATED RENDERING
SCIENTIST ROGER N CLARK FAMOUSLY CALCULATED A DISPLAY
WOULD NEED 576-MEGAPIXELS TO FILL OUR ENTIRE FIELD OF VIEW
AND BE INDISTINGUISHABLE FROM HOW OUR EYES SEE THE REAL
WORLD.
VARJO - COMBINED CONTEXT DISPLAY, FOCUS DISPLAY, OPTICAL
COMBINER AND GAZE TRACKER INTO A "BIONIC DISPLAY" WHICH
DISPLAYS FULL HD RESOLUTION PRECISELY WHERE THE FOVEA IS
LOOKING AT A GIVEN TIME.
COMPARABLE TO A 70-MEGAPIXEL DISPLAY COMPARED TO 1.2
MEGAPIXELS PER EYE FOR THE OCULUS RIFT AND HTC VIVE.
ULTRA-LOW LATENCY – NVIDIA 1700HZ PROTOTYPE
MICROSOFT SPARSE DISPLAY AND 90 DEGREE FOV HOLOLENS
MICHAEL ABRASH, OCULUS CHIEF SCIENTIST - "I THINK WE'LL BE
AROUND 4K X 4K PER EYE IN FIVE YEARS,"
12.
13. Eye-tracking essential
NEEDED FOR LIFE-LIFE VR – DYNAMIC DEPTH OF
FIELD
FOVE’S GAME SWORD ART ONLINE VR, FEMALE
PROTAGONIST ASUNA ACTS AS A CONCIERGE TO
NEW USERS.
THE EXPERIENCE LEVERAGES THE HEADSET’S
EYE-TRACKING CAPABILITIES TO GIVE ASUNA THE
ABILITY TO RECOGNISE YOU WHEN YOU ARE
LOOKING AT HER. LOOKING AT HER RIGHT IN THE
EYE WILL ELICIT A SMILE, BUT IGNORE HER AND
SHE’LL GET UPSET.
ADHAWK MINIATURISATION
14. The
metaverse
Decentraland
ALREADY EXISTS / WEBVR
DECENTRALAN - METAVERSE PLATFORM THAT
IS HIGHLY LINKED TO BLOCKCHAIN FOR
IDENTITY PROTECTION AND SECURE METHODS
FOR PEOPLE TO TAKE FINANCIAL OWNERSHIP
OF THEIR SPACES.
PERSISTENT WORLDS LIKE COMMUNITY
GARDEN
WHO GOVERNS THE ‘LAWS’? WHAT SYSTEMS
WOULD BE IN PLACE TO AVOID STOLEN ‘AVATAR
IDENTITY’? WHO WOULD POLICE ‘HATE
CRIMES’?
15. The digital replica
ONE SIZE FITS ALL / READY ROOM
PERSISTENT AVATARS
DOOB3D PODS
METAPIXEL DEMO
ENGAGING WITH ACTORS
16. Intelligent avatars
GOOGLE’S DEEPMIND / NPC
EXPLICIT CONSENT
REPLIKA ALREADY EXISTS
AUTONOMOUS AVATARS
SOUL MACHINES - ULTRA REALISTIC RESPONSIVE
AVATARS THAT SOME EVEN CALL CREEPY. THEIR FIRST
PROJECT, NADIA, HAS ITS OWN VERSION OF A CENTRAL
NERVOUS SYSTEM THAT IMITATES THE CAPABILITIES OF
THE HUMAN BRAIN TO MAKE IT MORE REALISTIC.
NADIA DEMO
18. Virtual meets physical
VIRTUAL REALITY MAY INCREASINGLY BECOME THE CONNECTION
BETWEEN US AND THE PHYSICAL WORLDS.
DISLOCATE OUR LOCATION FROM OUR PRESENCE THE REAL -
SURGERY, ROBOTICS AND DEFENCE.
OCCUPYING THE MIND OF A ROBOT
HUMANISING ROBOTS WITH REAL TRAINING
THE SYSTEM MIMICS THE "HOMUNCULUS MODEL OF MIND" -- THE
IDEA THAT THERE'S A SMALL HUMAN INSIDE OUR BRAINS
CONTROLLING OUR ACTIONS, VIEWING THE IMAGES WE SEE AND
UNDERSTANDING THEM FOR US.
19. Direct to brain
UNIVERSITY OF WASHINGTON – 5 SUBJECTS WERE ASKED TO
NAVIGATE THROUGH 21 DIFFERENT MAZES. EACH TIME THEY MADE
A MOVE, THEY WERE FACED WITH A CHOICE OF MOVING UP OR
DOWN.
THE SUBJECTS, DEPRIVED OF THEIR TRADITIONAL SENSES, MADE
THAT CHOICE BASED ON WHETHER OR NOT THEY SENSED A VISUAL
STIMULATION THAT IS PERCEIVED AS BLOBS OR BARS OF LIGHT.
THE FIVE TEST SUBJECTS MADE THE RIGHT MOVES IN THE MAZES 92
PER CENT OF THE TIME WHEN THEY RECEIVED THE INPUT VIA
DIRECT BRAIN STIMULATION, COMPARED TO 15 PER CENT OF THE
TIME WHEN THEY LACKED THE SAME GUIDANCE.
20. Growth in outdoor VR
THE VOID
ATTRACTIONS INDUSTRY
CASINOS
FITNESS
DRONE TOURNAMENTS
CLASSROOMS
WORLD SCIENCE FESTIVAL
TEACHING AVATARS