Keynote talk by Mark Billinghurst at the 9th XR-Metaverse conference in Busan, South Korea. The talk was given on May 20th, 2024. It talks about progress on achieving the Metaverse vision laid out in Neil Stephenson's book, Snowcrash.
The document discusses the history and future of the metaverse. It describes how the metaverse evolved from early technologies like the Internet and virtual worlds. Key developments included Bitcoin, blockchain, augmented reality games like Pokémon Go, and platforms like Fortnite that introduced elements of the metaverse. The document outlines aspects of the metaverse like virtual spaces for socializing, working, and commerce. While the metaverse could enhance education and expression, concerns exist around addiction, mental health impacts, data and security, and replacing reality.
TSL Flash Call 2021-09
Discover how new usages based on Augmented Reality and Virtual Reality can boost customers & employees interactions and efficiency
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
The document discusses virtual reality, including its history, types, technologies used like head-mounted displays and data gloves, applications in areas like the military, education, and healthcare, and the overall architecture of a virtual reality system including input, simulation, rendering processors, and a world database.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
The document discusses the history and future of the metaverse. It describes how the metaverse evolved from early technologies like the Internet and virtual worlds. Key developments included Bitcoin, blockchain, augmented reality games like Pokémon Go, and platforms like Fortnite that introduced elements of the metaverse. The document outlines aspects of the metaverse like virtual spaces for socializing, working, and commerce. While the metaverse could enhance education and expression, concerns exist around addiction, mental health impacts, data and security, and replacing reality.
TSL Flash Call 2021-09
Discover how new usages based on Augmented Reality and Virtual Reality can boost customers & employees interactions and efficiency
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
The document discusses virtual reality, including its history, types, technologies used like head-mounted displays and data gloves, applications in areas like the military, education, and healthcare, and the overall architecture of a virtual reality system including input, simulation, rendering processors, and a world database.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
The Metaverse is a type of digital world or reality combining blockchain technology, social media, online gaming, virtual reality, augmented reality, digital tokens, and assets. Metaverse offers 3D universes for individuals and businesses to help them transfer real-world assets or even services. NFTs can help in representing those real-world assets.
The experience within the Metaverse can open up new opportunities for individuals and businesses. For example, individuals can showcase their works or sell their services within the Metaverse in full digital form. Using NFTs for representing virtual real estate, users can own their properties in the Metaverse. The users can sell the land, rent it or even build structures on it like shops or even host social events.
Here, at 101 Blockchains we want to offer you the best educational material on Metaverse to help you get started with your projects. For that we offer an array of courses that will help you understand it better.
The following courses will help you->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/blockchain-metaverse/
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
Nanotechnology involves manipulating materials at the nanoscale level of less than 100 nm to design structures, devices, and systems with novel properties. It has potential applications in areas like medicine, where nanomaterials can pass through cell membranes for drug delivery or diagnostics. Nanotechnology allows the creation of new materials and devices that cannot be produced through traditional methods, and may revolutionize healthcare in the future through early disease detection, personalized therapies, and human enhancement.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
This document discusses augmented reality (AR) and virtual reality (VR) technologies. It begins with an introduction to how life has changed with technology in fields like communication, business, education and medicine. It then provides background on AR, which supplements the real world with computer-generated input, and VR, which replicates immersive virtual worlds. Several problems with AR and VR are outlined, such as need for markers, software optimization and health issues. Potential solutions proposed include moving processes to the cloud, improving frameworks for 3D content, preventing health issues, using wireless technologies and integrating these technologies in more areas. The document concludes that research and improvements are needed to solve implementation problems and inform society about this new technology.
Landscape of XR Moral Dilemmas and Ethical Considerations - Laval Virtual, Ap...Kent Bye
Bye, K. (2023, April 13). Landscape of XR Moral Dilemmas & Ethical Considerations. [Keynote Presentation]. Laval Virtual, Laval, France; Espace Mayenne.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
Virtual and Augmented Reality in HealthcareGary Monk
This presentation discusses how augmented reality, virtual reality, and mixed reality are changing healthcare. Examples discussed include using VR to reduce phantom limb pain in amputees, treat burn patients without painkillers, assist in physical rehabilitation for stroke patients, and help patients with spinal cord injuries learn motions. AR and VR are also being used to help quadriplegics perform daily tasks, develop social skills for those with autism, improve surgical training, restore vision, and translate speech to sign language. Additional applications discussed are using VR for cancer treatment, mental health therapies, and allowing sick children to virtually travel.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
This document provides an introduction to extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). It discusses the evolution of digital interfaces and fundamentals of XR. It also describes the XR spectrum and examples of AR, MR, and VR. The document outlines XR hardware, content creation tools and types, and applications. It lists additional XR resources and concludes with an invitation for audience questions.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
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.
The Metaverse is a type of digital world or reality combining blockchain technology, social media, online gaming, virtual reality, augmented reality, digital tokens, and assets. Metaverse offers 3D universes for individuals and businesses to help them transfer real-world assets or even services. NFTs can help in representing those real-world assets.
The experience within the Metaverse can open up new opportunities for individuals and businesses. For example, individuals can showcase their works or sell their services within the Metaverse in full digital form. Using NFTs for representing virtual real estate, users can own their properties in the Metaverse. The users can sell the land, rent it or even build structures on it like shops or even host social events.
Here, at 101 Blockchains we want to offer you the best educational material on Metaverse to help you get started with your projects. For that we offer an array of courses that will help you understand it better.
The following courses will help you->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/blockchain-metaverse/
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
Nanotechnology involves manipulating materials at the nanoscale level of less than 100 nm to design structures, devices, and systems with novel properties. It has potential applications in areas like medicine, where nanomaterials can pass through cell membranes for drug delivery or diagnostics. Nanotechnology allows the creation of new materials and devices that cannot be produced through traditional methods, and may revolutionize healthcare in the future through early disease detection, personalized therapies, and human enhancement.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
This document discusses augmented reality (AR) and virtual reality (VR) technologies. It begins with an introduction to how life has changed with technology in fields like communication, business, education and medicine. It then provides background on AR, which supplements the real world with computer-generated input, and VR, which replicates immersive virtual worlds. Several problems with AR and VR are outlined, such as need for markers, software optimization and health issues. Potential solutions proposed include moving processes to the cloud, improving frameworks for 3D content, preventing health issues, using wireless technologies and integrating these technologies in more areas. The document concludes that research and improvements are needed to solve implementation problems and inform society about this new technology.
Landscape of XR Moral Dilemmas and Ethical Considerations - Laval Virtual, Ap...Kent Bye
Bye, K. (2023, April 13). Landscape of XR Moral Dilemmas & Ethical Considerations. [Keynote Presentation]. Laval Virtual, Laval, France; Espace Mayenne.
Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences
https://www.qualcomm.com/invention/extended-reality
Virtual and Augmented Reality in HealthcareGary Monk
This presentation discusses how augmented reality, virtual reality, and mixed reality are changing healthcare. Examples discussed include using VR to reduce phantom limb pain in amputees, treat burn patients without painkillers, assist in physical rehabilitation for stroke patients, and help patients with spinal cord injuries learn motions. AR and VR are also being used to help quadriplegics perform daily tasks, develop social skills for those with autism, improve surgical training, restore vision, and translate speech to sign language. Additional applications discussed are using VR for cancer treatment, mental health therapies, and allowing sick children to virtually travel.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This presentation attempts to place virtual worlds and immersive games within the larger metaverse, provide a look at the planning and pedagogy behind their use and then provides examples of pedagogy in action in virtual worlds. Let me know if you think it succeeded. If you plan to embed or use this at a presentation, please let me know in the comments.
This document provides an introduction to extended reality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). It discusses the evolution of digital interfaces and fundamentals of XR. It also describes the XR spectrum and examples of AR, MR, and VR. The document outlines XR hardware, content creation tools and types, and applications. It lists additional XR resources and concludes with an invitation for audience questions.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
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.
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.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
Keynote for the Virtual Round Table, the 9th annual language learning conference May 5-7, 2017. Provides a brief introduction to virtual reality technology, compares it to virtual worlds, and discusses presence and immersion for language learning.
Lecture 10 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of research directions in Mobile AR. Look for the other 9 lectures in the course.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
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
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
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.
Empathic Computing: Designing for the Broader MetaverseMark Billinghurst
1) The document discusses the concept of empathic computing and its application to designing for the broader metaverse.
2) Empathic computing aims to develop systems that allow people to share what they are seeing, hearing, and feeling with others through technologies like augmented reality, virtual reality, and physiological sensors.
3) Potential research directions are explored, like using lifelogging data in VR, bringing elements of the real world into VR, and developing systems like "Mini-Me" avatars that can convey non-verbal communication cues to facilitate remote collaboration.
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.
Lecture 2 in the 2022 COMP 4010 Lecture series on AR/VR and XR. This lecture is about human perception for AR/VR/XR experiences. This was taught by Mark Billinghurst at the University of South Australia in 2022.
Lecture 2 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Mobile AR Technology. Look for the other 9 lectures in the course.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Virtual reality (VR) provides an immersive experience by convincing the user's senses that they are present in a simulated 3D world. The document discusses the history of VR from early devices like the Sensorama to modern head-mounted displays. It describes the basic components of a VR system including input devices, output displays, software, and factors affecting user experience. Examples of VR applications are given such as 360-degree video, architecture, training, and entertainment. Concerns about VR include the risk of simulator sickness and the potential for users becoming disconnected from reality.
Virtual reality uses head-mounted displays and sensors to immerse users in artificial 3D environments by feeding them updated images as they move their heads. It has various applications in gaming, education, healthcare and military training by allowing interactive experiences without physical risks. However, VR also has drawbacks like high costs, potential for motion sickness, and issues with isolating users from reality. As VR technologies improve and costs decrease, the market is expected to grow significantly with widespread impacts on many industries.
Keynote speech given by Mark Billinghurst at the QCon 2018 conference on April 22nd in Beijing, China. The talk identified important future research directions for Augmented Reality.
This document provides a summary of a lecture on perception in augmented and virtual reality. It discusses the history of disappearing computers from room-sized to handheld. It reviews the key concepts of augmented reality, virtual reality, and mixed reality on Milgram's continuum. It discusses how perception of reality works through our senses and how virtual reality aims to create an illusion of reality. It covers factors that influence the sense of presence such as immersion, interaction, and realism.
It is computer technology thats uses virtual reality headset. sometimes in combination with physical environments , to generates the realistic images, sounds and other sensation that simulate a user's physical presence in virtual or imaginary environment.
These are slides from the Defence Industry event orgranized by the Australian Research Centre for Interactive and Virtual Environments (IVE). This was held on April 18th 2024, and showcased IVE research capabilities to the South Australian Defence industry.
This is a guest lecture given by Mark Billinghurst at the University of Sydney on March 27th 2024. It discusses some future research directions for Augmented Reality.
Presentation given by Mark Billinghurst at the 2024 XR Spring Summer School on March 7 2024. This lecture talks about different evaluation methods that can be used for Social XR/AR/VR experiences.
Empathic Computing: Delivering the Potential of the MetaverseMark Billinghurst
Invited guest lecture by Mark Billingurust given at the MIT Media Laboratory on November 21st 2023. This was given as part of Professor Hiroshi Ishii's class on Tangible Media
Talk to Me: Using Virtual Avatars to Improve Remote CollaborationMark Billinghurst
The document discusses using virtual avatars to improve remote collaboration. It provides background on communication cues used in face-to-face interactions versus remote communication. It then discusses early experiments using augmented reality for remote conferencing dating back to the 1990s. The document outlines key questions around designing effective virtual bodies for collaboration and discusses various technologies that have been developed for remote collaboration using augmented reality, virtual reality, and mixed reality. It summarizes several studies that have evaluated factors like avatar representation, sharing of different communication cues, and effects of spatial audio and visual cues on collaboration tasks.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
This document discusses various techniques for prototyping augmented reality interfaces, including sketching, storyboarding, wireframing, mockups, and video prototyping. Low-fidelity techniques like sketching and paper prototyping allow for rapid iteration and exploring interactions at early stages. Higher-fidelity techniques like interactive mockups and video prototypes communicate the look and feel of the final product and allow for user testing. A variety of tools are presented for different stages of prototyping, from sketching and interactive modeling in VR, to scene assembly using drag-and-drop tools, to final mockups using design software. Case studies demonstrate applying these techniques from initial concepts through to higher-fidelity prototypes. Overall the document
Lecture 4 in the 2022 COMP 4010 lecture series on AR/VR. This lecture is about AR Interaction techniques. This was taught by Mark Billinghurst at the University of South Australia in 2022.
This document discusses augmented reality technology and visual tracking methods. It covers how humans perceive reality through their senses like sight, hearing, touch, etc. and how virtual reality systems use input and output devices. There are different types of visual tracking including marker-based tracking using artificial markers, markerless tracking using natural features, and simultaneous localization and mapping which builds a model of the environment while tracking. Common tracking technologies involve optical, magnetic, ultrasonic, and inertial sensors. Optical tracking in augmented reality uses computer vision techniques like feature detection and matching.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
Empathic Computing and Collaborative Immersive AnalyticsMark Billinghurst
This document discusses empathic computing and collaborative immersive analytics. It notes that while fields like scientific and information visualization are well established, little research has looked at collaborative visualization specifically. Collaborative immersive analytics combines mixed reality, visual analytics and computer-supported cooperative work. Empathic computing aims to develop systems that allow sharing experiences, emotions and perspectives using technologies like virtual and augmented reality with physiological sensors. Applying these concepts could enhance communication and understanding for collaborative immersive analytics tasks.
This document discusses how metaverse concepts can be applied to corporate learning and leadership development. It defines the metaverse and outlines its key components: virtual worlds, augmented reality, mirror worlds, and lifelogging. Traditional corporate learning is described as instructor-led, group-based, and discrete. The document proposes applying metaverse concepts like learning in the flow of work, just-in-time learning, and adaptive personalized learning. Specific applications explored are virtual reality for skills and soft skills training, augmented reality for hands-on training, lifelogging for adaptive training, and mirror worlds for capturing real-world tasks.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
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
The final lecture in the 2021 COMP 4010 class on AR/VR. This lecture summarizes some more research directions and trends in AR and VR. This lecture was taught by Mark Billinghurst on November 2nd 2021 at the University of South Australia
Lecture 12 in the COMP 4010 course on AR/VR. This lecture was about research directions in AR/VR and in particular display research. This was taught by Mark Billinghurst on September 26th 2021 at the University of South Australia.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
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Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
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Free A4 downloadable and printable Cyber Security, Social Engineering Safety and security Training Posters . Promote security awareness in the home or workplace. Lock them Out From training providers datahops.com
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
2. VR in 1994
$150,000+, SGI Onyx
Magnetic tracking
Virtual Research VR4
743x230 pixel/eye
60 degree FOV
$6,000
2 million polygons/sec
30 Hz
3. Greenspace (1994)
• First trans-Pacific shared VR
• 4 people – 2 in Japan, 2 in USA
• $50K USD phone bill
4. Snowcrash (1992)
• Neal Stephenson’s coined Metaverse
• mentioned 117 times
“.. a computer-generated universe that his
computer is drawing onto his goggles and
pumping into his earphones.. this imaginary
place is known as the Metaverse.”
5. Hiro Protagonist
“He is wearing shiny goggles that
wrap halfway around his head ..
He turns off his view of the Metaverse
entirely, making the goggles totally
transparent.”
6. Laser Scanned Retinal Display
• Laptop computer with R, G, B laser scanner
• 72 fps, 2K pixel resolution on a side
“.. a narrow beam of any colour
can be shot out of the innards of
the computer, up through that
fisheye lens..
..this beam is made to sweep
back and forth across the lenses
of Hiro's goggles”
8. Snowcrash Metaverse
“The people are pieces of software
called avatars. They are the audio-
visual bodies that people use to
communicate with each other..”
“.. Hiro goes into the Metaverse
and looks down the Street and
sees buildings and electric signs
stretching off into the darkness..”
14. Social Acceptance
• People don’t want to look silly
• Only 12% of 4,600 adults surveyed would be willing to wear AR glasses
• 20% of mobile AR browser users experience social issues
15. Snowcrash Gargoyles
“It's a gargoyle ..
Instead of using laptops, they wear their computers
on their bodies, broken up into separate modules
that hang on the waist, .. on the headset.
They serve as human surveillance devices,
recording everything that happens around them..
Gargoyles represent the embarrassing side of the
Central Intelligence Corporation.
Nothing looks stupider…”
Google Glass - 2013
16. Google Glass (2013)
• First consumer wearable computer
• Camera + processor + display on head
• Novel gesture/touch interaction and UI
17. Roblox (2006 - )
• Large scale Social 3D/VR platform
• 70 million DAU, 300 million MAU
• ~ 2 million people playing right now
• User Generated Content
• 3 million developers
• Over 5.5 million environments
• Multi-platform
• Mobile, Tablet, PC/Mac, VR
18. Glass vs. Roblox
• Glass
• Technically amazing, but poor social experience
• Socially isolating - “What is he seeing on his screen?”
• Creates privacy concerns – “Is she filming me?”
• Expensive, little utility compared to phone/smart watch
• Roblox
• Content/social focus first
• Creates community, Free + Social
• User generated content/developer rewards
• Multi-platform, extends familiar user experience
20. Avoiding Glass 2.0
• Design for the whole user
experience
• Creating new types of user
experiences
• Improving connection with
the real world
• Improving connection
between people
21. Creating a Better Experience
• Metaverse Roadmap (2007)
• Connecting Metaverse back to real world
• The Metaverse is the convergence of:
• 1) virtually enhanced physical reality
• 2) physically persistent virtual space
25. Example: Connecting between Spaces
• Augmented Reality
• Bringing remote people into your real space
• Virtual Reality
• Bringing elements of the real world into VR
• Mirror World
• Capturing real world in real time
26. 3D Live Scene Capture
• Use cluster of RGBD sensors
• Fuse together 3D point cloud
27. Scene Capture and Sharing
Scene Reconstruction Remote Expert Local Worker
29. Empathic Computing
• Covering the entire Metaverse
• AR, VR, Lifelogging, Mirror Worlds
• Transforming collaboration
• Observer to participant
• Feeling of doing things together
• Supporting Implicit collaboration
30. NeuralDrum
• Using brain synchronicity to increase connection
• Collaborative VR drumming experience
• Measure brain activity using 3 EEG electrodes
• Use PLV to calculate synchronization
• More synchronization increases graphics effects/immersion
Pai, Y. S., Hajika, R., Gupta, K., Sasikumar, P., & Billinghurst, M. (2020). NeuralDrum: Perceiving Brain
Synchronicity in XR Drumming. In SIGGRAPH Asia 2020 Technical Communications (pp. 1-4).
31. Set Up
• HTC Vive HMD
• OpenBCI
• 3 EEG electrodes
34. Conclusion
• Many of the Metaverse technologies are here today
• Research need in some areas
• Acceptance more about social issues than technical
• Needs further study (ethnographic, privacy, ethics, etc)
• Need to expand definition of Metaverse
• Connect user experience back to real world
• Explore the entire Metaverse for opportunities
• Opportunities for research across the boundaries