Please contact EeRise Corporation for more information: +886 2 2914-5762 # 112, celia.hsu@eerise.com.tw.
EeRise Corporation was established in 1990, focusing on the research, development and delivery of innovative products with niche applications enabled by computer vision and image processing. EeRise has been recognized and rewarded by the following awards:
(1) The 16th Taiwan SMEs Innovation Award (2009)
(2) The 7th Taiwan SMEs Innovation Award (2000)
(3) The 3rd Taiwan SMEs Innovation Award (1995)
(4) The 1st Taiwan SMEs Innovation Award (1993)
EeRise has accumulated 20 years of experience and knowledge, and have developed strong SYSTEM INTEGRATION (SI) capabilities to create optimal value-add solutions for customers. Multi-Projection & Interaction Platforms is the innovative solution which enables the seamless, scalable, and high resolution display, for 1:1 full-size demo, 3D stereoscopic display, plane widescreen/curve/dome display for better immersive viewing experience. Moreover, the seamless integration with interaction platforms has enabled the value-added applications of interactive wall, interactive desk/table, interactive floor, and 3D space interaction.
The integrated solutions are applied to Museum Exhibitions, International Expositions, and Network Display Control System.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
Regan Digital Signage Virtual Summit - "Lessons Learned: A Rebel's Guide to D...Brad Parler
Blinds.com started their digital signage with six netbooks and PowerPoint. It now has more than 70 screens and two video walls. Brad Parler, Blinds.com’s digital comms administrator, has learned a lot and sees digital signage in a different way. Are you ready to rebel against Excel charts and too-busy dashboards? Join the rebellion!
Digital totems and interactive kiosks for the shopping malls - positioned at high-traffic locations in the largest malls, the exciting design and brilliant vision of Brand Touch units attract and provide great experience for thousands of visitors by the most cost-effective and efficient way.
The document discusses the rise of digital signage and mixed reality advertising. It defines digital out-of-home (DOOH) advertising and explains how DOOH is the fourth screen consumers engage with after TV, internet, and mobile. The document outlines five reasons why brands should invest in DOOH: it provides proven branding and calls to action; shoppers do engage with DOOH displays; the timing is right as the industry is growing; DOOH allows for lower costs, more control, and flexibility; and DOOH enables innovative experiences through technologies like gesture recognition and 3D displays. It emphasizes the importance of establishing objectives, investing in the right functionality, and ensuring content and context are relevant to maximize the impact of DOOH investments
This document discusses digital signage solutions provided by Israk Technology. Israk is a Malaysian company that specializes in digital signage, online video streaming, and content delivery networks. They provide hardware such as displays and media players, as well as web-based software for managing digital signage content and schedules across multiple displays. Their solutions can be used for applications like corporate branding, information sharing, and advertising in venues such as offices, malls, airports, and hospitals.
Please contact EeRise Corporation for more information: +886 2 2914-5762 # 112, celia.hsu@eerise.com.tw.
EeRise Corporation was established in 1990, focusing on the research, development and delivery of innovative products with niche applications enabled by computer vision and image processing. EeRise has been recognized and rewarded by the following awards:
(1) The 16th Taiwan SMEs Innovation Award (2009)
(2) The 7th Taiwan SMEs Innovation Award (2000)
(3) The 3rd Taiwan SMEs Innovation Award (1995)
(4) The 1st Taiwan SMEs Innovation Award (1993)
EeRise has accumulated 20 years of experience and knowledge, and have developed strong SYSTEM INTEGRATION (SI) capabilities to create optimal value-add solutions for customers. Multi-Projection & Interaction Platforms is the innovative solution which enables the seamless, scalable, and high resolution display, for 1:1 full-size demo, 3D stereoscopic display, plane widescreen/curve/dome display for better immersive viewing experience. Moreover, the seamless integration with interaction platforms has enabled the value-added applications of interactive wall, interactive desk/table, interactive floor, and 3D space interaction.
The integrated solutions are applied to Museum Exhibitions, International Expositions, and Network Display Control System.
MetaZtron, MTZ, Metatron Vision, ZTV, MZTV, This power point helps understand the patented breakthrough-- missing link to dimensional imaging with best picture (full spectrum color, high resolution, high contrast-- good blacks (star field quality) with no artifacts-- in focus on any irregular surface - (Cinerama, Dome, simulation). Missing link to HIVE platforms-- holographic immersive virtual engine (environments/ edutainment). Also provided is background of the technology. White papers, explanation of patent drawings and other technical information is available on request. Laser projectors from Pico (Microvision and previous Light Blue Optics (now do software) BenQ--AaXatech-- to laser digital cinema - Sony, Kodak, IMAX, Barco, Christies, NEC & Red, etc. follow the basic Troyer patented architecture. Rockwell Collins and JVC are also infringing (NDA with both companies). Most of the above companies that are infringing have actually attended the Metatron video laser demonstrations in labs in California-- Silicon Valley, Hollywood, Burbank and Van Nuys. The basic Troyer patent claims have been validated and are "strong" by the granting of the Canada patent: Jan. 15, 2013. Expanding a laser beam that is addressed to a reflective light valve--- DLP, LCoS, MEMS, LED, ILA, or any to be invented. The red laser light is 635 nm or deeper so that there is full spectrum color in the images. It is not known at this point if the LG, Sony, Panasonic, Casio laser LED projectors are infringing. There will have to be reverse engineering. We are now in the process of licensing the technology and working with strategic partners.
Regan Digital Signage Virtual Summit - "Lessons Learned: A Rebel's Guide to D...Brad Parler
Blinds.com started their digital signage with six netbooks and PowerPoint. It now has more than 70 screens and two video walls. Brad Parler, Blinds.com’s digital comms administrator, has learned a lot and sees digital signage in a different way. Are you ready to rebel against Excel charts and too-busy dashboards? Join the rebellion!
Digital totems and interactive kiosks for the shopping malls - positioned at high-traffic locations in the largest malls, the exciting design and brilliant vision of Brand Touch units attract and provide great experience for thousands of visitors by the most cost-effective and efficient way.
The document discusses the rise of digital signage and mixed reality advertising. It defines digital out-of-home (DOOH) advertising and explains how DOOH is the fourth screen consumers engage with after TV, internet, and mobile. The document outlines five reasons why brands should invest in DOOH: it provides proven branding and calls to action; shoppers do engage with DOOH displays; the timing is right as the industry is growing; DOOH allows for lower costs, more control, and flexibility; and DOOH enables innovative experiences through technologies like gesture recognition and 3D displays. It emphasizes the importance of establishing objectives, investing in the right functionality, and ensuring content and context are relevant to maximize the impact of DOOH investments
This document discusses digital signage solutions provided by Israk Technology. Israk is a Malaysian company that specializes in digital signage, online video streaming, and content delivery networks. They provide hardware such as displays and media players, as well as web-based software for managing digital signage content and schedules across multiple displays. Their solutions can be used for applications like corporate branding, information sharing, and advertising in venues such as offices, malls, airports, and hospitals.
Digital Retail Fast Track explores the sophisticated capabilities and applications of AR/VR as they transform the way retailers and brands touch consumers digitally. Learn how Google Tango and the Sephora Innovation Lab are leveraging augmented and virtual reality technologies. Presentation from Retail's Digital Summit 2016.
UX & UI Design : les tendances pour 2017NiceToMeetYou
Si la seule constante du digital est le changement, il en va de même pour tout ce qui touche au Design d'interface et d'expérience utilisateur. Découvrez un aperçu de 2017 avec nos apprentissages et nos insights pour évoluer face aux nouveaux challenges UX et UI : rituels collaboratifs, outils de conception et nouveaux terrains de jeu numériques (AR / VR, Objets Connectés, Progressive Web Apps...).
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
Este documento presenta una discusión sobre el uso de computadoras en la enseñanza y el aprendizaje de las matemáticas. Propone que los estudiantes aprendan matemáticas resolviendo problemas reales y comunicando sus estrategias, en lugar de simplemente aplicar técnicas. También explora cómo herramientas como GeoGebra pueden usarse para abordar problemas de nuevas maneras y adoptar un enfoque experimental de las matemáticas.
10 Everyday Things Virtual Reality Will ChangeScopernia
Virtual Reality is described as one of the “Next big things” by the media, but all the abusers of “the next big thing” have made us numb for such talk. Our friends, family and influencers aren’t really talking about VR, so the debates on what it can potentially change about our lives haven’t really come through yet.
A lot of people also lack the imagination to think of how it could change our lives. We went out into the street to ask a bunch of people what they think the impact will be and how it will be used.
The overall tone was rather dismissive instead of open-minded. Virtual Reality clearly hasn’t proven itself to the world yet and we’re not taking the word of the media for it.
Most importantly though: we don’t want to think about it, because we are uncertain or even afraid. The thought of becoming dependent on a reality that is completely different from our own is scary, so the easiest thing to do is just letting it be and holding on to our certainty for as long as possible.
We’ve always felt like we were in control of all technological breakthroughs. Like they served us as tools to enrich our lives, but with Virtual Reality this comes to an end.
With a VR set strapped to your head, you feel like something is literally planting stuff into your brain. You feel small and vulnerable, because it seems like you are not the one in control.
Control is one of the few crucial challenges VR needs to overcome to truly reach its potential. Once you feel comfortable with it, you will start to feel in control, and from there on, the possibilities are going to be limitless.
As technology continues to develop at a rapid pace, sooner or later we’re going to reach the point where the virtual experience becomes better than the real one. This is increasingly becoming the case for porn, where people can be completely immersed in their personal preference. It is literally taking it to the next level.
As computers learn more about us, we’re moving to a future where they will know exactly what we want, when we want it. This is already how our younger generations are growing up right now: everything on-demand. The only thing we currently know of that can get as close as possible to fulfilling that, is VR.
Are concerned parents going to put a VR set on their children? Sounds unlikely, but walking through a magical forest together with your child doesn’t sound that bad right? It’s just the beginning though. A lot more parents are allowing their kids to play with iPads now than a few years ago as well.
The thought may scare you, but it is inevitable. There are simply too many possibilities in truly experiencing our imagination. It is only a matter of time before the technology becomes so advanced that we will simply love it and gradually let it into different parts of our lives.
You should start thinking about what it might mean for you or what the opportunities are for your business. Our book on Digital Tr
Digital Signage im Handel - Oder: Mit interaktiven Screens und Infoterminals...dimedis GmbH
dimedis PR-Chef Ibrahim Mazari hat in diesem Vortrag zum eMarketing Day 2017 in Köln in das Thema Digitale Werbeflächen (Digital Signage) eingeführt. Er zeigt Beispiele aus der Praxis und, dass sich mit Digital Signage grundlegende Kommunikations- und Verkaufsprozesse optimieren lassen.Es geht darum die Strategie für die eigene Webpräsenz und Social Media Aktivitäten zu verlängern. Durch Interaktion mit den Betrachter (über Smartphone, Touch, iBeacon, RFID, QR-Codes) kann am POS individuell angesprochen werden.
SXSW Interactive is amazing this year! I’m talking VR, AR, IoT, enter next acronym here, and even the P.O.T.U.S. made an appearance.
SXSW plays an increasingly important role in revolutionizing interactive media. While often known as a hotbed for tech startups, it’s the discussions around practical applications of such media, the opportunities they present, and the surrounding implications that have attracted the attention of a growing number of brands, platforms, and creators each year.
In this webinar we share key takeaways from SXSW 2016 and discuss what each means for the year ahead.
The document discusses the history and technology of virtual reality (VR). It describes how VR has evolved from early concepts using lenses and projectors to modern immersive systems using head-mounted displays, data gloves, and responsive virtual environments. The document outlines the main components of a VR system, including input processors, simulation processors, rendering processors, and world databases. It also discusses current and potential applications of VR in fields like entertainment, medicine, manufacturing, education and military training.
SIGGRAPH2018 is an annual computer graphics conference put on by the ACM SIGGRAPH group. It features technical papers, emerging technologies, exhibitions from industry, and sessions on computer graphics, vision, and VR/AR topics. This year's conference included demonstrations of virtual and augmented reality technologies from companies like Microsoft, Google, and NVIDIA. Emerging technologies showcased research on retinal projection, spherical displays, computational photography, and new input/output devices. The technical papers covered deep learning, image/video processing, 3D capture/reconstruction, and human-computer interaction including facial animation and VR locomotion.
The document provides an overview of NVIDIA's professional VR solutions and technologies. It discusses the computing challenges of reproducing reality in VR/AR, including graphics/display, audio, touch/physics, and capturing 360 video. It highlights NVIDIA's VRWorks toolkit and Quadro VR solutions that help address these challenges. Key applications of professional VR discussed include design, manufacturing, medical, and collaboration workflows.
This document provides an introduction to fulldome theaters, which are large-scale immersive environments that use digital projections to create cinema-like experiences on dome-shaped screens. It discusses the key characteristics of fulldome theaters such as their high resolution and wide field of view displays that excite the retina and invoke a sense of presence. It also provides an overview of the types of content created for fulldome theaters as well as the major programmers and hardware providers that have helped establish this new medium.
SDVIs and In-Situ Visualization on TACC's StampedeIntel® Software
Speaker: Paul Navrátil, Texas Advanced Computing Center (TACC)
The design emphasis for supercomputing systems has moved from raw performance to performance-per-watt, and as a result, supercomputing architectures are converging on processors with wide vector units and many processing cores per chip. Such processors are capable of performant image rendering purely in software. This improved capability is fortuitous, since the prevailing homogeneous system designs lack dedicated, hardware-accelerated rendering subsystems for use in data visualization. Reliance on this “software-defined” rendering capability will grow in importance since, due to growing data sizes, visualizations must be performed on the same machine where the data is produced. Further, as data sizes outgrow disk I/O capacity, visualization will be increasingly incorporated into the simulation code itself (in situ visualization).
This talk presents recent work in high-fidelity visualization using the OSPRay ray tracing framework on TACC’s local and remote visualization systems. We present work using OSPRay within ParaView Catalyst in situ framework from Kitware, including capitalizing on opportunities to reduce data costs migrating through VTK filters for visualization. We highlight the performance opportunities and advantages of Intel® Advanced Vector Extensions 512, the memory system improvements possible with Intel® Xeon Phi™ processor multi-channel DRAM (MCDRAM) and the Intel® Omni-Path Architecture interconnect.
CINECA for HCP and e-infrastructures infrastructuresCineca
Sanzio Bassini. Head of the HPC Department of Cineca. Cineca is the technological partner of the Ministry of Education, and takes part in the Italian commitment for the development of e-infrastrcuture in Italy and in Europe for HCP and HCP technologies; scientific data repository and management, cloud computing for industries and Public administration, for the development of computing intensive and data intensive methods for science and engineering
Cineca offers a unique offer for: open access of integrated tier0 and tier1 HCP national infrastructure; of education and training activities under the umbrella of PRACE Training
advanced center action; integrated help desk and scale up process for HCP users support
Film processing in a digital wold, Jean Varra | InaFIAT/IFTA
How do archive owners scan the images on film, digitizel, store, and present them for different uses: digital cinema screening, TV broadcasting, streaming on the web...
This document provides an overview of post-production workflow management. It discusses the history of cameras and film formats. It then covers the roles of various professionals involved in post-production like digital imaging technicians, editors, sound designers and colorists. It also outlines workflows for digital cinema, television and online distribution. Finally, it discusses emerging technologies like femto-photography and trends in online video distribution and augmented reality.
This document provides an overview of IMAX, a large format film system. Some key points:
- IMAX was developed in Canada to dramatically increase image resolution using larger 70mm film running sideways through the camera.
- Technical challenges included developing large film platters and projectors capable of the precision needed. IMAX pioneered innovations like the rolling film transport loop.
- The first permanent IMAX theater opened in 1971. IMAX Dome/Omnimax was later developed for dome screen projections.
- IMAX has expanded to include over 280 theaters globally, with variations like 3D and digital formats. Technical aspects like dual film rolls and polarized projections enable the 3D effect.
8k is the latest upcoming video technology widely used in digital camera, digital cinema,sports broadcasting etc.
In-order to achieve high image quality,more detailed pictures,better fast action,large projection surface visibility this method is used.
8K IS THE LATEST UPCOMING VIDEO TECHNOLOGY WIDELY USED IN DIGITAL CAMERA,DIGITAL CINEMA,SPORTS BROAD CASTING ETC.
In order to achieve high image quality,more detailed pictures,large projection surface visibility this method is used.
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Macromolecular crystallography is an experimental technique allowing to explore 3D atomic structure of proteins, used by academics for research in biology and by pharmaceutical companies in rational drug design. While up to now development of the technique was limited by scientific instruments performance, recently computing performance becomes a key limitation. In my presentation I will present a computing challenge to handle 18 GB/s data stream coming from the new X-ray detector. I will show PSI experiences in applying conventional hardware for the task and why this attempt failed. I will then present how IC 922 server with OpenCAPI enabled FPGA boards allowed to build a sustainable and scalable solution for high speed data acquisition. Finally, I will give a perspective, how the advancement in hardware development will enable better science by users of the Swiss Light Source.
The media landscape changes significantly over the last few years by new content formats, new service offerings, additional consumption devices and new monetization models. Think of Netflix, DAZN, Mediatheks, mobile devices, interactive content, smart TVs, Virtual and Augmented Reality, and so on. Many of these efforts have been realized by a limited usage of standards, but are standards irrelevant? Secondly, more and more services are enabled by latest mobile compute platforms enabling new services and experiences. This presentation will provide an overview some of these trends and will motivate the development of global interop standards. Specific aspects will include the move of linear TV services to the Internet (both mobile and fixed) as well recent advances on Extended Reality and immersive media trends.
Digital Retail Fast Track explores the sophisticated capabilities and applications of AR/VR as they transform the way retailers and brands touch consumers digitally. Learn how Google Tango and the Sephora Innovation Lab are leveraging augmented and virtual reality technologies. Presentation from Retail's Digital Summit 2016.
UX & UI Design : les tendances pour 2017NiceToMeetYou
Si la seule constante du digital est le changement, il en va de même pour tout ce qui touche au Design d'interface et d'expérience utilisateur. Découvrez un aperçu de 2017 avec nos apprentissages et nos insights pour évoluer face aux nouveaux challenges UX et UI : rituels collaboratifs, outils de conception et nouveaux terrains de jeu numériques (AR / VR, Objets Connectés, Progressive Web Apps...).
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
Este documento presenta una discusión sobre el uso de computadoras en la enseñanza y el aprendizaje de las matemáticas. Propone que los estudiantes aprendan matemáticas resolviendo problemas reales y comunicando sus estrategias, en lugar de simplemente aplicar técnicas. También explora cómo herramientas como GeoGebra pueden usarse para abordar problemas de nuevas maneras y adoptar un enfoque experimental de las matemáticas.
10 Everyday Things Virtual Reality Will ChangeScopernia
Virtual Reality is described as one of the “Next big things” by the media, but all the abusers of “the next big thing” have made us numb for such talk. Our friends, family and influencers aren’t really talking about VR, so the debates on what it can potentially change about our lives haven’t really come through yet.
A lot of people also lack the imagination to think of how it could change our lives. We went out into the street to ask a bunch of people what they think the impact will be and how it will be used.
The overall tone was rather dismissive instead of open-minded. Virtual Reality clearly hasn’t proven itself to the world yet and we’re not taking the word of the media for it.
Most importantly though: we don’t want to think about it, because we are uncertain or even afraid. The thought of becoming dependent on a reality that is completely different from our own is scary, so the easiest thing to do is just letting it be and holding on to our certainty for as long as possible.
We’ve always felt like we were in control of all technological breakthroughs. Like they served us as tools to enrich our lives, but with Virtual Reality this comes to an end.
With a VR set strapped to your head, you feel like something is literally planting stuff into your brain. You feel small and vulnerable, because it seems like you are not the one in control.
Control is one of the few crucial challenges VR needs to overcome to truly reach its potential. Once you feel comfortable with it, you will start to feel in control, and from there on, the possibilities are going to be limitless.
As technology continues to develop at a rapid pace, sooner or later we’re going to reach the point where the virtual experience becomes better than the real one. This is increasingly becoming the case for porn, where people can be completely immersed in their personal preference. It is literally taking it to the next level.
As computers learn more about us, we’re moving to a future where they will know exactly what we want, when we want it. This is already how our younger generations are growing up right now: everything on-demand. The only thing we currently know of that can get as close as possible to fulfilling that, is VR.
Are concerned parents going to put a VR set on their children? Sounds unlikely, but walking through a magical forest together with your child doesn’t sound that bad right? It’s just the beginning though. A lot more parents are allowing their kids to play with iPads now than a few years ago as well.
The thought may scare you, but it is inevitable. There are simply too many possibilities in truly experiencing our imagination. It is only a matter of time before the technology becomes so advanced that we will simply love it and gradually let it into different parts of our lives.
You should start thinking about what it might mean for you or what the opportunities are for your business. Our book on Digital Tr
Digital Signage im Handel - Oder: Mit interaktiven Screens und Infoterminals...dimedis GmbH
dimedis PR-Chef Ibrahim Mazari hat in diesem Vortrag zum eMarketing Day 2017 in Köln in das Thema Digitale Werbeflächen (Digital Signage) eingeführt. Er zeigt Beispiele aus der Praxis und, dass sich mit Digital Signage grundlegende Kommunikations- und Verkaufsprozesse optimieren lassen.Es geht darum die Strategie für die eigene Webpräsenz und Social Media Aktivitäten zu verlängern. Durch Interaktion mit den Betrachter (über Smartphone, Touch, iBeacon, RFID, QR-Codes) kann am POS individuell angesprochen werden.
SXSW Interactive is amazing this year! I’m talking VR, AR, IoT, enter next acronym here, and even the P.O.T.U.S. made an appearance.
SXSW plays an increasingly important role in revolutionizing interactive media. While often known as a hotbed for tech startups, it’s the discussions around practical applications of such media, the opportunities they present, and the surrounding implications that have attracted the attention of a growing number of brands, platforms, and creators each year.
In this webinar we share key takeaways from SXSW 2016 and discuss what each means for the year ahead.
The document discusses the history and technology of virtual reality (VR). It describes how VR has evolved from early concepts using lenses and projectors to modern immersive systems using head-mounted displays, data gloves, and responsive virtual environments. The document outlines the main components of a VR system, including input processors, simulation processors, rendering processors, and world databases. It also discusses current and potential applications of VR in fields like entertainment, medicine, manufacturing, education and military training.
SIGGRAPH2018 is an annual computer graphics conference put on by the ACM SIGGRAPH group. It features technical papers, emerging technologies, exhibitions from industry, and sessions on computer graphics, vision, and VR/AR topics. This year's conference included demonstrations of virtual and augmented reality technologies from companies like Microsoft, Google, and NVIDIA. Emerging technologies showcased research on retinal projection, spherical displays, computational photography, and new input/output devices. The technical papers covered deep learning, image/video processing, 3D capture/reconstruction, and human-computer interaction including facial animation and VR locomotion.
The document provides an overview of NVIDIA's professional VR solutions and technologies. It discusses the computing challenges of reproducing reality in VR/AR, including graphics/display, audio, touch/physics, and capturing 360 video. It highlights NVIDIA's VRWorks toolkit and Quadro VR solutions that help address these challenges. Key applications of professional VR discussed include design, manufacturing, medical, and collaboration workflows.
This document provides an introduction to fulldome theaters, which are large-scale immersive environments that use digital projections to create cinema-like experiences on dome-shaped screens. It discusses the key characteristics of fulldome theaters such as their high resolution and wide field of view displays that excite the retina and invoke a sense of presence. It also provides an overview of the types of content created for fulldome theaters as well as the major programmers and hardware providers that have helped establish this new medium.
SDVIs and In-Situ Visualization on TACC's StampedeIntel® Software
Speaker: Paul Navrátil, Texas Advanced Computing Center (TACC)
The design emphasis for supercomputing systems has moved from raw performance to performance-per-watt, and as a result, supercomputing architectures are converging on processors with wide vector units and many processing cores per chip. Such processors are capable of performant image rendering purely in software. This improved capability is fortuitous, since the prevailing homogeneous system designs lack dedicated, hardware-accelerated rendering subsystems for use in data visualization. Reliance on this “software-defined” rendering capability will grow in importance since, due to growing data sizes, visualizations must be performed on the same machine where the data is produced. Further, as data sizes outgrow disk I/O capacity, visualization will be increasingly incorporated into the simulation code itself (in situ visualization).
This talk presents recent work in high-fidelity visualization using the OSPRay ray tracing framework on TACC’s local and remote visualization systems. We present work using OSPRay within ParaView Catalyst in situ framework from Kitware, including capitalizing on opportunities to reduce data costs migrating through VTK filters for visualization. We highlight the performance opportunities and advantages of Intel® Advanced Vector Extensions 512, the memory system improvements possible with Intel® Xeon Phi™ processor multi-channel DRAM (MCDRAM) and the Intel® Omni-Path Architecture interconnect.
CINECA for HCP and e-infrastructures infrastructuresCineca
Sanzio Bassini. Head of the HPC Department of Cineca. Cineca is the technological partner of the Ministry of Education, and takes part in the Italian commitment for the development of e-infrastrcuture in Italy and in Europe for HCP and HCP technologies; scientific data repository and management, cloud computing for industries and Public administration, for the development of computing intensive and data intensive methods for science and engineering
Cineca offers a unique offer for: open access of integrated tier0 and tier1 HCP national infrastructure; of education and training activities under the umbrella of PRACE Training
advanced center action; integrated help desk and scale up process for HCP users support
Film processing in a digital wold, Jean Varra | InaFIAT/IFTA
How do archive owners scan the images on film, digitizel, store, and present them for different uses: digital cinema screening, TV broadcasting, streaming on the web...
This document provides an overview of post-production workflow management. It discusses the history of cameras and film formats. It then covers the roles of various professionals involved in post-production like digital imaging technicians, editors, sound designers and colorists. It also outlines workflows for digital cinema, television and online distribution. Finally, it discusses emerging technologies like femto-photography and trends in online video distribution and augmented reality.
This document provides an overview of IMAX, a large format film system. Some key points:
- IMAX was developed in Canada to dramatically increase image resolution using larger 70mm film running sideways through the camera.
- Technical challenges included developing large film platters and projectors capable of the precision needed. IMAX pioneered innovations like the rolling film transport loop.
- The first permanent IMAX theater opened in 1971. IMAX Dome/Omnimax was later developed for dome screen projections.
- IMAX has expanded to include over 280 theaters globally, with variations like 3D and digital formats. Technical aspects like dual film rolls and polarized projections enable the 3D effect.
8k is the latest upcoming video technology widely used in digital camera, digital cinema,sports broadcasting etc.
In-order to achieve high image quality,more detailed pictures,better fast action,large projection surface visibility this method is used.
8K IS THE LATEST UPCOMING VIDEO TECHNOLOGY WIDELY USED IN DIGITAL CAMERA,DIGITAL CINEMA,SPORTS BROAD CASTING ETC.
In order to achieve high image quality,more detailed pictures,large projection surface visibility this method is used.
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
Macromolecular crystallography is an experimental technique allowing to explore 3D atomic structure of proteins, used by academics for research in biology and by pharmaceutical companies in rational drug design. While up to now development of the technique was limited by scientific instruments performance, recently computing performance becomes a key limitation. In my presentation I will present a computing challenge to handle 18 GB/s data stream coming from the new X-ray detector. I will show PSI experiences in applying conventional hardware for the task and why this attempt failed. I will then present how IC 922 server with OpenCAPI enabled FPGA boards allowed to build a sustainable and scalable solution for high speed data acquisition. Finally, I will give a perspective, how the advancement in hardware development will enable better science by users of the Swiss Light Source.
The media landscape changes significantly over the last few years by new content formats, new service offerings, additional consumption devices and new monetization models. Think of Netflix, DAZN, Mediatheks, mobile devices, interactive content, smart TVs, Virtual and Augmented Reality, and so on. Many of these efforts have been realized by a limited usage of standards, but are standards irrelevant? Secondly, more and more services are enabled by latest mobile compute platforms enabling new services and experiences. This presentation will provide an overview some of these trends and will motivate the development of global interop standards. Specific aspects will include the move of linear TV services to the Internet (both mobile and fixed) as well recent advances on Extended Reality and immersive media trends.
What's really the difference between a VM and a Container?Adrian Otto
Docker, Kubernetes, Mesos, and the container buzzword bingo game leaves us all asking this same question at some point. We know VMs are great, so why all this fuss now about containers? Are they the same thing, but better? This talk will go deep into the technical details of the fundamental differences between the technology, explaining in depth how each of them works, and where each of them shine and why businesses choose one over the other. You will also get a good sense of where the warts are too, so you know when to pick the right one (or the right combination of them) depending on what’s important for each of your various workloads.
The document discusses the history and development of 8K resolution technology. It describes how 8K, with a resolution of 7680x4320 pixels, provides image quality equivalent to 35mm film and has been adopted as the standard for digital cinema. Early prototypes from 2001 demonstrated the feasibility of transmitting compressed 8K video over networks in real-time. By 2013, 8K cameras had been developed and 8K content was being experimentally broadcast. Standards organizations continue to refine specifications to expand the applications of 8K video beyond digital cinema.
This document discusses 35mm film shooting with two perforations (2-perf) per frame rather than the standard four perforations (4-perf). It provides a brief history of 2-perf filmmaking and highlights its renaissance in the 1960s-70s aided by developments in cameras, lenses, film stock and post-production. Examples are given of recent European films that have utilized 2-perf including Of Gods and Men and Braquo. Advantages of 2-perf discussed include reduced film and processing costs, longer recording times per roll of film, and its natural suitability for digital intermediate workflows. Camera systems compatible with 2-perf from Arri and Panavision are also outlined.
The Future of R&E networks and cyber-infrastructureBill St. Arnaud
NRENs like SURFnet have historically played a key role in pioneering Internet technologies and applications. Looking forward, NRENs will be important for enabling green networking, big data, global collaboration, and next generation integrated optical and wireless networks. The amount of data being generated is growing exponentially, straining campus computing resources and energy consumption. NRENs can help by brokering cloud services to researchers and IT departments to improve efficiency.
Mateo Valero - Big data: de la investigación científica a la gestión empresarialFundación Ramón Areces
El 3 de julio de 2014, organizamos en la Fundación Ramón Areces una jornada con el lema 'Big Data: de la investigación científica a la gestión empresarial'. En ella estudiamos los retos y oportunidades del Big data en las ciencias sociales, en la economía y en la gestión empresarial. Entre otros ponentes, acudieron expertos de la London School of Economics, BBVA, Deloite, Universidades de Valencia y Oviedo, el Centro Nacional de Supercomputación...
Similar to The VR Continuum: From CAVEs to Digital TV, How VR and AR will change everyday life in the next decade (20)
O documento discute as vantagens do WordPress como plataforma para desenvolvimento de sites e redes sociais. Inicialmente criado para blogs, o WordPress evoluiu para ser um sistema de gerenciamento de conteúdo (CMS) flexível com milhares de plugins e temas disponíveis que o tornam uma ferramenta poderosa e amigável para criação de sites de todos os portes.
Buracos negros são regiões do espaço-tempo onde a gravidade é tão forte que nada, nem mesmo a luz, pode escapar. Eles se formam quando estrelas massivas colapsam ao final de suas vidas e podem ser detectados quando a matéria que cai neles emite radiação. A fonte Cygnus X-1 é um possível buraco negro detectado por variar e desaparecer periodicamente sua emissão de raios-X.
O objetivo da palestra é valorizar o esforço dos programadores que criaram os jogos clássicos do Atari 2600. Uma apresentação básica da arquitetura (em particular das limitações de CPU/memória e do chip TIA), montagem e rodagem, em um emulador, de um pequeno experimento, demonstrando a complexidade envolvida na criação de um jogo completo.
Palestrante
Carlos Duarte do Nascimento
Matemático pelo IME/USP e Gerente de Produto no Apontador, faz "artesanato" de software há 20 anos, defendendo plataformas e conteúdo livres.
Uma palestra para explorar o Google App Engine (GAE), uma plataforma de desenvolvimento e hospedagem de aplicações web na nuvem. Aplicativos fáceis de criar, manter e escalar.
Palestrante: Carlos Duarte do Nascimento
Matemático pelo IME/USP e Gerente de Produto no Apontador, faz "artesanato" de software há 20 anos, defendendo plataformas e conteúdo livres.
Quem nunca perdeu um arquivo após deletar algo por engano na máquina fotográfica, computador ou celular? Ou ainda, quem nunca formatou um pendrive ou partição de disco sem querer? Veja como utilizar técnicas de Forense Computacional para recuperar arquivos apagados. Recuperações a partir de dados ainda existentes na memória RAM e demonstrações ao vivo.
Palestrante: João Eriberto Mota Filho
Oficial de Cavalaria do Exército Brasileiro. Gerente de Rede e de Segurança em Rede do Gabinete do Comandante do Exército. Coordenador e professor da pós-graduação em Software Livre na Universidade Católica de Brasília (UCB) e professor da pós-graduação em Perícia Digital (UCB). Autor dos livros Linux & Seus Servidores (2000), Pequenas Redes com Microsoft Windows (2001) e Descobrindo o Linux (2ª edição em 2007).
Com tantas app stores, fabricantes e sistemas operacionais diferentes, em qual deles devemos apostar? Esta provavelmente é a sua maior dúvida se você está pensando em lançar uma start-up, criar jogos ou apps para seus serviços web no mundo mobile. Saiba onde investir e os porquês de cada plataforma. Conheça diferentes SDK cross-platform, apostas em Mobile Web app ou Nativo App.
Palestrante: Igor Costa
Tem 12 anos de experiência no mercado de software. É co-fundador da RIACycle, empresa brasileira dedicada a criar apps para web/mobile e a ensinar uma vasta rede de desenvolvedores. Palestrante assíduo, já particiou de vários eventos como o iMasters Intercon, Campus Party, Just Java, Flash Camp Brasil, Flex for Kids, Flex Mania, Flash Open Source Conference, faculdades, etc.
O documento discute tempestades solares, incluindo explosões solares (flares) e ejeções de massa coronal. Ele explica que essas tempestades solares emitem radiação e partículas energéticas que podem interferir nos sistemas elétricos e de comunicações na Terra e causar danos a satélites e espaçonaves. O documento também discute o ciclo solar de 11 anos e teorias não comprovadas sobre profecias maias relacionadas a tempestades solares.
Este documento discute a busca por planetas além do nosso Sistema Solar. Resume os principais métodos utilizados para detectar planetas extrassolares, incluindo velocidade radial, trânsitos, lente gravitacional e detecção direta. Também descreve alguns dos principais satélites dedicados a essa busca, como CoRoT, Kepler e Gaia.
3 (dos 5) dados incríveis sobre o LHC
[A] Lugar mais frio da galáxia (- 271 oC)
[B] Um dos lugares mais quentes no Universo (10.106.109 oC)
[C] Mais vazio que o espaço exterior
O documento fornece detalhes sobre o Large Hadron Collider (LHC) no CERN, destacando 3 de seus 5 dados mais incríveis: seu sistema de refrigeração criogênica produz as temperaturas mais baixas da galáxia; as colisões de prótons
Este documento fornece instruções para construir uma luneta (telescópio refrator) de baixo custo utilizando lentes e tubos. Explica os conceitos básicos de óptica envolvidos no funcionamento de um refrator e fornece dicas sobre montagem, uso e sites para mais informações sobre astronomia.
Hardware livre Arduino: eletrônica e robótica com hardware e software livresCampus Party Brasil
O documento apresenta uma introdução ao Arduino, um hardware livre para eletrônica e robótica. Apresenta os objetivos do Arduino, como licenciamento de hardware livre, modelos de placas como Arduino Uno e shields. Explica brevemente o funcionamento básico do Arduino com instruções como pinMode, digitalWrite e delay. Demonstra também o controle de um servo motor usando PWM e biblioteca Servo.
Este documento discute a educação inclusiva e o uso da robótica pedagógica para apoiar alunos com deficiência. Em particular, ele explora (1) o desenvolvimento de maquetes táteis sonoras para fornecer informações espaciais para pessoas cegas e (2) o mapeamento tátil sonoro do campus da UNICAMP para facilitar a navegação independente. O documento argumenta que a robótica pedagógica pode promover a autonomia e inclusão de alunos com deficiência.
Fazendo do jeito certo: criando jogos sofisticados com DirectXCampus Party Brasil
Tecnologias vêm e vão, mas apenas uma permanece ao longo do tempo: o DirectX. Com o novo Windows 8 à vista, não poderia ser diferente e, nesta palestra, iremos explorar esta tecnologia, suas características e recursos, principalmente sob os novos aspectos necessários para a criação de jogos para Windows 8 e a interface Metro.
Palestrante: José Antonio Leal de Farias
CEO da Stairs Game Studio, professor, bacharel em Ciências da Computação pela UFCG, XNA/Directx Microsoft Most Valuable Professional, autor de livros e artigos publicados no Brasil e nos Estados Unidos e programador profissional há mais de uma década.
This document provides an overview and introduction to Linux and open source. It discusses the history and origins of Linux from 1969 with Unix at Bell Labs to Linus Torvalds starting the Linux kernel project in 1991. It describes the key components of an operating system distribution and popular distributions like Red Hat, Debian, and Fedora. The document outlines how Linux has been used for servers, embedded systems, supercomputers, and desktops. It also discusses open source licensing and communities and how to get started with Linux.
Este documento discute a educação inclusiva e o uso da robótica pedagógica para promover a autonomia de pessoas com deficiência. Em particular, ele descreve (1) um projeto de pesquisa que desenvolve maquetes táteis e sonoras para ensinar conceitos geográficos; e (2) um mapa tátil e sonoro da Universidade Estadual de Campinas para guiar pessoas com deficiência visual.
Gestão e monitoramento de redes e dispositivos com Software LivreCampus Party Brasil
O documento descreve as funcionalidades e benefícios do Zabbix para monitoramento de ativos. O Zabbix permite monitorar ativos de forma proativa, detectar falhas antecipadamente e analisar a qualidade dos serviços de baixo custo. Ele é uma solução escalável com interface amigável que usa agentes para coletar métricas de ativos e dispara ações com base em triggers.
O documento apresenta a suíte de software livre Kicad para projeto de circuitos impressos, descrevendo seus principais módulos (Eeschema, Cvpcb, Pcbnew, Gerbview), seu idealizador Jean-Pierre Charras e referências sobre o tema.
Ideias e ferramentas para publicar conteúdo de forma relevante aproveitando os recursos das redes sociais tendo como base o caso do site Vida de Programador.
Palestrante: André Noel
Bacharel em Ciência da Computação pela Universidade Estadual de Maringá é desenvolvedor web desde 2002, mesmo ano em que aderiu ao Linux. Atualmente é membro do Conselho da Comunidade Ubuntu-BR e autor do site Vida de Programador.
O documento discute o tema de Cloud Computing e suas tendências. Aborda o que é Cloud Computing, suas vantagens como economia de infraestrutura e acessibilidade, cenários propícios e impróprios para sua adoção, e tendências como maior segurança e desempenho. Também discute a relação entre Cloud Computing e Virtualização.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
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
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
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!
3. Historical Perspective - Immersion
– Rupestrial Painting in caves during the Paleolithic age
– flares and smoke completed the artificial feeling of immersion.
– Pictures of immersive environments in the cave of Lascaux in
France, magdalenian men 15.000 B. C.
SIACG 2009 3
12. Microelectronics advances in past 30 years
Materials used for Integrated Circuit Manufacturing (Source: Intel)
MOS Transistor Size 2001-2011 (Source: Intel)
SIACG 2009 12
25. Analog Scenario
Emissora de TV Aberta Analógica Cidadão
Distribuição
Produção Transmissão Recepção
Analógico
Digital Analógica Analógica
Digital
SIACG 2009
26. Digital Scenario
Emissora de TV Digital Cidadão
Produção Distribuição Transmissão
Recepção
Digital Digital
Digital Digital
SIACG 2009
27. The 4901 ACT
• Government ACT4901, 26 November 2003
– The Brazilian Digital TV System is established
• Arguments
– Wide Access to population
– Interoperable
– Mobile and portable
– Need to consider regional differences
– Usability and Accessibility
– Social Implications
• To promote the digital inclusion and social inclusion
SIACG 2009
30. The 5820 ACT
• 2006 was an election year
• So things moved fast:
-The conclusions are:
We will write an standard considering
– I Multiformat: HDTV (High-def), SDTV (Standard-Def)
and LDTV (Low-def)
– II Multiprograming- multiple programs in the same
channel
– III - Interactivity (middleware and connectivity).
– Comercial launch in 3 Dezember 2007
– Forum creation: Industry/University/Broadcast/Goverment
SIACG 2009 30
31. The SBTVD Standard
Figura: Normas que definem o Sistema Brasileiro de TV Digital
31
32. N01 Transmission System
BST-OFDM modulation
Channel of 6 MHz
13 segments of 428.57 kHz for
information + 1 divided into two
bands of custody
3 modes of operation with
different spacing between
carriers
BST-COFDM Modulation no SBTVD
Displacement of 1 / 7 MHz for
the top carriers
Serviço Modulação Taxa mínima (kbps) Taxa máxima (kbps)
LDTV (1 segmento) QPSK 280,85 595,76
SDTV (3 segmentos) 16-QAM 1685,13 3574,56
HDTV (9 segmentos) 64-QAM 7583,13 16085,52
Service Configuration upon a DTV Channel
33. Multiprogramming
• Several programs in the
same channel
– Around 19Mbits/second/
channel
– We do data multiplexing
– 70 channels means 1.4
Tbits/second
– Near 540Tbytes can be
broadcast on a single day
SIACG 2009
34. N01 – Transmission System
Figura: Esquema de transmissão no SBTVD
Figura: Faixa de freqüências da TV Digital no Brasil
36. interactivity
• From 2009 will viewers can interact with the TV via
remote control:
– Local interactivity: no connectivity
• Station sends data that can be navigated
– Full interactivity with intermittent connectivity
• User sends the broadcast short messages via mobile or fixed
– Full interactivity with permanent connectivity
• User connected permanently to the station via a broadband
Internet
37. DTV Receiver
256Mbytes
32 Bit CPU Navigation and
4 USBs Voting buttons
1080i
OpenGL
Ethernet
Ethernet Access
RF Input
USB Port
Analog Output
HDMI Interface
37
38. Future perspectives
Interactive electronics will support
Virtual Reality
– More immersiveness immersion
– More interaction
– More modular and flexibe
– More complex and integrated
– More simple and accessible Interaction
– More cheaper
– And more and more popular
Realism
• Converging DTV and VR: interactive 3DTV and make that
accessible for all
• Basically TV Sets will follow now the MOORE LAW !
38
39. Immersive and Interactive 3DTV
• More simple and accessible
• Low cost display and interactive devices
• Adoption of HDTV 1080i on the Brazilian DTV system
Interactive Remote 3DTV HDTV 1080p LDC Display Auto-stereoscopic display
Control Phillips – Lenticular Using lenticular lenses
Sansung Active Stereo
Mitshubishi Active Stereo
39
43. Receptor de TVDigital Acessível
• Parceria com a Secretaria do Estado dos Direitos
da Pessoa com Deficiência (SEDPcD)
• Projeto visa universalizar o SBTVD pela inclusão
dos brasileiros com deficiência
44. Obrigado !
mkzuffo@lsi.usp.br
Marcelo Knörich Zuffo Depto. de Engenharia de Sistemas Eletrônicos 44
Escola Politécnica da USP