The document discusses how augmented reality has blurred the lines between virtual and public spaces. It raises two main questions: when a virtual space overlaps a real-world space, whose space is it, and who controls what is created within the space. The document provides examples of augmented reality applications like Pokémon Go and Snapchat lenses that overlay digital content on the physical world. It examines the issues of who owns digital public spaces as these technologies become more prevalent. The document argues that an interdisciplinary approach is needed to understand how augmented reality is affecting society's experience of place and space.
The document discusses the use of 3D virtual worlds like Second Life for health and healthcare applications. It provides examples like virtual libraries and simulations. Special features of 3D worlds include realistic human interactions, shared virtual spaces that allow real-time collaboration, and their ability to intuitively visualize and experience information in 3D. A case study describes a University of Plymouth sexual health simulation in Second Life that provides educational experiences on sexually transmitted infections.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
This document provides an overview of a virtual reality project called "Digital Ghost". It discusses the concept of digital ghosts which are avatars that are pieced together from a person's online data that could theoretically "live forever" online. It then outlines the 6 step process for creating the project which includes: 1) Filming in a subway station as a "non-place", 2) Stitching ping pong balls to clothing for motion tracking, 3) Shooting 20 second footage, 4) Tracking each ball, 5) Modeling a 3D ghost model in Maya, and 6) Creating the final movie.
[Publication] Creative Social VR Practices in Connected Environments: The 5G ...Junie Kwon
The document discusses social VR practices in connected environments and the impact of 5G networks on digital retail. It covers theoretical backgrounds on social commercial features, social play, and prosocial interaction in VR. Key aspects analyzed include avatar affordances, recursive identities in avatar customization and world building, and a social VR cross-channel cloud model. Future research questions explore spatial cognition in connected "twin world" environments and the transformation of markets and values with 5G network spaces.
The Next Wave of AR: Mobile Social Interaction, Right Here, Right Now!Tish Shute
The document discusses the potential for augmented reality and mobile social interaction using emerging technologies like Google Wave. It envisions an "outernet" enabled by ubiquitous computing, augmented reality, and real-time communication streams. Key ideas discussed include using Wave as an open framework to build distributed social augmented reality experiences and applications across devices through layers, channels, and attention streams. Concerns about control and standardization are also raised.
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
The document discusses the use of 3D virtual worlds like Second Life for health and healthcare applications. It provides examples like virtual libraries and simulations. Special features of 3D worlds include realistic human interactions, shared virtual spaces that allow real-time collaboration, and their ability to intuitively visualize and experience information in 3D. A case study describes a University of Plymouth sexual health simulation in Second Life that provides educational experiences on sexually transmitted infections.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
This document provides an overview of a virtual reality project called "Digital Ghost". It discusses the concept of digital ghosts which are avatars that are pieced together from a person's online data that could theoretically "live forever" online. It then outlines the 6 step process for creating the project which includes: 1) Filming in a subway station as a "non-place", 2) Stitching ping pong balls to clothing for motion tracking, 3) Shooting 20 second footage, 4) Tracking each ball, 5) Modeling a 3D ghost model in Maya, and 6) Creating the final movie.
[Publication] Creative Social VR Practices in Connected Environments: The 5G ...Junie Kwon
The document discusses social VR practices in connected environments and the impact of 5G networks on digital retail. It covers theoretical backgrounds on social commercial features, social play, and prosocial interaction in VR. Key aspects analyzed include avatar affordances, recursive identities in avatar customization and world building, and a social VR cross-channel cloud model. Future research questions explore spatial cognition in connected "twin world" environments and the transformation of markets and values with 5G network spaces.
The Next Wave of AR: Mobile Social Interaction, Right Here, Right Now!Tish Shute
The document discusses the potential for augmented reality and mobile social interaction using emerging technologies like Google Wave. It envisions an "outernet" enabled by ubiquitous computing, augmented reality, and real-time communication streams. Key ideas discussed include using Wave as an open framework to build distributed social augmented reality experiences and applications across devices through layers, channels, and attention streams. Concerns about control and standardization are also raised.
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
Virtual Reality and Augmented Reality in EducationHedrick Ellis
The document discusses the possibilities of using virtual reality (VR) and augmented reality (AR) in education, including giving examples of VR/AR apps and hardware that could be used for educational purposes such as field trips, medical training, and interactive 3D modeling. It also provides definitions of VR and AR, highlighting examples like Google Cardboard, Oculus Rift, and Microsoft Hololens, and suggests these technologies can boost empathy and engagement in learning.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
This talk from November, 2012 discusses some surprising initiatives and accomplishments from Google with links to YouTube videos. Contact the author at gregwilde@gmail.com.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
This document discusses the design of augmented reality experiences. It begins by defining augmented reality and outlining its history and key technologies. It then examines commercial examples and concepts for social augmented reality. The document identifies challenges in AR experience design, such as technical limitations and lack of compelling narratives. It proposes that an engaging AR experience provides physical and mental challenge, allows self-expression and creativity, incorporates drama and social elements, and creates a sense of flow. The document concludes by outlining design practices for overcoming current limitations and creating immersive AR experiences.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
Digital technologies have transformed how people experience and share their lives. Many users actively curate their social media profiles to portray idealized versions of their lives. However, this has led to a world of "unreality" where people confuse simulated online representations for reality. New technologies like augmented reality, virtual reality, and mixed reality increasingly blur the lines between real and virtual, allowing people to immerse themselves in simulated experiences. While these technologies provide opportunities to experience the impossible, they also risk further detachment from true reality and increased digital addiction if not approached carefully.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Virtual worlds are computer-simulated 3D environments where users interact through avatars. They began as text-based MUDs and MUSHes and evolved into modern graphical MMORPGs. Key concepts include persistence of the virtual world even when users log off, real-time interaction between avatars, and emergent player-driven economies. Virtual worlds have applications for research, education, and assisting disabled users to experience activities.
VicRoads, a government authority responsible for vehicle, driver and roads administration, explored virtual worlds, both conceptually and hands -on in the Lab at Swinburne University of
Technology. Melbourne Australia, 1st July 2010.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Psychological Maps 2.0: A Web Engagement Enterprise Starting in LondonGabriela Agustini
This document summarizes a study that created an online game to test people's ability to recognize locations in London from Google Street View images. Over 2,255 participants played the game, providing data to build a "recognizability map" of London. The study found that central London was the most recognizable, while some outer boroughs had little cognitive representation. Recognizability correlated with an area's exposure to subway passengers and social media users. Areas with low recognizability faced more social problems like deprivation and crime. The results provide insights at the intersection of web science and smart city planning.
This document discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and their potential applications for teaching. It begins with an introduction to VR and its history. It then outlines current VR technologies including various headsets, interaction tools, and content formats. It defines and provides examples of AR, and discusses how AR overlaps with VR as MR. The document outlines several educational uses of these technologies, including for visualization, creative work, empathy, and motivation. It also discusses support issues for both consuming and producing content with these technologies in education.
Teaching when technology hacks reality: VR, AR, MR.eduBryan Alexander
The document discusses emerging technologies like virtual reality, augmented reality, and mixed reality, outlining what they are, examples of current applications, and their potential for education. Pedagogical uses discussed include visualization, gaming, storytelling, and socialization. Challenges of supporting these technologies are also addressed, such as access to hardware, large data processing needs, and connecting with other initiatives.
The document discusses how the virtual and real worlds are converging through technologies like augmented reality, sensors, and an "internet of things" where everyday objects are connected. It provides examples of how augmented reality overlays information about the real world using smartphone cameras and apps. Publishers will need to consider how to publish and provide information in these new augmented contexts where readers can access location-specific data overlaid on the real world.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
Virtual, augmented, and hybrid reality technologies were summarized. Virtual reality immerses users in simulated environments, typically using headsets. Augmented reality overlays digital content on the real world using devices like mobile phones. Hybrid reality merges real and virtual environments. Technologies like Oculus Rift, Google Glass, and mobile apps allow new forms of education and collaboration by blending real and virtual experiences. As technologies continue advancing, the lines between real and virtual are blurring.
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and species in human evolution. Users could select a time period and experience interactive scenes of related activities and social interactions. The project aims to illustrate human ethnology and evolution in an educational but engaging virtual world. It would consult data from media like Avatar and World of Warcraft to create realistic experiences.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
Virtual Reality and Augmented Reality in EducationHedrick Ellis
The document discusses the possibilities of using virtual reality (VR) and augmented reality (AR) in education, including giving examples of VR/AR apps and hardware that could be used for educational purposes such as field trips, medical training, and interactive 3D modeling. It also provides definitions of VR and AR, highlighting examples like Google Cardboard, Oculus Rift, and Microsoft Hololens, and suggests these technologies can boost empathy and engagement in learning.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
This talk from November, 2012 discusses some surprising initiatives and accomplishments from Google with links to YouTube videos. Contact the author at gregwilde@gmail.com.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
This document discusses the design of augmented reality experiences. It begins by defining augmented reality and outlining its history and key technologies. It then examines commercial examples and concepts for social augmented reality. The document identifies challenges in AR experience design, such as technical limitations and lack of compelling narratives. It proposes that an engaging AR experience provides physical and mental challenge, allows self-expression and creativity, incorporates drama and social elements, and creates a sense of flow. The document concludes by outlining design practices for overcoming current limitations and creating immersive AR experiences.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
Digital technologies have transformed how people experience and share their lives. Many users actively curate their social media profiles to portray idealized versions of their lives. However, this has led to a world of "unreality" where people confuse simulated online representations for reality. New technologies like augmented reality, virtual reality, and mixed reality increasingly blur the lines between real and virtual, allowing people to immerse themselves in simulated experiences. While these technologies provide opportunities to experience the impossible, they also risk further detachment from true reality and increased digital addiction if not approached carefully.
Immersive Technologies imitate or extend our physical world via digital simulations to give us the sense of being completely absorbed into something. Spatial computing is a new form of immersive technology that combines computer vision and artificial intelligence to integrate visual content into the real-world around us. In this webinar:
• Understand Immersive Technologies and see how they will impact everything ranging from education to entertainment.
• Learn the differences between virtual, augmented, and mixed realities to introduce Spatial Computing.
• Hear about the tools, devices, and platforms creating these new experiences.
• Discuss potential issues these technologies may have when used in learning and teaching.
• See what libraries can do to make use of immersive technologies to create new user experiences.
Virtual worlds are computer-simulated 3D environments where users interact through avatars. They began as text-based MUDs and MUSHes and evolved into modern graphical MMORPGs. Key concepts include persistence of the virtual world even when users log off, real-time interaction between avatars, and emergent player-driven economies. Virtual worlds have applications for research, education, and assisting disabled users to experience activities.
VicRoads, a government authority responsible for vehicle, driver and roads administration, explored virtual worlds, both conceptually and hands -on in the Lab at Swinburne University of
Technology. Melbourne Australia, 1st July 2010.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
Psychological Maps 2.0: A Web Engagement Enterprise Starting in LondonGabriela Agustini
This document summarizes a study that created an online game to test people's ability to recognize locations in London from Google Street View images. Over 2,255 participants played the game, providing data to build a "recognizability map" of London. The study found that central London was the most recognizable, while some outer boroughs had little cognitive representation. Recognizability correlated with an area's exposure to subway passengers and social media users. Areas with low recognizability faced more social problems like deprivation and crime. The results provide insights at the intersection of web science and smart city planning.
This document discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and their potential applications for teaching. It begins with an introduction to VR and its history. It then outlines current VR technologies including various headsets, interaction tools, and content formats. It defines and provides examples of AR, and discusses how AR overlaps with VR as MR. The document outlines several educational uses of these technologies, including for visualization, creative work, empathy, and motivation. It also discusses support issues for both consuming and producing content with these technologies in education.
Teaching when technology hacks reality: VR, AR, MR.eduBryan Alexander
The document discusses emerging technologies like virtual reality, augmented reality, and mixed reality, outlining what they are, examples of current applications, and their potential for education. Pedagogical uses discussed include visualization, gaming, storytelling, and socialization. Challenges of supporting these technologies are also addressed, such as access to hardware, large data processing needs, and connecting with other initiatives.
The document discusses how the virtual and real worlds are converging through technologies like augmented reality, sensors, and an "internet of things" where everyday objects are connected. It provides examples of how augmented reality overlays information about the real world using smartphone cameras and apps. Publishers will need to consider how to publish and provide information in these new augmented contexts where readers can access location-specific data overlaid on the real world.
Lecture 11 from the 2017 COMP 4010 course on AR and VR at the University of South Australia. This lecture was on AR applications and was taught by Mark Billinghurst on October 26th 2017.
Virtual, augmented, and hybrid reality technologies were summarized. Virtual reality immerses users in simulated environments, typically using headsets. Augmented reality overlays digital content on the real world using devices like mobile phones. Hybrid reality merges real and virtual environments. Technologies like Oculus Rift, Google Glass, and mobile apps allow new forms of education and collaboration by blending real and virtual experiences. As technologies continue advancing, the lines between real and virtual are blurring.
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and species in human evolution. Users could select a time period and experience interactive scenes of related activities and social interactions. The project aims to illustrate human ethnology and evolution in an educational but engaging virtual world. It would consult data from media like Avatar and World of Warcraft to create realistic experiences.
Space is more than an empty container for things. It has its own features and forms: a psychogeography. It is created through movements and flows. Information technologies complicate spatiality by simulating space, contracting space with communication and locating actors in space. Remediations of spatiality are powerful features of technoculture.
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.
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and time periods in human evolution from millions of years ago to the present. The holograms would be generated using technology from Surreality Innovations, which has developed voice-activated 3D avatars. The goal is to educate visitors through an immersive virtual experience that transports them to different eras and allows them to observe early human ancestors and modern humans interacting in recreated environments.
This document provides an overview of augmented reality including its taxonomy, history, and key differences from related concepts. It defines augmented reality as combining real and virtual content interactively and in real-time by registering it in 3D. The document outlines Milgram's mixed reality continuum, distinguishes AR from virtual reality and ubiquitous computing, and categorizes AR taxonomies including augmentation, simulation, intimate, and lifelogging/mirror worlds. It then reviews the lengthy history of AR from early developments in the 1960s to recent commercial usages and addresses potential ethical/privacy issues.
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.
Similar to To what extent has augmented reality blurred the lines between virtual and private spheres? (20)
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
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.
“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.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
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.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
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
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
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.
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To what extent has augmented reality blurred the lines between virtual and private spheres?
1. To What Extent has Augmented Reality Blurred the
Lines Between Virtual and Public Spheres?
Ashton Kingdon
2. The Collision of Physical and Virtual
Worlds
1. When a Virtual Space overlaps a Real-
World Space, whose space is it?
2. Who controls what is created within this
space as a result?
The Rise in Augmented Reality has effectively blurred the lines
between what constitutes virtual and public space, Calling two
Main Questions into focus!
Networked Urbanism, (2013), Informative Landscape [ONLINE]. Available at: http://networkedurbanism.com/wp-
content/uploads/2013/10/krystelle_and_z_2.5minpresentation.jpg [Accessed 21 November 2017].
3. • Augmented Reality is an experience in which a virtual
world is superimposed over the physical world in such a
way that both are visible at the same time.
• As the lines blur between digital and physical realms,
there is a growing opportunity for Augmented Reality
to enrich our three dimensional space.
• The introduction of Augmented Reality applications
such as SnapChat and Pokémon Go draw attention to
the important issues regarding who owns cities digital
spaces.
What is Augmented Reality?
Chris Helgren, (2017), Pokemon Pidgey [ONLINE]. Available at:
https://www.theguardian.com/technology/2016/nov/04/pokemon-go-pidgeys#img-1 [Accessed 20 November 2017].
Olivia Harris, (2017), Pokemon Go [ONLINE]. Available at:
https://www.theguardian.com/technology/2017/aug/30/ar-augmented-reality-apple-
google-smartphone-ikea-pokemon-go#img-2 [Accessed 20 November 2017].
5. • As a discipline, Human Geography blends both the social and physical sciences and attempts to
understand and contextualise the relationship that exists between people and their environment
on a local and global scale.
• Human Geographers will often gather data through field observations, surveys, interviews and
statistical analysis. Thus incorporating both positive and interpretive epistemological positions to
understand the world around them.
• As society moves into a digital age the everyday practices and experiences of the conception of
place and space are becoming increasingly interwoven with digital technology.
• These digitalised media technologies have altered the paradigms that exist between space and
time and as a result the boundaries between public and private space have become increasingly
blurred.
• The geographical dimensions of the dialect of space have erupted with the introduction of smart
phones and tablets, bringing the definitions of public, private, and virtual space into dispute.
6. The Production of Space
• Within the field of Geography, Henri
Lefebvre (1991) was concerned with
understanding the relationship
between the production of space,
and the social relations of
production.
• The diagram on the right is a
demonstration of Lefebvre’s
Conceptual Triad, in which he
combines Spatial practice (physical
space) Representation of Space
(Mental Space), and Representational
Spaces (Social space), in an attempt
to outline how space is produced.
Simon Briercliffe, (2017), Using Lefebvre's Triad [ONLINE]. Available at:
https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUK
EwjPv82Nos3XAhUKL8AKHUEzDF4QjRwIBw&url=https%3A%2F%2Fuptheossroad.wordpress.com%2F2
015%2F01%2F23%2Fusing-lefebvres-
triad%2F&psig=AOvVaw3TbkTLPxIf1hBMV0Y5_Z6T&ust=1511270675428631 [Accessed 20 November
2017].
8. • Digital technology has revolutionised the
way we experience and produce art in
contemporary society.
• As a discipline, Digital Art is effectively
art that is produced in the digital age.
• The use of computers has enabled visual
artists to manipulate all forms of
artefacts, whether video, photographic
images, sound clips, and text, to create
new experiences for audiences (Wands,
2007).
• Digital Art combines the study of Fine Art
with Digital Technologies, so artists can
produce projects in a variety of mediums
(Paul, 2003).
Mertiex, (2017), Bespoke Solutions for the Digital Revoloution [ONLINE]. Available at:
https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0
ahUKEwjR0p6Cs83XAhXoK8AKHZdlCEYQjRwIBw&url=http%3A%2F%2Fwww.meritex.co.uk%2F
news%2Fbespoke-solutions-for-the-digital-revolution&psig=AOvVaw3uPO9fVEtXdT2Hs-
xysBKG&ust=1511275680442597 [Accessed 20 November 2017].
10. • By implementing case study analysis, this research
will explore the prevalent popularity of Augmented
Reality and the impact this has on human
behaviour, particularly in terms of place and
movement.
• Pokémon Go has become the posterchild for
Augmented Reality Gaming.
• The games inclusion of digital creatures overlaid on
a mobile phone camera feed is the most primitive
form of adding digital content into real-world
scenarios.
• The interest in the success of Pokémon Go lies in its
ability to normalise the idea of location-based
digital content.
• The game adds a layer of digital information
mapped into the physical world, which creates its
own separate earth that co-exists with the world
around us.
• This technology has enabled players to walk
hundreds of miles over the course of the game to
collect digital objects and visit virtual locations.
Frost Click, (2016), Pokemon Go Logo [ONLINE]. Available at:
https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwifzYPi5d
HXAhUhBsAKHaLvCEQQjRwIBw&url=http%3A%2F%2Fwww.frostclick.com%2Fwp%2Findex.php%2F2016%2F07
%2F15%2Fpokemon-go%2F&psig=AOvVaw2ekURY636wKY7wpGow1lHM&ust=1511426797943702 [Accessed 21
November 2017].
11. Mitchell Broussard, (2016), Pokemon Go Worldwide Daily Active Users [ONLINE].
Available at: https://cdn.macrumors.com/article-new/2016/08/pokemon-decline-1-
800x436.jpg [Accessed 21 November 2017].
Mitchell Broussard, (2016), Google Trends for Virtual Reality and Augmented Reality [ONLINE]. Available at:
https://cdn.macrumors.com/article-new/2016/08/pokemon-decline-2-800x355.jpg [Accessed 21 November 2017].
The chart to the left
shows the rapid rise in
usage of Pokémon Go
since its launch in July
2016.
The second chart
shows the rise in
popularity of
Augmented Reality
gaming since
Pokémon Go’s
release.
12. Variety, (2017), Snapchats Latest Plaything [ONLINE]. Available at:
https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwiG7J_38tHXAhUMBMAKHQ9rCR4Qj
RwIBw&url=http%3A%2F%2Fvariety.com%2F2017%2Fdigital%2Fnews%2Fsnapchat-jeff-koons-location-art-lenses-
1202579477%2F&psig=AOvVaw03i0vl_wKL1u5wqvhsIfL6&ust=1511430328358867 [Accessed 21 November 2017].
• In October 2017 Snapchat teamed up
with artist Jeff Koons to launch the
first Augmented Reality, Geotagged
Sculpture.
• This is vital because it is the first of its
kind and the first of many more to
come.
• Snapchat made 3D replicas of Koon’s
famous Balloon Dog sculpture and
made them visible through their
smartphone app in nine major cities
across the world.
• This virtual installation represents a
technological and social milestone
and the growth of augmented reality
will soon see corporations increasingly
encroaching on public space.
• Thus is it vital we start questioning
how much of our virtual public space
we are willing to give to companies.
13. Lucas Matney, (2017), Vandalised Baloon Dog [ONLINE]. Available at:
https://tctechcrunch2011.files.wordpress.com/2017/10/screen-shot-2017-10-08-at-1-19-20-
pm.png?w=738 [Accessed 21 November 2017].
• 24 hours after the release of Koon’s sculpture an
act of augmented reality vandalism occurred
when artist Sebastian Errazuriz completed an
identical 3d AR Balloon Dog and geo-tagged it
to the exact coordinates for visitors to see.
• The only contrast was that the new sculpture
now appeared vandalised with graffiti and
represented an act of virtual protest and a
symbolic stance against an imminent augmented
reality corporate invasion.
• Errazuriz believes that with time the boundaries
separating the real and the virtual will continue
to fade.
• Consequently, the virtual world, where most of
our social interactions take place, will become
our reality.
• Once we begin experiencing the world through
an Augmented Reality lens, our public space will
be dominated by corporate content designed to
subconsciously manipulate and control us.
15. Augmented
Reality ?
Education to Save the World, (2017), Making Interdisciplinary Projects Work [ONLINE]. Available at:
https://www.google.co.uk/url?sa=i&rct=j&q=&esrc=s&source=imgres&cd=&cad=rja&uact=8&ved=0ahUKEwiit_y4
odLXAhVGBsAKHacnCt8QjRwIBw&url=https%3A%2F%2Fedtosavetheworld.com%2F2015%2F09%2F08%2Fmak
ing-interdisciplinary-projects-work-concepts-are-the-
key%2F&psig=AOvVaw1H4hIgGtt7G_xRX_oLl0_F&ust=1511442829382873 [Accessed 22 November 2017].
• Interdisciplinary research involves the
merging of academic boundaries, with
common goal settings.
• It is important for disciplines to come
together to define and explore
research, collectively think about
approaches, and develop new and
integrated theory and knowledge.
• Klein (1990) defines interdisciplinary
research as being able to solve
problems beyond the scope of any one
discipline, and achieve a unity of
knowledge, engaging in new thought
processes to allow the expansion of the
scope of inquiry.
16. Neo-Geography
Neo-
Geography
Visual
Artwork
Geospatial
Semantics
Place and
Space
GPS
Positioning
• Neo-Geography provides a link between
the science of Geography and the culture
of Digital Arts.
• As a sub-discipline Neo-Geography can
engulf traditional geography and all forms
of personal, intuitive or artistic explorations
and representations of geographical space,
aided by new technologies associated with
the geospatial web (Papadimitriou, 2010).
• Thus, Neo-Geography constitutes a vibrant
new field of interaction between
geography, geospatial technologies, and
digital art, capable of gradually
transforming everyday experiences of
exploration and perception of
geographical space, into art on its own.
17. Conclusion
• It is clear the everyday practices and experiences
regarding the conception of place have become
increasingly interwoven with digital technology.
• Therefore, this research will investigate the extent to
which Augmented Reality has affected society’s
experience of place and space.
• It is important to explore the rise of Augmented Reality
from both a socio-technical and cultural angle to
understand how digital and physical spaces have
become blurred.
• Thus, from the theoretical frameworks of Geography
and Digital Arts, this research will explore the rise in
Augmented Reality technology, with a specific focus on
digital design and its impact on real-world space.
Digital Arts
Human
Geography
Augmented
Reality
18. References
Adlakha et al. 2017. Pokémon Go or Pokémon Gone: How can Cities Respond to Trends in Technology
linking People and Space?. Cities & Health. pp. 1-6.
Aurigi, A. 2008. Augmented Spaces. In: Aurigi, A & Cindio, F.D eds. Augmented Urban Spaces: Articulating
the Physical and Electronic City. Aldershot: Ashgate Publishing Limited, pp. 5-9.
Bimber, O & Raskar, R. 2005. Spatial Augmented Reality: Merging Real and Virtual Worlds. Boca Raton,
Florida: Taylor & Francis.
Boyle, M. 2015. Human Geography: A Concise Introduction. West Sussex: John Wiley & Sons Ltd.
Carmigniani, J & Furht, B. 2011. Augmented Reality: An Overview. In: Furht, B ed. Handbook of
Augmented Reality. New York: Springer Publishing, pp. 3-47.
Drucker, J. 2013. Is There a 'Digital' Art History?. Visual Resources: An International Journal on Images
and their Uses. [Online]. 29(1-2), 5-13. [4 November 2017]. Available from:
http://www.tandfonline.com/doi/abs/10.1080/01973762.2013.761106.
Held, D. 2004. A Globalizing World? Culture, Economics and Politics. (2nd ed.). Oxon: Routledge.
19. References
Klein, J. 1990. Interdisciplinarity: History, Theory and Practice. Michigan: Wayne State University
Press.
Lefebvre, H. 1991. The Production of Space. Translated by D. Nicholson-Smith. Oxford: Blackwell
Publishers Ltd.
Little, J. 2014. Society-Space. In: Cloke, P, Crang, P & Goodwin, M eds. Introducing Human
Geographies. Oxon: Routledge, pp. 23-37.
Papadimitriou, F. 2010. A "Neogeographical Education"? The Geospatial Web, GIS and Digital Art in
Adult Education. International Research in Geographical and Environmental Education. 19(1), pp. 71-
74.
Paul, C. 2003. Digital Art. London: Thames & Hudson.
Wands, B. 2007. Art of the Digital Age. London: Thames & Hudson.
20. Acknowledgments
I would like to give my thanks
to the University of
Southampton, particularly the
Web Science institute and the
Engineering and Physical
Sciences Research Council for
giving me the opportunity to
be here.
Editor's Notes
The introduction of Augmented Reality has enabled technology to transform society into a multiverse overlapping of realities. By using the correct virtual windows and lenses, users of Augmented Reality can seamlessly move between worlds, or even create their own (Bimber & Raskar, 2005). Despite unlocking a virtual world of opportunities, the rise in Augmented Reality has seen many corporations encroaching on areas of public space (Aurigi, 2008). This has led society to question how much of its virtual space it is willing to give companies, and who exactly controls the virtual space within our cities. Thus, it is important to explore the societal implications of a web-based environment being overlaid onto real-world surroundings, and the rules that surround the use of this augmented space.
As a discipline, Geography can be considered the science of place, hosting grand visions that offer a panoramic view and consider problems from both a natural and societal perspective (Held, 2004). Moreover, a key principle for Human Geography is to explore the interdependent relationships that bind space, place and culture (Boyle, 2015). This emphasises the importance of the spatial relationships that exist between culture and the environment (Little, 2014). Augmented reality has altered societies sense of place by distancing people away from their environment. So, people no longer feel connected to a single, physical location, but, rather, are connected to multiple affiliations within a virtual experience (Carmigniani & Furht, 2011). Thus, it is important for geographers to become cautious when assuming things about the ways in which digital technologies have, and will come to affect our daily experiences of place. Therefore, it is important to explore the effects technology has had on the blurring of boundaries between the digital and physical realms from the perspective of human geography.
Lefebvre (1991) wanted to distinguish between natural space, which is physically bound, and social space, as well as emphasising the notion that space is both a social product and a construction of values and experiences. When exploring the erosion of the lines that represent the virtual and public spheres, it is important to make the distinction between space and place. Place refers to a physical setting, whereas space refers to a metaphysical or virtual area. Taking this into account, human geographers would argue that space and place are two contrasting domains in which we exist and function. Space can be conceptualised as a location that has no social connections. In contrast, place is more than just a location, as it is a setting that has been created by human experiences.
Digital technology has had an impact on all forms of communication throughout the 21st century, and digital artists have been able to express their creativity through video, computer animation, digital photography and web design (Drucker, 2013). The emerging field of Digital Arts combines modern engineering with technology and digital media. So, not only have traditional forms of art such as photography, sculpture, painting and printing been transformed by digital technologies, but entirely new forms such as software art, net art, digital installation and augmented reality have emerged as recognised artistic practices (Drucker, 2013).
Pokémon Go is now considered the most widespread outlet for proximate augmented reality. It is no longer considered just a game, but a cultural phenomenon that has catapulted the term augmented reality into the public consciousness. Moreover, it has managed to attract large numbers of people to interact with physical space again, so people are reacting with public space, but in a commodified way. It is for these reasons that Pokémon Go is now considered a constructed reality, as the geographic overlays appear only within the world of an application, thus relying on points of geographic space. However, attaching a piece of content within the virtual world to GPS coordinates poses complex challenges regarding the notion of ownership and who controls public, private and virtual space (Adlakha et al, 2017). Thus, the augmented reality space-war represents a natural progression of issues that previously surrounded online/offline ownership rights (Carmigniani & Furht, 2011).
It is clear from the above charts that the success of Pokémon Go has brought the notion of Augmented Reality firmly into the spotlight. With usage on the increase it is important to explore how users are adjusting to the blurred divide between what is virtual and physical space.
The release of Jeff Koon’s Snapchat sculpture has brought the issue surrounding the digitalisation of public space back the into collective conscience. This in turn has highlighted the emerging erosion that has occurred between the digital and public spheres, particularly as digital space continues to encroach itself in the public arena. It is because of this that it has now become important to question exactly who owns the digital geographic overlays that increasingly power our augmented reality worlds. With the rise of augmented reality games such as Pokémon Go, it is important for society to question how much of its virtual space it is willing to give to companies and what content they can erect over our digital space.
Neo-Geography is a relatively new area within the realm of geography that is highly subjective and can include data such as photography, text, video, music, as well as being used to create a wide range of digital maps. Equally, Neo-Geography includes the work of photo blogging, microblogging and radical cartographic mapping. This type of approach allows people to gain new insights into what constitutes geographical space and adds a personal and cultural dimension to the concept of mapping. Geo-tagging is of importance due to its ability to give all non-geographical data a reference.
To conclude, it is clear that augmented reality has increased entertainment, enhanced creative work, and, to some extent, improved society. The invention of augmented reality smartphone applications such as Snapchat and Pokémon Go draw attention to the important issues that surround the use of a cities digital space. Moreover, the growth of augmented reality has seen corporations increasingly encroaching on public space via the digital realm. Therefore, it is important for us to question exactly how much of our virtual space we are willing to give to companies, and explore exactly who is it that controls the virtual space within our cities.