This document discusses virtual and augmented reality analytics. It begins with an introduction to current and future VR/AR technologies such as head-mounted displays, interaction methods, and recording technologies. It then discusses the potential for VR/AR analytics, including visualizing data within VR environments and analyzing VR experience data within data warehouses. Challenges of VR/AR analytics are also covered, such as the increase in data volume and issues around standards, privacy, and patents. The document provides examples of current VR analytics platforms and suggests approaches for integrating VR/AR data sources into existing big data systems and building semantic layers.
Keynote from the DOAG Conference 2015 on Virtual and Augmented Reality Analytics by Joerg Osarek. What is state of the art end of 2015, what awaits us in 2016 and within the next 3 to 5 years? After 3 years working on virtual reality projects Skilltower institute dares to give some answers and predictions on virtual reality analytics. More information will be available in the dossier "Virtual Reality Analytics" publication date in 2016.
Presentation of Gordon's Arcade on Insights into cinematic VR at the IMMERSED EUROPE, September 4th 2015 in Murcia, Spain. Gives insights into the stages of VR movie making ranging from raising money to post production.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
Trikset is a #1 platform for personal and service robotics founded in 2012 in Russia. It produces an educational robotics design kit called TRIK that brings cutting-edge cybernetics technology to both the consumer market and STEM education. TRIK aims to bridge the gap between kits for kids and boards for engineers by providing a powerful yet easy-to-use robotics platform. The company has raised $500,000 to date and is seeking $3 million in additional funding to expand globally and introduce new product lines.
The rise of VR AR - Lessons from the Pokemon`goFAUST CHOU
From the study of the wild success of the the viral, augmented reality (AR) game" Pokémon Go", lead to the coming trends of the Rising technology _ Virtual Reality and Augmented Reality
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
TAVAR is an industry organization that promotes virtual and augmented reality development in Taiwan. It connects Taiwan's VR industry to the world [1] by providing resources and integrating hardware, software, talent, marketing and other sectors [2]. TAVAR aims to establish a complete VR business ecosystem [3] through collaboration between government, industry and academia [4]. The organization is led by a chairman and board of directors with experience in entertainment, technology and academia [5]. Some of TAVAR's core services include facilitating international cooperation, project integration, investment, information services and government partnerships [6-13]. The document highlights success stories of several TAVAR member companies working in VR education, 360 video, VR games,
Keynote from the DOAG Conference 2015 on Virtual and Augmented Reality Analytics by Joerg Osarek. What is state of the art end of 2015, what awaits us in 2016 and within the next 3 to 5 years? After 3 years working on virtual reality projects Skilltower institute dares to give some answers and predictions on virtual reality analytics. More information will be available in the dossier "Virtual Reality Analytics" publication date in 2016.
Presentation of Gordon's Arcade on Insights into cinematic VR at the IMMERSED EUROPE, September 4th 2015 in Murcia, Spain. Gives insights into the stages of VR movie making ranging from raising money to post production.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
Trikset is a #1 platform for personal and service robotics founded in 2012 in Russia. It produces an educational robotics design kit called TRIK that brings cutting-edge cybernetics technology to both the consumer market and STEM education. TRIK aims to bridge the gap between kits for kids and boards for engineers by providing a powerful yet easy-to-use robotics platform. The company has raised $500,000 to date and is seeking $3 million in additional funding to expand globally and introduce new product lines.
The rise of VR AR - Lessons from the Pokemon`goFAUST CHOU
From the study of the wild success of the the viral, augmented reality (AR) game" Pokémon Go", lead to the coming trends of the Rising technology _ Virtual Reality and Augmented Reality
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
TAVAR is an industry organization that promotes virtual and augmented reality development in Taiwan. It connects Taiwan's VR industry to the world [1] by providing resources and integrating hardware, software, talent, marketing and other sectors [2]. TAVAR aims to establish a complete VR business ecosystem [3] through collaboration between government, industry and academia [4]. The organization is led by a chairman and board of directors with experience in entertainment, technology and academia [5]. Some of TAVAR's core services include facilitating international cooperation, project integration, investment, information services and government partnerships [6-13]. The document highlights success stories of several TAVAR member companies working in VR education, 360 video, VR games,
Introduce the VR and AR technology and industry value chain , on going applications in verity industries , global VR AR market overview , and some Indicators Examples
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
Future of AR & VR technologies - PixelCrayonsPixel Crayons
The document discusses the future of augmented reality (AR) and virtual reality (VR). It summarizes statistics that estimate the market size of AR and VR will greatly increase by 2022. New technologies like VR headsets, 9D cinema, AR apps, and simplified product development using VR and AR will impact the future. The conclusion states that AR and VR will significantly change the world and attract people from all backgrounds.
Introduce the VR/AR Technologies and some trends might effect the Medical industry:
Surgery education & training
Can determine level of competence before operating on a patient
Trainee can return to the same procedure several times
Can duplicate the operative field and thereby enhance training
Reduce the need for expensive animal training models
VR Training: Tech Disruptor or Pet Rock?Jim Piechocki
This document contains a tutorial presentation on virtual reality (VR) and augmented reality (AR) technologies. The presentation covers topics such as situational awareness in VR, examples of VR applications for training, instructional design principles for VR learning, and best practices for crafting effective VR scenarios and characters. The overall goal of the presentation is to help attendees understand the advantages of VR/AR for immersive learning and how to implement successful VR learning experiences.
The document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications. It discusses:
1) Definitions and examples of AR, which superimposes digital information onto the real world, and VR, which immerses users in simulated 3D environments.
2) Predictions that the AR/VR market will be worth $150 billion by 2020, with shipments of VR head-mounted displays reaching 27 million units.
3) Examples of how AR and VR are being used in outdoor advertising, including interactive experiences at bus shelters and transforming vehicles into Transformers characters.
4) Case studies of companies using VR for marketing, including virtual tours of hotel rooms and
The document provides an overview of VR marketing use cases and industry trends:
1) It introduces the speaker Cori Shieh and her background in VR/AR industry in Taiwan.
2) Examples of VR marketing applications are discussed in different sectors like education, entertainment, and healthcare. Case studies from brands like TopShop, British Army, and Volvo showcase how VR can be used for immersive experiences.
3) Industry investment and ecosystem in VR/AR in Western countries, China, and Taiwan are analyzed. The global VR market is projected to reach $40 billion by 2020 and $120 billion by 2020 according to different forecasts.
4) Reasons why VR marketing can be successful are
The document discusses trends in integrating building information modeling (BIM) with virtual reality (VR) and augmented reality (AR). It notes that BIM development focuses on providing spatial, production cost, operational and management, and visualization information for entire objects. Integrating BIM with VR/AR allows for seamless information exchange, efficient operation and management through centralized access to real-time and complete resource information. Examples of trends include using VR for smart buildings and interactive applications, and using AR on mobile devices for applications in construction sites and data collection through sensors. The presentation emphasizes how VR/AR visualization improves communication and project coordination through interaction with 3D models. It provides examples of using VR and AR for engineering simulation, virtual experiences of
This document provides an overview and analysis of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and industries. It defines key terms like VR, AR, MR and discusses trends in applications across different fields. It also examines the role of cloud technology in driving industry development and outlines projections for VR/AR user growth in coming years.
Este documento discute las tendencias del mercado laboral en España, incluyendo el aumento del desempleo debido a la falta de especialización, la globalización y deslocalización de empresas, y la necesidad de que los profesionales sean especialistas, móviles y bilingües. También destaca el crecimiento de las exportaciones e importaciones y la externalización de funciones por parte de las empresas.
This document provides information on Williams Metals and Welding Alloys, Inc., a distributor of welding filler metals and non-ferrous metals. It operates multiple sales offices and warehouses across the United States that supply products including copper, brass, bronze, aluminum, and a full line of welding consumables in various alloy compositions. The company serves industries such as construction, power generation, mining, automotive, and others. Product information sheets are included that provide chemical compositions and properties of various filler metals.
El documento describe los diferentes tipos de espacio aéreo y marítimo. Existen cuatro tipos de espacio aéreo definidos por el movimiento de aeronaves, propósito de operaciones y nivel de seguridad requerido. El espacio marítimo incluye aguas interiores, mar territorial, aguas archipelágicas, zona contigua, zona económica exclusiva, alta mar, plataforma continental y fondos marinos, cuyo uso está regulado por el derecho internacional del mar.
El documento describe a Santo Domingo como un predicador compasivo de la gracia que se dedicó a predicar el Evangelio para salvar las almas más que a teorizar sobre la predicación. Sus biógrafos destacan su celo apostólico y su inmensa caridad para con todos los hombres. La predicación dominica se basaba en la fuerza de la Palabra de Dios y en el testimonio de vida del predicador, anunciando la Buena Nueva de la salvación ofrecida por Dios.
Buffalo Exchange is a privately owned thrift store founded in 1974. It aims to lead the resale fashion industry in a socially responsible manner. The "BE Retro" campaign is an in-store fashion show competition with a retro theme. Contestants will style their boots on Instagram for a chance to be one of the top 10 featured in the store campaign. The campaign objectives are to engage customers and build relationships. Marketing includes a microsite, search ads, social media posts, display ads, a commercial, and email to the top 10 contestants. Performance is tracked with Google Analytics and efforts are made to increase key metrics like visitors and engagement.
El documento presenta las actividades y herramientas que ofrece el Ministerio de Comercio, Industria y Turismo de Colombia para promover el desarrollo empresarial y la competitividad del departamento de Tolima, incluyendo mesas de trabajo, paneles y presentaciones sobre temas como emprendimiento, innovación, acceso a mercados internacionales, y financiamiento para empresas.
This document is a resume for Fred Bratteson, an art director and graphic designer with over 30 years of experience in print media and package design. He has extensive experience creating brand identities, advertisements, direct mail pieces, packaging, displays, and web design for clients in various industries. He is proficient in programs like Quark, InDesign, Illustrator, and Photoshop. He has worked freelance and in design director roles since graduating from Pratt Institute with a focus in graphic design.
El documento discute la influencia de Aleister Crowley y Anton Szandor LaVey en la música rock. Crowley, conocido como el "padre de la brujería moderna", recopiló antiguos rituales ocultistas y los popularizó. Promovió prácticas como la escritura y música invertida. Tuvo influencia en bandas como Led Zeppelin, The Beatles y The Rolling Stones. LaVey fundó la Iglesia de Satán y también influyó en músicos rockeros.
Your hands - your two most precious instruments - require the highest level of care. That's why Hu-Friedy is proud to offer Hu-Friedy Hand Essentials, a full line of hand care products to help you perform at your best and aid in infection control. Our moisturizers, soaps and sanitizers will be there for every glove change, disinfecting hand wash and day-ending skin routine.
¿De qué hablamos cuando hablamos de Social Media? Una charla a futuros commun...Víctor Puig
Me apoyé en esta presentación para la charla inaugural del Postgrado en Social Media y Márqueting Digital del Tecnocampus de Mataró. Planteo una serie de retos a quien quiera dedicarse a la gestión profesional de las redes sociales.
El documento describe el método ABN (Algoritmos Basados en Números), un enfoque para enseñar matemáticas de forma visual y práctica. Con ABN, los estudiantes desarrollan cálculos mentales útiles para la vida diaria sin usar operaciones mecánicas. El método apareció en 2000 y se expandió en escuelas en 2005-2013. Ofrece ventajas como seguir el propio ritmo y diversión, mientras que el único inconveniente podría ser la resistencia de algunos maestros al cambio.
Introduce the VR and AR technology and industry value chain , on going applications in verity industries , global VR AR market overview , and some Indicators Examples
Virtual reality (VR) is growing and evolving, with many marketers believing 2016 was the year VR began. However, VR headsets remain expensive, making widespread adoption difficult. Some businesses have experimented with VR marketing but outcomes have varied. VR has potential to revolutionize how people view and interact with content. It will impact businesses by enabling virtual tours, meetings, training and product development. VR applications include tourism, gaming, education and simulation. The future of VR is still developing as the technology improves and costs decrease.
Future of AR & VR technologies - PixelCrayonsPixel Crayons
The document discusses the future of augmented reality (AR) and virtual reality (VR). It summarizes statistics that estimate the market size of AR and VR will greatly increase by 2022. New technologies like VR headsets, 9D cinema, AR apps, and simplified product development using VR and AR will impact the future. The conclusion states that AR and VR will significantly change the world and attract people from all backgrounds.
Introduce the VR/AR Technologies and some trends might effect the Medical industry:
Surgery education & training
Can determine level of competence before operating on a patient
Trainee can return to the same procedure several times
Can duplicate the operative field and thereby enhance training
Reduce the need for expensive animal training models
VR Training: Tech Disruptor or Pet Rock?Jim Piechocki
This document contains a tutorial presentation on virtual reality (VR) and augmented reality (AR) technologies. The presentation covers topics such as situational awareness in VR, examples of VR applications for training, instructional design principles for VR learning, and best practices for crafting effective VR scenarios and characters. The overall goal of the presentation is to help attendees understand the advantages of VR/AR for immersive learning and how to implement successful VR learning experiences.
The document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications. It discusses:
1) Definitions and examples of AR, which superimposes digital information onto the real world, and VR, which immerses users in simulated 3D environments.
2) Predictions that the AR/VR market will be worth $150 billion by 2020, with shipments of VR head-mounted displays reaching 27 million units.
3) Examples of how AR and VR are being used in outdoor advertising, including interactive experiences at bus shelters and transforming vehicles into Transformers characters.
4) Case studies of companies using VR for marketing, including virtual tours of hotel rooms and
The document provides an overview of VR marketing use cases and industry trends:
1) It introduces the speaker Cori Shieh and her background in VR/AR industry in Taiwan.
2) Examples of VR marketing applications are discussed in different sectors like education, entertainment, and healthcare. Case studies from brands like TopShop, British Army, and Volvo showcase how VR can be used for immersive experiences.
3) Industry investment and ecosystem in VR/AR in Western countries, China, and Taiwan are analyzed. The global VR market is projected to reach $40 billion by 2020 and $120 billion by 2020 according to different forecasts.
4) Reasons why VR marketing can be successful are
The document discusses trends in integrating building information modeling (BIM) with virtual reality (VR) and augmented reality (AR). It notes that BIM development focuses on providing spatial, production cost, operational and management, and visualization information for entire objects. Integrating BIM with VR/AR allows for seamless information exchange, efficient operation and management through centralized access to real-time and complete resource information. Examples of trends include using VR for smart buildings and interactive applications, and using AR on mobile devices for applications in construction sites and data collection through sensors. The presentation emphasizes how VR/AR visualization improves communication and project coordination through interaction with 3D models. It provides examples of using VR and AR for engineering simulation, virtual experiences of
This document provides an overview and analysis of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and industries. It defines key terms like VR, AR, MR and discusses trends in applications across different fields. It also examines the role of cloud technology in driving industry development and outlines projections for VR/AR user growth in coming years.
Este documento discute las tendencias del mercado laboral en España, incluyendo el aumento del desempleo debido a la falta de especialización, la globalización y deslocalización de empresas, y la necesidad de que los profesionales sean especialistas, móviles y bilingües. También destaca el crecimiento de las exportaciones e importaciones y la externalización de funciones por parte de las empresas.
This document provides information on Williams Metals and Welding Alloys, Inc., a distributor of welding filler metals and non-ferrous metals. It operates multiple sales offices and warehouses across the United States that supply products including copper, brass, bronze, aluminum, and a full line of welding consumables in various alloy compositions. The company serves industries such as construction, power generation, mining, automotive, and others. Product information sheets are included that provide chemical compositions and properties of various filler metals.
El documento describe los diferentes tipos de espacio aéreo y marítimo. Existen cuatro tipos de espacio aéreo definidos por el movimiento de aeronaves, propósito de operaciones y nivel de seguridad requerido. El espacio marítimo incluye aguas interiores, mar territorial, aguas archipelágicas, zona contigua, zona económica exclusiva, alta mar, plataforma continental y fondos marinos, cuyo uso está regulado por el derecho internacional del mar.
El documento describe a Santo Domingo como un predicador compasivo de la gracia que se dedicó a predicar el Evangelio para salvar las almas más que a teorizar sobre la predicación. Sus biógrafos destacan su celo apostólico y su inmensa caridad para con todos los hombres. La predicación dominica se basaba en la fuerza de la Palabra de Dios y en el testimonio de vida del predicador, anunciando la Buena Nueva de la salvación ofrecida por Dios.
Buffalo Exchange is a privately owned thrift store founded in 1974. It aims to lead the resale fashion industry in a socially responsible manner. The "BE Retro" campaign is an in-store fashion show competition with a retro theme. Contestants will style their boots on Instagram for a chance to be one of the top 10 featured in the store campaign. The campaign objectives are to engage customers and build relationships. Marketing includes a microsite, search ads, social media posts, display ads, a commercial, and email to the top 10 contestants. Performance is tracked with Google Analytics and efforts are made to increase key metrics like visitors and engagement.
El documento presenta las actividades y herramientas que ofrece el Ministerio de Comercio, Industria y Turismo de Colombia para promover el desarrollo empresarial y la competitividad del departamento de Tolima, incluyendo mesas de trabajo, paneles y presentaciones sobre temas como emprendimiento, innovación, acceso a mercados internacionales, y financiamiento para empresas.
This document is a resume for Fred Bratteson, an art director and graphic designer with over 30 years of experience in print media and package design. He has extensive experience creating brand identities, advertisements, direct mail pieces, packaging, displays, and web design for clients in various industries. He is proficient in programs like Quark, InDesign, Illustrator, and Photoshop. He has worked freelance and in design director roles since graduating from Pratt Institute with a focus in graphic design.
El documento discute la influencia de Aleister Crowley y Anton Szandor LaVey en la música rock. Crowley, conocido como el "padre de la brujería moderna", recopiló antiguos rituales ocultistas y los popularizó. Promovió prácticas como la escritura y música invertida. Tuvo influencia en bandas como Led Zeppelin, The Beatles y The Rolling Stones. LaVey fundó la Iglesia de Satán y también influyó en músicos rockeros.
Your hands - your two most precious instruments - require the highest level of care. That's why Hu-Friedy is proud to offer Hu-Friedy Hand Essentials, a full line of hand care products to help you perform at your best and aid in infection control. Our moisturizers, soaps and sanitizers will be there for every glove change, disinfecting hand wash and day-ending skin routine.
¿De qué hablamos cuando hablamos de Social Media? Una charla a futuros commun...Víctor Puig
Me apoyé en esta presentación para la charla inaugural del Postgrado en Social Media y Márqueting Digital del Tecnocampus de Mataró. Planteo una serie de retos a quien quiera dedicarse a la gestión profesional de las redes sociales.
El documento describe el método ABN (Algoritmos Basados en Números), un enfoque para enseñar matemáticas de forma visual y práctica. Con ABN, los estudiantes desarrollan cálculos mentales útiles para la vida diaria sin usar operaciones mecánicas. El método apareció en 2000 y se expandió en escuelas en 2005-2013. Ofrece ventajas como seguir el propio ritmo y diversión, mientras que el único inconveniente podría ser la resistencia de algunos maestros al cambio.
This issue of AXIOM is dedicated to processing and power and in these pages we bring together a team of industry experts to talk about what you need to know in these areas. Avnet’s advanced architechtures expert Jim Carver gets to the heart of the ARM processor cores – explaining the history of ARM’s first offering through the current ecosystem of products, as well as and their functionality. And because no one likes to be in the dark, Chris Ammann explains why it is so critical for FPGA designers to plan for their board power at the beginning of the design process. Doug Geisler looks at how industrial OEMs have started to act like consumer electronics companies, or the “consumerization” of the market, and outlines the benefits and challenges to this new experience.
Manual psicologia del desarrollo i 2008Bettsy Ortiz
Este documento presenta un curso de Psicología del Desarrollo I. Explica que la Psicología del Desarrollo estudia los cambios en el ser humano desde la concepción hasta la muerte. Se divide en tres unidades: la primera presenta el marco conceptual de la Psicología del Desarrollo, la segunda cubre el desarrollo motor y cognitivo, y la tercera trata sobre el desarrollo psicosocial y afectivo. El documento incluye temas como las teorías del desarrollo, los métodos de investigación, el
PCMs (phase change materials) undergo solid-liquid and liquid-solid phase changes at consistent temperatures, absorbing or releasing large amounts of heat during these changes. ThermaCool produces wall and ceiling products containing PCMs that provide thermal mass and regulate internal temperatures, reducing energy demands. Their products offer affordable, easy-to-install solutions that save energy and carbon for buildings.
The document discusses the depository system in India. It begins by explaining the problems with the previous paper-based settlement system for securities trading. It then introduces depositories as organizations that hold securities in electronic form and facilitate book-entry transfers of ownership. The key aspects covered include the legal framework governing depositories, the functions of different players like depositories, depository participants and issuers, and the benefits of the depository system like reduced settlement periods and costs. The document also provides brief details about the two depositories in India - NSDL and CDSL.
Presentación para ilustrar al alumnado sobre la creación de blogs, foros y aclarar conceptos relativos a las redes sociales dentro del ámbito del marketing virtual.
El documento describe el proceso de diseño de una secuencia didáctica sobre el presente simple afirmativo para rutinas por parte de un grupo de maestras. El grupo comenzó con una lluvia de ideas y luego investigó cómo armar una secuencia didáctica efectiva. Cada maestra aportó recursos diferentes como textos, videos, imágenes y herramientas para enriquecer la secuencia de manera atractiva y lograr con éxito el objetivo de diseñar una secuencia didáctica colaborativa.
The document provides an overview of system programming and system software. It discusses key components of system software like assemblers, loaders, macros, compilers, and operating systems. It describes the evolution of operating systems from simple monitors and batch systems to time-sharing, distributed, and real-time operating systems. It also outlines the typical machine structure of a computer system, including components like the CPU, memory, registers, and I/O channels.
Markarte, agencia de marketing y comunicación, participa como ponente en Madrid OnRails en el evento MICRONET, Innovación y Tecnología en la Microempresa.
Evento organizado por La Catedral Online (Madrid Innova-Ayuntamiento de Madrid) y por AEMME (Asociación Española Multisectorial de Microempresas) con los que Markarte colabora activamente de forma asidua.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
SpaceTime is a unique XR collaboration platform that allows project developers anywhere in the world to access 3D data and collaborate on projects along a timeline using both AR and VR devices and various telecommunications options.
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Immersive Media Distribution // Investor Pitch Deck (2016)Chris Berno
VRoom Technology provides an end-to-end virtual reality platform for businesses. It offers VR production services, a cloud platform to host and stream VR content, a content management system for producers, and tools to create branded mobile apps for distributing VR content. The company addresses the challenges of high costs and complexity of VR production and distribution that have hindered wider adoption. It aims to fast-track VR content to consumers and provide analytics to help producers optimize their content.
The document discusses natural user interfaces (NUI) and natural user experience (NUX). It provides an overview and introduction to NUI/NUX, examples of NUI/NUX in media and real world devices, and tools and SDKs for developing NUI applications. It also previews demos of hand tracking and gestures using the Kinect SDK.
A fresh collection of Virtual Reality's latest news, updates and releases: technology, hardware, business.
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
The document discusses virtual reality (VR) and its potential uses for businesses. It provides an overview of VR, comparing different types like tethered, mobile, and browser-based VR. It outlines several key business uses for VR, such as allowing clients to visualize designs, conducting virtual tours and presentations, and using VR at events. The document advocates for authoring simple VR experiences that integrate with existing workflows and can be easily shared and viewed on different hardware. It also provides best practices around authoring, storing, and viewing VR content for business purposes.
Top Brands using virtual reality for advertising campaigns Q2 2016Chris Rigatuso
This document discusses virtual reality (VR) and its potential for brand marketing campaigns. It defines VR and provides stats on the growing VR market. Examples are given of brands like Volvo, North Face, and Lowe's that have implemented successful VR experiences. Considerations for brands interested in VR include content delivery methods, audience targeting, and evaluating costs versus reach and media coverage. An assessment framework is outlined to help brands decide whether to pursue a VR marketing campaign.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
An overview on Virtual Reality and the rise of the Metaverse and Qbit Technologies approach in contributing to create immersive worlds and experiences.
With the Internet we have built the basic infrastructure for our next dimension to live in. This dimension is the one of Virtual Reality.
This presentation highlights the main factors that are driving virtual reality towards mainstream market.
The presentation is dated May 2015.
This document provides an agenda and overview for a tech startup event discussing virtual reality. The agenda includes introductions of speakers, a glossary of VR terms, examples of VR use cases in different industries, an overview of the growing VR market opportunity and past distribution failures, an explanation of Gartner's Hype Cycle for VR technologies, and a demonstration of reVeRies Pro, a WebVR solution for publishing VR content. The presentation will conclude by asking for customer feedback and questions.
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Margaret Roth
Virtual reality technologies have long been the promise of the future but just out of reach for the mainstream. Recent VR innovations, though, have allowed instructional designers and learning engineers to create and distribute custom VR content in ways that make VR a transformative part of training and learning programs across industries. When combined with xAPI, these futuristic technologies allow you to gain never-before-captured insights from next-gen digital experiences.
This session will take a look at how VR powered by xAPI is currently being used by instructional designers, learning engineers, and L&D professionals to gain new insights from next-gen learning experiences. You will explore case studies that demonstrate how VR interactions allow learners to explore and participate in engaging and intuitive 360-degree virtual environments designed to expand their vision and promote learning, impact, and retention. You will see case studies demonstrating how organizations are using xAPI-enabled VR content to enhance learning, from safety and compliance to onboarding and training.
* Originally presented on 10/26/18 at DevLearn 2018 with Margaret Roth, Mel Milloway and John Blackmon.
Augmented reality (AR) involves overlaying digital information and graphics onto the real world. This document discusses the history and key concepts of AR, including that it combines real and virtual elements in real-time and is interactive. It also examines some examples of early AR technologies from the 1960s to today. Common hardware components needed for AR like displays, tracking systems, and mobile computing power are outlined. Potential applications of AR in education, tourism, and shopping are also reviewed.
Luke Lewandowski presents challenges and solutions for consolidating analytics across multiple platforms. The challenges include making event comparisons meaningful across different platforms, dealing with separate SDKs for each platform, and high costs of implementation. The solutions proposed unify all events and attributes, use a single analytics platform via a proxy, and develop a lightweight custom SDK to push standardized events. This reduces costs while improving consistency, implementation, and maintenance of analytics across over a dozen platforms.
Similar to Virtual and Augmented Reality Analytics Digility (20)
Global Situational Awareness of A.I. and where its headedvikram sood
You can see the future first in San Francisco.
Over the past year, the talk of the town has shifted from $10 billion compute clusters to $100 billion clusters to trillion-dollar clusters. Every six months another zero is added to the boardroom plans. Behind the scenes, there’s a fierce scramble to secure every power contract still available for the rest of the decade, every voltage transformer that can possibly be procured. American big business is gearing up to pour trillions of dollars into a long-unseen mobilization of American industrial might. By the end of the decade, American electricity production will have grown tens of percent; from the shale fields of Pennsylvania to the solar farms of Nevada, hundreds of millions of GPUs will hum.
The AGI race has begun. We are building machines that can think and reason. By 2025/26, these machines will outpace college graduates. By the end of the decade, they will be smarter than you or I; we will have superintelligence, in the true sense of the word. Along the way, national security forces not seen in half a century will be un-leashed, and before long, The Project will be on. If we’re lucky, we’ll be in an all-out race with the CCP; if we’re unlucky, an all-out war.
Everyone is now talking about AI, but few have the faintest glimmer of what is about to hit them. Nvidia analysts still think 2024 might be close to the peak. Mainstream pundits are stuck on the wilful blindness of “it’s just predicting the next word”. They see only hype and business-as-usual; at most they entertain another internet-scale technological change.
Before long, the world will wake up. But right now, there are perhaps a few hundred people, most of them in San Francisco and the AI labs, that have situational awareness. Through whatever peculiar forces of fate, I have found myself amongst them. A few years ago, these people were derided as crazy—but they trusted the trendlines, which allowed them to correctly predict the AI advances of the past few years. Whether these people are also right about the next few years remains to be seen. But these are very smart people—the smartest people I have ever met—and they are the ones building this technology. Perhaps they will be an odd footnote in history, or perhaps they will go down in history like Szilard and Oppenheimer and Teller. If they are seeing the future even close to correctly, we are in for a wild ride.
Let me tell you what we see.
End-to-end pipeline agility - Berlin Buzzwords 2024Lars Albertsson
We describe how we achieve high change agility in data engineering by eliminating the fear of breaking downstream data pipelines through end-to-end pipeline testing, and by using schema metaprogramming to safely eliminate boilerplate involved in changes that affect whole pipelines.
A quick poll on agility in changing pipelines from end to end indicated a huge span in capabilities. For the question "How long time does it take for all downstream pipelines to be adapted to an upstream change," the median response was 6 months, but some respondents could do it in less than a day. When quantitative data engineering differences between the best and worst are measured, the span is often 100x-1000x, sometimes even more.
A long time ago, we suffered at Spotify from fear of changing pipelines due to not knowing what the impact might be downstream. We made plans for a technical solution to test pipelines end-to-end to mitigate that fear, but the effort failed for cultural reasons. We eventually solved this challenge, but in a different context. In this presentation we will describe how we test full pipelines effectively by manipulating workflow orchestration, which enables us to make changes in pipelines without fear of breaking downstream.
Making schema changes that affect many jobs also involves a lot of toil and boilerplate. Using schema-on-read mitigates some of it, but has drawbacks since it makes it more difficult to detect errors early. We will describe how we have rejected this tradeoff by applying schema metaprogramming, eliminating boilerplate but keeping the protection of static typing, thereby further improving agility to quickly modify data pipelines without fear.
STATATHON: Unleashing the Power of Statistics in a 48-Hour Knowledge Extravag...sameer shah
"Join us for STATATHON, a dynamic 2-day event dedicated to exploring statistical knowledge and its real-world applications. From theory to practice, participants engage in intensive learning sessions, workshops, and challenges, fostering a deeper understanding of statistical methodologies and their significance in various fields."
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
The Ipsos - AI - Monitor 2024 Report.pdfSocial Samosa
According to Ipsos AI Monitor's 2024 report, 65% Indians said that products and services using AI have profoundly changed their daily life in the past 3-5 years.
State of Artificial intelligence Report 2023kuntobimo2016
Artificial intelligence (AI) is a multidisciplinary field of science and engineering whose goal is to create intelligent machines.
We believe that AI will be a force multiplier on technological progress in our increasingly digital, data-driven world. This is because everything around us today, ranging from culture to consumer products, is a product of intelligence.
The State of AI Report is now in its sixth year. Consider this report as a compilation of the most interesting things we’ve seen with a goal of triggering an informed conversation about the state of AI and its implication for the future.
We consider the following key dimensions in our report:
Research: Technology breakthroughs and their capabilities.
Industry: Areas of commercial application for AI and its business impact.
Politics: Regulation of AI, its economic implications and the evolving geopolitics of AI.
Safety: Identifying and mitigating catastrophic risks that highly-capable future AI systems could pose to us.
Predictions: What we believe will happen in the next 12 months and a 2022 performance review to keep us honest.
ViewShift: Hassle-free Dynamic Policy Enforcement for Every Data LakeWalaa Eldin Moustafa
Dynamic policy enforcement is becoming an increasingly important topic in today’s world where data privacy and compliance is a top priority for companies, individuals, and regulators alike. In these slides, we discuss how LinkedIn implements a powerful dynamic policy enforcement engine, called ViewShift, and integrates it within its data lake. We show the query engine architecture and how catalog implementations can automatically route table resolutions to compliance-enforcing SQL views. Such views have a set of very interesting properties: (1) They are auto-generated from declarative data annotations. (2) They respect user-level consent and preferences (3) They are context-aware, encoding a different set of transformations for different use cases (4) They are portable; while the SQL logic is only implemented in one SQL dialect, it is accessible in all engines.
#SQL #Views #Privacy #Compliance #DataLake
Beyond the Basics of A/B Tests: Highly Innovative Experimentation Tactics You...Aggregage
This webinar will explore cutting-edge, less familiar but powerful experimentation methodologies which address well-known limitations of standard A/B Testing. Designed for data and product leaders, this session aims to inspire the embrace of innovative approaches and provide insights into the frontiers of experimentation!
44. Level up!Level up!
which will lead us to:which will lead us to:
USEMIRUSEMIR
UUbiquitiousbiquitious SESEnsorynsory MIMIxedxed RRealityeality
*Quantum*Quantum
TechTech
GeneticsGenetics RoboticsRobotics ITIT Nano-TechNano-Tech Space-TechSpace-Tech
accellerated by Q-GRINS*accellerated by Q-GRINS*