Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
Cyborg Design: Multimodal Interactions, Information, and Environments for Wea...Bennett King
This presentation provides an overview or wearable computing for the UX community and design principals that can be used for wearable experience design. It was first given at the IA Summit in San Diego on March 30th, 2014.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Magic Leap is a leading augmented reality (AR) startup company. Magic Leap had raised more than $1.3 billion of venture funding from Alibaba, Google, Qualcomm, and other investors since its foundation in 2010. Financial Times valued Magic Leap at $4.5 billion. Following analysis regarding Magic Leap AR strategy is based on its recent published patent application US20160026253.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
Cyborg Design: Multimodal Interactions, Information, and Environments for Wea...Bennett King
This presentation provides an overview or wearable computing for the UX community and design principals that can be used for wearable experience design. It was first given at the IA Summit in San Diego on March 30th, 2014.
The 5 Biggest Virtual, Augmented, And Mixed Reality Trends In 2022Bernard Marr
With the hype around the metaverse, there are a lot of things happing in the extended reality (XR) world. Here we explore the five biggest trends in VR, AR, and MR for 2022 including new headsets, 5G, as well as applications in retail and education.
Magic Leap is a leading augmented reality (AR) startup company. Magic Leap had raised more than $1.3 billion of venture funding from Alibaba, Google, Qualcomm, and other investors since its foundation in 2010. Financial Times valued Magic Leap at $4.5 billion. Following analysis regarding Magic Leap AR strategy is based on its recent published patent application US20160026253.
This is my Portfolio which includes just a few of my favorite projects out of the 30+ that I have developed during my time in college. The portfolio exemplifies my product design, 3D design, product development, and medical device knowledge/skills.
5.6 million VR and AR headsets will be sold in 2016 but what is augmented reality and what is all the hype about? How is AR tech changing the game for social, content-led brands and altering the way we approach sales and advertising tactics? What will the landscape for augmented reality look like in thirty years?
Into the Metaverse: 9 Superpowers of VR LearningAnders Gronstedt
Get the inside scope of how industry-leading organizations like Walmart, Pfizer, Novartis, Bristol Myers Squibb, Daikin, Alarm.com, DaVita, and Providence Health are boosting performance at scale with digital practice spaces that mirror their real-life workplaces with nine unique superpowers of VR learning: Experiential, embodied, and state-dependent learning, visualization, engagement, analytics, storytelling, and social presence. Learn how our think-forward clients are harnessing pixelated 3D world to reduce training costs, improve job performance, and boost engagement at scale.
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Google recently announced the latest version of its open-source app development framework called Flutter. Here you’ll learn about the newest improvements and features of Flutter 2.8.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
Introduction to VR ebook- Dream School.pdfMahadi Hasan
Introduction to VR ebook- Dream School
Virtual Reality (VR) is a rapidly growing technology that offers a new way of experiencing the world and beyond. Whether you're interested in gaming, education, or exploring new environments, VR provides an immersive and interactive experience that is unlike anything you've seen before.
This is my Portfolio which includes just a few of my favorite projects out of the 30+ that I have developed during my time in college. The portfolio exemplifies my product design, 3D design, product development, and medical device knowledge/skills.
5.6 million VR and AR headsets will be sold in 2016 but what is augmented reality and what is all the hype about? How is AR tech changing the game for social, content-led brands and altering the way we approach sales and advertising tactics? What will the landscape for augmented reality look like in thirty years?
Into the Metaverse: 9 Superpowers of VR LearningAnders Gronstedt
Get the inside scope of how industry-leading organizations like Walmart, Pfizer, Novartis, Bristol Myers Squibb, Daikin, Alarm.com, DaVita, and Providence Health are boosting performance at scale with digital practice spaces that mirror their real-life workplaces with nine unique superpowers of VR learning: Experiential, embodied, and state-dependent learning, visualization, engagement, analytics, storytelling, and social presence. Learn how our think-forward clients are harnessing pixelated 3D world to reduce training costs, improve job performance, and boost engagement at scale.
This article is a study of AR on brand communication and case study of Sephora.
Abstract:
Augmented Reality (AR) is a technology which allows digital information overlaying on the real environment. Although it has been existing for a few decades, it has developed rapidly. AR is able to apply in many fields, for example, game, movie, map, etc. In this era, AR becomes the trend and it is used in marketing and brand communication. Functions of AR has a plenty of benefits which enhances the opportunities for brand to communicate to audience.
Sephora is one of the brands which apply AR technology for marketing and brand communication. Most of the customers who walks into Sephora store have a purpose just to see and try the products. Sephora understands customer’s behavior. ‘Virtual Artist’ feature was created to respond this behavior. This feature is AR makeup try-on function which available on Sephora application on mobile devices. Users can put makeup on virtually. Also, it has ‘Add to basket’ button on the same display and that is an effective call-to-action (CTA) which stimulates users to make a purchase quickly.
Three interviewees who are the target consumers of Sephora have tried ‘Virtual Artist’ feature and they say that they still want to try the real products because those products are beauty and cosmetics which color and texture become the main consideration before make a purchase. However, this feature is effective for them in the way that it drives their needs and they makes want to see the real one of products they have tried on application.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Google recently announced the latest version of its open-source app development framework called Flutter. Here you’ll learn about the newest improvements and features of Flutter 2.8.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
Introduction to VR ebook- Dream School.pdfMahadi Hasan
Introduction to VR ebook- Dream School
Virtual Reality (VR) is a rapidly growing technology that offers a new way of experiencing the world and beyond. Whether you're interested in gaming, education, or exploring new environments, VR provides an immersive and interactive experience that is unlike anything you've seen before.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
Augment Reality is set to dominate the next age of retail through product visualization. AR gonna take a little while, because there’s some really hard technology challenges there.
But it will happen. It will happen in a big way. And we will wonder, when it does [happen], how we lived without it. Kind of how we wonder how we lived without our [smartphones] today.
It's another new era of digital and marketers are faced with making big bets on their digital strategy. If you are looking at modernizing your tech stack to support your digital evolution, there are a few can't miss (often overlooked) areas that should be part of every conversation. We'll cover setting your vision, avoiding siloes, adding a democratized approach to data strategy, localization, creating critical governance requirements and more. Attendees will walk away with actions they can take into initiatives they are running today and consider for the future.
Videos are more engaging, more memorable, and more popular than any other type of content out there. That’s why it’s estimated that 82% of consumer traffic will come from videos by 2025.
And with videos evolving from landscape to portrait and experts promoting shorter clips, one thing remains constant – our brains LOVE videos.
So is there science behind what makes people absolutely irresistible on camera?
The answer: definitely yes.
In this jam-packed session with Stephanie Garcia, you’ll get your hands on a steal-worthy guide that uncovers the art and science to being irresistible on camera. From body language to words that convert, she’ll show you how to captivate on command so that viewers are excited and ready to take action.
The What, Why & How of 3D and AR in Digital CommercePushON Ltd
Vladimir Mulhem has over 20 years of experience in commercialising cutting edge creative technology across construction, marketing and retail.
Previously the founder and Tech and Innovation Director of Creative Content Works working with the likes of Next, John Lewis and JD Sport, he now helps retailers, brands and agencies solve challenges of applying the emerging technologies 3D, AR, VR and Gen AI to real-world problems.
In this webinar, Vladimir will be covering the following topics:
Applications of 3D and AR in Digital Commerce,
Benefits of 3D and AR,
Tools to create, manage and publish 3D and AR in Digital Commerce.
Digital marketing is the art and science of promoting products or services using digital channels to reach and engage with potential customers. It encompasses a wide range of online tactics and strategies aimed at increasing brand visibility, driving website traffic, generating leads, and ultimately, converting those leads into customers.
https://nidmindia.com/
The session includes a brief history of the evolution of search before diving into the roles technology, content, and links play in developing a powerful SEO strategy in a world of Generative AI and social search. Discover how to optimize for TikTok searches, Google's Gemini, and Search Generative Experience while developing a powerful arsenal of tools and templates to help maximize the effectiveness of your SEO initiatives.
Key Takeaways:
Understand how search engines work
Be able to find out where your users search
Know what is required for each discipline of SEO
Feel confident creating an SEO Plan
Confidently measure SEO performance
In this presentation, Danny Leibrandt explains the impact of AI on SEO and what Google has been doing about it. Learn how to take your SEO game to the next level and win over Google with his new strategy anyone can use. Get actionable steps to rank your name, your business, and your clients on Google - the right way.
Key Takeaways:
1. Real content is king
2. Find ways to show EEAT
3. Repurpose across all platforms
When most people in the industry talk about online or digital reputation management, what they're really saying is Google search and PPC. And it's usually reactive, left dealing with the aftermath of negative information published somewhere online. That's outdated. It leaves executives, organizations and other high-profile individuals at a high risk of a digital reputation attack that spans channels and tactics. But the tools needed to safeguard against an attack are more cybersecurity-oriented than most marketing and communications professionals can manage. Business leaders Leaders grasp the importance; 83% of executives place reputation in their top five areas of risk, yet only 23% are confident in their ability to address it. To succeed in 2024 and beyond, you need to turn online reputation on its axis and think like an attacker.\
Key Takeaways:
- New framework for examining and safeguarding an online reputation
- Tools and techniques to keep you a step ahead
- Practical examples that demonstrate when to act, how to act and how to recover
Mastering Local SEO for Service Businesses in the AI Era is tailored specifically for local service providers like plumbers, dentists, and others seeking to dominate their local search landscape. This session delves into leveraging AI advancements to enhance your online visibility and search rankings through the Content Factory model, designed for creating high-impact, SEO-driven content. Discover the Dollar-a-Day advertising strategy, a cost-effective approach to boost your local SEO efforts and attract more customers with minimal investment. Gain practical insights on optimizing your online presence to meet the specific needs of local service seekers, ensuring your business not only appears but stands out in local searches. This concise, action-oriented workshop is your roadmap to navigating the complexities of digital marketing in the AI age, driving more leads, conversions, and ultimately, success for your local service business.
Key Takeaways:
Embrace AI for Local SEO: Learn to harness the power of AI technologies to optimize your website and content for local search. Understand the pivotal role AI plays in analyzing search trends and consumer behavior, enabling you to tailor your SEO strategies to meet the specific demands of your target local audience. Leverage the Content Factory Model: Discover the step-by-step process of creating SEO-optimized content at scale. This approach ensures a steady stream of high-quality content that engages local customers and boosts your search rankings. Get an action guide on implementing this model, complete with templates and scheduling strategies to maintain a consistent online presence. Maximize ROI with Dollar-a-Day Advertising: Dive into the cost-effective Dollar-a-Day advertising strategy that amplifies your visibility in local searches without breaking the bank. Learn how to strategically allocate your budget across platforms to target potential local customers effectively. The session includes an action guide on setting up, monitoring, and optimizing your ad campaigns to ensure maximum impact with minimal investment.
Come learn how YOU can Animate and Illuminate the World with Generative AI's Explosive Power. Come sit in the driver's seat and learn to harness this great technology.
When most people in the industry talk about online or digital reputation management, what they're really saying is Google search and PPC. And it's usually reactive, left dealing with the aftermath of negative information published somewhere online. That's outdated. It leaves executives, organizations and other high-profile individuals at a high risk of a digital reputation attack that spans channels and tactics. But the tools needed to safeguard against an attack are more cybersecurity-oriented than most marketing and communications professionals can manage. Business leaders Leaders grasp the importance; 83% of executives place reputation in their top five areas of risk, yet only 23% are confident in their ability to address it. To succeed in 2024 and beyond, you need to turn online reputation on its axis and think like an attacker.
Key Takeaways:
- New framework for examining and safeguarding an online reputation
- Tools and techniques to keep you a step ahead
- Practical examples that demonstrate when to act, how to act and how to recover
Digital Money Maker Club – von Gunnar Kessler digital.focsh890
Title One is a comprehensive examination of the impact of digital technologies on
modern society. In a world where technology continues to advance rapidly, this article delves into the nuances and complexities of the digital age, exploring Its implications across various sectors and aspects of life.
The digital marketing industry is changing faster than ever and those who don’t adapt with the times are losing market share. Where should marketers be focusing their efforts? What strategies are the experts seeing get the best results? Get up-to-speed with the latest industry insights, trends and predictions for the future in this panel discussion with some leading digital marketing experts.
Digital Marketing Trends - Experts Insights on How to Gain a Competitive Edge
Virtual Reality
1.
2. Index…
What is Virtual Reality?
What’s the difference between
Virtual Reality and Augmented
Reality?
Virtual Reality Technology
Advantages And Disadvantages
Of Virtual Reality…
Immersive VR technology is
recognized for its business
potential
Virtual Reality and the
importance audio
3. Major players in Virtual
Reality: Oculus, HTC, Sony
Oculus Rift, Oculus Rift S,
Oculus Go, Oculus Quest.
HTC Vive, HTC Vive Pro Eye,
HTC Cosmos, HTC Focus, HTC
Plus
Sony’s PSVR
Conclusion
4.
5. HTC Vive Price: $499
Additional Equipment Required? High-end PC
Screen: Dual AMOLED 3.6’’ diagonal
Resolution: 1080 x 1200 pixels per eye (2160 x 1200 pixels combined)
Refresh rate: 90 Hz
Field of view: 110 degrees
Safety features: Chaperone play area boundaries and front-facing camera
Sensors: SteamVR Tracking, G-sensor, gyroscope, proximity
Connections: HDMI, USB 2.0, stereo 3.5 mm headphone jack, Power,
Bluetooth
Input: Integrated microphone
Eye Relief: Interpupillary distance and lens distance adjustment
Sensors: SteamVR Tracking
Input: Multifunction trackpad, Grip buttons, dual-stage trigger, System
button, Menu button
Connections: Micro-USB charging port
6. HTC Vive Pro
Price: $799
Additional Equipment Required? High-end PC
Display: Dual AMOLED
Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels
combined) at 90 Hz
Field of View: 110 degrees
Tracking System: Lighthouse base stations emitting pulsed IR
lasers
Controller: SteamVR wireless motion-tracked controllers
Audio: 3.5mm audio jack for headphones, built-in microphone
Weight: 470 grams
Platform System: SteamVR running on Microsoft Windows in
addition to Linux support and macOS
Connectivity: 1× HDMI, 1.4 or DisplayPort 1.2, and 1× USB 3.0
Camera: Front-facing camera
7. HTC Vive Pro Eye
Price: $799
Additional Equipment Required? High-end PC
Display: Dual AMOLED
Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) at 90
Hz
Field of View: 110 degrees
Tracking System: Lighthouse base stations emitting pulsed IR lasers,
SteamVR Tracking, G-sensor, gyroscope, proximity, IPD sensor, eye-tracking
Controller: SteamVR wireless motion-tracked controllers
Audio: 3.5mm audio jack for headphones, dual built-in microphone
Weight: 470 grams
Platform System: SteamVR running on Microsoft Windows in addition to
Linux support and macOS
Connectivity: USB-C 3.0, DP 1.2, Bluetooth
Camera: Front-facing camera
8. HTC Vive Cosmos
Details remain scarce on the Cosmos, which looks like
it may attempt to bridge the quality gap between
tethered and untethered headsets. The Cosmos will
require tethering to another device, but it may not be
limited to high-end gaming PCs. A VR headset that
can tether to a Smartphone? Interesting idea. The
Vive Cosmos promises “crystal-clear graphics” thanks
to a new pixel-packing process that aims to minimize
screen door effect as much as possible. The HMD’s
tracking system promises wide and accurate tracking,
gesture controls, and a 6 Degrees of freedom (DOF)
headset-and-controller setup. No word on price or
release date for the Cosmos yet, but expect it
sometime in the second half of 2019.
9.
10. PlayStation VR
Price: $299
Additional Equipment Required? PlayStation 4
Resolution: 1080p RGB (960×1080 per eye,) at 90–120 Hz
refresh rate
Field of View: 100 degrees
Tracking System: Positional tracking with 9 LEDs via
PlayStation Camera
Controller: Dual Shock 4 controller
Audio: 3D audio through headphone jack and available
microphone input
Weight: 610 grams
Platform System: Play station 4
Connectivity: HDMI
Camera: PlayStation Camera
11.
12.
13. Creates Interest:
No matter what age they have, students will always
love to sit and watch something instead of reading it.
The VR technology is quite interesting, as it can create
amazing experiences that could never be “lived” in the
real life. Students will definitely feel more motivated
to learn with the use of this technology.
Increases Students' Engagement:
Nowadays, teachers find it real hard to create a
productive engagement within the class. With the
virtual reality technology present in the education,
this aspect will forever disappear, as most of the
students will feel tempted to talk about their
experiences within their virtual reality.
14. Doesn’t Feel Like Work:
Let’s face it; placing a headset on your head and watching
stuff flash before your eyes, learning new information
through videos and amazing visualizations, well… it doesn’t
look like work. If we can make education fun, kids will love
to learn more stuff and be more ambitious.
Improves The Quality Of Education
In Different Fields:
Take medicine for example. In 2016, innovative doctors are
taking advantage of the VR technology in order to explore
new aspects of medicine and teach others better. Another
example would be the content writing and editing field.
Virtual reality can often help at find mistakes in content and
provide awesome editing features.
15. Eliminates The Language
Barrier:
The language barrier is often a big problem when it
comes to education. If you want to study in a
different country, you must understand and speak
the language. With virtual reality, every possible
language can be implemented within the software.
Therefore, language will no longer represent a
barrier for student’s education plans.
16.
17. Deteriorates Human Connections:
While virtual reality can be a great asset for most of the
existent fields of activity, it can also be a huge disadvantage.
The traditional education is based on personal human
communication and interpersonal connections. Virtual
reality is quite different; it is you and the software, and
nothing else.
Lack Of Flexibility:
If in class you can be flexible, ask questions, receive answers,
using a virtual reality headset is a different experience. If
you’re using specific software which has been programmed
to work exactly the same, you won’t be able to do anything
else except what you’re supposed to do.This lack of flexibility
can be a disadvantage for most of the students, and that’s
because education isn’t a fixed activity. It always fluctuates!
18. Functionality Issues:
Like with any programmed software, things can often go
wrong. When things go wrong, you students’ learning
activity is over until the tool is fixed. This can be quite
expensive and also inconvenient.
Addiction To The Virtual World:
The possibility of students getting addicted to their
virtual world is also big. We’ve seen what video games
and strong experiences do to people. We can even
take drugs as a good example; if what people
experience is better than their normal existence,
there’s quite a big chance of them becoming addicted.
19. Quite Expensive:
Advanced technology is often expensive. If we wish
to expand this virtual reality trend and reach the
masses, we have to spend billions of dollars on
these features. More than that, the modern
education that takes advantage of the virtual
reality environment will only be accessed by the
rich ones. The poor will not afford it; therefore, we
will create inequality in education.
20. Conclusion
As you have probably noticed, the virtual
reality environment is consistently evolving.
It could bring dozens of benefits to almost
any field, but it can also prove to be harmful.
Per total, we believe that the modernization
of education through the use of virtual
reality can be quite a productive
accomplishment.
21.
22. 1) Training
Training is one of the most important applications of VR. In 2017, Wal-
Mart partnered with Virtual Reality creator Strivr, to prepare
employees for its Black Friday sales. Immersing employees in a
lifelike environment of long queues and crowds is the perfect way to
prepare them for events which are not an everyday occurrence. It
also removes the need to disturb normal business operations for
training purposes. In a more individual example of VR
training, Oculus VirtualSpeech helps users practice their public
speaking skills in a simulated environment. Speakers can upload
their presentation slides to the virtual room, experience distractions,
and receive real time feedback on their delivery. In the medical
sector, VR enables healthcare professionals to practice in a risk free
environment that would be impossible in the real world. Oculus
worked with the Children’s Hospital of Los Angeles (CHLA) to train
staff for high risk paediatric trauma cases.
23. 2) Retail
Retail offers some of the most explicitly commercial applications of
VR. In brick and mortar shops, VR heat mapping technology such
as that from Yulio VR tracks a shopper’s gaze in store, providing a
detailed pattern of which areas or products attract their
attention. This enables retailers to test and refine their displays,
signage and store layout to maximize consumer experience and
spending. VR also enables shoppers to explore products in a life
like way. In 2016 Ikea launched its Virtual Reality Kitchen
Experience in Australia to help customers discover kitchen
features and imagine how they would feel in their own
home. According to a 2017 survey by L.E.K. Consulting, around 70
per cent of early tech adopters were eager to use AR and VR
technology for shopping purposes. VR stores are never crowded,
have highly attentive assistants, and facilitate a highly
personalised shopping experience.
24. 3) Construction
The use of Virtual Reality in construction has a host of benefits.
VR platforms such as those provided by Iris VR enable
architects to walk clients through their designs before they
have been built, supplying vital opportunities for feedback
and alteration. The ability to explore construction plans in
1:1 scale through VR also bridges the gap between the real
world and a designer’s imagination – letting them visualize
the full scale effect of their designs. Virtual Reality portfolios
have also evolved as a way for architects to showcase their
work to prospective clients. New technology makes it easy
to turn paper plans into 3D computer models, and then into
immersive VR simulations. Exploring building designs
through VR helps potential clients to better understand an
architect’s work.
25. 4) Data visualization
Data visualization has come a long way since the days of the
pie chart. Augmented and Virtual Reality make it possible to
display data in 3D displays, which can then be interacted
with in a dynamic manner. Founded in 2016, US
company Virtual tics have created a virtual platform which
merges Artificial Intelligence, Big Data, and Mixed Reality to
offer detailed and engaging data visualization techniques.
In the Virtual tics platform, users view, analyze, and work
collaboratively on their data in their own VR space. Such a
customizable approach makes sure that data analytics fulfils
the needs of individual businesses. The innovative
presentation of data through VR is an important step in
discovering insights into business operations and finding
potential outliers which need to be addressed.
26. 5) Manufacture
• VR has an important role in the manufacturing industry due to its
unique applications in the design and prototyping process.
Manufacturers such as aerospace giants Boeing and Airbus use
the technology to eliminate the need for expensive, full scale
prototypes of their designs. Since 2007, Airbus has used VR
technology RAMSIS (Realistic Anthropological Mathematical
System) to simulate the interior design of cabins. With a
particular focus on ergonomics, RAMSIS enables Airbus to
maximise the space inside aircraft cabins and improve customer
comfort, whilst at the same time monitoring factors such as ease
of component maintenance and installation. In the small space of
aircrafts, small changes can have large impacts. The immersive
experience of VR helps manufacturers to take a comprehensive
view on alterations, including important safety features such as
the reach ability of oxygen masks and life jackets.