The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
This document discusses and compares augmented reality (AR), virtual reality (VR), and mixed reality. It defines AR as combining digital and real elements by reflecting digital content in the real world using cameras and sensors. VR creates an immersive simulated experience using headsets. AR enhances the real world with digital overlays, while VR replaces the real world. Mixed reality blends AR and VR by enabling interaction with virtual content in the real world without screens.
slide show on Virtual Reality Technology,
New and latest 14Nov2021
My name is Bello Adamu Usman
and you can also contact me or WhatsApp chat me through this number
+2347061015151
or my email address
Belloadamuusmann@gmail.com
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.
This presentation is all about augmented and virtual reality. It discusses what it is, examples of it, advantages, disadvantages, and has a quiz at the end to check if you learned from it.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document discusses mixed reality, which merges the real and virtual worlds. Mixed reality uses projectors and beam-splitting technology to display computer-generated images over real-world environments in real-time. Some applications of mixed reality include people-first applications in workplaces, interactive product catalogs using 3D models, simulation-based learning for education, and military training using head-mounted displays. Mixed reality represents a new way to embed advanced digital technologies into business processes and employee workflows by visualizing complex data in the physical world.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
This document discusses and compares augmented reality (AR), virtual reality (VR), and mixed reality. It defines AR as combining digital and real elements by reflecting digital content in the real world using cameras and sensors. VR creates an immersive simulated experience using headsets. AR enhances the real world with digital overlays, while VR replaces the real world. Mixed reality blends AR and VR by enabling interaction with virtual content in the real world without screens.
slide show on Virtual Reality Technology,
New and latest 14Nov2021
My name is Bello Adamu Usman
and you can also contact me or WhatsApp chat me through this number
+2347061015151
or my email address
Belloadamuusmann@gmail.com
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.
This presentation is all about augmented and virtual reality. It discusses what it is, examples of it, advantages, disadvantages, and has a quiz at the end to check if you learned from it.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
Virtual reality allows users to visualize and interact with complex data through immersive 3D environments. Google Cardboard provides an inexpensive way to experience VR using only a smartphone, some cardboard, lenses, and magnets. It works by placing the phone in the cardboard headset and using a magnet button and head tracking to interact with VR apps. Google provides SDKs for developing Cardboard apps and various VR content through apps like YouTube 360 and projects like JUMP. While it lacks high-fidelity, Cardboard makes VR widely accessible at low cost.
Augment Works - Augmented Reality and Virtual Reality Development CompanyGhanshyam Sharma
We are an Augmented & Virtual Reality applications development company, we work on cutting edge technologies & with all the major VR and AR stages. From five-plus years we have been working on Augmented reality, and from 3 years in Virtual and mixed reality.
We have expertise & hands-on experience working on a variety of AR, VR platforms like:
Augmented reality: AR toolkit, Vuforia, Kudan, Easy AR, AR Core, AR Kit, Web AR.
Virtual Reality: HTC Vive, Oculus, Cardboard, Android, iOS, Google Tango, Leap Motion, Vico VR.
We also have expertise in Mobile Apps Development for both IOS & Android.
Here are some of the AR apps that we created for some of our clients :
1.a] Magic joe coloring book https://www.youtube.com/watch?v=Z8N0HJtRYXw
1.b] Magic Joey Transport AR https://www.youtube.com/watch?v=ut-p2sCHtgk
2] Door and window (Furniture apps):https://www.youtube.com/watch?v=-cy_MapZfEg
3] AR E-Commerce POC (3d view of product) https://www.youtube.com/watch?v=auH53q9jY5A 4]Drill POC(Machinery e-learning) https://www.youtube.com/watch?v=MpmSf0P6Fwc
5] Augmented Reality on Indoor Posters and Outdoor Banners https://www.youtube.com/watch?v=jJzfvYJlz7k
6] Drum POC AR https://www.youtube.com/watch?v=iEWLviyWUDc
7] Boy POC with logo.avi https://www.youtube.com/watch?v=0GIfhk5jhJ0
8] Web AR: https://www.youtube.com/watch?v=5BFJGfdvMvc
Also, you can check our Virtual reality work:
1. VR Training and Maintenance for machinery: https://www.youtube.com/watch?v=FkFFE1g27Y0 2. VR Meditation By Augmentworks on HTC VIVE: https://www.youtube.com/watch?v=LisBkFBhgNo 3. VR Mars Mission By Augment works on HTC VIVE: https://www.youtube.com/watch?v=5PPMqSJVfxE
4. VR Fire Safety Drill By Augment works on HTC VIVE: https://www.youtube.com/watch?v=SgqcjN1bdDk
5. VR Cycle for Cardboard with IoT Device: https://www.youtube.com/watch?v=g2gHWEG_mcQ
6. VR Balloonshoot For Cardboard: https://www.youtube.com/watch?v=lY8C2Vy4Wv4
Games we have developed:
LadyBug on Screen:https://play.google.com/store/apps/details?id=com.augmentworks.ladybug&hl=en
Augment Works is an augmented and virtual reality applications development company that was established to incorporate cutting-edge technologies into everyday life. They develop applications for major VR and AR platforms across operating systems, including apps for education, fitness, visualization tools, and games. Their portfolio includes products like Magic Joey, an AR learning app, VR Cycle for exercise bikes, and an AR windows and doors design tool.
1. The document provides an introduction to setting up virtual reality projects using Unity 3D and C# scripting. It discusses installing the JDK, Android SDK, and introducing VR/AR SDKs and tools like Unity.
2. The document then covers setting up a VR project in Unity, including importing VR SDK packages and using the "GvrEditorEmulator" to simulate a VR headset camera.
3. It also provides overviews of Unity 3D, commonly used VR SDKs, and introduces C# as a scripting language for building immersive applications in Unity.
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
Mitchell Reifel (pmdtechnologies ag): pmd Time-of-Flight – the Swiss Army Kni...AugmentedWorldExpo
The document discusses 3D imaging technologies and their applications. It provides an overview of different 3D sensing techniques such as stereo vision, structured light, and time-of-flight. Time-of-flight allows for compact solutions and flexible modes. The document outlines the growth of 3D markets from mobile to augmented reality. It argues that time-of-flight will be important for applications like mobile AR as it enables gesture control through depth sensing.
Devraj Nataraj has over 5 years of experience as a VR/AR developer. He currently works at Innov Reality as a VR Developer where he has worked on projects for clients like GE, Intel, and BT. Previously, he worked at dWise Solutions as a Software Trainee. He received his MSc in Computer Game Engineering from Newcastle University in the UK in 2014. His skills include C#, Unity, Android Studio, VR devices, and AR. He has experience architecting and developing a variety of VR, AR, and traditional software projects for enterprises.
Fusing Artificial Intelligence with Augmented Reality on Android - 1 Feb. 2019Stephen Wylie
Here is an overview of how to use open-source libraries and existing Google codelabs to synthesize augmented reality and artificial intelligence into a single application. The app performs object detection to guess a 2D bounding box around a detected object. The center of the box is provided to a hit test that, if successful, will be used as the coordinate to place a 3D model in the AR environment at that location.
The technologies involved are native Android in Java, Tensorflow Lite, Sceneform AR library, Bazel build, Gradle build, and contains extra instructions for Windows users.
Besides just wiring up the libraries to work together, there are other pitfalls and gotchas that must be considered, and those are touched upon near the end of the deck.
YouTube video from 1 Feb. 2019: TBD
GitHub repo of final project: TBD
AbstractThis work presents the design and implementation of an.docxbartholomeocoombs
Abstract
This work presents the design and implementation of an embedded augmented reality game, called MarkerMatch. Augmented reality is a technology that directly contributes to the game interaction experience by enhancing user’s sense of immersion. Current research in embedded augmented reality enables the creation of dedicated hardware capable of executing augmented reality applications. This favors the insertion of augmented reality capabilities in small electronic devices, such as cell phones, handhelds, head-mounted displays and even the development of new ones. The ARCam framework was used for game development, since it provides project designers with all the basic infrastructure needed by the game. Some user tests show that the tested subjects enjoyed the game experience and it proves a point: it is possible to create an augmented reality game completely in hardware with no software involved.1. Introduction
Augmented Reality (AR) makes use of computer vision algorithms in order to superimpose virtual information 2D or 3D, textual or pictorial - onto real world scenes in real time, enhancing user’s perception of and interaction with the environment [4]. Nowadays, augmented reality is applied in different fields, such as entertainment [23], medicine [5], manufacturing and repair [4], and training [19]. The technical challenges lie in determining, in real time, what should be shown where and how.
Traditionally, augmented reality systems place virtual objects in the real world using fiducial markers. Such artificial markers are used to support camera position and orientation tracking by the system, and are intrusive to the environment. Figure 1 illustrates the use of such fiducial
Figure 1. Marker based augmented reality example
markers in order to place a virtual statue on the real table.
The concept of augmented reality is directly related to augmenting users’ perception, specifically the users’ vision. Therefore users need to wear HMDs or similar devices in order to obtain the information enhancement previously mentioned. More important than that, many augmented reality applications are made to provide support to users in their daily and common activities. Therefore, there has been an expanding tendency to seamlessly integrate daily used equipments into common platforms with support to mobility. Continuous advances in device miniaturization, allied with the emergence of various wireless communication technologies, universal plug-and-play devices and powerful portable processing units has opened the door for research on wearable platforms.
It’s natural the evolution of augmented reality desktop platforms into something closer to the user. The terms mobile and wearable must be considered part of such evolution, and for this to happen, the miniaturization and specificity of devices must occur. Embedded augmented reality [22] refers to the research area that aims enabling the mentioned evolution. It researches how augmented reality appli.
This technical presentation discusses HTML gaming frameworks for building browser-based 3D games. It provides insights into several frameworks: Construct 2 is a game maker that does not require JavaScript coding; ImpactJS is a tested HTML5 engine that supports multiple platforms; EaselJS and Phaser are frameworks that offer display lists and mouse interactions; Three.js and Voxel.js are used for 3D games; and PlayCanvas focuses on real-time collaboration. The presentation also covers the game loop, which controls the core update and draw functions, and highlights differences in developing 2D versus 3D games. Benefits of HTML games include cross-platform support and using open standards, while challenges relate to varying user experiences across devices and accessing
Augmented Reality Application - Final Year ProjectYash Kaushik
The document is a project report on augmented reality. It discusses the history and types of augmented reality, including marker-based and markerless augmented reality. It describes an augmented reality app called AmiMap developed by the student for their final year project. The app uses markers to trigger augmented reality content like maps. The report discusses the software, portals and process used to develop the app in Unity and deploy it on Android. It also talks about some problems faced and solutions explored for augmented reality development.
From Cardboard to Daydream - The Evolution of VR on AndroidOscar Salguero
Cardboard was Google's first affordable VR viewer made of cardboard and lenses that allowed smartphones to experience VR. It launched in 2014 and specifications were released publicly, leading to many third party viewers. Daydream is Google's high-quality, controller-based VR platform for Android phones. It features a headset and wireless controller for fully immersive VR experiences. Daydream apps must meet quality standards like maintaining 60 frames per second and full-screen mode. Developers can now create VR apps for Daydream's engaged, long-term user experiences.
This document discusses Google's involvement in virtual reality (VR) and its Daydream VR platform. It outlines some of the key differences between Daydream and other VR platforms like Oculus Rift, provides details on Android OS optimizations and the Google VR SDK for developing Daydream apps, and briefly touches on potential future applications of VR in areas like education, medicine, news and entertainment.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Things to Consider When Choosing a Website Developer for your Website | FODUUFODUU
Choosing the right website developer is crucial for your business. This article covers essential factors to consider, including experience, portfolio, technical skills, communication, pricing, reputation & reviews, cost and budget considerations and post-launch support. Make an informed decision to ensure your website meets your business goals.
AI-Powered Food Delivery Transforming App Development in Saudi Arabia.pdfTechgropse Pvt.Ltd.
In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
CAKE: Sharing Slices of Confidential Data on BlockchainClaudio Di Ciccio
Presented at the CAiSE 2024 Forum, Intelligent Information Systems, June 6th, Limassol, Cyprus.
Synopsis: Cooperative information systems typically involve various entities in a collaborative process within a distributed environment. Blockchain technology offers a mechanism for automating such processes, even when only partial trust exists among participants. The data stored on the blockchain is replicated across all nodes in the network, ensuring accessibility to all participants. While this aspect facilitates traceability, integrity, and persistence, it poses challenges for adopting public blockchains in enterprise settings due to confidentiality issues. In this paper, we present a software tool named Control Access via Key Encryption (CAKE), designed to ensure data confidentiality in scenarios involving public blockchains. After outlining its core components and functionalities, we showcase the application of CAKE in the context of a real-world cyber-security project within the logistics domain.
Paper: https://doi.org/10.1007/978-3-031-61000-4_16
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
2. Virtual Reality (VR) is the use of computer technology to create a
simulated environment. Unlike traditional user interfaces, VR places the
user inside an experience. users are immersed and able to interact with 3D
worlds. By simulating as many senses as possible, such as vision,
hearing, touch, even smell.
Virtual Reality
Ahmed Gamal
3. Augmented reality (AR) is a live direct or indirect view of a
physical, real-world environment whose elements are
augmented (or supplemented) by computer-generated sensory
input such as sound, video, graphics or GPS data. In which a view
of reality is modified (possibly even diminished rather than
augmented) by a computer.
Augmented Reality
Ahmed Gamal
4. According to the previous definitions of VR (virtual reality) and AR
(Augmented Reality) we can simply say that :
• VR : users are immersed and able to interact with virtual 3D
worlds .
• AR: In which a view of reality is modified .
Virtual Reality Vs Augmented Reality
Ahmed Gamal
5. It all started with Oculus Rift as far back as 2009 after this date
there were a new comers to the VR world like :
• Oclucs
• Microsoft HoloLens
• Sony’s Project Morpheus
• The Vive by Valve
• Samsung GearVR
• Google Cardboard
VR Major Competitors
Ahmed Gamal
7. Not to be outdone, Google announced its Cardboard virtual
reality headset at I/O 2014 and unveiled version 2 at the 2015
conference. Popping a smartphone into a cardboard container
and then strapping it to your head may sound like a joke, but it
actually works and it could become a low-cost way to experience
virtual reality.
Google CardBoard
Ahmed Gamal
8. The Cardboard SDKs for Android and Unity simplify common VR
development tasks so you can focus on building your new
immersive experience.
Cardboard SDK for Android
The Cardboard project aims at developing inexpensive virtual
reality (VR) tools to allow everyone to enjoy VR in a simple, fun,
and natural way. The Cardboard SDK for Android enables
developers familiar with OpenGL to quickly start creating VR
applications.
Cardboard SDK for Unity
Easily adapt an existing Unity 3D app for virtual reality or build
your own VR experience from scratch.
Building Virtual Reality app for CardBoard
Ahmed Gamal
9. This SDK allows you to use Unity to create virtual reality
experiences for Android and iOS apps running in Google
Cardboard.
Cardboard SDK for Unity
Ahmed Gamal
11. Unity is a flexible and powerful development platform for creating
multiplatform 3D and 2D games and interactive experiences. It's a
complete ecosystem for anyone who aims to build a business on
creating high-end content and connecting to their most loyal and
enthusiastic players and customers.
For more about unity watch this video
Unity
Ahmed Gamal
12. a) Download a free version of unity from Here.
b) Install Unity .
Get Started With Unity
Ahmed Gamal
13. In our first foray into Unity development, we created a simple
rolling ball game to know many of the principles of working with
Game Objects, Components, Prefabs, Physics and Scripting.
ROLL-A-BALL
Ahmed Gamal
14. To Create a simple ROLL-A-BALL game in unity you have to know How to :
a) Work with unity Editor ,assets , Creating Gameplay , others… From
Unity Documentation . At least the first two Chapters Here.
b) Learn how unity is using Physics in gaming From Here , Specially
Colliders and Rigidbodies .
c) Write a code in unity. Unity supports writing code using C# and Java
Script . We Used C# in our Game . To learn Scripting in Unity Check
This .Specially Creating and Using Scripts ,Variables and the Inspector
and Controlling GameObjects Using Components .
d) Creating a simple ROLL-A-BALL Game Unity officially Tutorials .
ROLL-A-BALL CONT.
Ahmed Gamal
16. This was the second game we created to apply advanced Unity
Concepts And tools .
Space War Game .
Ahmed Gamal
17. To Create a Space War game in unity you have to know How to :
a) Import Models , game Environment ,..etc from Unity Asset store
Check Asset Workflow .
b) Creating Martials Creating and Using Materials , Shaders & Textures .
c) Include Models into A unity project How do I import Models from my
3D app? . we used Importing Objects From Maya in our games
because Unity supports Maya by default without any prerequisites
steps .
d) Deal with audio In Unity Audio Files, Tracker Modules.
e) Creating a simple Space War Game Unity officially Tutorials .
Space War Game CONT.
Ahmed Gamal
18. Unity supports building games into many platforms Like windows,
Linux in desktop and IOS, Android in mobile.
Check this video to know how to build your Game.
Building The Game
Ahmed Gamal
19. While building that game on
android platform check
the development build check
box escape asking for a valid
SDK on android store.
Building The Game For Android Trick.
Ahmed Gamal
20. This SDK allows you to use Unity to create virtual reality
experiences for Android and iOS apps running in Google
Cardboard.
Cardboard SDK for Unity
Ahmed Gamal
21. The plugin's scripts and prefabs make it easy to :
• Begin a new VR Unity project from scratch
• Adapt an existing Unity 3D application to VR
• Make an app that can easily switch in and out of VR mode
The integration with the Cardboard SDK for Android provides :
• User head tracking
• Side-by-side stereo rendering
• Detecting Cardboard-only user inputs such as the trigger
• Automatic stereo configuration for a specific Cardboard model
• Distortion correction for Cardboard lenses
• An alignment marker to help center the screen under the lenses
• A settings button that links to the Cardboard app for managing headset
parameters
• Automatic gyro drift correction
Cardboard SDK for Unity Features
Ahmed Gamal
22. The integration with the Cardboard SDK for Android provides:
• User head tracking
• Side-by-side stereo rendering
• Detecting Cardboard-only user inputs such as the trigger
• Automatic stereo configuration for a specific Cardboard model
• Distortion correction for Cardboard lenses
• An alignment marker to help center the screen under the lenses
• A settings button that links to the Cardboard app for managing headset
parameters
• Automatic gyro drift correction
Cardboard SDK for Unity Features CONT.
Ahmed Gamal
23. • Simulate a user's head movement in Unity play mode using the mouse and
alt/control keys to pan or tilt the camera.
• Control the approximate field of view regardless of differences in
Cardboard device configurations.
• Respect camera zoom effects in a VR-safe manner, that is, compatible with
head tracking.
• Properly support picture-in-picture windows in stereo, and adjust their
screen position so they remain visible after distortion correction.
• Dynamically adjust the stereo level to reduce eye strain.
• Easily determine the direction the user is gazing, for example, to cast rays
for hit detection.
• Interaction with Canvas UI elements using gaze and the trigger.
• Use a single code path for both trigger and screen tap detection.
• Support for Image Effects and Deferred Rendering, or bypassing this
support for increased FPS.
• Check all the SDK Features Here.
Additional features
Ahmed Gamal
24. Download Cardboard Demo for Unity (direct link to unitypackage )
Requirements :
• Requires Unity v4.0+ for most cardboard features. Exceptions
include:
• Distortion correction requires Unity v4.5+.
• OnGUI legacy support requires Unity v5+ Personal or Pro, or Unity
4.5+ Pro with the Android Pro add-on.
• Download Unity
This page describes how to build and deploy the demo Cardboard
scene included in the Cardboard SDK for Unity, presuming little prior
Unity experience.
Cardboard for Unity Get Started
Ahmed Gamal