Keynote from the DOAG Conference 2015 on Virtual and Augmented Reality Analytics by Joerg Osarek. What is state of the art end of 2015, what awaits us in 2016 and within the next 3 to 5 years? After 3 years working on virtual reality projects Skilltower institute dares to give some answers and predictions on virtual reality analytics. More information will be available in the dossier "Virtual Reality Analytics" publication date in 2016.
Virtual and Augmented Reality Analytics DigilityJoerg Osarek
This document discusses virtual and augmented reality analytics. It begins with an introduction to current and future VR/AR technologies such as head-mounted displays, interaction methods, and recording technologies. It then discusses the potential for VR/AR analytics, including visualizing data within VR environments and analyzing VR experience data within data warehouses. Challenges of VR/AR analytics are also covered, such as the increase in data volume and issues around standards, privacy, and patents. The document provides examples of current VR analytics platforms and suggests approaches for integrating VR/AR data sources into existing big data systems and building semantic layers.
Presentation of Gordon's Arcade on Insights into cinematic VR at the IMMERSED EUROPE, September 4th 2015 in Murcia, Spain. Gives insights into the stages of VR movie making ranging from raising money to post production.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Case Study: Setting Up a Professional Virtual Reality Shoot Casey Sapp
For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
Virtual and Augmented Reality Analytics DigilityJoerg Osarek
This document discusses virtual and augmented reality analytics. It begins with an introduction to current and future VR/AR technologies such as head-mounted displays, interaction methods, and recording technologies. It then discusses the potential for VR/AR analytics, including visualizing data within VR environments and analyzing VR experience data within data warehouses. Challenges of VR/AR analytics are also covered, such as the increase in data volume and issues around standards, privacy, and patents. The document provides examples of current VR analytics platforms and suggests approaches for integrating VR/AR data sources into existing big data systems and building semantic layers.
Presentation of Gordon's Arcade on Insights into cinematic VR at the IMMERSED EUROPE, September 4th 2015 in Murcia, Spain. Gives insights into the stages of VR movie making ranging from raising money to post production.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
This presentation from the Sydney Virtual Reality Meetup Group #8 covers the latest industry news, details on the groups growth and Kain Tietzel's presentation"2016, Year of the VR Tsunami"
Case Study: Setting Up a Professional Virtual Reality Shoot Casey Sapp
For agencies and companies interested in investing in virtual reality. VRTÜL (pr. "Virtual") is a San Diego based Virtual Reality studio specializing in VR directing, filming, and post-production.
CES 2016 Virtual Reality Report:gaming and video market ramps up new interaci...琳証 黃
Virtual reality was a major focus at CES 2016 with cinema VR and immersive VR devices leading the way, providing wider fields of view than augmented reality devices. Game VR also attracted large crowds and the VR industry is growing beyond just games to include education, medical, design, video, and social applications.
Kaleidoscope Unity Developers Brendan Dickinson and Arthur Littlefield traveled to San Francisco last month to see what's new at the 2016 Game Developers Conference (#GDC16), the world’s largest and longest-running professionals-only game industry event. Here's their summary of what's new in VR and the game development industry.
Enabling Mobile Virtual Reality Gaming | Nizar RomdanJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
The document discusses the current state and future projections of the virtual reality (VR) and augmented reality (AR) industries. It predicts that 500,000 to 1 million VR and AR devices will be sold in 2016. It also notes that VR revenue could reach $120 billion by 2020 according to Digi-Capital forecasts. The document outlines some of the major segments within the VR industry in 2016/2017 including hardware, games, video content, apps, and location-based VR experiences.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Virtual Reality: Are You Ready? - SMPS Presentation Boaz AshkenazyBoaz Ashkenazy
Society for Marketing Professional Services presents experts in the field of virtual reality (VR) and augmented reality (AR) as they relate to the AEC industry. Speakers will present on how they are using VR, its value in our industry, and what the VR future holds. Presentation by Boaz Ashkenazy, Studio 216
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The rise of VR AR - Lessons from the Pokemon`goFAUST CHOU
From the study of the wild success of the the viral, augmented reality (AR) game" Pokémon Go", lead to the coming trends of the Rising technology _ Virtual Reality and Augmented Reality
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
Dummy's guide to Virtual Reality - Top 5 basic things you should know about VRVictoria Robertson
The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
This document summarizes an eye tracking technology company called VisualCamp. It discusses their eye tracking virtual reality head mounted display which allows for gaze interaction, eye typing at 75 characters per minute, and content and advertisement analysis. It outlines their target markets in virtual reality, education, and medical devices. Finally, it provides details on their team, advisory board, patent portfolio, and profit model which involves both software licenses and gaze analysis services.
Enabling Mobile Virtual Reality Gaming | Nizar RomdanJessica Tams
Delivered at Casual Connect Europe 2016
Virtual Reality has emerged as a major new hot topic in the past couple of years. This talk will provide an overview of the VR landscape with a focus on the mobile side listing the key players as well as the major use cases. The talk will finish by presenting ARM's activities to enable an exciting Mobile VR Gaming experience.
Seminario introduttivo generale a design e UX realizzata per operatori del settore ICT che non mai investito un euro nella progettazione utente centrica.
Spotlight on Media & Entertainment: Virtual RealityL.E.K. Consulting
As new technologies are developed and price points drop, virtual reality (VR) is poised to take off for some applications. In this Executive Insights’ "Spotlight on Media and Entertainment" series, L.E.K. takes a look at the three different types of VR including Super VR, Medium VR, and Casual Mobile VR.
Cristal Festival 2015 - "How Great Brands create immersive Virtual Reality wi...Cristal Events
Happy Finish is a digital production company with 120 employees across 6 offices on 4 continents. They specialize in VR, AR, and interactive experiences for brands. Some of their projects include:
- An AR experience for Skoda where commuters could customize a car model and see themselves driving it.
- Interactive screens using Kinect sensors for EE mobile stores to showcase network benefits.
- A world-first AR app for Lufthansa that let users explore premium economy seats by interacting with a virtual model.
- A VR tour of New York City from a taxi roof for Subway that immersed users in the cityscape and sounds.
- A VR beer experience for Becker Beer that transported users to
Dennis Adamo from daydream.io Corporation gave a presentation on virtual reality. Daydream.io created a VR platform called daydream.VR for entertainment and communication. Their target market is novice VR users and smartphone users. By 2020, the VR market is projected to reach $150 billion in revenue. Daydream.io launched their VR app Headbangerz in 2016 and it had over 45,000 downloads.
The document discusses the current state and future projections of the virtual reality (VR) and augmented reality (AR) industries. It predicts that 500,000 to 1 million VR and AR devices will be sold in 2016. It also notes that VR revenue could reach $120 billion by 2020 according to Digi-Capital forecasts. The document outlines some of the major segments within the VR industry in 2016/2017 including hardware, games, video content, apps, and location-based VR experiences.
VR, a new technology over 40,000 years oldWithTheBest
Virtual Reality is at once both cutting edge, and a descendant of humanity's most ancient arts. Google's Chief Game Designer will bring some perspective to the origins of VR, why it matters to us in terms of evolution and storytelling, and give an overview of how Google is now supporting VR with tech like Google Cardboard, Android N, Daydream VR, and Spotlight Stories.
Virtual Reality: Are You Ready? - SMPS Presentation Boaz AshkenazyBoaz Ashkenazy
Society for Marketing Professional Services presents experts in the field of virtual reality (VR) and augmented reality (AR) as they relate to the AEC industry. Speakers will present on how they are using VR, its value in our industry, and what the VR future holds. Presentation by Boaz Ashkenazy, Studio 216
VR comes of age. Why VR is relevant now and what it means for the futureBristol Media
VR has been developing since the 1930s but recent technological advances have enabled its widespread use. VR provides an immersive experience that transports users to new worlds and elicits strong emotions. Major companies like Facebook believe VR will become integrated into daily life for billions of people. The VR industry is growing rapidly and expected to be worth $30 billion by 2020. For VR to be compelling, it must provide high fidelity, track users' movement, make them feel present, and interact naturally with virtual environments. Both 360 video and interactive VR applications are growing in popularity for entertainment, education, and branding experiences. As headsets improve and content matures, gaming is poised to drive broad consumer adoption of VR.
Introduction to VR - Past, Presence & FutureSam Watts
Presentation looking at the history of Virtual Reality (VR) from the 1st concepts that formed the technology available today, how the technology works, what makes good VR and what the outcomes of good VR are
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The rise of VR AR - Lessons from the Pokemon`goFAUST CHOU
From the study of the wild success of the the viral, augmented reality (AR) game" Pokémon Go", lead to the coming trends of the Rising technology _ Virtual Reality and Augmented Reality
This document discusses the past, present and future of augmented reality (AR) and virtual reality (VR). It summarizes how VR content development went off course by focusing too much on 360-degree video rather than stereoscopic 3D. It argues that AR needs to incorporate stereoscopic 3D smartphone cameras to enable user-generated VR content and camera-through AR capabilities. The document reviews notable companies and technologies in areas like volumetric capture, waveguide displays, and optical see-through displays. It envisions smartglasses that combine eye tracking, depth sensors, computer vision and electroencephalography to create a general purpose AR interface controlled by thought instead of voice.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
Falcon.io - The Future of Brand Experiences is Virtual RealityFalcon.io
A deep dive into the disruptive force of virtual reality. How will VR change the way we do business in the future? How can brands leverage the technology to own and personalize brand experiences? Here are the key takeaways from Falcon’s Director of Product Innovation, Mikael Lemberg’s as presented during Social Media Week Copenhagen 2017.
Dummy's guide to Virtual Reality - Top 5 basic things you should know about VRVictoria Robertson
The Top 5 things every beginner should know about virtual reality.
VR is going mainstream and you should know the very basics if you don't want to seem like a dummy.
Workshop taught by Mark Billinghurst at the ICIDM 2013 conference about using the Junaio platform for designing mobile AR applications. Presented on December 2nd 2013. Provides material about using Metaio Creator, and Junaio coding for developing marker based and GPS based mobile AR applications.
VR AR technologies in industrial application 產業應用發展介紹 1-2 產業應用FAUST CHOU
The document discusses various applications of virtual reality (VR) and augmented reality (AR) technologies. It covers VR/AR applications in different industries including gaming, entertainment, healthcare, engineering, travel, retail, real estate, education, automotive, military, cultural, and more. It also discusses some examples of VR and AR brand experiences and outdoor AR applications. The document emphasizes that VR can provide immersive experiences while AR can combine the physical and digital worlds.
This document summarizes an eye tracking technology company called VisualCamp. It discusses their eye tracking virtual reality head mounted display which allows for gaze interaction, eye typing at 75 characters per minute, and content and advertisement analysis. It outlines their target markets in virtual reality, education, and medical devices. Finally, it provides details on their team, advisory board, patent portfolio, and profit model which involves both software licenses and gaze analysis services.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics pipelines and lists statistics on the expected growth of the VR market and industry.
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics pipelines and lists statistics on the expected growth of the VR market and industry.
Creating a Virtual Reality in Unity - by Unity Evangelist Kelvin Lo智傑 楊
This document discusses creating virtual and augmented reality experiences using Unity. It covers Unity's support for various VR and AR platforms like Oculus Rift, HoloLens, Gear VR and PlayStation VR. It provides guidance on performance optimization for mobile VR and discusses how to design experiences that account for human factors like vision, hearing, motion sickness and empathy. The document outlines Unity's roadmap for improving VR graphics performance and supports. It also briefly highlights the growing market for VR and AR technologies.
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.
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Margaret Roth
Virtual reality technologies have long been the promise of the future but just out of reach for the mainstream. Recent VR innovations, though, have allowed instructional designers and learning engineers to create and distribute custom VR content in ways that make VR a transformative part of training and learning programs across industries. When combined with xAPI, these futuristic technologies allow you to gain never-before-captured insights from next-gen digital experiences.
This session will take a look at how VR powered by xAPI is currently being used by instructional designers, learning engineers, and L&D professionals to gain new insights from next-gen learning experiences. You will explore case studies that demonstrate how VR interactions allow learners to explore and participate in engaging and intuitive 360-degree virtual environments designed to expand their vision and promote learning, impact, and retention. You will see case studies demonstrating how organizations are using xAPI-enabled VR content to enhance learning, from safety and compliance to onboarding and training.
* Originally presented on 10/26/18 at DevLearn 2018 with Margaret Roth, Mel Milloway and John Blackmon.
This document provides an introduction to augmented reality (AR) and discusses how Flash can be used to create AR experiences. It begins with definitions and a brief history of AR, describing early AR technologies from 1999 onwards. It then discusses different types of AR like projection, recognition, and location-based AR. The document outlines AR statistics and trends, then discusses how Flash can be used for AR, including frameworks like FLARToolkit. It provides examples of Flash-based AR demos and concludes with tips for AR development.
Augmented reality (AR) involves overlaying digital information and graphics onto the real world. This document discusses the history and key concepts of AR, including that it combines real and virtual elements in real-time and is interactive. It also examines some examples of early AR technologies from the 1960s to today. Common hardware components needed for AR like displays, tracking systems, and mobile computing power are outlined. Potential applications of AR in education, tourism, and shopping are also reviewed.
Android DevConference - Realidade aumentada para Android: crie seu próprio Po...iMasters
Tiago Moraes, OvniStudios, fala sobre Realidade aumentada para Android: crie seu próprio Pokemon Go! no Android DevConference 2016. Saiba mais em: http://androidconference.com.br/
MAXIM ILLYASHENKO «Future of VR in gaming industry» - KIOF2017Lviv Startup Club
The document discusses the future of virtual, augmented, and mixed reality (VAMR) in the gaming industry. It outlines that 2016 was a tipping point where the first killer VR app, Pokemon Go, launched and over $2 billion was invested in AR/VR startups. It also discusses the growth in VR headset sales in 2016 and forecasts that the number of VR users will grow exponentially by 2020, with AR revenue estimated at $90 billion compared to $30 billion for VR. Barriers like high costs, limited content, and technical issues need to be addressed for further adoption. Future technologies will enhance the VR experience while social and mobile applications are expected to expand the user base to over 1 billion by 2020 and establish
A fresh collection of Virtual Reality's latest news, updates and releases: technology, hardware, business.
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
Broadway Entertainment Group Interactive IntroductionKiwon Seo
Broadway Entertainment Group Interactive(BEGI) established by Dec. 2013. BEGI, a development company
for inter-industrial cultural contents, develops VR (virtual reality) contents that are linked to various hardware
by blending traditional offline businesses with VR, IT technologies We’ve developed various games and
tangible contents by applying hardware such as Ocuclus, Vive, Sixense stem, Perception neuron Currently We
are developing "Justice of darkness" that virtual room-escape game. Also, We are looking for Publishers and
Service Companies that prepare the VR gaming service or Clients who are seeking VR Game Developer.
This document summarizes VR and AR news from July 2017, including the release of Unreal Engine 4.17 with new features like Sequencer improvements and Xbox One X support. It also discusses the release of Unity 2017.1 with new 2D and animation tools, as well as ARKit. New VR games were announced for July 2017 along with VR hardware like Windows Mixed Reality headsets and the Vive Standalone. Developments in webVR like Babylon.js 3.0 and the WebVR API were covered.
Unreal Engine 4.20 includes improvements to depth of field and proxy LOD tools. Early access for mixed reality capture allows importing real-world video into VR/AR scenes. SIGGRAPH and E3 featured previews of new VR/AR studies and games. The VR digest also provided release dates for numerous VR games launching in June 2018 and news on VR hardware and software from companies like Apple, Leap Motion, and Varjo.
UplinQ - bringing mobile vision to wearables digital eyewearSatya Harish
The document introduces the Qualcomm Vuforia SDK for Digital Eyewear, which brings augmented reality capabilities to digital eyewear. It addresses challenges like calibration for accurate alignment of virtual objects to the real world. The SDK supports both see-through displays and occluded displays, handles stereo rendering, and provides samples and tools to help developers create augmented reality applications for digital eyewear.
Pairing computer vision technologies with emerging wearable devices enables exciting new mobile experiences. Learn about new types of vision-enabled wearables and the creative, new applications that will drive them.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=O-w_5yduaZ4
Learn more about Vuforia mobile vision platform: https://www.qualcomm.com/vuforia
Explore the growth of the ARToolKit development and community as we unveil its next big iteration - ARToolKit 6. Wally Young, will lead this session and is excited to show you all of the work that’s been done and how you can benefit from and grow the open source community.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times. See more at http://AugmentedWorldExpo.com
Natural Language Processing (NLP), RAG and its applications .pptxfkyes25
1. In the realm of Natural Language Processing (NLP), knowledge-intensive tasks such as question answering, fact verification, and open-domain dialogue generation require the integration of vast and up-to-date information. Traditional neural models, though powerful, struggle with encoding all necessary knowledge within their parameters, leading to limitations in generalization and scalability. The paper "Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks" introduces RAG (Retrieval-Augmented Generation), a novel framework that synergizes retrieval mechanisms with generative models, enhancing performance by dynamically incorporating external knowledge during inference.
4th Modern Marketing Reckoner by MMA Global India & Group M: 60+ experts on W...Social Samosa
The Modern Marketing Reckoner (MMR) is a comprehensive resource packed with POVs from 60+ industry leaders on how AI is transforming the 4 key pillars of marketing – product, place, price and promotions.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
Global Situational Awareness of A.I. and where its headedvikram sood
You can see the future first in San Francisco.
Over the past year, the talk of the town has shifted from $10 billion compute clusters to $100 billion clusters to trillion-dollar clusters. Every six months another zero is added to the boardroom plans. Behind the scenes, there’s a fierce scramble to secure every power contract still available for the rest of the decade, every voltage transformer that can possibly be procured. American big business is gearing up to pour trillions of dollars into a long-unseen mobilization of American industrial might. By the end of the decade, American electricity production will have grown tens of percent; from the shale fields of Pennsylvania to the solar farms of Nevada, hundreds of millions of GPUs will hum.
The AGI race has begun. We are building machines that can think and reason. By 2025/26, these machines will outpace college graduates. By the end of the decade, they will be smarter than you or I; we will have superintelligence, in the true sense of the word. Along the way, national security forces not seen in half a century will be un-leashed, and before long, The Project will be on. If we’re lucky, we’ll be in an all-out race with the CCP; if we’re unlucky, an all-out war.
Everyone is now talking about AI, but few have the faintest glimmer of what is about to hit them. Nvidia analysts still think 2024 might be close to the peak. Mainstream pundits are stuck on the wilful blindness of “it’s just predicting the next word”. They see only hype and business-as-usual; at most they entertain another internet-scale technological change.
Before long, the world will wake up. But right now, there are perhaps a few hundred people, most of them in San Francisco and the AI labs, that have situational awareness. Through whatever peculiar forces of fate, I have found myself amongst them. A few years ago, these people were derided as crazy—but they trusted the trendlines, which allowed them to correctly predict the AI advances of the past few years. Whether these people are also right about the next few years remains to be seen. But these are very smart people—the smartest people I have ever met—and they are the ones building this technology. Perhaps they will be an odd footnote in history, or perhaps they will go down in history like Szilard and Oppenheimer and Teller. If they are seeing the future even close to correctly, we are in for a wild ride.
Let me tell you what we see.
State of Artificial intelligence Report 2023kuntobimo2016
Artificial intelligence (AI) is a multidisciplinary field of science and engineering whose goal is to create intelligent machines.
We believe that AI will be a force multiplier on technological progress in our increasingly digital, data-driven world. This is because everything around us today, ranging from culture to consumer products, is a product of intelligence.
The State of AI Report is now in its sixth year. Consider this report as a compilation of the most interesting things we’ve seen with a goal of triggering an informed conversation about the state of AI and its implication for the future.
We consider the following key dimensions in our report:
Research: Technology breakthroughs and their capabilities.
Industry: Areas of commercial application for AI and its business impact.
Politics: Regulation of AI, its economic implications and the evolving geopolitics of AI.
Safety: Identifying and mitigating catastrophic risks that highly-capable future AI systems could pose to us.
Predictions: What we believe will happen in the next 12 months and a 2022 performance review to keep us honest.
End-to-end pipeline agility - Berlin Buzzwords 2024Lars Albertsson
We describe how we achieve high change agility in data engineering by eliminating the fear of breaking downstream data pipelines through end-to-end pipeline testing, and by using schema metaprogramming to safely eliminate boilerplate involved in changes that affect whole pipelines.
A quick poll on agility in changing pipelines from end to end indicated a huge span in capabilities. For the question "How long time does it take for all downstream pipelines to be adapted to an upstream change," the median response was 6 months, but some respondents could do it in less than a day. When quantitative data engineering differences between the best and worst are measured, the span is often 100x-1000x, sometimes even more.
A long time ago, we suffered at Spotify from fear of changing pipelines due to not knowing what the impact might be downstream. We made plans for a technical solution to test pipelines end-to-end to mitigate that fear, but the effort failed for cultural reasons. We eventually solved this challenge, but in a different context. In this presentation we will describe how we test full pipelines effectively by manipulating workflow orchestration, which enables us to make changes in pipelines without fear of breaking downstream.
Making schema changes that affect many jobs also involves a lot of toil and boilerplate. Using schema-on-read mitigates some of it, but has drawbacks since it makes it more difficult to detect errors early. We will describe how we have rejected this tradeoff by applying schema metaprogramming, eliminating boilerplate but keeping the protection of static typing, thereby further improving agility to quickly modify data pipelines without fear.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Round table discussion of vector databases, unstructured data, ai, big data, real-time, robots and Milvus.
A lively discussion with NJ Gen AI Meetup Lead, Prasad and Procure.FYI's Co-Found
1. Virtual Reality Analytics
Keynote
by Joerg Osarek
IT-avant-gardist, Business-IT-Architect
Skilltower Institute
Business Intelligence Stream
at the DOAG Conference 2015
November 17th 2015, v1.L
Nuremberg, Germany
Virtual Reality Analytics
Keynote
by Joerg Osarek
IT-avant-gardist, Business-IT-Architect
Skilltower Institute
Business Intelligence Stream
at the DOAG Conference 2015
November 17th 2015, v1.L
Nuremberg, Germany