Virtual reality is the cutting edge of gaming entertainment, with emerging technology that immerses players in new worlds like nothing we’ve seen before. But VR is increasingly being used for real-world applications in a wide variety of industries, not just for games. In this session, we’ll look at how VR enables us to create training and educational experiences that are engaging, impactful, and address the challenges of employee training in innovative ways. From concept to implementation, we’ll talk about the development of virtual reality experiences, including multi-disciplinary team roles, needs assessment, planning, graphic and textual content development, and deployment. We’ll also explore how the platforms of virtual reality and augmented reality have created a paradigm shift in designing user experiences, and the interesting challenges presented by these new technologies. You’ll also have the chance to try out virtual reality for yourself!
In this session, you will learn about what virtual reality encompasses, get a broad look at the landscape of virtual reality’s real-world applications, and then take a deep dive behind the scenes into the making of virtual reality experiences for education and training in the workplace. No preexisting familiarity with the topics covered is necessary. Anyone with interest in virtual reality, and the intersection between immersive technology, user experience, and training is welcome!
Presentación para las Jornadas de Asociaciones organizadas por la Delegación de Alumnos de la Escuela Técnica Superior de Ingenierías Informática y Telecomunicación de la Universidad de Granada. Presentación de Google Developers Group Granada.
1) The document summarizes attendance statistics and feedback from the Global Mobile Internet Conference (GMIC) 2011, including that it had 3281 total attendees from 26 countries and positive feedback from attendees.
2) It introduces the Great Wall Club (GWC), a business platform and membership club for mobile internet leaders, and lists some of GWC's services like monthly events, study trips, and media channels.
3) It provides an event schedule for GMIC2012 and the Great Wall Club that includes monthly events, CEO dinners, and study trips in locations like Japan and Silicon Valley.
Meetup di GDG Italia - Mike Trizio Carmelo Ventimiglia - Codemotion Rome 2018Codemotion
I Google Developer Group (GDG) sono una community internazionale di appassionati delle tecnologie: sviluppatori, designer e startupper. Sono suddivisi per città, e GDG Italia è la famiglia che rappresenta tutti i gruppi presenti sul territorio locale. Mike Trizio e Carmelo Ventimiglia introdurranno i GDG, le loro attività e perchè è utile e divertente farne parte. Leonardo Pirro invece ci introdurrà Kotlin, un linguaggio di programmazione che ha avuto un crescente successo negli ultimi anni. Analizzeremo le caratteristiche principali del linguaggio e i suoi vantaggi/benefici rispetto a Java.
neXt Curve: The Way of The Intercepting BusinessLeonard Lee
This document is a presentation by neXt Curve, a consulting and venture capital firm focused on advising others on building a better digital future. The presentation discusses how organizations need to adapt to increasing industry digitization and the accelerating pace of change by becoming "alpha organizations" with the key disciplines of being innovative, efficient, adaptable, agile, and competitive. It addresses three topics: the need for organizations to be flexible and efficient like water, what defines an alpha organization, and how organizations need to get comfortable with constant change. The presentation encourages attendees to learn more by visiting neXt Curve's website or contacting the company directly.
Spark Toronto 2018 - Canada's Free Agents - Helen DanielsSpark Canada
In 2016, Natural Resources Canada launched a pilot to test a new cloud-based model for workforce mobilization and Canada’s Free Agents was born with an initial 10 employees. Today we have scaled to almost 60 Free Agents across three federal departments.
Our model offers employees who have been pre-screened for innovation attributes the freedom to find work that matches their skills and interests AND supports managers to rapidly hire those employees in a low-risk manner, in order to fulfill their short-term project needs.
Join Helen to hear stories of success and failure from our experiment in employee autonomy, mobility, and system change.
The document provides information about the Google Developer Student Clubs 2022 Solution Challenge competition. It invites university students to build solutions for local community challenges using Google technologies. Some key details:
- Students are asked to develop applications that solve problems related to one of the United Nations' 17 Sustainable Development Goals.
- Top teams will receive prizes and mentorship, with the top 3 winners receiving $3,000 each.
- The competition involves registering a team, selecting a development goal, designing and building a solution, testing it, and submitting a demo video by March 31st for judging. Criteria include the solution's impact, and how well it utilizes relevant Google technologies.
- Supporting
David Overton worked as the innovation lead for Productiv on several collaborative projects to build relationships between large companies and small tech developers. He helped plan and arrange funding for their first "Meet the Engineer" event, which enabled developers to present to engineers from large vehicle manufacturers. The networking he introduced created multiple collaboration opportunities. David also supported the development of the "Radar Club," which has become a key part of Productiv's innovation stream, bringing together influential members who now play a strong role in guiding the business. Overall, David helped the small company navigate the automotive industry during their growth phase, and his open style was very helpful for their thinking and approach.
The summary is:
1) A Google Cloud Program study jam session on Google Cloud Platform (GCP) is about to start.
2) GCP is a suite of cloud computing services offered by Google that runs on the same infrastructure used by Google for its products.
3) The session will provide an overview of GCP and cover hands-on training through a 30-day challenge involving labs on the Qwiklabs platform.
Presentación para las Jornadas de Asociaciones organizadas por la Delegación de Alumnos de la Escuela Técnica Superior de Ingenierías Informática y Telecomunicación de la Universidad de Granada. Presentación de Google Developers Group Granada.
1) The document summarizes attendance statistics and feedback from the Global Mobile Internet Conference (GMIC) 2011, including that it had 3281 total attendees from 26 countries and positive feedback from attendees.
2) It introduces the Great Wall Club (GWC), a business platform and membership club for mobile internet leaders, and lists some of GWC's services like monthly events, study trips, and media channels.
3) It provides an event schedule for GMIC2012 and the Great Wall Club that includes monthly events, CEO dinners, and study trips in locations like Japan and Silicon Valley.
Meetup di GDG Italia - Mike Trizio Carmelo Ventimiglia - Codemotion Rome 2018Codemotion
I Google Developer Group (GDG) sono una community internazionale di appassionati delle tecnologie: sviluppatori, designer e startupper. Sono suddivisi per città, e GDG Italia è la famiglia che rappresenta tutti i gruppi presenti sul territorio locale. Mike Trizio e Carmelo Ventimiglia introdurranno i GDG, le loro attività e perchè è utile e divertente farne parte. Leonardo Pirro invece ci introdurrà Kotlin, un linguaggio di programmazione che ha avuto un crescente successo negli ultimi anni. Analizzeremo le caratteristiche principali del linguaggio e i suoi vantaggi/benefici rispetto a Java.
neXt Curve: The Way of The Intercepting BusinessLeonard Lee
This document is a presentation by neXt Curve, a consulting and venture capital firm focused on advising others on building a better digital future. The presentation discusses how organizations need to adapt to increasing industry digitization and the accelerating pace of change by becoming "alpha organizations" with the key disciplines of being innovative, efficient, adaptable, agile, and competitive. It addresses three topics: the need for organizations to be flexible and efficient like water, what defines an alpha organization, and how organizations need to get comfortable with constant change. The presentation encourages attendees to learn more by visiting neXt Curve's website or contacting the company directly.
Spark Toronto 2018 - Canada's Free Agents - Helen DanielsSpark Canada
In 2016, Natural Resources Canada launched a pilot to test a new cloud-based model for workforce mobilization and Canada’s Free Agents was born with an initial 10 employees. Today we have scaled to almost 60 Free Agents across three federal departments.
Our model offers employees who have been pre-screened for innovation attributes the freedom to find work that matches their skills and interests AND supports managers to rapidly hire those employees in a low-risk manner, in order to fulfill their short-term project needs.
Join Helen to hear stories of success and failure from our experiment in employee autonomy, mobility, and system change.
The document provides information about the Google Developer Student Clubs 2022 Solution Challenge competition. It invites university students to build solutions for local community challenges using Google technologies. Some key details:
- Students are asked to develop applications that solve problems related to one of the United Nations' 17 Sustainable Development Goals.
- Top teams will receive prizes and mentorship, with the top 3 winners receiving $3,000 each.
- The competition involves registering a team, selecting a development goal, designing and building a solution, testing it, and submitting a demo video by March 31st for judging. Criteria include the solution's impact, and how well it utilizes relevant Google technologies.
- Supporting
David Overton worked as the innovation lead for Productiv on several collaborative projects to build relationships between large companies and small tech developers. He helped plan and arrange funding for their first "Meet the Engineer" event, which enabled developers to present to engineers from large vehicle manufacturers. The networking he introduced created multiple collaboration opportunities. David also supported the development of the "Radar Club," which has become a key part of Productiv's innovation stream, bringing together influential members who now play a strong role in guiding the business. Overall, David helped the small company navigate the automotive industry during their growth phase, and his open style was very helpful for their thinking and approach.
The summary is:
1) A Google Cloud Program study jam session on Google Cloud Platform (GCP) is about to start.
2) GCP is a suite of cloud computing services offered by Google that runs on the same infrastructure used by Google for its products.
3) The session will provide an overview of GCP and cover hands-on training through a 30-day challenge involving labs on the Qwiklabs platform.
The document discusses the development of an HTML5 mobile experience for the Infiniti QX. It faced many creative challenges to implement interactive features within the iPad browser. The goal was to allow users to interact with the QX in a revolutionary mobile format. Despite a tight one-month timeline, the experience achieved a remarkable 10% interaction rate, far exceeding industry standards and becoming an "industry anomaly."
The document summarizes a VR company that has developed three new VR products suited for the global market based on feedback from their first 3000 units. They have pre-sold over 7000 additional units of the new products and have a passionate team and dedicated investors supporting their work developing portable VR technologies.
Building Product Virality for Growth - Oji Udezue, CalendlyTraction Conf
Calendly is well known for its viral product. So how did they do it? Calendly's VP of Product and Design, Oji Udezue shares:
- How to add virality, network effects, and viral loops to a product that isn’t necessarily viral
- How to prioritize building out your core product vs. product enhancements
- Who should own the growth function in a product-led growth business
Design-Driven Business & Technology, Design Excellence Event - London 2019Krzysztof Piwowar
To watch the deck with voice-over, go to https://www.youtube.com/watch?v=mTkJTMtew_I
The design should inform the technology — and not the other way around. I'm making the case that design can truly help drive technological effort, by making it more human and easily accessible.
Crowdsourcing is a process that involves stakeholders to think outside the box. It has 5 modules to define challenges, find ideas online, select ideas in workshops, evaluate ideas online, and plan implementation in a workshop. Companies use it to develop new products and find marketing ideas by presenting challenges to online communities. For example, BMW received over 700 motorcycle ideas from 250 users, and Mammut got 292 event ideas for its anniversary. Crowdsourcing provides diverse ideas beyond what a company can generate alone.
This document discusses SDL's LiveContent platform for managing technical documentation and customer assistance. It allows for the creation, review, and delivery of personalized documentation in multiple languages and formats. The document demonstrates how Walt, a field engineer, would engage with the system through various stages of content creation, review, collaboration, and analytics.
Jay Samit (Deloitte): Delivering ROI with Digital RealityAugmentedWorldExpo
A talk from the Work Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Jay Samit (Deloitte): Delivering ROI with Digital Reality
Today, Virtual Reality, Augmented Reality and Mixed Reality implementations are delivering billion dollar efficiencies for industries ranging from transportation, technology, retail, travel, manufacturing, and automotive. Sharing the groundbreaking results of clients, Deloitte’s head of Digital Reality will share the metrics achieved in actual case studies where Digital Reality transformed corporate processes and yielded high value return on investment.
http://AugmentedWorldExpo.com
Allan Cook (Deloitte): “Are We There Yet?” – Digital Reality & Enterprise Mar...AugmentedWorldExpo
A talk from the Work Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Allan Cook (Deloitte): “Are We There Yet?” – Digital Reality & Enterprise Market Acceleration in 2018
This talk will focus on the Digital Reality use cases Deloitte clients are building out as well as how the technology/content providers are meeting these needs. It will also look at the accelerators in the market today and barriers that still need to be overcome.
http://AugmentedWorldExpo.com
The Lima Consulting Group Digital Transformation Maturity Model Presented at ...Lima Consulting Group
Invited to present the Keynote Address at the 3 day Adobe Experience Conference in Sao Paulo, Brazil, Paul Lima, founder of Lima Consulting Group presented his Digital Transformation Maturity Model. To present the model, Joao Torres, Analytics Manager at Via Varejo, co-presented the use case of how they deployed the LCG Digital Transformation Maturity Model to advance their Key Business Objectives and surpassed the KPIs demanded by their board. Via Varejo, Brazil‘s largest electronics, home appliance and furniture retailer, revenues over $8B (USD) annually.
What is Hybrid Cloud and understanding what's right for your business?Emma Large
The document discusses Insight and Xtravirt's hybrid cloud assessment service. It defines hybrid cloud and notes that each organization's needs are unique. The assessment helps organizations understand all factors that impact their hybrid cloud strategy to ensure the right solution. Insight and Xtravirt's partnership provides specialized expertise and global resources to help customers plan and implement hybrid cloud.
In September, I presented the Lima Consulting Group Digital Transformation Maturity Model to the closed-circuit television to Sanofi employees in the Americas. Here's the material!
Emil Eifrém - The Data Platform for Today’s Intelligent ApplicationsNeo4j
The document summarizes Neo4j, a graph database company. It discusses Neo4j's history starting in 2000, growth over time including becoming the leader in the graph database category. It highlights Neo4j's large enterprise customer base, funding, and key metrics like over 800 employees. The document also discusses how connected data use cases are growing and examples of how Neo4j is used. It outlines Neo4j's platform and ecosystem of partners before concluding with a prediction about graph analytics replacing traditional models.
Enhanced Health, Wellbeing & Productivity in Commercial Real EstateMemoori
The document discusses enhanced health, wellbeing and productivity in commercial real estate. It describes Delta Development Group, an international real estate developer that uses Cradle to Cradle design principles to create circular properties. Their Park 20|20 development in the Netherlands aims to generate profits while improving lives through a sustainable approach. They conduct pre- and post-occupancy surveys to measure how their building designs impact productivity and make targeted improvements based on data.
After the dust has settled and the last vendor has packed their booth up into the truck to move on to the next tech event, neXt Curve’s Leonard Lee and Akshay Sharma will discuss our key insights from the event. We will share our insights gained from interactions with vendors, customers, and hands-on review of consumer tech that will matter. This 1-hour webinar will cover the following agenda items:
Key Takeaways from CES
Trends & The State of Critical Technologies
Digital Highlights – Tech That Matters
Predictions for 2018
Question & Answers
When Money Isn’t a Good Thing: The Risks of Investing in VR | Stephanie LlamasJessica Tams
The document discusses the risks of investing in virtual reality (VR). It notes that while VR revenues are predicted to grow dramatically by 2020, total investment in VR since 2012 has significantly exceeded the revenues generated. Specifically, VR investment from 2012-2015 was over $2 billion while revenues were only $0.1 billion for that period. The document cautions that barriers to adoption like high prices and lack of quality content make widespread VR adoption challenging. It argues that mobile VR saw more success initially due to its lower price point and greater accessibility compared to platforms requiring expensive hardware. Overall, the document aims to highlight uncertainties still facing the VR industry that could impact the returns on investments being made.
This document summarizes a presentation about working on VR projects. It discusses L2D, a company that creates engaging digital experiences through research-based design. It then lists some of L2D's recent VR projects, including Lab World, Slender Things, Field Goal Hero, and a HoloLens pitch for Microsoft. The document goes on to describe a law enforcement de-escalation simulation that L2D is working on, including challenges involving the ambitious timeline, ambiguous scope, and atypical onboarding. It covers strategies for user interface, scripting interaction without AI, room-scale locomotion, and lessons learned in areas like modeling, texturing, and developing for VR platforms and interactions. Project management tips are
Learning New Skills for the Digital AgeVincent Lau
Digital transformation is happening everywhere. The rapid speed of technological changes such as digitalisation, automation AI is resulting in skills obsolence and demand for new skill sets at a faster pace than ever before. It is critical that ICT professionals understand what skills they need to ride on the digitalisation wave and start up-skilling, learn and grow themselves to transit to the future job. How you prepare and position yourself for the future could make a great difference.
Starting small in 2008 with only two employees, today Green Global has grown to become the leading IT consultancy in central Vietnam, with over 100 skilled technical personnel. With our broad consulting scope and technical capabilities, Green Global has created innovative solutions for more than 400 projects, serving hundreds of clients from both private and public sector organizations.
Slides to share Japanese XR industry momentum from HoloLab Inc., the Mixed reality startup point of view, for StartUP@Taipei XR Summit 2018.
Event URL :
https://www.startup.taipei/2018tisw-xr%E9%AB%98%E5%B3%B0%E6%9C%83
RenderThat is a global network of 3D artists and designers that provides high-quality 3D visualizations, animations, and videos. They have experienced significant growth due to shortened product development cycles that require faster prototyping and testing. RenderThat offers innovative processes that allow clients to reduce costs and timelines for product development through the use of specialized 3D artists. Their global network and proprietary tools provide security, experience, integration, and efficiency to ensure success on projects of any scale or timeline.
GIDS is not just a summit—it's a platform that brings together over 5,000 of your peers, over 150 talks by independent and industry experts, and the world's leading product, service and consulting companies, talent and employer brands, all under one roof. It's an opportunity to delve deeper, to gain insights that go beyond the written word, and to stay abreast with the latest developments in Software Engineering, Architecture, AI and Data Engineering, DevOps, Tech Leadership.
The document discusses the development of an HTML5 mobile experience for the Infiniti QX. It faced many creative challenges to implement interactive features within the iPad browser. The goal was to allow users to interact with the QX in a revolutionary mobile format. Despite a tight one-month timeline, the experience achieved a remarkable 10% interaction rate, far exceeding industry standards and becoming an "industry anomaly."
The document summarizes a VR company that has developed three new VR products suited for the global market based on feedback from their first 3000 units. They have pre-sold over 7000 additional units of the new products and have a passionate team and dedicated investors supporting their work developing portable VR technologies.
Building Product Virality for Growth - Oji Udezue, CalendlyTraction Conf
Calendly is well known for its viral product. So how did they do it? Calendly's VP of Product and Design, Oji Udezue shares:
- How to add virality, network effects, and viral loops to a product that isn’t necessarily viral
- How to prioritize building out your core product vs. product enhancements
- Who should own the growth function in a product-led growth business
Design-Driven Business & Technology, Design Excellence Event - London 2019Krzysztof Piwowar
To watch the deck with voice-over, go to https://www.youtube.com/watch?v=mTkJTMtew_I
The design should inform the technology — and not the other way around. I'm making the case that design can truly help drive technological effort, by making it more human and easily accessible.
Crowdsourcing is a process that involves stakeholders to think outside the box. It has 5 modules to define challenges, find ideas online, select ideas in workshops, evaluate ideas online, and plan implementation in a workshop. Companies use it to develop new products and find marketing ideas by presenting challenges to online communities. For example, BMW received over 700 motorcycle ideas from 250 users, and Mammut got 292 event ideas for its anniversary. Crowdsourcing provides diverse ideas beyond what a company can generate alone.
This document discusses SDL's LiveContent platform for managing technical documentation and customer assistance. It allows for the creation, review, and delivery of personalized documentation in multiple languages and formats. The document demonstrates how Walt, a field engineer, would engage with the system through various stages of content creation, review, collaboration, and analytics.
Jay Samit (Deloitte): Delivering ROI with Digital RealityAugmentedWorldExpo
A talk from the Work Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Jay Samit (Deloitte): Delivering ROI with Digital Reality
Today, Virtual Reality, Augmented Reality and Mixed Reality implementations are delivering billion dollar efficiencies for industries ranging from transportation, technology, retail, travel, manufacturing, and automotive. Sharing the groundbreaking results of clients, Deloitte’s head of Digital Reality will share the metrics achieved in actual case studies where Digital Reality transformed corporate processes and yielded high value return on investment.
http://AugmentedWorldExpo.com
Allan Cook (Deloitte): “Are We There Yet?” – Digital Reality & Enterprise Mar...AugmentedWorldExpo
A talk from the Work Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Allan Cook (Deloitte): “Are We There Yet?” – Digital Reality & Enterprise Market Acceleration in 2018
This talk will focus on the Digital Reality use cases Deloitte clients are building out as well as how the technology/content providers are meeting these needs. It will also look at the accelerators in the market today and barriers that still need to be overcome.
http://AugmentedWorldExpo.com
The Lima Consulting Group Digital Transformation Maturity Model Presented at ...Lima Consulting Group
Invited to present the Keynote Address at the 3 day Adobe Experience Conference in Sao Paulo, Brazil, Paul Lima, founder of Lima Consulting Group presented his Digital Transformation Maturity Model. To present the model, Joao Torres, Analytics Manager at Via Varejo, co-presented the use case of how they deployed the LCG Digital Transformation Maturity Model to advance their Key Business Objectives and surpassed the KPIs demanded by their board. Via Varejo, Brazil‘s largest electronics, home appliance and furniture retailer, revenues over $8B (USD) annually.
What is Hybrid Cloud and understanding what's right for your business?Emma Large
The document discusses Insight and Xtravirt's hybrid cloud assessment service. It defines hybrid cloud and notes that each organization's needs are unique. The assessment helps organizations understand all factors that impact their hybrid cloud strategy to ensure the right solution. Insight and Xtravirt's partnership provides specialized expertise and global resources to help customers plan and implement hybrid cloud.
In September, I presented the Lima Consulting Group Digital Transformation Maturity Model to the closed-circuit television to Sanofi employees in the Americas. Here's the material!
Emil Eifrém - The Data Platform for Today’s Intelligent ApplicationsNeo4j
The document summarizes Neo4j, a graph database company. It discusses Neo4j's history starting in 2000, growth over time including becoming the leader in the graph database category. It highlights Neo4j's large enterprise customer base, funding, and key metrics like over 800 employees. The document also discusses how connected data use cases are growing and examples of how Neo4j is used. It outlines Neo4j's platform and ecosystem of partners before concluding with a prediction about graph analytics replacing traditional models.
Enhanced Health, Wellbeing & Productivity in Commercial Real EstateMemoori
The document discusses enhanced health, wellbeing and productivity in commercial real estate. It describes Delta Development Group, an international real estate developer that uses Cradle to Cradle design principles to create circular properties. Their Park 20|20 development in the Netherlands aims to generate profits while improving lives through a sustainable approach. They conduct pre- and post-occupancy surveys to measure how their building designs impact productivity and make targeted improvements based on data.
After the dust has settled and the last vendor has packed their booth up into the truck to move on to the next tech event, neXt Curve’s Leonard Lee and Akshay Sharma will discuss our key insights from the event. We will share our insights gained from interactions with vendors, customers, and hands-on review of consumer tech that will matter. This 1-hour webinar will cover the following agenda items:
Key Takeaways from CES
Trends & The State of Critical Technologies
Digital Highlights – Tech That Matters
Predictions for 2018
Question & Answers
When Money Isn’t a Good Thing: The Risks of Investing in VR | Stephanie LlamasJessica Tams
The document discusses the risks of investing in virtual reality (VR). It notes that while VR revenues are predicted to grow dramatically by 2020, total investment in VR since 2012 has significantly exceeded the revenues generated. Specifically, VR investment from 2012-2015 was over $2 billion while revenues were only $0.1 billion for that period. The document cautions that barriers to adoption like high prices and lack of quality content make widespread VR adoption challenging. It argues that mobile VR saw more success initially due to its lower price point and greater accessibility compared to platforms requiring expensive hardware. Overall, the document aims to highlight uncertainties still facing the VR industry that could impact the returns on investments being made.
This document summarizes a presentation about working on VR projects. It discusses L2D, a company that creates engaging digital experiences through research-based design. It then lists some of L2D's recent VR projects, including Lab World, Slender Things, Field Goal Hero, and a HoloLens pitch for Microsoft. The document goes on to describe a law enforcement de-escalation simulation that L2D is working on, including challenges involving the ambitious timeline, ambiguous scope, and atypical onboarding. It covers strategies for user interface, scripting interaction without AI, room-scale locomotion, and lessons learned in areas like modeling, texturing, and developing for VR platforms and interactions. Project management tips are
Learning New Skills for the Digital AgeVincent Lau
Digital transformation is happening everywhere. The rapid speed of technological changes such as digitalisation, automation AI is resulting in skills obsolence and demand for new skill sets at a faster pace than ever before. It is critical that ICT professionals understand what skills they need to ride on the digitalisation wave and start up-skilling, learn and grow themselves to transit to the future job. How you prepare and position yourself for the future could make a great difference.
Starting small in 2008 with only two employees, today Green Global has grown to become the leading IT consultancy in central Vietnam, with over 100 skilled technical personnel. With our broad consulting scope and technical capabilities, Green Global has created innovative solutions for more than 400 projects, serving hundreds of clients from both private and public sector organizations.
Slides to share Japanese XR industry momentum from HoloLab Inc., the Mixed reality startup point of view, for StartUP@Taipei XR Summit 2018.
Event URL :
https://www.startup.taipei/2018tisw-xr%E9%AB%98%E5%B3%B0%E6%9C%83
RenderThat is a global network of 3D artists and designers that provides high-quality 3D visualizations, animations, and videos. They have experienced significant growth due to shortened product development cycles that require faster prototyping and testing. RenderThat offers innovative processes that allow clients to reduce costs and timelines for product development through the use of specialized 3D artists. Their global network and proprietary tools provide security, experience, integration, and efficiency to ensure success on projects of any scale or timeline.
GIDS is not just a summit—it's a platform that brings together over 5,000 of your peers, over 150 talks by independent and industry experts, and the world's leading product, service and consulting companies, talent and employer brands, all under one roof. It's an opportunity to delve deeper, to gain insights that go beyond the written word, and to stay abreast with the latest developments in Software Engineering, Architecture, AI and Data Engineering, DevOps, Tech Leadership.
Are You Underestimating the Value Within Your Data? A conversation about grap...Neo4j
Are You Underestimating the Value Within Your Data?
A conversation about graph technology
Dr Jesús Barrasa
Head of Field Engineering, Neo4j
Dr Jim Webber
Chief Scientist, Neo4j
Gartner IT Symposium Xpo Barcelona 2022 - Neo4j
POC 2018 - whatever talk_ Let's go OSINT using DeepWebDASOM KIM
The Dark Web and Deep Web are primarily used for cybercriminals and have become known globally due to recent Dark Web Marketplace operator arrests. The Dark Web and Deep Web are webs that are not found in commonly used search engines. It also has the ability to anonymize the information of the connected users, and criminals use this function to commit crimes. Cyber crimes that take place within the Dark Web and Deep Web can range from fraud, prostitution, child prostitution, drug and gun transactions.
However, the types and numbers of cybercrime in the Dark Web and Deep Web are soaring, and there is no countermeasure or service to counter them. Tracking actual criminals with anonymous data within a specific network or within a specific website is a big challenge.
In this talk, Horangi team will conduct research related to the Deep Web, and will share the methods and share cases that have attempted to collect the samples.
Allan Cook (Deloitte Consulting): How Do I Sell a “First” VR/AR Project to My...AugmentedWorldExpo
A talk from the Work Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Allan Cook (Deloitte Consulting): How Do I Sell a “First” VR/AR Project to My Company?
A Deloitte leader in Digital Reality will discuss best practices on how to develop an initial project or proof of concept in the field of Digital Reality (VR/MR/AR). The session will look at how to identify an appropriate use cases, articulate value, develop a return on investment, select partners, and set internal expectations. Several citations and case studies will be used to highlight the “do’s” and “don’ts,” from initial ideation through developing a working proposal to kicking off an engagement.
http://AugmentedWorldExpo.com
Similar to Virtual Reality: Immersive Experiences with Real-world Applications | Jill Knight (20)
When Content Meets Medical: Do You Need a Crash Course for That Crash Cart? |...LavaConConference
Writing content for medical devices is exciting and fulfilling. However, it offers unique challenges that you don’t encounter when documenting software product.
Learn the basic differences between “medical” and “commercial” in this session. Find out if you can make the transition to content that may save lives!
In this session, attendee’s will learn:
How to approach content that has life-and-death outcomes.
How to perform user analysis for a product that no one chooses.
How to coordinate between regulatory an risk assessment.
How to find the balance between regulatory requirements and content that actually helps the users.
How to meet the demands of extreme environments (ICUs, etc.).
How to decide if this is for you!
As much as 75% of the adult population has some fear of public speaking and even more simply have poor presentation skills. What does this mean?
You can’t promote or get credit for your ideas.
You miss out on the visibility and exposure of presenting at conferences.
You (statistically) will earn less and be promoted less than colleagues with better public speaking skills.
But don’t panic! You *can* learn in this fun, fast-paced workshop.
In this session, attendee’s will learn:
The 3 Ps (Planning, Preparing, Performing).
How to figure out the parameters of a presentation (audience, etc.).
How to focus your topic and limit your ideas.
How to build logical structure.
How to use hooks, anecdotes, and segues.
How to work with the audience.
Tips and tricks of rehearsing.
Thousands of Words, One Brand Voice: Style Guides, Content Workflows, and AI ...LavaConConference
Qordoba has been analyzing how content strategists work with style guides and implement better content check processes. In this session, May Habib will present results and trends from the Style Guides 2019 Benchmark Report and the 2019 State of Content Strategy Report.
In this session, attendee’s will learn:
– Top priorities and biggest challenges for content strategists
– How content strategists are crafting writing guidelines their teams actually use
– How technology can help teams execute their content strategy
This document discusses content strategy and information architecture as key components of customer success. It provides an overview of each topic and how they work together to support effective content delivery from subject matter experts to end users. Content strategy defines business needs and user requirements to guide content systems and experiences. Information architecture establishes structured content, metadata, and taxonomy to enable delivery. The document outlines a process for content strategists and information architects to collaborate on assessing current state, envisioning future state, analyzing requirements, designing solutions, and implementing improvements.
The Heroes and Villains of Content Strategy | Alan PorterLavaConConference
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3. Introduction
Jill Knight
• Interactive Media & Game Design @ WPI 2013
• 3D & Experience Designer @
Deloitte Digital (Digital Reality DxR Group)
since 2015
• Working in VR/AR since 2016
• Second generation working in technical
communication/learning in technology
Virtual Reality is the cutting edge of gaming entertainment, with emerging technology that immerses players in new worlds like nothing we've seen before. But VR is increasingly being used for real-world applications in a wide variety of industries, not just for games. In this session, we'll look at how VR enables us to create training and educational experiences that are engaging, impactful, and address the challenges of employee training in innovative ways. From concept to implementation, we'll talk about the development of virtual reality experiences, including multi-disciplinary team roles, needs assessment, planning, graphic and textual content development, and deployment. We'll also explore how the platforms of virtual reality and augmented reality have created a paradigm shift in designing user experiences, and the interesting challenges presented by these new technologies.
Introduction:
Jill Knight, 3D Artist and Experience Designer
Wears a lot of hats
Experience on projects a variety of different VR platforms
Mom: Interplay of UI and UX after this session!
Virtual Reality Definition:
Interactive computer experience taking place within a simulated (virtual) environment
Umbrella term we use for simulated experiences that make use of a head-mounted display that takes up your entire field of view
Entirely obscures the real world
Cannot see the real world when you are in a virtual reality simulated environment – for that reason, it is immersive: you feel embedded in and transported to that simulated space
The power of immersion allows us to do things with this technology that aren’t possible in other platforms/mediums
Let’s talk about VR as a platform: broad range of hardware solutions, hardware itself plays a major role in the kind of experience you can build
Lower-fidelity platforms:
Lower resolution
Lower level of interaction (often none – passive 360 video or 3D experiences)
Lower price point/barrier for entry
Relies on other hardware for visuals(mobile phones)
Examples include Google Cardboard and Gear VR, made for use with modern phones
Middle-fidelity platforms:
Standalone hardware, not reliant on smartphone
Better resolution/graphic performance
Controller input, some controller tracking in space (spatial relationship between headset and controller, rotation and location in space)
Middle price point
Examples include Oculus Go!
Lower- and middle-fidelity experiences are often seated or standing - stationary.
No tracking in real-world space – if you move IRL, you do not see the environment in the headset reflect that
Because of this: motion sickness is an issue (think roller coaster seated experiences)
Still 360 view, but stationary
Even when you have controller support for some interactions, lack of tracking can create motion sick experiences (flying squirrel suit)
Higher-fidelity platforms:
Higher resolution
Tracked controllers with multiple inputs – can perform more complex interactions
Headset tracking – understands your movement in real-world space within the field of view of the sensors
Higher price point
Requires high-performance PC/laptop that drives the graphics processing
Equipment on slide:
HMD
Hand controller
Stands on either side are sensors that track movement in real world space
Examples include HTC Vive, Oculus Rift, PlayStation VR
Higher-fidelity experiences we call “room space” – wall or stand-mounted sensors tracks the user’s movement in real-world space, either 180 or 360-degrees
Minimum footprint for Vive is 6x6, max is actually about 19x19
Have to be within line of sight of both lighthouse sensors
Lighthouses are IR/optical
Games for entertainment: Job Simulator!
Games for entertainment: authoring tools like Google’s Tilt Brush! (More creative/exploration that game with mechanics/goals)
Serious games/simulators for education and training in many different industries! This space is GROWING
Why VR? Why is VR a good platform for training and education?
Immersion: real-world scale provides learning in context to actual tasks – the power of immersion to create a lifelike simulation
New technology appealing to a younger generation of workers
- Good for situations where training is otherwise prohibitively dangerous, difficult, or costly
Good for procedure training and reactive simulations – limitlessly repeatable for the learner, where repetition increases retention of information
Reset of simulation can be faster than reset of other kinds of training, as well as reducing time of real-world tasks to increase repetitions as well
Good use cases include the things just shown:
Equipment training
Procedure training
Medical (surgical/situation training)
Good use cases include the things just shown:
Tool creation! High-tech manufacturing workflow (Factory 5)
Reduce cost of iterative design workflows – moving away from expensive and time-consuming real-world sculpted models to VR mockups
Not the right platform for every learning solution/experience
Justification for VR – has to be a good use case/add value to the learning experience
There are bad use cases…
Bad use cases:
Something that cannot be replicated in VR (kneading bread)
No value add for being in a cool platform(time sheets/taxes)
So when we have the right use case….how do we actually develop for the VR platform?
Before the how… let’s talk about the who
Producer:
Team project manager
Runs sprint planning, internal meeting cadences, tracks deliverable dates etc
Interfaces with client/client team to plan meetings and relay questions from developers
Development team:
Engineer
Experience/Game Designer
3D Artist
Visual Designer
- Leads from each discipline have small bucket of hours for oversight – feedback on individual work as well as the direction of the project as a whole with regards to their discipline
Software and tools user by individual disciplines
- Each role uses different software programs to author their individual content, but as you can see, everyone has a hand in implementing their assets/content into….
Unity – our game engine of choice!- Where all of the assets created by each team member comes together
Marrying the 3D and 2D visuals with the functionality/mechanics – where we make it all work
All team members have at least some familiarity in implementing their work in the engine
Agile-ish workflow: using JIRA to track sprints and individual tasks/tickets assigned to each team member
Our development process is agile plus video game development (alpha, beta, gold) – sort of waterfall by necessity (client contracts)
Four main steps of project:
- Discovery
- Design
- Development
- Deployment
Linde Project Brief:
Company that manufactures and delivers liquid gas to clients
Lots of challenges in training new drivers on how to deliver gas:
Long training period that takes experienced drivers out of the field (10 weeks) to bring new drivers up to speed
Actual gas delivery done infrequently in training, and is a time-consuming process (half a dozen times across training period) – (1.5hrs total)
Procedure for delivering gas has 40 STEPS – retention of info was low
Important to standardize procedure for safety reasons – cryogenic gas! (Found even experienced drivers were not doing the steps in the same/exactly correct order)
Discovery:
Understand user needs
Identifying technology requirements and constraints
Establish medium: pre-rendered vs real time, delivery platform
Justification of VR – is virtual reality the right solution platform? If it is, which level of hardware is appropriate for how the experience will be deployed?
Discovery artifacts:
Design specs for technology (we like to develop and iteratively test on the same hardware that will be used for final deployment)
Reference video and photo, at the least for scoping purposes (field trip to client site – video, photo, audio reference)
Notes from user interviews and other client stakeholders around the problem we are trying to solve
Design:
Scripts & Storyboards
Gathering additional visual references
Creating concept art to inform look & feel, design of specific characters or spaces
Building an asset list and timeline for development cycle
Design Artifacts:
User flows/storyboard/scripts
Project timelines
Asset lists
Concepts/mockups of both 2D and 3D elements
Develop:
Creating assets defined by design process
Work towards minimum viable product – game is playable at every deliverable stage
Iteration based on feedback from internal groups and clients
Iteration – we do a lot of it!
Development process built around having feedback cycles that include:
in-person client demos/playthroughs with stakeholders
Giving the build to clients for testing with end users (on Linde – drivers and driver trainers)
Creating tasks in future sprints based on consolidated feedback
Reworking features based on feedback
First deliverable – alpha – is a vertical slice of the finished experience:
Prototype of major functionality/features and visual components, but not every single feature and not polished – again, prototype!
Methods of interaction
Overall layout of environment/space
In Linde, this was the first 8 steps out of the 40 step procedure
Early valve turning prototype that did not work with physics as expected
Blocking out physical space based on footprint constraints from the client
Beta :
Major functionality implemented, prototyping refined
Most major visual components are in
Items that needed addressing from first round of feedback have been incorporated
Still needs an iterative polish pass
Lighting is correct for a cloudy day, pipes have correct metal assignments – steel, plastic, brass
Beta :
Implementing animations and additional interactions (hose!)
Feedback!!
Left: feedback from client – about specific steps but also overall items of note that testers called out – awesome client gave thorough feedback, though it took some time to parse, consolidate, prioritize, and assign to an owner
Right: my notes on specific items of feedback based on watching user testing and debrief after client stakeholder conversation
** really important to build time into the schedule for these client feedback cycles, both in terms of how long it takes a client to provide feedback when they get a deliverable, and to incorporate feedback into already existing workloads
Gold: the final deliverable!
Thoroughly tested for bugs, intuitive interactions, feature completion and performance goals
All features and visuals completely implemented
Polish pass at the end of the dev cycle
Polish items include:
Effects like x-ray and steam/particles, frost buildup on the pipes, polished animations
Refining the materials – brass looks like brass, steel looks like steel etc
Also final implementation of menu systems/front matter at the start of the experience, as well as after-action report that has all of the metrics hooked up on the back end.
User testing! We did user testing throughout – gave builds to the clients to test with their end users as well as on our side, with our colleagues/willing test subjects
- Looking for intuitiveness of interactions, real-world scale, readability, as well as bugs/show-stopping issues
A note on FIDELITY: On some projects (like with Linde), important to have true-to-life fidelity so that the learner has clear expectations/reference point in the VR training
Learning in context – that context has to be recognizable to the real-life work they will be doing
Got feedback through the project around things that would “pull” users out of the experience – things that would break immersion that needed to be addressed
This is why reference is so important!
Deploy:
User testing for feedback before final build
Ensure client-side technology is ready for deployment
Continuous quality control and iteration even after deployment
Final delivery!
Why is VR so different and challenging to develop for?
Methods of interaction for VR are totally different from other mediums/platforms
And a lot of VR controllers at this point are different from each other!
Not a lot of clear parallels between other devices and VR controllers in terms of how you use them as input methods (besides the wii?) – really foreign for first-time users who have ZERO gaming experience
Designing for “intuitive” interactions aren’t easy – ex: turning valves in Linde was a real challenge
Reducing “friction” in user interactions so that they are intuitive means a lot of WORK for designers – not always intuitive from the get go!
Traditional design standards often don’t apply, or are more complex in VR:
Text/UI treatment has additional considerations – readability and distance, not always being in the player’s POV
“Heads-up display” or overlay user interface elements present in other apps and traditional video games don’t work in VR! (reticles, health, etc)
Often what feels most good in VR are interactions that mirror real-life physical actions such as buttons, levels, turning handles – not gestures such as tapping or swiping
Human-computer interaction problems that just don’t exist on other platforms: fatigue of holding your arms up, etc!
Developing with new technology can be challenging
Software updates mid-project – keeping up with changes in functionality on the toolsets as well as hardware
Compatibility of different toolsets can be difficult
Limitations of the hardware and software itself (literal cables breaking!)
Long-term viability of the hardware:
Will this company still exist and make this product in 2 years? In 5?
How long does the hardware itself last?
How to we plan to support/service the technology long-term, or enable our clients to do so?
Not a lot of established industry best practices (especially when we first started building for VR)
Many problems still haven’t been solved – which is exciting and also difficult at the same time
A lot of people want it, but don’t necessarily have a good use case – and the hardware choice shouldn’t be driving the solution, the solution should be dictating the hardware choice!
Audience familiarity vs reluctance
Attractive to a new generation of the workforce who grew up with video games and technology
Reluctance in older generations and folks who have never tried it before, or who have had bad experiences around motion sickness and VR in the past
As developers, we are our own worst QA!
If your audience has never used VR before, need to test with folks who have never used VR before
….which means they cannot be used to test for “first user” intuitiveness more than once!
The more you are in VR, the less you can objectively test it – especially when you know what the design and goals are of the experience/intention behind the design choices
Wrap up – the technology of VR and new medium that it creates makes for compelling learning experiences and other real-world applications outside of games for entertainment