An overview on virtual reality and its history,types of VR,Architecture and various applications of it.It contains Current problems and future works as well.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
The document discusses augmented reality, including its definition as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. It provides details on the history of augmented reality, how augmented reality systems work, examples of applications in various fields such as military, medical, education and entertainment, and the future potential of augmented reality. Limitations including tracking accuracy and reliance on mobile devices are also noted.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
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 document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
The document provides an overview of virtual reality (VR), including its history, types, technologies, applications, and challenges. It discusses how VR immerses users in simulated, 3D environments through head-mounted displays and other sensory inputs. The document also outlines the typical components of a VR system, including input processors, simulation processors, rendering processors, and world databases that store virtual objects and environments. Some applications mentioned include entertainment, medicine, manufacturing, education, and training. Current issues with VR adoption include cybersickness, cost, and lack of integration between software packages.
Virtual reality uses headsets to fully immerse users in simulated 3D worlds, replacing the real world. Augmented reality enhances the real world by overlaying digital images and information. While VR aims to create separate virtual worlds, AR enhances the real world experience by supplementing it with computer-generated perceptual information. Major applications of AR include gaming, navigation, design, marketing, and retail by allowing users to visualize products in their real-world environment through their device cameras.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
The document discusses augmented reality, including its definition as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. It provides details on the history of augmented reality, how augmented reality systems work, examples of applications in various fields such as military, medical, education and entertainment, and the future potential of augmented reality. Limitations including tracking accuracy and reliance on mobile devices are also noted.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
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 document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
The document provides an overview of virtual reality (VR), including its history, types, technologies, applications, and challenges. It discusses how VR immerses users in simulated, 3D environments through head-mounted displays and other sensory inputs. The document also outlines the typical components of a VR system, including input processors, simulation processors, rendering processors, and world databases that store virtual objects and environments. Some applications mentioned include entertainment, medicine, manufacturing, education, and training. Current issues with VR adoption include cybersickness, cost, and lack of integration between software packages.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Virtual reality (VR) is an interactive simulation that immerses users in a 3D virtual world. The document outlines the history of VR from early flight simulators to modern commercial systems. It describes types of VR including immersive VR using head-mounted displays and mixed reality. The key technologies that enable VR like head displays, data gloves, and control devices are also discussed. Current applications of VR span entertainment, medicine, manufacturing, and education. While issues remain around simulator sickness and cost, VR offers opportunities for visualization, interaction, and experiencing virtual worlds.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
This document provides an overview of virtual reality (VR), including its history, types, technologies, applications, and future directions. It describes how VR emerged from flight simulators developed in the 1950s and became a commercial industry in the late 1980s. The document outlines different types of VR systems like immersive VR using head-mounted displays, telepresence, and augmented reality. It also discusses key VR hardware like HMDs, data gloves, and CAVE environments, as well as software standards like VRML. Current applications of VR span entertainment, medicine, manufacturing, and education/training. The document concludes that VR offers new ways of interacting with computers and experiencing virtual worlds not possible in reality.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
Virtual reality (VR) is an interactive simulation that immerses users in an artificial 3D environment. The document outlines the history of VR from early flight simulators to modern commercial systems. It describes different types of VR including immersive, telepresence, and augmented reality. The key technologies that enable VR like head-mounted displays, data gloves, and software toolkits are also discussed. Finally, applications of VR in areas like entertainment, medicine, and manufacturing are presented.
This document presents an overview of virtual reality (VR) systems. It defines VR as a high-end user interface that involves real-time simulation and interactions through multiple sensory channels. The document then discusses the history of VR, different types of VR systems including immersive, desktop, telepresence and augmented reality. It also covers the hardware and software technologies used to implement VR systems, including head-mounted displays, data gloves, and VR modeling languages. The document concludes by discussing current and potential future applications of VR in areas like entertainment, medicine, manufacturing and education, as well as current challenges and opportunities for improving VR technology.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
The document discusses the history and types of virtual reality (VR). It describes VR as a high-end user interface that involves real-time simulation and interactions through multiple senses. The main types of VR discussed are windows-on-world desktop VR, immersive VR using head-mounted displays, telepresence, augmented reality, and distributed VR across networks. The technologies that enable VR include various displays, sensors, and interaction devices. VR has applications in entertainment, medicine, education and training by creating realistic virtual environments. Current problems with VR include integration issues, cybersickness, and low fidelity. Major companies developing VR include Oculus VR, HTC Vive and Sony.
The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
This document provides an overview of virtual reality including its definition, history, taxonomy, hardware, software, applications and future. It defines virtual reality as using computer modeling and simulation to interact with 3D environments. The history section describes early attempts at immersive viewing like Sensorama from the 1960s. It also outlines the key elements of a VR system like immersion, interactivity and feedback. Applications discussed include using VR for training in fields like military, aviation and medicine. The future of VR is presented as advancing towards holograms, augmented reality and more immersive head-mounted displays.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
"NATO Hackathon Winner: AI-Powered Drug Search", Taras KlobaFwdays
This is a session that details how PostgreSQL's features and Azure AI Services can be effectively used to significantly enhance the search functionality in any application.
In this session, we'll share insights on how we used PostgreSQL to facilitate precise searches across multiple fields in our mobile application. The techniques include using LIKE and ILIKE operators and integrating a trigram-based search to handle potential misspellings, thereby increasing the search accuracy.
We'll also discuss how the azure_ai extension on PostgreSQL databases in Azure and Azure AI Services were utilized to create vectors from user input, a feature beneficial when users wish to find specific items based on text prompts. While our application's case study involves a drug search, the techniques and principles shared in this session can be adapted to improve search functionality in a wide range of applications. Join us to learn how PostgreSQL and Azure AI can be harnessed to enhance your application's search capability.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
ScyllaDB is making a major architecture shift. We’re moving from vNode replication to tablets – fragments of tables that are distributed independently, enabling dynamic data distribution and extreme elasticity. In this keynote, ScyllaDB co-founder and CTO Avi Kivity explains the reason for this shift, provides a look at the implementation and roadmap, and shares how this shift benefits ScyllaDB users.
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
"$10 thousand per minute of downtime: architecture, queues, streaming and fin...Fwdays
Direct losses from downtime in 1 minute = $5-$10 thousand dollars. Reputation is priceless.
As part of the talk, we will consider the architectural strategies necessary for the development of highly loaded fintech solutions. We will focus on using queues and streaming to efficiently work and manage large amounts of data in real-time and to minimize latency.
We will focus special attention on the architectural patterns used in the design of the fintech system, microservices and event-driven architecture, which ensure scalability, fault tolerance, and consistency of the entire system.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
What is an RPA CoE? Session 2 – CoE RolesDianaGray10
In this session, we will review the players involved in the CoE and how each role impacts opportunities.
Topics covered:
• What roles are essential?
• What place in the automation journey does each role play?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
From Natural Language to Structured Solr Queries using LLMsSease
This talk draws on experimentation to enable AI applications with Solr. One important use case is to use AI for better accessibility and discoverability of the data: while User eXperience techniques, lexical search improvements, and data harmonization can take organizations to a good level of accessibility, a structural (or “cognitive” gap) remains between the data user needs and the data producer constraints.
That is where AI – and most importantly, Natural Language Processing and Large Language Model techniques – could make a difference. This natural language, conversational engine could facilitate access and usage of the data leveraging the semantics of any data source.
The objective of the presentation is to propose a technical approach and a way forward to achieve this goal.
The key concept is to enable users to express their search queries in natural language, which the LLM then enriches, interprets, and translates into structured queries based on the Solr index’s metadata.
This approach leverages the LLM’s ability to understand the nuances of natural language and the structure of documents within Apache Solr.
The LLM acts as an intermediary agent, offering a transparent experience to users automatically and potentially uncovering relevant documents that conventional search methods might overlook. The presentation will include the results of this experimental work, lessons learned, best practices, and the scope of future work that should improve the approach and make it production-ready.
This talk will cover ScyllaDB Architecture from the cluster-level view and zoom in on data distribution and internal node architecture. In the process, we will learn the secret sauce used to get ScyllaDB's high availability and superior performance. We will also touch on the upcoming changes to ScyllaDB architecture, moving to strongly consistent metadata and tablets.
2. Outline
Introduction
The history of VR
Types of VR
Technologies of VR
Architecture of VR system
Applications of VR
Current problems &
Futurework
3. What is virtual reality?
Experience that simulates immersive physical presence
in a real or imagined environment
Why VR?
VR is able to immerse you in a computer-generated world
of your own making: a room, a city, the interior of human
body. With VR, you can explore any uncharted territory of
the human imagination.
4. Brief History
In 1950s, flight simulators were built by US Air Force to
train student pilots.
In 1965, a research program for computer graphics called
“The Ultimate Display” was laid out.
In 1988, commercial development of VR began.
In 1991, first commercial entertainment VR system
"Virtuality" was released.
5. Types of VR System
Windows on World(WoW)
Also called Desktop VR.
Using a conventional computer monitor to display the 3D virtual
world.
Immersive VR
Completely immerse the user's personal viewpoint inside the
virtual 3D world.
The user has no visual contact with the physical word.
Often equipped with a Head Mounted Display (HMD).
6. Tele presence
A variation of visualizing complete computer generated worlds.
Mixed Reality(Augmented Reality)
The seamless merging of real space and virtual space.
Integrate the computer-generated virtual objects into the
physical world which become in a sense an equal part of our
natural environment.
Distributed VR
A simulated world runs on several computers which are
connected over network and the people are able to interact in
real time, sharing the same virtual world.
Types of vr
7. Technologies of VR(Hardware)
Head-Mounted Display (HMD)
A Helmet or a face mask providing the visual and auditory
displays.
Binocular Omni-Orientation Monitor (BOOM)
Head-coupled stereoscopic display device.
Uses CRT to provide high-resolution display..
Cave Automatic Virtual Environment (CAVE)
Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
8. Technologies of VR(Software)
•Toolkits
Programming libraries.
Provide function libraries (C & C++).
•Authoring systems
Complete programs with graphical interfaces for creating worlds
without resorting to detailed programming.
VRML(Virtual Reality Modeling Language)
Standard language for interactive simulation within the
World Wide Web.
Allows to create "virtual worlds" networked via the Internet
and hyperlinked with the World Wide Web.
9. Architecture of VR System
Input Processor, Simulation Processor, Rendering Processor and
World Database.
10. Components of VR System
Input Processor
Control the devices used to input information to the computer
Simulation Processor
– Core of a VR system.
– Takes the user inputs along with any tasks programmed into
the world and determine the actions that will take place in
the virtual world.
Rendering Processor
– Create the sensations that are output to the user.
.
World Database (World Description Files)
– Store the objects that inhabit the world, scripts that
describe actions of those objects.
11. Applications
Entertainment
More vivid
Move exciting
More attractive
Medicine
Practice performing surgery.
Perform surgery on a remote patient.
Teach new skills in a safe, controlled environment.
Manufacturing
Easy to modify
Low cost
High efficient
Education & Training
Driving simulators.
Flight simulators.
Ship simulators.
Tank simulators.
12. Current problems & Future work
Cybersickness / simulator sickness
Low-fidelity
Expensive
Lack of integration between application
packages
High-fidelity system
Cost-saving
collaborative
High-level contact between participants in
distributed VR
Current problems
Future work