Virtual worlds are computer-based simulated environments where users interact through avatars. They allow users to communicate, use objects, and create things. Common examples include social networking sites, 3D movies, and training simulators. While virtual worlds provide opportunities for communication and individual expression, they also pose social risks like isolation and desensitization. However, their use is growing and expanding to more fields, indicating virtual worlds are an emerging technology that will continue revolutionizing science and technology.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
Why does my iPad calendar app look like a leather desk set from the 1940s?
We make new things look like old things because the old is familiar: it helps with usability, it makes us safer, and it's cute. Our mobile phones have replaced pads of paper and physical dials with touchscreens that have pictures of these things on them. Our digital cameras play a prerecorded shutter sound when we press the button because that's how our old cameras told us the picture was taken.
Their ability to both delight and confuse is profound - skeuomorphic touches will invariably get oohs and aahs at design reviews and from users. Yet in the quest for familiarity and nostalgia, these flourishes can perpetuate interfaces that only made sense given past technical limitations or, worse, suggest vintage mental models that are out of sync with the product's modern features.
Come listen to a light-hearted discussion about the what and the why of this increasingly common design pattern and how designers can leverage everything that's cute and rich about skeuomorphs without compromising mental models or a polished product.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
COMP4010 Lecture 5 taught by Bruce Thomas at University of South Australia on August 24th 2017. This class was about using Interaction Design techniques for developing effective VR interfaces. Slides by Mark Billinghurst.
An overview of current Augmented Reality (AR) technology and potential future applications in libraries. Researched and presented to 9410: Emerging Technologies in Fall 2012 at the University of Missouri School of Information Science and Learning Technologies (SISLT).
Why does my iPad calendar app look like a leather desk set from the 1940s?
We make new things look like old things because the old is familiar: it helps with usability, it makes us safer, and it's cute. Our mobile phones have replaced pads of paper and physical dials with touchscreens that have pictures of these things on them. Our digital cameras play a prerecorded shutter sound when we press the button because that's how our old cameras told us the picture was taken.
Their ability to both delight and confuse is profound - skeuomorphic touches will invariably get oohs and aahs at design reviews and from users. Yet in the quest for familiarity and nostalgia, these flourishes can perpetuate interfaces that only made sense given past technical limitations or, worse, suggest vintage mental models that are out of sync with the product's modern features.
Come listen to a light-hearted discussion about the what and the why of this increasingly common design pattern and how designers can leverage everything that's cute and rich about skeuomorphs without compromising mental models or a polished product.
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Seeing the Library through the Terminator's Eyes: Augmented RealityRachel Vacek
Augmented reality is a location-aware technology that can help libraries widen access to resources and promote services to users in exciting and innovative ways. This emerging technology superimposes layers of computer-generated content such as 3d images, photos, and data over what you are looking at in real-time. This session will explain augmented reality and highlight potential uses and real world examples of how libraries are using this technology to promote, market, outreach, teach, and engage with users in new and exciting ways.
Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
This short presentation introduces libraries to ways they can get started with Virtual Reality. From describing how it works, to covering purchasing options, to a list of apps to try, libraries can start their VR journey here.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Seeing the Library through the Terminator's Eyes: Augmented RealityRachel Vacek
Augmented reality is a location-aware technology that can help libraries widen access to resources and promote services to users in exciting and innovative ways. This emerging technology superimposes layers of computer-generated content such as 3d images, photos, and data over what you are looking at in real-time. This session will explain augmented reality and highlight potential uses and real world examples of how libraries are using this technology to promote, market, outreach, teach, and engage with users in new and exciting ways.
Oplægget blev holdt ved InfinIT-arrangementet "Centimeterpræcis sporings- og positioneringsteknologi", der blev afholdt den 20. juni 2011. Læs mere og se videoer fra arrangementet her: http://www.infinit.dk/dk/hvad_kan_vi_goere_for_dig/viden/reportager/centimeterpraecis_sporings-_og_positioneringsteknologi.htm
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 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.
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
How might gaming look in the future?
Revenue for gaming reached $184 billion in 2022, and the number of gamers is expected to grow to 3.6 billion by 2025. It's not just kids either: 38 percent of gamers are between the ages of 18 and 34 years, and 16 percent are older than 55.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3:What is virtual reality?
Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
Jerome Lacote is a veteran designer with a variety of professional experiences, including UI/UX design for Rockstar Games and Activision.
Lacote will recount his experiences in the field, give advice on designing user experiences for digital products and services, and discuss the future of UI/UX in the context of virtual and augmented reality.
2. Online community that takes the
form of a computer-based
simulated environment through
which users can interact with
one another and use and create
objects.
3. Introduction
Interactive 3D virtual environments.
Users avatars visible to others:
-An Avatar : graphical representation of the
user's character
-may take a three-dimensional form, as in games
-or a two-dimensional form as an icon in Internet
forums or online communities
In general, virtual worlds allow for multiple users.
4. A look into Virtual Worlds:
Such modeled worlds draw their essence
from reality or fantasy worlds.
Communication
Most common forms; Games. Most based
on fantasy, rarely based on reality.
Virtual Worlds not limited to games, but
extensions such as chatrooms, conferences
etc.
Use of emoticons in such places „‟ „‟
Economist Edward Castronova argues that
“synthetic world” is a better term.
5. Most common Examples Of Virtual
Worlds:
Social Networking
Sites 3D movies
Technical term, Acronym for three-
“Virtual dimensional film
communities” motion picture that
Lots of users, more enhances
than thousands the illusion of depth
Interacting through perception.
use of „Profiles‟. Uses special
For e.g., Facebook, projection hardware
Twitter . or special eyewear
Examples
6.
7. Training Simulators
• Battlefield
simulators
• Counter-terrorism
• Paratrooping
• Welding
• Mining training sims
Car Navigation
Systems
• Flight Simulators
• Audi Multimedia
Interface
• Avatar support
– natural-language
dialogue
– supported by images
8. Project NATAL
• Introduces a new
way of interacting
with games &
computer systems
• No keyboard and
no controller
• User's voice and
motions Method
for interacting with
the system.
9. The Cave
• Any virtual reality
system that uses
multiple walls with
multiple projectors to
immerse users in a
virtual world.
• Built in 1192
• Uses:
– Scientific Visualizations
– Universities
– demonstrating 3D
environments
– virtually testing
component parts of
10. Virtual Reality Gear
• In order to play games in the “virtual world”,
certain gadgets are required.
• These include:
1. Virtual reality goggles/glasses
2. Hand-held controls, Head Mounted
Display (HMD) and speakers
3. Data suits
4. Workbench
11. Google’s Project Glass Debuts:
Google Glass
• First of its kind; a completely unique product, designed by
Google X.
• Allows the user to access Facebook, send messages, chat
with another person by just looking through his/her
glasses.
• Priced at $1500 and set to release in 2014.
14. Advantages
• Familiar environment from the real
world.
a) Shapes, color & sounds
• Effective ways to train employs.
a) Military officials
b) Transportation agencies
15. Advantages
• THERAPY
a) Treat couple of illnesses
i. Phobia
ii. Stress
a) Helping disable children
i. Makaton symbols
17. Advantages
• Familiar environment from the real
world.
a) Shapes, color & sounds
• Effective ways to train employs.
a) Military officials
b) Transportation agencies
18. Advantages
• THERAPY
a) Treat couple of illnesses
i. Phobia
ii. Stress
a) Helping disable children
i. Makaton symbols
20. • Technology:
Poses significant problems to developers
and causes restrictions in attempts at
widespread use and distribution.
• Social Impact:
Social isolation (depression,
disassociation and other conditions).
• Could lead to low self-esteem, feelings of
worthlessness and insignificance, even
self-destructive acts.
21. • Desensitization:
risk of failing to recognize the true
consequences for actions in which they
are taking part or are viewing.
• Cost:
Few people have the technical
knowledge to maintain a virtual world
system. Additionally most reality
systems are not readily
interchangeable with different
hardware, increasing the cost.
22. Future of Virtual Worlds:
• Today, more than hundreds of virtual worlds
in existence with varied themes.
• Like fantasy, science fiction or idealized
modern environments like tropical islands,
gardens etc
• Virtual worlds mostly exist in the form of
games
• But in future, will expand into a broader
range of fields like education, military,
entertainment etc
23. Virtual and Real world- different or
alike?
• Growth of virtual worlds is foreseen.
• Current virtual activity and use of avatars is
removing the difference between the virtual
and real worlds
• The boundary between the 2 may fade even
more in the future
• The many uses and constant growth of
Virtual Worlds depicts their further evolution
24. Virtual Worlds-New technology in
making?
• Virtual Worlds becoming a part of daily life
due to increased and better internet access
• This technology in making will bring a
revolution in the world of science &
technology
• It can be rightly said, that Virtual Worlds wil
be no longer places “to visit”.
• And What‟s life without a new innovation?