Web 3.0 continues to create a more democratic, censorship-free, and more transparent internet network by producing solutions to the problems of Web 2.0.
In this direction, metaverse technology, which is a future repetition of the internet consisting of 3-dimensional, permanent virtual spaces connected to the virtual universe, continues to reveal its difference.
At this point, the new technologies of the future continue to develop.
The Metaverse is a collection of 3D virtual simulations or worlds. Here, users can access various activities and can create their very own avatars. Metaverse will act as an alternative digital world where people can socialize and collaborate on tasks, play games and do many other activities.
The infrastructure of the Metaverse needs to have a solid foundation before connecting multiple virtual spaces with one another. Metaverse needs to be decentralized to function properly.
Centralized Metaverse will be extremely limited where third parties can take control with no intention of fair play. This is where blockchain comes in handy. Blockchain is the perfect technology for Metaverse as it can offer it the decentralization it needs for the users.
Here, at 101 Blockchains, we offer full courses that will help you understand blockchain and how blockchain will be a crucial part of the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/metaverse-future/
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
Web 3.0 continues to create a more democratic, censorship-free, and more transparent internet network by producing solutions to the problems of Web 2.0.
In this direction, metaverse technology, which is a future repetition of the internet consisting of 3-dimensional, permanent virtual spaces connected to the virtual universe, continues to reveal its difference.
At this point, the new technologies of the future continue to develop.
The Metaverse is a collection of 3D virtual simulations or worlds. Here, users can access various activities and can create their very own avatars. Metaverse will act as an alternative digital world where people can socialize and collaborate on tasks, play games and do many other activities.
The infrastructure of the Metaverse needs to have a solid foundation before connecting multiple virtual spaces with one another. Metaverse needs to be decentralized to function properly.
Centralized Metaverse will be extremely limited where third parties can take control with no intention of fair play. This is where blockchain comes in handy. Blockchain is the perfect technology for Metaverse as it can offer it the decentralization it needs for the users.
Here, at 101 Blockchains, we offer full courses that will help you understand blockchain and how blockchain will be a crucial part of the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/metaverse-future/
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
The Metaverse is a virtual world that uses blockchain technology, augmented reality, virtual reality, digital assets, tokens, etc. It’s a virtual space created to increase the users' online experience. As it will include sensory elements, users will be able to interact with digital objects similar to the real world.
Metaverse is still a theoretical concept in the broader sense. Some NFT based games have introduced virtual worlds where users can move and explore using their avatars. However, it does not require the use of VR and AR technologies yet. As it’s still not real, there are many lingering questions regarding this topic.
Here, we will cover the top frequently asked questions about Metaverse. At 101 Blockchains, we offer an array of courses to help you better visualize the concept of the Metaverse.
The following courses will help you->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/blockchain-metaverse/
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
Metaverse is a digital or virtual world that will use technologies such as VR, AR, blockchain to create a unique experience for the users. On the other hand, NFTs or non-fungible tokens are a form of token that is unique in nature. These tokens are different from one another, indivisible and immutable. NFTs help represent ownership of digital assets and physical assets in the blockchain.
NFTs are a huge part of the Metaverse. Metaverse will need to have digital assets, and NFTs are perfect for representing any type of digital assets. Users can buy and sell their assets on the marketplace in the form of an NFT. Here, we will discuss the role of NFTs within the Metaverse and how various sectors within the Metaverse can use NFT for their benefits.
101 Blockchains is an educational platform where you will get access to in-depth and updated information regarding blockchain technology. As blockchain technology is a huge part of the Metaverse, we are offering an array of courses that will help you understand how Metaverse works.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/nfts-and-metaverse/
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Interesting difference of VR research-style between Japanese and French / 日仏V...Akihiko Shirai
Interesting difference of VR research-style between Japanese and French
日仏VRにおける
『面白い』研究スタイルの相違
第17回・日本VR学会大会 2012/9/12-14
34A:日仏共同セッション【OS】
AFRV/VRSJ 共同企画セッション 14日 PM2(16:00-17:30)
会場:Room F(D312)
座長:斎藤 英雄(慶應義塾大学)
にて発表
神奈川工科大学 白井暁彦
Kanagawa Institute of Technology
Akihiko SHIRAI, Ph.D
shirai@mail.com
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
The Metaverse is a virtual world that uses blockchain technology, augmented reality, virtual reality, digital assets, tokens, etc. It’s a virtual space created to increase the users' online experience. As it will include sensory elements, users will be able to interact with digital objects similar to the real world.
Metaverse is still a theoretical concept in the broader sense. Some NFT based games have introduced virtual worlds where users can move and explore using their avatars. However, it does not require the use of VR and AR technologies yet. As it’s still not real, there are many lingering questions regarding this topic.
Here, we will cover the top frequently asked questions about Metaverse. At 101 Blockchains, we offer an array of courses to help you better visualize the concept of the Metaverse.
The following courses will help you->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/blockchain-metaverse/
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
Metaverse is a digital or virtual world that will use technologies such as VR, AR, blockchain to create a unique experience for the users. On the other hand, NFTs or non-fungible tokens are a form of token that is unique in nature. These tokens are different from one another, indivisible and immutable. NFTs help represent ownership of digital assets and physical assets in the blockchain.
NFTs are a huge part of the Metaverse. Metaverse will need to have digital assets, and NFTs are perfect for representing any type of digital assets. Users can buy and sell their assets on the marketplace in the form of an NFT. Here, we will discuss the role of NFTs within the Metaverse and how various sectors within the Metaverse can use NFT for their benefits.
101 Blockchains is an educational platform where you will get access to in-depth and updated information regarding blockchain technology. As blockchain technology is a huge part of the Metaverse, we are offering an array of courses that will help you understand how Metaverse works.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/nfts-and-metaverse/
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Interesting difference of VR research-style between Japanese and French / 日仏V...Akihiko Shirai
Interesting difference of VR research-style between Japanese and French
日仏VRにおける
『面白い』研究スタイルの相違
第17回・日本VR学会大会 2012/9/12-14
34A:日仏共同セッション【OS】
AFRV/VRSJ 共同企画セッション 14日 PM2(16:00-17:30)
会場:Room F(D312)
座長:斎藤 英雄(慶應義塾大学)
にて発表
神奈川工科大学 白井暁彦
Kanagawa Institute of Technology
Akihiko SHIRAI, Ph.D
shirai@mail.com
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
Call for paper 2012, hard copy of Certificate, research paper publishing, where to publish research paper,
journal publishing, how to publish research paper, Call For research paper, international journal, publishing a paper, IJCER, journal of science and technology, how to get a research paper published, publishing a paper, publishing of journal, publishing of research paper, research and review articles, IJCER Journal, How to publish your research paper, publish research paper, open access engineering journal, Engineering journal, Mathematics journal, Physics journal, Chemistry journal, Computer Engineering, Computer Science journal, how to submit your paper, peer review journal, indexed journal, research and review articles, engineering journal, www.ijceronline.com, research journals,
yahoo journals, bing journals, International Journal of Computational Engineering Research, Google journals, hard copy of Certificate,
journal of engineering, online Submission
Emma's Games and Storytelling public lectureEmma Westecott
A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
Selected Works - Lorenzo Micozzi Ferri, Ruben GandusLorenzo826105
A selection of the projects, experiences, moments and people that inspired us the most through the years 2018 - 2022.
Thanks to everyone that helped us grow as artists and walks with us the life-lasting path that is creativity.
Virtual Reality is a majorly popular concept among consumers and users, however, not many know that VR was originated almost 200 years back and has progressed ever since to become an innovative technology today.
Presentation about challenging situations in VR business.
From his involvement with the first wave of Virtual Reality in San Francisco in the 90s through the advent of mobile gaming at BAFTA award-winning Ideaworks3D in London, to 7 years of service as VP Business Development at EVE Online developer CCP Games, Thor gets his kicks from finding business opportunity in the adjacent possible between highly creative developers and disruptive technologies.
Previously Creative Director of CCP Games, where he lead global creative direction for the company. Before founding CCP in 1997 and leading the creative vision for EVE, Reynir served as the Design Director for virtual reality company OZ.COM, an early pioneer in virtual reality on the internet.
Presenter: Paul Mealy, Director of Interactive, POP
Virtual Reality and Augmented Reality are no longer a blip on the technology horizon. They've arrived. And if you haven't started planning on what they might mean to your business, you may already be a step behind.
And with change in the VR and AR space happening so quickly, it can be difficult to separate the signal from the noise. In fact, some technological naysayers are already pining VR and AR as just another fad that will die out similar to the Nintendo Virtual Boy of old.
In this talk, Paul will help you separate what warrants your attention in the virtual reality/augmented reality/mixed reality space, and where it might make sense to focus your business development efforts.
Similar to VR Entertainment goes to XR metaverse (20)
Evaluation of time-shifted emotion through shared emoji reactions in a video ...GREE VR Studio Lab
Y. Yamazaki, T. Horibe and A. Shirai, "Evaluation of time-shifted emotion through shared emoji reactions in a video watching experience," 2022 International Conference on Cyberworlds (CW), 2022, pp. 110-113, doi: 10.1109/CW55638.2022.00024.
https://ieeexplore.ieee.org/document/9937393
Best short paper award in Cyberworlds2022
REALITY: We can be whoever we want - Avatar driven metaverse service and UX R...GREE VR Studio Lab
"REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D" in SIGGRAPH Asia 2021 Birds of a Feather "CG in Japan".
2021/12/14
Talk by Akihiko SHIRAI, Ph.D
https://youtu.be/VpfjRFD4fhw
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoFGREE VR Studio Lab
VIRTUAL BEINGS WORLD “NEW PLAY TOGETHER” - SIGGRAPH 2020 BoF
In SIGGRAPH 2020 Birds of a Feather
August 24th, 10-12 am PDT
Web:
https://vr.gree.net/lab/live/vbw/vbw2020/
YouTube Live:
https://www.youtube.com/watch?v=vFWZAvbrk_I
Entire Playlist of "World VTuber Showcase 2020 Fast Forward - New Play Together!"
http://j.mp/WVS20
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
1. VR Entertainment goes to XR metaverse
About Akihiko SHIRAI, Ph.D
- VR1.0: Dawn of Virtual Reality
- VR2.0: Era of human research in lab
- VR3.0: Era of contents explosion
- VR4.0: Dawn of XR Metaverse
Conclusion
Twitter@o_ob Video: j.mp/VRSYT
websites: https://akihiko.shirai.as
https://vr.gree.net/lab/
2. Akihiko SHIRAI, Ph.D in a Manga
From my book ”The future of game design - Science in Entertainment systems” (2013)
▶ To be Continued!!
3. Akihiko SHIRAI, Ph.D in a Manga
Manga from my book ”The future of game design - Science in Entertainment systems” (2013)
1983[10y.o.] Studied programming by magazine.
Made 3D flight-sim by character graphics in PC-6001mkII.
1988[15y.o.] Played NES until forget high school admission.
Met camera, publishing (news paper editing) and sciences.
1990[18y.o.] Worked arcade games operator and paperboy.
(Financially, difficult to go university directly)
In 1992 to 1998. I studied in Tokyo Polytechnic University.
"Photo engineering" contains a lot. Optics, functional chemicals,
electronics, laser holographics, printings... As a club activity, I
immersed into art photography.
Fortunately, I met to photoshop and lay tracing program in 1994.
And my first laboratory, Prof Yuichiro Kume give an opportunity
to study virtual reality, I was fevered about real time graphics.
Because it is a latest technology since the video game.
In 1998, I was offered a job at Namco as a planner (rare). However, joined Canon, it was offered a job on the
recommendation of his professor. Then, I assigned to the office administration section at the Fukushima Plant.
4. Akihiko SHIRAI, Ph.D in a Manga
Manga from my book ”The future of game design - Science in Entertainment systems” (2013)
In 2000, I moved to Criterion, Inc. in UK. It was game engine
developer named "RenderWare", which was applied as an
official game engine for PlayStation2. So, I got a chance to
become a game development consultant in a family of canon.
It was very good opportunity to study about game
development and its industry.
After launch fever of PlayStation2, I have some hit titles thanks to the middle ware,
multi-platform technologies and shaders in early GPU environment.
In this era, there were common sense "Once graphics become greater, the games becomes
more fun." but in my mind, I also had a different hypothesis, "Exploring VR experience
makes it more interesting and meaningful".
In 2001, I moved to Tokyo Institute of Technology, as a full time PhD student.
(Prof. Sato’s lab, well-known about SPIDAR interface)
After years of practice about the Japanese mass product industry and its work in IT division,
5. Fantastic Phantom Slipper (1997)
The another key technology is the “Phantom Sensation”, a special
psycho-physical phenomenon on human skin. When two mechanical
stimuli of the same intensity are applied to different locations of
skin surface with appropriate spacing, the two stimuli are fused and
one sensation is perceived. When the intensity of one stimulus
increases, the location of fused sensation shifts to the location of
stronger stimulus. This psycho-physical phenomenon has been known
as phantom sensation, which was found by Bekesy, a Novel Prize
Winner in 1961. This project was realized before the rumble pad of
game controllers as known as vibrotactile in 1997.
The system has been realized with a real-time optical
motion capture system using PSD and Infrared-LEDs. In
the system, two LEDs are fixed on each slipper. The
locations and directions of slippers on the floor are
measured in real-time. Since feet are usually on the
floor, two dimensional measurement is sufficient for
this application.
The similar technology of this is used into Nintendo's
WiiRemote as its image sensor with sensor bar in later.
7. Fantastic Phantom Slipper (1997)
400fps mocap (by own)
Dynamic Phantom Sensation (by own)
DirectX5 graphics (by own)
Hemisphere dome screen (by own)
Vibrator implemented slipper (by own)
by 300MHz CPU + VGA projector
Prototype, handmade, in Lab
8. Tangible Playroom: Penguin Hockey (2001-2003)
Demo at SIGGRAPH KIDS 2003, Best Multilingual and/or Omnilingual award.
"Tangible Playroom" was designed as a future computer
entertainment system for children. It can provide some
Virtual Reality contents with a safe force feedback and a
large floor image. Players can interact with content's world
using their full body. To feel force feedback, player grasps a
tangible (graspable, perceptible by touch) grip like a cork
ball. It is linked to encoder motors by strings. Then it can
input 3D location to system. When player touch to some
objects, system calculate a correct force feedback to player
via string and tangible grip. Our system can provide high
quality force representation with safe rather than metal
linked arm system.
"Penguin Hockey" is a typical demonstration content. It is a
simple 3D hockey game playing with automotive penguins.
The pucks are snowmen. To get points, players should throw
snowmen to the enemy's goal hole. Our software has a real-
time dynamics simulator then children can interact with
computer-generated characters with real reactions.
9. Akihiko SHIRAI, Ph.D in a Manga (PhD to Post-Doc era)
Manga from my book ”The future of game design - Science in Entertainment systems” (2013)
2003-2005 [Post-doc in NHK-ES]
Axi-Vision & Projection Lighting for next-generation digital
TV broadcasting and production environments.
2005-2007 [Post-doc in Laval France]
ENSAM Presence & Innovation Lab, in Laval France.
Studying theme park attraction development and social
deployment through “Laval Virtual ReVolution” exposition.
2008-2010 [Science Communicator in Museum “Miraikan”]
At a national science museum in the Tokyo Bay area, she
learned the specialized skills of communicators, interpreters
and service engineering through her work in the science
communicator training program, and developed exhibits that
incorporate entertainment ideas into the world of science.
10. “Entertainment Systems”
●Definition (in post-doc era)
○Computer systems that was designed to affect to
human amusements.
○Video Games, media arts, real time interactive and
entertainment virtual reality are possible to be included.
○Cinemas and DVDs are also possible to be included but should
focus to “computer system” like interactivity.
11. [Mirakan]Songs of ANAGURA (2008-2010)
In Miraikan permanent exhibition since 2010 - current.
https://www.miraikan.jst.go.jp/sp/anagura/
Concept design and technical basement research.
- 10x16m projection clusters
- Laser tracker clusters
- Players don’t wear any tracking devices
- “Wall of Wisdom” - observation console
- Unity based contents creation
12. ReVolution in Laval Virtual
Akihiko SHIRAI (Session chair of ReVolution, Japan)
● The role of ReVolution
○ Bring experiences on new technology, or futures to Laval Virtual since 2006.
○ For the ReVo exhibitor: chance to get feedback from VR industries and general public.
○ Art festival “RectoVRso” had launched since 2017,
now ReVolution can make focus to technology revolutions from all of the world.
● The theme
[2019] VR5.0 [2018] 1+1=∞ (one plus one equals unlimited)
[2017] TransHumanism++ [2016] REAL
VIRTUALITY
[2015] Kiddy Dream in Virtual Reality [2014] Frontier village in Virtual
Reality
[2013] The NEXT BIG STEP [2012] Virtual Reality
That Moves You
[2011] Converging [2010]
13. Akihiko SHIRAI, Ph.D in a Manga (post Post-Doc era)
Manga from my book ”The future of game design - Science in Entertainment systems” (2013)
2010-2018 [Teacher] Associate Professor
In Information Media in KAIT, Japan.
“Creating people who creates!”
Details:
https://blog.shirai.la/
15. [Labo Project] Real Baby - Real Family
“Real Baby - Real Family: Holdable tangible baby VR” (SIGGRAPH 2017)
This project "Real Baby - Real Family" is a
project aimed at expressing love and family ties
utilizing Virtual Reality system (VR). In this
paper, we described the version presented at
the International collegiate Virtual Reality
Contest (IVRC 2016). It reports system design
and implementation, user evaluation during
exhibition, and future possibilities. The single
player version of "Real Baby" exhibited at the
IVRC 2016 preview was made up of three main
elements. The first element is a holdable baby
mock-up without using HMD. The second is a
generator of baby face based on a user's 2D
facial image. The third elements consists of a
visual, vocal, and haptic feedback as well as
event generation. In the future, we are hoping
to examine alternative expressions of "love in
family ties" with this project.
16. [Display] 2x3D & ExPixel(2011-2016)
“2x3D: Real time shader for simultaneous 2D/3D hybrid theater” (SIGGRAPH ASIA 2012)
“ExPixel: PixelShader for multiplex-image hiding in consumer 3D flat panels” (SIGGRAPH 2014)
17. “Dynamic Persona”
“The future of game design -
science of entertainment
systems”
authored by A.Shirai
Born at 2000.
Her dream is becoming
a princess.
At 2014, in Junior High.
She loves to play
“Pokemon X/Y”.
At 2016, in High school.
She loves to sing
Hatsune Miku in
Karaoke. Her dream is
becoming an idol.
“Pokemon Go“ told her
what is AR.
At 2018, in collage.
She is studying
fashion. Still loves to
sing in Karaoke. But
bit bored to RPGs.
Experienced contents will
be affected to your life.
At 2020,
She want to see
Olympic games with
her cosplay costume.
18. Akihiko SHIRAI, Ph.D (post educator era)
Since 2018 [Director]
GREE VR Studio Laboratory
A researcher in VR entertainment systems and Director of GREE VR Studio in
REALITY, Inc. and invited professor in Digital Hollywood university, graduate
school. He had experienced various posts in this domain (Criterion RenderWare,
NHK-ES, ENSAM Presence & Innovation Laboratory in France, a science
communicator and exhibition planner in Miraikan) and currently contributing
exploring VR live entertainment and XR metaverse in academic research.
https://www.dhw.ac.jp/en/contact.html
[Invited Professor]
Digital Hollywood Univ. Graduate School
19. VR Entertainment goes to XR metaverse
About Akihiko SHIRAI, Ph.D
- VR1.0: Dawn of Virtual Reality
- VR2.0: Era of human research in lab
- VR3.0: Era of contents explosion
- VR4.0: Dawn of XR Metaverse
Conclusion
Twitter@o_ob Video: j.mp/VRSYT
websites: https://akihiko.shirai.as
https://vr.gree.net/lab/
21. GREE, Inc. • Founded in 2004. Headquartered in Tokyo, Japan.
• Social mobile game publisher & platform.
• Listed on Tokyo Stock Exchange.
• 1,603 (Group total; as of June, 2021)
21
27. Virtual YouTuber
3D Avatar Technology
27
Voice Record & Rip Sync
Motion Capture Finger Capture
Hair & Accessary
Face Capture & Blend Shape
Body & Cloth
Xsens MVN Animate - Products - Xsens 3D motion tracking
https://www.xsens.com/products/xsens-mvn-animate/
Perception Neuron
https://www.noitom.com/solutions/perception-neuron
Real Time Rendering
Network Broadcasting
Gifting in mobile + cloud
28. Live demo in front of 1500 seats at Tokyo International Forum
Live demo for only 7 minutes.
This is one of the most difficult demo sessions in SIGGRAPH.
29. [REALITY] Virtual Live App
https://reality.app
REALITY Expands Distribution to 62 Countries and Territories
Worldwide
- The number of active subscribers has increased by approximately
600% year-over-year through global expansion
GREE, Inc. July 9, 2021
https://prtimes.jp/main/html/rd/p/000000187.000021973.html
31. Avatars for Education
“Effectiveness of facial animated avatar and voice transformer in elearning programming course”
Rex Hsieh, Akihiko Shirai and Hisashi Sato, SIGGRAPH '19: ACM SIGGRAPH 2019 Posters
➔ 15 weeks, 186 students in programming class at 1st year of Univ.
➔ Students preferred a female but the group did not have the best grade :-(
➔ Teacher’s Gender can not be chosen by student!
https://dl.acm.org/doi/10.1145/3306214.333854
0
37. Prototype in our lab
https://www.slideshare.net/vrstudiolab/ccse2019-gree-vr-studio-lab-vtuber
38. Amount of applause
from audiences
Amount of cheering
from audiences
Performer's (real) LEDs glow in
sync with the left and right bars
The performers all wear Hapbeat in real, and the
vibrations show how excited the audience is.
The audience can visually see that their cheers are reaching the performers, which
contributes to enhance the excitement.
Vibeshare::Performer at SIGGRAPH ASIA 2019 Real-Time Live!
Please watch a
video here:
https://www.yout
ube.com/watch?
v=yTrDRKazksM
&t=1s
41. VibeShare consists of the following components:
(1) “Performer” shares the audience’s passion with the performer by
implementing haptics, sound, illumination LED, and projection mapping.
(2) “Vote” makes the live programs more dynamic and interactive by
allowing live voting. A live chart and live tagging also increases audience
involvement with the program.
(3) “Emote” converts audience reactions into animated emoticons to
encourage non-verbal communication between international users.
(4) “VirtualGifting” brings a current ecosystem into hybrid live
performance. Developers can design an original gifting system and various
animating virtual gifts for entertaining payment.
(5) “Touch” produces haptic feedback from contact, direction, and
distance by using an algorithm.
(6) “GamePlay” provides a game system that enhances the experience
between player and audience and strengthens the bond between them.
(7) “Director” controls the program by broadcasting “Future Cue Cards,”
which can eliminate broadcast delays for the platforms, and by syncing
audience’s applause and reactions with the performer’s timeline.
(8) “Analyzer” improves your live performance, according to evidence. A
powerful logger and event tracker visualizes the session.
(9) “TimeShift” enriches the archived content by sharing audiences’
emotions beyond real-time.
These components use a WebSocket connection and are selectable by
programs and experiences designed for any form of XR live entertainment.
VibeShare is a set of experimental interactive technologies for XR live
entertainment that shares “non-verbal emotions between performer and
viewer” that were difficult to convey through conventional live streaming.
These components use web socket technologies and selectable by programs
and experiences design for any XR live entertainment.
https://vr.gree.net/lab/vibeshare/
43. Zone 1: introduction and character design
Zone 2: scenario design
Zone 3: filming area
WebXR:Sugoroku method
The 25th International ACM Conference on 3D Web Technology
We applied the “step-by-step” network play system of “Sugoroku” to
the WebXR spatial design using avatars. The player is able to remain in a
zone before moving on to the next stage. In a creative workshop, each
zone has a sequence of steps to follow, such as (1) creating an avatar,
(2) studying a scenario, and then (3) filming. This reduces the
experience time derived from different players' skills.
44. “Sugoroku” is a traditional Japanese board game, of which there
are two forms: one is similar to the Western game backgammon,
while the other has more in common with Snakes and Ladders. In
both cases, the “step-by-step” network organization of the
games—whereby the players have to follow the steps to achieve
their goals—was of great interest to us.
45. The 25th International ACM Conference on 3D Web Technology
E-Sugoroku (1925) Creative Commons
Ōsaka Mainichi Shimbun - Own work
Japanese games "Sugoroku", Board game of train.
http://digitalmuseum.rekibun.or.jp/edohaku/app/collection/detail?id=0199002055&sr=%93%53%93%B9%8B%A3%91%88%82%B7%82%B2%82%EB%82%AD&y1=1907
&y2=1927 http://ymonjo.ysn21.jp/user_data/upload/File/ags/4-3-5-010.pdf
https://en.wikipedia.org/wiki/Sugoroku#/media/File:Sugoroku2500.jpg
Sugoroku method
Sugoroku board game of Japanese train (1925)
47. References: VibeShare and Directional Haptics
1. Yuichiro Kume. 1998. Foot interface: fantastic phantom slipper. In ACM SIGGRAPH 98
Conference abstracts and applications (SIGGRAPH '98). Association for Computing
Machinery, New York, NY, USA, 114. DOI:https://doi.org/10.1145/280953.284801
2. Yusuke Yamazaki, Shoichi Hasegawa, Hironori Mitake, and Akihiko Shirai. 2019. NeckStrap
Haptics: An Algorithm for Non-Visible VR Information Using Haptic Perception on the Neck.
InACM SIGGRAPH 2019 Posters(Los Angeles, California)(SIGGRAPH ’19). Association for
Computing Machinery, New York, NY, USA, Article 60, 2 pages.
https://doi.org/10.1145/3306214.333
3. Yusuke Yamazaki and Akihiko Shirai. 2021. Pseudo Real-Time Live Event: Virtualization for
Nonverbal Live Entertainment and Sharing. In2021: Laval Virtual VRIC, ConVRgence
Proceedings 2021(Laval, France)(VRIC ’21). https://doi.org/10.20870/IJVR.2021.1.1.479
48. References: Map and Walking interactions
1. Makiko Suzuki Harada, Hidenori Watanave and Shuuichi Endou, : "Tuvalu Visualization Project - Net Art on
Digital Globe: Telling the Realities of Remote Places", page 559- 572, 2011.
2. Akihiko Shirai, Kiichi Kobayashi, Masahiro Kawakita, Shoichi Hasegawa, Masayuki Nakajima, and Makoto
Sato. 2004. Entertainment applications of human-scale virtual reality systems. In Proceedings of the 5th
Pacific Rim conference on Advances in Multimedia Information Processing - Volume Part III (PCM'04).
Springer-Verlag, Berlin, Heidelberg, 31–38. DOI:https://doi.org/10.1007/978-3-540-30543-9_5
3. Akihiko Shirai, Yuki Kose, Kumiko Minobe, and Tomoyuki Kimura. 2015. Gamification and construction of
virtual field museum by using augmented reality game "Ingress". In Proceedings of the 2015 Virtual
Reality International Conference (VRIC '15). Association for Computing Machinery, New York, NY, USA,
Article 4, 1–4. DOI:https://doi.org/10.1145/2806173.2806182
49. References: Avatar and metaverse in Education
1. Rex Hsieh, Akihiko Shirai, and Hisashi Sato. 2019. Evaluation of Avatar and Voice Transform in Programming
E-Learning Lectures. In Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents
(IVA '19). Association for Computing Machinery, New York, NY, USA, 197–199.
DOI:https://doi.org/10.1145/3308532.3329430
2. Rex Hsieh, Akihiko Shirai, and Hisashi Sato. 2019. Effectiveness of facial animated avatar and voice
transformer in elearning programming course. In ACM SIGGRAPH 2019 Posters (SIGGRAPH '19). Association for
Computing Machinery, New York, NY, USA, Article 82, 1–2. DOI:https://doi.org/10.1145/3306214.3338540
3. Liudmila Bredikhina, Toya Sakaguchi, and Akihiko Shirai. 2020. Web3D Distance LiveWorkshop for Children in
Mozilla Hubs. In The 25th International Conference on3D Web Technology(Virtual Event, Republic of
Korea)(Web3D ’20). Association for Computing Machinery, New York, NY, USA, Article 27, 2 pages.
https://doi.org/10.1145/3424616.342472
4. Stewart Culin. 1920. THE JAPANESE GAME OF SUGOROKU.The Brooklyn Museum Quarterly 7, 4 (1920), 213–
233. http://www.jstor.org/stable/2645
50. References: XR Live Entertainment
1. Akihiko Shirai. 2019. REALITY: broadcast your virtual beings from
everywhere. In ACM SIGGRAPH 2019 Appy Hour (SIGGRAPH '19). Association
for Computing Machinery, New York, NY, USA, Article 5, 1–2.
DOI:https://doi.org/10.1145/3305365.3329727
2. Bredikhina, Liudmila et al. “Avatar Driven VR Society Trends in Japan.”
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts
and Workshops (VRW) (2020): 497-503.
3. Akihiko Shirai, et.al. 2019. Global Bidirectional Remote Haptic Live
Entertainment by Virtual Beings. ACM SIGGRAPH ASIA 2019 Real-Time Live!
SIGGRAPH
ASIA 2018
51. Collaboration with “Hapbeat” through internship
Product
Technical Info
Hapbeat Introduction movie
https://www.youtube.com/
watch?v=DAXH5MMpBDY
Paper link to origin of
Hapbeat
Tension-Based Wearable
Vibroacoustic Device for
Music Appreciation
https://bit.ly/3kicJif
Hapbeat-Duo is an easy-to-wear necklace typed device which can present
powerful and impactive vibration.
Hapbeat-Duo has two core-less DC motors linked by a neck strap. The dynamic
range of frequency and amplitude is high enough to be perceived the
modulation. Vibrations on either side of the neck do not resonate with each
other because the connector is not a rigid body but a flexible neck strap,
made of satin ribbon. Therefore, the device can render various distinguishable
vibration waves on both sides of the neck independently.
Hapbeat-Duo
52. Description of HapticMineSweeper
Neck Strap Haptics:
Algorithm for Non-visible
VR inoformation Using
Perceptual Characteristic
on Neck (Siggraph 2019)
Please watch a video here:
https://youtu.be/AgmFWBu
5ZnM
Haptic rendering algorithm that dynamically modulates wave parameters to convey distance, direction, and object type
by utilizing neck perception and the Hapbeat-Duo, a haptic device composed of two actuators linked by a neck strap.
55. VR Entertainment goes to XR metaverse
About Akihiko SHIRAI, Ph.D
- VR1.0: Dawn of Virtual Reality
- VR2.0: Era of human research in lab
- VR3.0: Era of contents explosion
- VR4.0: Dawn of XR Metaverse
Conclusion
Twitter@o_ob Video: j.mp/VRSYT
websites: https://akihiko.shirai.as
https://vr.gree.net/lab/
57. Team1 “Praying Tour”
(Izumi, Massu, Tiger)
Concept : Japanese historical places such as shrines and temples.
Kyoto
Sumida River
Asakusa
Sumida River
Kaminarimon
Fushimiinari Shrine
Kinkakuji Temple
Kiyomizu Temple
Sensoji Temple
58. Team 2 “Instagenic Tour”
(Hiroka Iwamoto, Takaaki Ogiso, Takashi Soda)
Concept : Let's take Instagenic photos in Yokohama!
Kanagawa Historical
Museum
Yokohama Red Brick
Warehouse
Osanbashi
59. Team 3 “Tokyo in the sky”
(Yuki Tanaka, Shunki Tamura, Chen Yu-An)
Concept: Enjoying both day and night view of Tokyo city, experiencing traditional Japanese shopping street
and visitting Japanese temple.
Tokyo Tower
Tokyo Skytree
62. [Review-1] Good sight, but...
金閣寺。スマホ構えている人が映りこんでるのもいいな。一方でミッションとしてどういう組み立てにしているのか気になります。名所旧跡は映
えそうではありますが、「見ているだけ」になりがちなので、体験としての設計をより深く考えてみよう。
Kinkakuji Temple. I like the the people holding their phones. On the other hand, I'm wondering how it's going to be assembled as a mission. The
historic sites may look good, but they tend to be "just looking," so let's think more deeply about designing them as experiences.
63. [Review-1] Asakusa - Atomosphere - Ending
仲見世の賑わいから、修学旅行の生徒さんたちや菊の御門で祈りを捧げる流れ。「場の雰囲気」のコントラストがあり、なかなか良いチョイス。
一方で、エンディングについてはちょっとよくわからなかった。Praying tourとしての幕引きとプレイヤーの行動やマインドを設計しよう。
From the Nakamise cloudy street to the students on a school trip and the prayers with the Imperial seals. It's a good choice because of
the contrast in the atmosphere of the same place. On the other hand, I was a little unclear about the ending; let's design the ending as
a "Praying tour" and the player's actions and mindset.
69. Over all comments:
短い時間でツアーコンテンツの基本を作る体験は達成したと考えます。
We believe that we have achieved the experience of creating the basics of
tour content in a short time.
バーチャルなデートが(性別や年齢関係なく)体験できたことは素晴らしい。
会話も大事。
ツアーナビをしてみるという体験は職業体験としてもよい経験だったのでは?
It's great to have a virtual date experience (regardless of age or gender).
Conversation is also important. Wasn't the experience of trying tour
navigation a good experience as a work experience?
70. How can we enhance it as XR metaverse UX?
XRメタバース体験としてより良くするためには
「ただ見ているだけ、ではない体験を作る」 It is not only seeing, experience.
「個人的な視点」「特別な体験であることがわかる」
Very personal point of view, but player can know it is very special experience.
「みんなで何かを同時に達成する」→「写真を撮る」
Do something in collaborate with other players, “Taking a photo together!”
Actually, it is not same as “Taking a photo of the Tower”.
「体験する前と、体験後は
どのような理解の変化をするか?」
Design before and after the experience.
What changes in understanding will you make?
71. Making some bridges to the program syllabus
Global Awareness for Technology Implementation(GATI 6)
[導入としては...]
・タイの学生とじっくり交流・議論して、考え方を知りたい。
・xR技術と、ニューノーマル社会での適用について、グローバルな知見を広げたい。
・将来タイに訪問するために、タイの友人を作りたい。
[テーマ]「ニューノーマル社会におけるxR技術の社会実装」
つまり、日本&タイの事情をふまえた近未来のxR技術のDXに向けた社会実装のアイデアを考えて、行動に移すためのPoCを作る体験をする。共通のxR技術分野を選び、
Issueを探し、どのように社会実装するのがよいか、コンセプトを考え、それを証明する動画を作成する。分野としては、今回は実は「コロナ禍における観光」を扱
っていますが、みなさんな得意な分野、医療や交通、教育分野などでも良い。日本/タイ社会をそれぞれ対比させながら取り組んでも良いし、1つのソリューション
で、日本とタイの両方の社会でDXを目指すものを示しても良い。他の観点、例えば今回のようにエンタテイメントや文化、デジタルコンテンツから導入しても良い
が、明確なターゲットペルソナと日本とタイのそれぞれの共通/個別のIssueは考慮する。
[As an attractive introduction...]
Having opportunities Thai/Japan students by interacting
and discussing with them. Expanding my global knowledge
about xR technology and its application in the new normal
society. (Want to to make friends in Thailand/Japan in
order to visit there in the future…)
[Theme] "Social implementation of xR technology in the new normal society".
In other words, we will have an experience of social implementation of xR technology for DX in the near future, and create a
PoC for action. We should choose a common xR technology field, consider the issue of Japan and Thailand, come up with
a concept of how best to implement it in society, and create a video to prove it. As for the field, this time we have tackled
"tourism in the Covid disaster," but it could be in your fields like medical, transportation, or education fields. You can work on
it by contrasting societies between Japanese Thailand, or you can show how a solution can be used to achieve DX in both
societies. You can introduce other perspectives, such as entertainment, culture, or digital content, but you should have a
clear target persona and common/particular issues of each.