"Smart maintenance". An Augmented Reality Platform for Training and Field Ope...Graziano Terenzi
The white paper discusses a selection of Inglobe Technologies Augmented Reality (AR) solutions to enhance both training and operations in different industrial maintenance scenarios.
AR applications provide a technology that has the potential to support and speed up training, while at the same time increasing performance and effectiveness levels. Some statistics suggest performance improvements up to 30% with involved employees reporting higher levels of engagement. Applications of AR that support technicians in the field have the potential of reducing costs up to 25% throughout quicker maintenance or component substitution, identification and setup of new connections, solution of faults and misconfigurations, with less burden on backend personnel and system resources. Additionally, thanks to the information that operators collect on the field, the AR technology contributes to an improvement of the quality of enterprise data.
Augmented reality technology can help address problems in maintenance, repair, and operations (MRO) by overlaying computer-generated information to assist technicians. Using AR, technicians can access interactive manuals, real-time diagnostics, safety warnings, and more to help guide procedures. This can help speed up tasks, improve accuracy, and support training new workers. Benefits of AR include more efficient completion of routines, faster repairs, safer guidance, and growth of an experienced workforce through new training methods. The document promotes an AR application for maintenance training and provides contact information for the developing company.
Using Google Drawing, students can create summaries, diagrams, study cards, and thinking maps to demonstrate their understanding of science concepts. Their work can be compiled into an iBook and shared digitally. Google Drawing allows for creativity and collaboration while reinforcing important skills. As students gain experience, they can modify and redefine projects, such as creating augmented reality content or stop motion videos.
You gotta see this! QR codes & augmented realityMichael M Grant
QR codes and augmented reality can be used in education. QR codes can link to websites, videos, contact information or other digital content. Augmented reality apps like Aurasma and ColAR allow printed images or pages to be scanned to display additional virtual content. Examples provided include using QR codes for homework checks, vocabulary or interactive comics/stories. Guidelines are given for creating QR codes and augmented reality content, such as using specific websites or apps. Tips discussed include choosing large QR code sizes, leaving white space around codes, and making Aurasma content public to share.
La madre lleva a su hijo a una celebración sorpresa en la ciudad de Rosemount, Tampa. Al llegar, se encuentran con amigos y familiares bailando al ritmo de una banda local. La madre desea que su hijo cumpla sus sueños, tenga a Dios como prioridad y sea feliz sin importar dónde esté.
Kyle Spearman completed a co-op at BorgWarner from August 2015 to December 2015. During his co-op, he worked on several projects including capacity matrix studies, monthly surcharge reports, a tooling matrix, and supplier visits. He also assisted with office tasks like Teamcenter, contacting suppliers, and maintaining documents. Kyle gained experience in manufacturing through supplier visits and learned about processes like die casting and heat treating. His largest project involved managing supplier capacity data and updating a capacity matrix. Overall, Kyle's co-op provided operations and manufacturing experience that was relevant to his studies in business management.
The document discusses mobile learning, which is defined as learning that is accessible through mobile devices, both formal and informal learning opportunities. It provides several definitions of mobile learning that emphasize how it utilizes mobile devices and wireless technologies to enhance teaching and learning in a context-aware and authentic way. The document then shares feedback from a pilot mobile learning program at the University of Memphis where students used iPods and mobile apps to access course materials. It concludes by acknowledging references and those who contributed to the research.
"Smart maintenance". An Augmented Reality Platform for Training and Field Ope...Graziano Terenzi
The white paper discusses a selection of Inglobe Technologies Augmented Reality (AR) solutions to enhance both training and operations in different industrial maintenance scenarios.
AR applications provide a technology that has the potential to support and speed up training, while at the same time increasing performance and effectiveness levels. Some statistics suggest performance improvements up to 30% with involved employees reporting higher levels of engagement. Applications of AR that support technicians in the field have the potential of reducing costs up to 25% throughout quicker maintenance or component substitution, identification and setup of new connections, solution of faults and misconfigurations, with less burden on backend personnel and system resources. Additionally, thanks to the information that operators collect on the field, the AR technology contributes to an improvement of the quality of enterprise data.
Augmented reality technology can help address problems in maintenance, repair, and operations (MRO) by overlaying computer-generated information to assist technicians. Using AR, technicians can access interactive manuals, real-time diagnostics, safety warnings, and more to help guide procedures. This can help speed up tasks, improve accuracy, and support training new workers. Benefits of AR include more efficient completion of routines, faster repairs, safer guidance, and growth of an experienced workforce through new training methods. The document promotes an AR application for maintenance training and provides contact information for the developing company.
Using Google Drawing, students can create summaries, diagrams, study cards, and thinking maps to demonstrate their understanding of science concepts. Their work can be compiled into an iBook and shared digitally. Google Drawing allows for creativity and collaboration while reinforcing important skills. As students gain experience, they can modify and redefine projects, such as creating augmented reality content or stop motion videos.
You gotta see this! QR codes & augmented realityMichael M Grant
QR codes and augmented reality can be used in education. QR codes can link to websites, videos, contact information or other digital content. Augmented reality apps like Aurasma and ColAR allow printed images or pages to be scanned to display additional virtual content. Examples provided include using QR codes for homework checks, vocabulary or interactive comics/stories. Guidelines are given for creating QR codes and augmented reality content, such as using specific websites or apps. Tips discussed include choosing large QR code sizes, leaving white space around codes, and making Aurasma content public to share.
La madre lleva a su hijo a una celebración sorpresa en la ciudad de Rosemount, Tampa. Al llegar, se encuentran con amigos y familiares bailando al ritmo de una banda local. La madre desea que su hijo cumpla sus sueños, tenga a Dios como prioridad y sea feliz sin importar dónde esté.
Kyle Spearman completed a co-op at BorgWarner from August 2015 to December 2015. During his co-op, he worked on several projects including capacity matrix studies, monthly surcharge reports, a tooling matrix, and supplier visits. He also assisted with office tasks like Teamcenter, contacting suppliers, and maintaining documents. Kyle gained experience in manufacturing through supplier visits and learned about processes like die casting and heat treating. His largest project involved managing supplier capacity data and updating a capacity matrix. Overall, Kyle's co-op provided operations and manufacturing experience that was relevant to his studies in business management.
The document discusses mobile learning, which is defined as learning that is accessible through mobile devices, both formal and informal learning opportunities. It provides several definitions of mobile learning that emphasize how it utilizes mobile devices and wireless technologies to enhance teaching and learning in a context-aware and authentic way. The document then shares feedback from a pilot mobile learning program at the University of Memphis where students used iPods and mobile apps to access course materials. It concludes by acknowledging references and those who contributed to the research.
This document discusses how virtual reality (VR) can help overcome challenges with traditional training methods and be an effective training tool. It provides two case studies on how VR has been used successfully for mining engineering education and training services. Key benefits of VR training highlighted are improved learning retention rates, allowing trainees to learn by doing in realistic simulated environments, and enabling off-site and multi-player training. The document provides guidance on getting started with VR powered training by selecting scenarios, platforms, and developing VR modules.
Tracking and Controlling Assets Using Bar Code and RFIDMetalcraft Inc
The document discusses using RFID and barcodes to track assets. It describes factors to consider when selecting a tracking technology, such as environmental conditions and material of the asset. RFID provides benefits like reading multiple items simultaneously and longer read ranges. Using both RFID and barcodes offers advantages. The document also discusses characteristics of an ideal universal RFID label and the importance of selecting an experienced integrator. Case studies show how Boeing and Motorola successfully used RFID to track equipment.
Augmented reality applications in manufacturing and maintenance Jeffrey Funk
These slides use concepts from my (Jeff Funk) course entitled analyzing hi-tech opportunities to show how augmented reality is becoming economically feasible for manufacturing and maintenance applications. Augmented reality adds useful information to a real-world image that is seen through head-mounted glasses or a tablet computer’s camera. Academic tests reveal that manufacturing and maintenance activities can be done more effectively when workers use augmented reality and many firms have begun using augmented reality.
Furthermore, continued improvements in display resolution and graphic processing speeds and the emergence of transparent displays will expand the use of AR. In particular, it takes several seconds for current devices to update the images that are overlaid on the real-world image, which confuses workers and slows them down. Improvements in graphic processors for tablet computers are reducing the time it takes for tablet computers to recognize and register objects and thus make the overlaid images look clear in the tablet’s display. While graphic processors in game consoles and desktop computers can easily handle this problem, graphic processors in mobile devices lag their game console and desktop computer counterparts by several years.
Alexandr will show how SOF has addressed modern facilities management issues with Internet of Things and Augmented Reality solutions. IoT is being used to create a dynamic, self-managed data repository, optimize processes and information availability with continuous updates on equipment status, records and more. He will show the applications in action at Cantine Antinori and at VEGA2 EXPO Venice Pavilion.
Internet of Things has surpassed the hype phase and according to Gartner, in the next 5-10 years it is expected to become the mainstream. Estimates of this growth predict that IoT market shall grow to $8.9 trillion with over 212 billion connected things by 2020.
With so many devices in question, the ultimate success of IoT lies in the ability of these devices to seamlessly connect and share information securely with each other. With this primary requirement, one cannot overemphasize the role of software technology as an enabler for IoT devices to carry out the chores and achieve the goals.
Attendees got insights on the various software components that make an IoT application and also on some frameworks that help in building IoT apps.
The healthcare ecosystem is witnessing a huge transformation lately; propelled by improved care and patient outcomes as the critical drivers. Briefly put, organizations (providers, hospitals and all) are leveraging the potential of Internet of Things, to empower their people, patients to take control of their own health. In a subtle way, redefining the way people, sensors, apps, devices and wearables can interact with each other in a secure environment, and take the healthcare experience to the next level.
A recent survey by Forrester Consulting suggests 90% of the Healthcare IT departments are ready to adapt IoT based solutions. And, 52% of the surveyed respondents are already incorporating IoT technology.
With IoT as a powerful enabler, innovative apps and wearables are taking strong roots in the healthcare ecosystem; health bands, fitness devices, calorie meters, heart rate monitors, to name a few. Such healthcare devices are used by physicians to record patient’s biometric information as they deliver exceptional patient monitoring and management results on-the-go.
The document provides guidance for the PET (Preliminary English Test) speaking exam, which consists of 4 parts:
Part 1 involves short introductory questions with the examiner, followed by a longer answer to a question about hobbies or interests.
Part 2 is a simulated situation where candidates discuss options based on a prompt from the examiner.
Part 3 involves each candidate describing a photograph individually within 1 minute.
Part 4 has candidates converse together on a topic related to the photographs, such as family activities versus time with friends. Strategies are provided for effective participation and keeping the discussion engaging.
Augmented Reality - Possibilities for Libraries (presentation notes)Tor Loney
This document discusses the possibilities of using augmented reality (AR) in libraries. It begins with definitions of AR as combining real and virtual elements in real-time, as coined by researchers in the 1990s. The history of AR from early prototypes in the 1960s-1990s is overviewed. Current AR applications like Wikitude, Layar, and Junaio are described. Suggested uses for libraries include using AR markers on books to provide additional multimedia content, connecting physical items to online databases, and implementing an interactive literary tour. Specific library AR projects are also mentioned.
“Any Sufficiently advanced technology is indistinguishable from magic”
Augmented Reality is set to revolutionize how we perceive reality be it the field of gaming or retail marketing, online retail stores or the adverts.
And one of the interesting aspect about this is that everyone's going to totally love it!
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
This document discusses linking the physical world to the digital world through mobile technologies, QR codes, and augmented reality (AR). It provides examples of using QR codes and AR to access additional web content and interactive experiences related to physical objects and locations. Guidelines are presented for effective use of QR codes and AR, emphasizing indicating interactivity, mobilizing landing pages, using short URLs, making content valuable, and prioritizing user experience. The rise of sensors, internet-connected devices, and big data from the "Internet of Things" is also discussed, as well as how AR could serve as an interface to access and understand metadata from these interconnected physical systems.
Project Tango is a smartphone and tablet project by Google that uses advanced sensors and computer vision to allow mobile devices to understand space and motion like humans. It uses motion tracking, depth perception, and area learning technologies including infrared and fish eye cameras to create a 3D model of the environment. This allows applications in navigation, augmented reality, emergency response, and gaming by mapping virtual objects onto real world spaces. Project Tango aims to give mobile devices a human-like spatial awareness.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history and current state of AR, including early innovators in the 1960s-1990s and popular AR apps today. It also explores potential future applications of AR in education, tourism, shopping, and social networking. The future of AR integration into everyday life through smartphones is promising.
The document discusses augmented reality (AR), which overlays computer-generated sensory input like sound or graphics onto a live view of the real world. It provides examples of early AR development from the 1960s onward. It then discusses current AR applications for education, travel, and potential future uses in shopping and social networking. It encourages the reader to download barcode scanning apps to their phone to start using AR now.
The document discusses how the virtual and real worlds are converging through technologies like augmented reality, sensors, and an "internet of things" where everyday objects are connected. It provides examples of how augmented reality overlays information about the real world using smartphone cameras and apps. Publishers will need to consider how to publish and provide information in these new augmented contexts where readers can access location-specific data overlaid on the real world.
The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
The virtual science experiment may soon be possible.
360˚ cameras are now readily available.
Augmented reality, 360˚ scenes and VR combine to create mixed Realities (MR) in science.
Learn what you can do in Augmented Reality in 2020. Apps and web technologies let you create awesome AR experiences. We give you everything you should know before choosing a technology.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Talk : Innovation Games : Perfecting Your Brainstorming Technique for Killer...Ben Sykes
“It is an exciting time to be alive. We seem to be on the edge of limitless technology.
I wonder if we are
trying to solve the right problems?
How many people want to see another Instagram or uber clone?”
The world needs you to be fearless in your innovation.
This document discusses how virtual reality (VR) can help overcome challenges with traditional training methods and be an effective training tool. It provides two case studies on how VR has been used successfully for mining engineering education and training services. Key benefits of VR training highlighted are improved learning retention rates, allowing trainees to learn by doing in realistic simulated environments, and enabling off-site and multi-player training. The document provides guidance on getting started with VR powered training by selecting scenarios, platforms, and developing VR modules.
Tracking and Controlling Assets Using Bar Code and RFIDMetalcraft Inc
The document discusses using RFID and barcodes to track assets. It describes factors to consider when selecting a tracking technology, such as environmental conditions and material of the asset. RFID provides benefits like reading multiple items simultaneously and longer read ranges. Using both RFID and barcodes offers advantages. The document also discusses characteristics of an ideal universal RFID label and the importance of selecting an experienced integrator. Case studies show how Boeing and Motorola successfully used RFID to track equipment.
Augmented reality applications in manufacturing and maintenance Jeffrey Funk
These slides use concepts from my (Jeff Funk) course entitled analyzing hi-tech opportunities to show how augmented reality is becoming economically feasible for manufacturing and maintenance applications. Augmented reality adds useful information to a real-world image that is seen through head-mounted glasses or a tablet computer’s camera. Academic tests reveal that manufacturing and maintenance activities can be done more effectively when workers use augmented reality and many firms have begun using augmented reality.
Furthermore, continued improvements in display resolution and graphic processing speeds and the emergence of transparent displays will expand the use of AR. In particular, it takes several seconds for current devices to update the images that are overlaid on the real-world image, which confuses workers and slows them down. Improvements in graphic processors for tablet computers are reducing the time it takes for tablet computers to recognize and register objects and thus make the overlaid images look clear in the tablet’s display. While graphic processors in game consoles and desktop computers can easily handle this problem, graphic processors in mobile devices lag their game console and desktop computer counterparts by several years.
Alexandr will show how SOF has addressed modern facilities management issues with Internet of Things and Augmented Reality solutions. IoT is being used to create a dynamic, self-managed data repository, optimize processes and information availability with continuous updates on equipment status, records and more. He will show the applications in action at Cantine Antinori and at VEGA2 EXPO Venice Pavilion.
Internet of Things has surpassed the hype phase and according to Gartner, in the next 5-10 years it is expected to become the mainstream. Estimates of this growth predict that IoT market shall grow to $8.9 trillion with over 212 billion connected things by 2020.
With so many devices in question, the ultimate success of IoT lies in the ability of these devices to seamlessly connect and share information securely with each other. With this primary requirement, one cannot overemphasize the role of software technology as an enabler for IoT devices to carry out the chores and achieve the goals.
Attendees got insights on the various software components that make an IoT application and also on some frameworks that help in building IoT apps.
The healthcare ecosystem is witnessing a huge transformation lately; propelled by improved care and patient outcomes as the critical drivers. Briefly put, organizations (providers, hospitals and all) are leveraging the potential of Internet of Things, to empower their people, patients to take control of their own health. In a subtle way, redefining the way people, sensors, apps, devices and wearables can interact with each other in a secure environment, and take the healthcare experience to the next level.
A recent survey by Forrester Consulting suggests 90% of the Healthcare IT departments are ready to adapt IoT based solutions. And, 52% of the surveyed respondents are already incorporating IoT technology.
With IoT as a powerful enabler, innovative apps and wearables are taking strong roots in the healthcare ecosystem; health bands, fitness devices, calorie meters, heart rate monitors, to name a few. Such healthcare devices are used by physicians to record patient’s biometric information as they deliver exceptional patient monitoring and management results on-the-go.
The document provides guidance for the PET (Preliminary English Test) speaking exam, which consists of 4 parts:
Part 1 involves short introductory questions with the examiner, followed by a longer answer to a question about hobbies or interests.
Part 2 is a simulated situation where candidates discuss options based on a prompt from the examiner.
Part 3 involves each candidate describing a photograph individually within 1 minute.
Part 4 has candidates converse together on a topic related to the photographs, such as family activities versus time with friends. Strategies are provided for effective participation and keeping the discussion engaging.
Augmented Reality - Possibilities for Libraries (presentation notes)Tor Loney
This document discusses the possibilities of using augmented reality (AR) in libraries. It begins with definitions of AR as combining real and virtual elements in real-time, as coined by researchers in the 1990s. The history of AR from early prototypes in the 1960s-1990s is overviewed. Current AR applications like Wikitude, Layar, and Junaio are described. Suggested uses for libraries include using AR markers on books to provide additional multimedia content, connecting physical items to online databases, and implementing an interactive literary tour. Specific library AR projects are also mentioned.
“Any Sufficiently advanced technology is indistinguishable from magic”
Augmented Reality is set to revolutionize how we perceive reality be it the field of gaming or retail marketing, online retail stores or the adverts.
And one of the interesting aspect about this is that everyone's going to totally love it!
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history of AR from early developments in the 1960s-1990s to current applications in education, tourism, and potential future uses in social networking. It provides examples of educational AR apps like LearnAR and travel AR apps like Wikitude that overlay virtual information about one's surroundings. The future of AR is presented as integrating more closely with people's daily lives through applications on smartphones.
This document discusses linking the physical world to the digital world through mobile technologies, QR codes, and augmented reality (AR). It provides examples of using QR codes and AR to access additional web content and interactive experiences related to physical objects and locations. Guidelines are presented for effective use of QR codes and AR, emphasizing indicating interactivity, mobilizing landing pages, using short URLs, making content valuable, and prioritizing user experience. The rise of sensors, internet-connected devices, and big data from the "Internet of Things" is also discussed, as well as how AR could serve as an interface to access and understand metadata from these interconnected physical systems.
Project Tango is a smartphone and tablet project by Google that uses advanced sensors and computer vision to allow mobile devices to understand space and motion like humans. It uses motion tracking, depth perception, and area learning technologies including infrared and fish eye cameras to create a 3D model of the environment. This allows applications in navigation, augmented reality, emergency response, and gaming by mapping virtual objects onto real world spaces. Project Tango aims to give mobile devices a human-like spatial awareness.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. The document discusses the history and current state of AR, including early innovators in the 1960s-1990s and popular AR apps today. It also explores potential future applications of AR in education, tourism, shopping, and social networking. The future of AR integration into everyday life through smartphones is promising.
The document discusses augmented reality (AR), which overlays computer-generated sensory input like sound or graphics onto a live view of the real world. It provides examples of early AR development from the 1960s onward. It then discusses current AR applications for education, travel, and potential future uses in shopping and social networking. It encourages the reader to download barcode scanning apps to their phone to start using AR now.
The document discusses how the virtual and real worlds are converging through technologies like augmented reality, sensors, and an "internet of things" where everyday objects are connected. It provides examples of how augmented reality overlays information about the real world using smartphone cameras and apps. Publishers will need to consider how to publish and provide information in these new augmented contexts where readers can access location-specific data overlaid on the real world.
The document discusses augmented reality (AR) and its potential applications in education. It provides an overview of AR, including definitions and examples. The history of AR is explored, from early prototypes in the 1960s-70s to recent consumer adoption on mobile devices. Educational uses of AR are examined, such as visualizing concepts spatially and improving understanding of real environments. The document demonstrates an AR authoring tool called Envisage that allows users to create AR scenes. Future research directions are also outlined, such as improved displays, interaction methods, and educational experiences using AR.
The virtual science experiment may soon be possible.
360˚ cameras are now readily available.
Augmented reality, 360˚ scenes and VR combine to create mixed Realities (MR) in science.
Learn what you can do in Augmented Reality in 2020. Apps and web technologies let you create awesome AR experiences. We give you everything you should know before choosing a technology.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
Talk : Innovation Games : Perfecting Your Brainstorming Technique for Killer...Ben Sykes
“It is an exciting time to be alive. We seem to be on the edge of limitless technology.
I wonder if we are
trying to solve the right problems?
How many people want to see another Instagram or uber clone?”
The world needs you to be fearless in your innovation.
Session slides from Future Insights Live, Vegas 2015:
https://futureinsightslive.com/las-vegas-2015/
Have you ever seen an innovative product or feature and think “Why didn't I think of that?” It's not always easy to coming up with innovative features or products. What if “thinking outside the box” is a skill rather than a talent? The good news is: Skills can be learned! In this talk you'll have the opportunity to craft an original feature & product concept using multiple design gaming techniques. This talk will be fast moving and group oriented. Attendees will learn how to tap their own creativity under pressure; how to motivate a team in another direction; find a creative solution to user or real world problems; design game techniques that help break through stuck thinking. This talk is ideal for anyone interested in learning a few pragmatic techniques that drive creative ideas and product innovation.
This document discusses trends in school library technology for today and tomorrow. It provides information on several mobile apps and devices that can be used for library management, instruction, collaboration, and assessment using student and teacher mobile devices. Examples mentioned include the Follett 7100 Wireless Scanner for inventory management, Destiny Quest for searching library resources and circulation, QR codes and augmented reality for interactive learning, Nearpod for synchronous lessons across devices, Ask3 for peer collaboration on iPads, and Socrative for classroom response and assessment using devices.
Using CoSpaces Edu to Create Virtual and Augmented Reality ExperiencesSt. Petersburg College
Virtual Reality (VR), a simulated computer environment in three dimensions, is becoming more popular for gaming, movies, and education. According to CoSpaces Edu, their creative platform “complements traditional teaching methods by immersing students into a world where they can create, consume and connect with the curriculum on a completely new level, even through the revolutionary visual mediums of Virtual and Augmented Reality (AR).” Take what you learn here to create your own library programs to teach your users how to create meaningful and interactive experiences using VR/AR. In this webinar:
- Discover what Virtual Reality is and gain a brief historical summary of it.
- Learn and explore the differences between virtual, augmented, and mixed realities.
- Explore 360° video and photograph technologies to include in a variety of formats.
- Create your own 3D/360° environments using CoSpaces EDU to test in Virtual Reality.
- Learn how to use CoSpaces EDU as a student and as a teacher.
The Present & Future of Augmented Reality + How to make your first AR appZenka Caro
The document discusses augmented reality (AR) and virtual reality (VR), providing information on AR platforms like Aurasma, examples of AR applications, and step-by-step instructions for creating basic AR content using the Aurasma app or studio. The goal is to convince the reader to create their first AR project within two weeks by highlighting how easy it is to get started with free or low-cost tools like Aurasma, Blender, and free online resources.
IN140703 service support technologies 4.10.2016Pirita Ihamäki
4.10.2016 Service support technologies second part we go through the Augmented Reality, Historical Overview of the Augmented Reality, Augmented Reality Games, Augmented Reality with Tourist Services, Augmented Reality Instructions, Augmented Reality in Automotive Industry, The Future of Augmented Reality and Workshop.
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Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
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to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
2. What is AR? Have you thought sometimes in it put information in anywhere? With AR you can put information, text, audio, image, video in anywhere
3. 2 kinds of AR There are 2 kinds of AR: One with markets and a webcam One with geolocation and a mobile (Show: this is a market) Now, We will explain more with examples
Here you can see several examples that you could use or that have been already used in the classroom.
5. The body This resource is fantastic for working in the natural sciences classroom because you see all parts of the body with the names o without the names.
6. Boffswana This is one of the first applications done with AR. This funny monster moves on the paper
7. Ecoimagination this is another resource that links with the aim of the conference: As you will see.
8 . Google Sketchup . If you want to create your own models, you need a software to generate 3D objects. The easiest one is Google Sketchup. If you want to visualize a model, you need a plugin called AR-media, a webcam and a marker from AR-media.
9. Experiences In this screen, You can see some models made by my students at Colegio Los Realejos in the Canary Islands. They made spacecrafts, future cities and the school with Google Sketchup (Ketchup alias from students). (this is a joke) SHOW GOOGLE SKETCHUP
Josep ’ s students from St Andreu school in Badalona, near Barcelona, created the letters in 3D with the same software, Google Sketchup.
11. Zooburst. With this application you can make your own books.
12. The other kind is not with markets, but with geolocation
13. what do you need? A mobile phone, of the new generation, a smartphone: Iphone, Android, Blackberry… Of course, you need some software if you want to work with AR.
14. Now we ’ ll show 2 of the software that you need: Sekai camera and woices. You work from the mobile (Iphone and Android) It allows to put tags in the air with a picture, a text or some link.
15. With Sekai Mar, an iearn upper secondary student has created a Literary tour of the book The Cathedral of the sea.
16. First, you write down the text in the tag with the name of the location and some short information
17. This is the result
18. and this is how would you see it with your mobile in the air.
19. On this second tag, Mar saves 30 seconds of audio about this informative point. On the new version, you are not allowed to audio-record.
20. and here you geolocate the exact point on the map
21. Finally, you choose the model tag
22. as you can see here
23. You can see all the audio recorded in the following link that will take you to the following blog from the next slide
25. The second application that we would like to explain is woices. With woices, you can upload an image and/or an audio at different points, and then you can create a tour / walk. It ’ s possible to work from a computer or a mobile such as Iphone, Android, Blackberry.
26. Here there is an example. It ’ s a cultural walk around Badalona and it made by students from my school.
27. QRWEEK: Objective: To incorporate QR codes made by students in a collective online mural, sharing phrases, sayings or poems meaningful for the participants. QR codes can be performed individually or in small groups. In this Project has participated students from Spain, Argentina, Eslovenia and US Language: Catalan, Spanish, English or another one. All were welcome. (enlazar al linoit)
28. Our propose, if you want, in the next year, we can make another mural with the QR code on april in the second week with important phrases or shorts poems (as like as twitter with 140 characters). In this year, this mural be able see into “ Espurnik ” is a virtual world with Open Sims. If you want to know this environment you going to the Ramon ’ s Workshop on Thursday.