VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
This document discusses the challenges of creating VR applications in Unity. It outlines some of the key challenges including maintaining presence, managing devices and displays, interactions, deployment to different hardware, and rendering speed. It then introduces MiddleVR, a plugin for Unity that aims to simplify VR development by providing abstractions and functionality for many of these challenging areas such as device management, display management across multiple screens, and cluster rendering. MiddleVR supports a variety of VR hardware and aims to improve the development process for VR applications in Unity.
Oculus Connect 2014 - The value of VR for professional applicationsSebastien Kuntz
VR has been used by professionals for the last 20 years because it saves lives, time and money. Long before the Oculus Rift, engineers have used VR to design and prototype cars, planes, boats, and more. Virtual supermarkets are created to study the impact of a store layout and product packaging. Training simulations are used by a wide variety of professionals like firefighters and surgeons. Therapists use VR to treat phobias in a controlled environment. We will go through all these applications (and many more) and see why VR is an invaluable tool for life.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
Virtual reality has applications for professional training. MiddleVR is a company founded in 2012 that provides VR content creation services and a Unity plugin called MiddleVR for creating VR apps. Their Improov3 product allows for collaborative product review in a virtual meeting room, importing native CAD data from programs like Solidworks and Catia. VR can benefit training by making it more engaging, easy to use, and safe while allowing the repetition needed to master skills. It is particularly useful for training on objects that don't exist yet or can't be accessed, and for dangerous or expensive situations. Examples of VR training clients include companies in engineering, electricity transmission, and gas transportation.
How to create powerfully interactive & collaborative VR applications - Sébast...WithTheBest
This document summarizes MiddleVR, a virtual reality company that provides a generic VR plugin called MiddleVR. MiddleVR can manage input devices, displays, and interactions to create and deploy VR experiences across a variety of hardware and software. It supports many VR devices and displays and allows building VR applications in Unity, Unreal Engine, or other engines using C++, C#, Python, or Lua wrappers.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
This document provides advice for virtual reality (VR) game development. It notes that Q4 2015/Q1 2016 is expected to be the "VR boom" as major companies like Oculus, Valve, Sony, and Google enter the VR market. The document recommends developing games that can run across multiple platforms using a modular and reusable framework. It also advises iterating quickly using agile development practices and tools like Unity, source control, and project management software. The conclusion emphasizes sharing knowledge, following trends, thinking creatively, and building with the future in mind.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
This document discusses developing 3D applications for Android. It begins by explaining why Android and 3D are good platforms, discussing features like OpenGL ES and the growing market. It then covers various 3D techniques like rendering, modeling, sensors and augmented reality. Throughout it provides examples and references for further learning OpenGL ES, getting 3D models, head tracking and more. It envisions future possibilities for 3D on Android.
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
The document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It defines VR and augmented reality, discusses VR hardware components like displays and tracking, and covers Daydream-compatible devices, controllers, and development. The document aims to explain VR concepts and the Daydream ecosystem to help developers get started with VR development.
Introduction to daydream for AnDevCon DC - 2017Jared Sheehan
This document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It begins with an explanation of the differences between augmented reality and VR. It then discusses VR use cases and hardware requirements, including displays, tracking, and controllers. The document outlines Google's Daydream VR platform, including new features like WorldSense inside-out tracking. It also covers developing for Daydream using tools like Unity and publishing apps to meet quality standards. In closing, it discusses challenges and the future of Daydream VR.
The document provides an overview of augmented reality, including definitions of augmented reality, virtual reality and mixed reality. It discusses why AR is an important technology to learn, compares the different types of realities, and outlines some popular AR apps. It also covers key AR development terminology concepts and frameworks. The document promotes staying curious about AR technologies and provides contact information for the author.
Lecture 4 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of Mobile AR Browsers. Look for the other 9 lectures in the course.
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
A quick starter for prototyping in Aframe. Designers often find it difficult to communicate their VR design ideas to fellow developers. This is the presentation prepared for a VR design meetup in Bangalore wherein I gave hands on workshop to prototype in aframe for VR
Getting started with unity and AR/VR for the .net developer - DDD North 2020Davide Zordan
This document discusses developing augmented and virtual reality applications. It defines mixed reality and explains why it is an emerging platform. It outlines tools like Unity and Unreal for building AR/VR experiences. It demonstrates VR interactions, locomotion, and adding voice commands. It provides tips for performance and targeting multiple headsets. It also covers hand tracking and developing for HoloLens. The key takeaway is to design for immersion, test on target devices, and leverage cloud services.
This document discusses virtual reality (VR), including its history and various hardware platforms. It covers visual immersion techniques used in VR like lenses and screens. Challenges in VR like latency and tracking are addressed. Design principles for VR experiences are presented around comfort, performance, interaction and immersion. Tracking technologies are mentioned. The document encourages people to get started with accessible VR platforms like Google Cardboard and Project Tango.
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
Here is a simple technical introduction on Augmented reality in with its current uses , advantages, a brief history and its future. This also contains specifications for Apple's ARKit and Google's ARCore and how to start an AR app.
Lewis Field-Hite-ULTIMATE-REALITY-The-Swedenborg-Society-London-1936Francis Batt
This document is an address given by Reverend Lewis Field Hite at the International Swedenborg Congress in London on the topic of ultimate reality. In his 3 paragraph summary, Hite provides a brief history of philosophy's exploration of ultimate reality, from early Greek philosophers like Parmenides who saw it as permanent being, to Plato who located it in the realm of ideas rather than matter. Hite then discusses how Aristotle systematized human science but located metaphysical reality in language and abstract thought. The summary sets up Hite's own view, which will explore how love can be seen as the ultimate reality from a Swedenborgian perspective.
The document discusses how various experiences in life are temporary realities compared to some greater or more fundamental reality. Across multiple lines, concepts like fantasy, clouds, accidents, beauty, and money are described as transient realities, while concepts like truth, the sky, death, the sun, hard work, and love are portrayed as the ultimate or most fundamental realities.
Sacred space and time are constructs that religious people use to access the sacred or ultimate reality. Rituals and myths help establish sacred times and places that are qualitatively different from ordinary profane times and spaces. The most important function of sacred time and space is to give religious communities a meaningful way to structure and experience their world. There are two main types of sacred time - timeless eternal time associated with deities, and holy days that commemorate divine events. Sacred spaces can be natural locations, buildings, or portable objects used for prayer or ritual.
Virtual reality (VR) can offer interactive experiences at the library that engage users. Various VR headsets use screens and sensors to immerse users in 3D environments. Libraries can provide VR experiences using affordable mobile headsets or more advanced PC-based systems. Suggested library VR programs explore art, travel, science, and stories to educate and entertain patrons. Careful planning is needed to test equipment and activities.
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
This document provides advice for virtual reality (VR) game development. It notes that Q4 2015/Q1 2016 is expected to be the "VR boom" as major companies like Oculus, Valve, Sony, and Google enter the VR market. The document recommends developing games that can run across multiple platforms using a modular and reusable framework. It also advises iterating quickly using agile development practices and tools like Unity, source control, and project management software. The conclusion emphasizes sharing knowledge, following trends, thinking creatively, and building with the future in mind.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
This document discusses developing 3D applications for Android. It begins by explaining why Android and 3D are good platforms, discussing features like OpenGL ES and the growing market. It then covers various 3D techniques like rendering, modeling, sensors and augmented reality. Throughout it provides examples and references for further learning OpenGL ES, getting 3D models, head tracking and more. It envisions future possibilities for 3D on Android.
Introduction to DaydreamVR from DevFestDC 2017Jared Sheehan
The document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It defines VR and augmented reality, discusses VR hardware components like displays and tracking, and covers Daydream-compatible devices, controllers, and development. The document aims to explain VR concepts and the Daydream ecosystem to help developers get started with VR development.
Introduction to daydream for AnDevCon DC - 2017Jared Sheehan
This document provides an introduction and overview of virtual reality (VR) and Google's Daydream VR platform. It begins with an explanation of the differences between augmented reality and VR. It then discusses VR use cases and hardware requirements, including displays, tracking, and controllers. The document outlines Google's Daydream VR platform, including new features like WorldSense inside-out tracking. It also covers developing for Daydream using tools like Unity and publishing apps to meet quality standards. In closing, it discusses challenges and the future of Daydream VR.
The document provides an overview of augmented reality, including definitions of augmented reality, virtual reality and mixed reality. It discusses why AR is an important technology to learn, compares the different types of realities, and outlines some popular AR apps. It also covers key AR development terminology concepts and frameworks. The document promotes staying curious about AR technologies and provides contact information for the author.
Lecture 4 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of Mobile AR Browsers. Look for the other 9 lectures in the course.
This is the second version of Build an AR app presentation. It gives a detailed step by step guide on building a complete AR app from scratch using Vuforia
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
A quick starter for prototyping in Aframe. Designers often find it difficult to communicate their VR design ideas to fellow developers. This is the presentation prepared for a VR design meetup in Bangalore wherein I gave hands on workshop to prototype in aframe for VR
Getting started with unity and AR/VR for the .net developer - DDD North 2020Davide Zordan
This document discusses developing augmented and virtual reality applications. It defines mixed reality and explains why it is an emerging platform. It outlines tools like Unity and Unreal for building AR/VR experiences. It demonstrates VR interactions, locomotion, and adding voice commands. It provides tips for performance and targeting multiple headsets. It also covers hand tracking and developing for HoloLens. The key takeaway is to design for immersion, test on target devices, and leverage cloud services.
This document discusses virtual reality (VR), including its history and various hardware platforms. It covers visual immersion techniques used in VR like lenses and screens. Challenges in VR like latency and tracking are addressed. Design principles for VR experiences are presented around comfort, performance, interaction and immersion. Tracking technologies are mentioned. The document encourages people to get started with accessible VR platforms like Google Cardboard and Project Tango.
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
This document discusses augmented reality (AR) and its applications in manufacturing. It begins with an introduction to AR, describing it as a method of altering the real world by adding digital elements. It then covers the main types of AR: marker-based, markerless, projection-based, and superimposition-based. Applications of AR in manufacturing include using it to aid assembly, maintenance, training, quality assurance, and design. Boeing, Mitsubishi Electric, Lockheed Martin, Porsche, and Ford are highlighted as companies employing AR in their manufacturing processes. The document concludes that AR can help make manufacturing more efficient and reduce costs.
Here is a simple technical introduction on Augmented reality in with its current uses , advantages, a brief history and its future. This also contains specifications for Apple's ARKit and Google's ARCore and how to start an AR app.
Lewis Field-Hite-ULTIMATE-REALITY-The-Swedenborg-Society-London-1936Francis Batt
This document is an address given by Reverend Lewis Field Hite at the International Swedenborg Congress in London on the topic of ultimate reality. In his 3 paragraph summary, Hite provides a brief history of philosophy's exploration of ultimate reality, from early Greek philosophers like Parmenides who saw it as permanent being, to Plato who located it in the realm of ideas rather than matter. Hite then discusses how Aristotle systematized human science but located metaphysical reality in language and abstract thought. The summary sets up Hite's own view, which will explore how love can be seen as the ultimate reality from a Swedenborgian perspective.
The document discusses how various experiences in life are temporary realities compared to some greater or more fundamental reality. Across multiple lines, concepts like fantasy, clouds, accidents, beauty, and money are described as transient realities, while concepts like truth, the sky, death, the sun, hard work, and love are portrayed as the ultimate or most fundamental realities.
Sacred space and time are constructs that religious people use to access the sacred or ultimate reality. Rituals and myths help establish sacred times and places that are qualitatively different from ordinary profane times and spaces. The most important function of sacred time and space is to give religious communities a meaningful way to structure and experience their world. There are two main types of sacred time - timeless eternal time associated with deities, and holy days that commemorate divine events. Sacred spaces can be natural locations, buildings, or portable objects used for prayer or ritual.
This document provides an overview of concepts related to sacred power in religious traditions. It discusses how philosophers and early scientists sought to explain beliefs in spirits and the supernatural. Key concepts covered include animism, totemism, manifestations of the sacred such as gods/goddesses, ancestral spirits, and beliefs about the nature of God across religions like monotheism, pantheism and atheism. Specific traditions such as Daoism, Christianity, Hinduism are examined in terms of concepts like the Trinity, avatars, and how humans interact with sacred power.
Augmented Reality; Adding Value to Your Business 2013Emily Wilkinson
This document discusses a presentation on augmented reality and its applications for business. The presentation includes an introduction to AR, examples of how AR can be used in sales and marketing, and case studies of companies using AR. Applications mentioned include helping customers visualize products before purchase, increasing sales conversions, and engaging entertainment experiences. The document provides information on desktop, mobile, event, location-based, and eyewear AR technologies.
The document discusses user experience (UX) in libraries and virtual reference services. It introduces Courtney Greene from Indiana University Libraries who will discuss how IU Libraries created a user experience department and how that has impacted the library. Greene will also provide practical tips for identifying opportunities to optimize virtual services and strategies for gaining support from administrators and staff.
Slides from talk given at UX Camp CPH 2015.
- The worst project in the world, and what we learned from it.
- How we are now working differently
Learn
- How the skill set of a UX designer is changing
- What we believe is the future of UX
And I can tell you this much, It is not a wireframe and usability!
Augmented Reality Web Applications with Mobile Agents in the Internet of ThingsTeemu Leppänen
This document proposes using mobile agents in augmented reality (AR) web applications for the Internet of Things (IoT). It describes a framework that uses mobile agents to process and transfer data between AR applications and IoT devices. The framework exposes IoT resources like devices and agents as web resources with unique URLs. This allows AR applications to retrieve representations of IoT state from browsers using common web technologies. A proof-of-concept AR application is presented that uses a mobile agent to calculate the freshness of coffee in a connected coffeemaker. The application retrieves this state from the agent through its linked web resource to display in the AR interface.
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
VR is currently a hot topic, but how can we design for this new medium? What are the requirements, possibilities and challenges for designers when it comes to create interaction concepts and digital products for the virtual reality? Stefan Filff, Interaction Designer VR for CoSpaces (www.cospaces.io) will tell you more about it.
Talk was held 24th of January 2017 @ Munich UX Meetup
Mobile Agents for the Integration of Wireless Sensor Networks and the Interne...Teemu Leppänen
We demonstrate interoperable mobile agents to integrate Internet of Things and wireless sensor networks with resource-constrained low-power embedded networked devices. We introduce adaptable composition for the mobile agent, complying with the Representational State Transfer principles, which are then used for agent migration, controlling the agent and exposing the data, system resources, tasks and services, to the Web. We gather requirements for the system and heterogeneous networked devices and present an application programming interface to enable mobile agents in these systems. The agents are demonstrated in a real-world prototype with smartphones and embedded networked devices, where we utilize a proxy component to expose system resources to the Web for human-machine interactions. Spanning over disparate networks and protocols, the proxy translates messages including the agent composition, between HTTP and Constrained Application Protocol. Lastly, we suggest an evaluation method for the agent communication and migration costs, considering the different types of system resources and utilization.
Original article published in:
Leppänen, T., Liu, M., Harjula, E., Ramalingam, A., Ylioja, J., Närhi, P., Riekki, J. and Ojala, T. “Mobile Agents for Integration of Internet of Things and Wireless Sensor Networks,” In: IEEE International Conference on Systems, Man and Cybernetics, pp. 14-21, October 13-16, Manchester, UK, 2013. http://dx.doi.org/10.1109/SMC.2013.10
Virtual Reality UX - Designing for Interfaces without ScreensRhiannon Monks
Digital marketing has reached the point in its evolution where we know what the best practices are: A seamless omnichannel strategy, an emphasis on customer experience and the use of social media to co-create the brand with the customer, to name a few.
digital marketing will soon be shifting into a new gear, as virtual reality (VR) and artificial intelligence (AI) begin to gain critical mass.
The play Medea tells the story of Medea and the revenge she takes on her husband Jason for betraying her. At the beginning of the play, Jason has left Medea for a new wife, Glauce, daughter of Creon, king of Corinth. Creon then banishes Medea and her sons from Corinth. Medea swears revenge and devises a plan to kill Glauce, Creon, and her own sons to devastate Jason. She tricks Jason into convincing Creon to let her stay one more day, during which she gifts Glauce a poisoned dress and crown. When Glauce wears them, she burns to death. Creon also dies embracing his dead daughter.
This document discusses the topics of reality and virtual reality, robotics, gaming, and how they intersect. It provides examples of technologies like Kinect, LEGO Mindstorms, and games like Call of Duty and Assassin's Creed to illustrate how virtual worlds and robotics are being used and their impacts. Statistics are presented on the size and growth of the gaming industry. Benefits of gaming like improved fluid intelligence and collaboration are discussed, as well as concerns about excessive use and violence.
Présentation des solutions Virtual-IT, adhérent DigitalPlace
Virtual-IT développe des applications interactives de visualisation 3D temps-réel qui reposent sur son savoir-faire dans la conception d’interfaces utilisateur naturelles (tactiles, gestuelles, etc). Les solutions logicielles réalisées sont multi-plateformes et couvrent de nombreux domaines tels que la simulation, la maintenance, le training, le serious gaming, la communication, etc. Ces solutions de visualisation permettent d'accéder, de manipuler, de naviguer et d'échanger sur des systèmes complexes de façon simple et intuitive sur tout type de supports (mobiles, tablettes, moniteurs tactiles, mur d'images).
Ces environnements de réalité virtuelle s’adressent à différents secteurs industriels tels que l’aéronautique, le spatial, les systèmes d'informations géographiques, le bâtiment ou le médical. Virtual-IT est une PME d’une dizaine de personnes, basée à Toulouse.
www.virtual-it.fr
www.digitalplace.fr
Oculus Service Collection for 2010. Find additional information on consulting, evaluation, corporate fitness and other customer perception management solutions.
Oculus rift, Virtual Reality, Division of FacebookBalachenna Reddy
The Oculus Rift is a virtual reality headset invented by Palmer Luckey in 2011 and developed by Oculus VR, which is now owned by Facebook. It uses a 7-inch screen with a 110 degree field of view to provide the experience of presence in virtual environments through stereoscopic images delivered via an HDMI cable from a computer. While early versions had problems like weight and motion sickness, the Rift is being applied in gaming, social media, and other areas, with the goal of addressing current limitations and expanding its uses in the future.
Virtual reality (VR) is an artificial environment that is created with computer hardware and software and presented to the user in a way that makes them feel like they are experiencing a real environment. There are different types of VR systems, including window-on-world systems which use monitors, immersive VR with head mounted displays, telepresence which links sensors to human operators, and mixed reality systems. Important factors in VR systems include visual realism, image resolution, frame rate, and latency. VR has applications in areas like education, medicine, entertainment, and more and its future uses are still developing as customized applications are created.
Your VR Experience (Oculus Presentation, Indiecade 2016)Esteban Gallardo
This document discusses a project called "Your VR Experience" which aims to create an easy-to-use game creation tool for building custom multiplayer VR games. It would allow users to build their own VR worlds and experiences ranging from simple to highly detailed. The tool is intended to work across a range of VR devices from low-end to high-end headsets. The project sees potential in user-generated VR content to target markets like escape rooms, creativity, movies/TV, and machinima directors.
Presentation of the project Your VR Experience: A tool to create your custom multiplayer VR games
More info:
http://www.yourvrexperience.com
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
GVRDC Beyond VR: Mixed Reality with Tango and HoloLensAaron Pulkka
Cyrus Lum and Aaron Pulkka presented this talk together at GVRDC in Shanghai, China on July 27th, 2016, to share our experiences developing award winning Tango and HoloLens applications.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
C. VR intrduction_lecture for introduction to VR Lecture-1.pptxRajGopalMishra4
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also face challenges related to cost, privacy and technical limitations that researchers continue working to overcome.
Virtual reality creates realistic virtual worlds that users can interact with via specialized equipment like headsets. Augmented reality overlays virtual objects onto the real world. Both technologies use displays, sensors and other hardware to blend virtual and real environments. They have applications in education, training, design, and entertainment. While providing immersive experiences, they also have limitations around cost, privacy and performance that must be addressed for wider adoption. Overall, VR and AR show promise for many future uses as the technologies continue advancing.
Aslam.o.aliakum!
i am shakaib ashraf this topic is for my students who want to do presentation on virtual reality
introduction
types of virtual reality
how virtual reality works
these topics are available in this presentation
pray for me
thankyou
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) Alina Vilk
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) рассказывал о современном состоянии VR/AR-индустрии, о принципах и особенностях мобильного VR. Участники встречи коснулись средств разработки и запустили парочку примеров на Google DayDream. Во второй части доклада обсудили Samsung Gear VR, Google Cardboard и Google Daydream, в чем их сходства и различия с точки зрения программиста. Рассмотрели SDK/Tool, которые можно с ними использовать.
Video Game Development with Unity.
Présenté par David Taralla le 30 novembre 2016 aux Geeks Anonymes (https://www.facebook.com/GeeksAnonymesLiege/).
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Virtual reality has emerged as a popular and effective marketing tool for brands looking to create an intimate, enjoyable experience for their target audience. Learn a little bit more about this innovative new technology!
Virtual reality has emerged as an effective and popular marketing opportunity for brands eager to form an intimate connection with their audience. Learn a little bit more about the innovative new technology.
Utilizing Kinect Control for a More Immersive Interaction with 3D EnvironmentMohammad Shaker
Utilizing Kinect Control for a More Immersive Interaction with 3D Environment. Implemented by Saed Haj Ali, Kinda Tarboush and Marah Halawah and Supervised by me, Dr. Noor Shaker and Dr. Ammar Joukhadar.
Virtual reality uses head-mounted displays and sensors to immerse users in artificial 3D environments by feeding them updated images as they move their heads. It has various applications in gaming, education, healthcare and military training by allowing interactive experiences without physical risks. However, VR also has drawbacks like high costs, potential for motion sickness, and issues with isolating users from reality. As VR technologies improve and costs decrease, the market is expected to grow significantly with widespread impacts on many industries.
Designing Low-Latency Systems with Rust and ScyllaDB: An Architectural Deep DiveScyllaDB
Want to learn practical tips for designing systems that can scale efficiently without compromising speed?
Join us for a workshop where we’ll address these challenges head-on and explore how to architect low-latency systems using Rust. During this free interactive workshop oriented for developers, engineers, and architects, we’ll cover how Rust’s unique language features and the Tokio async runtime enable high-performance application development.
As you explore key principles of designing low-latency systems with Rust, you will learn how to:
- Create and compile a real-world app with Rust
- Connect the application to ScyllaDB (NoSQL data store)
- Negotiate tradeoffs related to data modeling and querying
- Manage and monitor the database for consistently low latencies
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
AI and Data Privacy in 2025: Global TrendsInData Labs
In this infographic, we explore how businesses can implement effective governance frameworks to address AI data privacy. Understanding it is crucial for developing effective strategies that ensure compliance, safeguard customer trust, and leverage AI responsibly. Equip yourself with insights that can drive informed decision-making and position your organization for success in the future of data privacy.
This infographic contains:
-AI and data privacy: Key findings
-Statistics on AI data privacy in the today’s world
-Tips on how to overcome data privacy challenges
-Benefits of AI data security investments.
Keep up-to-date on how AI is reshaping privacy standards and what this entails for both individuals and organizations.
TrustArc Webinar: Consumer Expectations vs Corporate Realities on Data Broker...TrustArc
Most consumers believe they’re making informed decisions about their personal data—adjusting privacy settings, blocking trackers, and opting out where they can. However, our new research reveals that while awareness is high, taking meaningful action is still lacking. On the corporate side, many organizations report strong policies for managing third-party data and consumer consent yet fall short when it comes to consistency, accountability and transparency.
This session will explore the research findings from TrustArc’s Privacy Pulse Survey, examining consumer attitudes toward personal data collection and practical suggestions for corporate practices around purchasing third-party data.
Attendees will learn:
- Consumer awareness around data brokers and what consumers are doing to limit data collection
- How businesses assess third-party vendors and their consent management operations
- Where business preparedness needs improvement
- What these trends mean for the future of privacy governance and public trust
This discussion is essential for privacy, risk, and compliance professionals who want to ground their strategies in current data and prepare for what’s next in the privacy landscape.
Quantum Computing Quick Research Guide by Arthur MorganArthur Morgan
This is a Quick Research Guide (QRG).
QRGs include the following:
- A brief, high-level overview of the QRG topic.
- A milestone timeline for the QRG topic.
- Links to various free online resource materials to provide a deeper dive into the QRG topic.
- Conclusion and a recommendation for at least two books available in the SJPL system on the QRG topic.
QRGs planned for the series:
- Artificial Intelligence QRG
- Quantum Computing QRG
- Big Data Analytics QRG
- Spacecraft Guidance, Navigation & Control QRG (coming 2026)
- UK Home Computing & The Birth of ARM QRG (coming 2027)
Any questions or comments?
- Please contact Arthur Morgan at [email protected].
100% human made.
Technology Trends in 2025: AI and Big Data AnalyticsInData Labs
At InData Labs, we have been keeping an ear to the ground, looking out for AI-enabled digital transformation trends coming our way in 2025. Our report will provide a look into the technology landscape of the future, including:
-Artificial Intelligence Market Overview
-Strategies for AI Adoption in 2025
-Anticipated drivers of AI adoption and transformative technologies
-Benefits of AI and Big data for your business
-Tips on how to prepare your business for innovation
-AI and data privacy: Strategies for securing data privacy in AI models, etc.
Download your free copy nowand implement the key findings to improve your business.
Dev Dives: Automate and orchestrate your processes with UiPath MaestroUiPathCommunity
This session is designed to equip developers with the skills needed to build mission-critical, end-to-end processes that seamlessly orchestrate agents, people, and robots.
📕 Here's what you can expect:
- Modeling: Build end-to-end processes using BPMN.
- Implementing: Integrate agentic tasks, RPA, APIs, and advanced decisioning into processes.
- Operating: Control process instances with rewind, replay, pause, and stop functions.
- Monitoring: Use dashboards and embedded analytics for real-time insights into process instances.
This webinar is a must-attend for developers looking to enhance their agentic automation skills and orchestrate robust, mission-critical processes.
👨🏫 Speaker:
Andrei Vintila, Principal Product Manager @UiPath
This session streamed live on April 29, 2025, 16:00 CET.
Check out all our upcoming Dev Dives sessions at https://community.uipath.com/dev-dives-automation-developer-2025/.
TrsLabs - Fintech Product & Business ConsultingTrs Labs
Hybrid Growth Mandate Model with TrsLabs
Strategic Investments, Inorganic Growth, Business Model Pivoting are critical activities that business don't do/change everyday. In cases like this, it may benefit your business to choose a temporary external consultant.
An unbiased plan driven by clearcut deliverables, market dynamics and without the influence of your internal office equations empower business leaders to make right choices.
Getting things done within a budget within a timeframe is key to Growing Business - No matter whether you are a start-up or a big company
Talk to us & Unlock the competitive advantage
HCL Nomad Web – Best Practices and Managing Multiuser Environmentspanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-and-managing-multiuser-environments/
HCL Nomad Web is heralded as the next generation of the HCL Notes client, offering numerous advantages such as eliminating the need for packaging, distribution, and installation. Nomad Web client upgrades will be installed “automatically” in the background. This significantly reduces the administrative footprint compared to traditional HCL Notes clients. However, troubleshooting issues in Nomad Web present unique challenges compared to the Notes client.
Join Christoph and Marc as they demonstrate how to simplify the troubleshooting process in HCL Nomad Web, ensuring a smoother and more efficient user experience.
In this webinar, we will explore effective strategies for diagnosing and resolving common problems in HCL Nomad Web, including
- Accessing the console
- Locating and interpreting log files
- Accessing the data folder within the browser’s cache (using OPFS)
- Understand the difference between single- and multi-user scenarios
- Utilizing Client Clocking
Artificial Intelligence is providing benefits in many areas of work within the heritage sector, from image analysis, to ideas generation, and new research tools. However, it is more critical than ever for people, with analogue intelligence, to ensure the integrity and ethical use of AI. Including real people can improve the use of AI by identifying potential biases, cross-checking results, refining workflows, and providing contextual relevance to AI-driven results.
News about the impact of AI often paints a rosy picture. In practice, there are many potential pitfalls. This presentation discusses these issues and looks at the role of analogue intelligence and analogue interfaces in providing the best results to our audiences. How do we deal with factually incorrect results? How do we get content generated that better reflects the diversity of our communities? What roles are there for physical, in-person experiences in the digital world?
Semantic Cultivators : The Critical Future Role to Enable AIartmondano
By 2026, AI agents will consume 10x more enterprise data than humans, but with none of the contextual understanding that prevents catastrophic misinterpretations.
HCL Nomad Web – Best Practices und Verwaltung von Multiuser-Umgebungenpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-nomad-web-best-practices-und-verwaltung-von-multiuser-umgebungen/
HCL Nomad Web wird als die nächste Generation des HCL Notes-Clients gefeiert und bietet zahlreiche Vorteile, wie die Beseitigung des Bedarfs an Paketierung, Verteilung und Installation. Nomad Web-Client-Updates werden “automatisch” im Hintergrund installiert, was den administrativen Aufwand im Vergleich zu traditionellen HCL Notes-Clients erheblich reduziert. Allerdings stellt die Fehlerbehebung in Nomad Web im Vergleich zum Notes-Client einzigartige Herausforderungen dar.
Begleiten Sie Christoph und Marc, während sie demonstrieren, wie der Fehlerbehebungsprozess in HCL Nomad Web vereinfacht werden kann, um eine reibungslose und effiziente Benutzererfahrung zu gewährleisten.
In diesem Webinar werden wir effektive Strategien zur Diagnose und Lösung häufiger Probleme in HCL Nomad Web untersuchen, einschließlich
- Zugriff auf die Konsole
- Auffinden und Interpretieren von Protokolldateien
- Zugriff auf den Datenordner im Cache des Browsers (unter Verwendung von OPFS)
- Verständnis der Unterschiede zwischen Einzel- und Mehrbenutzerszenarien
- Nutzung der Client Clocking-Funktion
Spark is a powerhouse for large datasets, but when it comes to smaller data workloads, its overhead can sometimes slow things down. What if you could achieve high performance and efficiency without the need for Spark?
At S&P Global Commodity Insights, having a complete view of global energy and commodities markets enables customers to make data-driven decisions with confidence and create long-term, sustainable value. 🌍
Explore delta-rs + CDC and how these open-source innovations power lightweight, high-performance data applications beyond Spark! 🚀
4. • Simplify VR (software)!
• So YOU can spend more time creating apps!
• MiddleVR for Unity
5. Plan
• What is Virtual Reality ?!
• VR applications!
• MiddleVR for Unity!
• Future
6. What is VR ?
• VR is reborn ?!
• VR never died !!
• Market!
• 2013 Europe: 100M$!
• Peugeot: 7M€ since 99!
• Renault: 3M€ new VR system!
• 2018: Between 400M$ and 1B$!
• Because VR is used to improve reality!
• Saving time, money and lives
7. What is VR ?
• Growing because of!
• Proved usefulness & ROI!
• Democratization!
• Projectors!
• Trackers!
• HMDs
13. “VR works because
reality is virtual”
Lawrence Stark
• Perceive reality through
(imperfect) senses!
• Drugs / dreams create
perception!
• Allegory of the Cave (Plato)
Natural reality vs Virtual Reality
19. Training
• Military, surgeons, firefighters,
mine safety, oil & gas platforms,
nurses, building industry!
• Practice actual gestures!
• Repeat until master!
• Analysis, replay!
• Practice rare/dangerous
situations!
• Easy accessibility!
• Reduced costs!
• Save material
21. Current VR Games
• Very early stage!
• Similar to origin of radio & TV!
• People accept low quality because new and not
paying!
• Rift is not (yet) a complete VR platform!
• “Just” display, missing interaction devices!
• Missing hand & head position tracking, joystick
22. Current VR Games
• We don’t know how to make simple VR games!
• Adding as much hardware as possible won’t work!
• Presence is fragile!
• Adapting existing games!
• Automatic drivers conversion can’t deliver on promise!
• “Can be played with any game using keyboard/
mouse”