Moving Forward with Digital Disruption Bohyun Kim and Interact with Other VR Users
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Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses. -
Holographic Computer
MECHANICAL ENGINEERING | DECEMBER 2018 | P.33 bioengineering WEARABLE Holographic Computer Microsoft’s HoloLens mixed reality headset is a breakthrough in human-computer interaction. STORY BY AGAM SHAH • ILLUSTRATION BY ZINA SAUNDERS he Kinect camera, which headset, Thyssenkrupp is equipping Microsoft released in 2010, elevator service technicians with brought unprecedented HoloLens to visualize and identify T levels of gesture and voice problems ahead of a job, and have interaction to video games. “When remote, hands-free access to technical we created Kinect for Xbox 360, and expert information when onsite. we aimed to build a device capable The company says that has helped of recognizing and understanding improve service times. Ford is also people so that computers could using HoloLens, enabling their design operate in ways that are more and engineering teams to visualize human,” said Alex Kipman, technical that projects the graphics onto a full-scale models in 3-D. They’ve fellow at Microsoft, who helped lens. As a user walks around a room converted processes that used to invent the camera. or turns his head, the position or take weeks down to days, and more Microsoft wanted to build on orientation of the graphical image is easily and securely share ideas across the success of the Kinect’s sensor altered so that it appears to the user the company and consider more technology by parlaying it into a as occupying a consistent location concepts than before. And NASA has radically new device—a mixed reality in space. provided HoloLens to astronauts on headset that would project computer- HoloLens has emerged as the go- the International Space Station as a generated images seemingly into real to device for engineers to integrate holographic instruction manual and a space. -
Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
Innovation in Shared Virtual Spaces for Mental Health Therapy
Innovation in Shared Virtual Spaces for Mental Health Therapy Jake Backer Advisor: Professor Soussan Djamasbi Worcester Polytechnic Institute May 23, 2021 This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on the web without editorial or peer review. 1 Contents 1 Abstract 3 2 Introduction 4 3 Background 5 3.1 Mental Health . .5 3.2 Telehealth . .5 3.3 Augmented Reality (AR) . .6 3.4 AR Therapy . .7 3.5 Avatars . .7 4 Designing the Application 8 4.1 Infrastructure . .8 4.1.1 Networking . .9 4.1.2 Movement . 11 4.1.3 Audio Communication . 12 4.1.4 Immersive Experience . 14 4.1.5 Telemetry . 15 5 User Studies 17 5.1 Results . 17 5.2 Discussion and Future User Studies . 19 6 Contribution and Future Work 21 References 24 2 1 Abstract Rates of mental health disorders among adolescents and younger adults are on the rise with the lack of widespread access remaining a critical issue. It has been shown that teletherapy, defined as therapy delivered remotely with the use of a phone or computer system, may be a viable option to replace in-person therapy in situations where in-person therapy is not possible. Sponsored by the User Experience and Decision Making (UXDM) lab at WPI, this IQP is part of a larger project to address the need for mental health therapy in situations where patients do not have access to traditional in-person care. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Tips to Get Started
Dear Friend of NCWIT Counselors for Computing (C4C), In response to a critical need for a larger and more diverse technical workforce, efforts are underway on the national, state, and local levels to increase the number and variety of computer science (CS) learning opportunities available to students. Students with an interest in computer science and the opportunities to develop computer science skills will be prepared to take advantage of the critical and growing needs of the 21st century workforce. The NCWIT Counselors for Computing “See Yourself in Computing” Virtual Reality (VR) Campaign is one of many efforts to foster students’ interest in CS. Thank YOU for doing your part to direct students’ attention to the creative, world-changing fields of computing! Consider these tips and messages as you share VR with your students, and encourage them to give computing a try. TIPS TO GET STARTED *Note: Although we suggest using the VR headsets, these experiences can also be viewed on a laptop or desktop computer. 1. Consider using Google Expeditions. The Google Expeditions app is another tool students can use to explore virtual reality (VR) and augmented reality (AR). Read more about Google Expeditions and learn how you can guide students on a group tour at: https://support.google.com/edu/expeditions/answer/6335098?hl=en. Try These Expeditions: *Note: Users will need to download each Expedition. • Ara the Star Engineer This expedition is based on the book "Ara The Star Engineer." an inspiring, inclusive, and whimsical way to learn about computing from real-life trailblazers. Use the QR Code to the right to view on a VR headset or view online at: https://poly.google.com/view/04kXCpwyoi0. -
Virtual Reality for Telecommuting
Virtual Reality for Telecommuting Yaying Zhang Abstract Microsoft Vancouver The COVID-19 outbreak resulted in a large scale [email protected] prevention action of quarantine, which made many Figure 1: Floating emojis in people and companies unable to conduct normal work AltspaceVR [1]. Brennan Jones activities for weeks. This triggered vast discussions in Department of Computer the improvement of telecommuting technologies. Science Although telecommuting is beneficial, it is currently not University of Calgary widely accepted, especially in traditional industries like [email protected] farming, retail, and manufacturing. One reason is that it cannot completely replace the experience of working locally yet. One key requirement is for technologies to provide a “feeling of presence,” so that remote users feel as if they are there with colleagues, and to be able to manipulate machines remotely as easy as (or better than) when they are on-site. This is a major challenge Figure 2: In AltspaceVR [1] 101 Events, a host teaches the that virtual reality (VR) can play a role in solving. This audience how to use AltspaceVR’s paper discusses current VR technologies for connecting functionalities with slides and humans to humans and humans to things in microphone speech. telecommuting, as well as the gaps and potential directions VR practitioners can work toward addressing. Introduction In late 2019 and early 2020, a novel coronavirus outbreak, COVID-19, struck Wuhan, China around Lunar New Year, when hundreds of millions of people were travelling for family gatherings. Infections rose Copyright is held by the author/owner(s). sharply from tens to hundreds to thousands. -
Education and Training Ignite the Market a Win-Win Opportunity for Telecom Operators and VR Players Contents
2018 June Education and Training Ignite the Market A Win-Win Opportunity for Telecom Operators and VR Players Contents 06 VR Education & Training Provider Profiles 6.1.Education 02 6.1.1.VRSCHOOL Introduction 6.1.2.FLY VR 6.1.3.NetDragon 04 6.1.4.Idealens 01 The VR Education 6.1.5.Google Expeditions Ecosystem 6.1.6.VR Education Holdings 4.1.Global VR Education Development 6.2.Training 02 6.2.1.STRIVR 4.2.VR Education Development in China 03 6.2.2.Innoactive 4.2.1.China Education Sector Overview 01 4.2.2.ICT Education Funding in China Executive Summary 07 03 12 What Benefits Does 13 VR Deliver? 3.1.Benefits in Education 3.1.1.Benefits for Students 3.1.2.Benefits for Teachers 05 The VR Training Ecosystem 3.2.Benefits in Industry 08 Exhibits Bottlenecks and Challenges 8.1.Content 8.2.Hardware Edgar Dale’s original Cone of Experience 03 8.2.1.Cost VRSCHOOL VRmaker Classroom 13 8.2.2.End-User Pain Points FLY VR: VR Teaching Classroom 14 A class using Idealens solution 15 8.3.Network A class using Google Expeditions 16 26 Users in the ENGAGE VR app 17 8.4.Who Trains the Trainers? STRIVR & Walmart Next Gen Learning 18 Innoactive and VW’s Training Hub 19 VR Education App Availability 20 VR Education App Pricing 21 20 23 09 Opportunities for Operators 9.1.Market Growth 9.2.Overcoming Bottlenecks 9.3.Telecom Operator’s Role in the VR Education Ecosystem 9.4.How can Operators Participate in VR Education Market 07 VR Education App Distribution 7.1.Education App Availability 7.2.Education App Pricing and Business Models Executive Summary 01 Executive Summary VR training and education can deliver lessons and However, there remain bottlenecks in the market which training that are either not practical or even not may hinder growth. -
Open the Door to the Museum with Virtual Reality
Open the Door to the Museum with Virtual Reality Using Google Virtual Reality Applications to Bring Immersive 3-D Images into the AP Art History Classroom Cathy Payne A Capstone in the Field of Museum Studies for the degree of Master of Liberal Arts in Extension Studies Harvard University Extension School March 2018 Author’s Statement The idea for this capstone project grew organically in my AP Art History classroom when I ordered a Google Cardboard viewer after reading about the technology in the New York Times in November 2015. Much like the story recounted by a journalist in this paper, as soon as I experienced Cardboard I was compelled to share it with a young people—in this case, my students. Although Street View had very few images useful to my classroom at the time, over the last two years the image database has grown exponentially, making it a valuable tool for teaching art history. It cannot be overstated how important my students have been to this project as I have watched them navigate, intuitively as digital natives, Cardboard in the classroom. They have shown me which teaching methods work best with VR and they have made it abundantly clear to me that sometimes the best lessons are learned while wondering/wandering off-script. The joy of teaching and learning has been rediscovered in my AP Art History classroom with Google Cardboard and Street View and my students have taken ownership and pride over their learning. I hope that the successes of this capstone project can be shared widely by teachers, students, and museums. -
FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant For: Security Related Matters | Topic: Basics of Cyber Security and Related Matters
Source : www.thehindu.com Date : 2021-08-25 FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant for: Security Related Matters | Topic: Basics of Cyber Security and related matters Facebook' Horizon Workrooms | Photo Credit: photo by special arrangement Facebook has introduced Horizon Workrooms, an app that will enable users to collaborate with colleagues using virtual reality (VR) with the Oculus Quest 2 headset. (Subscribe to our Today's Cache newsletter for a quick snapshot of top 5 tech stories. Click here to subscribe for free.) The “mixed reality experience” that will allow users to connect their physical desk and compatible keyboard with the virtual room. Users will also be able to access and share files from their computer in the virtual room. They can write on a virtual whiteboard, export contents and share them as images on a computer. “Workrooms works across both virtual reality and the web and is designed to improve your teams ability to collaborate, come or communicate, and connect remotely, through the power of VR,” the company said in a statement. To personalise the experience, Facebook has enabled users to create custom looks or avatars, helping them feel like they’re really with their colleagues. Additionally, low latency spatial audio support with will make conversations sound real and flow smoothly, according to the company. Also Read | Facebook aims to prove VR's popularity more than virtual The tech giant has also extended support for hand tracking, which will allow users to control the keyboard and other features using their hands. The app will support up to 50 people on a video call, and up to 16 people in the virtual room, Facebook noted. -
Immersive Tourism
Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context. -
Becoming One of the Largest VR Content Creators
SPEAKER: Accenture Extended interesting about this content creator is Reality. This is field of view. there someone who they're not just NICK ROSA: Hello and making videos on YouTube, for welcome to Field of View. My name is example. There's someone who I, at Nick Rosa from Accenture. least from my point of view, you can see DANIEL COLAIANNI: And my genuinely cares about this industry and name is Daniel Colaianni from the genuinely cares about the actual Academy of International Extended ecosystem that evolves around it. Reality. They've got a wildly popular kind of podcast that focuses on the various NICK ROSA: And today, we different areas of our industry as well. have a guest for you that is a very Nick, who do we have on our famous content creator, is someone that Field of View today? has been working in the VR space since NICK ROSA: Our guest today is the the beginning, since the inception of the content creator that everybody knows in new Oculus era and someone that I’ve the VR space. We have Nathie with us been bumping into for many times on Field of View. Hi, Nathie, how you during industry events and other doing? gatherings of people that are interested NATHIE: Thanks for having me, about VR and XR. Daniel, would you guys. It's a pleasure. like to tell us a little bit more about our DANIEL COLAIANNI: So, guest today? Nathie, there's a few interesting things that we want to kind of dive into in this DANIEL COLAIANNI: Yeah, this episode because I think there's sure.