The Truth About Virtual Reality
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Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Vr/Ar:5G+Ai 的“杀手级”应用 投资评级 领先大市-A
Table_BaseI nfo JI SUTable_Title 2019 年 09 月 21 日 行业深度分析 计算机 证券研究报告 VR/AR:5G+AI 的“杀手级”应用 投资评级 领先大市-A 5G+AI 破解 VR/AR 落地瓶颈。VR 在 2014-2016 年间成为全球产业和资本 维持评级 追捧的焦点,然而,应用匮乏、性能表现低于预期等因素导致了一度火热的 Table_First Stock 首选股票 目标价 评级 VR 走向沉寂。从技术上看,出现这一现象的核心原因在于终端高算力小型 化不足、低定位精度带来“眩晕感”、有线传输造成的可不便携性。5G 具备 破解 VR 应用瓶颈的能力,能够为 VR 应用带来高传输和低延迟的表现,并 Table_Char t 有望从内容端打通。同时,AI 算法成熟化将使 AR 逐步走向台前,交互模式 行业表现 300 的变革贯穿了整个 IT 产业的发展史,AR 有望成为新一代交互平台。 计算机 沪深 29% 21% VR/AR 逐步落地,巨头纷纷展开布局。自 VR/AR 概念诞生以来,相关技术 13% 与产品持续迭代,并不断改进。目前,VR/AR 已逐步根据各自产品特点形 5% -3% 成了一定的格局,在自身领域产生了一定分化,其本质则是算力与便携性之 2018-09 2019-01 2019-05 -11% 间存在的调和矛盾,而 5G 技术落地,意味着以上矛盾将迎刃而解。同时, -19% AI 算法的革新,也有望带动产品升级加速。因此,巨头纷纷入局 VR/AR。 数据来源:Wind 资讯 5G+AI 时代,VR/AR 迎来真正春天。5G 和 AI 技术的突破将令 VR/AR 潜能 % 1M 3M 12M 相对收益 1.68 -6.50 -31.84 从现有的技术欠缺中释放出来。VR/AR 软硬件发展迅猛,已具备大众化基 绝对收益 5.75 -3.85 -16.45 础,AR 浪潮的周期已经从移动 AR 软件逐渐发展至移动 AR 硬件,VR 硬件 在经历泡沫破灭后也已经恢复增长,同时国内外科技巨头持续不断的大规模 胡又文 分析师 投入,若干因素形成共振推动 VR/AR 走到爆发式增长的前夜。 SAC 执业证书编号:S1450511050001 [email protected] 021-35082010 VR/AR 各有千秋,相关应用遍地开花。VR 与 AR 立足于解决不同的问题, 相关报告 在硬件与软件产业链上具备一定的区别和联系。目前,VR/AR 相关应用不 金融科技皇冠上的明珠——央行数字货 断得到拓展。VR 在医疗、抢险训练、游戏、视频直播,AR 在游戏、教育、 币“呼之欲出” 2019-09-17 工业、电子商务、医疗等领域均有所建树。同时,相关更多应用场景的拓展 UWB 是 新一 代 iPhone 的重 要创 新 工作在持续进行,VR/AR 加速落地可期。 2019-09-15 华为的矛与盾 2019-09-15 投资建议:我们系统梳理了 A 股涉及 VR/AR 的上市公司以及其从事的业务, 网信办发布《网络生态治理规定》,网络 重点关注歌尔股份、京东方、水晶光电、中科创达、超图软件、恒信东方、 信息内容治理迎来大机遇 2019-09-10 IT 国产化三大主力军梳理 2019-09-08 顺网科技、湖北广电、芒果超媒、完美世界等。 风险提示:行业应用落地不及预期 本报告版权属于安信证券股份有限公司。 1 各项声明请参见报告尾页。 22588888/43348/20190922 08:36 行业深度分析/计算机 内容目录 1. -
Liberty Science Center March 2018 Jan 31, 2019 |
Vol. 47, No. 1 March 2018 Journal of the International Planetarium Society A convergence at the Liberty Science Center Page 12 Executive Editor Sharon Shanks 484 Canterbury Ln Boardman, Ohio 44512 USA +1 330-783-9341 [email protected] March 2018 Webmaster Alan Gould Vol 47 No 1 Lawrence Hall of Science Planetarium University of California Articles Berkeley CA 94720-5200 USA [email protected] 8 Minutes of the 2017 IPS Council Meeting Rachel Thompson Advertising Coordinator Dale Smith 10 It’s easier than ever to join IPS (See Publications Committee on page 3) 11 New affiliate representatives and Vision2020 members 11 The international spread of our voices from the dome Membership 12 A convergence leads to excitement at the Liberty Individual: $65 one year; $100 two years Institutional: $250 first year; $125 annual renewal Science Center Rudith Jubin Library Subscriptions: $50 one year; $90 two years 18 Building and training an effective planetarium staff All amounts in US currency Tom Arnold Direct membership requests and changes of address to the Treasurer/Membership Chairman 24 Dome immerses world leaders in fight against pollution Daniel Chu Owen, Susan Murabana, Samyuktar Manikumar Printed Back Issues of Planetarian Kark Subba Rao, Kyle Doane IPS Back Publications Repository 26 Evaluating the impact of live presentations maintained by the Treasurer/Membership Chair (See contact information on next page) Ryan Wyatt, Akemi Mease 28 A musical planetarium play with an astronomical theme Final Deadlines Gloria McMillan March: January 21 30 Unusual need led to calibration innovation June: April 21 September: July 21 Alma Talbot December: October 21 32 How many people visit the world’s planetariums? Mark C. -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Gregory Francis Welch 1
Gregory Francis Welch 1 Gregory Francis Welch Curriculum Vitae|October 1, 2020 Contact Information University of Central Florida College of Nursing Computer Science Institute for Simulation and Training 612 University Towers 441 Harris Engineering Center 110 Partnership III 12201 Research Parkway 4000 Central Florida Boulevard 3100 Technology Parkway Orlando, FL 32826-3298 (USA) Orlando, FL 32816-2362 (USA) Orlando, FL 32826-3281 (USA) [email protected] +1 407.796.2823 Professional Experience (Summary) 2011{present University of Central Florida Pegasus Professor (2020) AdventHealth Endowed Chair in Healthcare Simulation (2013) Professor, College of Nursing, Academic Health Sciences Center (2013) Professor, Computer Science, College of Engineering and Computer Science (2011) Professor, Institute for Simulation & Training (2011) Co-Director, IST Synthetic Reality Lab (2011) Faculty, Graduate Certificate in Mixed Reality Engineering (2020) Faculty, Modeling & Simulation Graduate Program (2011) Faculty, Interactive Computing Experiences Research Cluster (2014) 1996{2020 University of North Carolina at Chapel Hill Adjunct Professor, Computer Science (2012-2020) Research Professor (Assistant, Associate), Computer Science (1996{2012) 1990{1992 Northrop Defense Systems Division Senior Engineer, Airborne Electronic Countermeasures, Digital Systems Group 1987{1990 NASA Jet Propulsion Laboratory (California Institute of Technology) Voyager Spacecraft Project, Flight Command and Data Management Section Education May 1997 Ph.D., Computer Science University of North Carolina at Chapel Hill, Chapel Hill, NC Under the direction of Gary Bishop May 1995 M.S., Computer Science University of North Carolina at Chapel Hill, Chapel Hill, NC May 1986 B.S. with Highest Distinction, Electrical Engineering Technology Purdue University, West Lafayette, IN Gregory Francis Welch 2 Personal Awards • Pegasus Professor, the University of Central Florida, April 1, 2020. -
Introduction to Immersive Realities for Educators
Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging. -
Virtual Reality Design: How Upcoming Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
MediaTropes eJournal Vol VI, No 1 (2016): 52–85 ISSN 1913-6005 VIRTUAL REALITY DESIGN: HOW UPCOMING HEAD-MOUNTED DISPLAYS CHANGE DESIGN PARADIGMS OF VIRTUAL REALITY WORLDS CHRISTIAN STEIN “The matrix has its roots in primitive arcade games. […] Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. […] A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.” — William Gibson, Neuromancer (1984) 1. Introduction When William Gibson describes the matrix in his canonical cyber-punk novel Neuromancer, it is a computer-generated parallel universe populated and designed by people all over the world. While it would be an exaggeration to say this is about to become a reality, with current-generation virtual reality systems an important step toward immersive digital worlds has already taken place. This article focuses on current developments in virtual reality (VR) with head-mounted displays (HMDs) and their unique digital experiences. After decades of experimentation with VR beginning in the late 1980s, hardware, software, and consumer mindsets are finally ready for the immersive VR experiences its early visionaries dreamed of. As far back as 1962, Morton Heilig developed the first true VR experience with Sensorama, where users could ride a “motorcycle” coupled with a three-dimensional picture; it even www.mediatropes.com MediaTropes Vol VI, No 1 (2016) Christian Stein / 53 included wind, various smells, and engine vibrations. Many followed in Heilig’s footsteps, perhaps most famously Ivan Sutherland with his 1968 VR system The Sword of Damocles.1 These developments did not simply constitute the next step in display technology or gamer hardware, but rather a major break in conceptualizations of space, speed, sight, immersion, and even body. -
Jaron Lanier: 'The Solution Is to Double Down on Being Human'
Jaron Lanier: ‘The solution is to double down on being human’ Tim Adams Last modified on Saturday 2 December 2017 16.41 GMT ‘I think virtual reality will become a proper medium of artʼ: Jaron Lanier at home in California, with some of his 1,000 musical instruments. Photograph: Saroyan Humphrey Jaron Lanier has written a book about virtual reality, a phrase he coined and a concept he did much to invent. It has the heady title Dawn of the New Everything. But it’s also a tale of his growing up and when you read it, what you really want to talk to him about is parenting. Lanier is 57, but his childhood as he describes it was so sad and so creative and so extreme, it makes him almost seem fated to pursue alternative worlds. Lanier’s parents met in New York. His mother, Lilly, blond and light- skinned and Jewish, had somehow talked her way out of a “pop-up concentration camp” in Vienna after the Anschluss, aged 15. The family of his father, Ellery, had escaped a murderous pogrom in Ukraine. They met as part of a circle of artists in Greenwich Village in the 1950s. Lilly was a painter and a dancer, Ellery an architect, but when Jaron was born in 1960 they moved to El Paso, Texas, right on the border with Mexico. Lanier was never sure why, but he believes it was an effort, given their own childhoods, to “live as obscurely as possible”, off grid. His mother did not trust American schooling, so he went across the border to a Montessori school in Mexico each day; then, after a change of heart, to a Texas public high school, where he was bullied. -
Real-Time 3D-Tele-Immersion
Chapter 1 REAL-TIME 3D-TELE-IMMERSION y K. Daniilidis , J. Mulligan, R. McKendall, D. Schmid University of Pennsylvania ostas,janem,mcken,daschmid @grip.cis.up enn.edu { k } G. Kamb erova Washington University kamb [email protected] R. Ba jcsy NSF CISE Directorate [email protected] Abstract In this paper we present the first implementation of a new medium for tele-collaboration. The realized testbed consists of two tele-cubicles at two Internet nodes. At each tele-cubicle a stereo-rig is used to provide an accurate dense 3D-reconstruction of a person in action. The two real dynamic worlds are exchanged over the network and visualized stereoscopically. The remote communication and the dynamic nature of tele-collaboration raise the question of optimal representation for graphics and vision. We treat the issues of limited bandwidth, latency, and processing power with a tunable 3D-representation where the user can decide over the trade-off between delay and 3D-resolution by tuning the spatial resolution, the size of the working volume, and the uncertainty of reconstruction. Due to the limited number of cameras and displays our system can not provide the user with a surround-immersive feeling. However, it is the first system that uses 3D-real-data that are reconstructed online at another site. The system has been implemented with low-cost off-the-shelf hardware and has been successfully demonstrated in local area networks. 1. INTRODUCTION Advances in networking and processor performance open challenging new directions for remote col- laboration via immersive environments. With the continuing progress in bandwidth and protocols for the information highway, new education and business structures become feasible. -
Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives
AIR UNIVERSITY LIBRARY AIR UNIVERSITY PRESS Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives Shazeda Ahmed (UC Berkeley), Natasha E. Bajema (NDU), Samuel Bendett (CNA), Benjamin Angel Chang (MIT), Rogier Creemers (Leiden University), Chris C. Demchak (Naval War College), Sarah W. Denton (George Mason University), Jeffrey Ding (Oxford), Samantha Hoffman (MERICS), Regina Joseph (Pytho LLC), Elsa Kania (Harvard), Jaclyn Kerr (LLNL), Lydia Kostopoulos (LKCYBER), James A. Lewis (CSIS), Martin Libicki (USNA), Herbert Lin (Stanford), Kacie Miura (MIT), Roger Morgus (New America), Rachel Esplin Odell (MIT), Eleonore Pauwels (United Nations University), Lora Saalman (EastWest Institute), Jennifer Snow (USSOCOM), Laura Steckman (MITRE), Valentin Weber (Oxford) Air University Press Muir S. Fairchild Research Information Center Maxwell Air Force Base, Alabama Opening remarks provided by: Library of Congress Cataloging-in- Publication Data Brig Gen Alexus Grynkewich (JS J39) Names: TBD. and Lawrence Freedman (King’s College, Title: Artificial Intelligence, China, Russia, and the Global Order : Techno- London) logical, Political, Global, and Creative Perspectives / Nicholas D. Wright. Editor: Other titles: TBD Nicholas D. Wright (Intelligent Biology) Description: TBD Identifiers: TBD Integration Editor: Subjects: TBD Mariah C. Yager (JS/J39/SMA/NSI) Classification: TBD LC record available at TBD AIR UNIVERSITY PRESS COLLABORATION TEAM Published by Air University Press in October -
A Blueprint for a Better Digital Society by Jaron Lanier and E
TECHNOLOGY A Blueprint for a Better Digital Society by Jaron Lanier and E. Glen Weyl SEPTEMBER 26, 2018 Digital transformation is remaking the human world, but few are satisfied with how that’s been going. That’s especially true in media, where the dominant model of targeted advertising derived from data surveillance and used to fund free-to-the-public services like social media and search is increasingly viewed as unsustainable and undesirable. Illustration by Michael McQuaid Illustration by Michael McQuaid COPYRIGHT © 2018 HARVARD BUSINESS SCHOOL PUBLISHING CORPORATION. ALL RIGHTS RESERVED. 2 Today, internet giants finance contact between people by charging third parties who wish to influence those who are connecting. The result is an internet — and, indeed, a society — built on injected manipulation instead of consensual discourse. A system optimized for influencing unwitting people has flooded the digital world with perverse incentives that lead to violations of privacy, manipulated elections, personal anxiety, and social strife. It has also made many of the largest tech companies immensely powerful. A classic example of online behemoth power, what we call a “siren server,” is YouTube, owned by Google. The network effects that always accompany digital entities allow YouTube to control both the production and the consumption of digital video. They are at once a monopoly and a monopsony (a sole purchaser of data), deciding which content producers will be paid, in the manner of a communist central planner, and determining what content billions of users will consume. Tech giants have become so influential that they function like transnational governments charting the future to a greater degree than any national government. -
The Missing Planet
66 Irénée Scalbert 3 London After the Green Belt Thomas Weaver 16 In Conversation with Hilla Becher Mathew Holmes 37 A Garden of Earthly Delights Tom Brooks 42 The Curious Case of Brian Housden Helen Thomas 54 Joseph Rykwert and the Use of History Mathew Aitchison 59 The Boyd Ultimatum H T Cadbury-Brown 68 In Conversation with Ludwig Mies van der Rohe Pedro Ignacio Alonso 81 Mountaineering Joshua Mardell 87 Far From the Madding Crowd Adrian Forty 100 Happy Ghost of a Possible City Ilaria Abbondandolo 108 ‘A Calligraphy I Have Invented Many Times Before’ Ryan Dillon 114 In Conversation with Moshe Safdie William Firebrace 126 The Missing Planet Laurent Stalder 145 No Limits to Growth Mark Campbell 153 Blood Simple 156 Contributors 66 aa Files The contents of aa Files are derived from the activities Architectural Association of the Architectural Association School of Architecture. 36 Bedford Square Founded in 1847, the aa is the uk’s only independent London wc1b 3es school of architecture, offering undergraduate, t +44 (0)20 7887 4000 postgraduate and research degrees in architecture and f +44 (0)20 7414 0782 related fields. In addition, the Architectural Association aaschool.ac.uk is an international membership organisation, open to anyone with an interest in architecture. Publisher The Architectural Association For Further Information Visit aaschool.ac.uk Editorial Board or contact the Admissions Office Mark Cousins aa School of Architecture George L Legendre 36 Bedford Square Joanna Merwood-Salisbury London wc1b 3es Irénée Scalbert Brett