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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. -
Computer Animation: from Avatars to Unrestricted Autonomous Actors (A Survey on Replication and Modelling Mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J
Computers & Graphics 24 (2000) 297}311 Survey Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J. SeroH n" !Mathematics and Computer Science Department, Public University of Navarra, Compus de Arrosadia s/n, 31006, Pamplona, Spain "Advanced Computer Graphics Group (GIGA), Computer Science Department, Technical School of Engineering, University of Zaragoza, Zaragoza, Spain Abstract Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves di!erent disciplines like Mechanics, Physics, Robotics, Arti"cial Intelligence, Arti"cial Life, Biology, Cognitive Sciences and so on. In this paper we use the nature of the information required for controlling actors' motion and behaviour to propose a new classi"cation of synthetic actors. A description of the di!erent motion and behaviour techniques is presented. A set of Internet addresses of the most relevant research groups, commercial companies and other related sites in this area is also given. ( 2000 Elsevier Science Ltd. All rights reserved. Keywords: Computer animation; Avatars; Behaviour modelling; Arti"cial life; Synthetic factors 1. Introduction interactions with a simple virtual world. As synthetic actors are placed in simulated worlds of growing com- Computer animation technologies allow users to gen- plexity, an obvious requirement that comes about is to erate, control, and interact with life-like representations make them perform in these worlds. Advances in com- in virtual worlds. Such worlds may be 2D, 3D, real-time puter animation techniques have spurred increasing 3D, or real-time 3D shared with other participants, and levels of realism and virtual characters closely mimic the actors can be given the form of humans, animals, or physical reality and typically draw upon results from animate objects. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
Interacc14completo.Pdf
TimeMesh: Producing and evaluating a Serious Game Pedro M. Latorre Andrés, Jorge López Carlos Vaz de Carvalho Moreno, Francisco J. Serón Arbeloa GILT Departamento de Informática e Ingeniería de Instituto Superior de Engenharia do Porto Sistemas Rua Bernardino de Almeida, 431 Centro Politécnico Superior (Universidad de 4200-072 Porto (Portugal) Zaragoza) [email protected] María de Luna, 1 E-50015 Zaragoza (Spain) [email protected] ABSTRACT Computer games have wide acceptance among younger Serious Games are specifically designed to develop men- learners for their challenging design but also for the social in- tal abilities and skills such as strategy, mental calculation teractions they generate (especially web based games). Re- and decision making but the acquisition of deep knowledge search shows that games do develop mental abilities and is less well understood. The SELEAG (Serious Learning skills such as strategy, mental calculation and decision mak- Games) engine is a multiplayer graphical adventure system, ing but the acquisition of deep knowledge is less well un- inspired by the 90s graphic adventures created by LucasArts. derstood. Serious games are specifically designed to change This engine has been used to implement the Serious Game behaviors and impart knowledge and are widely used with TimeMesh, designed to impart knowledge and competences adults in training situations, such as emergency prepared- in the area of History and Geography. ness, training for leadership and even citizenship [1]. The To test the acquisition of knowledge with Timemesh a use of serious games with an younger audience has been complete process of evaluation was needed, divided in three much less explored, though. -
COIMBATORE-641046 DEPARTMENT of COMPUTER APPLICATIONS (Effective from the Academic Year 2019-2020)
Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 1 of 4 SCAA Dated: 09.05.2019 Annexure – V BHARATHIAR UNIVERSITY:: COIMBATORE-641046 DEPARTMENT OF COMPUTER APPLICATIONS (Effective from the academic Year 2019-2020) Certificate Course in Augmented Reality Eligibility for admission to the course A pass in Higher Secondary Examination (+2) conducted by the Government of Tamil Nadu or an examination accepted as equivalent there to by the syndicate. Duration of the course The candidates can undergo this course both in full-time (3 months) and part-time (6 months). The certificate programme consists of theory and practical courses. Regulations The general Regulations of the Bharathiar University Choice Based Credit System are applicable to this certificate programme. The Medium of Instruction and Examinations The medium of instruction and Examinations shall be in English. Submission of Record Notebooks for Practical Examinations Candidates taking the Practical Examinations should submit bonafide Record Note Books prescribed for the Examinations. Otherwise the candidates will not be permitted to take the Practical Examinations. Revision of Regulations and Curriculum The above Regulation and Scheme of Examinations will be in vogue without any change for a minimum period of three years from the date of approval of the Regulations. The University may revise /amend/ change the Regulations and Scheme of Examinations, if found necessary. Scheme of Examinations Max Course Code Subject and Paper L P Credits Marks Paper I Augmented Reality 4 2 6 150 Certificate course in Augmented Reality -2019-20-ud Annexure No: 55F Page 2 of 4 SCAA Dated: 09.05.2019 Course Title :AUGMENTED REALITY No. -
Metaverse Roadmap Overview, 2007. 2007
A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There; -
Australian Indigenous Virtual Heritage
1 Australian Aboriginal Virtual Heritage A philosophical and technical foundation for using new media hardware and software technologies to preserve, protect and present Aboriginal cultural heritage and knowledge. Protecting, preserving and promoting Aboriginal arts, cultures, heritage and knowledge using 3D virtual technologies. Submitted in fulfilment of the requirements for the degree of Master of Arts (Research), Creative Industries Faculty, Queensland University of Technology, 2014 Image 1 - This virtual screen shot is from Vincent’s World and represents a re-create of a view and path (Songline) around the base of the Tombs in the Mt Moffatt Section of Carnarvon Gorge. This document meets the requirements of a presentation of thesis by published as specified in Section 123 of the Queensland University of Technology MOPP. 2 Keywords Australia, Aboriginal Australia, Aboriginal Virtual Heritage, Aboriginal Digital Heritage, Indigenous history, arts and culture, virtual technologies, virtual reality, digital knowledge management, virtual culture, digital culture, digital mapping, spatial knowledge management, spatial systems 3 Abstract Cultural knowledge is a central tenant of identity for Aboriginal people and it is vitally important that the preservation of heritage values happens. Digital Songlines is a project that seeks to achieve this and was initiated as a way to develop the tools for recording cultural heritage knowledge in a 3D virtual environment. Following the delivery of a number of pilots the plan is to develop the software as a tool and creative process that anyone can use to record tangible and intangible natural and cultural heritage knowledge and to record the special significance of this knowledge as determined by the traditional owners. -
Designer Think Tank Discussion a Talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020
Designer Think Tank Discussion A talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020 TRANSCRIPT AD: Hi, everybody. Welcome to the Groundswell Festival. I'm Andrea Donaldson, Artistic Director of Nightwood Theatre. Um, I’m so [inaudible] to invite you today to the Design Think Tank with Beth Kates, Michelle Tracy, and Echo Zhou. Um, before I introduce them, I just wanted to mention that we're working with Accessibility and Disability consultants, Jeff--um, Jess Watkin and Shay Erlich and in an effort to make our festival as accessible as possible for everyone, including blind folks and folks with low vision, uh, we'll be offering a description of ourselves through while we introduce ourselves, and for any slides that are shown throughout the program, um, our designers will do their best to give a visual description as well. Um, so I'll describe myself now and then I’ll invite our guests to do the same. So again, I'm Andrea Donaldson. I'm a white settler, female-presenting, um, I have dirty gray, um, strawberry blondish hair, and I'm wearing a black cashmere sweater and a silver circle necklace, and I have a virtual backdrop, which is kind of a, a scratchy gray texture. Maybe I'll invite Michelle to, to offer a description. MT: Hi, everyone. Um, my name is Michelle Tracey. I'm a designer. Uh, I'm a 30 year old female-presenting white settler of Lebanese and Scottish descent. I have curly Brown and blonde hair. I'm wearing thin silver framed glasses and I'm wearing a black and white checked wool sweater. -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. -
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. -
Digital Reality: What's Next After Google Glass?
1 Digital Reality: What’s Next After Google Glass? July 15, 2021 In less than a decade we’ve moved from Google smart glasses to Oculus virtual reality headsets; what’s next? In the third installment of our Convergence series, which examines five growth themes that are shaping the future of investing, Hugo Scott-Gall speaks with Global Research Analysts Bill Benton, CFA, and Drew Buckley, CFA, to discuss a vision of the internet in which the virtual and physical worlds become a seamlessly interconnected realm. Comments are edited excerpts from our podcast, which you can listen to in full below. https://media.blubrry.com/the_active_share/b/content.blubrry.com/the_active_share/The_Active_Share_Metaverse_Episode_Revision.mp3 What is the metaverse? Am I in it? Are you in it? Bill: It’s actually not a simple question. I don’t know if there is one definition. I think of it as effectively doing everything you do in the physical world within a digital ecosystem. People sometimes think about it as a Roblox or Minecraft experience, where you can create things, interact, and spend money virtually. That gets close, but so does the Tencent ecosystem in China. They have a gaming platform, a chatting platform, entertainment payments, and programs that allow you to connect. Do you agree with that, Drew? Drew: Yes. If you’re a science fiction reader, Ready Player One or Ready Player Two are great descriptions of the 2 metaverse. Effectively, at the end point, as Bill was saying, your whole life is lived in digital form. You have a body, of course, and you sustain that life in the physical world, but everything else you do is digital. -
A Review of Extended Reality (XR) Technologies for Manufacturing Training
technologies Article A Review of Extended Reality (XR) Technologies for Manufacturing Training Sanika Doolani * , Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal and Harish Nambiappan and Fillia Makedon * Department of Computer Science and Engineering, The University of Texas at Arlington, Arlington, TX 76019, USA; [email protected] (C.W.); [email protected] (V.K.); [email protected] (C.S.); [email protected] (A.J.); [email protected] (H.N.) * Correspondence: [email protected] (S.D.); [email protected] (F.M.) Received: 30 October 2020; Accepted: 5 December 2020; Published: 10 December 2020 Abstract: Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task.