Business Finland Neogames Fivr Mixed Reality Report 2017
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Emerging Opportunities in Virtualization
TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS www.futurum.xyz EMERGING OPPORTUNITIES IN VIRTUALIZATION 2016-2020 DANIEL NEWMAN SHELLY KRAMER OLIVIER BLANCHARD Principal Analyst Principal Analyst Senior Analyst Published: November 1, 2016. TABLE OF CONTENTS 3 Executive Summary 4 Introduction 6 Uses for Virtualization – Breakdown by category 6 Virtual Reality (VR) 8 Augmented Reality and Mixed Reality (AR) 11 Mixed Reality (MR) 13 Industrial virtualization and modeling software 14 Key Takeaways 17 Additional Resources TECHNOLOGY INSIGHTS FUTURUM PREMIUM REPORT | 2 FOR BUSINESS LEADERS EXECUTIVE SUMMARY Futurum Research provides research, insights and analysis to the market that help tie leading and emerging technology solutions to strategic business needs. The purpose behind each of our reports is to help business executives and decision-makers gain a better understanding of the technologies driving digital transformation, connect the dots between the practical business requirements of digital transformation and the forces that impact employees, customers, markets and experiences, and take appro- priate action regarding critical digital transformation opportunities. Executive Summary This report is an overview of the state of virtualization-related opportunities busi- Virtualization Technology in 2016, and fo- nesses should be aware of going into H1 cuses on Virtual Reality, Augmented Real- and H2 2017. Among them: Healthcare, ity, and industrial virtualization and mod- education, design engineering, logistics, eling software. It outlines market trends retail, enterprise collaboration, hospitali- and specific categories of uses that plot ty and travel, virtual business travel, busi- virtualization’s adoption into 2020 and ness reporting, and systems manage- beyond, and identifies some of the key ment. -
Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired
Int'l Conf. Health Informatics and Medical Systems | HIMS'16 | 163 Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired Rabia Jafri1, Rodrigo Louzada Campos2, Syed Abid Ali3 and Hamid R. Arabnia2 1Department of Information Technology, King Saud University, Riyadh, Saudi Arabia 2Department of Computer Science, University of Georgia, Athens, Georgia, U.S.A. 3Araware LLC, Wilmington, Delaware, U.S.A Abstract: A novel image and infrared data-based application of within a few centimeters. Its integrated infra-red based to assist visually impaired (VI) users in detecting and depth sensors also allow it to measure the distance from the avoiding obstacles in their path while independently device to objects in the real world providing depth data about navigating indoors is proposed. The application will be the objects in the form of point clouds. The depth sensors and developed for the recently introduced Google Project Tango the visual sensors are synchronized, facilitating the Tablet Development Kit equipped with a powerful graphics integration of the data from these two modalities. processor and several sensors which allow it to track its Our project aims to utilize the Project Tango tablet to motion and orientation in 3D space in real-time. It will develop a system to assist VI users in detecting and avoiding exploit the inbuilt functionalities of the Unity engine in the obstacles in their path during navigation in an indoors Tango SDK to create a 3D reconstruction of the surrounding environment. The system will exploit the inbuilt environment and to detect obstacles. -
Walk-Centric User Interfaces for Mixed Reality
Walk-Centric User Interfaces for Mixed Reality Wallace Santos Lages Dissertation submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy In Computer Science and Applications Doug A. Bowman, Committee Chair Joe Gabbard Tobias Höllerer Chris L. North Nicholas F. Polys June 22, 2018 Blacksburg, Virginia Keywords: Augmented Reality, Virtual Reality, 3D User Interfaces Copyright © 2018 by Wallace Santos Lages Walk-Centric User Interfaces for Mixed Reality Wallace Santos Lages ABSTRACT Walking is a natural part of our lives and is also becoming increasingly common in mixed reality. Wireless headsets and improved tracking systems allow us to easily navigate real and virtual environments by walking. In spite of the benefits, walking brings challenges to the design of new systems. In particular, designers must be aware of cognitive and motor requirements so that walking does not negatively impact the main task. Unfortunately, those demands are not yet fully understood. In this dissertation, we present new scientific evidence, interaction designs, and analysis of the role of walking in different mixed reality applications. We evaluated the difference in performance of users walking vs. manipulating a dataset during visual analysis. This is an important task, since virtual reality is increasingly being used as a way to make sense of progressively complex datasets. Our findings indicate that neither option is absolutely better: the optimal design choice should consider both user’s experience with controllers and user’s inherent spatial ability. Participants with reasonable game experience and low spatial ability performed better using the manipulation technique. -
Latest Features Available from the Windows 10 Updates That Could Be Beneficial for Students & Businesses Based Within the Milwaukee Area
Latest features available from the windows 10 updates that could be beneficial for students & businesses based within the Milwaukee area By: Jeremy Konetz | November 20, 2018 | Informative Article What are some of the benefits that the latest windows 10 updates provide to students and Milwaukee area-based businesses? Note the last three updates made available through windows 10 updates are windows 10 version 1709 (Released: January 23, 2018), windows 10 version 1803 (Released: July 6, 2018), and windows 10 version 1809 (Released: October 1, 2018). What are some of the beneficial updates provided in the Windows 10 update version 1709 released on January 23, 2018, one of the first updates Windows 10 released this year. What are the areas that this update has improved on? 1) Deployment a. Launching the autopilot application. i. Accomplished through a zero-touch experience. Example shown in figure 1. Figure 1 Resource link: https://docs.microsoft.com/en-us/windows/whats-new/whats-new-windows-10- version-1709 ii. Client or organization profile configuration can be accomplished at the vendor with the devices sent directly to them upon completion. Example shown in figure 2. Figure 2 1 Resource link: https://docs.microsoft.com/en-us/windows/whats-new/whats-new-windows-10- version-1709 b. Activation on subscription to windows 10. i. Feature allows for Windows 10 enterprise to be deployed within an organizational networks structure without applying any keys or rebooting of devices or components within an organizations operational system. See figure 3. Figure 3 1 Resource link: https://docs.microsoft.com/en-us/windows/whats-new/whats-new-windows-10- version-1709 ii. -
Game Implementation in Real-Time Using the Project Tango
Senior Project Game Implementation in Real-Time using the Project Tango By: Samantha Bhuiyan Senior Advisor: Professor Kurfess June 16, 2017 Figure 1: Project Tango Device Table of Contents Abstract 3 List of Figures 4 List of Tables 5 Project Overview 6 Requirements and Features 7 System Design and Architecture 15 Validation and Evaluation 17 Conclusions 19 Citations 20 2 ABSTRACT The goal of this senior project is to spread awareness of augmented reality, which Google defines as “a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” It’s a topic that is rarely known to those outside of a technology related field or one that has vested interest in technology. Games can be ideal tools to help educate the public on any subject matter. The task is to create an augmented reality game using a “learn by doing” method. The game will introduce players to augmented reality, and thus demonstrate how this technology can be combined with the world around them. The Tango, Unity and Vuforia are the tools to be used for development. The game itself will be a coin collecting game that changes dynamically to the world around the player. 3 List of Figures Figure 1: Project Tango Device 1 Figure 2: Ceiling with an array of markers 9 Figure 3: floor with an array of markers point 10 Figure 4: Vuforia stock image used for image recognition 11 Figure 5: Initial System Design 15 Figure 6: Final System design 15 Figure 7: Unity view of game 17 4 List of Tables Table 1: Evaluation Criteria 8-9 Table 2: Example of code for coin collection 11 Table 3: Research Questions 12 5 Project Overview Background Google developed the Tango to enable users to take advantage of the physical world around them. -
Creating Accessibility in VR with Reused Motion Input
Replay to Play: Creating Accessibility in VR with Reused Motion Input A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Cody Robertson May 8, 2020 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Signed: ___________________________________________________ Approved: ______________________________________ Date _______________________ Seongkook Heo, Department of Computer Science Replay to Play: Creating Accessibility in VR with Reused Motion Input Abstract Existing virtual reality (VR) games and applications tend not to factor in accommodations for varied levels of user ability. To enable users to better engage with this technology, a tool was developed to record and replay captured user motion to reduce the strain of complicated gross motor motions to a simple button press. This tool allows VR users with any level of motor impairment to create custom recordings of the motions they need to play VR games that have not designed for such accessibility. Examples of similar projects as well as recommendations for improvements are given to help round out the design space of accessible VR design. Introduction In many instances, high-end in-home virtual reality is synonymous with a head-mounted display (HMD) on the user’s face and motion-tracked controllers, simulating the hand’s ability to grip and hold objects, in a user’s hands. This is the case with all forms of consumer available HMD that is driven by a traditional computer rather than an integrated computer, including the Oculus Rift, Valve Index, HTC Vive, the variously produced Windows Mixed Reality HMDs, and Playstation VR with the Move Controllers. -
Hp Mixed Reality Headset System Requirements
Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future. -
Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
Alma's Good Trip Mikko Joensuu in Holy Water Hippie Queen of Design Frank Ocean of Love Secret Ingredients T H Is Is T H E M
FLOW MAGAZINE THIS IS THE MAGAZINE OF FLOW FESTIVAL. FESTIVAL. FLOW OF IS THE MAGAZINE THIS ALMA'S GOOD TRIP MIKKO JOENSUU IN HOLY WATER HIPPIE QUEEN OF DESIGN FRANK OCEAN OF LOVE SECRET INGREDIENTS F entrance L 7 OW F L O W the new This is 1 to 0 2 2 0 1 7 4 TABLE OF CONTENTS 6–9 12–13 18–21 36–37 Editor 7 7 W Tero Kartastenpää POOL OF ALMA Alma: ”We never really traveled when we were Art Director little. Our parents are both on disability Double Happiness pension and we didn’t IN SHORT have loads of money. Swimming with a Whenever our classmates Designers singer-songwriter. traveled to Thailand Featuring Mikko MINT MYSTERY SOLVED or Tenerife for winter Viivi Prokofjev SHH Joensuu. holidays we took a cruise AIGHT, LOOK to Tallinn. When me and Antti Grundstén 22–27 Anna turned eighteen we Frank Ocean sings about Robynne Redgrave traveled to London with love and God and God and our friends. We stayed for love. Here's what you didn’t five days, drunk.” 40–41 Subeditor know about alt-country star Ryan Adams. Aurora Rämö Alma went to L.A. and 14–15 met everybody. Publisher 34–37 O The design hippie Laura Flow Festival Ltd. 1 1 Väinölä creates a flower ALWAYS altar for yoga people. Lana Del Rey’s American Contributors nightmares, plant cutting 30–33 Hanna Anonen craze, the smallest talk etc. The most quiet places OCEAN OF TWO LOVES Maija Astikainen from abandoned villas to Pauliina Holma Balloon stage finds new UNKNOWN forgotten museums. -
DOMESTIC RATS, FLEAS and NATIVE RODENTS
DOMESTIC RATS, FLEAS and NATIVE RODENTS In Relation To Plague In The United States By Entomologist Carl 0. Mohr INTRODUCTION and finally to the lungs causing pneumonic plague. ubonic plague is a rodent and rodent - Pneumonic plague is extremely fatal and flea disease caused by the plague bacil highly infectious when sputum droplets pass Blus Pasturella pest is which is transmitted direct from person to person. The death from animal to animal and thence to man by rate due to it is practically 100 percent. fleas. It is highly fatal. At least half Plague is dreaded particularly where of the human cases result in death without living conditions are such as to bring modern medication. (Table I — last two human beings into close contact with large columns). Because of their close associa* oriental-rat-flea populations, and where tion with man, domestic rats* and their crowded conditions permit rapid pneumonic fleas, especially the oriental rat flea transmission from man to man. Xenopsylla cheopis, are responsible for most human epidemics. Only occasional cases ANCIENT AMERICAN DISEASE OR RECENT are caused by bites of other fleas or by INTRODUCTION direct infection from handling rodents. Infection due to bites of fleas or due to Two widely different views exist con direct contact commonly results in swollen cerning the arrival of plague in North lymph glands, called buboes, hence the name America. The prevalent view is that it was bubonic plague. Infection may progress to introduced from the Orient into North the blood stream causing septicemic plague, America at San Francisco through ship- * Rattus rattus and Rattus norvegicus. -
Bachelorscriptie De Waarde Van Virtual Reality in Het Toekomstige Ontwerpproces
Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas 568847 Student R. Versloot 566305 Afstudeerbegeleiders Bedrijfsbegeleider 1e begeleider ir. J. Janssen ABT ir. T. van Dooren 2e begeleider ing. M.A.A. van Muijden MSc Onderwijsinstelling Hogeschool van Arnhem en Nijmegen Afstudeerbedrijf ABT 29 mei 2018, Velp Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas Studentnummer 568847 Opleiding Bouwkunde Afstudeerrichting Architectuur Student R. Versloot Studentnummer 566305 Opleiding Bouwkunde Afstudeerrichting Architectuur 29 mei 2018, Velp Voorwoord Bij dezen willen wij graag ABT bedanken voor het bieden van de ruimte en ondersteuning in het bepalen van de richting Dit is de scriptie: De waarde van virtual reality in het van het afstudeeronderzoek. toekomstige ontwerpproces. Het onderzoek is gedaan in het kader van het afstuderen aan de opleiding bouwkunde Nadrukkelijk willen wij graag de bedrijfsbegeleider T. van aan de Hogeschool van Arnhem en Nijmegen en is Dooren bedanken voor het mede mogelijk maken van de uitgevoerd in opdracht van ABT. Dit is een multidisciplinair afstudeerplaats binnen ABT en de prettige samenwerking ingenieursbureau met een breed scala aan projecten, zoals: die van het begin tot eind van het afstuderen heeft terminals, rechtbanken, musea en woon/werk complexen. plaatsgevonden. Wij hebben vaak de gelegenheid gekregen om te sparren, wat tot veel waardevolle input voor de scriptie Van februari tot en met mei zijn wij, Reinder Versloot en Timmo heeft geleid. de Haas, bezig geweest met het opstellen, onderzoeken en uitschrijven van de scriptie. Daarnaast willen wij graag de respondenten van de interviews bedanken. -
Digital Realities
DIGITAL REALITIES vienna business agency A service offered by the City of Vienna WHITE PAPER A 2 • Digital Realities: Potentials of immersive 4 technologies in the creative industries A THE LANGUAGE OF THE • Creating new realities together Thomas Ragger 8 DIGITAL REALITIES NEW FIELDS OF WORK — • Testing and exceeding limits is an integral Interview with Jogi Neufeld 12 NEW KNOWLEDGE part of the act of playing • Design is a matter of communication Efa Doringer 14 B EXPERTISE THROUGH • Augmenting construction Greg Lynn 18 EXPERIMENTATION THE ARTISTIC-CREATIVE • No longer a question of scale Interview with Julia Körner 22 PROCESS • The uncaptured image Leonhard Lass 24 • Use case Depart: The Lacuna Shifts 25 • Use case Gravity Sketch: Prototyping 27 • Giving new room to ideas Interview with Lip Comarella 28 C • Augmented fashion: Interview with Hannah Gutkauf 32 NEW REALITY WORKS Fashion at the interface PRODUCT AND SERVICE INNOVATIONS • Use case TheWaveVR: 35 A new kind of musical experience • When the headset is superfluous Interview with Markus Dorninger 36 • Technology is not the Interview with Julia Murczek 38 biggest challenge and Simon Wallner • VR means more than just gaming Interview with Michael Tisler 40 D • Fashion meets technology: Interview with 44 ENABLING EXPERIENCES, Not just a flash in the pan Sabinna Rachimova ALLOWING INSIGHTS MARKETING AND DISTRIBUTION • Use case THISPLAY: 47 The virtual fitting room • Use case Acute Art: 48 Virtual art and big names • Use case Artivive: 49 A new dimension of art E • The future is now Sara Lisa Vogl 52 THE WHOLE AND THE INDIVIDUAL PARTS • Viennese companies are competing Interview with Renate Brauner 55 STRUCTURES AND with global giants and Gerhard Hirczi REQUIREMENTS • Imprint 56 EDITORIAL DIGITAL REALITIES POTENTIALS OF IMMERSIVE TECHNOLOGIES IN THE CREATIVE INDUSTRIES Analogue is only half the story.