Seeingvr: a Set of Tools to Make Virtual Reality More Accessible to People with Low Vision
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Ethical Considerations for the Use of AI
For enterprise leaders and their legal & compliance advisors Ethical Considerations for the Use of AI 1 Contents Exploring the ethical use of AI 3 The AI dilemma 3 Defining your ‘north star’ for AI 4 What is AI? 5 Defining AI 5 What makes AI possible? 6 Some examples of AI 6 Reaching human parity 7 The economic impact of AI 8 The promise of AI 9 Microsoft’s approach to AI 10 An overview of Microsoft’s AI solutions 10 But what about AI ethics? 11 AI must be built on an ethical foundation 11 Microsoft’s framework for ethical AI 12 Microsoft’s six AI principles 12 Recommendations for how to approach AI Ethics in your organization 18 AI skills are the key 18 Facial recognition technology: The need for public regulation and corporate responsibility 19 Ensuring AI empowers us all 20 Using AI to build a better world 20 For more information about AI and GDPR 21 Ethical Considerations for the Use of AI Exploring the ethical use of AI As with all great technology advances, artificial intelligence will bring about vast changes some of which are hard to imagine today. How can we be sure the actions taken by an Artificial Intelligence or AI system are actions that are in our best interests? The AI dilemma Microsoft’s corporate mission is “to empower every our AI systems are making the right choices and person and every organization on the planet to achieve decisions? How can we be sure the actions taken by more.” In the past, this mission has been tackled using an AI system are actions that are in our best interests? traditional computers, mobile devices, software, How can we be sure that an AI system doesn’t make connectivity and more recently with cloud computing. -
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. -
Reddit Download Tilt Brush Torrent Reddit Download Tilt Brush Torrent
reddit download tilt brush torrent Reddit download tilt brush torrent. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67ad4a488c0684c8 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. the Crack games. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack stars, lights, and even fire will help you unleash your inner artist. Your room serves as a blank canvas for you to paint on. Your imagination is your palette. The options are limitless. To some, it may appear that the tilt brush has come to an end. Patrick Hackett, co-creator of Tilt Brush, said of his decision, “It’s immortality to me.” Hackett resigned from the firm earlier this month. Encourage them to move on with the project in a way that is convenient for them. The app will remain available in all stores Tilt Brush IGG-Game, where it is currently available for download. -
The Future Computed Artificial Intelligence and Its Role in Society
The Future Computed Artificial Intelligence and its role in society By Microsoft With a foreword by Brad Smith and Harry Shum Published by Microsoft Corporation Redmond, Washington. U.S.A. 2018 First published 2018 by Microsoft Corporation One Microsoft Way Redmond, Washington 98052 © 2018 Microsoft. All rights reserved ISBN 978-0-9997508-1-0 Table of contents Foreword The Future Computed 1 Chapter 1 The Future of Artificial Intelligence 22 Microsoft’s Approach to AI 33 The Potential of Modern AI - 43 Addressing Societal Challenges The Challenges AI Presents 48 Chapter 2 Principles, Policies and Laws for the 50 Responsible Use of AI Ethical and Societal Implications 56 Developing Policy and Law for 73 Artificial Intelligence Fostering Dialogue and the Sharing of 82 Best Practices iii Chapter 3 AI and the Future of Jobs and Work 84 The Impact of Technology on Jobs and Work 91 The Changing Nature of Work, the Workplace 101 and Jobs Preparing Everyone for the Future of Work 107 Changing Norms of Changing Worker Needs 122 Working Together 133 Conclusion AI Amplifying Human Ingenuity 134 Endnotes 138 iv Foreword The Future Computed By Brad Smith and Harry Shum 6 Twenty years ago, we both worked at Microsoft, but on The Future Computed opposite sides of the globe. In 1998, one of us was living and working in China as a founding member of the Microsoft Research Asia lab in Beijing. Five thousand miles away, the other was based at the company’s headquarters, just outside of Seattle, leading the international legal and corporate affairs team. -
PROGRAMS for LIBRARIES Alastore.Ala.Org
32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States. -
This Vuze Camera Project Is Taken from Peter Simcoe's Forthcoming
This Vuze camera project is taken from Peter Simcoe’s forthcoming 360 Video Handbook, available early 2018. To keep up to date with the progress and release of this book, see simcoe.co.uk/book or register your interest by emailing him at [email protected]. “The 360 Video Handbook is really a milestone for me, not only as a 360 video producer, but also as a graphic designer, traditional video producer, photographer and even musician. The experiments with Vuze camera and other 360 cameras over the last 2 years, combined with 23 years experience of creating traditional video, photography and design, led me to believe I have something to contribute to the 360 community. This book contains my own personal wish-list of project examples, frequently asked questions and technical knowledge I would have wanted to know when I began my 360 video journey and as a result is a document containing the experience, advice and inspiration I have to offer. It is also the coffee table book I always wanted to write – something easily accessible in different ways, from quick inspirational photo galleries through to detailed discussion and case studies. I aimed to create a visually stimulating book with intrinsic design value combined with solid technical considerations. I hope people enjoy reading it.” - Peter Simcoe www.simcoe.co.uk www.twitter.com/simcoemedia www.youtube.com/simcoemedia Note: The images in this document demonstrate the inclusion of the background created with Google Tilt Brush and Google Blocks. Full details of this are included in the 360 Video Handbook In Detail: 3D 360 Music Video I recently completed project involving the use of a Vuze camera, Oculus Rift, Google Tilt Brush and Google Blocks. -
Using Augmented and Virtual Reality in the Early Childhood Curriculum
Using Augmented and Virtual Reality in the Early Childhood Curriculum Augmented Reality (AR) and Virtual Reality (VR) technologies have much to offer the early childhood classroom. AR apps enable virtual objects and artefacts to be layered over the physical environment, whilst VR fully immerses the user in a virtual world. In this document, we explore some of the research undertaken by researchers in the DigiLitEY Cost Action, and examine the ways in which AR and VR might be used in early years classrooms. Marsh and Yamada-Rice (in press), drawing on their studies of children’s use of AR and VR apps (Marsh et al., 2015; Yamada-Rice et al., 2017), outlined five key principles which should underpin the use of AR and VR in the classroom. These are discussed throughout this document. Principle 1: The use of AR and VR needs to lead to learning experiences that are rich,meaningful and build on the affordances of the technology. Whilst AR and VR can create ‘Wow!’ moments, their use should be designed to develop learning in meaningful ways. This is best done if the activities are embedded in classroom projects. For example, in the MakEY project, which involves DigiLitEY researchers from several countries, VR was one element in a rich and varied set of activities based on the Moomins, characters developed by a Finnish author, Tove Jansson. The children watched a professional puppet show based on the Moomin stories and then created their own illuminated shoebox puppet theatres, writing playscripts to be used with these. The children also created their own clay models of the characters. -
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. -
Inside Look Winter 2018
Table of Contents (Click a link to go directly to the article) Student Spotlight Visual Impairment eNewsletter Recognizing and Understanding Cortical ~Winter 2018~ Visual Impairment (CVI) Seeing AI: A Revolutionary iPhone App Introduction for the Blind Hello everyone and welcome to the first Youth Low Vision Program edition of The Inside Look. The purpose of Expanded Core 101 this eNewsletter is to educate and enlighten teachers, parents, students, and other Using VoiceOver on Apple Devices professionals on information related to the Handheld Low Vision Devices field of blindness and low vision. The contributing authors of The Inside Look are The Importance of Orientation and Mobility in Early Childhood Teacher Consultants for the Visually Impaired (TCVI) and Certified Orientation Bookshare and Mobility Specialists (COMS) that work Nystagmus for the Western Wayne County Program for the Visually Impaired based out of Livonia The Importance of Routine Eye Exams Public Schools. It is our hopes that you take VI Resources the knowledge and resources shared with you in this eNewsletter and use it to promote Upcoming Events the independence and success of each and every one of our students. 1 “I really enjoy to dance. Specifically, I like Student Spotlight hip-hop and alternative dancing. In fact, I In each edition of recently auditioned for the show America’s The Inside Look we Got Talent at Cobo Hall in Detroit. I am will be spotlighting happy to announce that I passed the first a student who is round of auditions and am currently waiting currently receiving for a call back from producers on my next VI Services in order step!” to bring to light their remarkable Can you explain your visual impairment accomplishments. -
Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input
PaintSpace: Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input Benjamin Madany Advisor: Robert Signorile Boston College Abstract 3D technology has seen a wide range of innovations, from 3D graphics and modeling to 3D printing. Among the most recent of these innovations are immersive virtual reality and 3D input. These have allowed for the creation of unique, 3D experiences, and they also present the opportunity for a wide variety of applications whose purposes range from entertainment to educational or medical use. One possibility is an extension of 3D modeling that utilizes these recent technologies to present a 3D canvas to an artist. Applications such as Google’s Tilt Brush explore this concept of drawing in 3D space. As the ability to draw in such space is novel, development of such a tool presents several challenges. This thesis explores the process of building a 3D painting application. I first present the key challenges encountered during development. Then, I detail various solutions and options related to these challenges. Next, I examine the capabilities and state of my application, and finally, I compare it to other available applications. 1. Development Challenges In designing PaintSpace, there were several key challenges that needed to be addressed. These included the following major issues: the combined input method and handling, how to convert from the received input to meaningful artifacts, and what sort of user interface and additional controls are required for this application. For each major challenge, there were various possibilities to consider. Additionally, some choices caused entirely different questions to arise. -
Empowering People with Disabilities Through AI
Empowering people with disabilities through AI Microsoft WBCSD Future of Work case study February 2020 Table of Contents Summary ............................................................................................................................................................... 2 Company background ............................................................................................................................................ 2 Future of Work challenge ...................................................................................................................................... 3 Business case ......................................................................................................................................................... 3 Microsoft’s solution ............................................................................................................................................... 3 Seeing AI............................................................................................................................................................... 4 Helpicto ................................................................................................................................................................ 4 Microsoft Translator ............................................................................................................................................ 5 Results .................................................................................................................................................................. -
Fall 2019 Newsletter
Fall 2019 Newsletter President’s Letter IN THIS ISSUE: As fall has gone by too quickly and winter is upon MEMBER NEWS us, glimpses of snow storm preparedness plans Chapter Leaders Conference come to mind, SEC championship contenders Notice of Slate and Annual Meeting become a hotly debated weekend topic and our Civic Volunteers of the Year Georgia Association of Healthcare Executives Committee spotlight: PEG Board is wrapping up another successful year and Face to Face or Qualified Education? planning for a great 2020. Advance to FACHE in 2019 Invite your colleagues to ACHE In what will be my last newsletter as your GAHE Membership Report President, I wanted to offer my sincere gratitude for the opportunity to serve our membership and also reflect on a few of the great UPCOMING EVENTS accomplishments from this past year. When our Board met in December of 2018, we developed a plan for 2019 that included: extending our reach RECENT EVENTS RECAP through programming and technology, placing an increased emphasis on HEALTHCARE TRENDS outreaching and engaging with our HEN partners and student chapters, and Breast Cancer Awareness Month: improving overall value to and satisfaction of our members. In pursuit of Male breast cancer those goals, your Georgia Chapter: 5 best practices in AI financial return Earned the “Award for Chapter Excellence” designation from the Primary care specialties in decline American College of Healthcare Executives Communication: higher outcomes, Hosted more than 25 Educational, Partner and Networking lower