Virtual and Augmented Reality in Marketing
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Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018"
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018" An Updated Report from The MASIE Center Author: Bobby Carlton | Foreword: Elliott Masie May 23, 2018 Learning CONSORTIUM masie.com NOVEMBER 4 – 7, 2018 | ORLANDO, FL Lea “VR, AR, Mixed Reality & More in 2018" & More Reality AR, Mixed “VR, Immersive Realities Immersive masie.com for Learning and Performance Learning for r Author: Bobby Carlton | Foreword: Elliott Masie ning Foreword: An Updated Report from The MASIE Center CONSO “Boldly Go... Where the Learner Has Not Gone Before” R TIUM My good friend, actor George Takei, shared with me the excitement that the cast and crew felt when shooting Star Trek back in 1966. They were all excited by the possibility of a virtual and immersive reality. They imagined that they could scan a planet, a person, or an NOVEMBER 4 – 7, 2018 | ORLANDO, FL 2018 | ORLANDO, 4 – 7, NOVEMBER object and simulate, play with, or even destroy it (virtually) while May 23, 2018 being deeply immersed in the experience. And, they knew that someday this fiction would become reality. Ever since, I have been tracking, using, experimenting with, and researching the ever-changing and emerging worlds of virtual reality, augmented reality, mixed reality, and other immersive reality technologies and software. They keep getting better, though they still aren’t totally "there" yet. The challenge is to bridge the gap between their promise and actual use in workplaces to drive learning and performance. The good news is that in the past three years we have made major jumps forward. -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
"Physics Considerations for a Simulated Reality"
Physics considerations for a simulated reality Max Hodak 1 Why build a simulated reality? ined, but that of defining a suitable physics system. We conjecture that there is a relationship between Video games have a powerful natural appeal. Our the depth of a virtual world and the sophistication of physical world imposes harsh constraints: atoms are its underlying physics. difficult to work with compared to bits, and the Any non-trivial universe must contain informa- scarcity of both materials and the capacity to trans- tion, and we can phrase the central problem in world form them leads to a tough environment. By con- design as one of writing down the information that trast, video games can be anything we want them defines a universe; informally, we can state that a to be: players can fly, use magic, or even have their universe without information has zero depth. We can own planet, all the while exercising mental faculties start from a premise that information in any universe in just as satisfying a way as they would in our base is found in two forms: matter and its interactions. reality. As computer processing power continues to improve and the space of games we can build expands, a natural opportunity arises to build simulated real- 2 Naturalness ities that are as engaging and emotionally immersive as our base reality, but with fewer constraints and a Before we think about physics as it is usually under- greater capacity for easier creative expression. stood, let's briefly look at video game \physics" as Video game design is challenging on multiple lev- it exists today. -
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah To cite this version: Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah. Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, Institute of Electrical and Electronics Engineers, 2017, 55 (6), pp.110 - 117. 10.1109/MCOM.2017.1601089. hal-01781856 HAL Id: hal-01781856 https://hal-centralesupelec.archives-ouvertes.fr/hal-01781856 Submitted on 18 Jun 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Towards Interconnected Virtual Reality: Opportunities, Challenges and Enablers Ejder Ba¸stug˘;⊗, Mehdi Bennisy, Muriel Médard, and Mérouane Debbah⊗;◦ Research Laboratory of Electronics, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Cambridge, MA 02139, USA ⊗Large Networks and Systems Group (LANEAS), CentraleSupélec, Université Paris-Saclay, 3 rue Joliot-Curie, 91192 Gif-sur-Yvette, France yCentre for Wireless Communications, University of Oulu, Finland ◦Mathematical and Algorithmic Sciences Lab, Huawei France R&D, Paris, France {ejder, medard}@mit.edu, [email protected].fi, [email protected] Abstract Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. -
Improving the Management of an Air Campaign with Virtual Reality
Improving the Management of an Air Campaign with Virtual Reality JAMES E. HAYWOOD, Major, USAF School of Advanced Airpower Studies THESIS PRESENTED TO THE FACULTY OF THE SCHOOL OF ADVANCED AIRPOWER STUDIES, MAXWELL AIR FORCE BASE, ALABAMA, FOR COMPLETION OF GRADUATION REQUIREMENTS, ACADEMIC YEAR 1994–95. Air University Press Maxwell Air Force Base, Alabama March 1996 Disclaimer The author produced this paper in a Department of Defense school environment in the interest of academic freedom and the advancement of national defense-related concepts. The views expressed in this publication are those of the author and do not reflect the official policy or position of the Department of Defense or the United States government. This publication has been reviewed by security and policy review authorities and is cleared for public release. ii Contents Chapter Page DISCLAIMER . ii ABSTRACT . v ABOUT THE AUTHOR . vii ACKNOWLEDGMENTS . ix 1 INTRODUCTION . 1 Notes . 3 2 THE TECHNOLOGY OF VIRTUAL REALITY . 5 The Human-Computer Interface . 6 Types of Virtual Realities . 7 Virtual Reality Component Technologies . 8 Technological Challenges . 10 Notes . 12 3 BATTLE MANAGEMENT OF AN AIR CAMPAIGN . 15 Structure and Organization for Theater Air Battle Management . 15 Functions of the Air Operations Center . 17 Elements of the Theater Air Control System . 18 Data Required for Air Battle Management . 19 Notes . 21 4 MANAGING AN AIR CAMPAIGN WITH VIRTUAL REALITY . 23 Operational Considerations . 24 Technical Considerations . 30 Notes . 30 5 CONCLUSION . 33 Notes . 34 BIBLIOGRAPHY . 35 iii Illustrations Figure Page 1 Conventional (A) versus VR (B) User Interfaces . 7 2 Air Operations Center Organization . 17 3 Elements of the Theater Air Control System . -
12.2% 116,000 125M Top 1% 154 4,200
We are IntechOpen, the world’s leading publisher of Open Access books Built by scientists, for scientists 4,200 116,000 125M Open access books available International authors and editors Downloads Our authors are among the 154 TOP 1% 12.2% Countries delivered to most cited scientists Contributors from top 500 universities Selection of our books indexed in the Book Citation Index in Web of Science™ Core Collection (BKCI) Interested in publishing with us? Contact [email protected] Numbers displayed above are based on latest data collected. For more information visit www.intechopen.com Chapter 4 Waveguide-Type Head-Mounted Display System for AR Application Munkh-Uchral Erdenebat,Munkh-Uchral Erdenebat, Young-Tae Lim,Young-Tae Lim, Ki-Chul Kwon,Ki-Chul Kwon, Nyamsuren DarkhanbaatarNyamsuren Darkhanbaatar and Nam KimNam Kim Additional information is available at the end of the chapter http://dx.doi.org/10.5772/intechopen.75172 Abstract Currently, a lot of institutes and industries are working on the development of the virtual reality and augmented reality techniques, and these techniques have been recognized as the determination for the direction of the three-dimensional display development in the near future. In this chapter, we mainly discussed the design and application of several wearable head-mounted display (HMD) systems with the waveguide structure using the in- and out-couplers which are fabricated by the diffractive optical elements or holo - graphic volume gratings. Although the structure is simple, the waveguide-type HMDs are very efficient, especially in the practical applications, especially in the augmented reality applications, which make the device light-weighted. -
Augmented Reality
10/02/2018 MAV - V1 - February 2018 1 • What is MAV - mixed, augmented and virtual reality. • Brief history of virtual and augmented reality. • Benefits of mixed reality in education. • Some examples of where MAV is being used in CQUniversity. • Future directions for MAV in CQUniversity. • Some easy ways to implement MAV in the classroom. • Hands on with some virtual and augmented reality. 10/02/2018 MAV - V1 - February 2018 2 MAV - mixed, augmented and virtual reality • Augmented Reality - direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. • Virtual Reality - immersive multimedia or computer- simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. • Mixed Reality - is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. 10/02/2018 MAV - V1 - February 2018 3 10/02/2018 MAV - V1 - February 2018 4 • 360 Video – immersive video recordings of a real-world scene, where the view in every direction is recorded at the same time. • During playback the viewer has control of the viewing direction and can also be used with virtual reality devices; e.g. Google Cardboard. 10/02/2018 MAV - V1 - February 2018 5 • Although considered an “emerging technology” the use of virtual and augmented reality can be traced back as far as 1838. 10/02/2018 MAV - V1 - February 2018 6 • 1838 – Stereoscopic photos & viewers • In 1838 Charles Wheatstone’s research demonstrated that the brain processes the different two-dimensional images from each eye into a single object of three dimensions. -
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media
Hate in Social VR New Challenges Ahead for the Next Generation of Social Media Sections 1 Introduction: ADL and New Technologies 5 Cautionary Tales: Hate, Bias, and Harassment in Video Games, Social Media, and the Tech 2 Hopes and Fears for the Future of Social Virtual Industry Reality 6 Sexism, Racism, and Anti-Semitism in Social VR 3 Social VR: Industry Overview and Technological Today Affordances 7 What Comes Next for Social VR? 4 Hopeful Futures: Equity, Justice, and VR 8 Bibliography 9 Appendix: Codes of Conduct and Content Reporting and Moderation in Social VR 1 / 65 INTRODUCTION: ADL AND NEW TECHNOLOGIES The timeless mission of the Anti-Defamation League (ADL) is to stop the defamation of the Jewish people and secure justice and fair treatment to all. The mission of ADL’s Center for Technology and Society is to ask the question “How do we secure justice and fair treatment for all in a digital environment?” Since 1985, when it published its report on “Electronic Bulletin Boards of Hate,” ADL has been at the forefront of evaluating how new technologies can be used for good and misused to promote hate and harassment in society. At the same time, ADL has worked with technology companies to show them how they can address these issues and work to make the communities their products foster more respectful and inclusive. We continue this work today alongside Silicon Valley giants such as Facebook, Twitter, Google, Microsoft, Reddit, and others. This report represents a forward-looking review of the hopes and issues raised by the newest ecosystem of community fostering technology products: social virtual reality, or social VR. -
Virtual Realism: Really Realism Or Only Virtually So? a Comment on D
Virtual Realism: Really Realism or only Virtually so? A Comment on D. J. Chalmers’s Petrus Hispanus Lectures Claus Beisbart University of Bern DOI: 10.2478/disp-2019-0008 BIBLID [0873-626X (2019) 55; pp.297–331] Abstract What is the status of a cat in a virtual reality environment? Is it a real ob- ject? Or part of a fiction? Virtual realism, as defended by D. J. Chalm- ers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and sci- entific computer simulations to critically engage with Chalmers’s posi- tion. I first argue that, if it is sound, his virtual realism should also be applied to objects that figure in scientific computer simulations, e.g. to simulated galaxies. This leads to a slippery slope because it implies an unreasonable proliferation of digital objects. A philosophical analysis of scientific computer simulations suggests an alternative picture: The cat and the galaxies are parts of fictional models for which the computer provides model descriptions. This result motivates a deeper analysis of the way in which Chalmers builds up his realism. I argue that he buys realism too cheap. For instance, he does not really specify what virtual objects are supposed to be. As a result, rhetoric aside, his virtual real- ism isn’t far from a sort of fictionalism. Keywords Computer simulation, model, fictional model, ontology, fictionalism. -
Aesthetiography : the Next Milestone in the Confluence of Media Jayesh S
Aesthetiography : The next Milestone in the Confluence of Media Jayesh S. Pillai, Simon Richir, Colin Schmidt To cite this version: Jayesh S. Pillai, Simon Richir, Colin Schmidt. Aesthetiography : The next Milestone in the Confluence of Media. 18th International conference of the society for philosophy and technology. Technology in the age of Information (SPT), Jul 2013, Lisbon, Portugal. 16 p. hal-01175504 HAL Id: hal-01175504 https://hal.archives-ouvertes.fr/hal-01175504 Submitted on 10 Jul 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Science Arts & Métiers (SAM) is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in: http://sam.ensam.eu Handle ID: .http://hdl.handle.net/10985/9765 To cite this version : Jayesh S. PILLAI, Simon RICHIR, Colin SCHMIDT - Aesthetiography : The next Milestone in the Confluence of Media - In: 18th International conference of the society for philosophy and technology. Technology in the age of Information (SPT), Portugal, 2013-07-04 - Technology in the Age of Information, 18th International conference of the Society for Philosophy and Technology - 2013 Any correspondence concerning this service should be sent to the repository Administrator : [email protected] Aesthetiography: The Next Milestone in the Confluence of Media Jayesh S. -
Haptic Augmented Reality 10 Taxonomy, Research Status, and Challenges
Haptic Augmented Reality 10 Taxonomy, Research Status, and Challenges Seokhee Jeon, Seungmoon Choi, and Matthias Harders CONTENTS 10.1 Introduction ..................................................................................................227 10.2 Taxonomies ...................................................................................................229 10.2.1 Visuo-Haptic Reality–Virtuality Continuum ...................................229 10.2.2 Artificial Recreation and Augmented Perception ............................. 232 10.2.3 Within- and Between-Property Augmentation ................................. 233 10.3 Components Required for Haptic AR ..........................................................234 10.3.1 Interface for Haptic AR ....................................................................234 10.3.2 Registration between Real and Virtual Stimuli ................................236 10.3.3 Rendering Algorithm for Augmentation ..........................................237 10.3.4 Models for Haptic AR.......................................................................238 10.4 Stiffness Modulation.....................................................................................239 10.4.1 Haptic AR Interface ..........................................................................240 10.4.2 Stiffness Modulation in Single-Contact Interaction .........................240 10.4.3 Stiffness Modulation in Two-Contact Squeezing .............................243 10.5 Application: Palpating Virtual Inclusion in Phantom -
Virtual Reality and Augmented Reality a Survey from Scania’S Perspective
EXAMENSARBETE INOM MASKINTEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2019 Virtual Reality and Augmented Reality A Survey from Scania’s Perspective KARL INGERSTAM KTH SKOLAN FÖR INDUSTRIELL TEKNIK OCH MANAGEMENT Virtual Reality and Augmented Reality A Survey from Scania’s Perspective Karl Ingerstam 2019 Master of Science Thesis TPRMM 2019 KTH – Industrial Engineering and Management Production Engineering SE-100 44 Stockholm Abstract Virtual reality and augmented reality are technological fields that have developed and expanded at a great pace the last few years. A virtual reality is a digitally created environment where computer- generated elements are displayed to a user via different interfaces for the respective senses. Video is used for displaying images, creating a realistic environment, while audio is played to stimulate hearing and other sorts of feedback is used to stimulate the sense of touch in particular. Augmented reality is a sub-category of virtual reality where the user sees the real surroundings, but computer-generated imagery is displayed on top of objects in the environment. This type of technology brings a lot of new possibilities and potential use cases in all sorts of areas, ranging from personal entertainment, communication and education to medicine and heavy industry. Scania is a global manufacturer of heavy trucks and buses, and provider of related services, based in Sweden. By studying Scania’s different departments and surveying the fields of virtual reality and augmented reality, the aim of this thesis is to identify situations and use cases where there is potential for Scania to implement virtual reality and augmented reality technology. This thesis also studies what obstacles implementation of these technologies bring.