MUV Will Be Open Source Visual Software, Based in Processing 3, for Digital Music Performance Artists
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Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
13 Cool Things You Can Do with Google Chromecast Chromecast
13 Cool Things You Can Do With Google Chromecast We bet you don't even know half of these Google Chromecast is a popular streaming dongle that makes for an easy and affordable way of throwing content from your smartphone, tablet, or computer to your television wirelessly. There’s so much you can do with it than just streaming Netflix, Hulu, Spotify, HBO and more from your mobile device and computer, to your TV. Our guide on How Does Google Chromecast Work explains more about what the device can do. The seemingly simple, ultraportable plug and play device has a few tricks up its sleeve that aren’t immediately apparent. Here’s a roundup of some of the hidden Chromecast tips and tricks you may not know that can make casting more magical. Chromecast Tips and Tricks You Didn’t Know 1. Enable Guest Mode 2. Make presentations 3. Play plenty of games 4. Cast videos using your voice 5. Stream live feeds from security cameras on your TV 6. Watch Amazon Prime Video on your TV 7. Create a casting queue 8. Cast Plex 9. Plug in your headphones 10. Share VR headset view with others 11. Cast on the go 12. Power on your TV 13. Get free movies and other perks Enable Guest Mode If you have guests over at your home, whether you’re hosting a family reunion, or have a party, you can let them cast their favorite music or TV shows onto your TV, without giving out your WiFi password. To do this, go to the Chromecast settings and enable Guest Mode. -
Design Specification
SPACETALK DESIGN SPECIFICATION TEAM Brian Orlando Eugene Meng Edward Roberts Terrie Chan SPONSORS NASA Jet Propulsion Lab MHCI+D INTRO Introduction National Aeronautics and Space Administration Those with the SpaceTalk app installed on their (NASA) spacecraft missions require scientists and mobile device can request a VR talk with other users engineers across the country to share complex and discuss complex mission information in context. mission data with each other. Yet, data such We believe that the accessibility and immersion as scientific instrument schedules, spacecraft of mobile VR will enable scientists and engineers orientation, and orbital trajectory are difficult to to collaborate with each more efficiently and convey with static presentations, texts and charts. effectively than ever before, saving NASA precious Remotely located scientists and engineers need time and resources in missions. a quick and easy means of discussing complex mission-centric data in order to make decisions, or This Design Specification is meant to describe to gain a holistic understanding of the mission. the SpaceTalk application in full to create as little friction as possible during the development process. To solve this issue, we’ve designed SpaceTalk: a It is composed of an architecture, system flow, collaborative mobile virtual reality (VR) application interaction model and visual system to create a that creates an interactive and immersive simulation holistic definition of the application. of NASA spacecraft missions. With SpaceTalk, users can -
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. -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality. -
Moving Web 3D Content Into Gearvr
Moving Web 3d Content into GearVR Mitch Williams Samsung / 3d-online GearVR Software Engineer August 1, 2017, Web 3D BOF SIGGRAPH 2017, Los Angeles Samsung GearVR s/w development goals • Build GearVRf (framework) • GearVR Java API to build apps (also works with JavaScript) • Play nice with other devices • Wands, Controllers, I/O devices • GearVR apps run on Google Daydream ! • Performance, New Features • Fight for every Millisecond: • Android OS, Oculus, GPU, CPU, Vulkun • Unity, Unreal, GearVRf (framework) • Enable content creation • Game developers, 3D artists, UI/UX people, Web designers Content Creation for GearVR • 360 movies • Game Editors: Unity, Unreal • GearVRf (framework) • Open source Java api, JavaScript bindings • WebVR • WebGL; frameworks: A-frame, Three.js, React, X3Dom • 3d file formats • Collada, .FBX, gltf, .OBJ &.mtl, etc. using Jassimp • Java binding for Assimp (Asset Import Library) • X3D Why implement X3D in GearVR • Samsung began this effort February, 2016 • X3D is a widely supported file format • Exported by 3DS Max, Blender, Maya, Moto • Or exports VRML and converts to X3D • No other file format had similar capabilities. • Interactivity via JavaScript • Declarative format easy to edit / visualize the scene. • GearVR is not just a VR game console like Sony PSVR • We are a phone, web access device, camera, apps platform • X3D enables web applications: • Compliments the game influence in GearVR from Unity, Unreal. • Enables new VR web apps including: Google Maps, Facebook, Yelp JavaScript API’s. GearVR app Build Runtime Live Demo Very daring for the presenter who possesses no art skills. • 3ds Max 1. Animated textured objects 2. Export VRML97, Convert with “Instant Reality” to X3D • Android Studio 1. -
Grafický Dizajn a Kolaborácia Diplom Ant: Katarína Balážiková Vysoká Škola Výtvarných Umení V Bratislave Vedúci Dipl
Vysoká škola výtvarných umení v Bratislave Katedra teórie a dejín umenia grafický dizajn a kolaborácia Diplomant: Katarína Balážiková Vedúci diplomovej práce: Doc. PhDr. Z. Kolesár, PhD. Bratislava, akademický rok 2005/06 Vysoká škola výtvarných umení v Bratislave Katedra teórie a dejín umenia grafický dizajn a kolaborácia Diplomant: Katarína Balážiková Vedúci diplomovej práce: Doc. PhDr. Z. Kolesár, PhD. „Jeden je biely, druhý je čierny. Cesta jedného nikdy neskríži cestu druhého. Jeden vie, čo robí druhý. Každý z nich hovorí inou rečou, ale dobre si rozumejú. Jeden rešpektuje druhého. Jeden je dobro, druhý je zlo. Jeden je druhý, ale nikdy nie v rovnakom čase.“ <Dimitri Bruni, Manuel Krebs - NORM> Poďakovanie: Doc.L. Čarnému, Julovi Nagyovi, Palovi Bálikovi, Kristianovi Lukičovi, Branke Čurčič a Olge Hošekovej Some rights reserved. Text je publikovný licenciou Creative Commons, ak nie je uvedené inak. Licencia : Attribution-NonCommercial-Share Alike 2.5 , http://creativecommons.org/licences/by-nc-sa/2.5/ Bratislava, akademický rok 2005/2006 1. Úvod / 4-5 2. Kolaborácia v súvislostiach / 6-19 2.1. Kolaborácia v histórii výtvarného umenia 2.2. Kolaborácia ako sociologický fenomén 2.3. Kolaborácia ako kolektívna inteligencia 2.4. Kolaborácia a individualita 2.5. Kolaborácia a autor 2.6. Kolaborácia a veda 2.7. Kolaborácia ako hra 2.8. Kolaborácia a otvorenosť 2.9. Kolaborácia a jej odvrátená strana 3. Kolaborácia v pojmoch / 20-27 3.1. Forma 3.2. Hierarchia 3.3. Médium 3.4. Model 4. Dejiny kolaborácie v grafickom dizajne / 28-37 5. Kolaborácia a nové médiá / 38-41 6. Záver / 42-43 7. Bibliografia / 44-45 4 =1+1 1.Úvod nosť a exotickosť spojenia tohto pojmu s profesiou grafického dizajnéra aj napriek stále sa rozširujúcej tendencii kapitalizmom núteného dizajnéra-jednica zoskupovať sa pod tlakom konkurencie. -
Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1. -
STS 145 Game Review: Wipeout
STS 145 Game Review: Wipeout Game Review: Wipeout Yu Ping Hu <[email protected]> 22 February 2001 The Sport of the Future In 2052, anti-gravity racing is all the rage. The F3600 Race League boasts the best anti-grav race craft, the finest pilots, and the fastest action. This is the world Psygnosis created for Wipeout, one of the first games available for the Playstation after the console's 1995 launch. In the first half of the twenty-first century, scientists were developing anti-grav technology. However, due to corporate greed and political maneuvering, government support of this research disappeared, and the researchers ridiculed. Despite this, anti-grav was a total success, solving the world's fuel and transportation problems, and giving rise to what would become the most popular sport of all time. To be honest, the story line for Wipeout is thin, supplied in two pages of "quotes" in the game manual. However, it doesn't matter: it's simply a pretext for high speed racing. Once you start the game, all that matters is flying faster than the other 7 racers, and finishing the three-lap race in first place. This is no mean feat: every race, you start in last place, and need to speed your way to the front of the pack. They apparently don't believe in pole position in 2052. Full credits and publication information are also available. Gameplay Basics The game offers three modes: single race, time trial, and championship race. Single race allows you to play against computer controlled opponents on any of the tracks, while time trial allows you to fly solo against the clock. -
UNIVERSAL MUSIC • Imagine Dragons – Smoke + Mirrors (Fan Pack) • Emile Haynie – We Fall • Misterwives – Our Own Ho
• Imagine Dragons – Smoke + Mirrors (Fan Pack) • Emile Haynie – We Fall • MisterWives – Our Own House New Releases From Classics And Jazz Inside!!! And more… UNI15-07 UNIVERSAL MUSIC 2450 Victoria Park Ave., Suite 1, Willowdale, Ontario M2J 5H3 Phone: (416) 718.4000 *Artwork shown may not be final UNIVERSAL MUSIC CANADA NEW RELEASE Artist/Title: SHANIA TWAIN // STILL THE ONE: Live From Vegas (BLU-RAY) Cat. #: EVB335029 Price Code: BC Order Due: February 5, 2015 Release Date: March 3, 2015 File: Pop Genre Code: 33 Box Lot: 25 8 01213 35029 2 Artist/Title: SHANIA TWAIN // STILL THE ONE: Live From Vegas (DVD) Cat. #: EV307009 Price Code: KK 8 01213 07009 1 Synopsis The original queen of crossover country-pop and the world’s best-selling female country artist of all time, Shania Twain, stars in her spectacular show “Shania: Still The One”. This ground-breaking residency show was filmed live at The Colosseum at Caesars Palace, Las Vegas where it began its run on December 1st, 2012. “Shania: Still The One” was created by Shania Twain and directed by Raj Kapoor. It takes the audience on a powerful journey through Shania’s biggest hits, country favourites and beloved crossover songs. Glamorous costumes, a 13-piece live band, backing singers and dancers are combined with stunning visuals and live horses to create the ultimate Las Vegas entertainment and to prove that Shania Twain is undoubtedly Still The One! Bonus Features Backstage Pass – an hour long documentary telling the story of the creation and staging of this amazing live show. Key Selling Points • Filmed in high definition and simultaneously released on Blu-ray. -
Ian Anderson Jonathan Barnbrook Jorge Silva Pedro Falcão Sagmeister & Walsh Curator Guta Moura Guedes
Primeira Pedra First Stone Ian Anderson Jonathan Barnbrook Jorge Silva Pedro Falcão Sagmeister & Walsh Curator Guta Moura Guedes La Triennale di Milano Viale Alemagna 6, 20121 Milano, Italy www.primeirapedra.com 30 March—2 April · 10:30—20:30 4 April · 10:30—00:00 5—9 April · 10:30—22:00 IN PARTNERSHIP COFINANCED BY WITH THE COLLABORATION OF WITH THE HIGH PATRONAGE OF HIS EXCELLENCY THE PRESIDENT OF THE PORTUGUESE REPUBLIC, MARCELO REBELO DE SOUSA The briefing called for a strong emphasis on creativity and innovation, Still Motion Milan to create singular ways of working with stone through graphic design. Primeira Pedra / This field of design has rarely been used in contemporary approaches This exhibition presents a series of original pieces designed by five to stone, having been intensely applied in the past, in structures Credits international graphic design studios, produced using Portuguese stone. such as great monuments and urban, public and private spaces, First Stone Assimagra Still Motion incorporates work by the English designers Ian Anderson both western and oriental. Project Coordination Miguel Goulão, Célia Marques, and Jonathan Barnbrook, the New-York based studio headed by First Stone is an international experimental research programme Daniel Rebelo Austrian designer Stefan Sagmeister and the American Jessica Walsh, Faced with this challenge, the New York based duo Sagmeister & Walsh, exploring the potential of Portuguese Stone, focussing on its uses, Valorpedra and the Portuguese designers Pedro Falcão and Jorge Silva, who have produced communication projects with limitless creativity material properties and distinctive characteristics. The programme Tânia Peças, Nelson Cristo (Technical Consultant) both with studios in Lisbon. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs.