Technology Year in Review
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Jackson Heart Study Electronic Device Survey A. INTERNET
Confidential Jackson Heart Study Electronic Device Survey ID NUMBER __________________________________ Contact Year __________________________________ LAST NAME __________________________________ INITIALS __________________________________ A. INTERNET Jackson Heart Study investigators are thinking about using new electronic tools to conduct research on your heart and general health. We are interested in finding out what kind of electronic tools you use, including computers, internet and cell phones. This survey will take about 5 minutes. You will have to finish the survey in one sitting. You will not be able to save it and come back later. You do not have to complete this survey if you do not wish to do so. We want you to feel comfortable filling out this and future forms online. Please note that data provided via this survey are secure and confidential. These data will be used for research purposes only. 1. Do you use the internet at least occasionally? o Yes → o No GO TO QUESTION 4 1a. How do you access the internet? (check all that apply) Smart phone Tablet Computer 2. On average, how many hours per day do you use the internet? __________________________________ (number of hours) Page 1 of 6 Confidential 3. Do you have wireless internet (“wi-fi”) in your home? o Yes o No → GO TO QUESTION 4 B.EMAIL 4. Do you use email? o Yes o No → GO TO QUESTION 6 5. Can you… (check all that apply) Read new emails? Use the reply feature? Send an email? Open a file attached to an email? C. CELL PHONES 6. Do you use a cell phone? o Yes o No→ GO TO QUESTION 12 7. -
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. -
U.S. Health Care Technologies
U.S. HEALTH CARE TECHNOLOGIES Quianta Moore, M.D. Ashleigh Johnson, M.P.H. U.S. HEALTH CARE TECHNOLOGIES Technology has permeated every sector of the market, making services and goods faster, cheaper and mobile. Not surprisingly, advancements in technology have also increased access to health information and self- monitoring for individual consumers, as well as increased health care providers’ ability to diagnose, monitor or treat their patients remotely. A plethora of health-related technology is available on the market. This brief summary provides a snapshot of the scope of what has been developed, which may also provide insight into the current needs or demands of patients and providers. Methods: We performed a search for health technology available to consumers and health care providers. The terms health or technology, equipment, consumer, portable, top and available were entered into the Google search engine. Inclusion criteria for search results were: 1) technology was available for purchase by consumers or health care providers, and 2) technology was used to monitor, prevent, diagnose or treat health issues or to increase access to health care treatment or information. The equipment category was then further divided into: 1) equipment for health care providers, 2) equipment for consumers, 3) equipment for consumers focused on physical fitness, and 4) equipment for consumers that has yet to be publicly released. We also performed a search for health technology mobile apps that are currently available for mobile use. The terms “health apps,” “health mobile apps,” “fitness apps,” “health apps physicians,” “health apps consult physicians,” and “top mobile health apps,” were entered into the Google, Apple store and Google Play search engines. -
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. -
CES 2016 Exhibitor Listing As of 1/19/16
CES 2016 Exhibitor Listing as of 1/19/16 Name Booth * Cosmopolitan Vdara Hospitality Suites 1 Esource Technology Co., Ltd. 26724 10 Vins 80642 12 Labs 73846 1Byone Products Inc. 21953 2 the Max Asia Pacific Ltd. 72163 2017 Exhibit Space Selection 81259 3 Legged Thing Ltd 12045 360fly 10417 360-G GmbH 81250 360Heros Inc 26417 3D Fuel 73113 3D Printlife 72323 3D Sound Labs 80442 3D Systems 72721 3D Vision Technologies Limited 6718 3DiVi Company 81532 3Dprintler.com 80655 3DRudder 81631 3Iware Co.,Ltd. 45005 3M 31411 3rd Dimension Industrial 3D Printing 73108 4DCulture Inc. 58005 4DDynamics 35483 4iiii Innovations, Inc. 73623 5V - All In One HC 81151 6SensorLabs BT31 Page 1 of 135 6sensorlabs / Nima 81339 7 Medical 81040 8 Locations Co., Ltd. 70572 8A Inc. 82831 A&A Merchandising Inc. 70567 A&D Medical 73939 A+E Networks Aria 36, Aria 53 AAC Technologies Holdings Inc. Suite 2910 AAMP Global 2809 Aaron Design 82839 Aaudio Imports Suite 30-116 AAUXX 73757 Abalta Technologies Suite 2460 ABC Trading Solution 74939 Abeeway 80463 Absolare USA LLC Suite 29-131 Absolue Creations Suite 30-312 Acadia Technology Inc. 20365 Acapella Audio Arts Suite 30-215 Accedo Palazzo 50707 Accele Electronics 1110 Accell 20322 Accenture Toscana 3804 Accugraphic Sales 82423 Accuphase Laboratory Suite 29-139 ACE CAD Enterprise Co., Ltd 55023 Ace Computers/Ace Digital Home 20318 ACE Marketing Inc. 59025 ACE Marketing Inc. 31622 ACECAD Digital Corp./Hongteli, DBA Solidtek 31814 USA Acelink Technology Co., Ltd. Suite 2660 Acen Co.,Ltd. 44015 Page 2 of 135 Acesonic USA 22039 A-Champs 74967 ACIGI, Fujiiryoki USA/Dr. -
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. -
Exploring the New Conventions of VR Experience
Finding the Message: Exploring the New Conventions of VR Experience Thesis Presented By Yangli Liu To The Department of Art + Design In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art Northeastern University Boston, Massachusetts August, 2019 Finding the Message: Exploring the New Conventions of VR Experience By Yangli Liu ABSTRACT OF THESIS In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art in the Graduate School of the College of Arts, Media and Design of Northeastern University August, 2019 2 Abstract Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more artists to utilize this new technology in creating art works. However, there is still room for improvement in both the technology itself and its application in art creations. Firstly, the lack of clear definitions in VR results in many problems. Usually, the term ‘VR creators’ is used to address all of VR game producers, 360 filmmakers, and VR experience designers. This prevents the ‘creators’ from clearly defining the realm of their roles, thus the communication between them becomes less efficient. This inefficiency in turn prohibits the establishment of design patterns, forcing artists to acquire technical skills. This, in most cases, intensifies the difficulty of transdisciplinary collaborations, which are usually seen in big-budget projects promoted by big companies or famous studios. Due to the hybrid nature of this new medium, the outcome of the artwork is hard to predict. Participants’ experiences can vary widely based on their decoding performance. -
Patten Smith and Faith Jones
July 2019 New technologies in survey research Ipsos MORI Social Research Institute Patten Smith and Faith Jones 1 19-01267301 | Version 10 | Confidential | This work was carried out in accordance with the requirements of the international quality standard for Market Research, ISO 20252, and with the Ipsos MORI Terms and Conditions which can be found at http://www.ipsos-mori.com/terms. © ESRC 2019 19-01267301 | Version 12 | Public| Confidential | This work was carried out in accordance with the requirements of the international quality standard for Market Research, ISO 20252, and with the Ipsos MORI Terms and Conditions which can be found at http://www.ipsos-mori.com/terms. © ESRC 2019 Ipsos MORI | [Report title] Contents 1 Executive Summary .................................................................................................................... 1 2 Introduction ............................................................................................................................... 7 3 The new methodologies .......................................................................................................... 10 Using Smartphones in Online Surveys .................................................................................................................... 10 App Based Measurement of Activity Type (eg time-use, travel, consumption) in Diaries ............................. 12 In-the-moment surveys ............................................................................................................................................ -
Modelling Physical Activity in Virtual Reality Games
Modelling Physical Activity in Virtual Reality Games Soojeong Yoo Computer Human Adapted Interaction (CHAI) lab Faculty of Engineering and Computer Science The University of Sydney Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy Soojeong Yoo Modelling Physical Activity in Virtual Reality Games January, 2020 Supervisor: Prof. Judy Kay The University of Sydney Computer Human Adapted Interaction (CHAI) lab Faculty of Engineering and Computer Science 1 Cleveland Street Sydney, 2008 Keywords Virtual Reality; Head Mounted Display; Exercise; Exertion; Games; User Model; Personalisation; Personal Informatics; Long-term Data; Physical Activity; Physical Activity Tracker; Exergame. iii Abstract This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. -
Instruction Manual
PO#2B4450-LS431-B002-说明书-A2 印色:单黑 材质:80g书写纸 尺寸:80*150 mm version:1.0 User Manual Activity Tracker Model:21200 FCC ID: OU9L405-B02 Manufactured for Zewa, Inc. Thank you very much for selecting Activity Tracker 21200 . 12960 Commerce Lakes Drive#29 Fort Myers, FL 33913 USA www.zewa.com Please read the user manual carefully and thoroughly so as to ensure Toll Free Customer Service: 1-888-993-3592 the safe usage of this product, Keep the manual well for further [email protected] reference in case you have problems. Table of Contents Table of Contents Symbol Meaning Symbol Meaning ......................................................................................................... 2 TFT Display ......................................................................................................... 4 Overview General Instructions ......................................................................................................... 5 Device Components ......................................................................................................... 5 List ..................................................................................................................................... 5 Initial Start-Up Activate the Activity Tracker .............................................................................................. 6 Install the App and Pair-up ................................................................................................ 7 Tie the wristband .............................................................................................................