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Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses. -
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. -
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. -
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: a Novel and Multi-Dimensional Way of Learning
Utilization of Immersive 360 Degree Spherical Videos and Google Cardboard in Medical Training and Simulation: A Novel and Multi-dimensional Way of Learning Shoeb Mohiuddin, MD CA-2 Daniel Roshan, MD CA-2 Heike Knorpp, MD University of Illinois at Chicago Financial Disclosure We have no relevant financial or nonfinancial relationships within the products or services described, reviewed, evaluated or compared in this presentation. To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Outline ● Generation X & Learning ● Experiential Learning ● 360 Degree Videos ● Google Cardboard Viewers ● Video Demonstration ● Pros & Cons ● Questions To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Generation X, Technology, and Learning Majority of anesthesia residents are Millennial students with divergent learning needs from their predecessors that desire interactive learning through experiential and immersive learning. - Psychosocial influences - Physiological changes of the brain that change the way information is processed Generational difference in learning creates challenges for educators to teach trainees that speak a “different language” Be aware of cognitive biases. Keil Centre. http://www.keilcentre.co. uk/news/cognitive-biases/. Accessed: 1/3/2016. (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Educational Preferences of Millennials ● Learning and working in teams ● Structure with achievement-oriented goals ● Engagement and experience ● Visual and kinesthetic educational modalities and environments ● Learning about things that they feel matter to them (Chu, 2012) To view video, search on YouTube App: “STA 2016 Abstract Demo” or go to https://youtu.be/yr5EDF_taa8 Experiential Learning Experiential learning is referred to as learning through action, learning by doing, learning through experience, and learning through discovery and exploration. -
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. -
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. -
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. -
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.