Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments

Total Page:16

File Type:pdf, Size:1020Kb

Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments Browsing Internet Content in Multiple Dimensions Vision of a Web Browsing Tool for Immersive Virtual Reality Environments Tiger Cross Riccardo Bovo Thomas Heinis Imperial College London Imperial College London Imperial College London [email protected] [email protected] [email protected] ABSTRACT organising information across more than one axis, compared to An immersive virtual reality environment (IVRE) offers a design the vertical navigation of desktop browsers. space radically different from traditional desktop environments. Our vision aims to implement a web browser application Within this new design space, it is possible to reimagine a con- that uses an existing search API to perform a search engine’s tent search experience which breaks away from the linearity of work. User’s search tactics in information retrieval systems (i.e., current web browsers and the underlying single relevance metric browsers) have been categorized by previous literature into two of the search engine. distinct categories: goal-directed searching behaviour and ex- To the best of our knowledge, there is no current commercial ploratory search behaviour[2]. We note that there is not a clear nor research implementation that allows users to interact with re- line that can be drawn between the two. Users that exhibit sults from a web search ordered in more than one dimension[11]. Goal-directed searching behaviour, whom we will refer to as On the research front, a lot of work has been done in ordering "Searchers", know what they are looking for and wish to find query results based on semantic relations and different types of it quickly and easily (e.g. What is the current temperature in user interaction have been explored such as head rotation amplifi- London?). "Explorers", on the other hand, are willing to browse cation. Current commercial browser applications in virtual reality results and may not have a clear idea of what they are looking (VR) port the current behaviour from PCs and mobile devices for (e.g. What is the meaning of life?). Any information retrieval with the same linear search and scroll behaviour for retrieving system should cater to both strategies. content. We propose a novel browser application in an IVRE which allows a user to execute a query which can be entered via either voice or a virtual keyboard. The resulting data arrangement of information benefits from multiple and interactable relevance- related metrics. This application combines the engaging environ- ment of IVREs and the common search behaviour patterns as the next stage in the evolution of web browsing software. 1 INTRODUCTION Immersive virtual reality environments are a technology that has been evolving since 1962, however, the core concept has re- mained the same, involving the user viewing a 3-dimensional rendered environment through a headset which they can interact with using controllers. At the time of writing, there are compact Figure 1: Third-person mock-up of Multi-Dimensional Im- and affordable headsets such as the Oculus Quest devices from mersive Browsing experience Facebook, that can handle virtual reality (VR) applications with- The following section describes the state-of-the-art imple- out the requirement of being plugged into a powerful PC. These mentations in IVRE’s which are either designed specifically for headsets usually come with controllers which the user holds in querying and browsing data or propose features that would make their hands and can use similar to a mouse for a PC or as a pair it more usable in an IVRE. We then discuss the motivation for of virtual hands. the software, followed by the design options in the context and The key motivation of this application is that existing web finally the concrete details of the idea. browsers for IVREs do not exploit the additional degrees of free- dom available to the user to provide an immersive browsing 2 CURRENT STATE-OF-THE-ART experience. Currently, web browsers port over what is currently available on desktop PCs, with separate windows capable of dis- 2.1 Research Prototypes playing at most 3 search results each, forcing the user to scroll VR provides a rich canvas for data exploration and some research excessively. The goal of using multiple dimensions, i.e. having papers have delved into these abilities further. None seem to have results surround the user rather than be presented in front of done so for general web content. them on a panel, is to allow them to find desired results faster, 2.1.1 Data browsing tools. Two applications within data brows- making use of their spatial and short term memory, since the ing tools are relevant for our work with the first focusing on core objective when searching the web is to find and learn infor- representing semantic connections in 3D and the second aiming mation. When referring to multiple dimensions in this context, to query images in VR. we mean allowing the user to scroll and grab results in 3D, and The goal of Subject Explorer 3D [7] is to propose a prototype © 2021 Copyright for this paper by its author(s). Published in the Workshop Proceed- for information exploration and retrieval with a core focus on ings of the EDBT/ICDT 2021 Joint Conference (March 23–26, 2021, Nicosia, Cyprus) semantic concepts. The prototype aims to “allow users to itera- on CEUR-WS.org. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0) tively switch effortlessly between both types of search tactics” as mentioned before: "Searchers" and "Explorers". This study presents a prototype developed for non immersive to switch their gaze between multiple result pages. Although, desktop VR. The prototype visualizes semantically related entities Figure 2 shows only 2 web results visible in an entire window. connected in branches forming a tree which the user can explore by pointing and clicking on nodes to "fly through" them. This was demonstrated using data from the Library of Congress Subject Headings, and was assumed that the model could be transferred to other data workloads. The article discusses the future work possibilities of usability testing and comparison with text-only information retrieval systems. Virtual Reality Lifelog Explorer [6] presents an IVRE solution to the querying and browsing of a series of images of a persons’ viewpoint collected over time. Most of the queries are over a range, searching for images containing an item or set of items or over a specified period. The user interaction methods discussed both involve point and click navigation and touching buttons Figure 2: Oculus browser window showing results on a panel, to select filters (categorical and temporal) to apply. 2.2.2 Firefox Reality. The initial experience in the VR browser The resulting images are ranked by the number of matching 2 conceptual filters and then temporally (if the same number of developed by Mozilla is suggestion driven, with the home page filters match for multiple images). Images are presented inalist showing popular content. One feature allows the user to set a diagonally on a horizontal plane, moving further away to the virtual world as a background behind the browsing windows, user’s right, with higher ranked items closer to them. similar to the native "virtual room" provided in the Oculus space. This reminds the user that they are in virtual reality and adds to 2.1.2 Prospective IVRE browser Features. Research has dis- the immersive experience. cussed the usefulness of applying “Egocentric Distance-Based The linear nature of results ordering is still apparent here, Item Sizing” (EDIS) variations in combination with an amphithe- however, this browser allows for an additional query input mech- atre layout of data icons [4]. This means altering the effect of anism – voice search. Although, the search results are not specific perspective such that closer items do not seem as large as they to the VR environment, being the same ones obtained from an normally would. It also discusses the effects of adding 3D land- identical query on a PC. marks into the virtual space, intending to allow users to alter One other feature of note that Firefox Reality implements is the landmarks themselves, to act as memory aides for where to allow the user to configure the size of the window, adjusting it certain elements are. The experiment, which was a version of the to their preference. This allows for greater depth and immersion card-flipping game known as concentration, could be translated in the virtual reality environment as well. to a search context, in terms of a user remembering the layout of search results in an amphitheatre of text or icons. Recalling the 2.2.3 SoftSpace. Softspace labels itself as a productivity ap- 3 spatial location of an object of interest (i.e., query result) enables plication rather than a browser . Yet, its browsing features still users to access content they previously glanced at much easier. act as a wrapper for a standard search page, allowing the user to The user study shows that EDIS had minor effects for the user’s create multiple windows (i.e., tabs), placing and resizing them as ability to recall elements spatially and that the 3D landmarks were they wish. a better approach, particularly when allowing users to set them Movement is implemented as pulling oneself through the en- themselves. In a commercial browsing application, this seems to vironment, which is more interactive than both point and click be the same as bookmarks or previously visited resources, but teleportation and using the joystick to navigate. The resizing of visualised in a 3D setting. windows by pulling both edges is very intuitive in IVREs. It is also worth noting that the keyboard is a virtual one that the user 2.2 Commercial Applications must be close to type on.
Recommended publications
  • Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System Report by Wilfried THERON March 2017
    Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System report by Wilfried THERON March 2017 21 rue la Noue Bras de Fer 44200 NANTES - FRANCE +33 2 40 18 09 16 [email protected] www.systemplus.fr ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 1 Table of Contents Overview / Introduction 4 Cost Analysis 83 o Executive Summary o Accessing the BOM o Main Chipset o PCB Cost o Block Diagram o Display Cost o Reverse Costing Methodology o BOM Cost – Main Electronic Board o BOM Cost – NIR LED Flex Boards Company Profile 9 o BOM Cost – Proximity Sensor Flex o Oculus VR, LLC o Housing Parts – Estimation o BOM Cost - Housing Physical Analysis 11 o Material Cost Breakdown by Sub-Assembly o Material Cost Breakdown by Component Category o Views and Dimensions of the Headset o Accessing the Added Value (AV) cost o Headset Opening o Main Electronic Board Manufacturing Flow o Fresnel Lens Details o Details of the Main Electronic Board AV Cost o NIR LED Details o Details of the System Assembly AV Cost o Microphone Details o Added-Value Cost Breakdown o Display Details o Manufacturing Cost Breakdown o Main Electronic Board Top Side – Global view Estimated Price Analysis 124 Top Side – High definition photo o Estimation of the Manufacturing Price Top Side – PCB markings Top Side – Main components markings Company services 128 Top Side – Main components identification Top Side – Other components markings Top Side – Other components identification Bottom Side – High definition photo o LED Driver Board o NIR LED Flex Boards o Proximity Sensor Flex ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 2 OVERVIEW METHODOLOGY ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 3 Executive Summary Overview / Introduction o Executive Summary This full reverse costing study has been conducted to provide insight on technology data, manufacturing cost and selling price of the Oculus Rift Headset* o Main Chipset supplied by Oculus VR, LLC (website).
    [Show full text]
  • Facebook Quest 2 Facial Interface Due to Skin Irritation Hazard
    21-017 QA PRODUCT RECALL – FACEBOOK QUEST 2 FACIAL INTERFACE DUE TO SKIN IRRITATION HAZARD Date: 30 July 2021 Recall: # 21-017 Scope: Select Worldwide Stores and E-Commerce In co-operation with the Consumer Product Safety Commission (CPSC), Facebook Technologies is recalling Removable Foam Interface for Oculus Quest 2 Virtual Reality Headsets due to skin irritation hazard. Description: UPC ITEM DESCRIPTION 815820021292 OCULUS QUEST 2 64GB VR HEADSET 815820021308 OCULUS QUEST 2 256GB VR HEADSET 815820021681 OCULUS QUEST 2 FIT PACK V2 815820021179 OCULUS FACIAL INTERFACE Hazard: The foam facial interfaces can cause facial skin irritation and reactions including rashes, swelling, burning, itching, hives, and bumps Remedy: Consumers who experience a skin irritation or reaction should immediately stop using the recalled foam facial interface, and all consumers should contact Facebook Technologies to receive a free silicone cover. Facebook Technologies is contacting all Quest 2 users directly. Incidents/Injuries: The firm has received approximately 5,716 reports of incidents of skin irritation and approximately 45 reports of consumers that required medical attention. Sold at: BestBuy, GameStop, Target, Walmart, and other retailers, and online at Oculus.com, Amazon.com, BestBuy.com, Gamestop.com, Target.com, and Walmart.com between October 2020 and July 2021. The Exchange also sold this item in stores and online. Consumer Contact: Facebook Technologies toll-free at 877-960-0889 anytime, or online at https://www.oculus.com/quest-2/removable-facial-interface-alert or www.oculus.com and click on Support at the top of the page then on the facial interface recall banner for more information.
    [Show full text]
  • M&A @ Facebook: Strategy, Themes and Drivers
    A Work Project, presented as part of the requirements for the Award of a Master Degree in Finance from NOVA – School of Business and Economics M&A @ FACEBOOK: STRATEGY, THEMES AND DRIVERS TOMÁS BRANCO GONÇALVES STUDENT NUMBER 3200 A Project carried out on the Masters in Finance Program, under the supervision of: Professor Pedro Carvalho January 2018 Abstract Most deals are motivated by the recognition of a strategic threat or opportunity in the firm’s competitive arena. These deals seek to improve the firm’s competitive position or even obtain resources and new capabilities that are vital to future prosperity, and improve the firm’s agility. The purpose of this work project is to make an analysis on Facebook’s acquisitions’ strategy going through the key acquisitions in the company’s history. More than understanding the economics of its most relevant acquisitions, the main research is aimed at understanding the strategic view and key drivers behind them, and trying to set a pattern through hypotheses testing, always bearing in mind the following question: Why does Facebook acquire emerging companies instead of replicating their key success factors? Keywords Facebook; Acquisitions; Strategy; M&A Drivers “The biggest risk is not taking any risk... In a world that is changing really quickly, the only strategy that is guaranteed to fail is not taking risks.” Mark Zuckerberg, founder and CEO of Facebook 2 Literature Review M&A activity has had peaks throughout the course of history and different key industry-related drivers triggered that same activity (Sudarsanam, 2003). Historically, the appearance of the first mergers and acquisitions coincides with the existence of the first companies and, since then, in the US market, there have been five major waves of M&A activity (as summarized by T.J.A.
    [Show full text]
  • Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert)
    Skip to content Manuals+ User Manuals Simplified. Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert) Home » Support » Facebook Technologies Recalls Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Due to Skin Irritation Hazard (Recall Alert) Name of product: Removable Foam Facial Interfaces for Oculus Quest 2 Virtual Reality Headsets Hazard: The foam facial interfaces can cause facial skin irritation and reactions including rashes, swelling, burning, itching, hives, and bumps. Remedy: Repair Recall date: July 27, 2021 Units: About 4 million (In addition, about 172,600 in Canada) Consumer Contact: Facebook Technologies toll-free at 877-960-0889 anytime, or online at https://www.oculus.com/quest- 2/removable-facial-interface-alert or www.oculus.com and click on Support at the top of the page then on the facial interface recall banner for more information. Contents [ hide 1 Recall Details 1.1 Related Manuals Recall Details In Conjunction With: Description: This recall involves Oculus Quest 2 Virtual Reality Headsets removable foam facial interfaces, included with a purchase of Oculus Quest 2 Headsets, and sold separately as a “Quest 2 Standard Facial Interface” or in a “Quest 2 Fit Pack.” Only headsets with the SKUs in the table below or the serial numbers identified below are included in the recall. The SKU and serial number are located on a label on the retail packaging of the headset. Additionally, the serial number can be found on the user’s account, on the Oculus app or on the headset.
    [Show full text]
  • Oculus Go 32 GB Quickstart Guide
    Oculus Go 32 GB Quickstart Guide VR Expert [email protected] Demkaweg 11 030 7116158 3555HW, Utrecht Oculus Go 32 GB - Guide Hardware Power button Volume adjuster Micro USB port 3.5 mm Audio Jack Oculus button Back button Touchpad Trigger In the box Before you start ● 1x Headset Oculus Go ● Do not allow the lenses to come in contact 32 GB with periods of direct sunlight. This will ● 1x Oculus Go motion permanently damage the screen and Controller does not fall under warranty. ● 1x AA Battery ● 1x Micro-USB cable ● Please install the Oculus App on your ● 1x Eyeglas Spacer smartphone. This is necessary to install ● 1x Cleaning Cloth the device. ● 1x Walkthrough booklet by Oculus ● 1x Lanyard Oculus Go 32 GB - Guide How to start 1. Put on the headset and press the “Power-Button” for 3 sec. How to install 2. The Oculus Symbol will appear at the screen of the headset 1. Put on the Oculus Go 32 GB headset and hold the “Power-Button” for 3. The instructions of the headset start automatically approximately 3 seconds. a. Take your phone and download the oculus app 2. The instructions of the headset will start automatically. b. Create an Oculus Account and log in a. Take your phone and download the Oculus App. c. Go to settings in the app Android: i. activate bluetooth https://play.google.com/store/apps/details?id=com.oculus.twil ii. activate the location service of the phone ight d. Tap on “Connect new headset” and choose Oculus Go or e.
    [Show full text]
  • Instructions on Using VR Oculus Rift S
    Instructions on Using VR Oculus Rift S Turn on the VR Computer. Login as usual. No password is set. If it is not already connected, connect the end of the cable (two connections) of the Oculus Rift S VR headset to the computer. One end will be a USB cable and the other will be a Display Port cable to the back of the computer. On the computer:- • Click and launch the Oculus software program. • The Oculus software programme screen once launched should look similar to below. • The devices may already be paired. But if starting fresh - Click on Devices on the left menu. • Click on right pointing arrow beside Rift S under listing of devices. • Follow steps to confirm connection. • Click on the right pointing arrow for Left and Right Touch to setup controllers. • To pair left controller :– o Press and hold the Menu and ‘Y’ button until the status light starts blinking. You will also feel a slight vibration to indicate pairing. Page 1 of 4 • To pair right controller :– o Repeat above step but press and hold Oculus icon and ‘B’ button. o Once paired you will get a green tick to indicate pairing successful. Wearing the VR Headset • Before you wear your Oculus Rift S headset with glasses, check to make sure that the width and height of your frames are as follows: o Width: 142 mm or less. o Height: 50 mm or less. Note: If your glasses don't fit in the headset or the lenses of your glasses touch the Rift S lens, Oculus recommend taking off your glasses while using Rift S.
    [Show full text]
  • Install VR APK During Development for Oculus Quest 2 Step 1: Preparations
    Install VR APK during development for Oculus Quest 2 Step 1: Preparations: 1. Enable developer mode of Oculus Quest 2: instructions provided from https://developer.oculus.com/documentation/native/android/mobil e-device-setup/ 2. Download & Setup SideQuest from https://sidequestvr.com/setup-howto Step 2: Install APK via SideQuest: 1. Turn on Oculus Quest 2 and SideQuest on PC, connect them with USB cable. Following prompt should emerge in your Oculus Quest 2, make sure you allow USB debugging. You should be able to see your device on top left corner of SideQuest. Click the button marked in red on the top toolbar of SideQuest will display all apps you installed on your device. 2. Locate the APK file you intend to download, click the button marked in blue on the toolbar. Drag the APK file you have (for my case, it is called test.apk) to SideQuest. If following message shows up on SideQuest, then the installation is successful. 3. Two ways to Launch the App: (a): through SideQuest. Return to the screen where presents all your apps. You should see the app just get installed. Click corresponding gear in the right column. Then you can manage your app here. (b): Through your device. Click button-apps on your bot tool bar. Expand ALL on the top right corner of the new prompted interface, then you should see an option called Unknown Source. Click this and you can see the app just get installed Editor: Wen Li Time: 6/23/2021 .
    [Show full text]
  • Facebook's Products, Services & Companies
    FACEBOOK'S PRODUCTS, SERVICES & COMPANIES Products and Services The following products and services are explicitly connected to, or part of, your Facebook account, and fall under Facebook’s "Data Policy". Profile Personal profile page on Facebook. News Feed Personal news page on Facebook where stories from friends, Pages, groups and events are updated. Messenger Facebook’s mobile messaging app. roups !ool for creating groups to share photos, files and events. "vents !ool for creating and inviting people to events. #ideo !ool for storing and sharing videos on Facebook. Photos !ool for storing and sharing photos on Facebook. Search Search engine for searching within Facebook. Pages Public profile pages for e.g. organisations, brands, celebrities. Free $asics %pp and web platform that gives access to a package of internet services for free, in places where internet access is limited. &see Internet.org(. Facebook )ite % version of Facebook that uses less data, for situations where there is lower bandwidth. Mobile %pp Facebook’s mobile app. *ompanies The following companies are owned by Facebook but many have individual privacy policies and terms. !owever, in many case information is shared with Facebook. Pa+ments !ool that can be used to transfer money to others via Facebook Messenger. %tlas Facebook’s marketing and advertising tool. Moments %pp that uses facial recognition to collect photos based on who is in them. 'nstagram %pp for taking, editing and sharing photos. ,navo %ndroid app to save, measure and protect mobile data Moves Mobile app for monitoring your movements over the da+. ,culus #irtual realit+ equipment . research. )ive/ail Monetisation platform for video publishers.
    [Show full text]
  • UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
    ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality.
    [Show full text]
  • Comparing the Accuracy and Precision of Steamvr Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup
    Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup Valentin Holzwarth∗ Joy Gisler∗ [email protected] ETH Zurich University of Liechtenstein Switzerland Liechtenstein Christian Hirt Andreas Kunz ETH Zurich ETH Zurich Switzerland Switzerland ABSTRACT KEYWORDS Real walking is the most intuitive navigation means to explore large Tracking system, Inside-out tracking, Motion capture, Head-mounted virtual environments. For such a free walking Virtual Reality (VR) display experience, large tracking spaces are required as well as dedicated motion tracking systems covering them. In the past, the coverage ACM Reference Format: of large tracking spaces could only be achieved by professional- Valentin Holzwarth, Joy Gisler, Christian Hirt, and Andreas Kunz. 2021. grade motion tracking systems. Recently, low-cost, consumer-grade Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup. In 2021 the 5th International Conference motion tracking systems, such as SteamVR Tracking and Oculus on Virtual and Augmented Reality Simulations (ICVARS 2021), March 20– Insight, have arisen, which also allow for room scale setups. How- 22, 2021, Melbourne, VIC, Australia. ACM, New York, NY, USA, 5 pages. ever, the capability, limitation, and reliability of consumer-grade https://doi.org/10.1145/3463914.3463921 VR motion tracking systems is not fully understood yet. In this paper, we aim to fill the gap by comparing SteamVR Tracking and Oculus Insight in a 5m × 5m room scale setup, using state of the art 1 INTRODUCTION hardware (i.e. the Oculus Quest 2, SteamVR base stations 2.0 and The naturalistic exploration of Virtual Environments through real High Tech Computer Corporation (HTC) Vive Trackers Version walking requires large tracking spaces, wherein users can freely 2018).
    [Show full text]
  • Full Text Decision
    Completed acquisition by Facebook, Inc. of GIPHY, Inc. Decision on relevant merger situation and substantial lessening of competition ME/6891-20 The CMA’s decision on reference under section 22(1) of the Enterprise Act 2002 given on 25 March 2021. Full text of the decision published on 5 May 2021. Please note that [] indicates figures or text which have been deleted or replaced in ranges at the request of the parties or third parties for reasons of commercial confidentiality. SUMMARY Introduction 1. On 15 May 2020, Facebook, Inc. (Facebook) acquired GIPHY, Inc. (GIPHY) (the Merger). Facebook and GIPHY are together referred to as the Parties, or for statements referring to the future, the Merged Entity. 2. The Facebook group offers various online products and services to customers in the UK, including the Facebook app, Instagram, Messenger, WhatsApp, Oculus, Portal and Workplace. 3. GIPHY is also active in the UK, with an online database and search engine that allows users to search and share GIFs and GIF stickers. A GIF is a digital file that displays a short, looping, soundless video, while a GIF sticker displays an animated image comprised of a transparent (or semi-transparent) background over which images or text are placed. Unless otherwise specified, the term ‘GIFs’ refers to both video GIFs and GIF stickers. GIPHY offers its GIFs and GIF stickers both on its own website and app, and via Application Programming Interfaces (APIs) that allow third party apps (eg Snapchat, TikTok or Instagram) to integrate GIPHY’s GIF and GIF sticker databases. GIPHY’s products are offered free of charge to users and companies using its 1 APIs globally.
    [Show full text]
  • VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
    5/14/2021 Different VR goggle rigs vs GeoCache, Ingress, Pokemon Go etc The views, opinions, and information expressed during this VIRTUAL REALITY webinar are those of the presenter and are not the views or opinions of the Newton Public Library. The Newton Public VS Library makes no representation or warranty with respect to the webinar or any information or materials presented therein. Users of webinar materials should not rely upon or construe Alternative REALITY the information or resource materials contained in this webinar To log in live from home go to: as legal or other professional advice and should not act or fail https://kanren.zoom.us/j/561178181 to act based on the information in these materials without The recording of this presentation will be online after the 18th seeking the services of a competent legal or other specifically @ https://kslib.info/1180/Digital-Literacy---Tech-Talks specialized professional. The previous presentations are also available online at that link Presenter: Nathan, IT Supervisor, at the Newton Public Library Reasons to start your research at your local Library Protect your computer A computer should always have the most recent updates installed for spam filters, anti-virus and anti-spyware software and a secure firewall. http://www.districtdispatch.org/wp-content/uploads/2012/03/triple_play_web.png http://cdn.greenprophet.com/wp-content/uploads/2012/04/frying-pan-kolbotek-neoflam-560x475.jpg • Augmented reality vs. virtual reality: AR and VR made clear • 122,143 views Aug 6, 2018 Two technologies that are confusingly similar, but utterly different. Augmented reality vs. virtual reality: AR and VR made clear • Augmented reality playlist - https://youtu.be/NOKJDCqvvMk https://www.youtube.com/playlist?list=PLAl4aZK3mRv3Qw2yBQV7ueeHIqTcsoI99 • ​ Virtual reality playlist, by Cnet- https://www.youtube.com/playlist?list=PLAl4aZK3mRv0UCC7R14Zn4m8K7_XoLODQ 1 5/14/2021 My first intro to VR was … http://www.rollanet.org/~vbeydler/van/3dreview/vmlogo.jpg ht t ps: //cdn.
    [Show full text]