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Taller 75 Grados in Mexico City is creating the serigraph print edition (Instagram). Update (Jan 10, 2018): The print has been finished at Taller 75 Grados in Mexico City! Federico Villalba took a photo of the mural, and it is this photo that will be translated into a serigraph.youtube.com AUGMENT EL PASO enhanced Nani's mural with "augmented reality." After downloading the Augment El Paso app, one can see the image/mural animated, through the lens of the iPhone. David Figueroa and Robert Castaneda are Augment El Paso. Augment El Paso had a tent at the Chalk the Block 2017 festival in downtown El Paso, where visitors enjoyed augmented views of several images.youtube.com The biggest, however, was a large banner of Nani Chacon's mural.
We are living in reality. Or. Something is far from reality (e.g. aliens). What does reality mean? Perception determines reality. Reality is what you perceive it to be. What is reality literature? Reality literature is considered literature that is based on reality or other people's perception of reality. It is much like reality TV but in book form. Why is Asperger's Syndrome considered part of the Autism spectrum? Asperger's Syndrome is considered part of the Autism spectrum because the core feature - the inability to understand social interaction is the absolute reality of the entire autism spectrum, inclusive of AS.
What is an absolute reality? An absolute reality is a reality in relation to the divine mind. What are the release dates for The Reality of Reality - 2003? A reality of a reality tv is? How do you use the word reality in a sentence? How do you get to 123 Hollywood avenue in poptropica reality tv? What is virtual reality? Virtual reality is a computer simulation that imitates reality. Virtual reality can be used for entertainment or for science. Nowadays, virtual reality is used to heal phobia. It is used to train pilots. Is it possible to know for sure what reality is? Not when you think too hard. Reality is defined by the apprehension that the brain receives, which tells the body to understand that reality is in fact reality and not just a myth or illusion. Thus, reality is life. When will reality TV? Reality TV is a popular genre of television viewing. There are reality shows about almost anything. There are even reality shows that include naked people. Does family rhyme with reality?
If you think that augmented reality is a far-flung idea that will have little impact on the world of retail, think again. —and opportunity—to leverage this enhanced experience with shoppers. To best explain it, augmented reality is a live view of a physical, real-world environment where the view is augmented or supplemented by a computer-generated input such as sound, video, graphics or even GPS data. Retail Perceptions explores shoppers’ insights on the trends affecting retailers and manufacturers today. The report pairs Interactions’ advanced reporting and analytics system with its insights capabilities in order for retailers and manufacturers to make more informed decisions. Founded over 25 years ago, Interactions executes approximately three million events each year. As the global leader of product demonstrations and event marketing, we are able to employ our research capabilities to better assist our customers. By providing insights into shopper behavior, we provide the tools necessary for our customers to make smarter business decisions — driving significant sales increases.
The United States has been seeking to limit the role of Chinese telecom equipment makers such as Huawei Technologies in building 5G networks due to fears they could be used by Beijing for spying. Huawei has denied the allegations. Russia, China and Huawei were not invited, although a number of participants said no single company or country was being singled out. Friday was expected to provide principles for further discussions. Conclusions from the conference would be informal as some participating countries were not ready to sign any documents in Prague because they had not concluded debates about the issue at home, another diplomatic source said.
A draft document seen by Reuters showed participants were discussing setting up certain security conditions for vendors that Chinese providers could find difficult to meet. Huawei said it hoped the gathering would lead to a push for a more scientific and "unemotive" way of approaching technology. Huawei Senior Vice President and Global Cyber Security & Privacy Officer John Suffolk told reporters. The security issue is crucial because of 5G's leading role in internet-connected products ranging from self-driving cars and smart cities to augmented reality and artificial intelligence. If underlying technology for 5G connectivity is vulnerable, it could allow hackers to exploit such products to spy or disrupt them. Europe -- where Austria, Belgium, Czech Republic, France, Germany, Greece, Hungary, Ireland, the Netherlands, Lithuania and Portugal are all preparing to auction 5G licences this year -- has emerged as a key battle over Huawei's next-generation technology. Timo Koster, the Dutch government's top diplomatic official for cyber security, said any global measures should be in line with European Commission requirements issued in March to share data on 5G cyber security risks.
Army is set to test its first augmented reality system sometime in 2019. The system, called HUD 3.0, will allow soldiers to quickly figure out where they are, where the rest of their unit is, and where the enemy is. The heads-up display (HUD) is designed to allow soldiers in combat to orient themselves in the fight and rapidly come up with a plan to defeat their enemies. According to Breaking Defense, the U.S. Army is developing a helmet-mounted system designed to project important data onto a soldier’s field of view. The augmented reality concept is based on the heads-up display used on fighter planes.
Introduced in the late 1970s, HUDs project key information such as speed, altitude, heading, radar mode, and available weapons onto a fighter pilot’s field of view, allowing the pilot to keep his or her eyes on the skies. The Army wants HUD 3.0 to work similarly, keeping track of a soldier’s location, the location of friendlies, and other key information. The system would do away with the need for soldiers to use a map to figure out a unit’s location, requiring compasses to determine direction. Speeding up the information-gathering process would allow soldiers to proceed to the next stage—making plans and carrying them out—faster than the enemy.
A previous Army project, HUD 1.0, is already in service. HUD 1.0 is the Enhanced Night Vision Goggles III, a weapon-mounted thermal sight that projects the weapon’s field of view—as well as the aiming point for a M4 carbine—onto a helmet-mounted monocle. Using HUD 1.0, soldiers can fire from behind cover without exposing themselves to enemy fire. Breaking Defense reports the service is skipping 2.0 due to the sheer technological leap that 3.0 provides. Army engineers are partnering with an "unnamed industry partner" to develop HUD 3.0 at a rapid pace. One of the biggest potential problems is bombarding soldiers with too much data, crowding their field of vision with useless information. Another is making the helmet mounted displays "soldier proof," or tough enough withstand the rigors of field use.
I am in SketchUp mode right now, as we are working with the program in our 8th grade lessons. The students have been given a special task. They are to create a room based on a descriptive piece they wrote in English lessons, entitled a Character's Mind as a Room. It's the second time we have done this project in two years the culminating activity for which, is to create a SketchUp video of the models. Yesterday the plans changed a bit something new and exciting appeared on the horizon. I came across a slide share presentation posted by Martin Burrett on augmented reality.youtube.com The presentation lead me to AR-Media's cool plugin for Google SketchUp. They could even screencast themselves manipulating their models. All anyone needs to do is to download the free plugin from AR-Media then build or open an existing model. A working webcam is a must, most computers come with built in cameras today, as is a print off the marker from the AR-media folder in your computer library. To get a better idea, watch the very short inexpert video demonstration I put together. There are plenty more of these peruse, including one produced by In Globe Technologies, which demonstrates layers management, real time sections and more.
For President's Day, we wanted to find something interactive, engaging and fun to use with our students in the library. With our MERGE headsets, iTouches and iPads, we searched for augmented and virtual reality resources to use and found some really exciting ones that we couldn't wait to use! First, there are several in Google Expeditions that tie into the Presidents, national monuments, Washington DC and more United States government focused themes. I created a Google Slide to print off and post on the screen to direct the students to two expeditions we wanted to focus on for President's Day.
By doing this, it gives them a few hints to what they are to do with the MERGE headsets. They know to open up the Google Expeditions app and that they are looking for The National Mall and U.S. Monuments. There are several places they can visit in both of these. The next one that I was super happy to find was the 1600 App from the White House Historical Association.youtube.com The White House's "1600" is a new way for kids and playful Americans of all ages to learn about what happens at 1600 Pennsylvania Avenue. All you need to do is tap "Start" and point your camera at George Washington (on the one dollar bill).
Built through a collaboration with the White House Historical Association and Nexus Studios, the app’s aim is to educate and inspire the youngest Americans to learn more about the White House's role in our democracy. Our hope is that whether it is experienced on a teacher's desk or dining room table, kids walk away from "1600" with a better sense of the institution and its purpose. Not to mention, a smile. Move your phone around to explore from different angles, and touch the Oval Office to reveal a surprise. Take a look at this to see how excited the kids were when they explore the White House with the 1600 app!
It is fascinating to watch them try to touch the White House and experiment with the augmented reality. I love seeing them try out new things with this technology we have. You don't need to use real dollar bills. I found a photograph online and we copied it on white paper. As you can see, it worked perfectly! You can find the 1600 app in the App Store for iPhones and iPad. Read more about it here. As I shared last week, we also used this Presidental Symbaloo which contains lots of places for them to research, read, listen, sing and create around the Presidents and First Ladies. And the President's Day Collection by Destiny, was a big hit for our students and teachers during President's Day and will be all year long too. You can see in this picture above how we did this with our Collection to include books, eBooks, databases and more. We hope you had a special month celebrating our Presidents. Let us know how you celebrated and what you used in your library and classrooms!
Although this site is dedicated to virtual reality, you cannot discuss it without mentioning its very close cousin augmented reality, but what is it? Whereas virtual reality immerses your senses completely in a world that only exists in the digital realm, augmented reality takes the real world of the present and projects digital imagery and sound into it. Augmented and Virtual Reality both fall on the continuum of mediated reality. Which is where a computer system modifies our perception of reality versus the "real" world. As you can probably deduce this means many things qualify as augmented reality. The heads up displays we see in some aircraft and cars that may show you things like "distance to a target", GPS position or your current speed are a form of augmented reality.
Events with digital avatars of deceased musicians such as Michael Jackson and Tupac Shakur projected onto a screen using the Pepper’s Ghost illusion would also qualify under a broad definition of augmented reality. However, when we hear about augmented reality these days it usually refers to a much more sophisticated, interactive and spatially aware implementation of the concept. Where digital objects such as 3D models or video are projected onto our view of reality as if they were really there. How Does Augmented Reality Work? The type of augmented reality you are most likely to encounter uses a range of sensors (including a camera), computer components and a display device to create the illusion of virtual objects in the real world.
Thanks to the popularity of smartphones, which have all the necessary components, they have been the place most commercial augmented reality applications that have been released. In general the device looks for a particular target. This can be anything, but usually it’s a 2D image printed on something like a movie poster. Once the augmented reality application recognizes the target via the camera it processes the image and augments it in some way with pictures and sound. For example, you may see the movie poster spring to life and play a trailer for the film. As long as you look at the poster through the "window" of the display you can see augmented reality instead of plain old vanilla reality.
By using smart algorithms and other sensors such as accelerometers and gyroscopes the device can keep the augmented elements aligned with the image of the real world. Using a smartphone or tablet computer as a "magic window" into the augmented world is one way we can relay this digital info to our eyes, but there are many other ways to achieve this. Digital imagery can be projected directly onto physical objects. This is known as projection mapping and can be used to quite striking effect. For example, the Dyadic Mano-a-Mano uses projectors and Microsoft Kinect sensors to provide the user with 3D digital imagery projected directly onto the environment. The user doesn’t need to wear equipment or use any devices. Interaction with this system is highly natural and intuitive.
Projection mapping as an augmented reality method has a lot of potential, but it requires a controlled and mapped space in order to work.youtube.com The method that is most likely to supplant smartphone augmented reality as a common implementation outside of the laboratory is one that uses head mounted systems. This is where virtual and augmented reality really begin to converge, as there is no real reasons why the head mounted systems used by both technologies cannot be cross-functional. Indeed, head mounted systems that use smartphones to work often have something known as a camera "pass-through". In other words, although you can’t see anything other than the screen of the head mounted display (HMD) it can show you the outside world via the rear-facing camera of the phone.
This of course allows for augmented reality without the need for a handheld device. However, unless specially designed against it, this method leaves one feeling a bit disconnected from the experience, since the camera’s perspective and lack of depth perception don’t quite gel compared to what the naked eye sees. One way to get around this is by using a system as found in the Google Glass and Microsoft Hololens. Both of these devices use something known as a "prism projector". There are many ways to achieve the goal of augmented reality, but as you can see the end result is that we see digital information blend with the analogue world. Something that has many, many applications. Some of which we’ll take a closer look at.
Augmented reality has a wide range of applications in several industries and thanks to the rise of consumer smart devices and overall computing technology developments it now has lots of potential in the mainstream consumer space as well. The two areas where we have seen a lot of commercial development in augmented reality are education and gaming. The two biggest mainstream video game consoles, the Xbox and Playstation, have included augmented reality capabilities for the last two console generations.youtube.com These game in the form of the Kinect (for the Xbox) and Playstation Eye or Camera (for the Playstation 3 and 4 respectively). Mobile augmented reality games are also not rare, and can be found on smartphones, tablets and handheld consoles such as the Nintendo 3DS and Playstation Vita.
Seeing the potential for augmented reality in education isn’t hard. It’s being implemented in fields such as medicine where students can benefit from live 3D models. It’s possible to use existing learning material (such as pages from a textbook) as targets for augmented reality. So when viewed through the lens of a smartphone you can see that picture of an engine animate in an engineering textbook or a working 3D model of a beating heart that you can walk around of rotate by hand. In medical practice augmented reality can project information directly onto the body of a patient. For example, the Veinviewer system projects a real-time image of infrared vein scans directly onto the patient’s skin.
Creating the impression that the skin is transparent. This allows the clinician to "see" the veins directly. Military use cases are also quite clear, since soldiers wearing heads up displays (HUDs) can see information tagged onto objects in the real world. Radar information, orders or any other relevant sensor data from devices on the network that can provide it. Enemy and friendly positions are of course also useful to know. Augmented reality clearly has a bright future in military applications. Mobile phones especially the iPhone use augmented reality apps which allow you to view computer generated images that have been superimposed over real world images. An example of this is an app which helps you to find a restaurant: it does this by displaying restaurant signs/logos as you move in a particular direction. Another useful type of app is a golf GPRS system which helps golfers around a course.
It displays yardages for each of the 18 holes, shows where the hazards are, e.g. bunkers and advice and support on improving your game. If you are golfer then this app will appeal to you immensely - look for the Golfscape Augmented Reality Rangefinder from the Apple store. Augmented reality is also used in marketing and advertising as a means of enhancing certain aspects of a product in order to make it more attractive which will boost sales. This is discussed in more detail in our augmented reality marketing article. Augmented reality is likely to worm its way into our daily lives more and more in the 21st century. Once wearable computers become more common it won’t be strange to see people interacting with and reacting to things that aren’t there from your perspective. Thanks to technologies such as augmented reality the way we work with computing devices and think about the divide between digital and analogue reality is likely to change fundamentally. Nothing is stopping you from experiencing augmented reality for yourself today though. Just hop onto your smartphone’s app store and search for "AR" apps. There are plenty to try, many of them free.
Video games have been entertaining us for nearly 30 years, ever since Pong was introduced to arcades in the early 1970s. Computer graphics have become much more sophisticated since then, and game graphics are pushing the barriers of photorealism. Now, researchers and engineers are pulling graphics out of your television screen or computer display and integrating them into real-world environments. This new technology, called augmented reality, blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell. On the spectrum between virtual reality, which creates immersive, computer-generated environments, and the real world, augmented reality is closer to the real world. [https://itunes.apple.com/us/app/spacelens-augmented-reality/id1456779132?ls=1&mt=8 augmented reality app] reality adds graphics, sounds, haptic feedback and smell to the natural world as it exists. Both video games and cell phones are driving the development of augmented reality. Everyone from tourists, to soldiers, to someone looking for the closest subway stop can now benefit from the ability to place computer-generated graphics in their field of vision.
As major technology firms race to roll out augmented reality products, Stanford researchers are learning how it affects people’s behavior - in both the physical world and a digitally enhanced one. The photo shows an actor in place of a research participant and what they experienced during one of the studies. Their findings mirror much of the research Bailenson has done on virtual reality (VR). While VR attempts to simulate a real-life environment and take the user out of the present setting, AR technology layers digital information atop the user’s physical surroundings. In recent years, many technology companies have focused on developing augmented reality goggles and other products, shifting away from their previous emphasis on virtual reality, Bailenson said.
Bailenson said today’s AR goggles can project a realistic, 3D version of an actual person in real time onto the physical surroundings of the goggles-wearer. This allows for groups of people across the world to make eye contact and communicate nonverbally in other nuanced ways - something that video conferencing struggles to achieve. "AR could help the climate change crisis by allowing realistic virtual meetings, which would avoid the need for gas to commute or flying to meetings in person," Bailenson said.youtube.com To examine how AR affected the way people behaved in social situations, researchers recruited 218 participants and conducted three studies.
In the first two experiments, each participant interacted with a virtual avatar named Chris who would sit on a real chair in front of them. Mark Miller works with lab manager Talia Weiss to run through the experiment during a testing phase. The first study replicated a traditional psychology finding known as social inhibition. Study participants completed easy anagrams faster but performed poorly on the complex ones when avatar Chris was visible in their AR field of vision. Another study tested whether participants would follow accepted social cues when interacting with avatar Chris. This was measured by tracking whether participants would sit on the chair that avatar Chris previously sat on. Researchers found that all participants who wore the AR headset sat on the empty chair next to Chris instead of sitting right on the avatar.
Of those participants who were asked to take off the headset before choosing their seat, 72 percent still chose to sit in the empty chair next to where Chris sat previously.youtube.com "The fact that not a single one of the subjects with headsets took the seat where the avatar sat was a bit of a surprise," Bailenson said. "These results highlight how AR content integrates with your physical space, affecting the way you interact with it. In the third study, researchers examined how AR affects the social connection between two people who are having a conversation while one of them wears an AR headset. Researchers found that those wearing AR goggles reported feeling less socially connected to their conversation partner.