The document provides an overview of the metaverse, including:
1) The metaverse can be considered an evolution of the internet from 2D to 3D, allowing users to explore, interact and build communities using technologies like AR/VR, decentralization, AI and 5G.
2) Major companies are building the necessary hardware, software and network infrastructure to realize this vision of the metaverse, including technologies for 3D rendering, machine learning, decentralization and more.
3) Early uses of the metaverse include gaming, virtual shopping malls and stadiums, but future applications could include collaboration, education, healthcare and more as the technologies mature.
Grayscale Metaverse Report November 2021IQbal KHan
The document discusses the emerging concept of the Metaverse and crypto cloud economies. Some key points:
1) The Metaverse is a set of interconnected virtual worlds where people can socialize and interact in real-time, spanning both the digital and physical worlds.
2) Virtual worlds and gaming are converging to create large virtual goods economies worth potentially $400 billion by 2025.
3) Web3 metaverses allow users to truly own digital assets through NFTs and interact across worlds, in contrast to closed Web2 platforms. This enables new concepts like "play to earn".
The document provides an introduction and overview of the metaverse. It defines the metaverse as a virtual space combining technologies like blockchain, VR, AR and digital assets. NFTs can be used to represent real-world assets in the metaverse. The metaverse consists of elements like web 3.0, blockchain protocols, NFTs, games, cryptocurrencies, VR, AR and mixed reality. Various industries are exploring applications of metaverse technologies in areas like finance, gaming, fashion, marketing and more. While still early, the metaverse may eventually become a second digital world for socializing, working and commerce.
How the Metaverse is Changing Reality ForeverEmmaChiu4
The document discusses how the metaverse is emerging as a unified digital world where people increasingly socialize, collaborate, and create in virtual spaces. As big tech and gaming companies race to define the metaverse, the users who populate these worlds will ultimately shape them. The metaverse could redefine creativity for younger generations and enable more collaborative idea generation. A panel at SXSW will examine what the metaverse is, how technology is unleashing new creative potential, and whether the metaverse can foster inclusive, democratized digital communities.
The document discusses the metaverse, which is a virtual reality space where users can interact with a computer-generated environment and other users. It will likely evolve from the current internet and represent the next major computing platform. The metaverse will be made up of elements of augmented reality, virtual reality, and mixed reality. It will have multiple layers including interfaces, experiences, spatial computing and more. In the metaverse, users will be able to do things like make virtual property purchases, socialize with friends, and participate in games and events. While it offers new opportunities, the metaverse also presents issues around privacy, security, addiction, and digital exclusion that need to be addressed. Major tech companies are positioning themselves to be leaders in
The metaverse refers to shared virtual spaces where users interact through avatars. It builds on concepts from science fiction and seeks to make online interactions more lifelike through technologies like virtual and augmented reality. While still in early stages, many tech companies and investors see the metaverse as the future of the internet and are working to develop the required technologies and digital spaces.
Quest 2 and the future of metaverse v2.0 210908Michael Lesniak
Brief overview of the impact of the Quest 2 launch in S. Korea on the development of the metaverse here, and the near future of the metaverse worldwide.
Note:
Michael's Metaverse for Dummies by Michael A. Lesniak is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at http://www.malesniak.com/2020/09/blog-post.html.
The document discusses various examples of how companies are using and exploring the metaverse. Some key examples include:
- Hyundai launching a virtual world called Hyundai Mobility Adventure to showcase its mobility technologies.
- Nike partnering with Roblox to create Nikeland, a virtual world where users can dress avatars in Nike gear.
- Justin Bieber announcing a virtual concert on the Wave platform where fans can interact with a digital avatar of Bieber.
- Ferrari collaborating with Epic Games to create a highly realistic, drivable Ferrari vehicle for Fortnite.
- An American couple holding what's described as the first metaverse wedding with their digital avatars.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
The document discusses the growing metaverse market, which saw over $10 billion invested in 2021. It defines the metaverse as a hyper-real alternative world that exists online through virtual communication, economies, and uses VR/AR. It outlines the key components of the metaverse ecosystem including retail/commerce, guilds, metaverse projects, launchpads/investors, NFT/GameFi, blockchain networks, and popular metaverse projects by market cap like Decentraland and The Sandbox. Finally, it discusses some challenges to adoption like technology costs and usability, and says quality content will be key to near-term success.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Towards a Framework for XR Ethics - Kent Bye, AWE, November 11, 2021Kent Bye
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
The document discusses visualization challenges and opportunities in training, machines, and the metaverse. It summarizes a UK pilot project that used virtual reality for collective military training. Recognition issues and communication challenges in virtual environments are explored. The rise of the metaverse is discussed as the convergence of computing power, networking, storage, and augmented/virtual reality enabling persistent virtual worlds. Some contemporary developments moving toward a metaverse like Microsoft Mesh, Nvidia Omniverse, and gaming platforms are mentioned. Defense implications of the metaverse include exploiting related standards and technologies to provide a unifying vision for future modeling and simulation.
What is metaverse and how it impacts digitalAnbuNesan1
We are a Metaverse development company that works in the development of your Metaverse-related social media. The most predominant medium which has the most active and engaged users is YouTube.
TRAINING AND EDUCATION IN THE
METAVERSE | PLANNING AND VISION
| WORKSHOPS | VIRTUAL
PRODUCTION | METAVERSE EVENTS |
MEANINGFUL INNOVATIONS |
METAVERSE PLAY2EARN | VIRTUAL
WORLDS & DIGITAL TWINS
The document provides an overview of discussions and developments around the metaverse. It summarizes key events and milestones in the evolution of the concept from 1992 to the present. It also analyzes global and regional discussion volumes and sentiments related to the metaverse over time. Finally, it outlines different perspectives on what constitutes the metaverse and Microsoft's focus on building enterprise solutions for the metaverse through platforms like Mesh.
Constructing Immersive Metaverse Worlds and Building the Future of PlayAnkita Bisht
To set the standard for entertainment in the future, create immersive metaverse environments. Take players to unprecedented virtual worlds where boundaries disappear and creativity soars. You will be influencing the future of play as you develop immersive experiences that captivate audiences and revolutionize how people interact with media, one another, and entertainment.
The document discusses the metaverse, which is described as a hypothetical iteration of the internet as a single, universal, and immersive virtual world facilitated by virtual and augmented reality headsets. It is composed of several layers including experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. The metaverse will impact society by allowing transformative educational experiences and could replace physical interaction. It will leverage technologies like AI, VR, and AR and many expect to spend more time in the metaverse than the real world by 2030.
Learn Basics & Advances of Metaverse - 101BlockchainsJackSmith435850
Metaverse is basically a combination of multiple elements of technology, including virtual reality, augmented reality and video where users live within a digital universe. To learn more about Metaverse please go through the document.
Metaverse Training Reimagining the Future of Learning and DevelopmentMdSaifulIslam289
Metaverse Training
Metaverse Training: Reimagining the Future of Learning and Development
https://www.leewayhertz.com/metaverse-training/
metaverse is a new reality, PWC predicts, metaverse technology, Avatars, Blockchain games, Metaverse 3D, PWC study, PWC, metaverse, Metaverse Training
#metaverseisanewreality #PWCpredicts #metaversetechnology #Avatars #Blockchaingames #Metaverse3D #PWCstudy #PWC #metaverse #MetaverseTraining
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdfakshaynerkar709
The document discusses the metaverse and provides examples of current metaverse platforms. It begins with an introduction to the concept of the metaverse, imagining a virtual world where people live, work and interact virtually through digital avatars. It then provides a brief history of the term and concept. Examples of current metaverse platforms are given, including Decentraland, The Sandbox, Bloktopia, Meta Horizon Worlds and Metahero. Key features of the metaverse discussed are the use of avatars, blockchain-based operations, and the ability to purchase virtual land.
Conversational AI in Metaverse: The Future of Digital InteractionsRahulBansal965760
Metaverse will have a direct impact on various industries and businesses are already leveraging the tech to earn huge profits. For businesses to take advantage of Metaverse on a large scale, conversational AI is a key in Metaverse.
1. Understand the Metaverse and where it stands today.
2. Understand how Metaverse will change the way businesses and people interact with each other.
3. The benefits of the Metaverse for brands everywhere.
4. The opportunities that can arise with the rise of the Metaverse and Web3.
For more visit- https://yellow.ai/resources/articles/conversational-AI-metaverse-next-channel-for-brands-scale-digital-interactions
This document discusses the concept of the metaverse, which is described as a hypothetical future iteration of the internet that combines virtual and augmented reality. Key points discussed include:
- The metaverse will include both physical and virtual elements and allow users to interact in shared virtual spaces.
- It is expected to expand on existing technologies like online gaming, social media, VR, and cryptocurrency by combining digital spaces.
- Components of the metaverse already exist in online games, though its full realization will require further development of technologies like VR, AR, spatial computing, and high-speed networks.
- Realizing the metaverse also presents challenges around user safety, addiction, privacy, and how to build an
The document discusses the concept of the metaverse, which is described as a virtual ecosystem that combines aspects of both the physical and virtual worlds. Some key points made about the metaverse include:
- It will be decentralized like the internet, with no single entity owning it.
- It will allow users to socialize, learn, work and play in 3D virtual spaces in ways that go beyond current technologies.
- Components of metaverse technology already exist in online games, with Second Life often cited as an early example.
- Issues like user safety, addiction, and the potential for it to be used as an "escape" from reality will need to be addressed as the metaverse develops further.
Metaverse - The Future of Marketing and Web 3.0 (1) Linked.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
The document discusses the concept of the metaverse, which is described as a hypothetical future iteration of the internet that combines virtual and augmented reality. Key points include:
- The metaverse will include both physical and virtual elements and allow people to interact in virtual 3D spaces for activities like socializing, learning, and playing.
- It is expected to merge different digital platforms like gaming, social media, VR, and cryptocurrency.
- Existing virtual worlds and games have incorporated some elements of what may become the metaverse, but a fully realized version does not yet exist.
- Issues that could arise include user safety, addiction, and potential negative mental health impacts from overuse or using it as an
Metaverse, one of the effects of technology’s continuous progress, in what appears to be a chapter of a classic science fiction novel. Here are new trends of Metaverse.
Metaverse - The Future of Marketing and Web 3.0.pdfAvantiMundwaik
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Virtual roadshow for a global metaverse business network
The main purpose of the roadshow is to build a virtual global business network of metaverse innovators. Through the roadshow, metaverse innovators can introduce their metaverse innovations to the global market. Especially, metaverse innovators can have networking opportunities with potential clients, business partners and investors.
Examples of metaverse innovations include technology, product, service, solution, platform, business model in AR/VR/MR/XR, 3D computing including spatial computing/3D engine/WebXR, Web3 including NFT/DeFi/DAO etc, and digital twins.
How to Build A Metaverse
Contact us : https://shamlatech.com/metaverse-development-services/
Metaverse is emerging as the next giant thing in the technology world and has begun to the realm on the horizon. There are numerous industries across the world have piqued their interest to set their foot in the digital space for its immersive experience. The gaming industry already proved the concept of Metaverse through its existence in the digital world. This article helps you to understand what a Metaverse is, how to build a Metaverse on your own, and what technologies are incorporated to develop Metaverse.
Metaverses bring a paradigm shift for networking technology. This means that Datacenters have a lot of potential to unwrap as a consequence of rising demands. Early estimates of the shift to metaverse indicate a gradual yet significant rise in revenues for datacenters, garnering trillions of dollars. The question isn’t whether ‘if’ Datacenters are the option. It is inevitable. The question right now is whether the adoption will be platform-based or will it be an ecosystem of suppliers across sectors of Industry. Not just gaming, but medicine, education & businesses are major benefactors of metaverses.
Similar to Metaverse Developments, Technologies, and Standards - Towards a Military Metaverse? (20)
From SIMNET to the Metaverse - Why is it taking so long?Andy Fawkes
Presented at IT2EC Rotterdam - 25 April 2023 - In 1978, US Air Force Captain Jack Thorpe proposed a network of simulators for combat planning and execution, and this concept was later developed by DARPA in the 1980s as SIMNET (SIMulator NETworking). SIMNET eventually included 260 simulators at 11 sites in the USA and Europe including tank and aircraft simulators, and connected to a real warship and command centres in the early 1990s. Today, there is renewed interest in creating multi-domain simulation capabilities, but it is unclear if any nation has succeeded in building a persistent system similar to SIMNET that integrates live, virtual, and constructive simulations across the whole defence enterprise. The trend towards the "metaverse" may offer an opportunity for the defence sector to establish an enterprise-wide simulation infrastructure that exploits the wider trends in the metaverse and computing. This presentation examines past initiatives to build multi-domain simulation capabilities and consider the issues that may have hindered progress, and then offer a vision for the defence sector to fully realize Thorpe's 45-year-old idea through an integrated enterprise approach to networked simulation in support of all defence activities.
Interview BBC World Service - Digital Planet - Military virtual and augmented...Andy Fawkes
Interview- https://youtu.be/uPSVk-Kkp4c (6:44 minutes)
Microsoft has recently been contracted to construct more than 120,000 augmented reality headsets for the U.S. Army. How is virtual and augmented reality used in the military? Will it be used on the battlefield? Gareth speaks to journalist and VR training expert Andy Fawkes.
Source broadcast - https://www.bbc.co.uk/programmes/w3ct31y9
External Lecture for Aerospace Engineering Undergraduates, Queen Mary University of London, 1 March 2022
1. What is, and Why, Simulation?
2. A Short History of Fight Simulation
3. Training & Simulation Developments
4. The Human Dimension of Flight
5. Thoughts on Careers
Simulation & Training Perspectives for the Advancement of Armoured Vehicle We...Andy Fawkes
Presented at the 6th Annual SAE Media Group Future Armoured Vehicles Weapon Systems - 31 May 2022 - Armoured vehicle crew should be trained and treated like air crew. The need is greater and the costs are getting lower.
Presented at IT2EC London - 28April 2022 - Digital twins and fidelity.
Language can be confusing so it is important not to lose sight of the vision.
Digital Twins do not always need the highest Fidelity to be useful – an imperfect model through life is better than a perfect model in the moment.
Data should be treated as a strategic asset across Defence and through the life of projects.
This document provides an overview of training and simulation trends presented by Andy Fawkes at the 7th Annual SMi Future Armoured Vehicles conference in Central and Eastern Europe on May 18, 2021. It discusses operational trends like the mixed fleet of vehicles that will be used for many years. It also covers future soldiers and how they will train using emerging technologies like extended reality, video games, and digital twins. The presentation examines training system trends toward more flexible, scalable and cost-effective live, virtual and constructive simulation and the technology drivers enabling this like computing, graphics and artificial intelligence.
The document summarizes a presentation on unmanned maritime systems. It discusses trends toward greater autonomy at sea, including remote-controlled and autonomous vessels. It also explores how new human-machine interfaces using simulation, gaming, augmented and virtual reality could train future sailors to work with autonomous systems. The presentation considers both benefits and risks of replacing humans and stresses the need for careful testing and training to maximize the strengths of both humans and machines.
Enhancing Situational Awareness - A Focus on Training and SimulationAndy Fawkes
The document discusses enhancing situational awareness through training and simulation. It covers generating expertise through intensive practice with devoted teachers. It also discusses using virtual reality to provide immersive, flexible and cost-effective training for military situations, including a pilot program that trained over 30 troops in VR. The future may see more autonomous systems integrated into training and greater use of simulation and virtual reality to prepare digital native soldiers.
NATO Modelling and Simulation (M&S) Group Symposium MSG177 Presentation - 23 ...Andy Fawkes
This paper examines aspects of the modern commercial gaming landscape that are applicable in the design and structure of military M&S systems. Two areas have been considered for analysis. First, “Architectures” - the game systems themselves, their accessibility, and exploitation of data. This includes design functions that enhance player emotional and psychological engagement through narrative and gamification, support for large numbers of concurrent players, and content and update delivery methods. Second, “Ecosystems” - which include third-party systems that enhance and supplement the gameplay experience and the methods by which the wider gaming community interacts. While the implementation of innovations in these areas is well understood, we explore whether they are being utilised to their full potential within the realm of military M&S systems, specifically for personalised training systems and decision support/planning tools. Drawing on a literature review and survey of gaming students familiar with the military, recommendations are made to inform future development of M&S systems and better accommodate the demands of a digital savvy war fighter in an era of more remote and distributed training.
Hi, thanks for the opportunity to present today, I’m tom evans, I’m a masters student at staffordshire university studying ideology in serious games and with me is Anthony Hadley, a PhD student also from staffordshire university researching scenario training for disaster management, and Andy Fawkes (from the simulation & training industry). Unfortunately our co-author Steve Webley, who lectures at Staffs in military philosophy and game design, couldn’t be with us today.
The aim of this presentation is to briefly highlight some of the developments in modern video games that we think are of interest to a military simulation and training audience.
The games industry is staggeringly huge and continually growing, with estimated revenues regularly exceeding twice the combined total of the film and music industries. But within this giant industry, today we want to focus firstly on user familiarity with and knowledge of gaming systems, and then go on to highlight a number of technological trends and industry standards that militaries could draw upon
In comparison to some existing research done by the ESA and Limelight that found that the average gamer plays a little over 6 hours a week, our own survey of both enrolled and recently graduated university students shows that in some groups that average can be over twice that amongst the more hardcore players. But from that what you should really takeaway is that not only will the next generation of warfighters will digital natives, but it’s quite likely that they will be gamers as well, and so will carry into their service many hundreds or thousands of hours of experience with these systems.
Queen Mary University of London External Lecturer talk on 20 October 2020 for First Year Aeronautical Engineering Students covering:
* What is, and Why, Simulation?
* A Short History of Fight Simulation
* Training, Simulation and Gaming
* The Human Dimension of Flight
* Digital Twins
* Thoughts on Careers
Simulation and Training for UAV OperationsAndy Fawkes
This document discusses simulation and training for unmanned aerial vehicle (UAV) operations. It notes that most militaries have a young workforce accustomed to video games who could be attracted to operating real drones. It outlines how simulation and virtual reality can be used for rapid mission training and rehearsal of UAV operations. However, it also discusses cautionary tales about overreliance on automation and the need for humans to understand autonomous systems and maintain control.
The document discusses the integration of humans and autonomous systems in military training and operations. It addresses trends in how new recruits learn differently than past generations, the increasing role of simulation and gaming in training, and developing interfaces between humans and machines. While technology allows new capabilities, the summary cautions that systems must be carefully tested and developed to ensure humans understand machine decisions and can take control if needed, as overreliance on automation could have dangerous consequences. Maintaining the strengths of both human judgment and autonomous functions will be important to maximize their synergies.
The Future Role of Artificial Intelligence - Military Opportunities and Chall...Andy Fawkes
Published in Joint Air Power Competence Centre Journal 27 (2018) (https://www.japcc.org/wp-content/uploads/JAPCC_J27_screen.pdf)
By Andy J. Fawkes, Consultant Thinke Company Ltd
By Lieutenant Colonel Martin Menzel, DEU A, JAPCC
New Realities - XR, COVID-19, and Remote Training - a Simulation and Training...Andy Fawkes
This document summarizes trends in simulation and training, including how new technologies can impact the future of training. It discusses how simulation can allow trainees to learn at their own pace, anywhere and anytime. Specific technologies covered include virtual reality, augmented reality, artificial intelligence, blockchain, edge computing, quantum computing, 5G, and digital twins. It also addresses how COVID-19 has accelerated the use of remote training and highlights some current remote training initiatives.
A Perspective on the Human Component of Maritime Information WarfareAndy Fawkes
The document discusses information warfare and the human component. It notes that information warfare is using information and communication technology to gain an advantage over opponents. It emphasizes that for the Royal Navy, information warfare is about changing mindsets and embedding the concept throughout the naval service. The presentation then discusses trends in training and simulation, including how the modern sailor is increasingly digital native and spends significant time gaming. It explores how simulation and virtual/augmented/mixed reality are becoming more important tools for training, and how technologies like artificial intelligence may further change training and autonomous systems.
Future Armoured Vehicles Weapon Systems - Extended RealitiesAndy Fawkes
Presented at 4th Annual SMi Future Armoured Vehicles Weapon Systems Conference, London - 6 June 2019 - A Training & Simulation Perspective on VR, AR & Related Technologies in Armoured Warfare
Close Air Support - The Human DimensionAndy Fawkes
The document summarizes current and future training systems for close air support. It discusses lessons learned from history about the importance of centralized air asset control and communication interoperability. Both current and future training systems emphasize the use of simulation to provide realistic joint fires training in a distributed and immersive manner. The UK is developing the Joint Fires Synthetic Trainer and the Defence Operational Training Capability for the Air Force to replace and improve upon existing live and synthetic training capabilities.
Learning from the Latest Generation of Online Games?Andy Fawkes
Fortnite and Apex Legends have had huge success with over 250 million and 50 million players respectively within a short period of time. These games utilize cross-platform play, free-to-play models with optional purchases, and social features. Emerging technologies like cloud gaming with Google Stadia and smart game objects stored on blockchains may further disrupt the industry. The training and simulation community should consider driving towards cloud-based systems, exploiting data and AI, enhancing human interoperability, and learning from the rapid innovation seen in gaming to improve their own training ecosystems.
AI_dev Europe 2024 - From OpenAI to Opensource AIRaphaël Semeteys
Navigating Between Commercial Ownership and Collaborative Openness
This presentation explores the evolution of generative AI, highlighting the trajectories of various models such as GPT-4, and examining the dynamics between commercial interests and the ethics of open collaboration. We offer an in-depth analysis of the levels of openness of different language models, assessing various components and aspects, and exploring how the (de)centralization of computing power and technology could shape the future of AI research and development. Additionally, we explore concrete examples like LLaMA and its descendants, as well as other open and collaborative projects, which illustrate the diversity and creativity in the field, while navigating the complex waters of intellectual property and licensing.
Hire a private investigator to get cell phone recordsHackersList
Learn what private investigators can legally do to obtain cell phone records and track phones, plus ethical considerations and alternatives for addressing privacy concerns.
Scaling Connections in PostgreSQL Postgres Bangalore(PGBLR) Meetup-2 - MydbopsMydbops
This presentation, delivered at the Postgres Bangalore (PGBLR) Meetup-2 on June 29th, 2024, dives deep into connection pooling for PostgreSQL databases. Aakash M, a PostgreSQL Tech Lead at Mydbops, explores the challenges of managing numerous connections and explains how connection pooling optimizes performance and resource utilization.
Key Takeaways:
* Understand why connection pooling is essential for high-traffic applications
* Explore various connection poolers available for PostgreSQL, including pgbouncer
* Learn the configuration options and functionalities of pgbouncer
* Discover best practices for monitoring and troubleshooting connection pooling setups
* Gain insights into real-world use cases and considerations for production environments
This presentation is ideal for:
* Database administrators (DBAs)
* Developers working with PostgreSQL
* DevOps engineers
* Anyone interested in optimizing PostgreSQL performance
Contact info@mydbops.com for PostgreSQL Managed, Consulting and Remote DBA Services
Coordinate Systems in FME 101 - Webinar SlidesSafe Software
If you’ve ever had to analyze a map or GPS data, chances are you’ve encountered and even worked with coordinate systems. As historical data continually updates through GPS, understanding coordinate systems is increasingly crucial. However, not everyone knows why they exist or how to effectively use them for data-driven insights.
During this webinar, you’ll learn exactly what coordinate systems are and how you can use FME to maintain and transform your data’s coordinate systems in an easy-to-digest way, accurately representing the geographical space that it exists within. During this webinar, you will have the chance to:
- Enhance Your Understanding: Gain a clear overview of what coordinate systems are and their value
- Learn Practical Applications: Why we need datams and projections, plus units between coordinate systems
- Maximize with FME: Understand how FME handles coordinate systems, including a brief summary of the 3 main reprojectors
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2. Outline
• What is the Metaverse and why is it of
interest?
• Metaverse Developments and Technologies
• Metaverse Standards
• Towards a Military Metaverse?
4. What is the Metaverse
and Why is it of
Interest?
5. Some Historical Context …
Created by Gibson, the word “Cyberspace” is
popularised and “had no real semantic meaning”
a "mass consensual hallucination" in computer
networks
Stephenson creates the word “Metaverse”, a
portmanteau of "meta" (meaning beyond) and
“universe”
“ … a computer-generated universe …”
Real
World
Digital
World
1992
1984
6. Some More History - 2007
“In sum, for the best view of the
changes ahead, we suggest thinking
of the Metaverse not as virtual
space but as the junction or nexus of
our physical and virtual worlds.”
7. Some Contemporary Metaverse Descriptions …
“A concept of a future iteration of the Internet, made up of
persistent, shared, 3D virtual spaces linked into a perceived virtual
universe”
Wikipedia
“The metaverse is a seamless convergence of our physical and
digital lives, creating a unified, virtual community where we can
work, play, relax, transact and socialize.’
“Opportunities in the Metaverse” 2022
“The metaverse enables us to embed computing into the real
world and to embed the real world into computing ...”
Satya Nadella, CEO Microsoft, Microsoft Ignite Nov 2021
9. What is Different Now?
• Computing Power and Availability
• Network Capacity and Reach
• Data Storage and Discoverability
• XR (VR/MR/AR)
• Ubiquitous Gaming
• Investment by Big Tech Companies, e.g.
• Microsoft
• Nvidia
• Meta/Facebook
• The Pandemic
Source - WePC
10. The (2D) Internet & Gaming Now Dominate our Waking Lives …
https://datareportal.com/reports/digital-2021-april-global-statshot
Gaming
>1 hr/day
Internet
7 hrs/day
11. Science Fiction?
Are we already
living in a
(2D) Metaverse?
Or alternatively, a
Hybrid-verse or
Proto-Metaverse?
12. Some Common
Metaverse and
Defence M&S
Themes
• Interoperability
• Digital Asset ownership
• Security
• Networking
• Computing
• XR/Human-Computing Interfaces
• AI
• Data & Analytics
• User engagement/experience
• Community
17. Some Contemporary “Proto-Metaverse” Developments
• Microsoft
• Mesh - a collaboration and communications platform supporting virtual
collaboration across multiple devices and the Microsoft Metaverse Apps Stack
• Nvidia
• Omniverse™ a scalable, real-time reference development platform for 3D
simulation and design collaboration
• Varjo Reality Cloud – “Teleport VR”
• Meta Quest 2 HMDs reportedly sold >10m (> sales than Xbox
consoles in 2021)
• Epic Games Unreal – supports mobile, XR, through to flight sim
domes (CAE)
• Roblox - 164m monthly active users, creating and playing 3D games,
played by >50% US children (<16) in 2020
• Second Life – launched 2003, a persistent 3D virtual world (GDP
$650m (2022))
• Decentraland - open source 3D virtual world platform with NFT-
based land ownership (opened Feb 2020)
20. Metaverse Related Technologies
Computing Software Networking
& Security
Human-
Computing
Interfaces
Data &
Digital
Twins
AI, Data &
Analytics
Automation
& Robotics
Sensors Standards
Quantum
Collaborative
3D Software
6G
eXtended
Reality XR
Digital Twins
Personal tutors
and guides
Everyday
Robotics
Computer
Vision
Open
HLA4?
Cloud Games Engines
Free-space
optical comms
(FSO) & LiFi
Holographic
Imaging
Personal Digital
Twin
Natural
Language
Understanding
Telexistence
Volumetric
Video
Industry/
Proprietary
Edge Web 3.0
Zero Trust
Security
Haptics
Blockchain/
Non-fungible
Tokens
(NFTs )
Auto/Machine
Translation
“Metamobility”
and “Mobility
of Things”
IoT
(Internet of
Things)
Spatial
Computing
Wearables Synthetic Data
Predictive
Decision
Support
DNA Digital
Data Storage
Human
Augmentation
Video and
audio
optimisation
23. The Khronos Group (Founded 2000)
Khronos currently identifies six market segments
relevant to developers with similar requirements
Khronos Group Promoter
Members (150+ members)
24. Academy Software Foundation (ASWF) (Founded 2018)
ASWF’s mission is to lower the barrier to entry for developing and using open source software
25. Other Standard-Related Initiatives
• Metaverse Interoperability Community Group (part of the World Wide Web Consortium
(W3C)) - Its mission is “to bridge virtual worlds by designing and promoting protocols for
identity, social graphs, inventory, and more” (103 participants).
• Open Metaverse Interoperability Group - focused on bridging virtual worlds by designing
and promoting protocols for identity, social graphs, inventory, and more.
• Nvidia’s Omniverse uses Disney’s Pixar open-source Universal Scene Description (USD) file
format.
• Epic Game’s Twinmotion platform can be used to import models from BIM and CAD
programs.
• The Unity Distribution Portal enables developers to create a single build of their app for
distribution and management across all mobile app stores.
• Cesium is an open platform for exploiting 3D geospatial data using the 3D Tiles open
standard.
• Discord allows developers to plug directly into their communications platform of 150m users.
• The Digital Twin Consortium comprises industry, government, and academia founded “to
accelerate the development, adoption, interoperability, and security of digital twins and
enabling technologies”.
• MPEG-V (2020) - Provides “an architecture and associated information representations to
enable the interoperability between virtual worlds with the real world, e.g. sensors, vision.”
Fun Fact - In Snow Crash, the metaverse’s design is “fixed by a protocol, hammered out
by the Association for Computing Machinery's Global Multimedia Protocol Group”
27. A Defence Perspective on the Metaverse
The concepts of virtual reality and avatars in a persistent virtual
world(s) remain, however,
the metaverse can be considered now to also embrace a wider
convergence of technologies of varying maturities that are
bringing the physical and digital worlds together and
represents the next evolution of computing, a trend from 2D,
to 3D, interaction, presence and immersion between humans,
machines and the digital world.
The metaverse could be considered a long standing vision
without a fixed roadmap to achieve it, but one that is much
closer than it was before.
29. Metaverse v Military Metaverse Features Mapping
Matthew Ball Jon Radoff Lik-Hang Lee et al Newzoo Roblox Microsoft Nvidia Military Metaverse
Hardware Tech Enablers -
Network
Metaverse Gateways -
Centralised
Identity Mesh & HoloLens Omniverse
Apps
Discovery
Networking Experience Tech Enablers -
Edge/Cloud
Metaverse Gateways -
Decentralised
Friends Power Platform Omniverse
Platform
User Interfaces & Immersion
Compute Discovery Tech Enablers -
Artificial Intelligence
Avatar & Identity Immersive Azure AI &
Autonomous
Systems
Artificial
Intelligence
Robotics/Sensors/IoT
Virtual Platforms Creator Economy Tech Enablers -
Computer Vision
User Interfaces &
Immersion
Low Friction Azure Analytics Graphics Data & Digital Twins
Interchange Tools and
Standards
Spatial Computing Tech Enablers -
Blockchain
Economy Variety Azure Maps Compute Virtual Economy
Payments Decentralization Tech Enablers -
Robotics/IoT
Social Anywhere Azure Digital
Twins
RTX GPU Content, Services, and Assets
Metaverse Content,
Services, and Assets
Human Interface Tech Enablers - User
Interactivity
Play-to-Earn/Collect Economy Azure IoT AI & Computer Vision
User Behaviours Infrastructure Tech Enablers -
Extended Reality
Infrastructure - Cloud,
Scalability & Hosting
Civility Physical World Interchange Tools and
Standards
Ecosystem - Avatar Infrastructure -
Visualisation & Digital
Network
Ecosystem - Content
Creation
Infrastructure - Artificial
Intelligence
Edge/Cloud
Ecosystem - Virtual
Economy
Decentralised
Infrastructure
Security, Privacy and Culture
Ecosystem - Social
Acceptability
Infrastructure - Adtech Procurement, Culture
Ecosystem - Security
& Privacy
Infrastructure -
Connectivity
Ecosystem - Trust &
Acceptability
"The Metaverse Primer"
June 2021
(https://www.matthewball.vc/th
e-metaverse-primer)
"The Metaverse
Value-Chain" 7 April
2021
(https://medium.com/bui
lding-the-metaverse/the-
metaverse-value-chain-
afcf9e09e3a7)
All One Needs to Know
about Metaverse: A
Complete Survey on
Technological
Singularity, Virtual
Ecosystem, and
Research Agenda,
Lik-Hang Lee et al,
Sept 2021
Newzoo Metaverse
Ecosystem Infographic 25
June 2022
"Roblox CEO
Dave Baszucki
believes users
will create the
metaverse" 27
January 2021
(https://venturebeat
.com/2021/01/27/ro
blox-ceo-dave-
baszucki-believes-
users-will-create-the-
metaverse/)
"Microsoft
Metaverse
Technology Stack"
26 May 2021
(https://azure.microsoft
.com/en-
gb/blog/converging-the-
physical-and-digital-with-
digital-twins-mixed-
reality-and-metaverse-
apps/)
"Nvidia reveals
Omniverse
Enterprise for
simulating
products and
worlds" 12 April
2021
(https://venturebeat.
com/2021/04/12/nvidi
a-reveals-omniverse-
enterprise-for-
simulating-products-
References
30. A Military Metaverse?
“Persistent secure networked
interoperable live, virtual and
constructive simulations,
synchronized with multi-domain
operational systems and
enterprise-wide digital twins of
equipments, platforms,
infrastructure and personnel
and the wider human and
natural world.”
32. Military Metaverse > ∑
As well as serving use cases across
defence, a military metaverse could
ensure M&S capabilities are always up
to date, consistent, verifiable, cost
effective and reach all that can benefit
… realising the full potential of
defence M&S, irrespective of distance.
33. Metaverse Headlines
The metaverse is of great significance to
defence M&S and the wider digital domain
The current interest/hype reflects a distant
vision that does not seem so distant now
The metaverse is not one technology, but
an umbrella term for many converging
M&S and wider technologies
No one is currently saying it will be a
single virtual world
The weight of $ external to defence will
drive developments, which are likely
unpredictable
Defence needs to be an “intelligent
customer” for metaverse technologies and
standards
A “Military Metaverse” could exploit
metaverse-related standards, technologies
and approaches, and provide now a
unifying vision for future defence
enterprise-wide M&S services
The metaverse will embed computing into
the real world and embed the real world
into computing
34. A Military Proto-
Metaverse:
1980s Distributed
Simulation Vision
and SIMNET
Blueprint
SIMNET’s 1980s Vision - Jack Thorpe PhD (Colonel, USAF, retired)
36. Questions?
Andy Fawkes
andy.fawkes@thinke.co.uk
Amara's Law
“We tend to overestimate the effect of a
technology in the short run and
underestimate the effect in the long run.”
Roy Amara PhD (1925 – 2007)
Head of the Stanford Institute for the Future
SISO Symposium at IT2EC 2022
London
25 April 2022
Editor's Notes
Wikipedia/IEEE
Neil Trevett Khronos President NVIDIA VP Developer Ecosystems