Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
The document discusses augmented reality (AR) and its potential applications. It begins by defining AR as enhancing one's current perception of reality by overlaying digital information. The technology aims to seamlessly blend virtual objects with the real world by tracking a user's movements and positioning graphics accordingly. Some key points:
- AR is still in the early research phase but may become widely available by the next decade in the form of glasses.
- It has applications in education, gaming, military, and more by providing contextual information about one's surroundings.
- The main components of an AR system are head-mounted displays, tracking systems, and mobile computing power.
- There are two main types of head-mounted
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, Digital Marketing and the Future of the WebYuri van Geest
The document discusses trends related to the emergence of the "metaverse", which is described as the convergence of digital marketing, the internet, virtual worlds, augmented reality, and life logging. Key points include the growth of social networks and user-generated content, the increasing importance of mobile and location-based experiences, and a vision of interconnected virtual and augmented reality platforms that blend the physical and digital worlds.
The document discusses the metaverse, which is described as a hypothetical iteration of the Internet as a single, universal virtual world facilitated by virtual and augmented reality headsets. It will be a network of 3D virtual worlds focused on social connection. Various metaverse platforms already exist, like Second Life, while companies like Meta, Microsoft, and Epic Games are working to develop the technologies to fully realize the vision of integrating virtual and physical spaces with virtual economies and identities. However, Meta still has much work to do developing its virtual reality technologies and addressing user safety issues.
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 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.
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
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.
This presentation is all about augmented and virtual reality. It discusses what it is, examples of it, advantages, disadvantages, and has a quiz at the end to check if you learned from it.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
Talking about the new tech vibe in market by FB - Metaverse, The metaverse is a vision of what many in the computer industry believe is the next iteration of the internet.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
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 document discusses how the internet and emerging technologies have changed education from isolated one-room schoolhouses to virtual classrooms and learning environments. It outlines various virtual worlds, augmented reality platforms, synchronous learning tools, knowledge sharing platforms, and social media that facilitate online and networked learning experiences. Emerging technologies continue to change how education is delivered and knowledge is shared in interactive virtual spaces.
The document discusses whether the metaverse is the next big thing. It describes the metaverse as a collection of 3D virtual worlds where users can access activities and create avatars. Many large companies like Facebook, Microsoft, and Roblox are investing heavily in developing metaverse technologies. Key elements needed for the metaverse include infrastructure, human interfaces, decentralization, spatial computing, and support for a creator economy. The possibilities of the metaverse include virtual tourism and remote learning.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
The document discusses building the metaverse through 7 layers: experiences, discovery, creator economy, spatial computing, decentralization, human interface, and infrastructure. It describes over 160 companies working in these layers and 9 megatrends like virtual mainstreaming, machine intelligence, and blockchain adoption that are enabling the metaverse. The metaverse will be led by creators using new tools to build distributed, open experiences across immersive 3D worlds.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
This document discusses several topics related to emerging technologies including artificial intelligence, augmented reality, and virtual reality. It provides an overview of how AI has developed since the 1960s and how algorithms are designed to make decisions using real-time data. Augmented reality is presented as a technology that can help with tasks like navigation and control programs through glasses. Virtual reality is traced back to the 1950s and discusses how the technology has advanced with headsets and how it is used mainly for entertainment through gaming and films. Health and privacy concerns are also mentioned regarding prolonged VR usage.
This document discusses artificial intelligence and its role in the metaverse. It begins by introducing key terms related to the metaverse like virtual reality, augmented reality, blockchain, and AI. It then discusses several technical aspects of the metaverse that AI can enhance, such as natural language processing, machine vision, blockchain, networking, digital twins, and neural interfaces. It also provides an overview of the economic system of the metaverse and how it differs from the conventional economy. Finally, it discusses challenges to developing AI for the metaverse, such as limited training data for image and video understanding.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
The document discusses various technological trends including artificial intelligence, machine learning, robotics, drones, cloud computing, virtual reality, augmented reality, holograms, and the Internet of Things. It defines these concepts and provides examples. Machine learning is described as programs that can learn without being explicitly programmed, and is a subset of artificial intelligence. Examples of applications of these technologies are also highlighted such as facial recognition, speech recognition and autonomous vehicles.
The Future of Human Machine Interfaces (HMI)Daniel Zahler
Perspectives on Human-Machine Interfaces (HMI) from leading technology corporations and researchers. Includes virtual reality, augmented reality, and artificial intelligence.
Glimpses into the future of mobile devices, the internet, and more - updated ...Michael Harries
First given at Mobile Monday Sydney on 2 November 2009.
A thought provoking look at the forces affecting the future of the mobile internet.
(Let me know what you think.)
1. Augmented reality (AR) modifies a user's perception of the real world by overlaying virtual objects. While AR provides benefits like data visualization and education, it also enables privacy and surveillance concerns.
2. People using AR technology are often unaware of future challenges, like companies having influence over private data and vulnerable privacy. The Google Glass project demonstrated these issues, with users feeling their privacy was at risk.
3. AR has both positive impacts like improved data visualization and navigation, as well as negative impacts including privacy intrusion, disturbing ads, and enabling the abuse of publicly available personal information. Managing these tradeoffs will be important as AR is adapted in more areas of life.
Recent advances in artificial intelligence and extended reality such as virtual reality, augmented reality, and mixed reality are converging and mutually enhancing each other rather than competing. AI is accelerating the development and capabilities of XR in several key areas like content creation, spatial capture, virtual production, digital humans, and translation. As the technologies continue to progress, their integration will push the boundaries of what is possible and lead to an exponential future.
The document summarizes key takeaways from the SXSW conference. Some of the main topics discussed included: 1) The importance of designing technology with purpose and creating positive human experiences. 2) How collaboration between companies can drive innovation. 3) The value of not being constrained by audiences and taking creative risks. 4) The growing role of virtual and augmented reality. 5) How the rate of technological change is accelerating exponentially. 6) How cognitive computing is being applied across many domains to solve problems. 7) Emerging technologies like self-driving cars that are closer to widespread use than anticipated. 8) How ubiquitous computing is already integrating technology into everyday objects and environments. 9) The growing role of robots in industries and
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The document summarizes key takeaways from the SXSW conference. Some of the main topics discussed include: 1) The importance of designing technology with purpose and creating positive human experiences. 2) How collaboration between companies can drive innovation. 3) The value of not being constrained by audiences and taking creative risks. 4) The growing role of virtual and augmented reality. 5) How the rate of technological change is accelerating exponentially. 6) How cognitive computing is being applied across many domains to solve problems. 7) Emerging technologies like self-driving cars that are closer to widespread use than perceived. 8) How ubiquitous computing is already integrating technology into many aspects of life. 9) The growing role of robots and focus on
The document discusses artificial intelligence and its impact on global shipping. It defines AI and notes its advantages like reducing errors and making decisions without human emotions. Disadvantages include high costs, potential job losses, and an inability think creatively. The use of AI in shipping is described as limitless, with examples given of various companies applying AI to improve operations, predict weather, and make shipping safer and more efficient through technologies like remote container management and self-navigating ships. The rise of technologies like the Internet of Things, augmented reality, virtual reality, and mixed reality are also discussed in relation to transforming the shipping industry.
Hololens. Rift. Gear. Pokemon Go. Like 3D televisions, these things are starting to enter our everyday life. While still years away, people are being primed for the idea of what an augmented life could look like by popular media. As companies start creating the early hardware that will support both Virtual and Augmented Reality in the mainstream, we must ask ourselves: What are we attempting to accomplish? What goals are we trying to set? And above all – What will the world we are creating look like?
Talk from #CodeMash 2017
Unit-II-Introduction of Artifiial Intelligence.pptxHarsha Patel
The document discusses artificial intelligence (AI) and intelligent systems. It defines AI as creating machines that can think and act like humans by learning, reasoning, and problem-solving. It discusses early work in AI from the 1940s-1950s and provides examples of current applications of AI such as self-driving cars, virtual assistants, robots, and more. The document also covers the goals, advantages, and disadvantages of AI as well as its use in domains including healthcare, gaming, transportation, and others.
Computer technology is rapidly advancing and will transform how humans interact with machines over the next 20 years. Keyboards will become obsolete and be replaced by touchscreens, gesture recognition, speech recognition and other modes of more natural communication. Artificial intelligence capabilities will also increase dramatically through advances in machine learning and deep learning. Everyday technologies like vehicles may become fully autonomous. Nanobots, artificial human brains, flying taxis and pollution-free electric vehicles will start to emerge and change various aspects of life. Computer displays will move toward becoming flexible screens and even virtual or augmented reality glasses.
Augmented reality (AR) is a technology that overlays digital information and objects onto the real world. The document discusses the history of AR from early concepts in the 1960s to recent frameworks like ARKit and ARCore. It explains how AR works by overlaying computer-generated images onto see-through displays. Examples of AR applications include using it in education, medicine, gaming, and military operations. The benefits of AR include enhanced learning and situational awareness, though it faces drawbacks like over-reliance on digital information and privacy concerns.
Technological Singularity & A.I. 2018 - PPTRahul John
The document discusses the concept of technological singularity and how rapidly advancing artificial intelligence could eventually surpass human intelligence, changing life as we know it. It explores ideas around merging with machines to augment human abilities and achieve immortality. The document also examines how dependent society has already become on artificial intelligence in areas like transportation, home delivery services, and music selection.
Similar to Tish Shute (HuaweiXR): - The Future of Intelligence (20)
Bill Meyer (Virtual Science Center): Turning Kids on to STEM by Letting Them ...AugmentedWorldExpo
A talk from the Training & Education Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Bill Meyer (Virtual Science Center): Turning Kids on to STEM by Letting Them Discover How VR and AR Tricks Our Brain
How exactly does Virtual and Augmented Reality game human perception so things we know aren’t there seem to exist? Can simple and robust public learning experiences empower and delight people of all ages to experiment and discover the answers for themselves? The answer is yes. This talk will present examples and discuss how UX best practices can be applied to create effective inquiry-based learning experiences that unpack seemingly complex modern technologies. Through iterative design coupled with repeated visitor testing, we deconstructed the surprising perceptual science and technology behind VR and AR into 16 cool hands-on experiences that spark “aha” moments and minimize the need for wordy explanations. We keep concepts intuitive, playful, and fun to understand. Our traveling exhibition goal is to show visitors they're smarter than they suspect, inspire students to aim for STEM careers, and help teachers lead deeper NGSS and Common Core dives both in and out of the classroom. This 45 second video shows an example exhibit and part of our visitor testing process: https://youtu.be/Sgh0Sys57lY Without needing to learn the terms, visitors discover the secrets of how things like Motion Parallax, Stereo Vision, 3D Audio Spatialization, Outside-In, and Inside-Out Tracking work in concert to make virtual, augmented and mixed reality experiences possible.
https://awexr.com
Nick Klingensmith (Microsoft): Increasing Immersion with the MR Lighting ToolsAugmentedWorldExpo
The MR Lighting Tools is a Unity library and MRTK extension that estimates and replicates the current environment's lighting on additive displays to increase immersion in mixed reality. It works by using physically based rendering techniques to shade 3D objects based on the normal, texture, and estimated lighting captured from the environment's cameras, though cameras cannot fully capture how lighting appears to the human eye. The library is available from Microsoft and the developer hopes to expand it to include shadows and better account for room size to further improve immersion.
A talk from the Creator Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Rokid: Design a seamless solution for AR glasses
Qi Xiong | Rokid
Paris Fan | Rokid
Nan Wang | Rokid
Gonglue Jiang | Rokid
In this talk, we will discuss how Rokid creates a seamless AR experience from two aspects: ergonomic design(hardware) and systematic UI/UX design(software). The presentation will also share the insights of the entire product development cycle of Rokid Glass: from crafting product appearance with strict constraints, deploying user interfaces on a new and unique AR device, to the case studies and progressive design of real implementations. The talk offers a glimpse of the future AR design methodology by demonstrating the superpower enabled by design thinking. Rokid Glass is an AI-enabled, all-in-one AR glasses already in mass production, with seamless user experience which widely adopted by the industry.
https://awexr.com
A talk from the Marking & Sales Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Tom De Vos | Fat Boy
Dalia Lasaite | CGTrader
Augmented Reality is having a profound impact on the way people shop online. By enabling consumers to interact with and try products before purchasing as they would in a brick and mortar store, Augmented Reality has been proven to increase sales conversions, reduce product returns and extend online engagement. This presentation will examine the latest technologies, trends and strategies for deploying AR for e-Commerce.
https://awexr.com
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST PlatformAugmentedWorldExpo
A talk from the Enterprise Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST Platform
MAXST, a persistent challenger, is proudly specialized in Augmented Reality working with prominent Korean enterprises, such as Hyundai, Samsung Display, Samsung Electronics, and KT. MAXST’s cloud-based AR platform pursues innovation in terms of AR development tools, AR production costs, and profitability. We also believe Visual SLAM is critical basis for Future AR. We will reveal our stories and insight to the immersive world of today and tomorrow.
https://awexr.com
A talk from the Start-up Pitch Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Owning Augmented Space
Neil Mandt | The Layer Group
Brian Wassom | Warner Norcross + Judd LLP
"How can I own the AR 'air rights' around my physical property?" This may be the most commonly asked legal question around AR content. It is gaining new momentum and importance today, as location-based AR finally turns a profit, and as the quest for the Open AR Cloud takes shape. Finding the answers requires crossing the boundaries of multiple legal disciplines and practical concerns, and will not always be easy. This session will equip you to understand the legal risks and give you strategies to protect the integrity of both physical space and digital expression.
https://awexr.com
Victor Sun (Shadow Creator): How to turn Mixed Reality “headset” into “glasses”?AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Victor Sun (Shadow Creator): How to turn Mixed Reality “headset” into “glasses”?
Microsoft has released HoloLens 2 on MWC. I think it is the benchmark for mixed reality devices, but it only reaches the pass mark. In order to be used by ordinary consumers, headsets must be turned into glasses to eliminate their fears of tech equipment.
https://awexr.com
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chris Pickett (DigiLens): XR is Hard: Here’s Why
Not only does it take great hardware and apps to bridge our digital and physical worlds, but also endurance to survive as the market matures.
https://awexr.com
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays ...AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Antti Sunnari (Dispelix Ltd): Full-color, single-waveguide near-eye displays for AR glasses and MR headsets
For years, many have tried to develop a see-through, near-eye display technology that combines beautiful design, excellent image quality and scalable mass production with high yields. At Dispelix, we’ve figured it out. Dispelix is helping product companies to create beautiful AR glasses based on single-waveguide full-color displays with superior image quality and mass manufacturability.
https://awexr.com
Jian Liang (HiScene): AR for Industry in China: From Concepts to Real Applica...AugmentedWorldExpo
A talk from the XR Enablement Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Jian Liang (HiScene): AR for Industry in China: From Concepts to Real Applications
AI/AR industry has attracted attention never seen before of academia and industry, into which numerous talents and resources have been invested. However, academic achievements are not equal to products, which need to be adjusted and optimized in technology, engineering, product, etc. according to specific application scenarios. This talk will share with you some difficulties, misconceptions and experience in commercializing AR based on HiScene’s practice.
https://awexr.com
Augmented reality meets Television -Ellen DeGeneres' Game of Games AR AppAugmentedWorldExpo
A talk from the Gaming & Entertainment Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Augmented reality meets Television -Ellen DeGeneres' Game of Games AR App
Daniel Leary | The Ellen DeGeneres Show
Alexa Hook | The Ellen DeGeneres Show
Paul Hake | HitPoint Inc.
Ellen DeGeneres, America's most loved comedian and popular TV host, entered the augmented reality era with the "Game of Games" show. Over 900,000 app users get to tune in and play along with Ellen with AR by unlocking prizes that jump from the TV screen into viewers' phones. The app has hit 741,614 AR gift box markers scanned from NBC broadcasts of Game of Games, during the weekly Play Along Live game. At AWE, HitPoint Studios gives an insight into the creative and technical process of building the "Game of Games" Game app and how to connect traditional TV shows with AR technology.
https://awexr.com
Jennifer Cook (Dreamscape Immersive): Dreamscape Immersive PresentationAugmentedWorldExpo
Dreamscape Immersive was founded in 2016 to create shared virtual reality experiences combining storytelling, theme park rides, and new immersive VR technology. It is led by CEO Bruce Vaughn, formerly of Walt Disney Imagineering, and Chairman Walter Parkes, formerly of DreamWorks Pictures. Dreamscape uses motion capture and full-body tracking to allow social, wireless VR across large spaces. Its first location-based entertainment venue, called the Dreamscape Adventure, opened at the Westfield Century City mall in Los Angeles in 2019, with plans to expand to other malls. Dreamscape aims to push the limits of reality through emotionally powerful, multi-sensory VR adventures.
AWE USA 2019: 2 Partners sharing 1 vision for smart operatorsAugmentedWorldExpo
This document summarizes a company that provides digital workflow platforms and remote assistance solutions to guide deskless workers. The company was founded in 2014 and has offices in Belgium and the US. It offers state-of-the-art support for procedures and instructions through mobile and wearable technology. The company's platform provides clear, accessible work instructions and allows for two-way communication between workers and administrators. It aims to digitize workflows and enable complex processes to be handled away from the desk.
Phil LaFond (Bosch Automotive Service Solutions Inc.): Bosch Technical Traini...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Phil LaFond (Bosch Automotive Service Solutions Inc.): Bosch Technical Training Supported by AR
Learn how Bosch is using Augmented Reality to facilitate technical training.
https://awexr.com
Scott Montgomerie (Scope AR): AR’s Influence on the Workforce of Tomorrow: Jo...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Scott Montgomerie (Scope AR): AR’s Influence on the Workforce of Tomorrow: Job Eliminator or Creator?
As the speed of technology continues to accelerate automation in the manufacturing world, the inevitable question of whether or not the “human touch” will become obsolete is top of mind for workers. The fear that robots and smart technologies will take everyone's jobs is prevalent, but not necessarily true. AR has the power to be a job creator, not a job eliminator. Its ability to make anyone an instant expert can in fact increase job security by quickly helping workers become more proficient in tasks. Learn about real-world use cases where AR is making people better, and safer, at their jobs, and explore why enterprises who create a workplace that’s augmented, not automated, will be the leaders of tomorrow.
https://awexr.com
Hugo Swart (Qualcomm, Inc.): How 5G, Distributed Processing and Technology Ad...AugmentedWorldExpo
A talk from the Main Stage at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Hugo Swart (Qualcomm, Inc.): How 5G, Distributed Processing and Technology Advancements are Accelerating the Timeline to a Ubiquitous XR World
XR has the potential to become one of the world’s most disruptive computing platforms in the coming decade. Over the past year, we’ve seen significant strides in technology and with the introduction of new XR form factors such as standalone, tethered viewers and dual-mode HMDs – there has been an acceleration of XR opportunities, use cases and adoption. In this keynote presentation, Hugo Swart, Head of XR at Qualcomm Technologies, Inc. will speak to cutting-edge technological developments and how Qualcomm has met previous challenges, with a forward outlook on how strong ecosystem collaboration, the proliferation of 5G and AI will fast-track the industry timeline to an XR ubiquitous world.
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Valentin Heun (PTC): One Reality - A 3rd generation AR User InterfaceAugmentedWorldExpo
This document discusses augmented reality and its potential to weave technology into everyday life seamlessly. It begins by introducing PTC's Reality Lab team and their work on AR. It then discusses how AR can enhance spatial learning and object recognition like the human brain. The document advocates that AR interfaces that leverage spatial knowledge can reduce cognitive load. It presents a vision for AR integrating various domains like robotics, big data, knowledge graphs and more. The conclusion is that combining AR, VR and other technologies spatially through cross-domain experiences could usher in an era where one unified reality replaces separate technological spheres.
Anton Ebert (Siemens Healthcare): Challenges and approaches on integrating a ...AugmentedWorldExpo
A talk from the Training & Education Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Anton Ebert (Siemens Healthcare): Challenges and approaches on integrating a cutting edge technology in modern healthcare businesses
This session will provide insights and a basis for further discussions on how technologies like Augmented and Virtual Reality are being tested and explored in the healthcare sector.
https://awexr.com
Sarah Hill (Healium by StoryUP Studios): Healing Stories Powered by BiometricsAugmentedWorldExpo
A talk from the Humanities Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Sarah Hill (Healium by StoryUP Studios): Healing Stories Powered by Biometrics
Users aren't just watching your content, they're feeling it with their wearables. Brain patterns and heart rate are XR storytelling's new inputs. Peek inside the world's first VR & AR content channel powered by a brain-computer interface and heart rate to learn about a new study on XR's therapeutic impact on anxiety.
https://awexr.com
Iva Leon (ARVR Women and Allies): Building community with social VRAugmentedWorldExpo
This document discusses how Iva Leon founded ARVR Women, an online network and meetup group for women and allies in the immersive tech industry, to build community in both virtual reality and real life. Iva discovered the power of social VR platforms like Facebook Spaces and Tiltbrush to connect the community and host virtual events. This enabled members to feel present with each other and collaborate across distances. The community has since grown from 3 founders to over 4,000 members through combining VR and real-world events.
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
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* Anyone interested in optimizing PostgreSQL performance
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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:
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An overview of quantum computing and its implications for blockchain security.
Current cryptographic standards and their vulnerabilities in the face of quantum threats.
Emerging post-quantum cryptographic algorithms and their applicability to blockchain systems.
Case studies and real-world implications of quantum-resistant blockchain implementations.
Strategies for integrating post-quantum cryptography into existing blockchain frameworks.
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Quality Patents: Patents That Stand the Test of TimeAurora Consulting
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** Episode Overview **
In this first episode of our quality series, Kristen Hansen and the panel discuss:
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The presentation showcases the diverse real-world applications of Fused Deposition Modeling (FDM) across multiple industries:
1. **Manufacturing**: FDM is utilized in manufacturing for rapid prototyping, creating custom tools and fixtures, and producing functional end-use parts. Companies leverage its cost-effectiveness and flexibility to streamline production processes.
2. **Medical**: In the medical field, FDM is used to create patient-specific anatomical models, surgical guides, and prosthetics. Its ability to produce precise and biocompatible parts supports advancements in personalized healthcare solutions.
3. **Education**: FDM plays a crucial role in education by enabling students to learn about design and engineering through hands-on 3D printing projects. It promotes innovation and practical skill development in STEM disciplines.
4. **Science**: Researchers use FDM to prototype equipment for scientific experiments, build custom laboratory tools, and create models for visualization and testing purposes. It facilitates rapid iteration and customization in scientific endeavors.
5. **Automotive**: Automotive manufacturers employ FDM for prototyping vehicle components, tooling for assembly lines, and customized parts. It speeds up the design validation process and enhances efficiency in automotive engineering.
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7. **Robotics**: Robotics engineers leverage FDM to prototype robot parts, create lightweight and durable components, and customize robot designs for specific applications. It supports innovation and optimization in robotic systems.
8. **Aerospace**: In aerospace, FDM is used to manufacture lightweight parts, complex geometries, and prototypes of aircraft components. It contributes to cost reduction, faster production cycles, and weight savings in aerospace engineering.
9. **Architecture**: Architects utilize FDM for creating detailed architectural models, prototypes of building components, and intricate designs. It aids in visualizing concepts, testing structural integrity, and communicating design ideas effectively.
Each industry example demonstrates how FDM enhances innovation, accelerates product development, and addresses specific challenges through advanced manufacturing capabilities.
Implementations of Fused Deposition Modeling in real world
Tish Shute (HuaweiXR): - The Future of Intelligence
1. Tish Shute
Dir. AR/VR, Corporate Technology Strategy, Huawei USA
Co- Founder of Augmented World Expo and Augmented Reality.org
(XR)The Future of Intelligence:
2. Highlights of some of my previous work in AR/VR...
Co-Founded Augmented World Expo 2009 - present. Augmented
World Expo 2017, is the 8th year. Over 3000 attendees and 200
Exhibitors in AR, VR and Wearable Tech)
Creating Visual Effects for Film and Television - on the left The Elicon. 6DOF
Motion Control Robot. In 1991, my first start up NPlusOne‟s real time software for
motion control cameras like the Elicon and optical printers was used to create
visual effects for Little Shop of Horrors and Star Trek V. On the right, working on
the Interpreter with Sidney Pollack.
2011 - 2015 worked with Will Wright (creator of The Sims, the
largest selling PC Game in history) at Stupid Fun Club creating
next generation entertainment - smart toys, social robots, and
augmented reality television and games
2012 - 2014, I worked with Will Wright as part of the
Syntertainment founding team creating a new generation of
personalized mobile social experiences.
3. Biggest trend in AR/VR since 2010:
From Mobile First to AI First:
Bruce Sterling, AWE, 2010,
“At the 9am of the augmented reality industry…”
Bruce Sterling, June 2010, “The smartphone biz makes the personal
computer business look like a Victorian railroad..”
“AR has arisen directly from modern technical factors that just didn‟t use
to exist. It‟s made from shiny new parts, and is truly a child of the twenty-
teens, a genuine digital native. It‟s a little kid and it has to walk before it
can run, but it‟s great to see it walking.”
Satya Nadella, June 2016, “We‟ve been living in a world that has
slowly become mobile-first, he explained, but we‟re moving to one
that is ultimately AI-first.”
Microsoft CEO Satya Nadella
4. Augmentation ...the upgrading of human beings
“Up till now increasing human power relied mainly on upgrading our external
tools. In the future it may rely more on upgrading the human body and mind, or on
merging directly with our tools.” Harari, Yuval Noah
5. The upgrading of humans may follow any of three paths
Cyborg Engineering
Biological Engineering
The Engineering of Non-organic Beings.
Harari, Yuval Noah (2017-02-21). Homo Deus: A Brief History of Tomorrow (p. 43). HarperCollins.
Kindle Edition.
6. Nadella‟s 10 Laws of AI
1. AI must be designed to assist humanity. Nadella says that machines that work alongside humans should
do "dangerous work like mining" but still "respect human autonomy."
2. AI must be transparent. "We want not just intelligent machines but intelligible machines," says Nadella.
"People should have an understanding of how the technology sees and analyzes the world."
3. AI must maximize efficiencies without destroying the dignity of people. "We need broader, deeper, and
more diverse engagement of populations in the design of these systems. The tech industry should not
dictate the values and virtues of this future."
4. AI must be designed for intelligent privacy. Nadella asks for "sophisticated protections that secure
personal and group information."
5. AI must have algorithmic accountability. So that "humans can undo unintended harm."
6. AI must guard against bias. "Proper and representative research" should be used to make sure AI doesn't
discriminate against people (like humans do).
1. It‟s critical for humans to have empathy.
2. It‟s critical for humans to have education.
3. The need for human creativity won‟t change.
4. A human has to be ultimately accountable for the outcome of a computer-generated diagnosis or decision
7. #4 Intelligent Privacy
Federated Learning for privacy, smarter models, & low latency
(Google Research)
in addition to providing an update to the shared model, the improved model on your phone can also be used
immediately, powering experiences personalized by the way you use your phone.
https://research.googleblog.com/2017/04/federated-learning-collaborative.html
Federated Learning enables mobile phones to collaboratively learn a shared prediction model while keeping all the
training data on device, decoupling the ability to do machine learning from the need to store the data in the cloud.
8. Merging Directly with our Tools:
The Holodeck happens at the intersection of VR and AI
Enhancing the capabilities of CGI with
Machine Perception
• Nvidia‟s Holodeck
• Photorealistic models,
• interactive physics
• collaboration
• Early Access in September
• Christian Koenig -
• Koenigsegg hyper car
• Inventory of parts
Page 8
9. Indexed websites and Apps
billions of users, millions of servers
HTML pages, multimedia
Networking humans, smart machines and virtual entities
Site 1 Site 2 Site 3 Site n
Indexed meta verse + Bots, virtual
humans, digital entities
billions of users, millions of servers
3D Content (reality and CG)
Digital Avatar
World 1 World 1 World 3 World n
VR Users AR Users Wearable
Natural Human Interfaces
(6DoF controller, eye tracking,
Hand gesture)
Low Latency
(<100ms)
Distributed
PC Mobile TV
2D Interfaces
(keyboard, mouse, touchscreen)
High Latency
(<200ms)
Centralized
In 10 years
HighFidelity.com
10. Social Intelligence and Augmented Reality Maps of the World,
Blaise Aguera Y Arcas. ARE 2010, TED 2010
“I'll just mention that here we're using this for telepresence, but you can equally well
use this on the spot, for augmented reality. When you use it on the spot, it means
that you're able to bring all of that metadata and information about the world to you.
So here, we're taking the extra step of also broadcasting it. That was being
broadcast, by the way, on a 4G network from the market.”
Are2010, photo from Chris Cameron’s Flickr stream Dynamic Augmented Reality Mappig
11. Social Intelligence Because Reality is Always Changing!
Page 11
Relocalization
(the problem of recalling revisited
scenes)
•Revisit the same location later
•Share between different users
Combine multiple maps in the cloud from
different users
12. Upgrading the body:
Cyborg Engineering at the intersection of Computer
Vision and AI
“It‟s pretty clear that the people who would weep for joy to have Augmented Reality
are people who need reality augmented as a prosthetic...in other words, so that they
can achieve an „everyday life‟”. Bruce Sterling, Augmented Reality Event, 2010
Oxsight - Augmented Reality to aid the visually impaired
13. “Extended Cognition - your glasses are there to become a
personal extension of how you see the world.”
Stephen Hicks, Co-Founder, OxSight
,Semantic object recognition to personalize experience
14. Basic Machine Perception = Basic Machine Creativity
https://www.ted.com/talks/blaise_aguera_y_arcas_how_computers_are_learning_to_be_creative#t-701406
"Perception and creativity are very intimately connected," Blaise Agüera y Arcas
says. "Any creature, any being that is able to do perceptual acts is also able to
create."
15. “Artificial intelligence will take over the user experience to analyze the reaction to
various experiences and then make changes on the fly in relation to those
assessments. UX will become a much more intuitive and personalized experience in
the next few years.” - Chalmers Brown
AI for Natural Interfaces to help determine a users‟ intent
https://www.forbes.com/sites/forbestechcouncil/2017/03/17/expect-voice-vr-and-ar-to-dominate-ux-
design/#74bd5ee0598c
AI as an intention amplification system
“What is the equivalent of Doug Englebart‟s mouse for VR?”
David Smith, IEEE Conf.
17. Bernard Kress – display progression
The Era of Hyper Personal Computing:
Displays integrated with Human Perception
● new ways to personalize
experience , deep learning
and beyond
● computer vision, speech
recognition, natural
language processing, and
related technologies
18. Fashion Forward Wear-all-day Displays:
Consumer eyewear made possible with a new optical toolkit
“our newly stocked and updated toolbox,” Bernard Kress
19. AR will be the user interface to…
IoT
Cloud Computing
Big Data
Prediction
Self-driving cars
Personalized Medicine
Robots
Drones
Cryptocurrency
Smart Cities
AI
20. A dialogue without words between the driver and his vehicle.
http://continental-head-up-display.com/
XR is an Empathy Platform where humans, machines, and
digital agents can gain a new understanding of each other.
21. Learning to trust our self-driving cars:
AR & VR are essential to mediate our new relationship with
intelligent machines
If one of the driver assistance systems detects a relevant situation, virtual graphical information in the
AR-HUD makes the driver aware of this … In addition to the direct increase in safety, this form of dialog
is also a key technology for automated driving. The augmentation makes it easier for the person driving
to build up trust in the new driving functions.” Dr Richter is Principal Technical Expert in Optical
Technologies for Continental ...
Continental - Heads up Displays
22. XR mediates human and machine intelligence in a language of
perception understood by both
In XR things that can be perceived and acted on in the physical world will
have virtual counterparts that can be observed and acted upon by virtual
entities and physical humans. And vice versa - virtual entities can also have a
presence in the physical world where they can be observed and acted on by
humans and other virtual entities.
23. XR Puts the Universe in the
palm of your hand
XR Collapse time and geography
XR Shifts our perspective
There are no limits! XR doesn‟t need to be weighed down by
the anchor of „reality‟.
24. Humans and intelligent digital entities connected in new
and intimate everyday relationships
25. .
Engineering Non-Organic Beings in Virtual Reality
https://deepmind.com
/blog/open-sourcing-
deepmind-lab/
https://www.linkedin.c
om/in/pedro-
domingos-77b183
https://openai.com/blog/uni
verse/
https://www.microsoft.co
m/en-
us/research/project/proje
ct-malmo/
Agent Based AI Research
26. .
A Platform for Autonomous Agents: Deep Mind Lab
DeepMind Lab emphasizes navigation, memory, 3D vision from a first person
viewpoint, motor control, planning, strategy, time, and this is just the beginning!
“..fully autonomous agents that must learn for themselves what tasks to perform by exploring their environment. All
these factors make learning difficult. Each are considered frontier research questions in their own right. Putting
them all together in one platform, as we have, represents a significant new challenge for the field.”
https://deepmind.com/blog/open-sourcing-deepmind-lab/
27. Digital strategists to run “what if” scenarios on your potential
futures
Hit the experience button to check out your
strategist‟s top return.
28. Distributed processing and swarm/flock characteristics
Memory entangled between 2 (or more) nodes allows for fast secure communications
Q-bits allow for multi-valued logic and parallel processing to a degree never achieved before
Quantum Computing and XR
AI + HI will optimize the process of learning to learn
29. XR will extend people‟s cognitive abilities of perception and
reasoning, influencing their actions in physical & virtual realities
“Arrows 1 and 2 are still the perception and action of the
individual, I, as before. But I can wrap itself up including
objects in its environment, J, to create a better-thinking
agent. There is no reason why this process could not be
repeated by adding more objects, K, which may be less
immediately accessible than J. I am uneasy with the idea
that it is „mind‟ that is being extended here – using a
rather ambiguous dualist term; I prefer „extension of
agency‟ but that is less attention-grabbing.” Andy Clark
Andy Clark
Philosopher and Cognitive Scientist; Professor of Logic and Metaphysics, University of Edinburgh, UK;
Author: Surfing Uncertainty: Prediction, Action, and the Embodied Mind.
Extension of Agency
30. XR is the perfect domain for “predictavores”
Suitably primed, you can decode a garbled speech waveform, Mehau Kulyk/Getty
“We are not cognitive couch potatoes idly awaiting the next „input‟, so much as
proactive predictavores – nature‟s own guessing machines forever trying to stay one
step ahead by surfing the incoming waves of sensory stimulation”.
Surfing Uncertainty, Andy Clark
“..perception and cognition may not be as distinct as we once believed...what we know
and how we think can influence perception, which in turn modulates thought and
knowledge.” Anil Ananthaswamy
31. Are we closing in on the secret of how consciousness emerges
Christopher Anderson/Magnum Photos
“After all, it has been done at least once by evolution.” Gerald Edelman and Giulio
Tononi, A Universe of Consciousness
Surfing Uncertainty, Andy Clark
“A brain filled with such internal models
can generate sensory data on its own,
independent of actual sensations, allows
us to imagine, to dream and to time-travel
mentally.”
32. “When you expand the
nature of communication
you expand what it
means to be human [or
non-human]” David A.
Smith
Expanding what it means to be human
33. The Future that arises from the re-engineered human mind is
unimagineable..
“Any worthwhile prediction [of the future] must take into account
the ability to re-engineer human minds, and this is impossible.
Harari, Yuval Noah (2017-02-21). Homo Deus: A Brief History of Tomorrow (p. 46).
HarperCollins. Kindle Edition.
?
34. And from here? … transcending screens and language to
communicate with thought
• ,
“Ultimately I don’t want to wear anything.” Mary Lou Jepsen, Openwater
35. The co-evolution of Human Intelligence (HI) + Artificial Intelligence (AI) will shape the
future of humanity
Biological Engineering: The next generation of computing will
be intimately integrated with human systems of perception
and biology.
❖Neurolink, Elon Musk
❖Kernal, Bryan Johnson
36. And you thought VR sickness was challenging?
Neural Lace: Biological regulation and interfacing, communications, memory
storage, machine interfacing, awareness speed enhancement, Mind-state creation