This document provides an introduction to building a personal voice assistant using the AIY Edition kit. It outlines the steps to assemble the hardware components, install the operating system, enable various Google APIs like the Google Assistant API and Cloud Speech-to-Text API, and modify code samples to interact with these APIs using voice. The document also briefly discusses different types of artificial intelligence and mentions some other tools like Dialogflow, Pandorabots, Scratch and Actions on Google for building conversational agents.
Libraries are about discovery. Giving people a safe and comfortable place to dream, think, and create is very important because it gives them a chance to explore various technologies and educational opportunities that they can use to enrich their lives. STEAM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, Art, and Mathematics. Learn in this webinar how St. Petersburg College’s Innovation Lab managed to incorporate the STEAM education framework via their well-received and grant supported Maker Boot Camp. In the first Maker Boot Camp, children between 10 and 14 years old learned video game design, how to build a synthesizer and control sounds/voltage with littleBits, 3D design/printing, robotics, basic circuitry and electronics, virtual reality, creating holograms, and more. In this webinar: - Understand what it takes to create and manage a collaborative learning space. - Explore a variety of technologies and tools to help enhance learning. - Learn how Maker Boot Camp was organized and how it continues to excite people of all ages. - Realize the importance of partnering with businesses and other organizations.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
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.
How “Augmented Reality” and the mobile web changes everything Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net. Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well. In the new augmented reality, the web surfs you. The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps. If all that is not interesting enough, I will also bring free beer.
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
Virtual reality is journalism’s next frontier. While the goal of sharing stories has remained the same for journalists, the advancement of technology is allowing them to do so in new ways. One of the most exciting prospects is virtual reality, which allows users to immerse themselves in locations they could previously only interact with in 2-D. VR has the potential to become an impactful storytelling tool, much like motion pictures did many years ago. Will virtual reality continue to increase its impact on the news industry as it becomes more affordable for newsrooms to produce?
This document outlines the schedule for the SIGGRAPH 2020 BoF on Virtual Beings World. The event will take place virtually on August 24th from 10-12pm PDT and feature talks from researchers and companies working in virtual beings. The schedule includes an opening address, six speaker presentations covering topics like VTubers and virtual modeling agencies, and a concluding panel discussion. Attendees can provide feedback during talks using the VibeShare virtual clapping feature and participate in a social meetup on Hubs afterward.
Slides from lecture 1 of the Virtual Reality for Science & Education 2015 course at Leiden University
This presentation was given at the 2011 Creating Futures Through Technology Conference in Biloxi, Mississippi, on March 3, 2011.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Description of virtual reality and augmented reality . Simple way to create applications in them . ~ by Harsshamm Jeetendra (student)
HMD shipments are forecast to grow rapidly over the next few years, reaching around 76 million units by 2020. Immersive computing technologies like virtual reality, augmented reality and mixed reality are poised for growth as they blend physical and digital worlds and allow for natural language and gesture-based interactions. Developers can create immersive applications for these platforms across entertainment, training, manufacturing and other areas using tools like Unity, Windows Mixed Reality and Azure cognitive services.
Presented at the INTERAlliance TechOlympics 2016, an annual technology competition and expo for high school students in the Cincinnati metro region.
This document provides an overview of augmented reality and its applications in education. It discusses how augmented reality can improve learning by augmenting our senses and perception of reality in an intuitive and natural way. Augmented reality allows for discovery-based learning outside the classroom and offers many educational possibilities such as providing layers of information about objects and places. It also enables interactive 3D modeling and simulations that allow for hands-on experimentation. Overall, augmented reality has the potential to transform education by making learning more engaging and significant.
The presentation covered augmented reality (AR), virtual reality (VR), and mixed reality (MR) technologies. It discussed the differences between AR, VR, and MR and provided examples of each. The presentation also reviewed the history of virtual reality technologies dating back to the 1800s and discussed current uses of AR, VR, and MR in various industries like healthcare, education, and business. Issues with VR adoption like cost and health effects were also mentioned.
Virtual reality has potential applications for education by making learning engaging through immersive lessons. VR allows for teaching 3D concepts in a 3D environment and encourages physical activity, which can enhance performance and learning. While VR is still in its early stages for education, it offers an unexplored new frontier for improving learning outcomes. Key challenges include measuring outcomes, addressing perceptions that VR is isolating, and age restrictions on current VR technology.
This presentation was provided by Chad Mairn of St. Petersburg College, during the NISO event "Discovery and Online Search, Part One: Drivers of Change in Online Search," held on June 12, 2019.
1. The document discusses how to build a virtual assistant using the Google Assistant SDK and embed it on a Raspberry Pi 3. It covers what a virtual assistant is, what the Google Assistant SDK can do, how to embed the assistant on a Pi, how to create a simple assistant application, and how to make the assistant control devices. 2. The agenda includes an overview of virtual assistants and how they work, discussing the Google Assistant SDK's capabilities like embedding the assistant anywhere and creating custom apps, and how to embed the assistant on a Raspberry Pi 3 through configuring a project, installing prerequisites, and running a demo. 3. The document demonstrates controlling devices from the virtual assistant by using technologies like RPi.
This document provides summaries of several Flash APIs, including those for Google Maps, YouTube, 3D rendering, physics, particles, augmented reality, multiplayer gaming, and social sharing. It lists the purpose and download links for each API to help developers integrate additional functionality into Flash applications and games.
Presentation given by Mark Billinghurst and Gun Lee on how to develop for Google Glass. Given on February 4th in Christchurch New Zealand.
This document discusses connecting a Raspberry Pi to Google Cloud services like Cloud IoT Core and Cloud Pub/Sub. It provides steps to install the Google Cloud SDK on the Raspberry Pi, register a device in Cloud IoT Core, and use an MQTT client on the Raspberry Pi to publish sensor data to Cloud Pub/Sub. The document also introduces Google Cloud Messaging architecture and services in the Google Cloud IoT platform.