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This slide make a brief picture of gaming in past, present and future and how it's all around us. There's also a peak view on Robotics and the latest inventions in that field. Gamification is a new concept uprising that will affect us on near future. This slide is part of university seminar - department of AI on April, 2012.
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Oculus Service Collection for 2010. Find additional information on consulting, evaluation, corporate fitness and other customer perception management solutions.
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kjincan
This slide make a brief picture of gaming in past, present and future and how it's all around us. There's also a peak view on Robotics and the latest inventions in that field. Gamification is a new concept uprising that will affect us on near future. This slide is part of university seminar - department of AI on April, 2012.
Gaming and Robotics
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Mohammad Shaker
Présentation des solutions Virtual-IT, adhérent DigitalPlace Virtual-IT développe des applications interactives de visualisation 3D temps-réel qui reposent sur son savoir-faire dans la conception d’interfaces utilisateur naturelles (tactiles, gestuelles, etc). Les solutions logicielles réalisées sont multi-plateformes et couvrent de nombreux domaines tels que la simulation, la maintenance, le training, le serious gaming, la communication, etc. Ces solutions de visualisation permettent d'accéder, de manipuler, de naviguer et d'échanger sur des systèmes complexes de façon simple et intuitive sur tout type de supports (mobiles, tablettes, moniteurs tactiles, mur d'images). Ces environnements de réalité virtuelle s’adressent à différents secteurs industriels tels que l’aéronautique, le spatial, les systèmes d'informations géographiques, le bâtiment ou le médical. Virtual-IT est une PME d’une dizaine de personnes, basée à Toulouse. www.virtual-it.fr www.digitalplace.fr
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The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected. This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid. The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon. Please read on to view the ten themes that make up this moment in time. With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
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Deze presentatie is gegeven tijdens de Zorg & ICT beurs op 7 april 2016 en gaat over de toepassing van Virtual Reality (VR) in de zorg.
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Looking back on the migration to real-time programmatic from traditional media direct sales and ad network models, one can see parallels in the evolution of connected tv media buys today. However, there are powerful voices and a complicit media machine swimming against the current of change in how television content is valued, bought and sold. Are recurring programmatic inventory buying & selling patterns that preceded CTV likely to repeat themselves?
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Virtual Reality (kurz VR), welche Anfang 20016 noch als Zukunftsthema galt, ist mittlerweile bei den „Spielern“ angekommen. Mehr als jeder Zweite hat schon Virtual Reality mittels einer Brille ausprobiert. Vor allem die perfekte Illusion in Abenteuer- und Actionspielen wird von den Gamern als besonders interessant eingestuft. Dies nur zwei Ergebnisse aus dem Games-Monitor 2016 / 2017 den COMPUTER BILD SPIELE gemeinsam mit STATISTA im November 2016 durchgeführt hat. Hier die Ergebnisse im Detail.
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Consumer demand for Virtual and Augmented Reality devices is exponentially increasing. By 2020, both VR and AR market is expected to reach 150 bln$ with 55 million Head Mounted Displays (HMDs) available. This new technology is expected to heavily disrupt the gaming and entertainment businesses. But what does this new technology offer for today's media? And can we find new forms of storytelling? ***This is a presentation shown at Wan-Ifra World Publishing Expo 2015 on the Virtual Panel and Future of News Publishing panel in Hamburg ***
Virtual Gets Real!
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Deniz Ergürel
La réalité virtuelle n'a pas encore révolutionné notre quotidien, mais elle a trouvé ses premières applications dans l’univers des jeux vidéos et du marketing expérientiel. La communication et les marques ont aujourd'hui un rôle prépondérant à jouer, celui d’amener de la pédagogie autour de cette nouvelle technologie à travers de nouvelles expériences clients.
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These slides use ideas from my class to develop a business model for Oculus Rift’s headset. This headset creates the perception among users that they are in a different reality as they play video games. It has much higher resolution and faster response time than do previous headsets. Although Oculus hopes to develop its own console, these slides recommend that Oculus partner with a console maker such as Sony, Microsoft, or Nintendo in order to reduce development cost and gain access to existing users and game software. Hopefully it can receive a portion of hardware and game software revenues as its headset enables console makers to increase their market share and charge more for game software.
Virtual Reality, Oculus Rift, Business Model
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Jeffrey Funk Business Models
Session im Rahmen der Social Media Week 2017 in Hamburg. Das Konzept von "Virtual Reality" ist vergleichsweise alt, der letzte große Hype schon zehn Jahre her. Jetzt sind die Buzzwörter wieder überall präsent: Virtual, Augmented, Mixed & Merged Reality und 3D-Video in 360°. Zieht VR nun in den Alltag ein? Unser Panel präsentiert spannende Beispiele, diskutiert die Chancen des Mediums und gibt Antwort auf die Frage: Was tut Hamburg, um die Entwicklung anzutreiben? Part 1: Konzerte und Konferenzen, Traumatherapie und Zeitreisen, Rollen- und Lernspiele, ein ganz neues Storytelling mit 3, mit 80, mit tausenden von Teilnehmern – live in Virtual Reality? Alles schon mal dagewesen, experimentell und als große Erwartung, in den virtuellen Welten von Second Life, Twinity, Blue Mars, Entropia Universe. Und heute? Ist alles nochmal anders. Ein soziales Netzwerk verbindet zwei Milliarden Erdenbürger. Smartphones stecken in jeder Hand- und Hosentasche. Nie gekannte digitale Bandbreiten und Hardware wie Oculus Rift, Vive, Daydream oder Gear ermöglichen nie gekannte Immersion, das Eintauchen in andere Realitäten – eine nie gekannte Erweiterung der physischen Welt. Milliarden werden investiert und jede Menge Kreativität. Wieder fungiert die Gamesbranche als Treiber beim Endkunden, wieder lotet sie mit ihren Entertainment-Anwendungen die Grenzen des technologisch Machbaren aus; davon berichtet Oliver Redelfs. Doch wie sieht es in Büros und Arztpraxen aus, in Hörsälen, News Rooms und Klassenzimmern? Steckt in der aktuellen Entwicklung Substanz – oder handelt es sich um eine Blase wie schon vor 10, vor 20, vor 60 Jahren? Simon Graff (ROBA Impact) und Hanno Tietgens (BÜRO X Media Lab) werfen einen Blick in die Vergangenheit und schauen in die Zukunft. Part 2: nextReality ist die neue Standortinitiative der Hansestadt Hamburg für Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) und 360 Grad Content (360°). Als zentrale Anlaufstelle in Hamburg sind die Ziele von nextReality die Positionierung der Hansestadt als bedeutenden Standort für Forschung, Entwicklung und Einsatz der immersiven Technologien; die Unterstützung und Ansiedlung von in den Bereichen tätigen Unternehmen; der Informations- und Wissensaustausch zwischen Produzenten und Anwendern sowie die Vernetzung aller Akteure sowohl im B2B als auch im B2C Umfeld. Auf der Social Media Week stellt Oliver Redelfs (RedElf-Media) für nextReality seine Ziele und erste Schritte der Öffentlichkeit vor. Einfühurng und Moderation: Andreas Hebbel-Seeger
Virtual Reality - Jetzt aber richtig?!
Virtual Reality - Jetzt aber richtig?!
Andreas Hebbel-Seeger
The pace of change in advertising and consumer behavior continues to be frantic and to accelerate, so our annual trip to CES in Las Vegas continues to remind us how, in relative terms, hardware changes more slowly than both software and our expectations. In fact, CES in 2016 didn’t show a revolution in electronics and consumer products, but more of an evolution. The products were similar yet faster, thinner, cheaper and above all else, more connected. This moment feels like the early stages of a new era, a time when all products are becoming cloud connected, touch screens are everywhere, and all media is digital. Yet it’s not quite the Internet of things — it’s the interim of things. We don’t yet have a complete smart home, we have sophisticated homes that sometimes don’t quite work. We have 3D printers without totally compelling use cases, and robotic body parts that don’t quite make a full humanoid. The companies succeeding are those that are innovating and collaborating to solve real consumer needs, while staying true to a clear brand purpose. From artificial intelligence and cognitive computing, to drone technologies, virtual reality and biometric sensing, to 8k video and 360 surround sound, there are tremendous opportunities on the horizon. Please read on to view the ten themes that make up this moment in time. With special thanks to Rori DuBoff, Jez Jowett, Tom Goodwin and the team at Havas Worldwide.
CES 2016: 10 Trends
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Deze presentatie is gegeven tijdens de Zorg & ICT beurs op 7 april 2016 en gaat over de toepassing van Virtual Reality (VR) in de zorg.
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Looking back on the migration to real-time programmatic from traditional media direct sales and ad network models, one can see parallels in the evolution of connected tv media buys today. However, there are powerful voices and a complicit media machine swimming against the current of change in how television content is valued, bought and sold. Are recurring programmatic inventory buying & selling patterns that preceded CTV likely to repeat themselves?
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