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By :Shwetanshu Gupta
342/08
ECE B2
Contents
 Introduction
 OBE’S
 Hardware
 Impact of avatar world
 Applications
 Challenges
 Future aspects
 References
AVATAR MACHINE

Introduction
• Avatar is a digital representation
of a real human being.

• Neal Stephenson describe the
avatar in the Metaverse, a fictional
virtual-reality application.

1

Shwetanshu Gupta ECE B2
OBE’S
 Generally, OBE’s are associated with illness or traumatic
incidents.
 OBE’s can be produced in healthy persons.(science journal)
 Three tests performed:
Display test.
Sweat sensor.
Recognition test.
3

Shwetanshu Gupta ECE B2
Hardware
 A harness that straps to the user's torso.
 Three two-meter long aluminium rods that attach to the user's
harness at the lower back and shoulders, forming a tripod.
 A wide-angle pinhole video camera at the end of the tripod.

 A head-mounted display (HMD) contained in a helmet.
 A power supply attached to the harness.

5

Shwetanshu Gupta ECE B2
6

Shwetanshu Gupta ECE B2
CAMERA

7

Shwetanshu Gupta ECE B2
8

Shwetanshu Gupta ECE B2
Costumes

9

Shwetanshu Gupta ECE B2
Impact of Virtual Life
• Positive effect.
• Proteus effect.

• Transfer of features from Virtual to real life.

10

Shwetanshu Gupta ECE B2
Healthy habits
11

Saying no room
Shwetanshu Gupta ECE B2
Applications
• Sociology and psychology.
• Entertainment.
• Training machine.
• Medical Help
• For academic studies

12

Shwetanshu Gupta ECE B2
Challenges
• Low level of expressiveness of avatars.
• To lessen the time of creating things.
• Creating a system that avoids bad
ergonomics.
• Maintaining psychology between user and
virtual world.
• To overcome lack of situational awareness.
• Avoidance of criminal effects

13
Future Aspects
• By 2020, intelligent avatar will jump off the
screen and become a real-life touchable
digital image.
• Self-looking avatar.
• Mouse clicking and typing will end.
• Security, change lighting and temperature as
needed, and deliver news, sports, games, and
entertainment anywhere in the house.
• Selecting TV programs will be easy

14

Shwetanshu Gupta ECE B2
References
 www.marcowens.co.uk (Marc Owens official
website).
 www.howstuffworks.com
 www.en.wikipedia.org
 ‘The Virtual University and Avatar Technology’, by
Klaus Oestreicher, printed at Worcester Business
School, University of Worcester Henwick
Grove, United Kingdom.

15

Shwetanshu Gupta ECE B2
16

Shwetanshu Gupta ECE B2

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Avatar machines

  • 2. Contents  Introduction  OBE’S  Hardware  Impact of avatar world  Applications  Challenges  Future aspects  References
  • 3. AVATAR MACHINE Introduction • Avatar is a digital representation of a real human being. • Neal Stephenson describe the avatar in the Metaverse, a fictional virtual-reality application. 1 Shwetanshu Gupta ECE B2
  • 4. OBE’S  Generally, OBE’s are associated with illness or traumatic incidents.  OBE’s can be produced in healthy persons.(science journal)  Three tests performed: Display test. Sweat sensor. Recognition test. 3 Shwetanshu Gupta ECE B2
  • 5. Hardware  A harness that straps to the user's torso.  Three two-meter long aluminium rods that attach to the user's harness at the lower back and shoulders, forming a tripod.  A wide-angle pinhole video camera at the end of the tripod.  A head-mounted display (HMD) contained in a helmet.  A power supply attached to the harness. 5 Shwetanshu Gupta ECE B2
  • 10. Impact of Virtual Life • Positive effect. • Proteus effect. • Transfer of features from Virtual to real life. 10 Shwetanshu Gupta ECE B2
  • 11. Healthy habits 11 Saying no room Shwetanshu Gupta ECE B2
  • 12. Applications • Sociology and psychology. • Entertainment. • Training machine. • Medical Help • For academic studies 12 Shwetanshu Gupta ECE B2
  • 13. Challenges • Low level of expressiveness of avatars. • To lessen the time of creating things. • Creating a system that avoids bad ergonomics. • Maintaining psychology between user and virtual world. • To overcome lack of situational awareness. • Avoidance of criminal effects 13
  • 14. Future Aspects • By 2020, intelligent avatar will jump off the screen and become a real-life touchable digital image. • Self-looking avatar. • Mouse clicking and typing will end. • Security, change lighting and temperature as needed, and deliver news, sports, games, and entertainment anywhere in the house. • Selecting TV programs will be easy 14 Shwetanshu Gupta ECE B2
  • 15. References  www.marcowens.co.uk (Marc Owens official website).  www.howstuffworks.com  www.en.wikipedia.org  ‘The Virtual University and Avatar Technology’, by Klaus Oestreicher, printed at Worcester Business School, University of Worcester Henwick Grove, United Kingdom. 15 Shwetanshu Gupta ECE B2

Notes de l'éditeur

  1. Snow crash in 1992.
  2. Traumatic- deeply disturbing
  3. Ergonomics- scientific study of people & their behaviour.