Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Virtual reality refers to an interactive computer-simulated environment that can simulate physical presence in real or imagined worlds. It uses visual, auditory, and other sensory stimuli delivered by devices to create the effect of being immersed in an artificial world. Virtual reality systems can range from non-immersive using only a regular computer screen to fully immersive that stimulate all of the user's senses. Common applications of virtual reality today include gaming, education and training.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual Reality Presentation at #HybridLiveCharles Palmer
Charles Palmer discusses virtual reality and its applications in education. He is the program lead and professor of interactive media at Harrisburg University, which uses VR for student engagement. The document provides a brief history of VR, from early prototypes in the 1950s-60s to recent developments like Oculus Rift. It describes how VR works through stereoscopy and head-mounted displays. Examples of VR uses in education include anatomy simulations and safety trainings. Harrisburg University's own VR projects include games for science learning and virtual plant tours. Palmer argues VR can enhance learning through collaboration, motivation from immersive games, and new approaches to rewards.
This video and the corresponding presentation looks at the definition of Extended Reality, XR and how 3GPP 5G standards are evolving to cater for XR in the future releases.
XR is an umbrella term for all the immersive technologies. The ones we already have today are Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) plus those that are yet to be created. All immersive technologies extend the reality we experience by either blending the Real and/or Virtual Worlds or by creating a fully immersive experience.
The video for this presentation is available here: https://www.youtube.com/watch?v=nDAmK3jhCuQ
All our #3G4G5G slides and videos are available at:
Videos: https://www.youtube.com/3G4G5G
Slides: https://www.slideshare.net/3G4GLtd
5G Page: https://www.3g4g.co.uk/5G/
Free Training Videos: https://www.3g4g.co.uk/Training/
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.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
Virtual reality (VR) provides an immersive simulated environment rather than the real world. VR has a long history from flight simulators in the 1950s to modern VR systems. There are different types of VR including desktop VR using monitors and immersive VR using head-mounted displays. VR systems have several core components including input, simulation, rendering processors, and a world database. VR has applications in entertainment, medicine, manufacturing, and education for training. While VR offers advantages in interaction and simulation, challenges remain in improving fidelity, reducing costs, and standardizing hardware.
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.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
This presentation discusses virtual reality (VR), including its definition, history, types, uses, potential negative impacts, and future. VR involves computer-generated simulations that create the effect of being present in an artificial environment. It has seen increasing development and commercialization since the 1950s. Main types include immersive VR, augmented reality, desktop VR, and QuickTime VR. VR has applications in business, training, medicine, gaming, entertainment, and engineering. While providing benefits, overuse of VR could cause physical or social isolation. Its future role in entertainment through video games and movies is growing but remains uncertain.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Virtual reality is a computer-simulated environment that can be experienced through headsets. The first VR headset was created in 1968. Major developments included Lanier coining the term "virtual reality" in 1987, the release of the Oculus Rift in 2016, and the PlayStation VR and HTC Vive in 2016. VR has applications in entertainment, healthcare, education, and more. The advantages are that it creates realistic simulations and enables virtual experiences, but the disadvantages are that the equipment is expensive and complex and does not allow fully moving between real and virtual worlds.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
This document provides an overview of virtual reality (VR) and augmented reality (AR). It discusses the history of each technology and their applications in fields like military, medicine, education, and entertainment. Some pros of VR include easier learning and risk-free exploration, while cons include expense and cyber sickness. AR can increase knowledge and save time/effort for applications like education and design. However, AR systems are large/expensive and lack privacy. The key difference between VR and AR is that AR augments the real world with virtual objects, keeping users connected to reality, while VR fully immerses users in a virtual environment and cuts them off from the real world.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
Ouvrez la porte ou prenez un mur (Agile Tour Genève 2024)Laurent Speyser
(Conférence dessinée)
Vous êtes certainement à l’origine, ou impliqué, dans un changement au sein de votre organisation. Et peut être que cela ne se passe pas aussi bien qu’attendu…
Depuis plusieurs années, je fais régulièrement le constat de l’échec de l’adoption de l’Agilité, et plus globalement de grands changements, dans les organisations. Je vais tenter de vous expliquer pourquoi ils suscitent peu d'adhésion, peu d’engagement, et ils ne tiennent pas dans le temps.
Heureusement, il existe un autre chemin. Pour l'emprunter il s'agira de cultiver l'invitation, l'intelligence collective , la mécanique des jeux, les rites de passages, .... afin que l'agilité prenne racine.
Vous repartirez de cette conférence en ayant pris du recul sur le changement tel qu‘il est généralement opéré aujourd’hui, et en ayant découvert (ou redécouvert) le seul guide valable à suivre, à mon sens, pour un changement authentique, durable, et respectueux des individus! Et en bonus, 2 ou 3 trucs pratiques!
OCTO TALKS : 4 Tech Trends du Software Engineering.pdfOCTO Technology
En cette année 2024 qui s’annonce sous le signe de la complexité, avec :
- L’explosion de la Gen AI
-Un contexte socio-économique sous tensions
- De forts enjeux sur le Sustainable et la régulation IT
- Une archipélisation des lieux de travail post-Covid
Découvrez les Tech trends incontournables pour délivrer vos produits stratégiques.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual Reality Presentation at #HybridLiveCharles Palmer
Charles Palmer discusses virtual reality and its applications in education. He is the program lead and professor of interactive media at Harrisburg University, which uses VR for student engagement. The document provides a brief history of VR, from early prototypes in the 1950s-60s to recent developments like Oculus Rift. It describes how VR works through stereoscopy and head-mounted displays. Examples of VR uses in education include anatomy simulations and safety trainings. Harrisburg University's own VR projects include games for science learning and virtual plant tours. Palmer argues VR can enhance learning through collaboration, motivation from immersive games, and new approaches to rewards.
This video and the corresponding presentation looks at the definition of Extended Reality, XR and how 3GPP 5G standards are evolving to cater for XR in the future releases.
XR is an umbrella term for all the immersive technologies. The ones we already have today are Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) plus those that are yet to be created. All immersive technologies extend the reality we experience by either blending the Real and/or Virtual Worlds or by creating a fully immersive experience.
The video for this presentation is available here: https://www.youtube.com/watch?v=nDAmK3jhCuQ
All our #3G4G5G slides and videos are available at:
Videos: https://www.youtube.com/3G4G5G
Slides: https://www.slideshare.net/3G4GLtd
5G Page: https://www.3g4g.co.uk/5G/
Free Training Videos: https://www.3g4g.co.uk/Training/
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.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
Virtual reality (VR) provides an immersive simulated environment rather than the real world. VR has a long history from flight simulators in the 1950s to modern VR systems. There are different types of VR including desktop VR using monitors and immersive VR using head-mounted displays. VR systems have several core components including input, simulation, rendering processors, and a world database. VR has applications in entertainment, medicine, manufacturing, and education for training. While VR offers advantages in interaction and simulation, challenges remain in improving fidelity, reducing costs, and standardizing hardware.
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.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
This presentation discusses virtual reality (VR), including its definition, history, types, uses, potential negative impacts, and future. VR involves computer-generated simulations that create the effect of being present in an artificial environment. It has seen increasing development and commercialization since the 1950s. Main types include immersive VR, augmented reality, desktop VR, and QuickTime VR. VR has applications in business, training, medicine, gaming, entertainment, and engineering. While providing benefits, overuse of VR could cause physical or social isolation. Its future role in entertainment through video games and movies is growing but remains uncertain.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Virtual reality is a computer-simulated environment that can be experienced through headsets. The first VR headset was created in 1968. Major developments included Lanier coining the term "virtual reality" in 1987, the release of the Oculus Rift in 2016, and the PlayStation VR and HTC Vive in 2016. VR has applications in entertainment, healthcare, education, and more. The advantages are that it creates realistic simulations and enables virtual experiences, but the disadvantages are that the equipment is expensive and complex and does not allow fully moving between real and virtual worlds.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
This document provides an overview of virtual reality (VR) and augmented reality (AR). It discusses the history of each technology and their applications in fields like military, medicine, education, and entertainment. Some pros of VR include easier learning and risk-free exploration, while cons include expense and cyber sickness. AR can increase knowledge and save time/effort for applications like education and design. However, AR systems are large/expensive and lack privacy. The key difference between VR and AR is that AR augments the real world with virtual objects, keeping users connected to reality, while VR fully immerses users in a virtual environment and cuts them off from the real world.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
Ouvrez la porte ou prenez un mur (Agile Tour Genève 2024)Laurent Speyser
(Conférence dessinée)
Vous êtes certainement à l’origine, ou impliqué, dans un changement au sein de votre organisation. Et peut être que cela ne se passe pas aussi bien qu’attendu…
Depuis plusieurs années, je fais régulièrement le constat de l’échec de l’adoption de l’Agilité, et plus globalement de grands changements, dans les organisations. Je vais tenter de vous expliquer pourquoi ils suscitent peu d'adhésion, peu d’engagement, et ils ne tiennent pas dans le temps.
Heureusement, il existe un autre chemin. Pour l'emprunter il s'agira de cultiver l'invitation, l'intelligence collective , la mécanique des jeux, les rites de passages, .... afin que l'agilité prenne racine.
Vous repartirez de cette conférence en ayant pris du recul sur le changement tel qu‘il est généralement opéré aujourd’hui, et en ayant découvert (ou redécouvert) le seul guide valable à suivre, à mon sens, pour un changement authentique, durable, et respectueux des individus! Et en bonus, 2 ou 3 trucs pratiques!
OCTO TALKS : 4 Tech Trends du Software Engineering.pdfOCTO Technology
En cette année 2024 qui s’annonce sous le signe de la complexité, avec :
- L’explosion de la Gen AI
-Un contexte socio-économique sous tensions
- De forts enjeux sur le Sustainable et la régulation IT
- Une archipélisation des lieux de travail post-Covid
Découvrez les Tech trends incontournables pour délivrer vos produits stratégiques.
L'IA connaît une croissance rapide et son intégration dans le domaine éducatif soulève de nombreuses questions. Aujourd'hui, nous explorerons comment les étudiants utilisent l'IA, les perceptions des enseignants à ce sujet, et les mesures possibles pour encadrer ces usages.
Constat Actuel
L'IA est de plus en plus présente dans notre quotidien, y compris dans l'éducation. Certaines universités, comme Science Po en janvier 2023, ont interdit l'utilisation de l'IA, tandis que d'autres, comme l'Université de Prague, la considèrent comme du plagiat. Cette diversité de positions souligne la nécessité urgente d'une réponse institutionnelle pour encadrer ces usages et prévenir les risques de triche et de plagiat.
Enquête Nationale
Pour mieux comprendre ces dynamiques, une enquête nationale intitulée "L'IA dans l'enseignement" a été réalisée. Les auteurs de cette enquête sont Le Sphynx (sondage) et Compilatio (fraude académique). Elle a été diffusée dans les universités de Lyon et d'Aix-Marseille entre le 21 juin et le 15 août 2023, touchant 1242 enseignants et 4443 étudiants. Les questionnaires, conçus pour étudier les usages de l'IA et les représentations de ces usages, abordaient des thèmes comme les craintes, les opportunités et l'acceptabilité.
Résultats de l'Enquête
Les résultats montrent que 55 % des étudiants utilisent l'IA de manière occasionnelle ou fréquente, contre 34 % des enseignants. Cependant, 88 % des enseignants pensent que leurs étudiants utilisent l'IA, ce qui pourrait indiquer une surestimation des usages. Les usages identifiés incluent la recherche d'informations et la rédaction de textes, bien que ces réponses ne puissent pas être cumulées dans les choix proposés.
Analyse Critique
Une analyse plus approfondie révèle que les enseignants peinent à percevoir les bénéfices de l'IA pour l'apprentissage, contrairement aux étudiants. La question de savoir si l'IA améliore les notes sans développer les compétences reste débattue. Est-ce un dopage académique ou une opportunité pour un apprentissage plus efficace ?
Acceptabilité et Éthique
L'enquête révèle que beaucoup d'étudiants jugent acceptable d'utiliser l'IA pour rédiger leurs devoirs, et même un quart des enseignants partagent cet avis. Cela pose des questions éthiques cruciales : copier-coller est-il tricher ? Utiliser l'IA sous supervision ou pour des traductions est-il acceptable ? La réponse n'est pas simple et nécessite un débat ouvert.
Propositions et Solutions
Pour encadrer ces usages, plusieurs solutions sont proposées. Plutôt que d'interdire l'IA, il est suggéré de fixer des règles pour une utilisation responsable. Des innovations pédagogiques peuvent également être explorées, comme la création de situations de concurrence professionnelle ou l'utilisation de détecteurs d'IA.
Conclusion
En conclusion, bien que l'étude présente des limites, elle souligne un besoin urgent de régulation. Une charte institutionnelle pourrait fournir un cadre pour une utilisation éthique.
Le Comptoir OCTO - Équipes infra et prod, ne ratez pas l'embarquement pour l'...OCTO Technology
par Claude Camus (Coach agile d'organisation @OCTO Technology) et Gilles Masy (Organizational Coach @OCTO Technology)
Les équipes infrastructure, sécurité, production, ou cloud, doivent consacrer du temps à la modernisation de leurs outils (automatisation, cloud, etc) et de leurs pratiques (DevOps, SRE, etc). Dans le même temps, elles doivent répondre à une avalanche croissante de demandes, tout en maintenant un niveau de qualité de service optimal.
Habitué des environnements développeurs, les transformations agiles négligent les particularités des équipes OPS. Lors de ce comptoir, nous vous partagerons notre proposition de valeur de l'agilité@OPS, qui embarquera vos équipes OPS en Classe Business (Agility), et leur fera dire : "nous ne reviendrons pas en arrière".
Le Comptoir OCTO - Qu’apporte l’analyse de cycle de vie lors d’un audit d’éco...OCTO Technology
Par Nicolas Bordier (Consultant numérique responsable @OCTO Technology) et Alaric Rougnon-Glasson (Sustainable Tech Consultant @OCTO Technology)
Sur un exemple très concret d’audit d’éco-conception de l’outil de bilan carbone C’Bilan développé par ICDC (Caisse des dépôts et consignations) nous allons expliquer en quoi l’ACV (analyse de cycle de vie) a été déterminante pour identifier les pistes d’actions pour réduire jusqu'à 82% de l’empreinte environnementale du service.
Vidéo Youtube : https://www.youtube.com/watch?v=7R8oL2P_DkU
Compte-rendu :
2. Plan
Définition
Types de la VR
Histoire
Applications de la VR
VR hardware
Outils de développement
Future de la VR
3. ok
Définition
VR0: interface (V)
VR1: Technologie (R & V)
VR2: Plonger une personne dans un
monde artificiel crée numériquement
à l’aide des capteurs
11. ok
Types de la VR
Non immersive systems:
See real world présentation
Hybride systems:
Stay in real world but see simulated object
12. ok
Types de la VR
Non immersive systems:
See real world présentation
Hybride systems:
Stay in real world but see simulated object
Immersive systems:
See simulated world and be in that world
13. ok
Applications de la VR
Business:
+ 360 view
+ Visite d’un magasin
+ Visite des maisons
14. ok
Applications de la VR
Training: + Simulateur de conduite
+ Entrainement des soldats
15. ok
Applications de la VR
Engineering and design :
+ Visualisation et manipulation des prototypes
+ Opérations dangereuses
16. ok
Applications de la VR
Medical :
+ Exploration du corps humain
+ Simulation de la chirurgie