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This exposition delves into the transformative realms of Augmented Reality (AR) and Virtual Reality (VR), illustrating their profound impact on human interaction and perception. By integrating data, graphics, sound, and haptic feedback, these technologies enhance our sensory experiences and capabilities in various domains including entertainment, education, and industry. From head-mounted devices like Google Glasses to immersive VR simulations for training and therapy, discover how these innovations are reshaping our understanding of reality and fostering a more interconnected future through Ubiquitous and Ambient Intelligence.
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Augmented Reality • Enhanced view of a physical world • Augmented bycomputer generated input • Data/Graphics/GPS • Sound/Video/Graphics • Haptic feedback/Smell • Improving people’s real-time senses and skills
A.R. Devices • Head-Mounted • HUD • Google glasses • Handheld • Google googles
A.R. Examples • Sightseeing • Music concerts & Theater performances • Translation • Industrial Inspection
Virtual Reality • Computer-simulated environment • Immersive • Telepresence
Virtual Reality Uses • Manufacturing: product design, prototypes, simulations • Architecture: building walk-throughs • Therapeutic: phobia treatments • Training: flight simulators
Mediated Reality • Enhances current perception of reality • Add to or subtract information to manipulate one’s perception of reality • Typically user’s visual perception is altered • Augmented/Mediated Reality Concepts
EyeTap • Device worn in front of the eye • Records the scene • Superimposes additional imagery on the image available to the eye • Modifies the computer generated scene in response to the natural scene
Ubiquitous Computing • Information processing thoroughly integrated into everyday objects • User engage many devices simultaneously • Machines fit the human environment • Other labels • Pervasive computing • Ambient intelligence
Core Concepts • Small, inexpensive, robust networked devices • Internet of things • “Natural” interaction paradigm
Three Basic Classes of Devices • Tabs: wearable centimeter-sized devices • Pads: hand-held decimeter-sized devices • Boards: meter size interactive display devices
Thee Additional Forms • Dust: nanometer-micrometer • MEMS: Micro Electro-Mechanical Systems • Skin: fabrics, organic computing devices • Clay: ensembles of MEMS formed into 3D shapes
Internet of Things • Uniquely identifiable objects in an Internet-like structure (IP 6 = 2^128 addresses) • All objects in the world equipped with minuscule identifying devices • Companies would not run out of stock • Mislaid and stolen items would be easily tracked • Ability to interact with objects could be remotely controlled
Internet of Things Architecture • Event-driven • Bottom-up • Real time • Sematic web • Artificial Intelligence • 50-100 trillion objects (1k-5k objects@person) • Internet of Things
Ambient Intelligence • Electronic environments sensitive and responsive to the presence of people • Devices work in concert to support people in carrying out their everyday activities • Technology shrinks then disappears into the back with only the user interface perceivable • Ambient Intelligence
Ambient Intelligence Traits • Embedded: many networked devices integrated into the environment • Context aware: recognize people and the situational context • Personalized: tailored to your needs • Adaptive: change in response to you • Anticipatory: anticipate your desires without conscious mediation
Simulated Reality • Computer simulation indistinguishable from “reality” • Brain-computer interface • Welcome to the Matrix • Information and Simulated Reality
Singularity • The Coming singularity • MichioKaku on the Singularity • Kurzweil Explains the Coming Singularity • The Singularity is Near • Singularity Hub • Kurzweil Accelerating Intelligence