इस बात को लेकर समाचार बन रहे है कि महिलाएं अपने मोबाइल पर इतनी बिजी रहती है कि वह अन्य किसी भी कार्य पर न तो ध्यान दे पा रही हैं और न ही इन्हें पूरा करने में उनकी दिलचस्पी रहती है ! यहां तक कि वैवाहिक संबंधों के विज्ञापनों में यह तक उल्लेख किया जाने लगा है कि ऐसी युवती की अन्य सब गुणों के साथ – साथ तलाश है जो मोबाइल पर इतना व्यस्त न रहती हो !
Monday, January 27, 2020
The Virtual High School: Teaching Generation V
Andrew A. Zucker, Robert Kozma
This authoritative volume is the first to provide a thorough, detailed account of the virtual high school. Based on a 5-year study conducted by experienced researchers at SRI International, this book answers such questions as: What is the difference between an online and a face-to-face classroom? What is it like to take, or to teach, an online course? Are online courses effective? What are the problems with its use.
Will this new technology change the way teaching and learning is done?e?
Saturday, January 25, 2020
आभासी व असली दुनिया के फर्क की धुंधलाती रेखाएं
आभासी व असली दुनिया के फर्क की धुंधलाती रेखाएं
एक दशक पहले दुनियाभर के बच्चे टीवी स्क्रीन पर चिपककर कार्टून सीरीज के पात्र एश को पोकेमॉन पकड़ते देखते थे। यही वजह है कि पोकेमॉन शब्द आज नोस्टेल्जिया यानी अतीत मोह की भावना पैदा करता है।
हर्ष गुप्ता, 22
को-फाउंडर, क्रेटिफ, आईआईटी, गांधीनगर
Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing Front Cover Erin Pangilinan, Steve Lukas, Vasanth Mohan
Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing
Erin Pangilinan, Steve Lukas, Vasanth MohanCreating Augmented and Virtual Realities: Theory and Practice for Next-Generation Spatial Computing Front Cover Erin Pangilinan, Steve Lukas, Vasanth Mohan
despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills.
Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing.
In three parts, this book covers:
- Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art
- Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays
- Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications
Augmented Human: How Technology Is Shaping the New Reality 1st Edition by Helen Papagiannis (Author)
https://books.google.co.in/books/about/Augmented_Human.html?id=mlYxDwAAQBAJ&printsec=frontcover&source=kp_read_button&redir_esc=y#v=onepage&q&f=falseAugmented Human: How Technology Is Shaping the New Reality 1st Edition by Helen Papagiannis (Author)
Augmented Reality (AR) blurs the boundary between the physical and digital worlds. In AR’s current exploration phase, innovators are beginning to create compelling and contextually rich applications that enhance a user’s everyday experiences. In this book, Dr. Helen Papagiannis—a world-leading expert in the field—introduces you to AR: how it’s evolving, where the opportunities are, and where it’s headed.
If you’re a designer, developer, entrepreneur, student, educator, business leader, artist, or simply curious about AR’s possibilities, this insightful guide explains how you can become involved with an exciting, fast-moving technology.
You’ll explore how:
- Computer vision, machine learning, cameras, sensors, and wearables change the way you see the world
- Haptic technology syncs what you see with how something feels
- Augmented sound and hearables alter the way you listen to your environment
- Digital smell and taste augment the way you share and receive information
- New approaches to storytelling immerse and engage users more deeply
- Users can augment their bodies with electronic textiles, embedded technology, and brain-controlled interfaces
- Human avatars can learn our behaviors and act on our behalf
Augmented reality From Wikipedia, the free encyclopedia
Augmented reality
From Wikipedia, the free encyclopedia
Not to be confused with Virtual reality.

Virtual Fixtures – first AR system, U.S. Air Force, Wright-Patterson Air Force Base (1992)
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.[1][2] An augogram is a computer generated image that is used to create AR. Augography is the science and practice of making augograms for AR. AR can be defined as a system that fulfills three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects.[3] The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).[4] This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[4] In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.[5][6] Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.Augmented reality From Wikipedia, the free encyclopedia
Virtual Reality
Virtual Reality
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.
Friday, January 24, 2020
आभासी दुनिया बनाम वास्तविक दुनिया
आभासी दुनिया बनाम वास्तविक दुनियाApril 19, 2015, 11:52 PM IST
डॉ. कुमारेन्द्र सिंह सेंगर in बात बेबाक | सोसाइ
डॉ. कुमारेन्द्र सिंह सेंगर in बात बेबाक | सोसाइ
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