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Augmented Reality Sandbox with Real-Time Water Flow Simulation

Augmented Reality Sandbox with Real-Time Water Flow Simulation

http://www.youtube.com/watch?v=j9JXtTj0mzE

Related:  Interactive Workshop Examples

Live Media: Interactive Technology and Theatre In lieu of an abstract, here is a brief excerpt of the content: Theatre Topics 11.2 (2001) 107-130 [Figures] In the past century, film, radio, and video technologies gave rise to new forms of dramatic expression and a global entertainment industry. In the past decade, interactive media technologies have been producing an artistic and cultural revolution of similar, if not greater, proportions. Interactive media are giving birth to new art forms, and the practice and history of theatre has a great deal to contribute to these new forms.

Augmented Reality Brings New Dimensions to Learning Editor's Note: Drew Minock, who co-wrote this piece, is an elementary teacher, co-founder of the popular education blog Two Guys and Some IPads, and is one of the voices on "The Two Guys Show" podcast. Imagine living in the magical world of Harry Potter, where the school hallways are lined with paintings that are alive and interactive. Now imagine creating an atmosphere like that for your students. Augmented Reality (AR) allows educators and students to do just that: unlock or create layers of digital information on top of the physical world that can be viewed through an Android or iOS device. Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications. In our elementary school classrooms, we use AR to create active learning experiences hitherto inconceivable, and in the process redefine the learning space!

Galileo Themen 11. September 2012 © Redaktion Galileo Augmented Reality (AR) erobert unseren Alltag. Die Verknüpfung von Welten durch die Überlagerung von virtuellen Informationen mit der realen Umgebung eröffnet Technikherstellern und Programmieren völlig neue Möglichkeiten, von denen die Verbraucher schon jetzt profitieren können. Noch kennen sich die Wenigsten damit aus, doch AR wird eines der spannendsten Themen 2012. Digital Drama: The technology transforming theatre "Vidiots, they sometimes call us," admits Timothy Bird. Some people in the theatre industry don't take kindly to the innovations that Mr Bird and his team at Knifedge are introducing to the stage. Innovations like a computer-generated avatar sword-fighting an actor live on stage in his most recent show Pippin, transporting the audience to the world of a computer game. Or the sight of a Seurat painting gradually coming to life on stage in Sunday in the Park with George, the show which cemented Knifedge's reputation with an Olivier award for Best Set Design in 2007. Impressive feats like these by Mr Bird and others like him have meant that in the last five years the role of "video designer" has become increasingly common in theatrical programme credits - a term hardly known a decade ago. So who are these "vidiots", and what do they want to do to theatre?

Augmented Reality: A new way of augmented learning Augmented learning is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners [1]. Broadly speaking, "environment" here does not have to be constrained into the physical learning environment such as classroom, but could refer to such learning environment as digital learning environment, through which learners can stimulate discovery and gain greater understanding. The technologies conventionally used for augmented learning incorporate touchscreens, voice recognition, and interaction, through which the learning contents can be geared toward learner's needs by displaying plain texts, images, audio and video output. For example, in mobile reality system, the annotation may appear on the learner's individual "heads-up display" or through headphones for audio instruction [2]. This system has been shown to improve life-time learning performance. What is Augmented Reality?

Project Glass Google Glass is a type of wearable technology with an optical head-mounted display (OHMD). It was developed by Google X[9] with the mission of producing a mass-market ubiquitous computer.[1] Google Glass displays information in a smartphone-like hands-free format.[10] Wearers communicate with the Internet via natural language voice commands.[11][12] Google started selling a prototype of Google Glass to qualified "Glass Explorers" in the US on April 15, 2013, for a limited period for $1,500, before it became available to the public on May 15, 2014,[13] for the same price. On January 15, 2015, Google announced that it would stop producing the Google Glass prototype but remained committed to the development of the product.

When theatre goes digital - The Space When we think about theatre and digital technology, what usually springs to mind is live screening. Broadcasting live performance online or direct to cinema or TV screens is a fantastic way of broadening access, but it doesn’t usually have much of an impact on the work itself. It doesn’t really affect audience engagement either – you’re still just watching the show, whether in a theatre, a cinema, or on a smartphone from a caravan in the Scottish Highlands. More and more companies, however, are engaging with digital technology in increasingly inventive ways, putting it at the very core of what they do and pushing the boundaries of audience experience as a result. When director Alexander Devriendt of the Belgian theatre company Ontroerend Goed came up with the idea for Fight Night (pictured above), a show about democracy and the act of voting, he “immediately felt that the audience have to be part of it. They have to feel connected, to be a player really.”

Google Project Glass Werbefoto der Datenbrille Google Glass (Prototyp 2012). Erhöht vor dem Auge das Mini-Display zum Einblenden von Bewegtbildern, daneben die Kamera. Im hier nicht sichtbaren, daran anschließenden Bügel zum Ohr hin befinden sich Touchpad, Lautsprecher, Beschleunigungssensor und Computer. Interactive theatre: five rules of play from an audience perspective Interactive theatre is not a new genre, but its popularity has exploded. Tricky to define but characterised by an active, physical relationship between audience and production, it often incorporates a site-specific venue around which the audience is free to roam. Shunt, arguably the daddy of this genre, has inspired countless other companies, all wrestling for space on the fringe. Done well, interactive theatre is extraordinary: engaging, exhilarating and transcendent. All too often, however, so-called 'interactive' shows are sloppy and ineffective. They feel loose – anarchic even – when they actually demand a rigorous approach.

Erweiterte Realität Augmented-Reality-Beispiel „Wikitude AR Travel Guide“ auf einem G1 Google Smartphone (Android) Unter erweiterter Realität (auch englisch augmented reality [ɔːɡˈmɛntɪd ɹiˈælɪti], kurz AR [eɪˈɑː]) versteht man die computergestützte Erweiterung der Realitätswahrnehmung. Diese Information kann alle menschlichen Sinnesmodalitäten ansprechen. Simple Harmonic Motion for Light at One Arts Plaza 20x moving head spotlights 4ch sound custom software Duration: infinite loop (1 hour cycle) Dimensions: 10m x 16m Simple Harmonic Motion at the One Arts Plaza, Dallas, Texas as part of Dallas Aurora Festival 2015. Other works from this series and more information on the series of work in general can be found here. Simple Harmonic Motion is an ongoing series of projects and research investigating complexity from simplicity – specifically the emergence of complex behaviour through the interaction of simple multilayered rhythms. Simple Harmonic Motion for Light is a site specific sound and light installation for robotic spotlights and surround sound. It builds on the line of inquiry in the Simple Harmonic Motion series of works – the emergence of complex behaviour through the interaction of simple multilayered rhythms.

Augmented reality NASA X38 display showing video map overlays including runways and obstacles during flight test in 2000. Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.[1] By contrast, virtual reality replaces the real world with a simulated one.[2][3] Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. Technology[edit] Hardware[edit]

List of augmented reality software The following is a list of augmented reality software including programs for application development, content management, gaming and integrated AR solutions. Open source[edit] Proprietary[edit] AR development toolkits[edit] AR content management systems[edit] Erweiterte Realität Die erweiterte Realität, Augmented Reality (AR), ist eine Kombination aus wahrgenommener und vom Computer erzeugter Realität, eine Mixed Reality (MR). Im Gegensatz zur virtuellen Realität, der Virtual Reality (VR), geht es bei der Augmented Reality darum, dem Anwender zusätzlich zu den realen Wahrnehmungen weitere Zusatzinformationen, die einen unmittelbaren Bezug zu den Wahrnehmungen haben, zur Verfügung zu stellen. Bei der Augmented Reality wird die Realität durch Zusatzinformationen erweitert, wobei zwischen der Wahrnehmung und den Zusatzinformationen eine Echtzeit-Interaktion besteht. << Anzeige >>

שימוש ישיר במציאות רבודה ללמידה קשר סיבתי של זרימת מים בכדור הארץ by ar_mini Apr 16

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