
04-2012 : Realidad aumentada: asómbrese Think of a line. On the extreme left, the real environment; on the extreme right, the virtual environment. You know what those are: absolutely real and absolutely virtual environments – the real world and the virtual one. And in between? A fusion of real and virtual Augmented reality is a view of a real, physical environment that has been altered or augmented by technology, including dynamic sound, superimposed graphics or GPS data. Exploring the potential You don’t need a lot of equipment to experience AR: handheld tablets and smartphones are perfect platforms. Head-mounted displays have been around for over 30 years. Another option is spatial augmented reality, which uses digital projectors to display graphical information onto physical objects. So how is augmented reality being used, and how will it affect our lives? Providing the “wow” factor Information: AR can already convey a wealth of information about specific places or objects. What’s next?
Manage and track campaigns using Short URLs, QR Codes®, NFC Tags and Beacons. - Delivr® Course Assignment – Major Project at Text spaces in Augmented Reality (AR) Oren Lupo ETEC 540b Dec 1, 2010 Augmented Reality (AR) is a field of computing and visual simulation that blends real-world environments with virtual, computer-generated elements such as text data, visual reference points, animations and 3D graphics. Whereas virtual reality replaces the real world with a purely virtual one (e.g. Second Life), AR brings the two together, creating an immersive experience that is perceived by our brains as an enhanced or supplemented view of the world. The virtual elements in AR technologies are connected or mapped onto real locations in three-dimensional space. A typical AR system set up would include a webcam, computer or mobile device such as a smartphone, and software that detects the position of one or more visual markers in the webcam’s view of the environment. Fig. 1 Demonstration of GE Electric Smart Grid Wind Turbines in AR [visit website] A second type of input currently in use with AR systems is spatial rather than visual. Fig 2. References
ExamTime - Changing the way you learn QUIMICA BASICA TodaysMeet - Give everyone a voice iPad y aprendizaje con realidad aumentada iPad y aprendizaje con realidad aumentada En un post anterior (diciembre de 2011) dedicado a analizar las aportaciones del Informe Horizon 2011,comentamos que la Realidad Aumentada (RA) sería una de las tecnologías que en un par de años se implementarían. A lo largo de estos meses, hemos tratado la realidad aumentada en diversos ocasiones, destacando: el post dedicado al proyecto T (ether) del Tangible Media Group del MIT Media Lab y el post a la ya popular aplicación gratuita para iOS, Layar. En el 2010 participé en un estudió títulado Innvation in higher education with Sloodle. La Realidad aumentada en educación se asocia generalmente al uso de los código QR, pero ese es uno de las potencialidades de la tecnología. Poco a poco van llegando propuestas innovadoras. Finalmente, os presentamos FETCH!
Using Gapminder in Presentations Gapminder is a wonderful tool to animate statistical data. Recently, I have used a Gapminder graph for the first time in a presentation and here’s an explanation on how to do it. Should you not know about Gapminder, I would suggest to first take a look at one of the wonderful videos commented by inventor Hans Rosling. The Gapminder World tool comes with a huge amount of development data in order to show country comparisons over time. How to implement a Gapminder graph with your own data in your presentation You can also use Gapminder for your own (time series) data that don’t necessarily have to be development data for country comparisons. The data in Google docs have to be in a specific format that is shown in this Excel spreadsheet. Once you have inserted the Motion Chart and adjusted it to your needs, I would make it as big as possible so that you can capture it in best quality. As a capturing tool I used the 30 day free (and fully functional) trial of Camtasia Studio.
Cómo crear libros con Realidad Aumentada Guía para crear y visualizar publicaciones con realidad aumentada a partir de las soluciones Aumentaty Author y Aumentaty Viewer. por Raúl Reinoso, miembro del consejo asesor de Aumentaty, uno de los promotores del proyecto Aumenta.me de la Asociación Espiral y editor del portal Tecnotic ¿Quieres crear tus propios libros con Realidad Aumentada? Con Aumentaty Author y Aumentaty Viewer te resultará muy sencillo crear y compartir publicaciones con Realidad Aumentada. Para ello deberás seguir el siguiente procedimiento: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. • Descarga Aumentaty Viewer desde www.aumentaty.com e instala el software en tu ordenador. • Imprime el libro. • Haz doble clic en el archivo milibro.atx (deberás indicar el nombre del archivo de tu libro). • Colócate delante del ordenador y muestra las marcas a la webcam. • Un modelo 3D aparecerá en la pantalla de tu ordenador sobre las páginas del libro que contengan una marca. Fuente Tecnotic Publicado: 21/noviembre 2012
Art Project – Cultural Institute The Art Project is a unique collaboration with some of the world’s most acclaimed art institutions to enable people to discover and view artworks online in extraordinary detail. Working with over 250 institutions, we have put tens of thousands of works of art from more than 6,000 artists online. This involved taking a selection of super high resolution images of famous artworks, as well as collating more than thirty thousand other images into one place. A wide range of institutions, large and small, traditional art museums as well as less traditional settings for great art are represented in the expanded Art Project. View all museum collections More than 45,000 artworks are featured in high resolution. Browse the Art Project by the artist’s name, the artwork, the type of art, the museum, the country, the city and the collection. “Explore museums from around the world, discover and view hundreds of artworks at incredible zoom levels”
Nao H25 - Robotnik El robot humanoide más utilizado para investigación y docencia. Interactivo y en permanente evolución, Nao es una excelente plataforma de investigación y educación para todos los niveles. Nao posee un entorno de programación adaptable a estudiantes y profesores en cualquier nivel de programación. NAO es un humanoide de 58 cm de altura utilizado por más de 250 universidades como herramienta de investigación y educación. Desde aplicaciones simples de visión a los módulos más complejos, la versatilidad de NAO y su entorno de programación permite a sus usuarios una amplia variedad de objetivos para cualquier nivel de complejidad y experiencia.