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August 2019

Examples

Erstmals öffentlich verfügbar: Jetzt können alle durchs Limmattal fliegen

Das Limmattaler 3D-Modell ist jetzt für jede und jeden zugänglich.

Im März 2018 konnten Besucher der Svit-Immobilienmesse in Zürich erstmals das digitale Limmattaler 3D-Modell ausprobieren und dank einer Virtual-Reality-Brille durch die Region fliegen.

Nun folgt ein weiterer grosser Schritt: Das 3D-Modell ist ab sofort öffentlich zugänglich. Auf www.limmatstadt-digital.chlässt sich eine Software herunterladen, mit der das schweizweit erste digitale 3D-Modell einer ganzen Region benutzt werden kann. Dafür braucht es einen PC, ein Tablet oder eine Virtual-Reality-Brille. So wird die Kommunikation mit der Bevölkerung in Sachen Bauprojekten einfacher. Die Vernetzung von öffentlicher Hand, Privaten und der Bevölkerung werde zudem gestärkt, teilte die Standortförderungsorganisation Limmatstadt AG am Mittwoch mit.

Das 3D-Modell zeigt unter anderem, wie die Region in Zukunft aussehen könnte. So sind auch zukünftige Projekte enthalten, zum Beispiel der geplante Dietiker Stadtteil Niderfeld, die 2. Etappe der Limmattalbahn zwischen Schlieren und Killwangen oder auch der weiterentwickelte Wirtschaftsraum Urdorf Nord . «Aktuell beinhaltet es rund 20 Projekte, davon sind einzelne nicht öffentlich ersichtlich, sondern nur für einen bestimmten Nutzerkreis zu sehen», heisst es in der Mitteilung weiter. Auch Private können Projekte hochladen.

Das Limmatstadt-3D-Modell ist Teil des Kooperationsprogramms der Metropolitankonferenz Zürich und wird von der Limmatstadt AG betrieben. Für die Technik ist die Raumgleiter AG verantwortlich. Verschiedene Gemeinden sind Projektpartner. Das Modell ist für einen Award der Schweizerischen Vereinigung für Standortmanagement nominiert, der am 17. September in Thun verliehen wird.

 

Quelle:

https://www.aargauerzeitung.ch/limmattal/erstmals-oeffentlich-verfuegbar-jetzt-koennen-alle-durchs-limmattal-fliegen-135408181

Foto: Das 3D-Modell der Limmatstadt AG kann man nun beispielsweise auch zu Hause auf dem Tablet nutzen. Bisher kam die Öffentlichkeit nur an Anlässen wie etwa Immobilienmessen mit dem 3D-Modell in Berührung. Im März 2018 wurde es erstmals in Zürich vorgestellt. © Severin Bigler (Zürich, 16. März 2018)

Erstmals öffentlich verfügbar: Jetzt können alle durchs Limmattal fliegen was last modified: August 18th, 2019 by TorstenFell
23. August 2019 0 comment
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Designed by Innovation – Porsche

The timeless Porsche design on new paths: Together with Meyle+Müller and medialesson, Porsche has now launched a new innovative project that is revolutionising the design process of their sports cars. The use of mixed reality technology has allowed them to create exciting use cases in unison that pledge a tremendous increase in efficiency.

We spoke to Pablo Kern at Meyle+Müller, Philipp Bauknecht at medialesson and Sebastian Reher at Porsche about this unique collaboration, its background and, of course, its results.

Mr Reher, what is Porsche’s „traditional“ design process like and how have the general conditions changed over recent years?

Sebastian Reher: New vehicle designs – both their exterior and interior – are still depicted through physical models at Porsche using manual labour and great attention to detail before being fine-tuned and made ready for series production. This iterative process that takes several months also entails a digital representation of the models. The design is further developed in parallel or alternation to the physical model or in the digital world. Digital data is transferred to the physical model or returned into the digital world using modern milling and scanning technology. In recent years, Porsche has significantly expanded its product portfolio, and the number of derivatives and selectable options has steadily increased. In order to be able to continue to take into account the high quality standards, we began to virtually accompany the entire design process 15 years ago to increase decision-making security through visualisations that are as realistic as possible. This allows decisions to now be made purely on a virtual basis as long as there is no model (yet), which significantly increases the iteration speed, particularly in the early stage of design.

When did the need to redefine this process ultimately arise?

Reher: The design never comes to a standstill. Our products and processes aren’t the only things to have continuously developed, we also keep an eye on new technologies and methods alongside improving the quality of virtual representation. We identified the advantages of virtual reality early on and integrated this technology into our daily work with so-called “VR glasses”.

How did you come up with the idea of searching for a solution in mixed reality?

Reher: Following virtual reality one might suppose that augmented reality or the broader field of mixed reality would be the next logical step in technology. But the technology itself is not relevant to us. Our focus is always on how to further optimise our processes and how AR can help us in a case such as this. The idea was to complete the physical design models with virtual representations and to make technical parts that are hidden beneath the outer shell, such as the headlight interior, visible through overlay.

This allows missing components to be added virtually to the physical model with all the freedom that virtual representation has to offer, something that would otherwise involve a great deal of cost and effort. Geometric variants of different colour schemes can therefore be depicted just as easily as complex animations – such as our adaptive aerodynamics. Additional metadata such as vehicle dimensions can therefore be superimposed with precision.

Mr Bauknecht, what kinds of companies typically approach you and what are the most common requirements?

Philipp Bauknecht: Our customers include companies and institutions of various sizes and industries, from global players such as Porsche, Microsoft and Telekom to medium-sized and highly specialised world market leaders such as Balluff. Our mission is to support our customers as a true partner with the digital transformation of their business models, products and processes through consultation, strategy, design, development, training and operation with cutting-edge technologies. There are multiple possible fields of application for mixed reality. In the automotive industry it can also be relevant to marketing and sales applications, in addition to the visualisation of 3D data for design and development. There is also tremendous potential for increasing efficiency in applying mixed reality to quality assurance in production and training service employees. Mixed reality is not only relevant to large-scale companies, but also offers medium-sized enterprises to stand out on the market.

How has the technology developed over recent years and what can we expect from its application in the short and medium term?

Bauknecht: The term “mixed reality” was coined by Microsoft when it launched the first AR glasses in 2015 with the first generation of the HoloLens, initially as a developer version. The platform has since undergone rapid development. The introduction of Magic Leap in 2018 saw the emergence of an exciting competitor on the market, and that same year, Microsoft introduced the long-awaited second generation of its glasses. The improvement and balance between an ever- increasing viewable area, improved comfort for longer use and increased display performance play a crucial role in the technology’s further development. The second generation of the HoloLens, which was introduced this year, has already significantly surpassed the first HoloLens in all these aspects while offering vastly more intuitive use through hand and eye tracking and a built-in artificial intelligence chip, for instance, in order to identify and classify objects.

Why did Meyle+Müller opt for medialesson as its IT partner?

Pablo Kern: Initially the main reason was that we complement one another perfectly in terms of expertise. Our partnership has greatly benefited from the combination of our skills. Together with medialesson we have not only been able to cover the entire range of 3D data and CGI (Computer Generated Imagery), but also provide complex software development while meeting the high standards of the entire project. One of the most important aspects of our collaboration was the shared vision of all those involved, something which motivated us to achieve our goal every single day.

Mr Kern, what exactly was Meyle+Müller’s task in this project?

Kern: The close-knit and highly productive contact with one another was there from the start, and so we were already incorporated during the creation of the vision and while designing the contents of the project together with medialesson and Porsche. Throughout the whole time we were always involved in the constant coordination in order to continually align requirements and advantages with the concept in an agile manner. Key account management and feasibility within the budget and timeframe were also crucial tasks throughout the entire project. But our most important contribution was certainly our ability to work with data that is kept under conditions of extreme secrecy. Thanks to our long-term experience with CGI in the automotive and manufacturing industry, this was certainly our absolute core competence in this project.

What were the main challenges?

Kern: Technology can only be as successful as its user friendliness. The latest innovations won’t do much good if users won’t accept it in practice. In this project this specifically means that projected objects must be transferred onto the model in a precise and photorealistic manner, as decisions can only be made through perfect results during the design process. At the same time, a minimal data volume must be ensured despite these high technology requirements and Porsche’s extreme high-resolution 3D models.

Bauknecht: I see things in a similar way – for us the greatest challenge during this project lay in the combination of real, physical objects and digital, holographic contents. The headlights of a car were digitally applied to a clay model, for instance. Tremendous precision is required to allow the holograms to be positioned in a stable manner.

Mr. Kern, was the Porsche project able to benefit from your media production know-how?

Kern: Absolutely! We have been working with a large workforce in the automotive sector for several decades, and so we are used to handling complex data of this sort. Furthermore, our aim has always been to be “best in class”. I think that it was only through this experience and our motivation that we were able to get such an innovative and unique project on the road with our partners medialesson and Porsche.

A hackathon took place in November 2018 as part of this collaboration. What were you expecting from this event and what was the outcome?

Bauknecht: We regularly organise hackathons at medialesson in order to generate new approaches and ideas together with our customers. We see the open exchange of skills, ideas and contacts in the developer community and with other companies as a great benefit to all those involved. The hackathon that was organised together with Porsche, Microsoft and Meyle+Müller, was no exception. In addition to exciting ideas and impressive prototypes, the event led to lively discussions and allowed many new connections to be established.

Kern: The hackathon was a long-held dream that we pursued in this setup. Our aim was to push the limits of feasibility and to find inspiration and viable approaches. The draw of prizes, a cool topic and a great location ultimately meant we received more applications from participants than we had hoped for. We were also joined by several experts from our customers’ companies who got involved and incorporated their ideas. For the hosts, which officially also included Microsoft and Porsche alongside medialesson and Meyle, this platform and meeting was unique and highly beneficial to all those involved, including in terms of potential recruiting, inspiration and marketing.

Reher: As mentioned before, technology itself is not the solution, it also depends on the fields of application and especially the people to find new, thrilling ways in which to use this technology. That’s why we thought a hackathon in a creative environment might be a good opportunity to continue working on this thrilling topic.

Please tell us more about the composition of the individual teams and the collaboration during the event.

Kern: Despite or perhaps because of the major differences between the three companies, especially in terms of their fundamental focus, size and experience in this area, it resulted in a perfect complement for the entire project. This created a harmonic team that worked towards one goal in unison and on equal footing. This dynamic was also demonstrated during the hackathon, where vastly different personalities came together.

Bauknecht: Most of the teams spontaneously formed on site and came from diverse backgrounds. We had several international participants, software developers, designers and representatives from various companies, all of whom worked across companies in an interdisciplinary manner.

Reher: Fortunately there was a very open and cooperative atmosphere, so one of our colleagues spontaneously decided to join a team and help them work on their concept. Several exciting functions based on mixed reality had been developed by the end of the projects, such as the 3D voice memos or x-ray vision.

Which developments are you particularly proud of?

Kern: I am especially proud of the overall quality and the realistic visualisation of the use cases. Each one of them stands out on its own and provides added value that would not have been attainable without this technology.

Bauknecht: As software developers, the simple and marker-free recognition of the vehicles through artificial intelligence and the subsequent precise positioning of the holograms is the greatest achievement, and simultaneously the basis for all specialist use cases.

In which areas of your design process do you think this new technology will bring the most advantages in the future, Mr Reher?

Reher: I expect the main advantages to occur in closing the gap between the real and the virtual world. Virtually supplementing information where it is needed and displaying it in the correct context will allow us to further upgrade our design models in the future. A meeting will therefore no longer have to switch back and forth between a model and a presentation screen, instead it will allow all relevant information to be displayed in one place.

What experiences have you personally gained from this project?

Reher: The excellent cooperation with Meyle+Müller and medialesson gave us plenty of new insights into a relatively new technology, so I look forward to further exciting projects in the future.

Kern: The fact that curiosity, team spirit and patience always pay off. Advancing into innovative areas while simply tackling them with bravery and seeing things through to the end results in new chances and opportunities that ultimately push everything and change your actions. Porsche made this stage and opportunity become a possibility for us in the first place, while also becoming an equal partner and player, which we certainly could not have anticipated beforehand.

Bauknecht: Innovations are best developed through open and inspiring cooperation with different partners. We found Porsche to be a challenging, agile and partner-like customer. Our long-established partnership with Meyle+Müller not only allowed us to achieve excellence in software development, but also to develop a holistic solution with high-quality 3D data.

 

Quelle:

https://newsroom.porsche.com/en/2019/digital/porsche-design-mixed-reality-technology-meyle-mueller-medialesson-hololens-interview-18189.html

Designed by Innovation – Porsche was last modified: August 18th, 2019 by TorstenFell
23. August 2019 0 comment
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Examples

How To Use Augmented Reality in Any Subject Area

Does augmented reality have a place in your classroom? Across subject areas and grade levels, educators are bringing augmented reality learning experiences to their students. But if you’ve wondered how to use augmented reality in your classroom, I’m excited to share a handful of ideas and a fantastic back-to-school promotion to get you started.

I was first introduced to the possibilities of augmented reality in education at my very first ISTE Conference in San Antonio, Texas, in 2013. I already had an idea of what augmented looked like and what it might be able to do. But most of my “experience” was from watching science fiction movies. After that first conference, my wheels started spinning about potential use cases for augmented reality. However, it was hard to find clear curriculum connections that made AR more than a “wow” factor in my classroom.

Augmented Reality in Education

Last year I connected with the folks behind 3DBear, an AR tool that turns teachers and students into creators. I’ve talked about 3DBear on the blog in the past, including its connection to Web 3.0, ways to use augmented reality for storytelling, and project ideas for science classrooms. 3DBear can help support phenomenon-based learning too.

If you’re a regular follower of the blog or listener of the podcast, you’ve probably seen me use the phrase “tasks before apps.” With any open-ended creation tool, for as much as I’m excited to see what it does, I care way more about how teachers and students can use it in the classroom.

So in addition to sharing 3DBear’s special back-to-school promotion, I also want to make sure you have some ideas to customize and tailor to the needs of your students. First off, here are the details about the promotion. From July 30th to September 30th, 2019, if you sign up for the free trial from within the 3DBear app, you’ll automatically get one month extra, for a total of two months free.

Head straight to your favorite App Store and download the 3DBear app for iOS (iPad & iPhone) and Android (on the Google Play Store).

How To Use Augmented Reality

If you’re interested in ways to use augmented reality in your classroom this year, I have a few subject area-specific ideas to share with you. It’s important to remember that there isn’t one right way to integrate technology into your instruction, and these are ideas you can customize. Of course, you might have goals for using AR with students that go beyond traditional curriculum connections, like building empathy or problem-solving.

AR Activity Ideas

English Language Arts: Students can read a short passage and recreate a scene. You might ask them to write a paragraph that goes along with their augmented reality representation. This is a great opportunity for students to make connections to the text. For a collaborative project, a class can create a video retelling scenes from a book they’ve read as a call. You might even have small groups of students create a video for different scenes. Then, they can play these scenes in the order they appear in the book. Here is a link to a video based on Goodnight Moon.

Science: 3DBear has an extensive collection of dinosaur elements that can fly around your students’ screens. This feature makes it an excellent choice for discussing habitats and parts of the world once inhabited by these creatures. In the video below, you get a feel for what it looks like to place a T-Rex outside of your school building!

Social Studies: Students can explore festivals from around the world and create a scene with a special celebration. 3DBear has a large collection of elements for students to add to their scenes, or they can design their own.

Math: You might ask students to redesign a space in their school or community, and use augmented reality to represent their design proposal. Students can use Tinkercad to build elements with specific, scaled measurements to add to 3DBear.

Design Thinking with Augmented Reality

With 3DBear, students can explore design thinking principles within an augmented reality space. After accepting a challenge and researching the topic, students can discuss potential solutions and obstacles and decide on their design. 3DBear has collections of elements students can use to layer a virtual object on top of a real place. By layering elements over a space, students can create an augmented reality experience. Students can also design elements using third-party integrations.

Then students can compose a description of their planned response to a problem and build a scene in augmented reality in 3DBear. 3DBear provides users with a few different options for documenting and presenting their final augmented reality scene too. So students can create a video or snap a picture to go along with their written description.

Standards for Teaching Augmented Reality

When reviewing your standards and learning goals for the upcoming school year, you might not see the term augmented reality listed in any state-wide or school-wide documents. However, a quick review of the Standards for Mathematical Practice in the Common Core reminds us that “model with mathematics” can take many forms — including an augmented reality model.

The same is true when reviewing the English Language Arts Anchor Standards and the goals you have for students as speakers and listeners this school year. Here is a link to a slide deck with high level ELA, Science, Math, and Social Studies standards. You can see how building stories and solutions in augmented reality hits so many of the areas we want children to learn.

In the video above, you can see some of the ways augmented reality is used in schools across the country. I had the opportunity to meet with Susan Sclafani last year. She is a passionate educator at a school just a few miles from where I grew up. It was so exciting to hear about the ways she is using 3DBear in her classroom. Thinking about how to use augmented reality this school year? I definitely encourage you to explore this dynamic tool!

Ready to dive in? Just download the app and sign up for a free trial! Head straight to your favorite App Store. Use this link to find the 3DBear app for iOS (iPad & iPhone) and Android (on the Google Play Store).

Quelle:

This post is sponsored by 3DBear. All opinions are my own.

How To Use Augmented Reality in Any Subject Area

How To Use Augmented Reality in Any Subject Area was last modified: August 18th, 2019 by TorstenFell
23. August 2019 0 comment
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Examples

Mit AR-Brille ans Steuer: Bessere Sicht für Staplerfahrer

IPH – Institut für Integrierte Produktion Hannover gGmbH

Erweiterte Realität soll Staplerfahrern den Durchblick bringen: Künftig sollen sie am Steuer eine AR-Brille tragen, mit der sie durch Hindernisse hindurchsehen können. Zusätzlich können im Sichtfeld wichtige Informationen und Warnhinweise einblendet werden. An der virtuellen Sichtverbesserung arbeiten Wissenschaftler des Instituts für Integrierte Produktion Hannover (IPH) gGmbH und des Instituts für Transport- und Automatisierungstechnik (ITA) der Leibniz Universität Hannover gemeinsam mit drei großen Gabelstapler-Herstellern und weiteren Industrieunternehmen.

Am Steuer eines Gabelstaplers ist es nicht leicht, den Überblick zu behalten. Der Hubmast, das Fahrzeugdach und die Ladung versperren die Sicht. Schon heute helfen Kameras dem Fahrer, den Überblick zu behalten: Ähnlich wie die Rückfahrkamera im PKW erfassen sie Bereiche, die sich nicht einsehen lassen. Doch je mehr der Fahrer auf Bildschirme im Inneren der Kabine schaut, desto größer wird die Gefahr, dass er Hindernisse oder Personen direkt vor dem Fahrzeug übersieht.

Forscher aus Hannover arbeiten deshalb an einem neuen Konzept der „virtuellen Sichtverbesserung“: In Zukunft sollen Staplerfahrer am Steuer eine AR-Brille tragen. So müssen sie den Blick nicht von der Fahrbahn abwenden und profitieren trotzdem von den Kamerabildern. AR steht für Augmented Reality beziehungsweise Erweiterte Realität. Das bedeutet, dass der Träger einer AR-Brille sowohl die reale Umgebung sieht als auch zusätzliche Informationen, die virtuell eingeblendet werden. Im Falle des Staplerfahrers wird sein reales Sichtfeld vom Kamerabild überlagert. Schaut er beispielsweise direkt nach vorn, sieht er den Hubmast und die Ladung sowie gleichzeitig das Bild der Frontkamera. Legt er den Rückwärtsgang ein und schaut über die Schulter, sieht er das Bild der Rückfahrkamera und gleichzeitig sein reales Sichtfeld. Egal, in welche Richtung er schaut: Es wirkt so, als könne er durch Hindernisse hindurchsehen.

Wissenschaft und Industrie arbeiten im Forschungsprojekt „ViSIER – Virtuelle Sichtverbesserung und intuitive Interaktion durch Erweiterte Realität an Flurförderzeugen“ eng zusammen. Beteiligt sind das Institut für Integrierte Produktion Hannover (IPH) gGmbH, das Institut für Transport- und Automatisierungstechnik (ITA) der Leibniz Universität Hannover, drei namhafte Gabelstapler-Hersteller, ein Logistikzentrum, ein Hersteller von Stapler-Bauteilen, ein AR-Dienstleister und ein Dienstleister aus dem Bereich Mikroelektronik.

In den kommenden zwei Jahren müssen sie gemeinsam einige Herausforderungen lösen: Zunächst müssen sie geeignete Orte finden, um Kameras am Gabelstapler zu installieren und einen virtuellen Rundumblick zu ermöglichen – dafür sind die Wissenschaftler am ITA hauptverantwortlich. Sie kümmern sich zudem um den Algorithmus der Bildüberlagerung: Alle Hindernisse, die die Sicht einschränken, sollen von Kamerabildern überlagert werden.

Die Wissenschaftler am IPH beschäftigen sich mit der sogenannten kontextbasierten Informationsanzeige, also mit der Frage, welche zusätzlichen Informationen der Staplerfahrer zu welchem Zeitpunkt benötigt und wie diese in seinem Sichtfeld eingeblendet werden können. Denkbar ist beispielsweise, Auftragsdaten anzuzeigen, damit der Staplerfahrer auf ausgedruckte Listen verzichten kann. Auch Warnhinweise könnten eingeblendet werden – etwa ein niedriger Ladezustand des Staplers oder ein gesperrter Weg. Um den Fahrer nicht zu überfordern und möglicherweise die Verkehrssicherheit zu gefährden, untersuchen die Wissenschaftler am IPH, in welchem Szenario welche Information wirklich benötigt wird. Zudem entwickeln sie eine Gestensteuerung, sodass der Fahrer intuitiv mit der AR-Brille interagieren kann: Mit einfachen Handbewegungen soll er Hinweise ausblenden können – etwa, wenn er eine Warnung zur Kenntnis genommen hat – oder Zusatzinformationen wie beispielsweise Auftragsdaten einblenden können.
Finanziert wird das Forschungsprojekt „ViSIER“ mit Fördergeld des Bundeswirtschaftsministeriums.

http://www.visier.iph-hannover.de Weitere Informationen zum Forschungsprojekt

Quelle:

Foto: Eine AR-Brille für den Fahrer sowie Kameras am Gabelstapler sollen für einen uneingeschränkten Rundu …
Foto: IPH

https://idw-online.de/de/news720640

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KnowledgeResearch

Startup Light Field Lab Lands $28 Million in Funding from Samsung, Verizon, & Comcast for Holographic Displays

The venture arms of Samsung and Verizon Ventures, along with Comcast, are among the strategic investors backing startup Light Field Lab and its glasses-free holographic displays in a $28 million Series A funding round

Bosch Venture Capital and Taiwania Capital led the funding round, which is exactly four times the size of the $7 million round the company closed in Jan. 2018. Liberty Global Ventures (the investment arm of Liberty Media), NTT Docomo Ventures, HELLA Ventures, Khosla Ventures, Alumni Ventures Group, R7 Partners, and Acme Capital also participated.

  • Don’t Miss: Hands-On with the Looking Glass Pro, An Easy Alternative to AR for Interacting With Virtual Content

Light Field Lab’s display technology is capable of projecting high-resolution 3D content without wearables, powered by the company’s software platform designed to deliver content to its hardware. The funding will enable Light Field Lab to evolve its holographic display prototypes into marketable products, starting with video walls for entertainment complexes and special events, and eventually scaling down to consumer products.

„Light Field Lab’s holographic display technologies enable entirely new business opportunities across consumer and enterprise markets,“ said Ingo Ramesohl, the managing director of Bosch Venture Capital, in a blog post. „Light Field Lab has the leadership and technical expertise to bring this vision of the holographic future to life.“

Light Field Labs traffics in glasses-free holographic displays similar to those offered by Looking Glass Factory (pictured).

The interest of Verizon and NTT Docomo comes via the potential growth via 5G networks, which supply the faster speeds and lower latency needed to display advanced 3D content in augmented reality.

Light Field Lab’s holographic displays are the most exciting new technology we have seen in the entertainment space to date.

— Ankur Prakash, VP Liberty Global Ventures

„Verizon’s new 5G network features the higher bandwidth, low latency, and speed/throughput to deliver next-generation content,“ said Kristina Serafim, an investment director at Verizon Ventures. „We’re excited about our new Verizon Ventures investment in Light Field Lab as they bring such innovation to delivering content via next-gen networks through their displays.“

And while Comcast and Liberty also have telecom interests, the companies also aim to profit from the content side of AR.

„Light Field Lab’s holographic displays are the most exciting new technology we have seen in the entertainment space to date,“ said Ankur Prakash, the vice president of Liberty Global Ventures. „We are thrilled to meaningfully participate in their Series A and are well positioned to help them align with the industry’s top content creators and accelerate holographic media distribution on next-generation networks.“

Meanwhile, Samsung, whose interest in augmented reality ranges from smartphones, to headsets and smartglasses, to mobile apps, and AR cloud platforms, is throwing money at AR left and right, having previously invested in AR displays from DigiLens and AR platforms through Niantic.

„The industry response has been extremely enthusiastic as evidenced by the strength of our investors,“ said Jon Karafin, the CEO of Light Field Lab. „We look forward to working with our syndicate of manufacturing, content creation, and distribution partners to uncover opportunities and alliances across a range of vertical markets as we take our technology to the next phase.“

Although companies like Looking Glass and RealFiction are already demonstrating what holographic displays can do on the hardware side, Light Field Lab appears to have a leg up in that it has support from major players behind mainstream hardware and software ecosystems. With interest in its technology from the biggest US telecom and several leading tech companies, Light Field Lab may be a company to watch closely as the hunger for AR and 3D content continues to grow.

Don’t Miss: The Future of Augmented Reality & 5G — Wireless Marketing for AR Is Right Message Aimed at Wrong Audience

 

Quelle:

Image by Looking Glass Factory/YouTube

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HardwareKnowledge

Samsung Elevates Galaxy Note 10+ with Depth Camera for 3D Scanning & Augmented Reality Apps

The mobile augmented reality war for dominance between Apple and its Asia-based rivals is in full effect.

On Wednesday, Samsung continued the pattern it established with the Galaxy S10 4G smartphone by adding adding a depth-sensing camera to the new Galaxy Note 10+, which gives the device with some interesting augmented reality superpowers.

  • Don’t Miss: Everything We Know About Galaxy Note 10

Samsung unveiled both the Galaxy Note 10 and Galaxy Note 10+ at its customary launch event for the product line, with the Note 10 packing three rear-facing cameras (16MP ultra wide, 12MP wide-angle, and 12MP telephoto) but the Note 10+ also adds a fourth camera, a VGA sensor dubbed the DepthVision Camera, for sensing depth.

„From the very beginning, the Galaxy Note has stood for the best-of-the-best technologies and features,“ said Samsung CEO DJ Koh, in a statement. „The Galaxy Note10 re-imagines this promise for the modern Note fan who uses their smartphone to take their productivity and creativity to the next level, and who effortlessly flows between ideas and endeavors at a moment’s notice.“

Out of the box, the DepthVision camera gives the Note 10+ several unique augmented reality capabilities. First, it can act as a 3D scanner that can capture a 3D rendering of an object and turn it into an animated gif.

In addition, Samsung has incorporated its own AR measuring app called Quick Measure, similar to the Measure tool offered by Apple and Google, into the device.

Finally, Samsung has come up with a twist on AR drawing by pairing the powers of the new DepthVision Camera with its S-Pen. Along with huge screens on the company’s smartphones, the S-Pen connected stylus has stood as a hallmark of the Note series from its inception.

Using a six-axis sensor, the S-Pen can be used with the AR Doodle function in the native Camera app to create drawings that track to physical space and objects.

Now, with the Google Pixel 4 adding a depth-sensing front-facing camera and Apple reportedly adding a rear-facing depth sensor to its next line of iPhones, we may truly be entering the era of the AR smartphone.

 

Quelle:

https://mobile-ar.reality.news/news/samsung-elevates-galaxy-note-10-with-depth-camera-for-3d-scanning-augmented-reality-apps-0203007/

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KnowledgeResearch

Immersed Debuts Public VR Co-Working Space Designed For Remote Collaboration

Water cooler talk just got an upgrade.

Rather than setting up in a noisy coffee shop or paying for access to a co-working space, Renji Bijoy, the CEO of Immersed, is using VR technology to allow remote employees in multiple fields to work and collaborate entirely in a comfortable and productive VR space.

He and his team see the future of the working world as one where teams of coworkers can come together in VR and collaborate remotely in the same virtual space. Instead of getting a simple notification from Slack (a popular team collaboration platform), users will beam into a virtual office occupied by their fellow coworkers in real-time and have in-depth conversations as if they were all in the same room.

Immersed provides users a VR working space with multiple virtual monitors, remote collaboration (sharing screens), remote whiteboards, and a variety of changing backdrops accessible from an in-experience laptop.

“More collaborative than video conferencing or chat, we are able to recreate what we have in person, sharing screens, sitting next to each other, even whiteboarding together,” Bijoy said to VRScout. “There just hasn’t been a good solution for previous teams that I have been on, as far as remote teams, and that’s how the idea was formed.”

Composed of a remote team of only six, Immersed began pursuing the concept of a virtual coworking space out of necessity after facing difficulty finding a viable platform for remote collaboration that fit their particular needs.

“We started thinking: how do we get real people who are physically apart how do we get them in the same space and recreate that person-to-person experience?” Bijoy said.

Now, the Immersed team uses their own software to collaborate and develop remotely.

Previously, the experience was only available for offices and full working teams, but today Immersed is unrolling the experience out to remote professions around the world in the form of a virtual coffeehouse. In this experience, remote workers can meet with both friends and strangers across the world to collaborate on projects, listen to music, share screens, or simply chat.

In order to cater to as wide a user-base as possible, Immersed is looking to make their product more accessible for teams and remote workers that don’t have access to expensive VR-ready gaming PC’s or VR headsets, and are instead operating on low-budget laptops and computers.

“How do we bring this to normal everyday people who aren’t necessarily gamers? They may be gamers, but how do we bring this to a larger audience,” Bijoy said. “And that is our hopes in VR adoption, how do we bring VR in an everyday use case to people who aren’t necessarily gamers.”

To achieve this quest, Immersed is working on a way to interact with their software without the need of any controllers. The company is currently experimenting on a solution that uses a computer’s webcam to film the user’s hands, allowing them to perform physical gestures in the VR world minus the need of a headset or motion controllers.

While currently still in the prototype phase, Immersed has big expectations for what this innovation could mean for their VR experience and the future of the industry.

“I think that is what is going to be a massive game-changer for people who in general don’t use VR for gaming and don’t know how to use controllers,” Bijoy said. “I want this app to be something that my mom can use for her work,” he continued. “She knows how to use her hands, she knows how to grab a virtual whiteboard marker with her hands […] it lowers the barrier to entry.”

Immersed VR features several different packages (both free and paid) which offer a variety of options and abilities depending on your selection. This includes everything from the ability to stream multiple physical monitors in real-time, private virtual co-working, bluetooth compatibility with wireless keyboards and mouses, customizable environments, an offline mode, and many other features. Immersed VR is currently available on Oculus Quest, Oculus Go, Gear VR, Mac, and PC.

For more information on Immersive VR’s unique VR co-working platform, visit ImmersedVR.com. You can also sign up for a free 14-day trial.

 

Quelle:

https://vrscout.com/news/immersed-vr-remote-co-working-space/

Featured Image Credit: Immersed

 

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Examples

Reise unter Tage wird (virtuelle) Realität

Dunkel, nass und sehr beschwerlich war der Weg, den ein wissenschaftliches Team vor drei Jahren nehmen musste, als es den „Tiefen Grundstollen Landeskrone“ bei Wilnsdorf erkunden wollte. In der Maschinenhalle des stillgelegten Bergwerks fauchte einst die erste unter Tage eingesetzte Dampfmaschine im Siegerland. Der seit Jahrzehnten verplombte Stollen wurde 2016 im Zuge der Bauarbeiten an der A 45 geöffnet und Forschern des Landschaftsverbandes Westfalen-Lippe (LWL), des Deutschen Bergbau-Museums Bochum und des Vereins für Siegerländer Bergbau zugänglich gemacht. Fast einen Kilometer weit mussten sich die Wissenschaftler durch Morast und teilweise brusthohes Wasser kämpfen, bevor sich ihnen die imposante Halle öffnete.

Wilnsdorfer „Museum 4.0“

Besucher des Wilnsdorfer Museums werden diese industriehistorisch bedeutsame Stätte bald auf wesentlich angenehmere Art und Weise erkunden können, dank moderner 3-D-Technologie und der finanziellen Förderung durch LEADER-Mittel. „Die Forscher nahmen 2016 nicht nur Ausgrabungen vor, sondern fotografierten die architektonisch beeindruckende Maschinenhalle lückenlos“, erklärt Museumsleiterin Dr. Corinna Nauck. „Aus diesen Aufnahmen werden wir ein virtuelles Modell der unterirdischen Anlage gestalten lassen, das unsere Besucher mithilfe einer VR-Brille (,virtual reality’: virtuelle Realität, Anm. d. Red.) sehen können, eine spektakuläre Erfahrung“, ist sich die Historikerin sicher.

50.000 Euro LEADER-Förderung

Eine innovative Idee, die auch noch bestens zur bergbaugeprägten Region passt. Den Förderbescheid der Bezirksregierung Arnsberg übergaben Roswitha Still, Vorsitzende des Regionalvereins LEADER-Region „3-Länder-Eck“, und Regionalmanagerin Annika Wolf im Beisein von Wilnsdorfs Bürgermeisterin Christa Schuppler und Tourismusstellenleiterin Stefanie Wiegel an das Museum Wilnsdorf. Von den förderungsfähigen Gesamtkosten in Höhe von knapp 77.900 Euro beläuft sich die LEADER-Förderung (immer 65 Prozent) auf rund 50.600 Euro. Davon fließen 40.543 Euro aus dem Europäische Landwirtschaftsfonds für die Entwicklung des ländlichen Raums (ELER), das Land NRW trägt 10.136 Euro. Projektträger ist der Förderverein des Wilnsdorfer Museums.

Geschichte erlebbar machen

„Ich freue mich für die Gemeinde Wilnsdorf, dass wir mit der LEADER-Förderung zur Umsetzung dieser spannenden Idee beitragen können“, sagt Roswitha Still. Wilnsdorfs Bürgermeisterin Christa Schuppler teilte die Begeisterung ihrer Museumsleiterin für das Projekt. „Die Maschinenhalle Landeskrone wird Geschichte buchstäblich erlebbar machen, wie es seit jeher Motto des Museums Wilnsdorf ist“, sagt Schuppler. Stefanie Wiegel freut sich ebenfalls über die attraktive Ergänzung des kommunalen Angebots: „Dem Bergbau verdanken wir schon viele Sehenswürdigkeiten und einen Rundwanderweg, da fügt sich die Gelegenheit, eine unterirdische Maschinenhalle oberirdisch sichtbar zu machen, bestens ein.“

Naturkundliches Kabinett muss weichen

Um Platz für die virtuelle Maschinenhalle Landeskrone zu schaffen, wird das naturkundliche Kabinett weichen, kündigt Dr. Nauck an. Stattdessen soll in diesem Raum die beeindruckende Atmosphäre der ziegelgemauerten unterirdischen Anlage wiedererweckt werden, mit entsprechender Wandgestaltung und einem authentischen Personentransportwagen aus dem Bergbau, in dem zwei Besucher Platz finden und mittels VR-Brillen die virtuelle Maschinenhalle besichtigen können. „Außerdem wollen wir in diesem Raum eine Mediathek einrichten – mit der nötigen technischen Ausstattung und Bildschirmen, um der Öffentlichkeit unser umfangreiches Foto- und Filmmaterial zugänglich machen zu können“, ergänzt die Historikerin.

Filmische und fotografische Zeitzeugnisse

Das Museum Wilnsdorf darf mit Genehmigung der Lizenzbesitzer sehenswerte historische Filme zum Bergbau und zum Haubergswesen zeigen, außerdem ist es im Besitz zahlreicher Super-8-Filme aus den 1950er- bis 1970er-Jahren, aufgenommen vom Wilnsdorfer Mineraliensammler und Bergbaufachmann Günther Jung und in den vergangenen Jahren komplett digitalisiert. „All diese filmischen und weitere fotografischen Zeitzeugnisse konnten wir bisher nur eingeschränkt oder nach Ankündigung vorführen, in unserer nachgebauten Maschinenhalle werden sie allen Interessierten zu unseren Öffnungszeiten zur Verfügung stehen“, schwärmt Nauck.

Angebot ab Frühjahr oder Sommer 2020

Und ab wann können die Besucher auf die virtuelle Entdeckungsreise gehen? Auf SZ-Nachfrage kündigt das Wilnsdorfer Rathaus dieses außergewöhnliche Angebot bereits für das kommende Jahr an. Zwar befinde man sich noch in einer recht frühen Planungsphase, aber es sei die Hoffnung aller Beteiligten, die Maschinenhalle Landeskrone bis Frühjahr oder Sommer „einzurichten“.

 

Quelle:

https://www.siegener-zeitung.de/wilnsdorf/c-lokales/reise-unter-tage-wird-virtuelle-realitaet_a179824

Bild:

  • Forscher des Landschaftsverbands Westfalen-Lippe (LWL), des Deutschen Bergbau-Museums Bochum und des Vereins für Siegerländer Bergbau drangen 2016 bis in die Maschinenhalle der Grube Landeskrone vor und fotografierten sie lückenlos, sodass sie virtuell erlebbar gemacht werden kann.
  • Foto: Peter Thomas, Deutsches Bergbau-Museum Bochum
  • hochgeladen von Tim Lehmann (Redakteur)
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KnowledgeResearch

Immersive learning is changing the way leaders develop

Changing business strategy and digital transformation related to AI, analytics, blockchain and other technologies have been cited as the most influential issues facing executives today. And these pressures are changing the kinds of content that executives — and the learning organizations that are paying for their education — are seeking.

If you are thinking about attending an executive education course this year, be prepared to have a lot of choices. Today’s crop of executive education options offer a vast range of topics, formats and learning channels, most of which are designed to help learners transform their leadership style for a more digitally driven workplace.

This is good news, as recent research suggests that executives need a lot more education to keep up with the rapidly changing workplace. Executive Development Associates’ “2019 Trends in Executive Development” report determined that “digital culture shock” is driving most of the interest and evolution in executive education today as leaders seek new knowledge and skills to help them adapt. Changing business strategy (34 percent) and digital transformation related to AI, analytics, blockchain and other technologies (22 percent) were cited as the most influential issues facing executives today.

These pressures are changing the kinds of content that executives — and the learning organizations that are paying for their education — are seeking, said Michael Chavez, CEO of Duke Corporate Education. “Strategy courses have become a lot less relevant in the shadow of disruption,” he said. They are rapidly being replaced by content and modalities that challenge leaders to think differently and to engage more fully in the learning process.

Learning by Doing

The days of spending three hours listening to a lecture are over, Chavez said. The new crop of courses are far more participatory. Today’s leaders can choose from a variety of experiential learning environments, where professors leverage design thinking strategies, cross-department collaboration, and immersive learning scenarios that force participants to interact, engage and even act out their roles in leadership scenarios.
This trend is being driven by organizations that don’t want to pay for their people to just sit and listen, and by instructors who recognize that immersive learning can be a transformational experience. It is also proving to be an appealing model for learners, who are often surprised to find they enjoy the opportunity to engage more fully in the learning process.

That was the experience Alex Katzman had when he attended University of California, Berkeley’s three-day on-site High-Impact Leadership Program. Katzman, who is chief growth officer of Enervee, an online marketplace for energy-efficient products, wanted a course that would help him evolve his leadership skills to meet the needs of a rapidly expanding workforce. “A lot of other executive ed courses felt more like management training or they were industry specific,” he said. “This one focused on how to be a better leader.”

Katzman also liked Berkeley because of its respected name and proximity to his office in Los Angeles. But he was surprised by the format the workshop took. All of the instructors came from acting and performance backgrounds, and the content focused primarily on helping participants build their leadership presence and learn how to make emotional connections through leadership. “It was very interactive,” he noted. The course included many physical exercises, work on posture, voice projection and using inflections to create tension in storytelling. “We spent a lot of time practicing how to tell a story in two minutes while creating excitement,” he said.

Katzman hadn’t expected to spend so much time engaging and performing, and he was a little uncomfortable at first, but he’s glad he took the class. “Learning by doing is so much more powerful than just listening,” he said. He’s now applying those skills on the job, and he feels like it has helped him develop his skills as a leader, mentor and coach.

Take Charge of Your Career

While not every executive education course is taught by actors, this kind of interactivity and collaboration is becoming much more popular among trainees and their employers. It’s also bringing new players into the space, including acting schools like Second City in Chicago, which offers an improv-based leadership workshop. In other programs, students work collaboratively to solve hypothetical business problems, and even take on roles in immersive experiences, like having to rescue skiers trapped in an avalanche, or negotiate the release of hostages — both courses offered by Group Experiential Learning.

It may sound more like an adventure vacation than education, but these learning programs can have a powerful impact. They force participants to make decisions quickly using ambiguous information, and to collaborate and problem-solve in high-stress situations — all skills they need to thrive in today’s workplace.

That doesn’t mean every executive needs to be ready to strap on snowshoes to become a better leader. But they do need to know what they want to get from an education, said Ed Hoffman, senior lecturer in the Master of Science in Information and Knowledge Strategy at Columbia University in New York. “Leaders today are working in a high-octane environment that no-one has ever experienced before,” he said. They have to constantly be assessing their current skills and what they will need to stay competitive in the future.

That includes evaluating whether your current skill set could one day be replaced by technology and what you can do to remain relevant, Hoffman advised. He noted that one of the most in-demand skill sets today is applied data analytics, but it’s possible that in a decade, those tasks will be largely automated. “It is dangerous to think that the skills you have today will carry you for a career.”

He also noted that executives can no longer rely on their company to make these decisions for them. “You have to take care of your own career,” he said. While some organizations are good at creating and acquiring learning opportunities for their high performers, it is foolish for any ambitious leader to assume that someone else will take care of their learning needs.

Hoffman believes it’s an executive’s job to constantly update their career plans and to commit to being a lifelong learner.

“If you are at a stage in your career where you need to improve your skills, or you want to become a driving force in your organization, executive education can help with that,” Katzman said. He urged learners to look for a program that speaks to them, and to be open to new modalities of learning — even if it makes them uncomfortable. “It can help you develop skills you know you aren’t great at, and that can be a real benefit.”

This article was originally published as “The Experiential Leader” in the July/August 2019 issue of Chief Learning Officer.

 

Quelle:

Immersive learning is changing the way leaders develop

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KnowledgeSoftware/Apps

Can Google’s ‘Live View’ Popularize AR?

Google VPS (visual positioning system) walking directions went live yesterday under the name Live View. Residing in the Google Maps app for iOS and Android devices, it provides a 3D spatial interface for walking directions in urban areas.

Live View was already available on newer Pixel phones and for a small set of Local Guides who were essentially beta testing the product. Now it’s ready for full release with a rollout schedule over the next few weeks to ARCore and ARkit-compatible devices where Street View is active.

For those unfamiliar, Live View scans surroundings, which are then matched against Google’s Street View image database. Once a device is localized in this manner, spatially accurate directional signals are overlaid. It’s meant to be a more intuitive way to navigate city streets.

Clever Hack

Google created Live View to address some of the pain points of that little blue dot in the overhead 2D interface of Google Maps. Those issues are most evident in urban areas where it can be off by blocks. So Google realized it had an ace up its sleeve to hack a clever solution: Street View.

The reason GPS falters in urban canyons is that satellite signals bounce off buildings, thus degrading the computation of spatial positioning. So along with inertial measurement, VPS can make that that localization a lot more precise through visual recognition from Street View.

That precise localization is necessary in Live View because overlaid directional arrows through your phone’s viewfinder need meter-level accuracy. The overhead Google Maps blue dot is often forgiven (begrudgingly) when it’s off by a half-block. But that won’t fly with a 3D visual interface.

Beyond the clever visual hack for device localization, the next challenge was interface design for a new form of mobile interaction that has no existing playbook. As Google presented at the I/O conference (video below) this required a rigorous design and prototyping process.

Moment of Truth

But the real testing will be in the wild. As a potentially high-frequency utility, VPS ticks all the boxes we’ve theorized for AR killer apps. But the moment of truth will come as mainstream consumers vote with their fingers about whether or not a 3D visual interface is something they want.

It will likely gain traction first with tech-forward city dwellers… which aligns with its urban use case. Google will accelerate this through incubation in Maps, just like Google Lens’ incubation in search. The good news: if adopted at scale, spatial UX comfort levels could extend to AR in general.

One notable lesson is that Live View is a close cousin of AR, but Google has been careful not to call it “AR” which is still too nascent and tech-sounding. Notice how Pokemon Go and Snapchat lenses (the most popular forms of AR to date) have done the similar. They hardly ever say “AR.”

Another wild card will be how/if Google monetizes the feature. As we’ve examined (video below), tech giants’ AR motivations usually trace back to their core businesses. Live View could be a natural fit for sponsored local discovery, but the first step is to test the waters for user behavior.

We’ll be watching closely for that and, like Google Lens, stress-testing the product in the wild.

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Disclosure: AR Insider has no financial stake in the companies mentioned in this post, nor received payment for its production. Disclosure and ethics policy can be seen here.

Quelle:

https://arinsider.co/2019/08/09/can-googles-live-view-popularize-ar/

 

 

Can Google’s ‘Live View’ Popularize AR? was last modified: August 18th, 2019 by TorstenFell
21. August 2019 0 comment
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