G’day. Here’s what I discovered this week in 3D…
Quelle:
Foto: https://www.youtube.com/watch?app=desktop&v=80GrFXFOayE
G’day. Here’s what I discovered this week in 3D…
Quelle:
Foto: https://www.youtube.com/watch?app=desktop&v=80GrFXFOayE
The virtual fitting room market has the potential to explode over the next few years.
According to a recent report by SourceJournal, Zero10, the official augmented reality (AR) partner of Coach, is developing technology that could revolutionize the in-person shopping experience.
Last week at Viva Technology Paris, the fashion AR try-on company revealed its new AR Store prototype. Composed of a Zero10 AR Mirror, iPad stand, and statistics screen, this standalone experience allows customers to try on and purchase virtual garments without the hassle of having to physically remove their existing clothes.
According to Zero10, AR Store takes up roughly 3 square meters and features the same functionality as a traditional 100-square-meter brick-and-mortar store. Whereas the company’s previous AR Mirrors were designed to work with existing locations, AR Store is designed to operate independently as an “autonomous retail agent.”
“By embracing this innovative technology, brands can transcend the constraints of traditional brick-and-mortar stores, reducing rental and storage expenses while combating overproduction,” said Zero10 founder George Yashin during an interview with SourcingJournal. “Moreover, the AR Store empowers brands to expand their reach offline, enabling online-only businesses to embrace the physical realm at a fraction of the cost.”
“The AR Store offers a cutting-edge and convenient solution for customers to virtually try on garments, eliminating the need for changing rooms or purchasing previously worn or returned items,” added Yashin. “The era of immersive and sustainable fashion is upon us.”
According to a study by Grand View Research, Inc, the virtual fitting room market could potentially grow to $20.63 billion by the year 2030. We’ve already seen a number of other companies begin to experiment with virtual try-on technology, such as Snap Inc.’s AR Mirrors, which will be available to try at popular music festivals later this summer.
For more information on Zero10’s new AR Store, check out SourceJournal’s full report here.
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Feature Image Credit: Zero10
“Miles That Define Us” details pivotal moments in Hyundai’s purpose of progress for humanity through product innovation.
Hyundai and The Trust, the leading creative agency for advertising partners of the Wall Street Journal, today announced the release of a new video and immersive content campaign entitled ‘Miles That Define Us.’ The campaign, which features short documentaries and engaging narratives, aims to reinforce Hyundai’s social responsibility and highlight the company’s connection to the human spirit.
The exhibit, which was created in collaboration with Active Theory, features short documentaries and engaging stories that highlight Hyundai’s commitment to providing innovative technology and mobility services and aims to inspire people to reach their personal goals and improve their lives.
The first film, which will premiere at the Wall Street Journal’s Journal House during the Cannes Lions Festival of Creativity in 2023, will feature the stories of individuals facing the challenges of modern mobility. It showcases how Hyundai’s cutting-edge technologies are helping address global issues. The company’s solutions, such as advanced air mobility and autonomous driving, prioritize the environment and are designed to improve the quality of people’s lives.
“We are proud to collaborate with Dow Jones and The Trust on this campaign. It emphasizes the transformative power mobility innovations can make in progressing humanity,” said Angela Zepeda, chief marketing officer, of Hyundai Motor America in an official press release.
‘Miles That Define Us’ is part of Hyundai’s ongoing efforts to reinforce its social responsibility and focus on the company’s culture, and aims to highlight the importance of reliable information and news in helping decision-makers and global leaders make informed decisions.
According to Josh Stinchcomb, the global chief revenue officer of The Wall Street Journal and Dow Jones, the stories featured in the campaign are inspirational and relatable. “‘Miles That Define Us’ is a testament to the indispensable role of trusted news and information in guiding global leaders and decision-makers,” adding, “The subjects explored and people featured in each story are inspirational, passionate, and relatable—a reflection of Hyundai’s culture and decision-making.”
The campaign’s companion exhibit, which is located at The Journal House, is an immersive mixed reality experience adapted from the Journal’s The Field. From the Ground Up is a fully immersive multi-sensory 360-degree storytelling adventure (available via this link) composed of a variety of immersive experiences that explore the different aspects of Hyundai’s products. The Field is an exploration space for you to interact with Hyundai’s latest innovations.
The Trust utilized carefully crafted graphics and emotive voiceovers to create an experience that lets users explore the campaign’s various stories through virtual VR and WebXR. Through this platform, Hyundai was able to create relatable and entertaining concepts that educate you on the company’s goals with product innovation.
“By prioritizing humanity and centering our actions on this principle, Hyundai is forging a brighter future for generations to come,” said Zepeda.
You can learn more about the Hyundai and Dow Jones The Trust immersive exhibit on Cannes Lions Festival of Creativity website.
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Feature Image Credit: Hyundai & Dow Jones
At least from the outside, it appears Microsoft isn’t actively competing for a seat at the XR table, which is fairly odd coming from a company that pioneered enterprise AR while simultaneously wrangling some of its top OEM partners to make a fleet of PC VR headsets for consumers in 2017. Microsoft gained a great early start, but now the Redmond-based tech giant is positioned to play catchup, which historically hasn’t worked out that well. Could we be in for another ‘Zune moment’? If Microsoft goes in half-cocked, maybe.
Microsoft released the first-gen Zune in 2006, an MP3 player that looked to compete with Apple’s largely dominant line of iPods. By “largely dominant,” I mean Apple not only had majority market share of the product category, making it synonymous with portable music at the time, but had already produced numerous generations of iPod Classic, iPod Mini, iPod Nano and iPod Shuffle. Apple wasn’t the first to make a portable MP3 player, although it was the first to make one everyone wanted.
Now, I can hear the Zune defenders in my head, and I sympathize. Zune wasn’t terrible, and it came at a time when full-color screens in MP3 players were just becoming a thing. It had a compelling reason to exist, which is why Microsoft directly competed against iPod Touch over the course of three device generations before eventually giving up the goat in 2011 and discontinuing the third-gen Zune. Many chalk it up to poor marketing, lack of brand cache, and not enough music to choose from. Zooming out, Zune’s ultimate defeat belies a larger pattern of behavior.
Zune didn’t generate the sort of loyal customer base that Apple had in spades because entering rapidly evolving product categories isn’t easy. By the time platforms solidify, companies that come too late are usually tasked with flipping what’s left of undecided users or attracting users away from other ecosystems with unique selling points. Even with viable hardware on your side, it’s not an easy thing to do.
To put it into perspective, Zune entered the market one year before Apple announced the first iPhone. From that moment Microsoft was forced to play catchup not only with its MP3 players, but with its widely maligned Windows Phones which came afterwards, of which there are famously few defenders. Needless to say, Apple’s iPhone is still kicking, and that iPod/iPhone success story is why Apple is largest company in the world.
Don’t get me wrong, Microsoft has success stories. Windows is still the world’s largest PC operating system. Azure Cloud Platform competes alongside AWS and Google Cloud. There’s a reason why we call digital slideshows a PowerPoint no matter which program you use to make them, and that’s thanks to Microsoft’s ongoing dominance in the general computing space. When Microsoft gets in early and sticks it out, you don’t generally get a Zune.
To its credit, the company had the foresight to release HoloLens in 2016, a full two years before unicorn startup Magic Leap could get its first standalone AR headset out the door. Three years later it released HoloLens 2, which directly competes today against Magic Leap Two. When HoloLens 3 will arrive, or whether it’s even in the works, still isn’t clear. We’re hoping they stick it out and it doesn’t turn into a ‘Zune moment’ down the line.
In 2017, Microsoft also managed to assemble a host of major OEMs to create what would be the first Windows VR headsets, which included PC VR headsets from Dell, Lenovo, Acer, HP, Samsung, and Asus. It was a good opening gambit to break up the Oculus/HTC Vive PC VR binary that had developed a year prior, although those Windows VR headsets weren’t just new hardware destined to hook into Steam content. Microsoft made its own Windows Mixed Reality Store which ultimately failed to compete with Steam for developers, which was kind of like a Zune owner somehow getting all their music from iTunes and not Zune Marketplace.
And we’re still early, although that may not be the case for long. Compared to smartphones today, the current XR landscape is toddling out of its infancy. You’d be surprised how much competition there is already, not only across multiple hardware platforms, but entire content ecosystems—something you can’t just grow over night. Currently major contenders are Meta, Sony, HTC, Valve, Pico, Pimax, and Apple starting next year. The future leaders are shaping up to be Sony, Meta and Apple, the last two moving into mixed reality (Meta Quest Pro, Meta Quest 3, Apple Vision Pro) which feature VR displays and color passthrough cameras for AR tasks, while Sony is already in their second-gen PlayStation VR. Things are changing, and Apple jumping into XR could see a host of other companies deciding they want a piece of the pie fairly soon.
Whatever the time frame, eventually the amount of money Microsoft leaves on the table is going to pile up until it can’t be ignored. That’s essentially the strategy the company has decided to take with Xbox at least, with Xbox Game Studio head Matt Booty saying in a recent Hollywood Reporter interview that VR just isn’t big enough yet.
“We have 10 games that have achieved over 10 million players life-to-date, which is a pretty big accomplishment, but that’s the kind of scale that we need to see success for the game and it’s just, it’s not quite there yet with AR, VR,” Booty told the Hollywood Reporter.
So, while we’re no closer to knowing when Microsoft will decide it’s the right time to enter into VR (or MR for that matter), the company is well equipped and funded to break the Zune curse. Whenever Microsoft chooses to compete in consumer XR, any potential failure can’t be blamed on the lack of resources. The company now boasts a vast collection of game studios it can weaponize, which includes the entire Zenimax family of studios, including Bethesda, Arkane Studios, id Software, MachineGames, Tango Gameworks, and ZeniMax Online Studios. Provided the contentious Activision Blizzard acquisition goes through, Microsoft will also own World of Warcraft, Call of Duty, and Diablo franchises. That untapped library of IP and developer talents could make whatever Microsoft decides to bring to the XR table a serious contender.
Just the same, if the megalithic Microsoft can’t overcome what must be a massive internal friction to put out something focused, timely and well-supported, whatever it makes might as well be Zune.
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The limited impact of VR on empathy and charitable giving.
Virtual Reality (VR) is often praised as the „ultimate empathy machine,“ but does it genuinely boost our understanding and compassion toward others? Research presents an inconsistent picture. Some studies indicate VR can enhance self-reported empathy and positive attitudes. However, the impact of VR on empathy doesn’t always exceed traditional, cost-effective methods like imagination or role-play.
The key to these findings may lie in the distinction between emotional empathy (feeling others‘ emotions) and cognitive empathy (understanding others‘ emotions without necessarily getting emotionally involved). A recent meta-analysis suggests that VR, especially 360-degree videos, can enhance emotional empathy, but its effect on cognitive empathy is less marked.
This discrepancy stems from the dual-process nature of empathy. Emotional empathy is typically a quick, automatic response, similar to the emotional pull from a poignant charity advertisement. Cognitive empathy, in contrast, requires conscious deliberation and effort, somewhat akin to the mental immersion needed when acting or writing creatively.
360-degree VR aligns more with evocative ads triggering emotional empathy rather than complex and ambiguous experiences that stimulate cognitive empathy. While VR is celebrated for reducing the cognitive effort of perspective-taking, this feature might be a double-edged sword. VR experiences might deprive users of opportunities to actively develop their cognitive empathy skills.
While the potential of VR to boost helping behaviors is debatable, many charities have harnessed its immersive power. For example, the charity Water claims that its VR experience generated $2.4 million in donations.1 Similarly, UNICEF is testing its VR film, Clouds Over Sidra, across 40 countries, reportedly doubling their donation rate and increasing the donated amount by 10 percent. Impressive, indeed, but let’s hold off on drawing conclusions without further rigorous scientific analysis.
Only a few studies have delved into this territory, recording real behavior change post-VR exposure. For example, a VR experience of chopping down a tree led to participants using fewer paper napkins. Another VR scenario, in which users embodied a kidney donation patient, reportedly increased donations to a dialysis organization.
But does VR, particularly 360-degree videos, truly outdo low-tech alternatives? Results are mixed, suggesting a careful selection of control groups is crucial. In some cases, 360-degree videos were no more effective than viewing the same content on a regular computer screen.
One shortcoming of previous research is the lack of meticulous controls. Most studies had VR groups differing in multiple aspects, including content, immersion, and novelty. This muddles our understanding, making it hard to separate the effects of VR from other variables. To rectify this, we introduced four improvements in our study, including VR control groups, single-blind procedures, combining self-report and behavioral measures, and conducting a follow-up session to evaluate long-term impacts.
Method
We tested 155 adults recruited from New York City, a diverse group regarding age, race, and income. We offered them a remuneration package for participating in the initial VR testing session and completing a follow-up survey 10 days later.
Each participant was assigned to one of four groups: an experimental condition (Classic or Boost) or one of two control conditions (Audiobook or Waiting Room). All groups used the Oculus Go VR headset for approximately 12 minutes. Participants in the Classic group watched a documentary-style 360-degree video called The Displaced, created by The New York Times. It describes the experiences of three children driven from their homes by war.
Participants in the Boost group watched the same video and were instructed to take the children’s perspectives. Participants in the Audiobook group read three substantially similar stories about each child, also written by The New York Times. The text was projected onto a virtual whiteboard and was read aloud by an actor while the text scrolled on the screen. The Waiting Room group required participants to wait in a 360-video virtual waiting room shot with the same high-definition camera type used in the experimental VR conditions.
After the 12-minute experience, all participants completed behavioral and self-report empathy measures and were asked if they were willing to donate some of their payment to a UNICEF charity supporting refugees.
Results
The results were mixed. On the positive side, VR experiences did temporarily increase emotional empathy. Our experimental VR conditions, „Classic“ and „Boost,“ led to significant increases in emotional empathy immediately after the VR experience. In other words, people participating in these immersive experiences felt more emotionally connected to the subjects they observed. However, this effect seemed to have vanished after 10 days.
Moreover, the VR experiences didn’t enhance cognitive empathy, the ability to understand another person’s perspective, more than traditional audiobooks did.
Perhaps the most critical finding was that these immersive VR experiences didn’t translate into increased donations to charity. Even though the cause participants were asked to donate to was directly related to the VR experience, the amount they donated didn’t differ based on whether they’d experienced the VR video.
These findings challenge the prevailing assumption that VR is a powerful tool for stimulating empathy and promoting charitable giving. While it certainly has a role, it doesn’t appear to offer unique benefits beyond more traditional methods like audiobooks.
While our study has limitations, it underscores the importance of thorough and careful assessment before investing heavily in 360-degree VR technology for empathy training or fundraising purposes. As we navigate this era of rapid technological advancement, it’s crucial to remember that complex emotions and decisions may require more than just donning a VR headset–sometimes, traditional methods like storytelling, and shared experiences. Human connections might be just as effective, if not more so.
References
Martingano, A. J., Konrath, S., Henritze, E., & Brown, A. D. (2021). The Limited Benefits of Using Virtual Reality 360° Videos to Promote Empathy and Charitable Giving. Nonprofit and Voluntary Sector Quarterly, 08997640221125804. https://doi.org/10.1177/08997640221125804
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Der «Metaverse Barometer Switzerland 2023» soll Erkenntnisse über die Wahrnehmung und Nutzung des Metaverse sowie über die Einstellung der Schweizer Bevölkerung zu neuen Technologien generieren. 426 in der Schweiz lebende Personen nahmen an einer Online-Umfrage teil. Ziel der Studie ist es, die neuen Bedürfnisse frühzeitig zu antizipieren.
Gemäss Studie sind nur wenige Menschen in der Schweiz mit dem Konzept des Metaverse vertraut. Diejenigen, die bereits vertraut damit sind, zeigen eine grössere Affinität zur Technik, haben das Metaverse bereits öfter genutzt und sind grösstenteils männlich. In Bezug auf den europäischen Durchschnitt liegt die Schweiz zwar im Mittelfeld, hinkt jedoch deutlich hinter den führenden Ländern weltweit hinterher.
Bereits 74 Prozent der Schweizer:innen haben schon einmal vom Metaverse gehört, aber nur 11 Prozent sind bisher gut damit vertraut. Mit 48 Prozent ist jedoch knapp jede:r Zweite neugierig auf die neue virtuelle Welt. Als wichtigste Gründe für die zukünftige Nutzung nennt Lukas Diem, Strategy Director und Mitglied der Geschäftsleitung von TBWA\Zürich: «76 Prozent der Schweizer:innen wollen das Metaverse zukünftig für die Weiterbildung nutzen, 69 Prozent für Freizeit und Unterhaltung, 67 Prozent für virtuelle Reisen und Kulturerlebnisse. Für betreffende Unternehmen heisst das, dass ihre Präsenz im Metaverse zukünftig sinnvoll ist.»
Weiter zeigt die Studie, dass 48 Prozent neugierig auf die Nutzung des Metaverse und 35 Prozent beim Gedanken daran besorgt sind. Zu den grössten aktuellen Bedenken gehören: Risiken bezüglich der Privatsphäre, eine Abkopplung vom realen Leben, Cyber Mobbing, mögliche Kosten und Umweltauswirkungen.
Obwohl die neuen Technologien stets auch von Bedenken begleitet werden, ist die Schweizer Bevölkerung ihnen gegenüber grundsätzlich positiv gestimmt. Trotz der gemischten Gefühle scheint das Potenzial in vielen Fällen erkannt zu werden. «Mit dem Metaverse und den damit verbundenen Technologien werden wir nicht nur mit neuen und aufregenden kreativen Werkzeugen konfrontiert, sondern auch unser Verhalten als Konsument:innen wird sich weiterentwickeln und verändern», meint Lukas Diem, von TBWA in Zürich. Diese Entwicklung in der Schweizer Bevölkerung bietet Chancen und sollte Unternehmen und Marken dazu bewegen, sich vermehrt mit neuen Technologien zu beschäftigen.
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Werbewoche / zeitgeist-spotter
Step one: dance!
Welcome to Lowpass, a newsletter about the future of entertainment and the next big hardware platforms, including smart TVs, ambient computing and AR / VR. This week: The developer of the mixed reality game Laser Dance shares lessons learned, and smart speaker maker Syng is has lost two senior execs.
This week’s Lowpass newsletter is free for all subscribers; next week’s lead story will only go out to paying members. Upgrade now to not miss it.
Mixed reality is having a moment: Earlier this month, Meta announced that it will release the Quest 3 with color pass-through this fall. A few days later, Apple unveiled its Vision Pro headset, which is all about combining a live video view of your surroundings with virtual objects.
I’ve been fascinated with pass-through mixed reality ever since I first got a washed-out grayscale view of my home after bumping up against the safety boundaries of the original Quest 1. But I’ve also been underwhelmed by some early mixed reality apps, including those that Meta demoed when it introduced the Quest Pro last year.
Apps like TribeXR and Wooorld incorporate mixed reality by simply turning off what developers call the skybox – the VR scenery that lurks in the background of the actual game or experience. There’s nothing inherently wrong with that approach, and one could argue that a DJ for instance can only benefit from seeing their real-world audience. However, it’s also not really mixing your realities as much as layering them, and swapping out one background for another.
Then, last month, I saw some videos for an upcoming mixed reality app that seemed really different and unique: Laser Dance turns real-life spaces into ”Ocean’s 13”-like vaults, complete with security lasers that only most agile players can avoid. Laser Dance is currently being developed by Thomas Van Bouwel, who previously released the VR puzzle game Cubism. I got in touch with Van Bouwel the other day to pick his brain about the emerging art and science of building compelling mixed reality apps.
Make mixed reality essential. Van Bouwel told me that he built Laser Dance out of a fascination with mixed reality, and the desire to build a game that felt native to the new medium.
Pay attention to people’s spaces. Laser Dance places two virtual buttons on opposing walls of a room, and then tasks players with getting from one button to another while avoiding increasingly difficult laser patterns.
Mixed reality is an ever-changing playground. It’s still very early days for mixed reality. Most headsets in people’s homes barely support the technology, if at all, and things are going to evolve quickly over the next few months.
Get ready to test a lot. Van Bouwel’s final advice to anyone looking to explore mixed reality: Test, test, and then test some more. “The only way to learn about what is working (and) what’s not working in your game, especially (in) mixed reality, is to play-test a lot.”
Quelle:
https://www.lowpass.cc/p/mixed-reality-laser-dance-developer-insights
Unveiling the 10 pioneering ways blockchain transforms VR.
While talking about blockchain technology, we should keep in mind that this is a new and still evolving industry. There are several use cases of blockchain in different industries, including virtual reality.
Here are the top use cases of blockchain in VR.
Blockchain can be used to verify and track the ownership of virtual assets in VR, making it impossible for fraudulent transactions to occur, one example is DeFi (Decentralized Finance) in which there is no threat of fraud or theft as DeFi offers an emerging model for organizing and enabling cryptocurrency-based transactions without relying on intermediaries or traditional banks.
Blockchain and VR can work together to verify sponsorship and verify traffic, promoting transparency and trust between brands and consumers. Through blockchain, advertising and sponsorship in virtual reality can be made more secure and reliable.
By using blockchain-based smart contracts, brands and advertisers can ensure that their ads are displayed to their target audience in the virtual reality environment. This, in turn, can increase the relevance of the ads and improve the ROI for the advertisers.
Additionally, blockchain can also help to track and verify the traffic generated by the ads. By recording each interaction with the ad on the blockchain, advertisers can get a better understanding of the effectiveness of their VR advertising campaigns. This level of transparency can help to build trust between the brand and the consumer.
Blockchain can also be used to prevent fraudulent advertising practices. By using a decentralized system that relies on a consensus mechanism, blockchain ensures that the data is secure and tamper-proof. This can prevent scenarios where advertisers pay for fake traffic generated by bots or other illegitimate means.
In conclusion, the use of blockchain technology in virtual reality advertising and sponsorship can offer numerous benefits to both brands and consumers. By increasing transparency, security, and reliability, blockchain can help to build trust and improve the overall experience for everyone involved.
Decentralized marketplaces on the blockchain can be used to facilitate secure transactions of virtual goods and services, reducing fraud and ensuring safe transactions.
Blockchain-based incentives may be utilized to incentivize gamers to contribute to better gameplay, thus increasing engagement in VR gaming environments.
Another potential use case is the registration of copyright, publisher, and distribution rights to control the distribution and licensing of virtual reality content, ensuring the creators of content receive fair compensation.
With the increasing popularity of virtual worlds, blockchain technology can be utilized to enable the ownership and trading of virtual real estate. This allows for users to build and own property in virtual worlds and potentially earn revenue from it.
Virtual currencies used in VR environments can also benefit from blockchain technology. Blockchain can enable secure, transparent, and decentralized transactions for virtual reality commerce, as well as provide a more stable and reliable virtual currency system.
Blockchain technology can be used to manage and protect user identities in virtual environments, providing a more secure and trustworthy system for verification and authentication.
Blockchain technology can enable interoperability between different VR platforms, allowing users to seamlessly interact with each other and access content across different platforms.
Using blockchain technology, DAOs can be created in virtual reality environments to create decentralized decision-making and governance structures. This can enable community-driven development and decision-making in virtual worlds.
The use cases of blockchain in virtual reality demonstrate the potential for these two emerging technologies to work together and create innovative solutions for a variety of industries.
Blockchain technology can provide an additional layer of security and transparency to the virtual world, enabling safer transactions and the protection of users’ personal information.
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Warum Sie die Entwicklungen genau im Auge behalten sollten
Die Technologie verändert die Art und Weise, wie wir arbeiten, lernen und interagieren, kontinuierlich und in beispielloser Geschwindigkeit. Mit der Einführung des Apple Vision Pro betreten wir eine neue Ära des „räumlichen Rechnens“ (Spatial Computing) – einer Technologie, die das Potenzial hat, unsere digitale Erfahrung grundlegend zu verändern. In diesem Blogbeitrag zeigen wir Ihnen, warum es so wichtig ist, die Entwicklungen des Apple Vision Pro genau zu verfolgen und warum Sie www.spatialcomputing.consulting besuchen sollten.
Das Spatial Computing ist eine Technologie, die digitale Inhalte nahtlos in unsere physische Welt einbettet und damit eine vollständig dreidimensionale Benutzeroberfläche ermöglicht. Der Apple Vision Pro ist das erste Gerät seiner Art, das diese Technologie in vollem Umfang nutzt. Mit visionOS, dem weltweit ersten Spatial-Betriebssystem, eröffnet der Apple Vision Pro eine unendliche Leinwand für Apps und ermöglicht eine Interaktion mit digitalen Inhalten, die sich so anfühlt, als wären sie physisch in unserem Raum präsent.
Der Apple Vision Pro bietet völlig neue Möglichkeiten für die Arbeit und das Lernen. Stellen Sie sich vor, Sie könnten Ihre Lieblings-Apps in jedem Maßstab nebeneinander anzeigen, wodurch das Multitasking auf ein neues Level gehoben wird. Oder Sie könnten die leistungsstarken Funktionen Ihres Macs kabellos in den Vision Pro integrieren und so eine riesige, private und tragbare 4K-Anzeige nutzen.
In Bildungs- und Geschäftsanwendungen bietet der Apple Vision Pro mit FaceTime ein neues Niveau der räumlichen Interaktion. Dies könnte die Zusammenarbeit und Interaktion in Bildungs- und Geschäftsumgebungen erheblich verbessern. Darüber hinaus erlaubt der Apple Vision Pro die Entwicklung und Nutzung neuer Arten von Apps und Spielen, die für räumliches Computing optimiert sind. Dies könnte sowohl in Unternehmens- als auch in Bildungsumgebungen neue Möglichkeiten zur interaktiven Zusammenarbeit und zum Lernen eröffnen.
Wenn Sie Interesse an den neuesten Entwicklungen im Bereich des Spatial Computing haben, ist www.spatialcomputing.consulting die richtige Adresse. Dort finden Sie aktuelle Informationen und hilfreiche Ressourcen, um Ihre Kenntnisse in diesem sich schnell entwickelnden Bereich zu erweitern. Es ist eine unverzichtbare Ressource für jeden, der sich mit den Möglichkeiten des Spatial Computing auseinandersetzen möchte. Übrigens wurde die URL bereits von mir Anfang 2020 registriert und damals Inhalten zum Thema bestückt.
Die Einführung des Apple Vision Pro markiert den Beginn einer neuen Ära des Spatial Computing. Die Möglichkeiten, die diese Technologie bietet, sind enorm und könnten die Art und Weise, wie wir arbeiten und lernen, grundlegend verändern. Daher ist es jetzt wichtiger denn je, sich# Titel: Die Zukunft des Lernens und Arbeitens mit dem Apple Vision Pro – Warum Sie die Entwicklungen genau im Auge behalten sollten.
Die Technologie verändert die Art und Weise, wie wir arbeiten, lernen und interagieren, kontinuierlich und in beispielloser Geschwindigkeit. Mit der Einführung des Apple Vision Pro betreten wir eine neue Ära des „räumlichen Rechnens“ (Spatial Computing) – einer Technologie, die das Potenzial hat, unsere digitale Erfahrung grundlegend zu verändern. In diesem Blogbeitrag zeigen wir Ihnen, warum es so wichtig ist, die Entwicklungen des Apple Vision Pro genau zu verfolgen und warum Sie www.spatialcomputing.consulting besuchen sollten.
Das Spatial Computing ist eine Technologie, die digitale Inhalte nahtlos in unsere physische Welt einbettet und damit eine vollständig dreidimensionale Benutzeroberfläche ermöglicht. Der Apple Vision Pro ist das erste Gerät seiner Art, das diese Technologie in vollem Umfang nutzt. Mit visionOS, dem weltweit ersten Spatial-Betriebssystem, eröffnet der Apple Vision Pro eine unendliche Leinwand für Apps und ermöglicht eine Interaktion mit digitalen Inhalten, die sich so anfühlt, als wären sie physisch in unserem Raum präsent.
Der Apple Vision Pro bietet völlig neue Möglichkeiten für die Arbeit und das Lernen. Stellen Sie sich vor, Sie könnten Ihre Lieblings-Apps in jedem Maßstab nebeneinander anzeigen, wodurch das Multitasking auf ein neues Level gehoben wird. Oder Sie könnten die leistungsstarken Funktionen Ihres Macs kabellos in den Vision Pro integrieren und so eine riesige, private und tragbare 4K-Anzeige nutzen.
In Bildungs- und Geschäftsanwendungen bietet der Apple Vision Pro mit FaceTime ein neues Niveau der räumlichen Interaktion. Dies könnte die Zusammenarbeit und Interaktion in Bildungs- und Geschäftsumgebungen erheblich verbessern. Darüber hinaus erlaubt der Apple Vision Pro die Entwicklung und Nutzung neuer Arten von Apps und Spielen, die für räumliches Computing optimiert sind. Dies könnte sowohl in Unternehmens- als auch in Bildungsumgebungen neue Möglichkeiten zur interaktiven Zusammenarbeit und zum Lernen eröffnen.
Wenn Sie Interesse an den neuesten Entwicklungen im Bereich des Spatial Computing haben, ist www.spatialcomputing.consulting die richtige Adresse. Dort finden Sie aktuelle Informationen und hilfreiche Ressourcen, um Ihre Kenntnisse in diesem sich schnell entwickelnden Bereich zu erweitern. Es ist eine unverzichtbare Ressource für jeden, der sich mit den Möglichkeiten des Spatial Computing auseinandersetzen möchte.
Die Einführung des Apple Vision Pro markiert den Beginn einer neuen Ära des Spatial Computing. Die Möglichkeiten, die diese Technologie bietet, sind enorm und könnten die Art und Weise, wie wir arbeiten und lernen, grundlegend verändern. Daher ist es jetzt wichtiger denn je, sichmit diesen technologischen Fortschritten vertraut zu machen. Behalten Sie die Entwicklungen des Apple Vision Pro im Auge und besuchen Sie www.spatialcomputing.consulting, um auf dem Laufenden zu bleiben und das Potenzial dieser bahnbrechenden Technologie voll auszuschöpfen. Der Apple Vision Pro ist mehr als nur ein neues Gerät – er ist ein Fenster zu einer aufregenden neuen Welt des Lernens und Arbeitens. Seien Sie Teil dieser spannenden Reise und entdecken Sie, was das Spatial Computing für Sie bereithält!
Quelle: Torsten Fell
Ergänzende aktuelle Fachartikel
Experts from UNICEF Innocenti, the research and analysis arm of UNICEF, and Diplo have come together to publish the report Rapid Analysis: Metaverse, XR, and Children.
The report examines the potential opportunities and risks associated with emerging technologies, particularly the metaverse and extended reality (XR), and their impact on children’s rights and well-being.
The report presents a comprehensive analysis of the metaverse, XR, and their implications for children. It provides valuable insights into the potential benefits of these technologies, such as enhanced education, creativity, and social interaction. However, it also highlights the risks, including privacy concerns, exacerbation of the digital divide, and potential impact on mental health.
Key findings from the report include:
In this report, UNICEF Innocenti and Diplo Innocenti call upon governments, technology companies, educators, parents, and civil society organisations to collaborate in ensuring that the potential benefits of the metaverse and XR technologies are maximised while minimising risks for children. The report recommends comprehensive policies and regulations, investment in digital literacy programs, and ethical guidelines to protect children’s rights and foster responsible use of these technologies.
Tens of millions of children and young people are already active in virtual environments and game spaces. While it remains to be seen whether the metaverse is the future or just hype, their potentially profound impact on children and youth makes it essential to engage with these technologies today.
This report considers both positive and negative effects that virtual environments could have on children; the drivers of and predictions for the growth of the metaverse; and the regulatory and policy challenges posed by the metaverse. The report also recommends actions for government and private sector stakeholders to take in order to empower children and protect against or mitigate potential harms.
Broad recommendations for government stakeholders, including policymakers and regulators:
Broad recommendations for technology companies providing metaverse-related products and services:
Quelle:
https://www.unicef.org/globalinsight/reports/metaverse-extended-reality-and-children