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Découvrez 7 projets à haut potentiel de vision par ordinateur, accompagné de leur projet open-source disponibles sur GitHub
Via Thierry Pires
La realidad virtual aspira a ser tan auténtica como la vida real. Los guantes y los trajes hápticos ampliarán sus aplicaciones, mientras se desarrolla el seguimiento de los movimientos oculares y de una parte del cuerpo hasta ahora descuidada: las piernas.
Via Edumorfosis, juandoming
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Rescooped by
michel verstrepen
from Daily Magazine
March 21, 2022 7:13 AM
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Hesitancy to accept the idea of working in the metaverse is a genuine concern for the proponents of such an idea. But according to a recent Work Trend Index report from Microsoft, most workers are open to doing at least some of their work in the metaverse.
According to the report, 52% of workers “are open to using digital immersive spaces in the metaverse for meetings or team activities next year.” Slightly fewer (47%) are OK representing themselves with a digital avatar in these meetings.
Via Edumorfosis, Ricard Lloria, THE OFFICIAL ANDREASCY
Unity spun that idea into an arm of its business and is now leveraging its game engine technology to help clients make “digital twins” of real-life objects, environments, and, recently, people. “The real world is so freaking limited,” said Danny Lange, Unity’s senior vice president of artificial intelligence, in Unity’s San Francisco headquarters last October. Speaking with WIRED in 2020, he had told me, “In a synthetic world, you can basically re-create a world that is better than the real world for training systems. And I can create many more scenarios with that data in Unity.” Learn more / En savoir plus / Mehr erfahren: https://www.scoop.it/t/21st-century-innovative-technologies-and-developments/?&tag=VR http://www.scoop.it/t/21st-century-learning-and-teaching/?&tag=Virtual+Reality
Via Gust MEES
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Rescooped by
michel verstrepen
from Daily Magazine
March 16, 2022 5:43 PM
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THE OFFICIAL ANDREASCY Daily Magazine - Category: 3D Printing
We took @THE OFFICIAL ANDREASCY to the next level! Come join the fun on our Daily Magazine, for all things 3D Printing! -> https://rebrand.ly/Daily-Magazine-3D-Printing THE OFFICIAL ANDREASCY Daily Magazine is dedicated entirely to Cutting Edge Innovation, it features a complete range of curated posts and great resources:, it's 100% free, and it's perfect for all you guys out there. We've partnered with a ton of publishing experts to bring you all the goodies. Whether you are a tech geek, a business owner, a teacher, a doctor, a researcher, a UI/UX designer, a software developer, an IT Engineer, or a guru Marketer, our Exclusives will help you become the King Master in your industry! To receive an email notification each time the latest online magazine is ready for viewing, please go to our subscription page: We'd love to see you there! ;)
Via THE OFFICIAL ANDREASCY
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Scooped by
michel verstrepen
March 12, 2022 4:04 PM
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C'est une première mondiale. Ce vendredi 11 mars, à BPI France, Ridouan Abagri annonce la création du Metaverse College, la toute première école entièrement dédiée à la création, la structuration et au développement de ces univers en 3D. « Il existe des formations spécialisées au sein de certaines institutions, mais pas encore de structure 100 % metaverse. Pour une fois, en France, on a cinq ou dix ans d'avance ! » se gargarise son futur directeur. Dès la rentrée 2022, un Bachelor « chef de projet metaverse » en un an ou trois Master en un ou deux ans seront proposés (M1-M2 ou M2). En continu ou en alternance, ces derniers se déclinent dans trois domaines : la finance (cryptomonnaie, blockchain ou le futuriste «metapatrimoine»), l'art (NFTs, design produit d'oeuvres numérisées, etc.) et enfin le développement et la data (conception d'univers virtuels, gestion, etc.).
Via Serge FLEITH
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Rescooped by
michel verstrepen
from Daily Magazine
March 10, 2022 3:53 PM
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The people who influence how we interact with new technologies are the creators of software and hardware: the designers, engineers, product managers, and many more who decide what the product should look like. The decisions made by the people within companies that create these new technologies can impact the lives of billions. This is a story about them.
Via Amy Cross, THE OFFICIAL ANDREASCY
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Rescooped by
michel verstrepen
from Daily Magazine
February 28, 2022 7:28 AM
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About 10 minutes into my interview with Shep Ogden, the 26-year-old co-founder and CEO of a digital media startup that counts Mark Cuban among its investors, I began to panic.
Ogden was showing me around his company’s sleek virtual employee clubhouse, but it was hard to focus. I was sure I was going to vomit.
“Shep, I’m sorry,” I finally said, “I’m not sure I can do this.”
Via Edumorfosis, Ricard Lloria, THE OFFICIAL ANDREASCY
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Rescooped by
michel verstrepen
from Educación a Distancia y TIC
January 15, 2022 12:56 AM
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This is how it feels in the future Mark Zuckerberg promised—disembodied and unaware of my surroundings.
Via David W. Deeds, LGA
Newer augmented reality technology eliminates the trigger image and places objects in your space by surface tracking. In the past four years, this technology is included on most mobile devices and uses ARKit for the Apple platform and ARCore for Android. The ARKit and ARCore technology can adjust the object to fit in the space, change in brightness, layer around people, identify face and hands, plus so much more. The technology is incredible, but it must run on relatively new devices. At this point, more and more classrooms are equipped to run ARKit and ARCore applications, but the use of trigger images is still prevalent for classroom lessons.
I often receive requests for alternative augmented reality applications to replace HP Reveal, and thankfully, we now have plenty of options. When researching augmented reality creation resources that use trigger images, I’ve searched for specific criteria to best support classroom implementation. Some of the areas and issues to evaluate are cost, platform, ease of use and features.
Below are a few options that will support your lessons in creating augmented reality. Depending on the classroom resources and preferred outcome, some options may be more beneficial than others. I have yet to find an option that offers everything for little or no cost, but it’s possible to use various tools for different projects to get what you need. Here are a few to check out:
Via John Evans
"Each year, we share our 10 most-read stories. Not surprisingly, many of this year’s Top 10 focused on student engagement and online or hybrid learning strategies related to pandemic teaching ..."
Via Leona Ungerer, juandoming
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With a familiar drag and drop user interface, it has never been easier to create your own 360 degree tours. You can then share them with students, colleagues, friends and the wider world.
Via Nik Peachey
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Rescooped by
michel verstrepen
from Raspberry Pi
April 9, 2022 2:25 AM
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Those of us that sit at computers all day can't help but have a tiny bit of tech thirst for new and interesting input devices.This one really stood out...
Via F. Thunus
The metaverse is coming and for some sectors is already here. Virtual, augmented and mixed reality experiences stand ready to change the way consumers interact with applications, environments, and virtual assets, and companies are vying for their share of the virtual economy.
Via EDTECH@UTRGV
Philip Rosedale, l'inventeur de Second Life (2003) et fondateur de Linden Lab (1999), a une vision du métaverse qui contraste fortement avec la stratégie de Facebook sur le sujet. Il a répondu à une interview au media japonais Nikkei. “Metaverse” est devenu un mot à la mode dans la technologie, les affaires et au-delà depuis que Mark Zuckerberg a changé le nom de son entreprise de Facebook à Meta Platforms en octobre dernier, signalant un nouvel accent sur la création d’un monde virtuel où les gens peuvent “vivre” sous la forme d’avatars. Mais ce qui est en fait une sorte de métaverse est en fait disponible pour les consommateurs depuis près de deux décennies – depuis que Linden Lab de San Francisco a lancé sa plate-forme Second Life en 2003. Philip Rosedale, l’inventeur de Second Life et fondateur de Linden Lab, à une interview au media Nikkei qui montre sa vision du métaverse qui contraste fortement avec les plans de Zuckerberg. Pour rappel Second Life en 2007 c’est 10 millions d’avatars, entre 20 et 30% d’actifs, 13% de Français avec environ 150 sociétés qui y participent, le monde virtuel s’organise autour du contenu, de l’image, de la vidéo, de contenu artistique et génère avec le Liden (monnaie sur second life) plus de 2 millions de dollars par jour ! Maintenant dans sa 19e année de fonctionnement, Second Life a connu l’une de ses meilleures années avec une base d’utilisateurs croissante et une économie en plein essor, y compris un PIB annuel de 650 millions de dollars américains avec 345 millions de transactions de biens virtuels, d’immobilier et de services. Plus de 2 milliards d’actifs générés par les utilisateurs existent dans Second Life avec 8 millions d’articles uniques vendus sur sa place de marché.
Via Serge FLEITH
Two hot topics, two areas of huge potential for businesses. That is how NFTs and the metaverse can be described. While these concepts have generated a lot of media buzz, headlines and interest, they have created just as many questions. With many businesses still trying to grasp what these things mean and what their role is, I am here to give you the lowdown based on my company's experience in building these types of solutions. Strap in and prepare to navigate the quirky and promising world of NFTs and the metaverse.
Via Edumorfosis, juandoming
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Rescooped by
michel verstrepen
from Daily Magazine
March 12, 2022 4:03 PM
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The metaverse is a (potential network of) 3D virtual world(s) on the internet. These worlds are typically designed to be highly social and require users to have virtual identities, often through avatars with specific attributes. These worlds can provide a sense of ownership over virtual items such as land, building and artwork, as they typically have their own virtual economy with their own currency. Examples of these worlds today include Second Life, Fortnite, Roblox, The Sandbox, Decentraland and Somnium.
Via Edumorfosis, juandoming
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Rescooped by
michel verstrepen
from Educación a Distancia y TIC
February 25, 2022 2:06 PM
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ASU’s new virtual reality immersive biology curriculum called Dreamscape Learn, made possible through a partnership with Dreamscape Immersive, is based on the work of curriculum experts at ASU. Students in the university and beyond will benefit from the new world order of education: VR immersive learning.
Via Vladimir Kukharenko, LGA
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Rescooped by
michel verstrepen
from Daily Magazine
February 15, 2022 12:27 AM
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The pandemic has dramatically disrupted traditional learning. While that disruption has widened gaps in access to education that existed along racial, ethnic, and socio-economic lines, it has also accelerated advances in innovation that could help close those gaps.
More than a year after schools and training providers pivoted to remote learning, two trends have emerged. First, finding innovative ways to teach and learn is here to stay. Second, many educators who have gained a new appreciation for how technology can help students learn will forever be on the lookout for technical tools that support unique approaches to education. These tools will create pathways to new educational and career opportunities with students from under-resourced communities.
Via Edumorfosis, Dr. Doris Molero, THE OFFICIAL ANDREASCY
Create Augmented Reality Experiences for Web Browsers Add virtual 3D models, photos or videos to the real world objects without any apps or coding experience
Via Nik Peachey
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