🌏 Last week, I had the privilege of attending ACM SIGGRAPH Asia 2024 on behalf of #TeamViewer in vibrant #Tokyo, #Japan. What an unforgettable experience it was! Being part of this incredible gathering of the brightest minds in computer graphics and AR/XR was nothing short of inspiring. The exhibition halls were brimming with cutting-edge technologies, and the recent research publications showcased were awe-inspiring. I attended several courses directly tied to my field of work, each filled with valuable insights. Some exhibitions truly expanded my perspective on the vast potential application areas of XR, two or three even left me completely jaw-dropped! 😮 A special highlight for me was engaging with industry leaders driving the development of the tools we use every day. These discussions offered a rare chance to contribute to their roadmap and better prepare my own projects for what’s ahead. Tokyo, of course, added its own magic to the event. From cultural workshops to city tours, the city did an outstanding job enhancing our experience of both SIGGRAPH and Japan’s rich culture. A huge thank you to the organizers, presenters, and fellow attendees for making this a truly unique and enriching event. Looking forward to applying what I’ve learned and seeing where these technologies take us next! 🚀 #SIGGRAPHAsia2024 #ComputerGraphics #AugmentedReality #XR #TeamViewerLife
Uğurcan Sarı’s Post
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Mixed Reality can offer effective business benefits without requiring months of development time.💡 For the trade show appearances of Scheidt & Bachmann, leading provider of software and hardware solutions that make using public transport easy, we have developed an interactive experience that enables visitors to try out the solutions in AR. A simple setup that doesn’t even require controllers makes it easily accessible even for AR beginners. Instead of dealing with the logistics of selecting and transporting large field devices for display at an exhibition stand, you can design the presentation in virtual reality. This approach allows for a customized experience that meets the interests of attendees, can be moved flexibly and quickly from A to B and at the same time has a significantly lower impact on the environment.💫 #AR #AugmentedReality #MixedReality #MetaQuest #CreativeTechnologies #Demodern #ScheidtundBachmann Transport Ticketing Global Demodern — Creative Technologies
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Alhamdulillah. Another one of the projects from my Master's Thesis at TTU has been published in IEEE Transactions on Human-Machine Systems. We evaluated the efficacy of a physics-based VR system that provides users with realistic cutaneous and kinesthetic haptic feedback. For the evaluation, we used a custom-designed questionnaire, the NASA-TLX, and electromyography activities from biceps, middle, and anterior deltoid muscles to determine user experience, workload, and neuromuscular dynamics, respectively while participants performed sequential pick-and-place lifting tasks. S. T. Mubarrat, A. S. Fernandes, and S. Chowdhury, "A Physics-Based Virtual Reality Haptic System Design and Evaluation by Simulating Human-Robot Collaboration," in IEEE Transactions on Human-Machine Systems https://lnkd.in/esy6YpeN Public access: https://lnkd.in/eCm2jy-G Related article: S. T. Mubarrat, S. Chowdhury and A. S. Fernandes, "Evaluating Visual-Spatiotemporal Co-registration of a Physics-based Virtual Reality Haptic Interface," in IEEE Access https://lnkd.in/g-iyCeFv
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Hi everyone, "Excited to present my paper on Augmented Reality at ETET! 🌟 Exploring the intersection of technology and reality, discussing applications and implications. Join me as we delve into the future of AR! #ETET #AugmentedReality #TechInnovation"
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Really great to see OGC #Standards in action: #CityGML and #3DTiles Standards enabling different platforms to connect and create an amazing 3D visualisation of Japan. If you would you like to get involved and inform OGC's work in Urban #DigitalTwins, join the (public) Urban Digital Twins Domain Working Group - or any of our other Domains or Standards Working Groups where you can collaborate with other members to solve your geospatial pain-points: https://lnkd.in/duxn-TxD
Japan 3D Buildings are now available as 3D Tiles on Cesium ion! Over 23 million buildings, many with textures and metadata, span across Japan for streaming into your digital twin experiences. The data comes from Japan’s Plateau Platform with over 200 individual ward, city, and village CityGML datasets. Try it out in CesiumJS and Cesium plugins for Unreal, Unity, and Omniverse. Big thanks and gratitude to MLIT for launching PLATEAU, bringing together so many local Japan governments and organizations, and making such high quality open data available to the community to advance digital transformation for the cities of the future. Next month, I’m heading to Japan with Cesium colleagues, which will mark my 10th trip to Japan. We look forward to seeing many great partners including LSAS Tec, EARTHBRAIN, and Pacific Spatial Solutions 株式会社. If you are in Tokyo and would like to chat, please reach out! https://lnkd.in/eMVUDUYf
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M12 Holographic Display: The Future of Conferences and Presentations The M12 Holographic Display, with its impressive 120cm visualization area, is setting a new standard for presentations and conferences. This advanced display technology offers speakers and organizers a medium to present ideas, data, and concepts in a format that's both engaging and memorable. Envision a conference where keynote speeches are complemented by 3D models that float beside the speaker, enhancing the delivery with a visual representation that captures the audience's attention. The M12 provides an unparalleled opportunity to communicate complex information in a simple and interactive manner. The addition of the M12 to conferences elevates the event, ensuring that messages aren't just heard but experienced in a multi-dimensional space, facilitating better understanding and retention. #M12Holographic #ConferenceTech #InnovativePresentations #3DConferencing
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Experience the Visionary Craft of Lila Nguyen with the F65 HoloDisplay at Your Next Conference Imagine elevating your conference experience with Lila Nguyen's F65 HoloDisplay, casting a 65cm holographic canvas that transforms any presentation into an immersive masterpiece. Conferences are the epicenters of innovation, where ideas are born and futures are shaped. In this arena, the F65 HoloDisplay by the esteemed Lila Nguyen stands as a beacon of innovation, with its 65cm holographic display revolutionizing how we consume and interact with information. Lila Nguyen's F65 isn't just a piece of tech; it's the silent keynote speaker at every conference, captivating audiences with three-dimensional graphics that dance in the air, weaving intricate stories and bringing data to life. The F65 HoloDisplay is where form meets function, crafted meticulously by Lila Nguyen to cater to the demanding environments of high-caliber conferences. It's not just an addition to the event; it becomes the focal point, challenging speakers to elevate their game and engage like never before. Conference organizers and speakers, it's time to leave behind the flat screens and step into the world of interactive holography. Let Lila Nguyen's F65 HoloDisplay be your guide to a new dimension of presentations. #3DHologramdisplay #3DHolographicFan #3DLedFan #3DHoloFan
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How to evaluate historical designs with modern simulation tools...
Leonardo Da Vinci was an artist, designer and engineer - if he were alive today, he'd definitely want to leverage an integrated development platform to design, validate and virtually optimize his inventions. 🪽 Leveraging the 3DEXPERIENCE models from the Open Codex project, we have now brought his concepts to life in simulation. The results help us understand how Leonardo's inventions work and give us insight into his futuristic thinking. Our experts Davide Ghisolfi, Lorenzo Prati, Nicolò Gavagni, Alessio Croci and Bruno Passone explain it all, live from the Leonardo3 Museum in the center of Milan during our SIMULIA EuroMED Conference cultural event last night. ⬇️ 3DEXPERIENCE Lab Indro Monti
SIMULIA EuroMED Conference Cultural Event
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JMIR Publications is excited to announce the launch of JMIR XR and Spatial Computing, a cutting-edge journal dedicated to exploring the transformative potential of extended reality (XR) and spatial computing technologies in clinical practice. This publication will focus on advancing research and development in this rapidly evolving field. JMIR XR and Spatial Computing welcomes submissions on a wide range of topics, including but not limited to: * Applications of XR and spatial computing in various medical specialties * Ethical considerations and challenges in the adoption of immersive technologies * Research on the impact of XR and spatial computing on patient outcomes and health care efficiency * Development of innovative solutions to address accessibility and equity issues * Exploration of academic-industrial collaborations and open-source projects Learn more about the direction of the journal from the new editor-in-chief, Lars Riedemann, MD: https://lnkd.in/etJr-hv6 #XR #SpatialComputing #DigitalHealth #HealthCareInnovation #NewJournal #JMIRPublications #ExtendedReality #AppleVisionPro
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Deadline extended to April 2! Apply now to the next ACM SIGGRAPH Digital Arts Community juried online exhibition! The Future of Reality: Post-Truths, Digital Twins, and Doppelgängers 2024 SIGGRAPH DAC Exhibition Curated by: Victoria Szabo DAC Committee Member(s): Gustavo Alfonso Rincon Exhibition Opening: July 2024 Submit your work to the Call for Participation: https://lnkd.in/gRimB_UP Submission Information: https://lnkd.in/gvNJJEie The Future of Reality is a digital art exhibition to be presented online as part of a collection of juried works. The review committee will accept both copies of digital art works and documentation of pieces and performances. We will also ask for an artist’s statement to accompany the work, and welcome additional explanatory texts and writings to frame the work. Accepted artists will also be invited to join online conversations about the work at a future DAC SPARKS session focused on the exhibition and shared at SIGGRAPH 2024. The work will also be documented in the online SIGGRAPH History Archives. Description: In The Production of Space Henri LeFebvre described the complex ways in which space is perceived, conceived, and experienced. This mutually constitutive and dynamic social process affects both the built environment and socio-cultural relations within it. For decades theorists of both urban geographies and the landscapes of cyberspace have taken inspiration from his ideas to think about how spaces become places at a moment in time. Artwork that engages concepts of space and place has been energized by thinking through these dynamic relations in installations, site-based experiences, virtual art, and other forms. Today the boundaries between these productive forces of space and experience are increasingly blurred, as physical space and virtual space boundaries overlap; space design itself becomes generative and democratized; and lived experience within them is both participatory and reactive. Virtual worlds, 3D models, animations, reality capture imaging, sensors, and intelligent agents of all kinds are converging to create post-truths, digital twins, and doppelgängers to the material world, and are co-constituting our experiences within and outside of it. How are artists engaging information as data – structuring new grammatical languages as code, formulating the future of reality from A.I. into the era of Quantum computing?
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New paper published in current issue of IEEE Transactions on Computational Imaging: https://lnkd.in/e4CYR9xX "Differentiable Deflectometric Eye Tracking" Authors: Tianfu Wang, Jiazhang Wang, Nathan Matsuda, Oliver Cossairt, Florian Willomitzer We attempt to significantly improve reflection-based eye-tracking methods by utilizing pixel-dense deflectometric surface measurements in combination with optimization-based inverse rendering algorithms. We demonstrate real-world experiments with evaluated mean relative gaze errors below 0.45° at a precision better than 0.11°. In addition, we demonstrate a special variant of our method that does not require a specific screen pattern and can work with arbitrary image or video content from every screen (e.g., in a VR headset).
Differentiable Deflectometric Eye Tracking
ieeexplore.ieee.org
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Visiting scholar at University of Pennsylvania. Ph.D. at The University of Hong Kong. 🌎CG&AIGC; Geometry&Motion&Simulation.
1wGood to meet you at SA24:)