Deep Tech Chapter 3 & Speaker Key Points

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Deep Tech Chapter 3 & Speaker Key Points par Mind Map: Deep Tech Chapter 3 & Speaker Key Points

1. Social Media

1.1. Changed our lives forever.

1.2. A powerful medium.

1.2.1. Communication

1.2.2. Interacting

1.2.3. Connecting

1.3. So used to it, people don't know what to do without it.

1.4. Thinking about social media leveraging AR.

1.4.1. Privacy and data security concerns

1.4.2. Eventually will be used to solve real world problems.

1.4.3. The text talks about addiction to AR and VR in relation to social media. "China, out of concern that social networks were becoming too addictive, began requiring that major social media companies enact antiaddiction algorithms into their systems"(p. 96).

1.4.3.1. Ties back to the movie we watched, The Social Dilemma. Is social media so addictive that we need government regulations? Will AR and VR have the same problems?

2. AR

2.1. Stands for "Augmented Reality"

2.2. A supplemented reality. Adds digital objects to our surroundings.

2.3. Devices used are head-mounted displays (HMDs) and head-up displays (HUDs)

2.3.1. The book talks about a "head-up display (HUD), where information is rendered over a scene but is not necessarily a part of it" (p.76).

2.3.1.1. Ex. digital map on car windshield

2.4. Use Cases: education, commerce, games

2.5. Went from novelty to utility.

2.5.1. Ex. Smart Glasses

2.5.1.1. Google Glasses in particular were not a success for several reasons.

2.5.1.1.1. Ahead of its time.

2.5.1.1.2. Too expensive for the average consumer to buy.

2.5.1.1.3. Since people weren't used to the technology they were wary of it.

2.6. lenstudio.snapchat.com

2.6.1. Can be used to create AR experiences.

2.6.2. Understand how AR experiences are built.

2.7. The book discusses that "when augmented reality more completely intermingles with the real world, it's sometimes called mixed reality" (p.77).

2.7.1. Also known as MR.

2.7.2. According to the text, "the goal is to create the sensation that digital objects are indistinguishable from actual reality"(p.78).

3. VR

3.1. Stands for "Virtual Reality".

3.2. A fully immersive experience. Can escape surroundings.

3.2.1. According to the text, "Unlike video games or video chat, which trigger one or two neurotransmitters, VR has been shown to trigger more, enabling a sense of brain-body presence that other technologies can't match" (p.68-69).

3.3. Device used is a head-mounted display. (HMD)

3.4. Use Cases: Gaming, health, travel

3.4.1. Originally, gaming was the 1st use case and then it was adapted for other things.

3.4.1.1. Still a big use case. According to the text, "studios are starting to release games exclusively for XR, as well as modifying old games to work in VR" (p.84).

3.4.2. The text also talks about "Immersed VR", which is an app that "allowed us to connect to one another in a virtual room" (p.69).

3.4.2.1. One of the best use cases for VR that I've heard of. Sounds really useful and cool.

3.4.3. Ex. Oculus quest

3.5. Companies trying to expand to other senses, such as touch.