Augmented Reality (AR) - A technology that allows digital information – videos, photos, links, games, etc – to be displayed on top of real world items when viewed through the lens of a smartphone or tablet, Image marker (trigger, image target, trackable, etc) - An image that has been loaded into a system, which will trigger an AR experience when recognised through a lens, Markerless Augmented Reality (also ‘dead reckoning’) - A technology which triggers an AR experience through a smartphone or tablet when pointing the lens at physical objects that have not actively been loaded onto the system in advance (i.e. image markers). Instead AR experiences are triggered by, for example geo-location targeting, which was used in Pokemon Go., Virtual Reality (VR) - A technology that immerses users wearing VR headsets (e.g. Oculus Rift) in a 360 degree digital environment with which they can seamlessly interact, but which receives no input from the physical world., Mixed Reality (MR) - An emerging strand of AR. This technology describes overlaying digital content on top of real world objects, which can be interacted with and manipulated in real time. Typically this technology requires wearable hardware, such as headsets (Microsoft’s Hololens) or glasses (Google Glass)., Artificial Intelligence (AI) - The ability for a computer system/machine to perform tasks typically associated with human beings including visual perception, speech recognition, decision-making, and translation between languages., Computer Vision - The ability for a machine to acquire, process, analyse and understand digital images and feedback relevant information e.g. identifying a fruit and conveying information about its properties. It seeks to perform the same tasks that the human visual system can, making it part of the AI field., Facial Recognition - Technology capable of identifying a person from a digital image/video or face-to-face (and subsequently feeding back relevant and available information)., Sentiment Analysis - Broadly describes technology capable of extracting and understanding emotion from written texts., Machine Learning - Provides machines with the ability to operate ‘intelligently’ and learn to act without explicit programming. For example, as a person uses their Facebook account more regularly, personalisation algorithms ensure the content populating their newsfeed is increasingly relevant to them and their interests., Internet of Things (IoT) - The interaction between certain physical objects (cars, central heating system, etc) and Internet-connected devices, enabling the exchange of data and information - e.g. in a smart home, a consumer will be able to control their heating, lighting, air-conditioning etc via their smartphone,
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Virtual Reality and Augmented Reality
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oleh
Mryder1
Secondary
KS4
KS5
Y10
Y11
Y12
Y13
FE
Computing
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