Augmented Reality: Merging Our Real World WIth The VirtualLynne d Johnson
?
Lynne d Johnson's Emerging Media Conference #EmMeCon presentation June 19, 2012. A Virtual World: A look into where Augmented Reality is headed and the possibilities of bringing the virtual world into the real world.
This document provides an overview of augmented reality (AR), including its components, technologies, applications, and limitations. AR combines real and virtual elements to enhance one's current perception of reality. Key aspects covered include: AR uses displays, tracking systems, and environmental sensors to overlay virtual images on the real world in real-time; common display types are head-worn, hand-held, and projection; video and optical see-through are the main AR technologies; applications exist in medical, military, engineering, consumer and other fields; and limitations relate to tracking accuracy, computing power and size of AR systems. The future of AR is presented as expanding computer screens into the real environment through virtual overlays.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
?
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
This document discusses augmented reality (AR), which combines real and virtual scenes viewed through a device like glasses. AR enhances the real world with computer-generated input, unlike virtual reality which immerses the user in a simulated world. The document outlines how AR works using tracking, computing, and display components. It explores applications of AR in medical, entertainment, military, and engineering fields and limitations like technological and social acceptance challenges.
it includes everything about the Microsoft hololens which is basically based on augmented reality.it covers each and every expect of the device. its pros and corns. Comparison with other such products.
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
?
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
?
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual Reality is about feeling the virtual world rather than the real world.
In real world you can not experience some things but that can be possible through virtual reality.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
1) Augmented reality definition
2) Basic Characteristics of Augmented reality
3) Where it¡¯s been really used?
4) Key components of Augmented Reality technology
5) Working principle of AR
6) Conclusion
what is Mixed reality and how it works by holo lensnareen kumar
?
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented reality The future of computingAbhishek Abhi
?
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
This document compares and contrasts augmented reality (AR) and virtual reality (VR). It defines AR as using digital enhancements to integrate virtual objects with the real world in real-time, while VR creates fully immersive computer-generated environments. Examples of each are given. The history and key advantages and disadvantages of both technologies are outlined. Finally, common and differing applications of AR and VR are listed.
This document provides an overview of augmented reality (AR), including its components, technologies, applications, and limitations. AR combines real and virtual elements to enhance one's current perception of reality. Key aspects covered include: AR uses displays, tracking systems, and environmental sensors to overlay virtual images on the real world in real-time; common display types are head-worn, hand-held, and projection; video and optical see-through are the main AR technologies; applications exist in medical, military, engineering, consumer and other fields; and limitations relate to tracking accuracy, computing power and size of AR systems. The future of AR is presented as expanding computer screens into the real environment through virtual overlays.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Empathic Computing: Capturing the Potential of the MetaverseMark Billinghurst
?
This document discusses empathic computing and its relationship to the metaverse. It defines key elements of the metaverse like virtual worlds, augmented reality, mirror worlds, and lifelogging. Research on the metaverse is still fragmented across these areas. The document outlines a vision for empathic computing systems that allow sharing experiences, emotions, and environments through technologies like virtual reality, augmented reality, and sensor data. Examples are given of research projects exploring collaborative VR experiences and AR/VR systems for remote collaboration and communication. The goal is for technology to support more natural and implicit understanding between people.
This document discusses augmented reality (AR), which combines real and virtual scenes viewed through a device like glasses. AR enhances the real world with computer-generated input, unlike virtual reality which immerses the user in a simulated world. The document outlines how AR works using tracking, computing, and display components. It explores applications of AR in medical, entertainment, military, and engineering fields and limitations like technological and social acceptance challenges.
it includes everything about the Microsoft hololens which is basically based on augmented reality.it covers each and every expect of the device. its pros and corns. Comparison with other such products.
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
Empathic Computing: Developing for the Whole MetaverseMark Billinghurst
?
A keynote speech given by Mark Billinghurst at the Centre for Design and New Media at IIIT-Delhi. Given on June 16th 2022. This presentation is about how Empathic Computing can be used to develop for the entre range of the Metaverse.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
?
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual Reality is about feeling the virtual world rather than the real world.
In real world you can not experience some things but that can be possible through virtual reality.
Presentation on trends and future research directions in Augmented Reality. Given by Mark Billinghurst at the Smart Cloud 2015 conference on September 16th, 2015, in Seoul, Korea.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
1) Augmented reality definition
2) Basic Characteristics of Augmented reality
3) Where it¡¯s been really used?
4) Key components of Augmented Reality technology
5) Working principle of AR
6) Conclusion
what is Mixed reality and how it works by holo lensnareen kumar
?
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented reality The future of computingAbhishek Abhi
?
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
This document compares and contrasts augmented reality (AR) and virtual reality (VR). It defines AR as using digital enhancements to integrate virtual objects with the real world in real-time, while VR creates fully immersive computer-generated environments. Examples of each are given. The history and key advantages and disadvantages of both technologies are outlined. Finally, common and differing applications of AR and VR are listed.
03 Edit?r: Ali Yavuz ?AH?N
06 Haberler
16 S?yle?i: Sadi ABALI
19 Teknoloji Tutkunlar? Samsung Galaxy Studio¡¯da Bulu?uyor
21 Dijital D?n¨¹?¨¹m Dell EMC Forum 2017 ¡¯de Masaya Yat?r?ld?
23 ?irketinizde Veri S?z?nt?s? ?nlemek Elinizde!
25 CFO¡¯lar Uzun Vadeli Depolama Yat?r?mlar?n? Tercih Ediyor
26 Devlet Destekli Korsanlar Birbirlerinden ?al?yor ve Kopya ?ekiyor
28 Orta Segment Ak?ll? Telefonlar Liderli?i Ele Ald?
30 ?nsan Sermayesinin De?eri Giderek Art?yor
32 Siber Sald?rganlar?n Hedefi KOB?¡¯ler!
34 Y?k?c? Teknoloji Kas?rga Gibi Geliyor!
36 BT G¨¹nl¨¹?¨¹ Test Merkezi
42 Edit?r: Ecevit BIKTIM
Yeni Medya, Nesnelerin ?nterneti ve Pazarlaman?n Gelece?iYi?it Kalafato?lu
?
Sevgili Sunay ?ener ile birlikte kurdu?umuz, Kadir Has ?niversitesi'ne ba?l? #IoTAkademi b¨¹nyesinde ger?ekle?en "Nesnelerin ?nterneti ?le Pazarlama" Sertifika program? m¨¹fredat? ve e?itmenlerinin anlat?lar?ndan; ayr?ca 2014 y?l?nda kaleme ald???m "Prospective Paradigm of Marketing Studies: Internet Of Things" makalesinden yararlanarak olu?turdu?um ve ilk olarak Bilkent ?niversitesi'nde TTGV'bin konu?u olarak aktard???m; "IOT 101" tad?ndaki sunumum. Yorumlar?n?z? bekliyorum.
BT G¨¹nl¨¹?¨¹ Dergisi NISAN - MAYIS 2018 Eyl¨¹l Medya
?
03 Ali Yavuz ?AH?N
06 Haberler
08 Dijital Para ?retiyorsunuz Haberiniz Yok
13 Verisini Koruyamayan Yanacak!
15 Cisco 10'uncu ?novasyon Merkezini ?stanbul'da A?t?
17 T¨¹rkiye'deki 21,8 Milyon Hanenin Y¨¹zde 87'si Uydu ?zerinden Televizyon ?zliyor
18 Ba?ar?l? Bir Dijital ??letme Olmak ??in Neler Yapmal?, Neler Yapmamal??
22 IoT G¨¹mb¨¹r G¨¹mb¨¹r Geliyor!
24 Cryptojacking Nedir? Nas?l Tespit Eder ve ?nlem Al?rs?n?z?
26 Dijital Perakendenin Geleneksel Ma?azalara Her Zaman ?htiyac? Olacak
28 Siber D¨¹nyada G¨¹vende Olmak ??in Neler Yap?lmal??
32 25 May?s¡¯ta Y¨¹r¨¹rl¨¹?e Girecek Genel Veri Koruma Y?netmeli?ine Uyum ??in Neler Yapmal?s?n?z?
34 Enerji Sekt?r¨¹n¨¹n En B¨¹y¨¹k Sorunlar?ndan Biri Siber Sald?r?lar
36 BT G¨¹nl¨¹?¨¹ Test Merkezi
42 Y Ku?a?? Nas?l Y?netilmeli?
Grafen ?a??, incelik, esneklik ve ?effafl???n t¨¹m elektronik e?yalara s??rad???, ve ya?am?m?z?n her an?n? saran bir katman? nas?l yaratt???n? merak ediyorsan?z raporu inceleyebilirsiniz.
1. ARTIRILMI? GER?EKLIK
? M E R K O C A M A N
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 1
2. GIRI?
? Son y?llarda bili?im teknolojileri alan?nda en
?ok dikkat ?eken ?al??malardan birisi de
Art?r?lm?? Ger?eklik (Augmented Reality )
teknolojisidir. Art?r?lm?? ger?eklik bir?ok
alanda ?al??man?n yap?ld???, g¨¹n ge?tik?e
g¨¹nl¨¹k hayat?m?zda daha fazla yer almaya
ba?lam?? bir teknolojidir.
? Art?r?lm?? Ger?eklik kavram? k?saca
ger?ekli?in bilgisayar taraf?ndan
de?i?tirilmesi ve art?r?lmas?d?r.
Zenginle?tirme ger?ek zamanl? ger?ekle?ir
ve ?evreyle etkile?im i?erisindedir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 2
3. GIRI?
? Art?r?lm?? ger?eklik tarihsel s¨¹re? i?erisinde ilk olarak grafikteki ¡®¡¯Ger?eklik-Sanall?k
D¨¹zlemi¡¯¡¯ olarak verilen g?sterimle ortaya ??km??t?r.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 3
Ger?ek
?evre
Art?r?lm??
Ger?eklik
Art?r?lm??
Sanall?k
Sanal
?evre
Ger?eklik-Sanall?k D¨¹zlemi
(Karma??k D¨¹zlem)
4. TARIHSEL S?RE?
? AR tam olarak 1966 y?l?nda, bilgisayar bilimci Ivan
Sutherland¡¯?n Damocles K?l?c? ad?n? verdi?i VR ¨C
AR kar???m? ba?l?kl? ekran sistemi geli?tirmesiyle
ortaya ??km??t?r. Bu ilkel sistemle kullan?c? takt???
kask ile cama yans?t?lan ¨¹? boyutlu objeleri
g?rebilmektedir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 4
5. TARIHSEL
S?RE?
? Sekiz y?l sonra 1974¡¯te bilgisayar mimarc?s? Myron
Kruger ¡°Videoplace¡± ad?nda bir yapay ger?eklik
laboratuvar? kurdu. Art?r?lm?? ger?eklik teriminin ilk
kez ve tam ad?yla kullan?ld??? proje ise 1990 y?l?nda
Boeing ara?t?rmac?s? Tom Caudell taraf?ndan
geli?tirilen u?ak kablolar?n?n do?ru yerle?tirilmesi
projesiydi.
? Daha sonra ise g¨¹n¨¹m¨¹ze kadar bu teknolojinin
geli?tirilmesine devam edilmi? ve devam ediliyor.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 5
6. FARK
? Art?r?lm?? ger?eklik ve sanal ger?eklik kavramlar?
birbiriyle kar??t?r?lmaktad?r. Her ne kadar benzer
?geler i?erseler de bu iki kavram birbirinden
farkl?d?r.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 6
7. FARK
? Sanal Ger?eklik (Virtual Reality): Video oyunlarda
kar??la??lan, kullan?c?n?n bu ortama girdi?inde d¨¹nya ile
ili?kisinin tamamen yok oldu?u bir ortamd?r.
? Art?r?lm?? Ger?eklik (Augmented Reality): Ger?ek d¨¹nya ile
ba?lant?s?n? devam ettiren, veri ve g?r¨¹nt¨¹lerin ger?ek d¨¹nya
g?r¨¹nt¨¹lerine eklenebildi?i, ger?ek ve sanal nesnelerin ayn?
ortamda birlikte alg?lanmas?n? sa?layan bir ortam olarak ifade
edilebilir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 7
8. TEKNOLOJI
? Art?r?lm?? ger?eklik kullan?lan teknoloji
dikkate al?nd???nda optik temelli ve video
temelli teknolojiler olarak iki grupta
de?erlendirilebilir. Bu iki teknoloji
aras?ndaki temel fark ger?ek ve sanal
d¨¹nyan?n birle?tirilmesiyle olu?an sahnenin
g?r¨¹ld¨¹?¨¹ yerdir.
? Optik sistemlerde b¨¹t¨¹nle?tirilmi? sahne
g?zl¨¹k arac?l???yla ger?ek d¨¹nyada
g?r¨¹l¨¹rken,
? Video temelli sistemlerde
sahne bilgisayar/telefon/konsol cihazlar?
¨¹zerinde g?r¨¹l¨¹r.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 8
9. HER ?EY NASIL
I?LIYOR?
? ??aret?iler
??aret?iler sanal ile ger?ek ortam?
birle?tirmek, aralar?nda etkile?imi
sa?lamak i?in kullan?lan ?nemli
bir AG arac?d?r. ??aret?iler kamera
taraf?ndan daha iyi alg?lanmas?
i?in beyaz kenarl?k ile
siyah zemin i?ine beyaz ve siyah
desenler ile resmedilmektedir.
Fakat g¨¹n¨¹m¨¹zde buna fazla
ihtiya? yoktur, zira g¨¹n¨¹m¨¹z
teknolojisi ger?ek d¨¹nyadaki bir
nesnenin (bina, insan y¨¹z¨¹ vs)
i?aret?i olarak kullan?lmas?na
imkan vermektedir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 9
10. HER ?EY NASIL I?LIYOR?
? ??aret?i Tan?ma Algoritmas?
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 10
??aret?i Ara
3D Konumu ve
Pozisyonu
Hesapla
Desen ??z Nesne Getir
Kullan?c? Ekran?na
Ekle
Desen?
11. EN FAZLA HANGI SEKT?R YATIRIM
YAPIYOR?
0% 5% 10% 15% 20% 25% 30% 35% 40%
Teknoloji - Medya - Telekom
Sagl?k
Perakende
End¨¹striyel ?r¨¹nler
Yat?r?m Oranlar?
2017 2020
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 11
Hardware Business Review T¨¹rkiye Kas?m - 2017
12. UYGULAMALAR
? End¨¹striyel Tasar?m
? Paketleme ve Pazarlama
? Art?r?lm?? ger?eklikle bir ¨¹r¨¹n¨¹n ambalaj? a??lmadan i?inde
neyin oldu?unu ?nizleme ile g?rebiliriz.
? Mekansal Etkile?im
? Art?r?lm?? ger?eklikle ve sanal kat?l?mc?larla konferans yoluyla
ekip ¨¹yeleri aras?nda i?birli?i kolayla?t?r?labilir. Birbirleriyle
ger?ekte ayn? ortamda olmayan ?al??anlar t?pk? ayn?
ortamdaym?? gibi beyin f?rt?nas? ve tart??malar yapabilir,
dokunmatik ekran ve tablolar arac?l???yla ortak g?rselle?tirme
kullanan toplant?lar, interaktif dijital yaz? tahtalar?, payla??lan
tasar?m alanlar? ve da??t?lm?? kontrol odalar? i?erebilir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 12
13. UYGULAMALAR ¨C YAZILIM
?RNEKLERI
IKEA Catalogue
Evimize alaca??m?z e?yan?n nas?l durdu?unu
?nceden g?rmek istemez miyiz?
300¡¯den fazla e?ya ile bir koltu?un yan?na kahve
masalar? ve bir lamba koyup nas?l duraca??na
kendiniz bakabilirsiniz.
Bunun gibi onlarca yaz?l?m ?rne?i mevcut.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 13
14. UYGULAMALAR
? Video Oyunlar
Art?r?lm?? ger?eklik son
zamanlarda oyunlar ile pop¨¹lerlik
kazanm??t?r. Pokemon GO oyunu
piyasaya s¨¹r¨¹ld¨¹kten sonra bir
?ok firma art?r?lm?? ger?ekli?e
b¨¹y¨¹k yat?r?mlar yapmaya karar
vermi?tir.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 14
15. UYGULAMALAR
? Mimari
Bolca resmini g?rd¨¹?¨¹m¨¹z
teknoloji olan Hololens
cihaz? mimaride art?r?lm??
ger?ekli?i etkin
kulland?rmaya ba?lad?. Zira
yurtd??? men?eili hastane
ameliyat odas? tasar?m?
yapan Stryker firmas?, oda
tasar?m? yapabilmek i?in
Hololens ile art?r?lm??
ger?eklikten faydalan?yor.
21.2.2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 15
16. T E K N O LO J I L E R G O O G L E G L A S S
2 0 1 2 Y I L I N D A G O O G L E T A R A F I N D A N T A N I T I M I Y A P I L A N
G ? Z L ? K .
2/21/2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 16
17. T E K N O L O J I L E R
H O L O L E N S
2 0 1 5 Y I L I N D A
M I C R O S O F T F I R M A S I
T A R A F I N D A N T A N I T I M I
Y A P I L A N G ? Z L ? K T ? R .
B U G ? Z L ? K I L E
A R T I R I L M I ? G E R E K L I K
B I R T I K D A H A I L E R I
S E V I Y E Y E
G ? T ? R ? L M ? ? T ? R . B U
G ? Z L ? K I L E
H O L O G R A F I K
G ? R ? N T ? L E R , G E R ? E K
D ? N Y A I L E S A N A L
D ? N Y A N I N A G
T E K N O L O J I S I S A Y E S I N D E
B I R L E ? T I R I L M E S I Y L E
K U L L A N I C I Y A S U N U L U R .
2/21/2019 Bilgisayar Teknolojisi ve Bili?im Sistemleri 17