Thursday, January 4, 2024

The Augmented Reality and The Future of Fashion Industry

 

Augmented reality can be defined as a indirect or an direct view of real world, physical environment, whose components are augmented by computer generated sensory inputs (Chen et al. 2019). In other words, A is a technology that amalgamates real word with virtual information such as images, text, 3-D models, videos, music, etc. Augmented reality uses sophisticated technologies such as multimedia devices, 3D modelling, intelligent interaction, real time tracking and registration, sensing and more to create real world environment after simulation (Chen et al. 2019)

There are six different types of augmented realities that fall under two overarching categories. The two categories are augmented reality and view based augmented reality. Characteristics or stimuli that initiate augmentation is called triggers. They can be object marks, GPS locations papers, and so on. Variations of augmented reality are View based. Augmented reality technology has vast scope of application. This technology has been used in many areas such as Tourism, Archaeology, art, Manufacturing and restoration, commerce, laser and entertainment, medical treatment, etc. augmented reality has enormous scope of application in the fashion industry (Edwards-Stewart et al., 2016).



Augmented reality is a groundbreaking technology which can reshape our interaction with Our surroundings. It Blends real simulation with virtual information to enhance our perception and understanding of reality. One of the most significant capability of augmented reality is to fill the gap between Imagination and real world seamlessly. it can be used in several areas of our real life. When I think about augmented reality, I am mesmerised by its capability to enhance our reality and the boundaries of human interaction with technology. It has the Ability to better use the information, foster creativity and imagination. Though the technology has huge potential, it also raises complex considerations and challenges. Ethical applications of the technology and private privacy concerns Create the need for standardised guidelines as augmented reality becomes prevalent in our daily lives gradually. The Journey of augmented reality is going to be an exciting one supporting innovation And possibilities That can shape our life.


Augmented reality, technology have large scope of application in fashion industry. It can be used to provide customers with virtual. Try on experiences to see how clothes, jewelers and make up, would look on them without physical, try on (Edwards-Stewart et al., 2016). For businesses, augmented technology can reduce the cost of shipping and returns by allowing them to showcase their products virtually in a cost effective manner. Businesses can use augmented reality to increase their brand, experience, exciting worlds and backdrops for clients to experience their product and generate easy solution to customers sizing issues (Edwards-Stewart et al., 2016). This is expected to enhance customer satisfaction and increase the sales of brands by giving clients more engaging experience. This will make online buying more effective and pleasing customers as well as for businesses in the fashion industry.


 

Sunday, February 8, 2015

Virtual Reality a Sports Training Game Changer for game loving people



By admin
02/08/15 2:42 AM

Quite a bit of buzz broke out lately in sports circles when a Stanford quarterback was caught on ESPN sporting an Oculus virtual reality (VR) face mask. Not that VR is completely new, but fans need more out of their athletes and the sight of such a souped-up technical edge on the area was a novel thrill. But that thrill will not be novel for long as VR is headed for mainstream use in all sports from pro to small league and T-ball levels.

Just do not let the sight of VR face sets on the area fool you -- it's a training tool and not a real-time, augmented reality honed-edge all through the game. That's not to mention it isn't a game changer though; in any case, Stanford started using VR late in the season and the team had two of its absolute games in a while afterwards. While this prompts the causation vs correlation discussion, few will argue that enhanced training is a big reason in game outcomes.

And when transformative training shows up in some teams it invariably spreads to others.

"This brings to mind me of the 1980s when football players started lifting weights; I believe it is Nebraska that is credited with the first weight program," mentions Brendan Reilly, CEO of EON Sports VR. "Once really immense, highly strong football players began showing up to play, other coaches were like Whoa! Where did they come from? And they had to begin weight-lifting programs too for the reason that, yes, player size and strength matters when you're trying to win. Player size was not an issue until a educator made it one despite the fact that."



"No one innovates for the sake of innovating," he added. "You're forced to innovate and tech is forcing that innovation in sports now."

Just like weight training altered the players and inevitably the game in addition, so too will VR and other training tech.

Founding Director of Stanford's Virtual Human Interaction Lab and associate professor, Jeremy Balinese mentions the Stanford quarterback caught on ESPN's video was immersed in a area action play, but not necessarily in the action on the area at the moment. "We could permit light in and transform to augmented reality at a few point," he told. "But the quarterback in that moment was immersed in a virtual reality scene."
What are quarterbacks doing while immersed in there? For 1 thing, they're learning how to read defensive plays in an automatic and answer to them just as rapid.
Yeah, but cannot they do that with old-fashioned football videos?
"What generates VR, VR is that the scene responds to your movements. Video just tells you something," mentions Bailenson, one of the country's prominent virtual reality experts. "VR creates brain and muscle memory, it is practice and not a movie."
About the Hardware and Software
Bailenson and his student and singular teams graduate assistant on Stanford's coaching staff, Derek Belch, developed the software the quarterback was using on the Oculus hardware.
Speaking of which, Facebook purchased Oculus VR in March of last year for a reported money and stock deal valued at $2 billion. The developers, Bailenson and Reilly, quoted in this story are quite directly developers. They come to the software for hardware that earlier exists.
"Coaches and athletes aren't tech experts so we provide out-of-the-box solutions that are typically bundled with the hardware," explained Reilly. He mentions his firm has a "ton of hardware partnerships."
That looks to be the most normal marketing agreement. anyhow, Bailenson mentions that Belch has plans to commercialize the software the Stanford quarterback was using and thus he can't reveal too numerous details about it. He did mention that the software is called "Quarterback Trainer" until the official name is unveiled -- presumably when the product is announced for commercial and customer use.
Reilly mentions that when VR hardware became mobile is when VR for sports truly took off. Players can utilize the hardware anywhere in preference to coming to a VR lab or being locked to a desktop somewhere.
There are many VR hardware brands on the market at a countless levels of sophistication and price tags. For example, Google Cardboard is inexpensive. You can even make your own quite directly out of cardboard -- verify out the directions here. You'll in addition see a list of vendors you can purchase premade Google Cardboard from and also a Makers Gallery on that same webpage. After you have Google Cardboard amassed and in hand, you take your elect of apps and off you go in a virtual world.
"Coaches can send kids the app through their phones and then kids can practice on Google Cardboard on their own time and at their own speed," mentions Reilly. "Kids get better training and much more practice that way, compared to the old way where coaches only have a couple hours a week or day to work with the entire team, meaning most kids actually only get some minutes of help and practice."
"It's awesome how VR may be used to assist kids wherever and at highly little cost," he told. "We can help kids who have no access to private training or sports camps become big name players anyway."
Machine to Mind Advantage
The crucial thing in new training tools is not the new shine of glitzy tech but its transformative work on humans. That signifies aligning the usage of tech with a special human benefit or ambition is vital.
Peter J. Fadde, Ph.D., Professor and Coordinator, Learning Systems Design and Technology at Southern Illinois University is not sold on VR training for baseball, despite the fact he thinks it is potentially an amazing pick for football.
"VR simulates action, the whole of action, meaning the quarterback can see and react to players across the area and all in movement. This needs spatial suggestions and relationships in the quarterback's choice making and so 3D VR is perfect for that," mentions Fadde. "But for pitch appreciation in baseball, the pitcher is constantly in the same place and the distance to residence plate is the same in addition. What I'm focusing players on is that first third of ball movement from the moment it leaves the pitcher's hand. That's way too rapid and short for VR to be useful, in my viewpoint."
"What I have to renounce in VR as a educator is 2D photograph realism for a pc generated picture," he mentions.
Fadde is focused on improving speed and exactness in the human equivalent of predictive analytics. He is training the batter's brain in routine recognition by ways of repetition in order to the batter can accurately decide the sort of pitch almost the second the ball leaves the pitcher's hand.
If the batter identifies the pitch trajectory only after the curve breaks or the ball moves closer, it's too late to hit the ball. By recognizing the pitch pattern previously, the batter has more time to react and a far better possibility of a hit.
"It occurs over time and in the environment of the mind. The batter's brain, his analytics, elect up on the routines and react accordingly," he explained. "It feels intuitive or instinctive, but it's truly just a better educated brain. You're getting experience in pattern appreciation this way, and not just how-to information. It's called 'part task'. VR is more about 'whole task' training."

So how is VR better at whole activity training than mention the old blackboard with chalked football plays in lines and adhere figures?
Think of the two formulas in terms of Google Maps. The chalkboard is the navigation overview where you can see the entire way from begin to destination but with highly little detail along the way. Street Views, on the other hand, don't show the entire route but the shape of the building you're trying to find and where it is in relation to other structures and your position. VR is like Street Views.
Quarterbacks can see plays as they actually look on the area. They can react to the scene as if they are physically there and the scene changes in keeping with their movements. This facilitates heightened pattern appreciation from the area perspective, i.e. the player's viewpoint, as opposed to from the bird's eye view or helicopter viewpoint. It's the difference in imagining a defensive team rushing your way and actually seeing them coming to mow you down. Reaction times improve as the QB moves by ways of the other team's defensive plays through and through again.
"All actions come from thought," mentions Reilly. "Making choices before the ball is snapped, automatically recognizing the coverage and adapting to it, calculating protection weaknesses, and doing all of that in one to two seconds is what changes the game to a win. And that mental and physical agility comes with training more than just the body's muscle memory."
And that's the bottom line to VR training in sports. While once the focus was on building the players' physical size, strength, stamina, physical agility and muscle memory, now it's all about doing the same for players' minds.
Expect to see VR training spread all through all sports at every level. in a while thereafter, expect it to spread in the executing arts too, for the highly same reasons

Saturday, February 7, 2015

Keep a Personal Power Plant in the Palm of Your Hand


By Nasir Uddin.
02/07/2015

In the world has a great problem with most portable battery-based chargers is that you still need to plug them into a wall socket to gain a charge. While some inventors have turned to solar, or even wind power, for off-the-grid power sources, solar and wind power take time and require Mother Nature to provide sun or wind. Enter Kraftwerk, a fuel-based hand-held portable generator that has launched as a Kickstarter project.

Kraftwerk is essentially a tiny power plant you can hold in your hand to produce electricity. Its USB plugin charges hand-held devices, such as smartphones or cameras.

So far, Kraftwerks seems to be resonating with supporters -- it has blown past its funding goal of US$500,000 with more than 7,000 backers pledging nearly $1 million -- and there is still a month to go.



How It works

Insert a small amount of standard lighter gas, camping gas, or butane, then plug your device into the single USB port. Kraftwerk will start charging immediately. Just like an electrical outlet, there are no buttons. It's that easy. Better yet, Kraftwerk does not require any sort of proprietary cartridge, and the fuel you need to run it is readily available around the world. One filling of fuel will provide enough energy to charge a typical iPhone about 11 times.

Kraftwerk is created and backed by a small German startup, eZelleron, which has invented a new kind of fuel cell to form the heart of each Kraftwerk portable power plant. eZelleron says Kraftwerk is protected by 27 patent applications.

To produce electricity, the fuel cells covert chemical energy into electrical energy, delivering 2 watts of continuous output with a peak power output of 10 watts. The process produces water vapor and carbon dioxide. It doesn't get damp nor does it create an odor.

Each Kraftwerk measures a little less than 3 x 4 inches, and is 1.18 inches thick. eZelleron says Kraftwerk is very quiet, and while it does get warm, it's protected against overheating. You can use it pretty much anywhere, including in the cabin of an airplane.
The Rewards

Early backers were able to nab a Kraftwerk generator for $99 and delivery in December, but that first option is all gone. Current backers can still get a Kraftwerk for $99 in three color combination choices, with expected shipping in February of 2016. The estimated retail price will be $149. The next available pledge is for one Kraftwerk with 12 cartridges of renewably produced LPG fuel. Or, you can pledge $249 to get three Kraftwerks. Some basic variations extend in price and scope, leading to a distributor-oriented pledge of $10,000.

As with any crowdsourced project, the question is, will it all come together in a working unit delivered to your door?

The Kraftwerk effort is led by Sascha Kühn, CEO of eZelleron, which was founded in 2008. Kühn earned a PhD in high temperature fuel cells. All told, Kraftwerk has a 25-member team behind it, and eZelleron says it has brought Kraftwerk up to a production standard, having produced a series of "flawlessly functioning prototypes."

The Kickstarter pledges will help support the financing of special tools for production as well as the purchase of components at wholesale rates. eZelleron, of course, notes that while typical issues with manufacturing might arise, such as a supplier missing a deadline or a supply chain problem, eZelleron is prepared to handle them -- and will inform backers if any delay arises.

For those who are concerned about the feasibility, this video from the Kickstarter project page shows what appears to be a working prototype.
Off-the-Grid Charging

All-in-all, the cool potential of Kraftwerk is in its off-the-grid promise: While there are plenty of standard battery packs available -- and even some reasonably portable solar-powered chargers -- Kraftwerk is designed to work inside or outside, night or day, with fuel that is up to 20 times lighter than batteries.

Because a Kraftwerk generator does not need a special proprietary fuel canister, it promises to be functional without locking a backer into a particular fuel source. eZelleron says it will warranty each Kraftwerk for two years, but expects the lifespan to exceed two years with standard use.