3. AVATAR MACHINE
Introduction
• Avatar is a digital representation
of a real human being.
• Neal Stephenson describe the
avatar in the Metaverse, a fictional
virtual-reality application.
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Shwetanshu Gupta ECE B2
4. OBE’S
Generally, OBE’s are associated with illness or traumatic
incidents.
OBE’s can be produced in healthy persons.(science journal)
Three tests performed:
Display test.
Sweat sensor.
Recognition test.
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5. Hardware
A harness that straps to the user's torso.
Three two-meter long aluminium rods that attach to the user's
harness at the lower back and shoulders, forming a tripod.
A wide-angle pinhole video camera at the end of the tripod.
A head-mounted display (HMD) contained in a helmet.
A power supply attached to the harness.
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12. Applications
• Sociology and psychology.
• Entertainment.
• Training machine.
• Medical Help
• For academic studies
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13. Challenges
• Low level of expressiveness of avatars.
• To lessen the time of creating things.
• Creating a system that avoids bad
ergonomics.
• Maintaining psychology between user and
virtual world.
• To overcome lack of situational awareness.
• Avoidance of criminal effects
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14. Future Aspects
• By 2020, intelligent avatar will jump off the
screen and become a real-life touchable
digital image.
• Self-looking avatar.
• Mouse clicking and typing will end.
• Security, change lighting and temperature as
needed, and deliver news, sports, games, and
entertainment anywhere in the house.
• Selecting TV programs will be easy
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Shwetanshu Gupta ECE B2
15. References
www.marcowens.co.uk (Marc Owens official
website).
www.howstuffworks.com
www.en.wikipedia.org
‘The Virtual University and Avatar Technology’, by
Klaus Oestreicher, printed at Worcester Business
School, University of Worcester Henwick
Grove, United Kingdom.
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