Changes between Version 114 and Version 115 of GEC22Agenda/EveningDemoSession
- Timestamp:
- 03/12/15 16:26:52 (9 years ago)
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GEC22Agenda/EveningDemoSession
v114 v115 225 225 ==== C3STEM: Engaging Students in Collaborative STEM Education using Cloud-based Modeling and Simulation ==== 226 226 227 ''This demo shows a cloud-based modeling and simulation environment that enables K-12 learning and problem solving through collaboration using a 228 gigabit network to support high-fidelity simulations of traffic.'' 227 ''This demo shows a cloud-based modeling and simulation environment that enables K-12 learning and problem solving through collaboration using a gigabit network to support high-fidelity simulations of traffic.'' 229 228 230 229 Attendees interested in ubiquitous collaborative STEM learning and problem-solving applications using high-speed networks should see this demo. … … 244 243 '' This demo illustrates how Virtual and Augmented Reality technology is advancing knowledge transfer capabilities within industry and education. '' 245 244 246 245 We believe that access to knowledge is a human right. We make Knowledge Transfer Available, Accessible And Affordable for every human on the planet. By using Virtual and Augmented Reality knowledge transfer solutions employees, students and trainees can learn up to 12 times faster than with conventional methods while learning in a controlled environment. 247 246 248 247 Virtual and Augmented Reality technology enables all organizations to more effectively visually communicate, collaborate and accelerate knowledge transfer. By showing rather than telling, Virtual and Augmented Reality technology side steps language barriers and poor literacy. From vocational training, advanced maintenance training, healthcare, to energy and public safety, Virtual and Augmented Reality is able to provide the knowledge necessary for self sustainability and allow communities to thrive. EON Reality provides state-of-the-art 3D display technology for immersive and stereoscopic viewing to over 30 different platforms from mobile and portable tablet PCs and to curved-screen and immersive rooms consisting of multi-channel projection walls. We will show 4 examples of how Virtual and Augmented Reality is used: