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    Teleimmersion

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    SEMINAR REPORT ON TELE-IMMERSION B.Tech. Computer Science Engineering - Trimester-VII 2010-2011 Submitted By Bhargav M. Iyer Chinmay Deshpande Jaydeepsingh H. Rajpal Guided By Ms. Sonali Borse Computer Science Department Mukesh Patel School of Technology Management & Engineering Shirpur Campus‚ NMIMS University‚ Mumbai CERTIFICATE This is to certify that the seminar entitled “Tele-Immersion” have been submitted by Bhargav M. Iyer‚ Chinmay Deshpande and Jaydeepsingh H. Rajpal

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    Immersive in Multimedia

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    Multimedia began with the concept of Virtual Reality. In the late 1960s‚ the desire of computer scientists and artists was to create‚ digitally-made ‘near-to-reality’ experiences through Interactive Multimedia. This became known as Virtual Reality. Virtual Reality‚ today‚ is a computer-created environment that a user can experience through the senses of sight‚ hearing and touch. Immersive Multimedia is a combination of multimedia elements and interactivity in Virtual Reality. Immersive refer to computer

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    ideology and thoughts. Our social site panopticon needs to be disrupted and shattered. Social Networks lacks personal touch‚ share NO real feelings‚ boring and repetitive content‚ making people feel bad in uneven societies‚ most of all it creates a virtual image of yours which is not real. Lack of personal touch: - “Shared joy is a double joy; shared sorrow is half a sorrow” NOT a true statement in social networks. Share your joy and you get likes‚ share your sorrows you get more likes. Number of people

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    related to computers have completely changed the face of the world and have made several things possible that couldn’t even be dreamt of. One such feature that computers have brought forward is the formation of a virtual world. Not only can computers help in the development of a virtual world but can even lead to the expansion the reality with different computer related sensory inputs and technologies. The real and existing environment is enhanced with the help of different technologies in real time

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    Service Marketing

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    intermediaries? Definitions * Cyberspace -the absence of a definable physical location where electronic transactions or communication occur * Marketplace -a physical location where suppliers/customers meet for business * Market space -a virtual location in cyberspace where suppliers/customers meet for business * Delivery channel -the means by which a firm delivers products to its customers Fig 11.1 Planning service delivery processes * Nature of contact between customers and

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    In the matrix humans are fed virtual reality so they are basically being taken over by artificial intelligence. Someone else gives them a reality. Disney world is a perfect example for the theory of Simulacra. It plays a lot of illusions and creates a lot of simulation within the amusement park. What attracts people and keeps them coming back is not the physical rides or attractions or even the delicious food‚ it’s the feeling they get when they are at Disney world that makes it. Disney land is there

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    Nist 800-125

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    Special Publication 800-125 Guide to Security for Full Virtualization Technologies Recommendations of the National Institute of Standards and Technology Karen Scarfone Murugiah Souppaya Paul Hoffman NIST Special Publication 800-125 Guide to Security for Full Virtualization Technologies Recommendations of the National Institute of Standards and Technology Karen Scarfone Murugiah Souppaya Paul Hoffman C O M P U T E R S E C U R I T Y Computer Security Division Information Technology

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    whether it was possible for a virtual world to be subject to the same ethnographic techniques and analyses as locations and communities are in the real world. As a leading ethnographer studying gay and transgendered cultures in Indonesia‚ Boellstorff brings a significant amount of experience and expertise to this field of work. He proposed the question – was it possible to use the same methods used in Indonesia to try and understand the new cultures emerging in virtual worlds (Boellstorff 2010) and

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    Reality vs. Technology

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    important role in the present society‚ as technology advances the separation from fact and fiction has become much harder to recognize. A person takes much pride when they are in control of their life‚ the thought that we could possibly be living in a virtual universe were someone else is in control is a scary idea. Being able to break free whatever we are controlled by‚ and being able to experience the real world and not just the illusion is a great experience. The film the Matrix gives us an idea of

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    Macro Analysis Summary 5 Bibliography 6   1. PEST Macro-Analysis 1.1. Overview The virtual banking industry was based primarily on the confidence of the users in the web-based banking technology and the authenticity of the virtual banks. The industry also projected constant changes to the regulations and technology which would define the technology acceptance by the general public. Virtual banking services which had been deployed since 1980 by Bank ONE of Columbus‚ Ohio (Darlin 1997)

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