Experience a Wildlife Protection Program with AR and VR Technology

▼ Experience the Wildlife Protection Program with AR and VR Technology from Baidu VR Virtual reality and augmented reality technology can now be regarded as very popular technologies. Many technology companies regard it as one of the development trends of computer technology in the future. However, at present, there are still many inherent limitations in the current virtual reality technology, and in many cases it cannot play its due role. For example, when using virtual reality technology, it will not be able to move freely or interact with people in the real world and the virtual world at the same time because it will hit objects in the real world. This is why we need a higher technology experience to crack the limitations of virtual reality technology. Nowadays, many tech companies have started to create programs called “Wildness” with Google Project Tango and Ph Pheon 2 Pro, so that virtual reality and augmented reality technologies can not only impact our visual senses but also impress our hearts. . "Walking into the wilderness" is not a simple augmented reality project. Just look at the names of the members participating in the project to know how powerful it is. From Lenovo, Qualcomm, World Wide Fund for Nature (WWF), renowned digital creative agency MediaMonks, to Singapore's famous producer Brian Gothong Tan, so many resounding names have teamed up to provide a museum in Singapore to help protect the world’s endangered people from the ArtScience Museum. Wildlife and plant augmented reality experience services. The carriers used in the “Wildness” project were officially the world’s first Phab 2 Pro smartphones that supported the Google Project Tango project. Google has always been committed to the development of augmented reality platform technology, and has been promoting its own projects for schools, education and professional organizations. Smartphones, with their high degree of portability, could be the best carriers for augmented reality and augmented reality. Lenovo’s Phab 2 Pro is the first model to be supported, with the built-in Qualcomm Snapdragon 652 processor and a range of sensors. In addition, the 3D camera used for motion tracking, depth tracking, and area learning has become the smart phone of choice in the Wildlife project. This “immersive virtual adventure” has already begun on the doorstep of the ArtScience Museum. Visitors at the entrance can pick up the Phab 2 Pro equipped with a handheld gimbal as a virtual reality window and interact with the real world. Just like many museums with mentoring and interactive projects, there are different contents in many different venues. What you need to do is to take smart phones to find different regions and follow certain routes to complete your own adventures. This is like a virtual reality treasure hunt game. In certain exhibition walls, corners and even crevices, we can see the introduction of endangered animals in Southeast Asia, such as pangolins, gorillas, mouse deers and even tigers. And these are not just simple photos or video shows. These animals can even interact with us or be scared off by us. In some cases, we can also interact face-to-face with these interesting and endangered animals. For us, perhaps there will be no opportunity for true face-to-face interaction with these dangerous animals in the first year of life, and this will be achieved at least in some degree through augmented reality. Of course, don't expect the past to be realistic about the image of these animals. After all, this is just a kind of virtual entertainment, so the main purpose is to experience this process. "Walking into the Wilderness" is not just a simple educational project but also an entertainment experience. In addition to introducing us to the knowledge of these endangered wild animals, we will also experience some interactivity through some specific interactive designs. For example, in the surrounding areas where animals are infested, screen transitions may turn red to warn or tell us what actions are currently causing harm to these animals or plants. In addition, sometimes we can also help mouse deer dismantle some traps laid by humans and help them avoid being exposed to danger. The biggest interactive approach to the “Wildness” project is based on the impact of augmented reality on the real world. For example, we can collect specific seeds as we go along a tour path. These seeds can then be used to plant virtual rainforests in museums. plant. These plants bear the promise of the World Wide Fund for Nature to plant more plants in the tropical forests of Sumatra Tigers and in the Rimbang area of ​​Indonesia after the project is over. At present, the virtual reality consumer market is still in its infancy. Therefore, entertainment is basically the main purpose. At the same time, whether it is virtual reality or augmented reality technology, it is still limited to the use of individual users. For the time being, it cannot be widely used to improve productivity. And this “Walking into the Wilderness” as the first project to explore this technology on a large scale in Asia not only allows us to see exciting areas of use, but also brings a good interaction between the virtual world and the real world. Template.

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