What is Bot?
Bot - a computer that works automatically
decode VR and AR
Virtual Reality and Augmented Reality
What is a headset?
A piece of equipment that a person wears over their eyes that allows them to experience images and sounds produced by a computer as if they were part of real life
describe your favorite game
ill describe it orally if you'll ask me
Name 2 types of mobile robots
Rolling robots and Walking robots
Name a synonym for the verb "to invent"
to coin
Where are VR and AR used?
In 3D movies, videogames, education and science
Name 10 video game genres
Simulation, shooter, MOBA, action RPG, fighting, puzzle, sandbox, racing, roguelike, strategy
Name all the components of a robotic system
Processing unit, power supply, sensor, program, actuator, end-effector
Describe the word "Velocity"
Velocity refers to the rate at which the data is received
Which senses can be simulated by VR?
Vision, hearing, touch, smell
Name 5 programming languages that you can use to create a game
C++, Java, Unreal engine, Unity 3D, Lua
Name a date for the robot takeover of the classroom (based on British ed. expert Anthony Seldon)
2027
Name a synonym for the word "bunch"
pile
What does immersive environment mean?
An artificial, interactive, computer-created scene or "world" within which a user can immerse themselves
Name 6 video game components
Art, characters, level, audio, lighting, story
Where the term "robot" is derived from?
The term "robot" is derived from the Czech word "robota" which means "forced labour" or "serve"
Name the definition for the word aficionado
a person who knows about, and appreciates an intrest or activity
What are the pros and cons of VR and AR
Virtual Reality
Pros:
VR, when implemented properly, can be an incredibly engaging sensory ride. Using computer-generated imagery (CGI), there are no limits aside from money and imagination when creating other worlds, product demos, or spaces in novel and interesting ways.
When applied to education, VR makes learning easier and more comfortable.
Virtual reality users can experiment with artificial environments
Cons:
VR is a fragmented market. Headset pricing ranges from about $15 USD (Google Cardboard using a smartphone) to $1,500 USD (HTC Vive Pro) and many choices with widely varying capabilities in between. VR standards are in the early adoption stage and content created for one platform will usually not work with another.
Content creation tends to be customized and, oftentimes, expensive. Best practices for effective and engaging content creation are still being worked out as well.
VR is often an isolating, individual experience – it takes you somewhere else, a place removed from the existing environment. This is the opposite effect of events where one of the main goals is to bring people together and interact in a group.
VR is slow for demos. It takes time to configure the headset, to put on/adjust the headset, explain the controls, and for the user to view the content. Even if the content is only two to three minutes long, an exhibitor would be lucky to get 15-20 people per hour through the system.
Augmented Reality
Pros:
AR, when used properly, can provide very useful and engaging information layered onto a real-world scene.
Basic AR apps using smartphones are well-established.
Apple’s latest phones/tablets and AR developer kit have some very significant new capabilities. Newer Google Android phones also have strong AR functionality. Smartphone users can see furniture in their own home before buying (IKEA), find their way to an airport gate (American Airlines AR), play games (Monster Park), see restaurant menu options in rotating 3D before ordering (KabaQ), measure distances very precisely (AR measuring tape), and much more. As these newer phones become widely used, it is likely that AR apps will see mainstream use with lots of opportunities for exhibitions and events.
New tools have been created to help doctors during surgeries by allowing them to be constantly aware of patient data during the procedure.
Cons:
AR/MR headsets are pricey (Hololens: $3,500 USD; Magic Leap $2,295 USD) and have some serious limitations in their current forms. Both have a limited range of fields and the gesture controls are somewhat difficult to use. We will not see widespread consumer use until costs lower substantially and the form factor improves.
AR/MR headsets are geeky looking and will be used only for specific applications; they will not be meant for everyday use in the foreseeable future.
Name 10 e-sports teams
Team Liquid, Natus Vincere, Cloud9, G2, FaZe, Shopify, MOUZ, TSM, Team Spirit, Falcons