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Nintendo fans may be anxiously awaiting next March’s supposed NX launch (and The Legend of Zelda: Breath of the Wild), but the Japanese gaming giant has a little something up its sleeve in the meantime: a re-release for the iconic NES. Dubbed the Nintendo Entertainment System: NES Classic Edition, the console comes in the form of a miniaturized, HDMI-equipped take on the original and comes with 30 games built right in. Said Nintendo of America President and COO Reggie Fils-Aime:

We wanted to give fans of all ages the opportunity to revisit Nintendo’s original system and rediscover why they fell in love with Nintendo in the first place. The Nintendo Entertainment System: NES Classic Edition is ideal for anyone who remembers playing the NES, or who wants to pass on those nostalgic memories to the next generation of gamers.

Players will even be able to pick up a second controller for just $10 USD when the revamped NES drops this fall. And best of all? The mini console will only run you $60 USD.

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2016 has been called the year that virtual reality becomes a reality, as some of the most anticipated devices will be made available on the consumer market. From Magic Leap (valued at over $1 billion) to Oculus (acquired by Facebook last year for $2 billion), there’s plenty of interest in the market, and ample room for it.

Though virtual reality is often depicted as an experience for the recliner or gaming chair, a number of VR enthusiasts want us to rethink how we engage with the technology. Instead of sitting around, they’d like to get us moving and looking beyond the go-to medium of gaming. Developers of these new devices consider fields like military training and healthcare as valuable places for mobile virtual reality to be applied.

Leading this approach is a Kickstarter VR company called Virtuix, whose treadmill-like device Omni encourages users to get upright and active. The reason to develop such a device felt like a natural evolution to Virtuix’s former Product Manager, Colton Jacobs.

“If I am walking in the virtual world my avatar is actually walking…”, he says, “…then the body’s natural reaction is, I want to stand up, I want to be walking with this avatar as if I’m actually there.”

Virtuix's Omni
Virtuix’s Omni

Users first slip on a pair of Omni’s $60 slippery-bottomed shoes before stripping into a lower body harness, which allows them to shuffle and slide their feet over the surface of the device. The device looks like a treadmill, but the track doesn’t actually move; rather, the shuffling and sliding motions register on the track and translate into the VR program being used. Shuffle forward, and your character moves forward. Shuffle backward, and your character back pedals. The resulting movement is somewhat awkward looking from the outside, but a reportedly smooth and consistent experience for the user.

Engadget had a chance to try out the device earlier this year and gave a positive review: “Even the easy mode that I tried, wherein you fire where you look rather than where the gun is pointing – had my heart pounding.” Testing games like Doom and Call of Duty, Engadget reporter Andrew Tarantola recounts his experience:

“The generic ‘base defense’ shooter game that I tried blew me away. Having to actually move, turn, look around and aim was incredibly immersive and added a completely new level of gameplay. There’s no more sprint button. If you want to run faster, then you really have to run faster. I was sweating by the end of my session — and grinning harder than I have in years.”

Meanwhile, Jacobs describes Omni as an immersive experience like few others. Where your standard, handheld controls allow you to manipulate your character’s movement by toggling a joystick, Omni facilitates movement by mimicking the user’s movement.

“You can walk, run, jump, turn around 360 degrees and act out your virtual avatar’s motions. We’re doing motion tracking ourselves to the lower body so we’re going to be able to tell what direction you’re walking in and how fast you’re moving, jumping, side stepping, things like that and translate that into analog movement in the virtual world.”

Though he acknowledges gaming as the default medium for immersive VR devices, Jacobs envisions Omni’s technology applied beyond gaming.

“The gaming market is a great first adopter market for us,” he says. “That being said, we’ve had multiple orders for military installations, West Point Navy installations, where they’re doing training simulation for some emergency and disaster training… instead of sending soldiers out to the field, they can actually just do training for various types of scenarios in the virtual world together.”

By getting soldiers to actually act out the movement, they’re able to simulate the physicality of real-world scenarios more realistically than can be done with a hand-held controller.

Virtuix likely won’t stop with entertainment and military training. According to Jacobs, the company has looked into healthcare — particularly physical therapy and recovery – as a field that would greatly benefit from a device like Omni.

“We’ve had multiple universities around the world actually, go ahead and order the Omni and they’re looking to test it for various different rehabilitation, also research. Stroke survivors is one of our big ones. A traditional treadmill can get someone up and walking in a straight line but a lot of the dangers that they have when they’re walking around in their home or just walking in general is when they have to turn corners. When they have to go around an object, that’s when they have a higher fall risk. Our system could potentially help to reactivate those muscles after a major neurological attack like a stroke or Alzheimer’s.”

Though virtual reality is already used in healthcare, some ask why there isn’t hasn’t been more innovation in this area by the virtual reality industry. Perhaps Omni could be a useful bridge in moving the technology forward.

Of course, an important component in such applications is ensuring that the system is safe. After all, the thought of wearing a head mounted display (HMD) while sliding around a track sounds like an accident waiting to happen.

“Safety is definitely a top priority,” Jacobs says. “You can’t actually see your surroundings while you’re in the Omni. You need to be strapped in, make sure you’re safe, but you’re also standing on a frictionless surface. You have to watch a video of this to really understand, it’s very hard to say in words.”

But so far, Omni has stood up to the gaming obstacles, which speaks to potential opportunities for use in healthcare-type settings.

“With our harness and our safety support structure, we’ve never had anyone fall on the Omni, especially in a high-intensity gaming situation; it’s even more intense when there’s zombies flying at you.”

If you’ve been online at any point in the past week, you’ve probably come to realize that Pokémon Go is in the midst of a full-fledged internet takeover. It’s the top app in the iOS App Store, and just yesterday, it was revealed that people are using Pokémon Go more than they are social media apps like WhatsApp, Instagram, Facebook, and Snapchat.

But it turns out it was more loved than any of us realized, as by certain metrics, Pokémon Go is more popular than one of the main pillars of the internet: porn.

This weekend, video game industry analyst ZhugeEX discovered that according to Google Trends, people are searching for Pokémon Go more than they are for pornography. Take a look at the data for yourself here, or check out the screenshot below:

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Imagine your chest tightening as you struggle for for breath. There’s no cure for it, and it will most likely be a hindrance to your day-to-day life.

This feeling is familiar to the 300 million people worldwide who suffer from asthma. In the US alone, one in 14 people has asthma, and ten of them die from asthma every day.

For children, relying on symptoms to determine whether an asthma attack is about to happen is particularly difficult. Not only is it harder for them to articulate their discomfort, it’s less likely that they will be able to attribute it to asthmatic symptoms.

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The Allen Brain Observatory is open for business, revealing what’s running through the mind of a mouse as it sees patterns of light and dark, pictures of butterflies and tigers – or even the opening scene of Orson Welles’ 1958 classic film, “Touch of Evil.”

The online repository of 30 trillion bytes’ worth of brain-cell readings represents the latest scientific offering from the Allen Institute for Brain Science, funded by Microsoft co-founder Paul Allen. It follows through on a $300 million pledge that Allen made more than four years ago.

The Allen Institute’s president and chief scientific officer, Christof Koch, has compared the project to a Hubble Space Telescope for the brain.

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We’re really excited to be working with the Toronto International Film Festival on a three-day event called POP showcasing some of the most inventive VR creations… and it’s coming up very soon — Friday, July 15th through Sunday, July 17th at the TIFF Bell Lightbox in Toronto. Tickets are on sale now, and we’d love to see you there.

Let’s talk about what you’ll see when you’re there. The theme of this POP event is empathy and real-world storytelling — how VR can really impact your view of (and connections to) the world. We have more than a dozen pieces that you can try.

Then on Saturday, Adi Robertson and I will be moderating panels where the creators — including the co-founders of Felix and Paul… Felix Lajeunesse and Paul Raphaël — talk about how they use VR to elicit emotion.

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Enjoy this VFX Sci-Fi Short Film… 2046. A new energy source, created to solve the world’s energy crisis, is believed to have deadly side effects. When The Signal’s inventor chooses to help a girl warn the public, he gains an unlikely ally to save the world from his own creation. Starring Michael Ealy and Grace Phipps, Written and Directed by Marcus Stokes!

On the web — http://www.thesignalmovie.com

This live action short film was shot in downtown Los Angeles over a weekend. The post production and visual effects took considerably longer and were done by the writer/director Marcus Stokes and a few additional VFX artists.

Starring: michael ealy, grace phipps, doc duhame, casey adams, zack duhame, brian buccellato, ciera payton, and gonzalo escudero.

Since then, I’ve been entrenched in the video game industry and fascinated with the rapid evolution of the technology surrounding it.

I’m addicted to producing professional web content which aims to simultaneously educate and entertain. My column at Forbes is the culmination of these experiences, and I’ll bring my unique voice, background and skillset to deliver memorable content.

I’ve also contributed gaming and technology features to outlets like PCWorld and HotHardware.

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I just last week saw the movie Neon Demon. The movie explores pathology of prettiness, and to what degree people demand to consume prettiness. This is a particularly futurist topic, as society might change a lot with regards to commidifying as well as synthesizing completely new forms of beauty. This arouses deep seated fears. We fear those who manipulate desire (love, lust, loneliness, among others) for their own benefit. But many in the field claim “it is just another job”. Is relationship now part of the “gig economy” or should our politicians interfere? Will a basic income increase these forms of prostitution or decrease them?

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