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Archive for the ‘virtual reality’ category

Nov 2, 2018

How Virtual Reality Can Help Fight Dementia

Posted by in categories: biotech/medical, neuroscience, virtual reality

Immersive experiences have been used for video games and entertainment. But a new therapy could make VR an accessible therapy for dementia patients.

11.02.18 9:58 PM ET

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Oct 30, 2018

Apple Releases iOS 12.1 With eSIM Support, Real-Time Depth Control, Group FaceTime, New Emoji and More

Posted by in categories: cybercrime/malcode, mobile phones, virtual reality

Group Facetime. I think this means we are closer to platforms that can support Virtual Reality… #Holodeck


Apple today released iOS 12.1, the first major update to the iOS 12 operating system designed for the iPhone and the iPad. iOS 12.1 comes more than a month after the September release of iOS 12 and a few weeks after iOS 12.0.1, a bug fix update.

Continue reading “Apple Releases iOS 12.1 With eSIM Support, Real-Time Depth Control, Group FaceTime, New Emoji and More” »

Oct 29, 2018

Technology and Culture: Our Accelerating Epigenetic Factor Driven Evolution

Posted by in categories: computing, genetics, particle physics, space, virtual reality

Memes are not just learned, they run deeper than that, they are part of our shared experience as human beings. This is how we communicate to each other through spoken, written, and body language; this is how we participate in customs, rituals and cultural traditions. Indeed, human civilization has always been a “cultured” virtual reality. We don’t often think of cultures as virtual realities, but there is no more apt descriptor for our widely diverse sociology and interpretations than the metaphor of the “virtual reality.” In truth, the virtual reality metaphor encompasses the entire human enterprise. We should realize that all our ideologies and religions, our belief systems and models of reality are our own personal operating systems — real to us but wry to someone else — each of us lives in a seemingly shared but simultaneously private virtual world.


By Alex Vikoulov.

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Sep 30, 2018

[EuroVis 2018] Maps and Globes in Virtual Reality (VR)

Posted by in categories: transportation, virtual reality

How to solve the problem of which map to use, without distortion.


Check out more details at our EuroVis 2018 paper at: https://vis.yalongyang.com/papers/vr-maps-globes.pdf

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Sep 27, 2018

How is technology transforming Chinese tourism?

Posted by in categories: augmented reality, internet, robotics/AI, virtual reality

September 27 is World Tourism Day, which has been celebrated each year by the United Nations World Tourism Organization since 1980. The theme this year is “Tourism and the Digital Transformation,” as digital technology has permeated the tourism industry.

Virtual reality, augmented reality, artificial intelligence, Internet-plus — these terms have gradually become familiar to people travelling in China, as the country is heading to its tourism industry 3.0. A wide range of cutting-edge technologies have been innovatively applied in almost every part of China’s tourism industry.

A smart robot helps a passenger carry a handbag at Ningbo Railway Station in Zhejiang Province, on August 7, 2017. The smart robot has been activated to help passengers search for ticket fares, print route maps and carry their luggage. [Photo: VCG]

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Sep 20, 2018

SpaceX Will Livestream Moon Tourist Flight in HD Virtual Reality, Elon Musk Says

Posted by in categories: Elon Musk, space travel, virtual reality

Only a lucky handful of artists and a Japanese billionaire will take a trip on a rocketship to the moon with SpaceX. But the moonshot won’t just be televised; you’ll get to experience it from Earth in virtual reality.

That’s the message from SpaceX CEO Elon Musk on the upcoming private moon flight of entrepreneur Yusaku Maezawa, which Musk unveiled to the world Monday (Sept. 17). Maezawa will launch on a trip around the moon on SpaceX’s new Big Falcon Rocket (BFR), and he plans to take between six and eight artists along for the ride. The flight, called the Lunar BFR Mission, could launch as early as 2023, and we’ll all be able to watch it live and in VR, Musk said.

“Moon mission will be livestreamed in high def VR,” Musk announced on Twitter Tuesday (Sept. 18), “so it’ll feel like you’re there in real-time minus a few seconds for speed of light.” That speed-of-light reference is apparently a nod to the ever-so-slight time lag for a signal to cross the 238,000 miles (383,000 kilometers) between Earth and the moon. [How SpaceX’s Passenger Moon Flight Will Work].

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Sep 18, 2018

SpaceX to livestream private BFR Moon mission “in high-def VR” with Starlink satellites

Posted by in categories: Elon Musk, internet, space travel, virtual reality

Following a detailed update to SpaceX’s BFR plans and the first privately contracted mission to the Moon, CEO Elon Musk has tweeted that the company intends to stream the entire six-day journey in “high def VR”, a plan that would demand unprecedented communications capabilities between the Moon and the Earth.

Musk further confirmed that “Starlink should be active by [2023]”, suggesting – at a minimum – that the SpaceX-built and SpaceX-launched internet satellite constellation will have reached what is known as ‘initial operating capability’, pegged for Starlink at roughly 800 satellites launched.

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Sep 14, 2018

People wearing virtual reality headsets have worse balance and increased mental exertion

Posted by in categories: biotech/medical, neuroscience, virtual reality

New research published in PLOS One has found that virtual reality use impairs physical and cognitive performance while trying to balance.

“I became interested in this topic because virtual reality headsets have recently become widely available, with great potential to make rehabilitation more enjoyable and varied for patients,” said study author Steven M. Peterson of the University of Michigan, Ann Arbor.

“While many studies have explored upper-limb activities, I wanted to understand how immersive and mentally challenging a virtual reality headset is when the user is walking around and not seated. We decided to test the realism of virtual reality by looking for stress at high heights because just the perception of heights can affect how people walk and how cautious they are.”

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Sep 13, 2018

Virtual Reality Simulation

Posted by in categories: entertainment, virtual reality

The Venus Project is looking for VR artists for their project, Check it out!


A new project at The Venus Project has been started and a team consisting of video game industry veterans has been formed for its development.

The VR (Virtual Reality) Simulator will give access for everybody with a VR set to dive into a 360° projection of a city according to The Venus Project’s designs and experience it from the inside.

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Aug 24, 2018

IBM Watson Finds Its Way Into Games and Virtual Reality Applications

Posted by in categories: entertainment, robotics/AI, virtual reality

By integrating Watson with the Unity game engine, IBM is pushing its AI services to game and VR developers.

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