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Archive for the ‘virtual reality’ category: Page 10

Jun 24, 2018

How Virtual Reality Will Help Shape Our Psychedelic Future

Posted by in categories: 3D printing, augmented reality, economics, education, media & arts, robotics/AI, virtual reality

The famous psychologist Timothy Leary once referred to himself as a “surfer,” envisioning a future where, “[t]o study biology, you can press a button and make yourself part of the human body. You can become a white blood cell and learn about the circulatory system by traveling through an artery. You can call up the Prado Museum in Madrid and study Goya’s paintings.”


When I think about the future, I envision mass technological disruptions across the entire landscape. Artificial intelligence (AI) being embedded into the very fabric of our architecture and institutions, 3D printing transforming our socio-economic system from scarcity to abundance, and virtual reality/augmented reality (VR/AR) unleashing infinite potential in shaping our perceptions of reality.

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Jun 24, 2018

This virtual reality headset runs at human-eye resolution

Posted by in categories: entertainment, virtual reality

Varjo’s VR headset lets you see virtual objects in much greater detail, and could be used for training, design or entertainment.

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Jun 13, 2018

DigiLens is Developing a Waveguide Display for 150 Degree XR Headsets

Posted by in categories: augmented reality, virtual reality, wearables

DigiLens, a developer of transparent waveguide display technology, says it’s working toward a waveguide display which could bring a 150 degree field of view to AR and VR (or XR) headsets. The company expects the display will be available in 2019.

Founded in 2005, DigiLens has developed a proprietary waveguide manufacturing process which allows the company to “print” light manipulating structures (Bragg gratings) into a thin and transparent material wherein light can be guided along the optic and be made to project perpendicularly, forming an image in the user’s eye. While DigiLens isn’t the only company which makes waveguide displays, they claim that their process offers a steep cost advantage compared to competitors. The company says they’ve raised $35 million between its Series A and B investment rounds.

While DigiLens’ displays have primarily been used in HUD-like applications, the company is increasingly positioning its wares toward the growing wearable, AR, and VR industries. At AWE 2018 last week, DigiLens Founder & CTO Jonathan Waldern told me that the company expects to offer a waveguide display suitable for AR and VR headsets which could offer a 150 degree field of view between both eyes. He said that a single display could be suitable for AR and VR modes in the same headset by utilizing a liquid crystal blackout layer which can switch between transparent and opaque, something which DigiLens partner Panasonic has developed. A clip-on light blocker or other type of tinting film ought to be suitable as well.

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Jun 10, 2018

‘Til Deletion Do Us Part’: Discovering Love in a Virtual Future

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

What does it mean to fall in love in the 21st century? Originally, the number of people you could fall in love with were limited to the amount that lived within relative close proximity of you (a few miles, at best). In today’s world, however, it isn’t that uncommon for people to fall in love online.


As we move forward into a future of VR and AI, how might our abilities to fall in love change in a world where non-biological life is teeming just as much as biological life?

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May 18, 2018

Space tourism for the people: become a virtual reality astronaut

Posted by in categories: space, virtual reality

VR companies around the world are planning to offer live views of the Earth from space within the next few years.

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May 15, 2018

Brain Computer Interface Virtual Reality with EEG signals

Posted by in categories: computing, health, neuroscience, virtual reality

By combining virtual reality with a brain-based computer interface, researchers hope to create more immersive, lifelike experiences for gaming and health care applications.

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May 14, 2018

What is the Singularity?

Posted by in categories: computing, internet, physics, singularity, transhumanism, virtual reality

Not everyone is convinced. Critics point out that one of the points of exponential growth is that it cannot carry on forever. After a 50-year run, Moore’s Law is stuttering. Singularitarians retort that the laws of physics define a limit to how much computation you can cram into a given amount of matter, and that humans are nowhere near that limit. Even if Moore’s Law slows, that merely postpones the great day rather than preventing it. Others say the Singularity is just reli…gion in new clothes, reheated millenarianism with transistors and Wi-Fi instead of beards and thunderbolts. (One early proponent of Singularitarian and transhumanist ideas was Nikolai Federov, a Russian philosopher born in 1829 who was interested in resurrecting the dead through scientific means rather than divine ones.) And those virtual-reality utopias do look an awful lot like heaven. Perhaps the best way to summarise the Singularity comes from the title of a book published in 2012: the Rapture of the Nerds.


And will it lead to the extermination of all humans?

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May 6, 2018

Oculus Go Is the $200 Headset That Could Make You Try VR

Posted by in category: virtual reality

Oculus Go is the Amazon Echo of VR headsets—there are better ways to explore virtual reality, but this one is cheaper and easier.


Facebook’s Oculus Go headset is really the first of its kind: an affordable, simple and powerful way to explore virtual reality.

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May 1, 2018

Disney’s haptic VR jacket lets you feel snowball impacts and snakes slithering

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

Virtual reality is a gateway to powerful experiences. Strap on a pair of VR goggles, look around, and the scene you see will adjust, in real time, to match your gaze. But the technology is a visual one. Virtual reality doesn’t include touch, although there are controllers that provide “hand presence,” allowing you to manipulate objects in the virtual world, or shoot a simulated gun. So while VR today could simulate a Westworld -like setting, you’re not going to be actually feeling the hug of a cowboy-robot on your body while using any of the major platforms—at least not for a while.

The Force Jacket, a garment from Disney Research, aims to address that gap. Made out of a converted life jacket, the prototype uses embedded airbags that inflate, deflate, or even vibrate to literally give its wearer a feeling of being touched. When coupled with VR software, the setup can simulate something bizarre—a snake slithering on you—or more pedestrian: getting hit by a snowball. In brief, the sensation of touch you feel on your actual body can match what you see in a virtual one. (The device is the result of a research project, so these lifejacket-garments aren’t exactly on sale on Amazon. It’s also not the first research to focus on incorporating haptics into VR.)

“If you’ve experienced virtual reality or augmented reality, it’s largely based in this immersive visual world,” says Alexandra Delazio, the lead researcher on the jacket project and currently a research engineer at the University of Pittsburgh, where she works on technology for people with disabilities. “The real world is not just visual—it’s full of force and pressure-based interaction.” The goal of the jacket is to bring that sense of touch to the virtual world, or maybe even offer a way for someone far away to give you a hug.

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Apr 30, 2018

Futurist Gray Scott

Posted by in categories: business, quantum physics, robotics/AI, singularity, virtual reality

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Transcript:

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