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Archive for the ‘virtual reality’ category: Page 53

Jun 2, 2015

We’re Seriously Underestimating the Virtual-Reality Market — Sergio Aguirre | Re/Code

Posted by in categories: entertainment, virtual reality

VR panorama

“Most of the VR prototypes we’ve seen so far use a wraparound headset. But this “shut out everything” hardware paradigm could seriously limit adoption, especially in consumer markets. There’s actually an emerging category of virtual experiences that allow a user to experience digital objects as if they were real, without the need for a wraparound headset. There hasn’t been as much chatter about it, but “non-enveloping” VR could be one of the biggest, most important parts of this new wave of digital-analog world interfaces.”

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Jun 1, 2015

Do we really want to fuse our brains together? — Peter Watts | AEON

Posted by in categories: neuroscience, virtual reality

http://cdn-imgs-mag.aeon.co/images/2015/05/final1-1024x641.jpg

“What are the implications of a technology that wires brains together, that in theory at least permits the existence of hive minds? In fact, you know a lot more about that than you might think. You already are a hive mind. You always have been.” Read more

May 25, 2015

The Emotional Amplifier — Patrick O’Luanaigh | Develop

Posted by in category: virtual reality

Virtual reality: The emotion amplifier

“Probably the worst scenario as a game designer is that players experience something in your VR game that freaks them out so badly, they rip the headset off and refuse to put it back on again. Moreover, because VR is an emotion amplifier, all sorts of negative emotions and fears can become apparent that even the player may not have known about before. “ Read more

May 23, 2015

What Is the Metaverse? Philip Rosedale’s Big Dream for Immersive Virtual Worlds — By Jason Dorrier SingualrityHub

Posted by in category: virtual reality

http://cdn.singularityhub.com/wp-content/uploads/2015/05/what-is-the-metaverse-1-1000x400.jpg

What is the metaverse? It’s Philip Rosedale’s second crack at playing god—at least in the virtual sense. Rosedale created his first virtual world, Second Life, in 2002. Now, he and his new company, High Fidelity, are building another world in silica—and this time, they’re thinking on planetary scales.

Speaking at the Silicon Valley Virtual Reality (SVVR) conference this week, Rosedale said that by harnessing the shared power of home PCs, “We could collectively create a space whose literal scale is comparable to the landmass of the planet Earth.” Sound ambitious? It is, and it isn’t. Read more

May 20, 2015

Simulated Worlds Will Soon Be Indistinguishable From Reality — Victoria Turk | Motherboard

Posted by in category: virtual reality


“So perhaps we’re not that close to a true simulation singularity after all. But as far as simply confusing the human senses about what’s real and what’s not, Fawkes reckons that’s not far off at all. Indeed, you don’t necessarily need perfect graphics to induce suspension of disbelief in the human brain anyway: Just think about how your mind can get carried away watching a film or reading a book. “ Read more

May 15, 2015

First Look: Oculus Rift Shipping in Early 2016 — By Jason Dorrier SingularityHub

Posted by in category: virtual reality

Since the first Oculus Rift virtual reality headset prototype, people have breathlessly asked, “When will a consumer version be ready?” Oculus played coy and stuck to its guns. When we think it’s ready, they said.

Well, evidently, it’s ready. Read more

Apr 10, 2015

Virtual nose keeps gamers from feeling sick

Posted by in category: virtual reality

by — Futurityman wears virtual reality glasses
Simulator sickness—which often induces vertigo and even nausea—often afflicts players of virtual reality games, but inserting a “virtual nose” into the picture may be a way to lessen the queasiness.

Various physiological systems govern the onset of simulator sickness: an overall sense of touch and position, or the somatosensory system; liquid-filled tubes in the ear called the vestibular system; and the oculumotor system, or muscles that control eye movements.

“Simulator sickness is very common,” says David Whittinghill, assistant professor in the computer graphics technology department at Purdue University. “The problem is your perceptual system does not like it when the motion of your body and your visual system are out of synch. Read more

Mar 24, 2015

The ‘Oculus Rift’ and the Courtroom

Posted by in category: virtual reality

Laura Bliss — City Lab
Image Flickr/wikileakstruck, Wikimedia Commons/Paethon, Laura Bliss
Immersive virtual reality and its ground-shaking potential was the belle of the ball at South by Southwest’s “Interactive” portion, which wrapped up Tuesday. Virtual reality (VR) headsets like the Oculus Rift fascinated and delighted festival-goers, with promises of changing the very landscapes of film, travel, journalism, and of course gaming—where VR’s journey into mainstream discourse began with the Oculus’ 2012 Kickstarter.

But there’s another area that the Oculus Rift—or whatever immersive VR headset gets commercialized first—is likely to enter: The courtroom. (And no, we don’t mean the current patent lawsuit against the Oculus Rift’s makers.) It might not sound sexy, but the implications could be pretty big.

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Mar 23, 2015

Virtual Reality Advertisements Get in Your Face

Posted by in category: virtual reality

By Rachel Metz — MIT Technology Review
illustration of ad addled man wearing VR headgearI’m sitting in a desk chair in an office in Mountain View, California. But with a virtual-reality headset strapped to my head and headphones over my ears, it looks and sounds like I’m standing in the belly of a blimp, flying high above silent city blocks dotted with billboards for a Despicable Me theme-park ride.

The blimp ride is part of a demo built by MediaSpike, a startup that’s making ads for virtual reality. Even the blimp itself is an ad: before boarding it, I can see its exterior is covered with a larger-than-life version of one of the film’s short, yellow characters.

For now, augmented reality and virtual reality are not widely used. But as new headsets hit the market, advertisers will surely try to stake out virtual ground.

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Mar 10, 2015

To Bring Virtual Reality to Market, Furious Efforts to Solve Nausea

Posted by in category: virtual reality

— The New York Times

SAN FRANCISCO — Few technologies have generated more attention than virtual reality, which promises to immerse people in 3-D games and video.

Yet for the last couple of years, the companies building virtual reality headsets have begged for patience from content creators and the public. The companies’ biggest concern: that unpolished virtual reality products could make people physically sick.

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