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Archive for the ‘virtual reality’ category: Page 7

Aug 18, 2019

AI Is About to Completely Change the Face of Entertainment

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

Twenty years ago, entertainment was dominated by a handful of producers and monolithic broadcasters, a near-impossible market to break into.


And now, over 50 years later, AI is bringing stories to life like we’ve never seen before.

Converging with the rise of virtual reality and colossal virtual worlds, AI has begun to create vastly detailed renderings of dead stars, generate complex supporting characters with intricate story arcs, and even bring your favorite stars—whether Marlon Brando or Amy Winehouse—back to the big screen and into a built environment.

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Aug 12, 2019

Did we evolve to see reality as it exists? No, says cognitive psychologist Donald Hoffman

Posted by in categories: evolution, neuroscience, virtual reality

What is reality and how do we know? For many the answer is simple: What you see — hear, feel, touch, and taste — is what you get.

Your skin feels warm on a summer day because the sun exists. That apple you just tasted sweet and that left juices on your fingers, it must have existed. Our senses tell us that reality is there, and we use reason to fill in the blanks — that is, we know the sun doesn’t cease to exist at night even if we can’t see it.

But cognitive psychologist Donald Hoffman says we’re misunderstanding our relationship with objective reality. In fact, he argues that evolution has cloaked us in a perceptional virtual reality. For our own good.

Jul 29, 2019

Apollo 11: 50th anniversary of the moon landing

Posted by in categories: space, virtual reality

We look back at the historic 1969 moon landing of the Apollo 11. Hear stories from the original crew, explore photos and experience the launch in VR.

Jul 19, 2019

Virtual reality glove system takes shape in digital realm

Posted by in categories: electronics, virtual reality

A glove focused on user experience in interacting with virtual objects is in the news. This virtual reality glove is the topic of a research article. The researchers described their virtual reality glove in detail in their paper, “Pneumatic actuator and flexible piezoelectric sensor for soft virtual reality glove system,” in Scientific Reports.

No, this is hardly the first instance of researchers able to reproduce texture but this attempt is noteworthy. As pointed out in natureasia.com, the glove system in this instance is one that allows the wearer to manipulate a virtual hand, pick up an object in virtual reality and feel its shape.

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Jul 16, 2019

Elon Musk’s SpaceX shows off VR Hyperloop so you can glimpse the future of travel

Posted by in categories: Elon Musk, transportation, virtual reality

This is what a Hyperloop commute could look like.

Jul 8, 2019

Girl Paints In Virtual Reality

Posted by in category: virtual reality

Painting 3D art in virtual reality… I could watch for hours 😍.

Jul 7, 2019

Intelligent Stepping Stones

Posted by in categories: robotics/AI, virtual reality

These robotic tiles can track your every step to create an immersive VR experience via 筑波大学|University of Tsukuba.

Jul 3, 2019

Adrien M & Claire B

Posted by in categories: materials, virtual reality

English below. — Mirages & miracles / Exposition / Création décembre 2017, Les Subsistances, Lyon, France. Une série d’installations qui abritent un animisme numérique. Les œuvres, du petit au grand format, offrent toutes une coïncidence finement organisée entre virtuel et matériel : dessins augmentés, dispositifs d’illusions holographiques, casques de réalité virtuelle, projections grande échelle. Elles donnent à vivre un ensemble de scénarios improbables qui tiennent à la fois du mirage et du miracle, qui jouent à la frontière entre le vrai et le faux, l’animé et l’inanimé, l’authentique et l’imposture, la magie, le merveilleux, et l’inouï. — Mirages & miracles / Live Exhibition / New work December 2017, Les Subsistances, Lyon, France. Series of installations inhabited by digital animism. Ranging from small to large-scale work, this corpus of installations offers a delicate coincidence between the virtual and the material using augmented drawings, holographic illusions, virtual-reality headsets, large-scale projections. It offers a unique ensemble of improbable scenarios that takes root in both the mirage and the miracle, and plays with the boundaries between true and false, the animate and the inanimate, the authentic and the deceptive, the magical, the wondrous, and the indescriptible.


Équipe Conception et direction artistique : Claire Bardainne et Adrien Mondot Dessin : Claire Bardainne Conception informatique : Adrien Mondot Développement informatique : Rémi Engel Composition et conception sonore : Olivier Mellano Danse : Bérangère Fournier, Samuel Faccioli, Akiko Kajihara Régie d’exposition : Laurent Cuzin, Elvire Tapie Menuiserie : DeFacto / Julien Quartier, Charles Robin — Atelier Gautier.

Serrurerie acier : Mathieu Laville, Rémy Mangevaud, Elvis Dagier Serrurerie aluminium : Teviloj / Ludovic Laffay Lithographie : URDLA Sérigraphie : Olivier Bral Impression : Artprint Verre soufflé : Nicolas Sartor

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Jul 3, 2019

Kaiser Permanente to open medical school in 2020 with focuses on data, virtual reality

Posted by in categories: education, virtual reality

The school is designed to teach students how to use technology to deliver high-quality care in new and collaborative ways.

Jul 1, 2019

Smart glasses follow our eyes, focus automatically

Posted by in categories: biotech/medical, virtual reality

Though it may not have the sting of death and taxes, presbyopia is another of life’s guarantees. This vision defect plagues most of us starting about age 45, as the lenses in our eyes lose the elasticity needed to focus on nearby objects. For some people reading glasses suffice to overcome the difficulty, but for many people the only fix, short of surgery, is to wear progressive lenses.

“More than a billion people have presbyopia and we’ve created a pair of autofocal lenses that might one day correct their vision far more effectively than traditional glasses,” said Stanford electrical engineer Gordon Wetzstein. For now, the prototype looks like virtual reality goggles but the team hopes to streamline later versions.

Wetzstein’s prototype glasses—dubbed autofocals—are intended to solve the main problem with today’s progressive lenses: These traditional glasses require the wearer to align their head to focus properly. Imagine driving a car and looking in a side mirror to change lanes. With progressive lenses, there’s little or no peripheral focus. The driver must switch from looking at the road ahead through the top of the glasses, then turn almost 90 degrees to see the nearby mirror through the lower part of the lens.

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