Archive for the ‘virtual reality’ category: Page 9
Jul 7, 2019
Intelligent Stepping Stones
Posted by Shailesh Prasad 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.
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
Jul 3, 2019
Kaiser Permanente to open medical school in 2020 with focuses on data, virtual reality
Posted by Roger Dufur 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 Paul Battista 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.
Jul 1, 2019
How Big Is the Gap Between ‘Ready Player One’ and Current VR Tech?
Posted by Quinn Sena in categories: computing, virtual reality
Where reality is still lagging considerably is in recreating the physical experience of VR. In the movie, the haptic gloves OASIS players wear make them virtual objects almost indistinguishable from real ones. Other characters have even more advanced set-ups, like full-body haptic suits that simulate both pleasure and pain, complicated harnesses and treadmills that allow users to run around and move their bodies just like they would in real life, and even “smell towers.”
But a report released by analysts IDTechX to coincide with the movie’s release suggests the first step towards most of these technologies has already been taken. VR handsets already feature the same kind of rumble packs found in computer game controllers that provide simple haptic feedback in the form of vibrations.
Continue reading “How Big Is the Gap Between ‘Ready Player One’ and Current VR Tech?” »
Jun 26, 2019
Oculus Quest: Virtually reality goes wireless, but at a what cost?
Posted by Genevieve Klien in category: virtual reality
We get hands-on with the latest VR headset from Oculus and find out whether six degrees of freedom is enough to justify the price tag.
Jun 23, 2019
Microchips at Wisconsin firm part of growing augmented reality trend
Posted by Richard Christophr Saragoza in categories: augmented reality, computing, virtual reality
Microchips are becoming ubiquitous as augmented and virtual reality become mainstream, USA Today reports.