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Archive for the ‘virtual reality’ category: Page 94

Jan 23, 2016

For VR to be truly immersive, it needs convincing sound to match

Posted by in categories: electronics, neuroscience, virtual reality

The VR sound barrier; how do we address?


I’m staring at a large iron door in a dimly lit room. “Hey,” a voice says, somewhere on my right. “Hey buddy, you there?” It’s a heavily masked humanoid. He proceeds to tell me that my sensory equipment is down and will need to be fixed. Seconds later, the heavy door groans. A second humanoid leads the way into the spaceship where my suit will be repaired.

Continue reading “For VR to be truly immersive, it needs convincing sound to match” »

Jan 22, 2016

Apple hires virtual and augmented reality tech expert: Report

Posted by in categories: augmented reality, computing, finance, mobile phones, virtual reality, wearables

Virginia Tech’s Professor Doug Bowman comes to Apple to make VR. This should be very interesting since he won the research grant to work on the “Hololens” — could be interesting.


According to a report in the Financial Times, Apple has hired one of the leading experts on virtual and augmented reality — Virginia Tech computer science professor Doug Bowman. He was recently listed among grant winners for HoloLens research projects and is skilled in creating 3D user interfaces, reports Endgadget. He has also co-authored a book called 3D User Interfaces Theory and Practice.

He’s been working on technologies such as wearable displays and full surround display prototypes at Virginia Tech.

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Jan 21, 2016

Realistic artificial intelligence can make games – or break them

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

Interesting; especially how AI is leveraged for enhancing games which does make perfect sense from a pattern recognition and improvement standpoint.


As Central Florida’s video game community enters the virtual reality era, specialists and artists who can create fantasy worlds will be in higher demand here.

Video games often try to transport players to a virtual world, whether it’s a land of wooden zombies or a virtual representation of the Amway Center.

Continue reading “Realistic artificial intelligence can make games – or break them” »

Jan 21, 2016

Buckingham Palace And Great Barrier Reef Now In VR

Posted by in categories: habitats, virtual reality

I cannot wait until I finally equip my home theater with a VR experience — imagine watching a Terminator Movie “Terminator 3 rise of the machines” — it would be scary.


Google released a couple of virtual reality tour locations for its Expeditions Pioneer Program which are Buckingham Palace and the Great Barrier Reef.

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Jan 21, 2016

VR-powered theme park rides will blow you mind later this year

Posted by in categories: materials, space, transportation, virtual reality

More VR Theme Parks and attractions opening this year. We have the Void opening this summer in Pleasant Grove, UT; a new VR roller coaster in UK’s Alton Towers that opens in April; there is real opportunity for entrepreneurs in the VR space to launch their own portable VR amusement/ entertainment centers for corporate events, parties, etc.


Virtual reality and theme parks may not seem like an obvious match, but these planned attractions may change your mind. Starting this spring we’ll start to see rides that take advantage of VR to offer new and exciting experiences.

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Jan 20, 2016

Google is Back in the Virtual Reality Competition

Posted by in categories: business, computing, virtual reality

Google is shifting employee responsibilities and forming its own dedicated division for virtual reality computing.

Google is forming its own dedicated division for virtual reality computing, promising some intense competition for Facebook and Microsoft.

Not only has CEO Sundar Pichai moved over a key deputy to run it, but the move also signals Google’s intent to build a viable enterprise business. Because with the executive shift, Google’s massive consumer Web applications now fall under incoming SVP Diane Greene.

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Jan 20, 2016

Report by Robert Scoble from CES | KurzweilAI

Posted by in categories: augmented reality, driverless cars, electronics, virtual reality

Allworlds

“CES wrapped up last week and I can say it was the best one I’ve seen in a decade. Three big stories jumped out this year:

1. VR.
2. Self driving cars.
3. AR.”

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Jan 18, 2016

The disruptive technologies that will shape business in the years ahead

Posted by in categories: business, health, nanotechnology, quantum physics, robotics/AI, virtual reality, wearables

Good article. I need to highlight that Quantum will most definitely take all of these technologies to a new level of performance and sophistication that we have never seen before. AI (including robotics) will be able to be the independent thinkers and humanoids that we all read about in SciFi or the AI Warning articles and blogs that we read about today. VR will be to interact and predict movements that are at least 20+ steps ahead of the average person; etc. This is why Quantum is the true game changer among all of these.

2 technologies missing that should also be included to this list is nanbots and CRISPR. Just like wearable’s and AI; CRISPR and nanobots are not new; however, they will change our healthcare industry.


It won’t happen overnight but it will happen.

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Jan 18, 2016

Serious Wonder Newsletter

Posted by in categories: transhumanism, virtual reality

Exploring the future of Virtual Reality, EVR, and Transhumanism with techno-shaman Jeffrey Lynn Damon! — B.J. Murphy for Serious Wonder.

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Jan 13, 2016

Goldman Sachs says VR will be bigger than TV in 10 years

Posted by in categories: computing, electronics, virtual reality

In an analyst note published on Wednesday, Goldman Sachs predicted that the virtual reality (VR) market will outpace the TV market in annual revenue by 2025, making VR bigger than TV.

The banking firm writes that the VR market will generate $110 billion dollars compared to TVs $99 billion in 10 years.

This will happen if VR adoption follows their “Accelerated Uptake” projection, in which virtual reality becomes more commonplace through advances in battery and cellular technologies. By eventually ditching the current wires and accompanying computers needed to power high-end VR headsets, the devices would become truly mobile; think a headset that’s more akin to a pair of sunglasses than the bulky goggles of the first generation Oculus Rift and HTC Vive.

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