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2016 has been called the year that virtual reality becomes a reality, as some of the most anticipated devices will be made available on the consumer market. From Magic Leap (valued at over $1 billion) to Oculus (acquired by Facebook last year for $2 billion), there’s plenty of interest in the market, and ample room for it.

Though virtual reality is often depicted as an experience for the recliner or gaming chair, a number of VR enthusiasts want us to rethink how we engage with the technology. Instead of sitting around, they’d like to get us moving and looking beyond the go-to medium of gaming. Developers of these new devices consider fields like military training and healthcare as valuable places for mobile virtual reality to be applied.

Leading this approach is a Kickstarter VR company called Virtuix, whose treadmill-like device Omni encourages users to get upright and active. The reason to develop such a device felt like a natural evolution to Virtuix’s former Product Manager, Colton Jacobs.

“If I am walking in the virtual world my avatar is actually walking…”, he says, “…then the body’s natural reaction is, I want to stand up, I want to be walking with this avatar as if I’m actually there.”

Virtuix's Omni
Virtuix’s Omni

Users first slip on a pair of Omni’s $60 slippery-bottomed shoes before stripping into a lower body harness, which allows them to shuffle and slide their feet over the surface of the device. The device looks like a treadmill, but the track doesn’t actually move; rather, the shuffling and sliding motions register on the track and translate into the VR program being used. Shuffle forward, and your character moves forward. Shuffle backward, and your character back pedals. The resulting movement is somewhat awkward looking from the outside, but a reportedly smooth and consistent experience for the user.

Engadget had a chance to try out the device earlier this year and gave a positive review: “Even the easy mode that I tried, wherein you fire where you look rather than where the gun is pointing – had my heart pounding.” Testing games like Doom and Call of Duty, Engadget reporter Andrew Tarantola recounts his experience:

“The generic ‘base defense’ shooter game that I tried blew me away. Having to actually move, turn, look around and aim was incredibly immersive and added a completely new level of gameplay. There’s no more sprint button. If you want to run faster, then you really have to run faster. I was sweating by the end of my session — and grinning harder than I have in years.”

Meanwhile, Jacobs describes Omni as an immersive experience like few others. Where your standard, handheld controls allow you to manipulate your character’s movement by toggling a joystick, Omni facilitates movement by mimicking the user’s movement.

“You can walk, run, jump, turn around 360 degrees and act out your virtual avatar’s motions. We’re doing motion tracking ourselves to the lower body so we’re going to be able to tell what direction you’re walking in and how fast you’re moving, jumping, side stepping, things like that and translate that into analog movement in the virtual world.”

Though he acknowledges gaming as the default medium for immersive VR devices, Jacobs envisions Omni’s technology applied beyond gaming.

“The gaming market is a great first adopter market for us,” he says. “That being said, we’ve had multiple orders for military installations, West Point Navy installations, where they’re doing training simulation for some emergency and disaster training… instead of sending soldiers out to the field, they can actually just do training for various types of scenarios in the virtual world together.”

By getting soldiers to actually act out the movement, they’re able to simulate the physicality of real-world scenarios more realistically than can be done with a hand-held controller.

Virtuix likely won’t stop with entertainment and military training. According to Jacobs, the company has looked into healthcare — particularly physical therapy and recovery – as a field that would greatly benefit from a device like Omni.

“We’ve had multiple universities around the world actually, go ahead and order the Omni and they’re looking to test it for various different rehabilitation, also research. Stroke survivors is one of our big ones. A traditional treadmill can get someone up and walking in a straight line but a lot of the dangers that they have when they’re walking around in their home or just walking in general is when they have to turn corners. When they have to go around an object, that’s when they have a higher fall risk. Our system could potentially help to reactivate those muscles after a major neurological attack like a stroke or Alzheimer’s.”

Though virtual reality is already used in healthcare, some ask why there isn’t hasn’t been more innovation in this area by the virtual reality industry. Perhaps Omni could be a useful bridge in moving the technology forward.

Of course, an important component in such applications is ensuring that the system is safe. After all, the thought of wearing a head mounted display (HMD) while sliding around a track sounds like an accident waiting to happen.

“Safety is definitely a top priority,” Jacobs says. “You can’t actually see your surroundings while you’re in the Omni. You need to be strapped in, make sure you’re safe, but you’re also standing on a frictionless surface. You have to watch a video of this to really understand, it’s very hard to say in words.”

But so far, Omni has stood up to the gaming obstacles, which speaks to potential opportunities for use in healthcare-type settings.

“With our harness and our safety support structure, we’ve never had anyone fall on the Omni, especially in a high-intensity gaming situation; it’s even more intense when there’s zombies flying at you.”

Researchers in the U.K. have made what is described as a “breakthrough reclassification” of pancreatic cancer, which offers new opportunities to treat the often-fatal disease.

A study co-led by professor Andrew Biankin and colleagues at the University of Glasgow’s Institute of Cancer Sciences has found four “key subtypes” of the cancer, with each possessing “their own distinct clinical characteristics and differential survival outcomes,” according to a statement released on Thursday.

The researchers’ paper was published in the journal Nature, and named the subtypes as:

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A team of scientists at the Boston Children’s Hospital have invented what is being considered one the greatest medical breakthroughs in recent years. They have designed a microparticle that can be injected into a person’s bloodstream that can quickly oxygenate their blood. This will even work if the ability to breathe has been restricted, or even cut off entirely.

This finding has the potential to save millions of lives every year. The microparticles can keep an object alive for up to 30 min after respiratory failure. This is accomplished through an injection into the patients’ veins. Once injected, the microparticles can oxygenate the blood to near normal levels. This has countless potential uses as it allows life to continue when oxygen is needed but unavailable. For medical personnel, this is just enough time to avoid risking a heart attack or permanent brain injury when oxygen is restricted or cut off to patients.

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It’s not just religious terrorism that is killing people. A religious anti-science culture—which most of us live amongst—also cuts short everyone’s lives. People simply don’t care much about longevity if they believe in an afterlife.


All around the world, religious terror is striking and threatening us. Whether in France, Istanbul, London, or the USA, the threat is now constant. We can fight it all we want. We can send out our troops; we can chip refugees; we can try to monitor terrorist’s every move. We can even improve trauma medicine to deal with extreme violence they bring us. But none of this solves the underlying issue: Abrahamic religions like Christianity and Islam are fundamentally violent philosophies with violent Gods. Sam Harris, Richard Dawkins, Christopher Hitchens and others have all reiterated essentially the same thing.

Consider these verses from the Koran:

Transhumanists will know that the science fiction author Zoltan Istvan has unilaterally leveraged the movement into a political party contesting the 2016 US presidential election. To be sure, many transhumanists have contested Istvan’s own legitimacy, but there is no denying that he has generated enormous publicity for many key transhumanist ideas. Interestingly, his lead idea is that the state should do everything possible to uphold people’s right to live forever. Of course, he means to live forever in a healthy state, fit of mind and body. Istvan cleverly couches this policy as simply an extension of what voters already expect from medical research and welfare provision. And while he may be correct, the policy is fraught with hazards – especially if, as many transhumanists believe, we are on the verge of revealing the secrets to biological immortality.

In June, Istvan and I debated this matter at Brain Bar Budapest. Let me say, for the record, that I think that we are sufficiently close to this prospect that it is not too early to discuss its political and economic implications.

Two months before my encounter with Istvan, I was on a panel at the Edinburgh Science Festival with the great theorist of radical life extension Aubrey de Grey, where he declared that people who live indefinitely will seem like renovated vintage cars. Whatever else, he is suggesting that they would be frozen in time. He may actually be right about this. But is such a state desirable, given that throughout history radical change has been facilitated generational change? Specifically, two simple facts make the young open to doing things differently: The young have no memory of past practices working to anyone else’s benefit, and they have not had the time to invest in those practices to reap their benefits. Whatever good is to be found in the past is hearsay, as far as the young are concerned, which they are being asked to trust as they enter a world that they know is bound to change.

Questions have been already raised about whether tomorrow’s Methuselahs will wish to procreate at all, given the time available to them to realize dreams that in the past would have been transferred to their offspring. After all, as human life expectancy has increased 50% over the past century, the birth rate has correspondingly dropped. One can only imagine what will happen once ageing can be arrested, if not outright reversed!

So, where will the new ideas of the future come from? The worry here is that society may end up being ruled by people with overlong memories who value stability over change: Think China and Japan. But perhaps the old Soviet Union is the most telling example, as its self-consciously revolutionary image gradually morphed into a ritualistic veneration of the original 1917 revolutionary moment. To these gerontocratic indicators, the recent UK vote to leave the European Union (‘Brexit’) adds a new twist. There were some clear age-related patterns in the outcome: The older the voter, the more likely to vote to leave – and the more likely to vote at all. To be sure, given the closeness of the vote (52% to leave vs. 48% to remain), had the young voted in comparable numbers to their elders, Brexit would have lost.

One might think that the simple solution is to encourage, if not force, the young to vote in larger numbers. However, this does not take into account the liabilities of their elders when it comes to dictating the terms for living in the future. Whatever benefits might accrue to people living longer, the clarity of the memories of such people may not be an unmitigated good, as it might incline them to perpetuate what they regard as the best of their own pasts. One way around this situation is to weight votes inversely to age. In other words, the youngest voters would effectively get the most votes and the oldest voters the least. This would continually force the elders to make their case in terms that their juniors can appreciate. The exercise would serve to destabilize any sense of nostalgia that members of the same generation might experience simply by virtue of having experienced the same events at the same age.

However, two technologically based solutions also come to mind. One is for the elderly to be subject to the strategic memory loss procedure described in the film, The Eternal Sunshine of the Spotless Mind, which might be understood as a the cognitive correlate of an inheritance tax – or even a high-class lobotomy! In other words, the elders would lose their personal attachment to events which would nevertheless remain available in the historical record for more detached scrutiny vis-à-vis their lessons for the future. The other, more drastic solution involves incentivizing the elders to exchange biological for digital immortality. This would enable them to enjoy a virtual existence in perpetuity. They might be resurrected (‘downloaded’) on a regular or simply a need-to-remember basis, depending on prior contractual arrangements. The former might be seen as more ‘religious’, as in a Roman Catholic feast day, and the latter more ‘secular’, as in an ‘on tap’ consultant. But in either virtual form, the elders could retain their attachment to certain past events with impunity while at the same time not inflicting their memories needlessly on present generations.

David Wood, the head of the main UK transhumanist organization, London Futurists, has recently published a summa of anti-ageing arguments, which makes a cumulatively persuasive case for indefinite life extension being within our grasp. But most assuredly, this would create as many social problems as it solves biological ones. Under most direct threat would be the sorts of values historically associated with generational change, namely, those related to new thinking and fresh starts. Of course, as I have suggested, there are ways around this, but they will invariably revive in a new high-tech key classic debates concerning the desirability of brainwashing and suicide.

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California’s space technology company Made In Space, currently preparing their second zero gravity 3D printer called the Additive Manufacturing Facility for the International Space Station, will be playing a key role in a NASA project that could completely revolutionize manufacturing in space. They will be partnering with Northrop Grumman and Oceaneering Space Systems on Archinaut, a 3D printer capable of working in the vacuum of space that will be equipped with a robotic arm. Archinaut is scheduled to be installed on an external space station pod and will be capable of in-orbit additive manufacturing, the fabrication and assembly of communications satellite reflectors or the repair on in-orbit structures and machinery.

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