Incubation lab arms artists with VR gear and asks: What if? – Los Angeles Times

We are inside Keith Tolchs brain. As in, walking around.

Its a futuristic landscape, a maze of empty rooms with soaring ceilings and glowing, neon-lit floors, everything bathed in an 80s-era palette of screaming-pink, orange and lime green. Random objects a deconstructed 1967 Mustang, glass cubes brimming with swirly paint markings, delicate pencil drawings of butterflies and roosters float by.

But, wait. Disrobed of the plastic, padded headset, we are actually in a gleaming Eagle Rock warehouse, a former auto body repair shop-turned-artists studio, and Tolch is perched behind a computer console, beaming.

A still from artist Keith Tolchs interactive, virtual reality artwork, Glass Bottom Brain, produced at Art Reality Studio.

(Courtesy, Keith Tolch)

His piece, Glass Bottom Brain, is an interactive, virtual reality artwork meaning viewers don a high-resolution headset and descend into an immersive, 3-D digital environment in which they can navigate through bits and pieces of Tolchs subconscious. He created the piece with expensive state-of-the-art computer equipment, but Tolch didnt invest a cent. The project was paid for, organized by and later exhibited by Art Reality Studio, a nonprofit organization thats outfitting contemporary artists with VR technology toward pushing creative boundaries. It sees itself as an incubation lab for cutting-edge creativity and asks the question: What if?

What happens when artists are given cutting-edge technology, no strings attached?, says ARS co-founder Frank Masi. We wanna see how far theyll take it.

The organization, which formed about 2 years ago, is a later-in-life project from Masi, a 77-year-old photographer and retired theme park attraction project director and Brent Imai, a 61-year-old former sports television executive and entrepreneur.

A still from Keith Tolchs VR artwork, Glass Bottom Brain: An architectural, biological environment that you can walk around in and look at all these artifacts from my past.

(Keith Tolch)

Technology is such an important part of society, says Imai. It can be really, really good, it can be really, really bad. We thought: Lets have artists weigh in on that discussion.

Virtual reality technology has been around for decades and frequently pops up in video games, at theme parks and in other experiential entertainment, often located at malls. Fine artists have been slower to adopt the technology, which is expensive and can be daunting to learn how to use for those who arent computer-savvy. But thats started to change.

Frank Masi, left, and Brent Imai, co-founders of Art Reality Studio.

(Gabriella Angotti-Jones)

Artists Paul McCarthy, Jordan Wolfson and Jon Rafman showed VR works in the 2017 Venice Biennale, 2017 Whitney Biennial and 2016 Berlin Biennale, respectively; Laurie Anderson and Taiwanese new media artist Hsin-Chien Huang showed new VR installations during the Cannes Film Festival in May.

Heat around VR has caught on in the museum world: former Moderna Museet director Daniel Birnbaum left his job at the Stockholm institution last year to head up the London-based art and tech studio Acute Art, which has created VR works with Jeff Koons and Marina Abramovic. Even in the public art realm, L.A. artist Nancy Baker Cahill displayed VR works on digital billboards along Sunset Boulevard in 2018.

Keith Tolch at Art Reality Studio in Eagle Rock. The artist says he created a virtual reality space inspired by his memories, inadvertently mapping out his brain.

(Gabriella Angotti-Jones)

And during the coronavirus outbreak, as culture hubs are shuttered and hungry art lovers shelter at home, virtual reality art-viewing at museums and art-buying at galleries has taken off.

Virtual reality, however, is still a mystery to much of the contemporary art establishment and theres still a slew of unanswered questions about how to exhibit, collect and monetize VR art. Is there a collecting market for it? How do you price the works? How would collectors display VR works in their homes? Are the works originals or part of a limited edition? Whats to prevent someone from reproducing or reselling a work made with software and code as opposed to paint and canvas? And, finally: What makes it art as opposed to computer programming?

LACMA curator Britt Salvesen, who organized the museums 3D: Double Vision exhibition last year, questions the longevity of VR artworks: How do you preserve, refresh and sustain such works when the hardware and software is inevitably always changing? And if you bought a VR work now, would you be able to watch it in 2025 would the systems still work?

A still from Joe Solas virtual reality artwork, Changing Room, which he produced in collaboration with Art Reality Studio.

(Joe Sola and Honor Fraser gallery)

Masi and Imai hope, if not to answer all of these questions, then to wade around in them for a while. The two met about four years ago at a Los Angeles County Museum of Art patron group event before hatching the idea for ARS. Their business model is not unlike that of the L.A.-based artists workshop and fine art lithography publisher Gemini G.E.L., which beginning in the 1960s and 70s facilitated experimentation among artists, exhibited and sold their work and helped fuel a nationwide printmaking revival in the process.

Instead of ink, paper and steel presses, however, ARS provides artists with VR rigs high-end computers outfitted with VR software, display monitors, headsets, wall sensors and remotes which run about $10,000 apiece. And ARS which hasnt sold anything yet and is funded by Masi and Imai (but for one equipment donation valuing $5,000) says it doesnt intend to take a cut of sales of the works, which are creator-owned.

Its really a philanthropic thing for us, Imai says. I gave a little bit of money to [local museums] but I realized: They dont really need my little money, Im not Eli Broad that can really make a difference. I wanted to do something that was more direct, with the artists.

ARS loans the VR rigs to its artists, who keep them at their homes or studios for as long as they need to finish the work; Tolch kept his more than a year while teaching himself to use the game engine software through online tutorials. ARS then displays the new VR work at its studio, or it facilitates an exhibition at a gallery or another art space.

Artist Keith Tolch says working in VR allowed him to get deeply personal, to explore my identity and my heritage that Im not really clear on.

(Keith Tolch)

Tolch showed his VR work, which combines still photography, 3-D modeling, screenshots, animation and images of his paintings, at ARS in February 2019; the piece was exhibited alongside his large-scale oils on canvas, figurative abstraction works he says are about painting, if somewhat impersonal. The VR work, with its amalgam of sourced imagery, allowed him to go deeper, to explore my identity and my heritage that Im not really clear on, he says.

Its an architectural, biological environment that you can walk around in and look at all these artifacts from my past: photos of my grandfather, pencil drawings my great-grandma did. There are voices. Its almost like a storehouse of things that I know and I remember.

Artist Joe Sola

Joe Sola spent over a year conceptualizing and sketching his VR piece, Changing Room, before figuring out the technology with artist-animator Filip Kostic. The work debuted at Honor Fraser gallery in Culver City in January alongside Solas enormous gold-hued pigment prints. At the opening, visitors waited in line up to 30 minutes to don a headset and descend into Solas animated VR world, which explores violence, sexuality and race in popular culture, with O.J. Simpson as the viewers co-pilot.

Artist Joe Sola at Honor Fraser Gallery in Los Angeles.

(Gary Coronado / Los Angeles Times)

During the reception, VR explorers took turns interacting with the piece in the corner of the gallery, which added a performance art element to the room. Passersby gawked as headset-clad VR participants, blind to their real-world surroundings, jerked their bodies around awkwardly, groping at imaginary objects in the air.

Its part painting, part filmmaking, part sculpture, part collage, part performance, part sound, part animation, Sola says of VR. Its the closest tool that Ive experienced that matches my imagination.

When viewers descend into Joe Solas virtual reality artwork, Changing Room, O.J. Simpson serves as their co-pilot.

(From Joe Sola and Honor Fraser gallery)

How to sell the works, however, is still being finessed, Masi says. Tolchs piece is an edition of five; Solas, of three. The artist and studio each keep a copy as well. An artists proof from each edition will be donated to a museum or cultural institution; the first collector to buy a work from an edition will get to name the recipient, Masi says.

The idea is for it to be someplace where its good for the artists work to be seen, he says. So museums is what were pushing.

Acute Arts Birnbaum says that the question of how to edition and distribute VR work is still very much up in the air. While small editions might be suitable for some works, his company which hasnt commercialized any VR art yet is focused instead on exhibition models and the democratizing potential of the medium.

Earlier this year it produced a VR video by Chinese artist Ai Weiwei. The piece, addressing migration and animal rights, launched on the Guardians YouTube channel Jan. 30 and got about 100,000 views its first day but the work isnt for sale.

We havent found the model yet to sell these works, Birnbaum says. It seems it should be art for everyone and it should be distributed in large editions, like Netflix. But its unclear where it will sit in the art market and in the institutional context.

But are the works art?

My litmus test, Baker Cahill says, is how much conceptual rigor has gone into it why are you even using this medium, why VR and not painting or sculpture or immersive theater?

ARS has two VR pieces in the works with L.A. artist Brian Bress and San Diego-based Victoria Fu. Both pieces aim to explore the medium, conceptually.

Brian Bress in his Glassell Park studio on March 2. The artist is wearing a mask, gloves and costume he printed on canvas and uses in his artwork.

(Francine Orr / Los Angeles Times)

Bress has spent the last decade making screen-based work involving costumes, sets and his own art-making performances all of which he turns into wall-mounted video installations. His VR piece will place viewers in a virtual art-making space, he says, where they can slice and dice a canvas to create portals to other spaces that have more imagery inside of them.

Fu, whose work appears in the collections of LACMA and the Whitney Museum of American Art, says her VR piece will transport viewers to a domestic interior and address consumer lifestyle desires while also playing with the 3-D space.

My video installations address how viewers situate themselves in narrative space, she says of previous work. This, VR, is a whole other step. Its definitely foreign to me, an experiment.

Artist Victoria Fu with an image in progress that will include VR elements.

(Allen J. Schaben / Los Angeles Times)

This early gestation stage of the experiment is especially exciting, Imai says, waiting to see what comes out.

Giving these tools to artists can give us a look into the future, he says. Maybe its a cautionary tale, maybe its a beautiful world.

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Incubation lab arms artists with VR gear and asks: What if? - Los Angeles Times

Virtual Reality In Healthcare – ARPost

Virtual reality, or VR, is shaping up to be the next big technology to revolutionize the healthcare industry. From training new doctors to innovative ways of diagnosing and helping patients, virtual reality brings some major new methods for interactions in healthcare. Some practices even already started implementing virtual reality into their treatments and training.

Virtual reality brings you into a computer-generated environment through the use of a VR headset or full room projections. These environments can mimic the real world with sophisticated code or contain elements with no resemblance to the real world. However, when it comes to healthcare, VR environments emulating the real world is where this technology truly shines.

See Also: Virtual Reality Applications That Can Help Save Lives

This technology also lets the user interact with that environment through a controller or even gloves with sensors throughout the hands. You can use this to allow new doctors to train in real-world situations without the high risks associated with medical procedures. They can fine-tune their ability to perform surgery or any other medical procedure in a safe environment while still receiving immediate feedback.

As we mentioned before, VR is set to revolutionize the healthcare industry in a variety of ways. It has already seen use in some practices with other specialized companies, creating specific solutions around VR to meet the needs of the healthcare industry. Some of these uses for VR include:

A wide range of psychological therapy practices already use teletherapy through video calls. This allows them to still see their patients from long distances without a strenuous commute. It also allows them to give their patients the option for emergency sessions during stressful times away from home. Utilizing teletherapy with existing technology has already been successful for a wide range of practices.

Teletherapy can be significantly improved through the use of virtual reality instead of simple video calls. Instead of only being able to see their patients through a small screen, they can conduct these long-distance sessions as though they were in the office. This can improve the effectiveness of their treatments by being able to see their patients full body language. It also makes their patients feel more comfortable during the session instead of having any awkwardness on a video call.

See Also: How Immersive Technology Is Advancing Healthcare

Psychotherapy can also benefit from virtual reality by allowing the doctor to place their patient in a calming environment as soon as they enter their office. They can create generated environments of almost anywhere in the world with relative ease. This can allow their patients to feel like theyre receiving their therapy while theyre relaxing at the beach. A relaxed patient means the patient can open up more about their experiences furthering the effectiveness of the therapy.

Other uses for virtual reality in psychotherapy include the way Embodied Labs uses it. They create immersive experiences to allow their users to experience what it would be like to live with a variety of mental conditions. This can help families of those with these mental conditions better understand what the family member is going through.

We briefly mentioned how virtual reality can be used to train new doctors by allowing them to practice their medical procedures. However, the impact of VR could be far more significant than just this. It can also be used to allow the doctor in training to further understand the intricacies of the human body and develop their overall understanding of the human body.

Traditionally, doctors learn and practice with the use of cadavers. With the use of cadavers, these doctors in training simply cannot experience the real way a live human being reacts to different stimuli. VR can be used to create realistic environments with realistic interactions between a doctor and a patient. It can also allow them to see the inner workings of the human body in great detail through a generated environment. Overall, this will lead to doctors straight out of medical school being capable of interacting with patients as though theyre a veteran.

Another major way VR currently impacts the healthcare industry revolves around further engaging patients in their physical therapy practice. By using virtual reality to improve physical therapy, doctors can gamify the physical therapy experience. This encourages their patients to continue their exercises after their scheduled appointments to improve recovery time. It can also rely on machine learning to tailor the training modules to the patients needs. With these tailored training modules, patients can continue the experience of working with a physician in the comfort of their own home.

See Also: How Virtual Reality Changes Physical Therapy

Utilizing virtual reality to gamify and tailor the physical therapy experience to the patients needs also seems to reduce the pain levels of those patients. The study conducted by Washington University found that patients who used virtual reality in their physical therapy sessions reported significantly reduced pain levels. With this reduced pain level, patients can push their physical therapy further to increase their overall recovery times. It also makes them more inclined to attend every physical therapy session. Neuro Rehab VR is already putting these ideas into practice with their physical therapy VR modules.

Spreading awareness of medical illnesses and treatments remains a top priority for a wide range of healthcare businesses. Without awareness of illnesses and treatments for those illnesses, countless people go without receiving the treatment they need simply because they do not know it exists. Virtual reality can help spread this awareness by giving their users a stronger understanding of treatments and illnesses.

Some healthcare companies already started marketing their treatments through the use of VR. They use virtual reality to show their market the exact symptoms of an illness and the procedure for treatments. This allows the user to fully understand what goes on in their body which has always been a difficult task in the healthcare industry. Through the use of healthcare marketing with VR, companies can help their patients better understand their treatments and how those treatments can help them.

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Virtual Reality In Healthcare - ARPost

Euronews Living | Could this be the moment for virtual reality travel? – Euronews

Tired of staring at your living rooms walls? VR experiences could provide the answer to your seemingly neverending boredom. The COVID-19 pandemic has created an opportunity for the latest technology to prove itself as an alternative to the real travel experience. It could even provide an eco-friendly way to help avoid overtourism in some of the world's most visited spots.

It may not be quite the full experience but you can put your feet up and discover the tallest waterfall in the world, Venezuela's Angel Falls, experience Machu Picchu in Peru or walk around in Paris and see the view from the Eiffel Tower via a 360 degree VR tour video. You are just one click from visiting the Grand Canyon using Google Earth.

Interested in Mayan or Viking culture? The British Museum has set up a virtual reality tour allowing you to select from a number of historical periods of across various continents so you can travel in both time and space. Alternatively, you can visit the Louvre's exhibitions and galleriesvia an online tour to get your art fix.The Guggenheim Museum in New York City also made 1700 important artworks available online after having to close due to social distancing measures.

If you are the mood to visit royalty, you can walk through the Schnbrunn Castle.Austria, like many other European countries, has made a list of famous tourist destinations available via Google Arts and Culture.

A wide variety of zoos have also been sharing live camera footage for you to watch endangered species at parks across the world. These cubs came live from the Netherlands, at Ouwehand Zoo where the Polar Bears International Arctic Ambassador Centre plays an important role in efforts to sustain a future for wild polar bears.

The Faroe Islands is the latest to offer an online experience. The small North Atlantic archipelago's tourist board has created a virtual reality app that lets lockdown web users remotely control a tour guide, moving them through its towns and volcanic islands like a video game character.

The Faroe Islands is an 18-island rocky, volcanic archipelago that's home to 50,000 people with nearly half of its population living in Torshavn, the capital. Tourism has been growing over the last five years. Around 120,000 people visited the semi-autonomous Danish territory last year.

Despite its government already easing some restrictions aimed at preventing the spread of the virus, international tourists have been advised not to travel to the territory until at least 1 May.

While the pandemic has resulted in improved air quality around the world, it is expected to have a disastrous impact on the tourism sector, which counts for one-tenth of global GDP. Up to 75 million jobs are at immediate risk in global travel and tourism due to the coronavirus pandemic, according to the World Travel & Tourism Council (WTTC).

Like many other destinations, the Faroe Islands tourism board believes in the positive effect VR can have on real-world travel. Author of a recent report, Ralph Hollister, claims that "more companies are realizing the potential of Virtual Reality in terms of creating bespoke marketing campaigns for aspiring travellers, instead of viewing it as a gimmick".

It seems that VR and similar technologies can give a boost to the sector, rather than replace the real adventure. "The idea is to whet people's appetite and get them to want to come and experience this in real life," says Levi Hanssen, Content and Communications Manager, Visit Faroe Islands.

Click on the video above to visit the Faroe Islands.

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Euronews Living | Could this be the moment for virtual reality travel? - Euronews

Most Recent These Japanese Hot Spring Resorts Offer Moments of Zen Through Virtual Reality – Prestige Online

In an attempt to offer a little zen, along with a way to tackle the coronavirus-caused drop in tourism, a group of traditional Japanese inns in Arimahave started a virtual reality project featuring recorded footage of their hot spring baths online. Japans ancient hot spring town of Arima in Kobe went under a state of emergency this month which, according to reports, resulted in 90 percent of the resorts closing temporarily.These virtual relaxation tours are aimed at would-be tourists to showcase their resorts, while bringing this Japanese therapeutic experience into their homes.

Japans hot springs can help heal people in quarantine around the world, as well as increase the efficacy of the quarantine, the group said in a press release. This way, we may, even if only slightly, help reduce infections and suffering from the new coronavirus.

The group has uploaded videos to the YouTube channelArima Hot Springswhich features the top hot spring resorts in the area. To date, this includes Arima Sansoh Goshobessho, Takayamasou Hanano, Taketoritei Maruyama, Tocen Goshoboh, and Motoyu Ryuusenkaku.

If you fancy giving the virtual hot spring experience a go, all youll need is a nice, hot bath and a 4K resolution VR headset. So here it is, Japans unique but incredibly relaxing answer to get through these stressful times.

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Most Recent These Japanese Hot Spring Resorts Offer Moments of Zen Through Virtual Reality - Prestige Online

Virtual Reality: Diabetes Care During COVID-19 and Beyond – Medscape

Find the latest COVID-19 news and guidance in Medscape's Coronavirus Resource Center.

This transcript has been edited for clarity.

We are in a whole new world of virtual reality.

I was doing telehealth before the arrival of COVID-19, but I wasn't all that good at it. It wasn't something that I did often, and I always felt sort of discombobulated and clunky doing it.

Now, suddenly, we are doing pretty much all of our visits via telehealth. I still don't feel all that fluent at doing telehealth visits, but I'm getting better.

What are some things I've learned? First, you and your patients have to be organized. My patients who are on devices are encouraged to upload everything they can in advance. Otherwise, you don't have the data you need to help manage patients. I try to make sure that my patients and I can see the data on the screen and each other; I like being able to show the data to my patients, and it allows me to have visits that are much like the visits I used to have in person. However, each visit takes more time because the previsit organization takes more time.

Visits also take me more time because my patients and I aren't really used to each other in this new mode. There's a lot of discussionnecessary discussionabout the world and how it has changed in regard to COVID-19 and diabetes. Usually, by the end of the visit, my patients and I are feeling pretty comfortable and the follow-up visits become easy.

An issue that I still have with telehealth is that of timing. In the old days, the staff would knock on the door to tell me that a patient was waiting, but now I don't have that cue. I really have to look at the time and figure out how to be sure that I end one visit and then get to the next.

I really have trouble charting during visits because I'm looking up to see the patient on the Zoom camera, and that doesn't make it easy for me to look down and chart. I don't want to be rude, and in fact, our connection with patients is one of the most important things we can offer them.

I'm not fluent in all of this yet and I tend to do a lot of my charting later in the evening. I'd like to get back to the system where I was able to see patients, chart, and take care of everything all at once, but I'm not as good at that as I used to be.

A big issue for me with telehealth is doing things like prior authorizations and all the paperwork that I need to get devices covered. That's hard because I'm not in the office where I can sign things all the time, and I don't necessarily have as many tools as I once did to fulfill those patient needs.

I'm working it out with my office staff, many of whom are working remotely, and I'm trying to make sure that my patients get what they need out of their telehealth visits. I'm doing better than when I started, but it's been a really steep learning curve for many of us.

As I begin to get a little more comfortable with telehealth, I do feel like I'm starting to regain my lifeat least a little bitand I'm slowly thinking about things beyond COVID-19. Like probably many of you, I had all sorts of things planned. I had meetings planned, lectures I was supposed to give, and travel I was supposed to take. All of the medical organizations are trying to switch everything to virtual platforms, and it's going to be interesting to learn how to deal with education and interact with our colleagues in a virtual way.

The American Diabetes Association Scientific Sessions are not going to be held in person but will be on a virtual platform. It's going to be interesting to see how we all adapt to learning virtually. As time passes, we're going to become increasingly interested in our world of diabetes again in addition to the world of COVID-19. Eventually, we'll all come back to a new normal, but it's going to include elements of the things we've learned.

I tend to be an optimist. I'm hoping that the lessons learned through this crisis will become tools we take to better our practices and patient care in the future.

Anne L. Peters, MD, is a professor of medicine at the University of Southern California (USC) Keck School of Medicine and director of the USC clinical diabetes programs. She has published more than 200 articles, reviews, and abstracts, and three books, on diabetes, and has been an investigator for more than 40 research studies. She has spoken internationally at over 400 programs and serves on many committees of several professional organizations.

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Virtual Reality: Diabetes Care During COVID-19 and Beyond - Medscape

Life hacks: Giants are using virtual reality, backyard workouts to stay sharp – The Athletic

Its a sunny afternoon at Nationals Park and Mike Yastrzemski stands ready to hit. He stares back at Max Scherzer on the mound. He knows the delivery will be different and deceptive. He knows every pitch will crackle and break like a leather whip. This will be the toughest possible test for Yastrzemskis pitch recognition skills, his plate discipline and his timing.

Thats my favorite thing: trying to get timing against guys who are really, really tough to make adjustments on, said Yastrzemski, who joined the Baggs and Brisbee podcast on Thursday.

Yastrzemski loads and swings. Or he loads and takes. Then he does it again. But no matter how well he times up Scherzer, there will be no crack of the bat. No roar of the crowd. No tangible result and no impact on a batting average that does not exist.

Yastrzemski takes off his goggles and hes standing in his backyard in Nashville, Tenn. Until baseball finds a...

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Life hacks: Giants are using virtual reality, backyard workouts to stay sharp - The Athletic

Doctors and nurses are using virtual reality to learn skills to treat coronavirus patients – WAPT Jackson

As hospitals worldwide face severe shortages of health professionals, people are being called off the sidelines to help COVID-19 patients even those with little to no experience in treating infectious diseases.To train thousands of doctors and nurses with expertise in other areas such as knee surgery or neurology and retired practitioners reentering the medical field some hospitals are implementing an unlikely method: virtual reality simulations.At Cedars-Sinai hospital in Los Angeles, more than 300 doctors have learned skills, such as how to assess a patient's symptoms or perform CPR while wearing protective gear, through VR."It feels like you are in the room with a patient," said Russell Metcalfe-Smith, the director of the Women's Guild Simulation Center for Advanced Clinical Skills at Cedars-Sinai Medical Center, which has been rapidly training staff for COVID-19. "Based on the decisions you make in the simulation, one direction will lead to another. We have jump quickly into a virtual environment like this to get them to where they need to be."Doctors and nurses at hospitals nationwide are undergoing a variety of coronavirus-specific trainings right now, including how to correctly put on and take off protective equipment, how to utilize ventilators that are typically only used by critical care staff, learning new guidelines around concepts such as basic CPR and life support, and managing a diagnosis.But because time and resources are limited, the door has opened for technologies like VR to fill in the gaps. Considering how the medical industry has long been an early adopter of VR, from using it as distraction therapy for medical procedures or even at the dentist, to a training method for surgeons, it's a natural place for hospitals to turn."We've found it very valuable to observe a process and it's all been done with social distancing," Metcalfe-Smith said. "Because we can't get large groups together right now, we've had to rely on technology like this to give the same experience and we're grateful for that."The hospital uses software from startup Virti, which provides detailed feedback and metrics on which procedures medical professionals may need more practice with. Cedars-Sinai started using the program in January but rolled it out to more health professionals in mid-March as the outbreak spread."We wanted the exercises to embody what is happening in the real-world right now," said Virti founder Dr. Alex Young. "One simulation puts the user alone in an isolation room, where they can see nurses and doctors come in and out, so they can get an idea of how scary it is for patients. It's easy to forget the basics of communicating through the masks, so scenarios like this help with bedside manner."The company signed up 70,000 new users in the past three weeks across hospitals and universities in the U.S., U.K. and Israel.Typically, trainees learn in environments watched by evaluators and their peers behind a glass wall. In such a scenario, a mannequin, controlled remotely, acts as the patient. But a virtual simulator lets medical professionals practice the skills they need through a VR headset or a tablet, at the hospital or at home.Boston-based Oxford Medical Simulation is also focused on improving the decision-making process for practitioners in emergency situations. Its scenarios range from how to efficiently and safely put on protective gear to more intensive situations with sick patients.In one of Oxford's simulations, a nurse, in the form of an avatar, hands the user a file with a brief history of the virtual patient. The doctor or nurse is then required to assess his or her symptoms, making decisions in real time based on how the patient reacts; they may need to check the stomach or the lungs or make fast judgment calls if someone vomits up blood, has a seizure or gasps for air. Oxford's scenarios aren't necessarily COVID-19-specific, but represent what any medical professional may encounter in an emergency. "The concept is so doctors and nurses can make mistakes in virtual reality and learn from them," said founder and chief medical officer Dr. Jack Pottle, who launched the service in 2018. "Some physicians are coming directly from medical school and thrown into practice, or are retired doctors and nurses not necessarily trained in the areas needed for safely treating people with COVID-19. These simulations help get them up to speed and feel more confident about it, too."Even before the pandemic, schools were using these tools to train the next generation of medical professionals. Some schools, including New York University, Middlesex University and University of New England, have adopted similar programs with nursing students to get them ready for graduation."Before we closed for the semester, we had labs open with eight Oculus Rift headset setups," said Dawne-Marie Dunbar, the director of the Interprofessional Simulation and Innovation Center at the University of New England. Students are still required to remotely complete Oxford's simulations through a mobile phone or tablet after they learn about certain conditions in virtual class."We prefer to have them in headsets because it's more immersive, but many are accessing the program on a mobile device right now," she said. "It's still a key way to teach skills they will have to perform often or give them exposure to high-risk conditions that need to be managed correctly."Early clinical research on VR training has determined the tools could be effective in decreasing injury, speeding up processes and improving overall results. According to a 2018 study published in the Journal of Advances in Medical Education & Profession, people trained by VR had "lower performance errors and higher accuracy compared to those trained by conventional approaches."However, it added that the technology should be used as a complementary tool to traditional methods and more research should be done on the topic."We've had an overwhelmingly positive response to the training," said Carol DerSarkissian, a clinical assistant professor of emergency medicine at New York University Langone Medical Center, which is currently using Oxford's platform to train students. "Part of becoming a good doctor is the experience of taking care of similar cases over and over and learning from each one. help with new skills and build their confidence before entering the frontlines and allow for that opportunity without putting anyone at risk."

As hospitals worldwide face severe shortages of health professionals, people are being called off the sidelines to help COVID-19 patients even those with little to no experience in treating infectious diseases.

To train thousands of doctors and nurses with expertise in other areas such as knee surgery or neurology and retired practitioners reentering the medical field some hospitals are implementing an unlikely method: virtual reality simulations.

At Cedars-Sinai hospital in Los Angeles, more than 300 doctors have learned skills, such as how to assess a patient's symptoms or perform CPR while wearing protective gear, through VR.

"It feels like you are in the room with a patient," said Russell Metcalfe-Smith, the director of the Women's Guild Simulation Center for Advanced Clinical Skills at Cedars-Sinai Medical Center, which has been rapidly training staff for COVID-19. "Based on the decisions you make in the simulation, one direction will lead to another. We have [doctors] jump quickly into a virtual environment like this to get them to where they need to be."

Doctors and nurses at hospitals nationwide are undergoing a variety of coronavirus-specific trainings right now, including how to correctly put on and take off protective equipment, how to utilize ventilators that are typically only used by critical care staff, learning new guidelines around concepts such as basic CPR and life support, and managing a diagnosis.

But because time and resources are limited, the door has opened for technologies like VR to fill in the gaps. Considering how the medical industry has long been an early adopter of VR, from using it as distraction therapy for medical procedures or even at the dentist, to a training method for surgeons, it's a natural place for hospitals to turn.

"We've found it very valuable to observe a [doctor's thinking] process and it's all been done with social distancing," Metcalfe-Smith said. "Because we can't get large groups together right now, we've had to rely on technology like this to give the same experience and we're grateful for that."

The hospital uses software from startup Virti, which provides detailed feedback and metrics on which procedures medical professionals may need more practice with. Cedars-Sinai started using the program in January but rolled it out to more health professionals in mid-March as the outbreak spread.

"We wanted the exercises to embody what is happening in the real-world right now," said Virti founder Dr. Alex Young. "One simulation puts the user alone in an isolation room, where they can see nurses and doctors come in and out, so they can get an idea of how scary it is for patients. It's easy to forget the basics of communicating through the masks, so scenarios like this help with bedside manner."

The company signed up 70,000 new users in the past three weeks across hospitals and universities in the U.S., U.K. and Israel.

Typically, trainees learn in environments watched by evaluators and their peers behind a glass wall. In such a scenario, a mannequin, controlled remotely, acts as the patient. But a virtual simulator lets medical professionals practice the skills they need through a VR headset or a tablet, at the hospital or at home.

Boston-based Oxford Medical Simulation is also focused on improving the decision-making process for practitioners in emergency situations. Its scenarios range from how to efficiently and safely put on protective gear to more intensive situations with sick patients.

Oxford Medical Simulations

In one of Oxford's simulations, a nurse, in the form of an avatar, hands the user a file with a brief history of the virtual patient. The doctor or nurse is then required to assess his or her symptoms, making decisions in real time based on how the patient reacts; they may need to check the stomach or the lungs or make fast judgment calls if someone vomits up blood, has a seizure or gasps for air. Oxford's scenarios aren't necessarily COVID-19-specific, but represent what any medical professional may encounter in an emergency.

"The concept is so doctors and nurses can make mistakes in virtual reality and learn from them," said founder and chief medical officer Dr. Jack Pottle, who launched the service in 2018. "Some physicians are coming directly from medical school and thrown into practice, or are retired doctors and nurses not necessarily trained in the areas needed for safely treating people with COVID-19. These simulations help get them up to speed and feel more confident about it, too."

Even before the pandemic, schools were using these tools to train the next generation of medical professionals. Some schools, including New York University, Middlesex University and University of New England, have adopted similar programs with nursing students to get them ready for graduation.

"Before we closed for the semester, we had labs open with eight Oculus Rift headset setups," said Dawne-Marie Dunbar, the director of the Interprofessional Simulation and Innovation Center at the University of New England. Students are still required to remotely complete Oxford's simulations through a mobile phone or tablet after they learn about certain conditions in virtual class.

"We prefer to have them in headsets because it's more immersive, but many are accessing the program on a mobile device right now," she said. "It's still a key way to teach skills they will have to perform often or give them exposure to high-risk conditions that need to be managed correctly."

Early clinical research on VR training has determined the tools could be effective in decreasing injury, speeding up processes and improving overall results. According to a 2018 study published in the Journal of Advances in Medical Education & Profession, people trained by VR had "lower performance errors and higher accuracy compared to those trained by conventional approaches."

However, it added that the technology should be used as a complementary tool to traditional methods and more research should be done on the topic.

"We've had an overwhelmingly positive response to the training," said Carol DerSarkissian, a clinical assistant professor of emergency medicine at New York University Langone Medical Center, which is currently using Oxford's platform to train students. "Part of becoming a good doctor is the experience of taking care of similar cases over and over and learning from each one. [The simulations] help with new skills and build their confidence before entering the frontlines and allow for that opportunity without putting anyone at risk."

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Doctors and nurses are using virtual reality to learn skills to treat coronavirus patients - WAPT Jackson

Shelter in Place the most fun you can have without leaving your virtual home! – Gamasutra

[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

UnnamedVR by Paracosma renamed Shelter in Place and offered for free to tens of millions on home lock down.

SAN FRANCISCO, CALIFORNIA, UNITED STATES, April 24, 2020 -- Paracosma Inc today announced that it will be giving away free downloads of its virtual reality (VR) game UnnamedVR, which has been renamed Shelter in Place.

Shelter in Place is an open-ended sandbox virtual reality game in which users find themselves in a large virtual mansion. Within the mansion, players can explore and enjoy more than 15 rooms containing various mini-games providing hours of entertainment for all interests and ages.

You cannot leave the mansion, but you can try to escape from the maze, which reconfigures each time you enter. You can also explore the Adventure Room with zip lines, climbing walls and giant trampolines. You can try the Shooting Gallery or Archery in an Old West Stockade. You can spray paint graffiti in one room or paint in 3D in another. There is a music room, ping pong, and more.

With our Paracosma team members Sheltering in Place and working from home in California, US, Tokyo, Japan and Kathmandu, Nepal, we have experienced first-hand the impacts of Coronavirus lock downs, says Ken Ehrhart, Founder and CEO of Paracosma. We hope the gift of UnnamedVR will help other people suffering similar restrictions have some fun passing the time.

With a Mission of Making the Real World better through Augmented and Virtual Reality Paracosmas gift of Shelter in Place/UnnamedVR is part of a broader effort to help those affected by the Coronavirus/Covid19 Pandemic. Paracosma is also offering companies and event organizers free help in establishing custom Worlds to hold company meetings and events remotely in AltspaceVR, Microsofts social VR platform.

Shelter in Place/UnnamedVR is available in the Oculus Store, Viveport and Steam Stores for Oculus Rift/Rift S, HTC Vive/Vive Pro, Windows Mixed Reality, and Valve Index headsets.

Oculus Store: https://www.oculus.com/experiences/rift/2395882980466838/

Viveport: https://www.viveport.com/apps/03e0739d-6546-4fcb-8a7353a7fd4468f7/Shelter_in_Place/

Steam Store: https://store.steampowered.com/app/1112840/Shelter_in_Place/

About Paracosma

Founded in 2016, Paracosma is an Augmented and Virtual Reality (AR/VR) Service Provider with offices in the US, Japan and Nepal. Paracosma services include application development, 3D content creation, 360 video production, and project implementation across a broad range of AR & VR platforms. Additionally, Paracosma creates its own content in the gaming, entertainment, tourism, enterprise and education/training spaces. Paracosma also has proprietary technology for producing, viewing, managing and distributing 360-degree photo and video content.

Ken Ehrhart

Paracosma

[emailprotected]

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Shelter in Place the most fun you can have without leaving your virtual home! - Gamasutra

Post COVID-19, World Will See Surge In Deep Tech Such As Augmented And Virtual Reality – Outlook India

Necessity is the mother of invention is how the proverb goes, but we won't be wrong to include the word innovation in the same breathe. The Coronavirus pandemic has dragged the world economy towards a plummeting graph. Likewise, it does have an impact on the technology world as well but perhaps, just perhaps, there is a bright side to it in the Deep Tech domain. This pandemic will surely ensure the implementation of technology -- considered nice-to-have until now -- transitions to must have.

In the aftermath of the pandemic, the benefits of being able to minimize close, day-to-day, people-to-people interactions, is sure to drive the growth of Deep Tech like Augmented and Virtual Reality (AR/VR) among others.

Deep tech is (admittedly) a subjective term, in order to group companies that use cutting-edge technologies to solve complex problems. Examples include: Artificial Intelligence, Robotics, Autonomous driving & delivery, AR/VR etc.

For Deep tech start-up, as the science is a part of the Intellectual Property (IP), it needs to work backward to find a problem that can be solved by the scientific breakthrough or invention and then corroborate it with the market size, while in a regular tech start-up we define the problem, understand the customer and end user base before developing a solution where we arrive at the solution via iterative experiments in the market with end users.

Virtual Reality (VR)/Augmented Reality (AR), Mixed Reality (MR) and Extended Reality (XR) are fields of new-generation information and communications technology, which features large application space, huge industry potential, and wide technical span, have significantly contributed towards our attempts to combating COVID-19.

These Deep Tech solutions have enabled work-from-home, distance learning, home-based fitness, immersive entertainment, and networked social interactivity making it a part of the 'new normal', besides providing rapid medical responses that have been made possible, during the onslaught of the pandemic.

So, even while most businesses suffer from the consequences of lockdowns and restrictions, across different countries, the urge to drive business continuity has led to a high demand for new-age technologies including AR/VR and its various forms such as, mixed reality and extended reality (MR & XR).

The discussions at this stage are no longer limited but instead have progressed towards experiencing, emphasizing key technologies, industry ecosystem, and integrated innovations in the application aspects. Concepts like near-eye display for example, an outcome of AR/VR technology have made herculean strides in the field of medical research, where priceless human lives are at stake.

Take another example of VR headset maker HTCs recently held VIVE Ecosystem Conference in March 2020. With several big-ticket events cancelled all over the globe in an effort to practice physical distancing, HTC went on to organize an event, based completely on VR technology. It drew 2,000 registrants from more than 55 countries, marked the first physical industry event that was fully replaced by VR (as well as XR). New normal anyone?

Also, software like Dynamics 365 Remote Assist on HoloLens and mobile devices help to enable cross-distance collaboration by sharing live views with experts for assistance. Experts can directly annotate the experience to provide an expert opinion. Earlier, these technologies were widely in use for field service repairs and training. However, in the current scenario, remote assist scenarios have been extended to emergencies in remote locations where medical experts are not readily available.

According to WHO Director General Dr. Tedros Adhanom Ghebreyesus, this outbreak is a test of human solidarity political, financial and scientific. He makes a significant point when he says that humanity needs to come together to fight this common enemy and that research should be an integral part of the response.You can be rest assured the Deep Tech industry worldwide will rise to this challenge and continue to research and innovate to ease the pain of millions throughout the world.

A Goldman Sachs 2016 report had suggested the revenue generated from software involving Deep Tech would be around $13.15 bn in 2020 and would be as high as 35 bn in 2025. The report estimates the revenue in sectors of Video Games, Live Events, Video Entertainment, Retail, Real Estate, Healthcare, Education, Military and Engineering. With Deep Tech shifting to become a must-have technology and like the computer, the figures could soar even further.

Life during the global lockdown and thereafter owing to the COVID-19 pandemic, will surely not be as smooth sailing without the advent and use of Deep Tech. From enabling online learning to opening access to cultural events and experiences, applications of AR, VR, MR, and XR will help us overcome the isolation of COVID-19 lockdowns, along with substantial support towards research for treatment and remedies, while coming up with a solution in the form of a vaccine, which is still in progress.

Not only can Deep Techinnovations help us tide over the current reality of COVID-19 but they also propose a potential where much can be built upon once cultural institutions, schools and workplaces reopen their doors. Besides hope that is.

(Dr. Pulkit Mathur is Chief Executive Officer, Queppelin, an Augmented and Virtual Reality services company).

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Post COVID-19, World Will See Surge In Deep Tech Such As Augmented And Virtual Reality - Outlook India

National Parks Week: How to Take a Virtual Reality Tour of U.S. National Parks – Newsweek

Americans across the country are being offered virtual experiences in their favorite National Parks as part of National Park Week.

According to the National Park Service (NPS), there are 419 parks in the National Park System (2019 figures). Out of these, 62 are officially national parks. In 2019, all the parks received over 327 million visits, with the Golden Gate National Recreation Area, Blue Ridge Parkway, and Great Smoky Mountains National Park attracting more than 10 million visits each.

However, with the novel coronavirus pandemic keeping people indoors, people are unable to visit their local parks. The National Park Foundation (NPF) has provided some ideas for households to use from the comfort of their own home.

From virtual tours and live webcams to educational activities for young park enthusiasts and games for all ages, there are countless ways to enjoy parks from home during National Park Week 2020 (April 18 - 26).

Become an Online Junior Ranger

Young aspiring rangers take heedyou can earn your junior ranger badges virtually. According to the NPF, the junior ranger program is available across the country to inspire young park visitors to explore, learn, and protect the national parks.

The National Park Service Junior Ranger program invites participants to join the National Park Service family by taking an oath to protect the land, resources, and history, continue to learn about our national parks as well as share their own stories with friends and family.

Some programs are not tied to a specific national park site. Children can read special themed booklets to help them explore new ways to engage with the parks. For example:

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Tune Into Mindfulness With PARKTRACKS

This twelve-minute innovative audio experience that helps listeners escape into the sounds of a national park with recordings from the National Park Service's Natural Sounds and Night Skies Division. So whether you're ready to greet the day with the sounds of birds in the woods or listen to the rain as you go to sleep, they'll be something for everybody.

Take A Virtual Reality Tour

There's no need to leave your house to see the beauties of nature. Take a trip to a national park through digital tours and experiences. These can be accessed anytime and anywherefrom digitally diving under the sea to watching the cherry blossom trees bloom. Make sure to tag yourself on social media using #FindYourPark / #EncuentraTuParque.

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National Parks Week: How to Take a Virtual Reality Tour of U.S. National Parks - Newsweek

Hunter Library continues to assist faculty, students with virtual research, including 3D anatomy – Western Carolina University News

When Ashley Hyatt, assistant professor of physical therapy at Western Carolina University, recently needed to show her students various perspectives of the human brain, there was a challenge.

Normally, Hyatt teaches from a classroom, in the laboratory and using clinical demonstrations. But in this case, she was faced with the new normal of COVID-19.

No problem. Enter the staff and resources of Hunter Library.

Jill Ellern, associate professor and IT systems librarian, had obtained Organon Virtual Reality anatomy atlas software earlier in the semester, just before spring break. Students share video game play all the time with websites like Twitch, Ellern said. Making on-demand videos of educational topics seemed like it would be a great service we could provide to the faculty and students.

Following trial runs and discussion with faculty, Ellern and Hyatt were ready to put the application into use.

Jill and I did a recorded Zoom session while she removed parts of the brain in virtual reality, so we could show the students a three-dimensional perspective of the basal ganglia, Hyatt said. I did the voice-over while she did the step-by-step dissection, so students were getting a good description of the parts from different angles, very much like they would with an anatomic model in the lab.

Jill Ellern enters the virtual realm.

Although the Hunter Library building is closed to the public, the staff are still performing duties while practicing COVID-19 precautions, and are available to respond to many faculty and student requests for educational and research materials needs. The 3D example Hyatt and Ellern utilized fulfilled course requirements.

Dr. Hyatt always goes above and beyond when it comes to educational experiences, but I was absolutely blown away when half-way through the lecture, a virtual reality clip of a simulation of the brain in a lab appeared, said Bianca Boieru, a first-year doctoral student in the physical therapy program. With me being more of a visual learner, I highly valued our time in the anatomy lab. With our educational transition moving from face-to-face lecture to the online format, she found a way to give us back a piece of that experience. With something multi-layered and unique like the anatomy of the brain, the virtual reality simulation helped me visualize better than I could from any 2D textbook. Im grateful for this type of technology that helps give students back the experience of being in the anatomy lab.

Another participating student readily agreed. Being able to see such a complex structure, like the brain, in 3D has greatly contributed to my understanding of the location and orientation of structures within the cerebrum, said Abby Murrell, also a first-year doctoral student in the physical therapy program. I feel very fortunate to have faculty and resources that optimize learning even from an online platform.

Physical therapy students must undergo a great deal of advanced instruction and experience with human anatomy in order to give their future patients the best possible care, said Ann Hallyburton, the librarys liaison to the College of Health and Human Sciences.

The use of virtual anatomy tools in remote physical therapy education will hopefully aid students and their professors in these interesting times when access to the laboratories and other hands-on experiences with anatomical study have been made so challenging, Hallyburton said. In addition to the interactive, illustrative model-based learning provided by the 3D Organon tool, Hunter Library has also temporarily made available to students the Aclands Video Atlas of Human Anatomy, an electronic resource offering exploration of real human cadaver-focused anatomical instruction with a special emphasis on the mechanics of body movement, and McGraw-Hill Medicals AccessPhysiotherapy, an electronic resource melding physical therapy electronic textbooks, videos and self-assessments.

These tools join the librarys permanent access to Informas Anatomy.tv that offers interactive 3D models of human anatomy, numerous electronic research databases and journals, and the services of an experienced librarian who provides research assistance via Zoom, email, chat and telephone, Hallyburton said.

Hunter Library has always supported the early stages of the research lifecycle, said Sarah Steiner, associate professor and head of instruction services. Whether selecting a topic, narrowing or broadening that topic, then finding, evaluating and synthesizing credible sources on that topic. With the Scholar Studio, we aim to close the loop on the research lifecycle by helping faculty and students to create multimedia research and scholarly projects.

The library also offers a mobile application that provides for easy access to online resources and services. In addition to providing a digital library card, the app allows users to check library hours, reserve study space, search databases, browse the catalog to request materials, and manage their account by reviewing due dates and renewing items. The app works for smartphones and tablets, and can be found under WCU Hunter Library through the App Store for iOS devices or Google Play for Android devices.

In addition to the VR anatomy lab and online platforms, the traditional book loan and checkout process remains available, with a staff member getting the physical item to a patron outside of the building.

Hunter Library is one of the few libraries in the University of North Carolina System that did not cancel any of the services to students and faculty, said Farzaneh Razzaghi, dean of WCU library services. Our dedicated staff and librarians answer questions through chat, email and phone, borrow materials from other libraries and, if a journal is available, scan the articles and email them to students and faculty. We also check online requests for physical materials that are included in our collection.

For information, visit library.wcu.edu.

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Hunter Library continues to assist faculty, students with virtual research, including 3D anatomy - Western Carolina University News

YDX Innovation Announces Development Completion of Disney VR Game, Two New Titles and a Focus on Consumer-Based VR Initiatives – Benzinga

VANCOUVER, B.C. / ACCESSWIRE / April 27, 2020 / YDX Innovation Corp. (TSXV:YDX)(OTC:YDRMF)(FSE:A2PB03) ("YDX" or the "Company") is pleased to announce that its Arkave Studios team has completed the development phase of the previously announced game "Mickey Mouse and the Golden Heart". The Company would also like to state a new strategy focused on consumer-based content for gaming and corporate training.

The Company has recently finished the development of two other gaming titles in Virtual Reality: "Romans from Mars" in association with Liquid Media Group ((", NASDAQ:YVR, )) and a new title, not announced before as requested by the client, for an animation title being currently broadcasted by Cartoon Network in the USA and Netflix (NASDAQ:NFLX) Canada.

"The location-based entertainment industry has recently been affected by the COVID-19 pandemic, with most locations being closed, worldwide. But it's important to have new content ready to go, so when this unprecedented calamity is finally over, we will have great content waiting for people looking for a distraction and a sense of normality. We are in direct conversations with our clients and malls partners that are preparing a post-COVID plan of action"- stated Daniel Japiassu, CEO of YDX Innovation. "Part of these discussion include the possibility of bringing virtual experiences directly to consumers."

Arkave Studios and YDreams Global, have been responsible for seventeen Virtual Reality games and experiences for clients such as Coca-Cola, Shell, Cisco, McLaren and the University of British Columbia.

Recent studies by market research companies indicate Virtual Reality as one of the key sectors seeing growth opportunities during the COVID-19 pandemic and renowned publications as "The Guardian" report the increase in popularity of the consumption of virtual experiences during the Covid-19 crisis and a change of consumption habit that should change the growth rate of new technologies like Virtual and Augmented Reality after the pandemic has passed.

Sectors of Gaming and Education/Training are among the sectors identified as a probable increase in the growth rate.

As a result of this new reality, YDX would like to announce the expansion of the Arkave Studio's initiatives for content development, both for gaming and corporate/enterprise training. At the same time, the Company will seek to make leadership changes and expanding its salesforce to include a broader representation of its services and geographic markets.

The Company will focus on the creation of content with the potential to be consumed directly from homes as well in entertainment centers. The YDX team has started conversations with clients with the intention to further develop the current games to be adapted as a consumer-based content, but also looks forward to starting the development of its own new consumer-based titles developed by the Arkave Studios team.

YDX is making these changes at a time of unprecedented challenge for its clients. New content, titles and game customizations are core to their success, fueling the need for transformation and continuous innovation. Digital disruption is blurring traditional industry lines, making immersive and dynamic experiences an imperative. This disruption and other changes are happening at the intersection of reality and virtual experience.

Reference Links:

360 Market Research - VR in Education Report

ResearchandMarkets.com - VR Growth Reports

Fortune Business Insights - VR Gaming Report

The Guardian - Article: Beginning of a New Era

The Economic Times - Article: Will Covid-19 change the fate of virtual reality and augmented reality?

About YDX Innovation

YDX Innovation Corp. (TSXV- YDX: http://www.ydxinnovation.com) is a technology company that develops products and services and is an expert in immersive technologies like Augmented and Virtual Reality, eSports events and Interactive Exhibitions under the following three divisions:

Arkave VR Arena - https://sales.arkavevr.com/ - a gaming platform that brings the most immersive Virtual Reality experience to Location Based venues with a highly scalable business model. Developed as an all-in-one gamers haven featuring state-of-the-art free room tech right down to the most nostalgic gaming systems.

YDreams Global - http://www.ydreamsglobal.com - have developed over 1,300 interactive experiences for clients all over the world such as Disney, NBA, Adidas, Cisco, Nokia, Nike, Mercedes-Benz, Coca-Cola, Santander, AmBev, Qualcomm, Unilever, City of Rio and Fiat.

Game On Festival - http://www.gameonfestival.com - is an interactive entertainment event that celebrates the video game universe. Designed for gamers, families and fans of all ages, this Festival is a fusion of culture, entertainment and fun through Interactive Exhibits, Game Arenas, eSports Tournaments, high impact collective experiences, among other fun activities, all brought together in one large exhibition style event.

More Information:

Daniel JapiassuDirector and CEOdj@ydx.rocks(604) 704-6466

contact@ydxinnovation.com | http://www.ydxinnovation.com | http://www.youtube.com/ydreamsglobal

Disclaimer

Although the project represents a growing trend and focus on creative VR projects for the Company, revenues and other financial metrics at this moment from the project are not material to the Company and are generally consistent with other recent completed projects and those in the Company's current pipeline.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

This communication contains "forward-looking statements" within the meaning of applicable Canadian securities regulations. All statements other than statements of historical fact herein, including, without limitation, statements regarding our current and future plans and objectives, are forward-looking statements that involve various risks and uncertainties. There can be no assurance that such statements will prove to be accurate and future events and actual results could differ materially from those anticipated in such statements. Important factors that could cause actual results to differ materially from our expectations as well as a list of risk factors that we deem relevant are disclosed in the documents we file from time to time via SEDAR with the Canadian regulatory agencies to whose policies we are bound. Forward-looking statements are based on our current assumptions, estimates and opinions and are inherently subject to significant business, economic and competitive uncertainties and contingencies, many of which are difficult to predict and generally beyond our control. We do not undertake any obligation to update forward-looking statements should our assumptions, estimates or opinions change, other than as required by law and readers are advised not to place undue reliance on forward-looking statements.

Statements included in this announcement, including statements concerning our plans, intentions and expectations, which are not historical in nature are intended to be, and are hereby identified as, "forwardlooking statements". Forwardlooking statements may be identified by words including "probable", "anticipates", "believes", "intends", "estimates", "expects" and similar expressions. The Company cautions readers that forwardlooking statements, including without limitation those relating to the Company's future operations and business prospects, are subject to certain risks and uncertainties that could cause actual results to differ materially from those indicated in the forwardlooking statements. The Company's statements expressed or implied by these forward-looking statements are subject to a number of risks, uncertainties, and conditions, many of which are outside of the Company's control, and undue reliance should not be placed on such statements. Forward-looking statements are qualified in their entirety by the inherent risks, including: material adverse consequences of the COVID-19 pandemic; unanticipated changes in laws, regulations or other industry standards affecting the business of the Company; the effects of general economic and other factors beyond the control of the Company, and other matters that may occur in the future. Except as required by securities law, the Company does not assume any obligation to update or revise any forward-looking statements, whether as a result of new information, events or otherwise.

SOURCE: YDX Innovation Corp.

View source version on accesswire.com: https://www.accesswire.com/587102/YDX-Innovation-Announces-Development-Completion-of-Disney-VR-Game-Two-New-Titles-and-a-Focus-on-Consumer-Based-VR-Initiatives

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YDX Innovation Announces Development Completion of Disney VR Game, Two New Titles and a Focus on Consumer-Based VR Initiatives - Benzinga

Beyond Zoom: students immerse themselves in virtual reality classes – News – The University of Sydney

Associate Professor MacDougall, who directs the UniversitysSydney Human Factors Research Group, begins each lesson with a student-led literature discussion. Students then discuss the immersive stimuli that virtually surrounds them.

In a lesson on phobias, for example, students handled virtual spiders and looked down from the roofs of tall buildings. In a lesson on eating disorders, students could adjust the body-mass index for their own avatar (digital character) and track their eye movements to reveal preferences for healthy and unhealthy foods.

It was amazing seeing the students avatars piling in at the appropriate start time. It reminded me not to underestimate students. he said.

The students, too, enjoyed the unexpected format. It's more immersive than Zoom I feel like I know whos on the left hand side of me and the right hand side of me, even though were just headsets, one said.

With virtual reality, you can interact, you can shake hands, you can look around your environment. Its a lot different than just your bedroom or study, another added.

Associate Professor MacDougall believes the success of his fully virtual classroom could be helpful to other teachers, people, and industries. Virtual reality provides another way to connect with people. I hope my virtual classroom inspires this, he said.

This is not the first time the lab has been used as a virtual classroom. Veterinary science students have also used it to collaboratively disassemble, reassemble and label canine anatomy.

Hero image: Virtual Reality Therapy students' avatars, in their virtual setting. Credit: Hamish MacDougall.

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Beyond Zoom: students immerse themselves in virtual reality classes - News - The University of Sydney

Virtual Reality(VR) for Healthcare Industry 2026 Key Players Profiles and Market Analysis Research to 2020 – Jewish Life News

Global Virtual Reality(VR) for Healthcare Market 2020 Research Report is a professional and in-depth study of market growth, Trends, share, industry overview, size, top player and forecast to 2026 on the current state of the Virtual Reality(VR) for Healthcare industry. The report also provides a basic overview of the industry including definitions, classifications, applications and industry chain structure. The Virtual Reality(VR) for Healthcare Market analysis is provided for the international market including development history, competitive landscape analysis, and major regions development status.

Get Sample Copy at https://www.orianresearch.com/request-sample/1489398

Development policies and plans are discussed as well as manufacturing processes and industry chain structure is analyzed. This report also states import/export, supply and consumption figures as well as manufacturing cost, global revenue and presents gross margin by regions like North America, Europe, Japan, China and other countries (India, Southeast Asia, Central & South America, Middle East & Africa etc.)

No. of Pages: 90

Key Companies Analyzed in this Report are:

Philips Healthcare

GE Healthcare

Intuitive Surgical

WorldViz

The report focuses on Global Virtual Reality(VR) for Healthcare Market major leading industry players with information such as company profiles, product picture and specification, capacity, production, price, cost, revenue and contact information. Upstream raw materials, equipment and downstream consumers analysis is also carried out. Whats more, the Virtual Reality(VR) for Healthcare industry development Trends and marketing channels are analyzed. Finally, the feasibility of new investment projects is assessed, and overall research conclusions are offered. In a word, the report provides major statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.

Customization Service of the Report:

Orian Research provides customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Major Points Covered in Table of Contents:

1 Report Overview

2 Global Growth Trends by Regions

3 Competition Landscape by Key Players

4 Breakdown Data by Type (2015-2026)

5 Virtual Reality(VR) for Healthcare Breakdown Data by Application (2015-2026)

6 North America

7 Europe

8 China

9 Japan

10 Southeast Asia

11 India

12 Central & South America

13 Key Players Profiles

14 Analysts Viewpoints/Conclusions

15 Appendix

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Orian Research is one of the most comprehensive collections of market intelligence reports on the World Wide Web. Our reports repository boasts of over 500000+ industry and country research reports from over 100 top publishers. We continuously update our repository so as to provide our clients easy access to the worlds most complete and current database of expert insights on global industries, companies, and products. We also specialize in custom research in situations where our syndicate research offerings do not meet the specific requirements of our esteemed clients.

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Virtual Reality(VR) for Healthcare Industry 2026 Key Players Profiles and Market Analysis Research to 2020 - Jewish Life News

Sergei Polunin Embraces the Future of Dance by Collaborating With Sensorium Galaxy in 3D Social Virtual Reality | Press release – Bitcoin News

24 April 2020, Los Angeles: Sensorium Galaxy, the leading global virtual reality media platform has struck up a partnership with the Sergei Polunin Charity Foundation for the galaxys new Planet of Motion. The Sergei Polunin Charity Foundation for the Support and Development of Arts is headed by the world-renowned ballet dancer Sergei Polunin and his unique and world-beating talents are being virtually incorporated, for users to emulate, in the landmark 3D social virtual reality world that is the Sensorium Galaxy.

The Planet of Motion is one of five planets orbiting the Sensorium Galaxys Entertainment Star in which users can enjoy beauty and artistry of different dance styles including modern, improvised, ballroom, jazz, breakdance, ballet and more.

The Sensorium Galaxy media platform enables the seamless broadcast of virtual reality content to users all around the globe. Based on social virtual reality technology the platform signals a radical step change in the experience of virtual reality. The Sensorium Galaxy enables users to interact with each other, and avatars, as events are either live-streamed or accessed from a library.

Polunin is a world star and something of a legend in his own lifetime; he conquered not only world ballet but also made a mark in the film, fashion and advertising industries. Polunin is also known for his collaborations with famed American photographer and music director David LaChapelle. His meteoric rise to fame was also captured in a 2016 documentary Dancer.

For the Planet of Motion, Sergei Polunins photorealistic avatar has been created and his dance performances digitized for integration into the planets 3D virtual reality space. Further, the Charity Fund for the Support and Development of Arts of Sergei Polunin, as a partner with Sensorium, will be the producer of the Planet on Motion. Within this context, Sergei Polunin will also personally bring ten other leading world dance stars into the project. Their avatars will be created and performances also digitized for the Planet of Motion.

Speaking of his partnership with Sensorium, Polunin said: The Sensorium Galaxy Planet of Motion is the future. We are memorizing dance because dance will exist in a virtual world forever. The Planet of Motion is a game changer and Im happy to be involved in this collaboration.

Brian Kean, Chief Communication Officer Sensorium Corporation, added: Its exciting to have Sergei Polunin on board the Planet of Motion. He is a widely recognized international talent. Within his professional activities, he also brings together dancers, contemporary artists, musicians and choreographers from different creative backgrounds which dovetails perfectly with what we are creating with Sensorium Galaxy.

The Planet of Motion Sensorium has developed a ground-breaking concept featuring compellingly beautiful virtual scenery in which world dance stars create a new kind of 3D social art, synthesized from the abilities of the human body and enhanced by the ground breaking features of the new technology.

Brian Kean, Chief Communication Officer Sensorium Corporation, added: There are no limits on the Planet of Motion. Gravity exists in the physical world but not in our 3D social virtual reality world. Dance is one of the oldest forms of self-expression and Sensorium Galaxy gives participants the opportunity not only to contemplate and explore the beauty of body language but also to learn from the worlds masters of dance.

The Planet of Motion is the second virtual world after the Planet of Music to be created as part of the Sensorium Galaxys entertainment constellation. In the near future, as the Sensorium Galaxy continues to expand outwards the purpose of the constellations third planet will be revealed.

About Sensorium GalaxySensorium Corporation, together with Redpill VR, is currently developing the Sensorium Galaxy social virtual reality platform which enables the seamless broadcast of synchronized virtual reality content to users all around the globe. This platform signals a radical change in the way users can experience virtual reality, moving beyond its previously solitary nature. Sensorium Galaxy enables users to interact with each other as events are either live-streamed or accessed from a library. Sensorium Galaxy also signals an evolution of social networks, with users not confined to one-dimensional platforms, but able to engage and interact with friends and other users in a virtual environment. Sensorium Galaxy will be comprised of themed planets that present users with different options for social interaction.

About Sensorium CorporationSensorium Corporation is a technology company that creates digital simulations of real-world venues and virtual worlds in cooperation with its content partners globally recognized concert venues, clubs and festivals. Investment in the project to date is approximately $70 million, and it has come from a group of EU companies in both the gaming and entertainment industries.For more information, visit sensoriumxr.com

About the Polunin FoundationThe Charity Foundation for the Support and Development of Arts of Sergei Polunin was created in July 2019 at the initiative of Sergei Polunin. The three main goals of the Fund are the search and development of young talents around the world; support of professional dancers, choreographers, composers and other participants in dance projects; the development of ballet as an art and spectacle, the creation of performances at the intersection of different types of arts and technologies.

For more information, visit https://polunin.foundation/en/index/

This is a press release. Readers should do their own due diligence before taking any actions related to the promoted company or any of its affiliates or services. Bitcoin.com is not responsible, directly or indirectly, for any damage or loss caused or alleged to be caused by or in connection with the use of or reliance on any content, goods or services mentioned in the press release.

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Sergei Polunin Embraces the Future of Dance by Collaborating With Sensorium Galaxy in 3D Social Virtual Reality | Press release - Bitcoin News

Online Learning, Hybrid Classes and Virtual Reality: Philly Universities Prepare for a Risky Fall Semester – Philadelphia magazine

Coronavirus

Planning for the fall has become a top priority for universities both locally and nationwide, especially as the pandemic takes its financial toll. Here's what Philadelphia schools are considering and why.

Fall semester could look a lot different at Philadelphia area universities. Clockwise from top left: Photo by CCPedu via Wikimedia Commons; AP Photo; Photo by Jeff Fusco

The high school seniors who saw their graduation ceremonies ripped away by COVID-19 this spring may now have to worry about their plans for the fall semester: As the pandemic continues to claim lives and hamstring virtually every sector of society, universities in Philadelphia and around the country are preparing for the possibility of remote learning come September.

The New York Times reported last week that the coronavirus has already cost U.S. universities millions of dollars, thanks to factors like sports season cancellations, housing payment refunds, demand for tuition discounts and fundraising challenges.

Here in Philadelphia, the University of Pennsylvania has announced a hiring freeze on all positions. Meanwhile, a 20-year-old South Carolina native has filed a federal class-action lawsuit against Drexel University, seeking more than $5 million in collective refunds and damages for himself and his classmates. The student, Grainger Rickenbaker, alleges that Drexel has diminished the value of any degree by moving to an online curriculum. (Drexel has not commented on the lawsuit.)

Universities and colleges in the Philly region have cancelled in-person summer programs, and many are now confronting the possibility that fall courses will have to be conducted online as well. Contacted by Philadelphia, schools like Thomas Jefferson University, the Community College of Philadelphia, Villanova University and La Salle University say they are either planning or poised to plan for all scenarios, including online learning.

For those schools and others, its not yet clear what will happen in August and September: Spokespeople said arrangements will largely revolve around mandated shutdowns and the citys and states stay-at-home orders. Planning for anything right now feels impossible and for that reason, many schools are considering multiple possibilities.

Bora Ozkan, assistant professor of finance at Temple University and academic director of the online MBA and BBA programs at the Fox School of Business, predicts that universities will rely on a mix of in-person and remote learning this fall semester, given what we know now. A working group at Hampshire College in Amherst, Massachusetts, for example, is currently considering a plan that would allow students to cycle in and out of remote learning if the virus comes and goes, the New York Times reported in its piece last week.

If we open up the economy, we may see a spike again in the spread of the coronavirus, Ozkan says. Even if courses are not online and we go back to campus, I forecast that we cannot enforce in-person participation. We may have to offer students the option not to come and either offer the same course online or simulcast the course so students can watch the course from home.

Ozkan notes that many universities employ faculty members who are over 65 years old the demographic particularly susceptible to COVID-19s worst symptoms and higher fatality rates. Is faculty willing to risk themselves and teach in person? Ozkan asks. I dont think the university can, in a situation like this, force the faculty to do that.

Schools in the Philadelphia area are already resigned to the potential for a combination of online and in-person instruction this fall. Shannon McLaughlin Rooney, a spokesperson for the Community College of Philadelphia, says the school is planning for multiple possible scenarios, including fully in-person classes, hybrid classes with a mix of in-person and online instruction, and fully remote classes.

Similarly, Drexel University president John Fry says the school aims to resume on-campus operations to the greatest extent possible.

However, online courses are not necessarily cheaper for the university, and maintaining both online and in-person courses could be costly, Ozkan stresses. And the financial strains schools are facing could get worse: The University of Arizona announced furloughs and pay cuts for most of its staff last week. The American Council on Education, a trade group, predicted on April 9th a 15 percent enrollment drop for the next academic year including a 25 percent decline in enrollment for international students.

If enrollment drops and universities continue to suffer financially, theyll be hard-pressed to come up with solutions. Options could include cutting in-person costs and relying solely on remote learning or attempting to recoup finances through as much in-person programming as conditions allow.

Its better to wait and see, Ozkan says. At some point in July or August, theyll have to make that decision.

Either way, one lesson is sure to come out of this, Ozkan says: COVID-19 is going to be a catalyst for education technology.

Last month, he began teaching a Fox online MBA course in a virtual reality format one of the first of its kind. The roughly 20 students in the course were mailed virtual reality headsets after signing up. During class, they enter a virtual lecture hall, complete with the Philadelphia skyline in the background.

While its highly unlikely that that sort of technology will be widespread this fall, Ozkan suggested that universities might be incentivized to at least simulcast their courses meaning stream them online for students who are unable to come in.

I have a feeling we may see more and more [simulcasting], which will help with maintaining social distancing, Ozkan says. If you have a class of 40 and 20 came in [to the classroom], those 20 can better distance themselves in the classroom, and in the meantime, those who chose not to come in can distance themselves at home.

For its part, the Community College of Philadelphia has already convened an administrative group to work on a plan that will focus on online learning and technological advances in the short term and permanently, Rooney says: Regardless of how this pandemic continues, we know the shift to technology-based education will accelerate.

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Online Learning, Hybrid Classes and Virtual Reality: Philly Universities Prepare for a Risky Fall Semester - Philadelphia magazine

Virtual Reality Is Growing In Importance: Study 03/30/2020 – MediaPost Communications

Commerce Connected Playbook, the new report from content provider PYMNTS, is hardly timely.

Obviously created prior to the pandemic outbreak closed down stores, it states thatin-store shopping still fills a void that online and mobile browsing have yet to replace.

Not this week. Still, it is probably correct in stating that mobile is the comer,despite a statistic showing that only 14% of retailers consider themselves mobile-first organizations.

Being prepared for mobile is essential for brands using email marketing. So ispersonalization.

The study states that consumers expect mobile, online shopping and in-store experiences to be individualized.

In addition, it reports that virtual realitytechnologies will generate $1.8 billion via retail and marketing through 2022.

Moreover, 72% of millennial and Gen Z customers will try visual search options, the study continues.

Retailers need to engage consumers in the channels they prefer. Email ranks high in virtually every other study.

For example, 35% of retail prefer email prior to a shopping visit, versus19% who like text, enVista, an ecommerce software and consulting firm, recently reported in the 2020 Customer Engagement Survey.

Further metrics on these issues may have to wait until retailstores begin opening again.

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Virtual Reality Is Growing In Importance: Study 03/30/2020 - MediaPost Communications

Davenport University using virtual reality to deliver ‘you are there’ classes, events – Detroit Free Press

As the speaker begins his talk, a student strolls in the back of the auditorium. She goes down a couple of rows and then slides in a few seats.

Looking around the auditorium, there are other people sitting, each dressed a little differently from each other and with their name floating above them. Over the course of the presentation, they stand, raise their hand and even make facial expressions the speaker can see to watch whether his message is being understood.

Nobody in the auditorium is really physically there. Neither is the auditorium there at least not in a traditional brick-and-mortar sense.

Welcome to virtual reality instruction.

Davenport University, a private nonprofit college headquartered in Grand Rapids with campuses across the state, had been running a pilot program for the past year of software enabling virtual reality online classes, speeches and events.

With the school switched over to online instruction because of the coronavirus outbreak, the school is poised to expand its use.

Davenport is usingvirtual reality software VirBELA to run its virtual reality program.

A screen capture of a virtual auditorium from Davenport University. Davenport University is using virtual reality to deliver classes and events.(Photo: Davenport University)

"We want to try to make sure we are in front of the curve," said Brian Miller, Davenport'sdean of the global campus. "What really makes a school is a sense of place. That's missing in most online-learning programs."

Through the software, Davenport can designate classroom space, auditorium space, conference rooms and other places. Each person can set up their avatar, personalizing clothing, hair, skin color and other items. It is not photo-realistic.

The schoolrecently held a career fair using the software, setting up business representatives on a virtual soccer field. Students visiting the fair could walk their avatar around the fair and see the different booths.

A screen capture of the virtual campus from Davenport University. Davenport University is using virtual reality to deliver classes and events.(Photo: Davenport University)

Therealso canbe conference rooms, where students can gather around a table, with screens and boards in the background. The screens are saved even when users log out. The users' avatars sit at the table. Nobody else can get in. A professor can knock on the door to come in and check on students. The students' avatars will stand up and go open the virtual door to let the teacher in.

Rooms can be set up differently. For example, a large space could handleround tables with space for eight people at each table, or rows of chairs, or other configurations.

Once in, people using their avatar can raise hands, look puzzled or take other actions. If there is a conference going on, when one speaker introduces the next speaker, that person's avatar steps out of the audience and talks at the podium.

"It creates visual clues and a sense of being there," Miller said. "It's also good for helping with skills for students. For example, it's hard to replicate in online classes the feeling you get when standing up and looking at a bunch of people sitting there looking at you. This does that. It also offers visual feedback from the audience, so you can learn how to read an audience and adapt your message."

A screen capture of a virtual conference room from Davenport University. Davenport University is using virtual reality to deliver classes and events.(Photo: Davenport University)

The school plans to use the technology in its online bachelor's in health administration management program, starting this spring, and adding more courses after that.

"Davenport has a 20-year history of offering bachelor and graduate programs online, Richard Pappas, Davenport's president, said in a statement. That is why we are well-positioned, during this challenging time of a pandemic, to expand our university's use of online technologies and create an even more effective classroom experience for both our professors and their students.

Contact David Jesse: 313-222-8851 or djesse@freepress.com. Follow him on Twitter: @reporterdavidj

Read or Share this story: https://www.freep.com/story/news/education/2020/03/31/davenport-university-virtual-reality-classes/2914918001/

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Davenport University using virtual reality to deliver 'you are there' classes, events - Detroit Free Press

Here’s how virtual reality can bring ancient cities back to life – CityMetric

An extract from Designing the Megaregion: Meeting Urban Challenges at a New Scale, out now from Island Press.

A regional transportation system does not become balanced until all its parts are operating effectively. Highways, arterial streets, and local streets are essential, and every megaregion has them, although there is often a big backlog of needed repairs, especially for bridges. Airports for long-distance travel are also recognized as essential, and there are major airports in all the evolving megaregions. Both highways and airports are overloaded at peak periods in the megaregions because of gaps in the rest of the transportation system. Predictions for 2040, when the megaregions will be far more developed than they are today, show that there will be much worse traffic congestion and more airport delays.

What is needed to create a better balance? Passenger rail service that is fast enough to be competitive with driving and with some short airplane trips, commuter rail to major employment centers to take some travelers off highways, and improved local transit systems, especially those that make use of exclusive transit rights-of-way, again to reduce the number of cars on highways and arterial roads. Bicycle paths, sidewalks, and pedestrian paths are also important for reducing car trips in neighborhoods and business centers.

Long-distance Amtrak trains and commuter rail on conventional, unelectrified tracks are powered by diesel locomotives that can attain a maximum permitted speed of 79 miles per hour, which works out to average operating speeds of 30 to 50 miles per hour. At these speeds, trains are not competitive with driving or even short airline flights.

Trains that can attain 110 miles per hour and can operate at average speeds of 70 miles per hour are fast enough to help balance transportation in megaregions. A trip that takes two to three hours by rail can be competitive with a one-hour flight because of the need to allow an hour and a half or more to get to the boarding area through security, plus the time needed to pick up checked baggage. A two-to-three-hour train trip can be competitive with driving when the distance between destinations is more than two hundred miles particularly for business travelers who want to sit and work on the train. Of course, the trains also have to be frequent enough, and the travelers destination needs to be easily reachable from a train station.

An important factor in reaching higher railway speeds is the recent federal law requiring all trains to have a positive train control safety system, where automated devices manage train separation to avoid collisions, as well as to prevent excessive speeds and deal with track repairs and other temporary situations. What are called high-speed trains in the United States, averaging 70 miles per hour, need gate controls at grade crossings, upgraded tracks, and trains with tilt technology as on the Acela trains to permit faster speeds around curves. The Virgin Trains in Florida have diesel-electric locomotives with an electrical generator on board that drives the train but is powered by a diesel engine.

The faster the train needs to operate, the larger, and heavier, these diesel-electric locomotives have to be, setting an effective speed limit on this technology. The faster speeds possible on the portion of Amtraks Acela service north of New Haven, Connecticut, came after the entire line was electrified, as engines that get their power from lines along the track can be smaller and much lighter, and thus go faster. Catenary or third-rail electric trains, like Amtraks Acela, can attain speeds of 150 miles per hour, but only a few portions of the tracks now permit this, and average operating speeds are much lower.

True electric high-speed rail can attain maximum operating speeds of 150 to 220 miles per hour, with average operating speeds from 120 to 200 miles per hour. These trains need their own grade-separated track structure, which means new alignments, which are expensive to build. In some places the property-acquisition problem may make a new alignment impossible, unless tunnels are used. True high speeds may be attained by the proposed Texas Central train from Dallas to Houston, and on some portions of the California High-Speed Rail line, should it ever be completed. All of the California line is to be electrified, but some sections will be conventional tracks so that average operating speeds will be lower.

Maglev technology is sometimes mentioned as the ultimate solution to attaining high-speed rail travel. A maglev train travels just above a guideway using magnetic levitation and is propelled by electromagnetic energy. There is an operating maglev train connecting the center of Shanghai to its Pudong International Airport. It can reach a top speed of 267 miles per hour, although its average speed is much lower, as the distance is short and most of the trip is spent getting up to speed or decelerating. The Chinese government has not, so far, used this technology in any other application while building a national system of long-distance, high-speed electric trains. However, there has been a recent announcement of a proposed Chinese maglev train that can attain speeds of 375 miles per hour.

The Hyperloop is a proposed technology that would, in theory, permit passenger trains to travel through large tubes from which all air has been evacuated, and would be even faster than todays highest-speed trains. Elon Musk has formed a company to develop this virtually frictionless mode of travel, which would have speeds to make it competitive with medium- and even long-distance airplane travel. However, the Hyperloop technology is not yet ready to be applied to real travel situations, and the infrastructure to support it, whether an elevated system or a tunnel, will have all the problems of building conventional high-speed rail on separate guideways, and will also be even more expensive, as a tube has to be constructed as well as the train.

Even if new technology someday creates long-distance passenger trains with travel times competitive with airplanes, passenger traffic will still benefit from upgrading rail service to fast-enough trains for many of the trips within a megaregion, now and in the future. States already have the responsibility of financing passenger trains in megaregion rail corridors. Section 209 of the federal Passenger Rail Investment and Improvement Act of 2008 requires states to pay 85 percent of operating costs for all Amtrak routes of less than 750 miles (the legislation exempts the Northeast Corridor) as well as capital maintenance costs of the Amtrak equipment they use, plus support costs for such programs as safety and marketing.

Californias Caltrans and Capitol Corridor Joint Powers Authority, Connecticut, Indiana, Illinois, Maines Northern New England Passenger Rail Authority, Massachusetts, Michigan, Missouri, New York, North Carolina, Oklahoma, Oregon, Pennsylvania, Texas, Vermont, Virginia, Washington, and Wisconsin all have agreements with Amtrak to operate their state corridor services. Amtrak has agreements with the freight railroads that own the tracks, and by law, its operations have priority over freight trains.

At present it appears that upgrading these corridor services to fast-enough trains will also be primarily the responsibility of the states, although they may be able to receive federal grants and loans. The track improvements being financed by the State of Michigan are an example of the way a state can take control over rail service. These tracks will eventually be part of 110-mile-per-hour service between Chicago and Detroit, with commitments from not just Michigan but also Illinois and Indiana. Fast-enough service between Chicago and Detroit could become a major organizer in an evolving megaregion, with stops at key cities along the way, including Kalamazoo, Battle Creek, and Ann Arbor.

Cooperation among states for faster train service requires formal agreements, in this case, the Midwest Interstate Passenger Rail Compact. The participants are Illinois, Indiana, Kansas, Michigan, Minnesota, Missouri, Nebraska, North Dakota, Ohio, and Wisconsin. There is also an advocacy organization to support the objectives of the compact, the Midwest Interstate Passenger Rail Commission.

States could, in future, reach operating agreements with a private company such as Virgin Trains USA, but the private company would have to negotiate its own agreement with the freight railroads, and also negotiate its own dispatching priorities. Virgin Trains says in its prospectus that it can finance track improvements itself. If the Virgin Trains service in Florida proves to be profitable, it could lead to other private investments in fast-enough trains.

Jonathan Barnett is an emeritus Professor of Practice in City and Regional Planning, and former director of the Urban Design Program, at the University of Pennsylvania.

This is an extract from Designing the Megaregion: Meeting Urban Challenges at a New Scale, published now by Island Press. You can find out more here.

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Here's how virtual reality can bring ancient cities back to life - CityMetric

Virotea: virtual reality for seniors and elderly care – Health Europa

The concept behind Virotea first came about when the founder, Ivan Perlesi, tried VR for the first time. Fascinated by how easy it was to be digitally transported to the other side of the globe and experience sceneries both previously discovered as well as undiscovered, the thought arose that those who are in most need of VR are people who are physically limited in this reality.

With this in mind, Perlesi started the company Virotea, which today helps elderly people as well as the physically disabled to be able to travel to each and every corner of the world without ever having to physically make the same journey.

Virotea VR is a service specially designed for the needs found within elderly care and LSS (The Swedish Act concerning Support and Service for Persons with Certain Functional Impairments).

With the elderly becoming more and more comfortable with computers and electronics, there is clear indication that VR have a higher demand for the elderly population of the future.

There is already a trend where elderly care centres are beginning to offer VR tools in order to accommodate the needs of having meaningful activities and experiences, VR is perceived to be an efficient way to combat depression, loneliness and anxiety.

Virotea have already helped a few elderly care centres to handle the challenges they have experienced. Virotea offers meaningful activities even to those who are restricted to their beds.

80-90% of the elderly who have tried VR have told Virotea that their experience brings back positive memories. Furthermore, their studies include several positive effects that has also had positive effects on the caretaker as well.

Want to learn more about Virotea? Discover further information here: Virotea Virtual Reality.

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Virotea: virtual reality for seniors and elderly care - Health Europa