See the Ancient World Through Virtual Reality – Smithsonian

Lithodomos VR creates immersive virtual recreations of iconic ruins.

Have you ever stood in front of historic ruinsthe Parthenon, say, or one of Britains many ancient castlesand closed your eyes, imagining what the scene before you would have looked like centuries ago?

Thanks to virtual reality, seeing ruins as they looked in their heyday is becoming possible. It may even be a game changer for the ways we visit ancient cities like Jerusalem or Paris.

When I catch up with Australian archaeologist Simon Young, hes in Rome.

Its low season at the moment in Italy, but there are still hundreds and thousands of people wandering in the streets and looking at ruins, he says.

Young would like to show those people what Rome looked like nearly 2,000 years ago by fitting them with virtual reality headsets. His company, Lithodomos VR, creates immersive virtual recreations of iconic ruins. The recreations can be used on site with a smartphone headset, or from home or school using a commercial VR system like Oculus Rift.

Its 360-degree 3D virtual reality, Young says. It really helps you to place yourself back in time.

Today, Romes Temple of Venus and Rome lies split in half, most of its columns gone, ravaged by centuries of fire, earthquakes and pillaging. But put on a virtual reality headset with Lithodomos app, and suddenly its a June afternoon in the 1stcentury AD. The temple before you is whole again, its vanished columns standing tall, its faade all shining white marble, the intricate relief sculptures of its pediment cast in shadow by the summer sun.

The app maps your physical location onto the temple, allowing you to look around from various angles. It might be raining outside, or nighttime. But in the VR world, the sky is a hazy blue, the perimeter of the temple lined with trees.

In addition to the Temple of Venus and Rome, Lithodomos has a recreation of the Arnes de Lutce, a Roman amphitheater and stage from the beginning of the 2nd century AD, now just fragments tucked away behind apartment buildings in Pariss Latin Quarter. Its also recreated the Odeon of Agrippa, a concert hall in the center of the Athenian agora, and parts of ancient Jerusalem. The scenes are available on two Lithodomos apps released in December and January. Young plans to work on scenes from Delphi, Spain and the UK in the near future.

Young sees his software being used by tour groups who would provide their guests with headsets, or by individuals using cheap, portable viewers likeGoogle Cardboard. He also hopes to partner with museums and universities to create other historical VR experiences, such as allowing museum-goers to view artifacts up close and in 360 degrees.

Lithodomos is not the only company working on historical VR.Singapore-based Hiverlabhas ambitions to digitize heritage sites across the world. So far theyve created a VR tour of a medieval Armenian church in Cypress, which lets users wander the structure as it is today, as well see what it might have looked like centuries ago. The freeTimelooper applets viewers experience various historical momentsGeorge Washingtons second inaugural address, the construction of the Empire State Building, the Great Fire of London.

In the past several months, Young says, several tour operators in Rome have begun offering VR-enhanced tours. The day before, hed been to the Domus Aurea, the Golden House built by Nero in the 1stcentury AD. The sites superintendent had installed an Oculus Rift experience, and visitors were busy checking it out.

One woman swore, she was so amazed by the experience, Young says.

But as an archeologist, Young worries that some companies offering ancient world VR experiences arent serious enough about accuracy.

Some game developer in Silicon Valley who has no idea thinks, oh, a column would look great there, he says. The real danger is that, because VR is such a powerful medium, if someone visits the Colosseum, they walk away with the idea that this is what it was like.

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See the Ancient World Through Virtual Reality - Smithsonian

Virtual Reality used in marketing: What if the Blue whale is AT&T? – ZDNet

SpiritualVR Panel: Right to left: Moderator Alison Raby, Digital Raign; Cheryl Fraenzl, Esalen Institute; Ashara Ekundayo, Impact Hub Oakland; Lia Oganesyan, Veer Hub; Anastasiya Sharkova, ARVR Academy; Dorote Lucci CoreReboot.

Consciousness in Virtual Reality was the topic for a recent all-female panel discussion (above) organized by SpiritualVR and hosted at UploadVR in San Francisco. Everyone had lots of interesting things to say but one thing that investor Anastasiya Sharkova said stuck with me.

She spoke about her first experience with virtual reality which was a title called: TheBlu: Encounter. Developed by Wevr in Venice, California -- here's the blurb from the website:

"Imagine what it is like coming face-to-face with an 80-foot blue whale, whose eye ball is almost the size of your entire face.

An experience which feels real, but clearly couldn't possibly be so, with a sense of uncanny scale and unexpected empathy."

Sharkova says that she knew full well that the whale wasn't real and that everything around her was computer generated and artificial yet when she looked into the whale's eye she felt a powerful emotional connection. And it began to change her behavior.

"For about two weeks I was using a lot less water. I took only short showers -- and believe me I love my morning showers," Sharkova said. "VR is such an immersive experience that it totally overwhelms your senses you become convinced something real is happening."

I've read about VR helping change people's behavior and thoughts in therapeutic contexts such as dealing with post traumatic stress syndrome. But what if it were used for commercial messages, what if the whale was AT&T or some other corporation?

After the panel I asked Sharkova what happens in the near future when the blue whale is AT&T?

She said that it is still early enough that companies in the industry will get together and they will create rules and figure out how to apply them.

Self-regulation is the only regulation that US tech firms will advocate for because government regulations and laws can constrain new markets.

However, all governments eventually regulate all new technologies of importance especially in communications -- essentially anything with a large distributed network. Electric power, railroads, radio, TV and telephone are examples.

[I'll be returning to this topic very soon. VR in Marketing -- the rising technologies of persuasion.]

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Virtual Reality used in marketing: What if the Blue whale is AT&T? - ZDNet

Google’s next trick is bringing your face into virtual reality – TechRadar

For those unable to just "try it first to see if you like it," mixed reality video can be immensely helpful in showing off virtual reality experiences to those without a fancy VR headset.

There's usually just one little hitch, though: the wearer in these videos has a big ol' headset strapped to their mug that prevents viewers from seeing their expressions or eye movement. That may not be a snag for long, as Google has a solution.

In conjunction with the tech giant's Daydream Labs studio, Google has devised a clever way to "remove" a headset in mixed reality video - swapping in a 3D model of a person's face.

(Image: Google)

Using an HTC Vive and eye-tracking software courtesy of SMI, the fake face can respond to the wearer's expressions and where they're looking - resulting in a visual effect that Google likens to a translucent scuba mask instead of an opaque peripheral.

Of course, the human eye is still pretty good at detecting real faces versus virtual ones, so the effect still has some slight uncanny valley feel to it.

Still, it's more realistic than the cartoony avatars other companies want to use to represent users in a virtual space, and certainly beats the alternative of just watching someone stand around in an empty room with their mouth agape and eyes covered.

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Google's next trick is bringing your face into virtual reality - TechRadar

New virtual reality tool helps architects create dementia-friendly environments – Dezeen

Visual showing appearance of a room without and with the Virtual Reality Empathy Platform headset

Scottish architect David Burgher has developed a new virtual reality tool that mimics the visual impairments experienced by dementia sufferers to helparchitects design betterspaces.

Burgher, an architect at Scottish practice Aitken Turnbull, worked with researchers from the Dementia Centre and the Glasgow-based CGI company Wireframe Immersiveto create the tool namedVirtual Reality Empathy Platform (VR-EP).

The VR-EP kit comprises a laptop with high-performance graphics, a virtual reality headset,games controller, camera and bespoke software programming.

Those wearing thevirtual reality headset are able to experience some of the symptoms of dementia, including dimmer lighting. Burgher hopes the tool could be used togauge appropriate lighting levels, room layouts and way-finding toimprove design ofcare homes, hospitals and sheltered housing.

"People with dementia can have perceptive and cognitive impairments, which is compounded in older people who see the world in a much hazier way," Burghertold Dezeen. "This can lead to anxiety, confusion and disorientation."

"VR-EP replicates these visual impairments through a digital filter process in a fully immersive and interactive virtual reality environment."

Over800,000 people are currently living with dementia in the UK, with the number expected to grow to 1.7 million by 2051. The cost of care is estimated at26.3 billion per year, outstripping that spent on cancer and heart diseasetogether.

Burges believes this figure could be minimisedby designing "dementia-friendly" spaces from the outset, helping those with dementia to live more independently and reducing the number of accidents.

As well as reducing anxiety, the improved design offers a better, safer and more independent quality of life. Dementia-friendly design doesn't have to cost more," said Burgher. "In fact, by using VR-EP, designers will get it right first time and therefore reduce costs."

"It can reduce risk of accidents and aggressive behaviour, improve staff recruitment and retention, and save on the significant costs associated with dementia care."

Aitken Turnbull Architects and Wireframe Immersive hope to adapt the virtual reality tool to give architects empathy for a range of sensory disorders and export itfor use across Europe, China and the US.

Recent virtual reality developments include Gravity Sketch, which allows designers to edit and manipulate objects in virtual reality, as opposed to on a desktop screen.

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Explore the Amazon Rainforest with New Virtual-Reality Film – Live Science

"Splash" the three-toed sloth hangs out near a tributary of the Napo river in Ecuador's Yasun National Park during the VR shoot in Amazonia.

You can explore the Amazon rainforest's spectacular beauty and biodiversity right from the comfort of your home, thanks to a new 360-degree virtual-reality film from Conservation International.

The film, called "Under the Canopy," brings viewers into the depths of the Amazon, with the region's diverse environment on full display. But beyond the picturesque views, the film also shares a message with viewers: This incredible landscape is threatened and needs to be protected. The annual forest loss due to deforestation in the Amazonia region is more than 1.5 times the size of Yellowstone National Park, according to Conservation International, the nonprofit environmental organization that developed the virtual-reality experience.

The film begins at the top of a 200-foot-tall (60 meters) Ceiba tree. After descending to the rainforest floor, viewers set out on a journey with an indigenous guide named Kamanja Panashekung. Panashekung's family has lived in the region for generations, and he shows viewers how the rainforest supplies everything his people need to survive, according to Conservation International. [Beyond Gaming: 10 Other Fascinating Uses for Virtual-Reality Tech]

"Kamanja's community is one of over 350 indigenous communities throughout Amazonia that depend on the rainforest, as we all do, for the air we breathe and the water we drink," M. Sanjayan, Conservation International's executive vice president and senior scientist, said in a statement. "'Under the Canopy' gives those who may never visit the Amazon rainforest an opportunity understand what is at risk. Sustaining the Amazon is not an option; it is a necessity."

However, the impact of deforestation is not limited to the 30 million people who call the Amazon home. Trees in the Amazon act as a carbon sink absorbing and storing carbon dioxide, which helps lower greenhouse gas levels in the atmosphere.

The Amazon region also supports more flora and fauna species than any other environment, playing an important role in global biodiversity, scientists have said. Throughout the film, viewers will encounter tropical birds, butterflies, sloths and more.

Using either a virtual-reality headset for an immersive experience or watching the 360-degree video, viewers will see firsthand what the people, plants and animals of Amazonia experience. The film addresses how deforestation and climate change impact their ecosystem, said Chris Holtz, director of conservation and sustainable development at the MacArthur Foundation, which supported the production of the film.

"Intact forests play a unique role in mitigating climate change and regulating the functioning of the planet. Yet, many are at risk," Holtz said in the statement. "The virtual reality experience of 'Under the Canopy' allows anyone to immerse themselves in the rainforests of Amazonia and walk alongside members of an indigenous community in Suriname who conserve these forests as part of their traditional lands and, importantly, for the benefit of all humanity."

Original article on Live Science.

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Explore the Amazon Rainforest with New Virtual-Reality Film - Live Science

Want to simulate anti-gravity in VR? Use a headset in your swimming pool – Digital Trends

Why it matters to you

Virtual reality may be able to give you the visuals for any setting, but taking a waterproof headset into your swimming pool could simulate weightlessness, too.

Folks in tech have a thing about convergence. Whether its combining personal data assistants with cellphones to create smartphones, or crossing web browsing computers with televisions to create smart TVs, theres something irresistible about combining two different concepts and hoping the results are greater than the sum of their parts.

Thats what friends Stephen Greenwood and Allan Evans may have achieved when they decided to combine a scene from a popular Netflix series with virtual reality headsets to create floating underwater VR. Sure, it sounds a bit crazy, but its hard not to be a little intrigued.

More: With Googles new Expeditions app, teachers can take their whole class on a VR field trip

We were out in San Francisco one night, Greenwood, who is director of creative development at Discovery Digital Networks, told Digital Trends. I had just been watching the show Stranger Things on Netflix, and was really inspired by one scene in the show where one of the characters is in a sensory deprivation tank. We started talking about sensory deprivation, and all of a sudden we came up with the idea of using a VR headset in one of these sensory deprivation tanks.

Evans, co-founder of headset maker Avegant, immediately set about thinking of ways to develop a prototype to see if the idea was worth exploring further. The very next day he got hold of a diving mask and 3D-printed two blocks to go inside it to allow a waterproof Android smartphone to be slotted inside like an aquatic Google Cardboard device. It was then just a matter of finding a swimming pool to test the creation in.

The first experience I wanted to test out was simulating a space environment, Greenwood continued. I was able to track down a CG-rendered video of the International Space Station floating above the Earth. The impact was pretty much immediate. Even though its not the highest resolution or fidelity, there was a moment where for a brief second you really felt like you were an astronaut floating in space.

Evans isquick to point out that this is in no way a finished product. Its the earliest possible stage of a prototype, he said. It couldnt be any earlier.

Theyre not finished yet, though.The next step is to see if we can incorporate a positional tracking system so that, rather than just being able to turn your head to look around at a 360 video, theres the ability to swim toward objects in virtual reality, he continued. Thats going to be a big step to us.

Hey, at the very least this neat hack promises to makebath time infinitely more enjoyable!

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Want to simulate anti-gravity in VR? Use a headset in your swimming pool - Digital Trends

Samsung’s latest C-Lab projects embrace augmented and virtual reality – TechCrunch


The Verge
Samsung's latest C-Lab projects embrace augmented and virtual reality
TechCrunch
Samsung created C-Lab (that's Creative Lab) half a decade ago as an attempt to incubate employee creativity within the larger confines of its corporate culture. Among the decided benefits of its place as a giant among consumer electronics companies is ...
Samsung's incubator lab is getting seriously into virtual and augmented realityThe Verge
Samsung will showcase C-Lab's AR and VR projects at MWCEngadget

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Samsung's latest C-Lab projects embrace augmented and virtual reality - TechCrunch

Five Considerations For Entertainment Marketers To Use Virtual Reality – Forbes

Five Considerations For Entertainment Marketers To Use Virtual Reality
Forbes
Over the past year, global search interest in virtual reality has quadrupled. The VR hype is here but how do we convert interest into action? Recent developments in technology, changes in viewing behavior, and solutions in mobile have pushed open the ...

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Five Considerations For Entertainment Marketers To Use Virtual Reality - Forbes

Making Virtual Reality More Accessible – VideoInk

If a tree falls in a virtual world, but no one has a headset, binaural audio, or an expensive PC so they could watch it falldid it really happen?

Virtual reality hardware makers and content producers are busily building up the value proposition of virtual reality; the better the experience, the more consumers who will buy in. But its a bit of a chicken-and-egg dilemma. How do you entice audiences to buy in to virtual reality before the technology and content offerings have matured? And how do you have the resources and consumer data to make a great product before the audience has congealed?

VR is the next inflection point for [telling] great stories and the way to do that is with compelling technology, says Jaunts new Chief Revenue Officer JP Colaco, who also told VideoInk, that the mile markers for VRs impending growth are already visible, despite various hurdles, including its accessibility.

But the early-adopters and innovators press on nevertheless. Here are three companies working to solve VRs access problem today:

IMAX is bringing the movie theater model to virtual reality. The company launched its flagship VR Experience Centre in Los Angeles (near the Grove) earlier this year. IMAX knows that a high quality VR setup costs upwards of $1K, so the opportunity to buy tickets to visit a VR theater space and go home afterwards is appealing to tourists and LA early adopters alike. The model replicates the VR cafe in eastern Asia. You can buy tickets ahead of time, but walk-ins are welcome. Reportedly, the IMAX VR Center has already seen over 5,000 visitors come through their doors, 75% of which have never experienced VR in their lifetime. And the momentum is strong, with IMAX stating that paid admissions have been increasing 75% week over week. IMAX plans to launch five additional pilot locations this year, including some centers that will share space with traditional movie theaters.

Kitsplit connects creators and the gear they need to create. Its essentially a camera gear rental company that conveniently solves the VR access problem. A quick search on Kitsplit for VR & Edge Tech in Los Angeles revealed both 360 camera and VR setup offerings. You can rent VR 360 Camera Nokia OZO for $2500 per day, or a HTC Vive setup for $200 per day. Its a great solution for events, creators with modest resources or limited space, and allows consumers to experience VR without investing in a full setup.

Stanfords Computational Imaging Lab is solving the VR headache problem that results from eyes that are tired of focusing on a fixed point and expanding VR to users with glasses. Researchers are developing a technology called adaptive focus display, which adjusts the screen using either liquid lenses or mechanically adjusting the lenses a la binoculars.

The researchers are in touch with VR hardware companies, who have a vested interest in personalizing VR headsets to make the viewing experience as smooth as actual reality.

Accessibility is key to the success of virtual reality as a content industry. The experience itself has to be available, affordable, and comfortable for consumers in as many demographics as possible. While hardware and software companies generate cutting edge headsets and experiences, others tackle the logistical and technical challenges of making virtual reality accessible to all.

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Making Virtual Reality More Accessible - VideoInk

New virtual reality lounge opening in the Capital Region – NEWS10 ABC


NEWS10 ABC
New virtual reality lounge opening in the Capital Region
NEWS10 ABC
CLIFTON PARK, N.Y. (NEWS10) For millions around the world gaming is a way of life, and a virtual reality lounge in Clifton Park is bringing that experience to a level of immersion never seen before. Toxic VR, a virtual reality lounge opening right ...

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New virtual reality lounge opening in the Capital Region - NEWS10 ABC

#MadeInRVAJr: Hanover siblings want to bring virtual reality to your event – WRIC


WRIC
#MadeInRVAJr: Hanover siblings want to bring virtual reality to your event
WRIC
RICHMOND, Va. (WRIC) Last spring break, Ellie Morris and her two older brothers, Hayden and Parker, went to Europe. When we came back from that, we felt so great because we felt like we explored and did new things, she said. And that's kind of ...

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#MadeInRVAJr: Hanover siblings want to bring virtual reality to your event - WRIC

Virtual reality will take ‘maybe a decade’ to become mainstream – Mashable


Mashable
Virtual reality will take 'maybe a decade' to become mainstream
Mashable
Despite burying us up to our neck in hype, the virtual reality industry is off to a very slow start. Apparently, VR hardware penetration in Australia will only reach 25.5 percent of households in 2021. Currently, about 2.3 percent of local households ...
Virtual reality to take a decade as users chicken out, study showsThe Australian Financial Review
Content developers well placed as virtual reality pushes toward mainstreamARNnet
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ZDNet
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Virtual reality will take 'maybe a decade' to become mainstream - Mashable

Virtual reality has potential to add new dimensions to marketing – Business Day (registration)

US business consultancy Forrester Research made its thoughts clear in the title of a 2016 report Virtual Reality Isnt Ready for Marketing Yet. It forecasts a wait of at least five years before there is "critical-mass consumer-adoption of high-end VR headsets".

Thats the US. Add a few more years for SA.

However, the report does predict that, during those five years, plain 360 video will flourish on lower-end VR devices. YouTube is helping to lead this trend, with a dedicated channel for the technology.

VR should not be confused with other forms of techno reality. The "real" VR environment is immersive and changes as you move through and interact with it. "Your brain really believes you are there," says Noriskin-Ender.

Theres also augmented reality, in which computer-generated objects are overlaid on real scenes. An example was the smartphone-based Pokmon Go phenomenon in 2016. And then theres mixed reality, often described as a combination of augmented and 3D. Its worth pointing out that 3D filming was touted as the future a few years ago but, besides commercial cinema movies, has mostly proved a dud.

The Forrester report suggests the US will be home to at least 52-million head-mounted VR devices by 2020. Most of those will be low-end.

It is these devices, often made of cardboard, that are expected to also fuel VR marketing growth in SA. The most common brand, Google Cardboard, is available for under R200.

Not all brands or products are necessarily suited to VR, says Net#work BBDO creative head Brad Reilly. "It works best in sectors where the full experience of the product is beyond most peoples reach."

Sport, travel and tourism are obvious candidates, as are vehicles. Besides Mercedes, Toyota SA in 2016 used VR to put enthusiasts through an offroad experience in the Hilux bakkie.

Property is another option.

"A lot of top-end Cape Town residential property is being bought from abroad," says Reilly. "Short of coming here to see everything, what better way to show them whats available, and help narrow down the choice, than by taking them on a VR tour of possible houses."

Gamification using VR to enhance branded game-playing on computer screens and digital devices is another obvious target. And what about retail? With the right technology combinations, it is possible to browse the aisles of your favourite supermarket or fashion store, to take the guesswork out of online shopping.

"In principle," says Noriskin-Ender, "the only limits to VR are your imagination and budget."

Film-makers say VR production processes are different. Visual effects studio Sinisters Christian van der Walt says: "Film-making is more technical, very process-intensive. It requires a lot more effort."

However, Velvet Films Jannine Nolan says: "Technically, its not too complicated. At the heart is a piece of equipment carrying multiple cameras, in our case eight, to provide the all-round, 360-degree effect."

One of the challenges, says Artifacts Brent Simpson, is that you can no longer have someone filming behind the camera. The 360-degree element means no one can be nearby in case they are in the shot. Reshoots are a no-no.

"In ordinary filming, you reshoot and edit in the changes. You cant do that in VR. You need a seamless, interruption-free flow," Simpson says.

For the Mercedes project, Van der Walt says his team used a pod of cameras for a 360 view of the outside world, then to compensate for lighting and depth issues recreated the cars interiors with computer graphics. For the Kyalami version, Lewis Hamilton was also superimposed into the final product.

Local Lufthansa marketing manager Jola Slomkowski says marketers are still feeling their way with VR. "Lufthansa in Germany has used it but the concept is very new here. I decided to go this route because I think that most of our communications in SA are predictable and I want to talk to customers differently. VR is a means of gaining a competitive advantage.

"Its been a learning experience for us. We are dipping our toes in without knowing quite where it will take us. The only thing we are sure of is that VR will become part of the broad marketing and communications experience."

Or, as Nolan puts it: "Virtual reality is a novelty, but one we cant ignore."

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Virtual reality has potential to add new dimensions to marketing - Business Day (registration)

Virtual reality is making surgery simpler – Deniz Ergurel (subscription) (blog)

Surgeons and their patients are finding that virtual reality can relieve the pain and stress of operationsand its safer and cheaper than sedatives.

By Joe Marchant

Ana Maria has never been to Machu Picchu. The 61-year-old always wanted to visit the mountain ruins but she suffers from hypertension, and doctors warned that the extreme altitude could cause her blood pressure to rise dangerously high. Today, dressed in a white gown and hairnet, she will explore its ancient walls and pyramids for the first time.

Shes in a private medical clinic in Mexico City, and laughs nervously as shes wheeled into a windowless operating room. The surgeon takes a Sharpie and draws a large circle on her left thigh, paints on several layers of iodine, then injects a local anaesthetic into the skin. Inside the circle is a fatty lump, a lipoma around 6 cm across, which he is about to remove.

Ana will be awake for the operation, and shes feeling scared. As the surgeon readies his scalpel, her blood pressure is 183/93, even higher than usual. Patients undergoing procedures like this often have to be sedated to cope with the pain and anxiety of being under the knife, but not today. Instead, Jos Luis Mosso Vazquez, who is supervising the operation, fits a sleek, black headset over Annas eyes and adjusts the Velcro straps.

The surgeon makes his first cut and the blood spills in a crimson stream down Anas leg. Shes surrounded by medical equipmentstools, trolleys, swabs, syringes, with super-bright surgical lamps suspended above the bed and her vital signs displayed on monitors just behind.

But Ana is oblivious. Shes immersed in a three-dimensional re-creation of Machu Picchu. She begins her journey with a breathtaking aerial view of the ancient city clinging to the mountainside, before swooping down to explore the details of stepped terraces, moss-covered walls and tiny stone huts.

Mosso watches her carefully. A 54-year-old surgeon at Panamerican University in Mexico City, hes on a mission to bring virtual reality into the operating room, using the high-tech distraction technique to carry out surgeries that would normally require powerful painkillers and sedatives, with nothing more than local anaesthetic.

But today, hes not sure if his headset is going to be enough. He hopes the virtual reality will help Ana to avoid unnecessary medication, but if she becomes anxious during the surgery, her already-high vital signs might spike. He has prepared an intravenous line, ready to administer emergency medication if required.

The surgeon pulls a large, pearly glob of tissue from Anas thigh, his fingers easing under her skin as he carefully snips it free. Then he mops the blood and stitches the wound. The procedure has taken just 20 minutes, and there are smiles all round as Ana thanks the team. Because of the virtual reality, she says, she barely noticed the scalpel slicing her flesh: I was transported. Normally Im very stressed, but now I feel so, so relaxed.

The monitors back up her story. Throughout the surgery, her blood pressure actually fell.

In 2004, Mosso bought a Spider-Man game for his eldest son, and his life and career path changed. The game involved images projected onto a head-mounted displayan early form of virtual reality (VR). Mosso was struck by how immersed his son became in the game.

Mosso began using the game during upper gastrointestinal endoscopies, in which a flexible tube with a camera on the end is fed through a patients throat into their stomach. The experience can be unpleasant and distressing. Patients often require sedation but Mosso encouraged them to play the Spider-Man game instead, to distract themselves.

He asked the patients to score their pain and anxiety during the procedure and in 2006 presented his results at the Medicine Meets Virtual Reality conference in California. The idea of using VR to reduce the distress of medical procedures was pioneered at the University of Seattle, Washington, where cognitive psychologist Hunter Hoffman and colleagues have developed a VR game called SnowWorld, to help patients endure wound care for severe burns.

The researchers hoped that the illusion of being physically immersed in a three-dimensional computer-generated scene would move patients attention away from their real-world pain. It worked: Hoffmans team has since shown in trials that SnowWorld reduces patients pain during wound-care sessions by up to 50 per cent, as well as reducing pain-related brain activity.

But there has been relatively little work in other medical contexts. At the 2006 conference, Mosso met Albert Skip Rizzo, a psychologist (and now director of medical VR) at the University of Southern California, who had been doing similar research with endoscopies. He presented 10 cases, says Mosso. I presented 200. Rizzo showed Mosso the expensive, state-of-the-art head-mounted displays he was using. It was another world, says Mosso. But then Rizzo revealed the equipment with which he had begunit was the exact same Spider-Man game.

In this moment my life changed, says Mosso. Skip saved me. Impressed by Mossos work, Rizzo donated a headset to him and persuaded a colleague, Brenda Wiederhold of the Virtual Reality Medical Center in San Diego, to let Mosso use some virtual worlds she had developed specifically for pain relief.

He used a virtual scenario developed by Wiederhold called Enchanted Forest, in which users can explore rivers, lakes, trees and mountains. (The virtual world has to be relaxing, notes Mosso. A shoot-em-up game, no matter how distracting, might increase the risk of uncontrolled bleeding if the excitement raised patients blood pressure.)

VR is now being studied by teams around the world to relieve pain in medical situations such as wound care and dentistry, as well as in chronic conditions such as phantom limb pain. But Mosso is still the only researcher to have published results on the use of VR during surgery. In one study of 140 patients he found that those using VR reported 24 per cent less pain and anxiety during surgery than a control group. He got similar results in a smaller randomised trial.

That represents an important cost saving for the clinics in which Mosso works; sedative drugs such as fentanyl and midazolam are very, very expensive, he says.

He estimates that this reduced the cost of surgery by around 25 per cent, although he hasnt yet crunched the data to give an exact figure. Cutting drug doses should also reduce complication risks and recovery times for patients.

Mosso is planning further trials to test this, but in general, he says, patients can go home an hour after surgery if they receive only local anaesthetic, whereas those who are sedated often need a whole day to recover.

It cuts down on the cost, on the recovery time, and on the complications, says Wiederhold. Its incredible. We still have not done that here in the US. Gregorio Obrador, dean of medicine at Panamerican University, is impressed too. At first, I thought it was a little goofy, he admits.

Overall, Mosso has now carried out more than 350 surgeries using VR, and says hed love to see it used as a routine component of pain relief in operating rooms. Offered alongside medication, he thinks the technology could transform how patients are treated during a wide range of procedures. But he has a bigger vision.

What if VR could be more than an alternative to sedation during hospital surgeries? Could it help him to bring surgery to patients where sedation isnt possible, where there are no hospitals at all?

Mossos Jeep Cherokee is full to bursting. Tents, plastic food boxes, surgical equipment, medication, sanitary products and bags filled with clothes, sweaters and shoes are squeezed into every available space inside and tied precariously to the roof. On the back seat are Mossos wife, Veronicaa gynaecologisttheir youngest son, Olivier, and, to keep the nine-year-old entertained, two baby iguanas recently captured from the forest near Acapulco, confined for the journey in a green net bag.

Theres a long drive ahead. We are going to El Tepeyac, an isolated village hundreds of kilometres away in the mountains of Guerrero state. Its home to an indigenous Mephaa community (often called Tlapaneco by outsiders), one of Mexicos poorest. They have been forgotten, says Mosso. They live with cold, on top of the mountain. They dont have hospitals, clinics, nothing.

As the high-rise blocks of Mexico City give way to sprawling shanty towns and then forested mountains, Mosso tells me about his father, Victorio. He was born close to El Tepeyac but left when he was 13, eventually becoming a teacher near Acapulco. He returned briefly to his childhood home after getting married, but never visited again until Mosso took him 40 years later. They found Victorios youngest brother, Faustino. At first, neither brother recognised the other. They said You look too old! recalls Mosso. Then they were hugging, crying, a lot of emotions. It was the first time I saw my father cry.

Mosso was shocked by the poverty he saw, with dwellings that he felt could barely be described as houses. The villagers asked him to examine a patient, an old woman with a fever who was lying in a puddle on the floor (there had been a recent flood, and it was the only place close to the fire). She had pneumonia; Mosso told them there was nothing he could do. She was my aunt, he says. It was the last time I saw her. She died a few weeks later. He pauses, eyes fixed on the road. Thats why I go back. Because of my aunt.

In 2000, Mosso and Veronica began to travel to El Tepeyac every few months. They helped the villagers to build and stock a basic medical clinic, and carried out simple surgeries. But a few years ago their trips stopped, due to a sharp rise in violence from the countrys drug cartels. These organised criminal groups have been active across Mexico since the 1990s, producing heroin from poppies grown in the mountains here and exporting it to the US and Europe. Any violence was traditionally directed mostly at the authorities and each other, but since 2009 the cartels have increasingly targeted the general population with extortion and kidnappings.

The threat of violence is now routine for many Mexicans; the news here is filled with beheadings, mutilations and disappearances. On the freeway in the outskirts of Mexico City the day before, we had passed a group of four men, calmly crossing on foot between the busy traffic. One of them carried a young woman over his shoulder, either dead or unconscious, her dark hair spilling down past his hips. Mosso shrugged; for him the sight was nothing unusual. He works weekends at a hospital in this area and says he once had to order his surgical team to flee the operating room when a gunman entered the building, intent on killing their patient.

But the security situation is particularly bad in Guerrero, which is the countrys most violent state, with one of the highest murder rates in the world.

According to a 2015 report by anthropologist Chris Kyle of the University of Alabama, Birmingham, illegal roadblocks, carjackings and kidnappings are routine here. The police have lost control, Kyle says, and there is near complete impunity for the perpetrators. In 2009, Mosso and Veronica reluctantly decided that it was too dangerous to travel. We were coming to El Tepeyac four times a year, he says. When the narc began, no more.

But hes desperate to see his family, and worried about the health of the villagers. So although the security situation hasnt improved, he is now attempting the trip again. The obvious route from Mexico City is to take the highway via Guerreros capital, Chilpancingo, to Tlapa de Comonfort, the nearest town to El Tepeyac.

But the road from Chilpancingo to Tlapathe main route for transporting opium out of the regionis hell, Mosso says, with many shootings and kidnappings. Instead we take a roundabout route through the states of Morelos and Puebla. We travel by daylight and eat on the move, making just one brief stop, in a deserted lay-by, during the nine-hour drive.

His caution pays off; the only sign of trouble is three cars travelling in convoyWhen you see vehicles driving together like that, its the narc, Mosso notes as we passand once we reach the steep streets of Tlapa, he visibly relaxes. In this largely indigenous area, self-organised community police groups have been relatively successful in limiting the violence of the cartels. From Tlapa, the road gets higher and rougher as the sun sets, eventually becoming a narrow, winding track of mud and stones.

We arrive to find El Tepeyac in darkness; the only power line was recently blown down by a storm. The villagers line up to meet us with flashlights, wide eyes and smiles looming out of the black. The welcome is a little awkwardmany of them dont speak Spanish, and Mosso doesnt speak Mephaauntil they direct us to a long, plastic table beneath a high shelter and feed us chicken soup and tortillas, freshly cooked over a fire, with steaming lemon tea.

The sun rises to reveal the centre of El Tepeyac as a handful of brightly painted concrete buildings surrounding a covered basketball court, where communal meals and functions are held. Around 150 people live here, their homes scattered across the mountainside, each with space for vegetables, chickens and cows, and a large rain butt for fresh water.

Theres a breathtaking view over slopes forested with pine and eucalyptus trees, with maize plants squeezed into every available space. (The terrain is also perfect for growing poppies, and although we dont see evidence of it in El Tepeyac, most communities in this region supplement their income in this way.) Mosso points out neighbouring villageswhile most inhabitants of El Tepeyac are Mephaa, the people in the next village belong to another indigenous group, the Mixteco, while the ones beyond that are Nahuatl, descendants of the Aztecs. Theres no cell or TV signal here and these communities have limited contact with the outside world; instead, they communicate with each other by two-way radio and closed-circuit television, all in local dialects.

Straight after breakfast, Mosso visits another of his aunts. Shes small and squat with missing teeth and lives with her son and daughter-in-law in a mud-brick house with a roof made of corrugated iron. She holds her nephew and weeps. Her husband, Victorios brother, has passed away since Mossos last visit. Of ten siblings, only one is still alive.

Then its time for work. We walk down a muddy track to a single-storey building with two rooms, bare concrete floors and shelves stacked with pills. We say its a clinic, says Mosso, but its just a house. Would-be patientssome are from El Tepeyac, others have walked from neighbouring villageswait in an open porch while Mosso and Veronica set up tables and chairs inside. This morning, the two doctors will each hold an open clinic.

Mossos first patient of the day is a young mother. Her seven-month-old baby, Hector, has a flattened forehead and plaintive cry. Mosso diagnoses microcephaly: the babys brain hasnt developed properly. The Zika virus is causing cases of microcephaly across Central and South America, but Mosso doesnt think thats the case here; the mosquitoes that carry the virus dont usually live at this altitude (2,300 metres), and the woman says she hasnt visited the coast.

She shows no emotion as he explains her babys condition, then she thanks him and leaves.

He gets through around 20 patients during the morning. One anxious man has red tracks on his thighs from the claws of a tarantula that crawled into his trousers while he was working in the fields. He has since developed sensitive skin and back pain, which he fears is due to the spiders poison. Mosso prescribes antibiotics for cases of parasitosis and kidney infection, and diagnoses tooth decay in almost everyone; there is little education here about oral hygiene. Diabetes is common, too, as the villagers routinely consume sugary drinks instead of water. Mosso lectures one patient after another: No Coca-Cola, he says. Only one tortilla, not five.

One old man comes in with a hernia untreated for 20 years. The nearest doctor is in Tlapa, explains Mosso, an hours drive away but a difficult journey without a car. The government does subsidise medical care for indigenous groups, he says, but even when they are able to travel they are sometimes discriminated againstput off from treatmentor they simply dont know who to see or what care is available.

Mosso writes several personal referrals to colleagues in Tlapa, which he hopes will accelerate the villagers access to the care they need. He also identifies a handful of cases suitable for surgery here in El Tepeyac. But theres a problemthe village is still without power.

After lunch at Mossos nieces house, which turns out to be perched on the mountainside up a muddy track so steep it makes the Jeeps wheels spin, the lights come back on; the surgery can go ahead after all. The clinic floor is briskly swept as Mosso and Veronica put on scrubs and lay out scalpels. A nine-year-old girl named Joanna is on a bed by the window, screaming for her mother.

Mosso is going to remove a lump of cartilage from behind her ear. She is wearing jeans and a T-shirt, and has bare, dirty feet. Through the window children are playing, adults sit in chairs sharing home-brewed tequila, and the mountains stretch for miles. A fly crawls slowly over the paint-splattered floor.

Veronica fits the VR headset and the girl is immediately quiet. I see fishes, she says. I see water. Mosso has chosen for her an island world, with stone ruins and tropical fish beneath the sea. She remains still and calm until Mosso has finished stitching, then describes her experience. I have never seen the sea, she says. I liked it. I felt that the water was warm.

Then there are several lipomas to remove; these benign tumours are mostly harmless but if they cause pain, Mosso recommends surgery. He operates on a 54-year-old kindergarten teacher with two lipomas on her arm, and a man in his 20s who studied in Tlapa and has played video games before. The man is sceptical about the VR at first, but it was better than I thought it would be, he allows after the surgery.

Next is 31-year-old Oliveria, her dark, curly hair tamed in silver butterfly clips. She has four children, works as a farmer and has walked from a village one-and-a-half hours to the south. She has a lipoma deep in her back, which hurts when she moves. It is a slightly trickier case than the others but the lump is likely to keep growing, so Mosso thinks its best to remove it now.

Oliveria lies on her front in black jeans and a bra as Veronica fits the headset; shes watching the same undersea world as Joanna. Mosso injects local anaesthetic into the lump, makes a cut, and his white-gloved finger disappears to the knuckle. He feels around.

Ill have to open up the muscle, he concludes. He extends the cut and pulls open the flesh with metal brackets before reaching deeper than before. Eventually, he manages to pull the fatty ball free. Veronica holds it tight with tweezers as Mosso snips around: success. But the undersea world is suddenly replaced by an error message. The laptop wasnt plugged in, and the battery is about to fail. A few seconds later, Mosso and Veronica realise that Oliveria has lost consciousness.

Everyones moving. They turn the patient onto her back, Mosso rubbing her chest and shouting Vamos a la casa! while Veronica waves alcohol-soaked cotton wool under her nose. The pain triggered Oliverias blood pressure to drop suddenly, explains Mosso, causing her to faint. He inserts an intravenous line with fluid to restore her blood pressure. Shortly afterwards Oliveria moans, and bats away the cotton wool. Breathe slowly, instructs Veronica. Mosso swats a fly from her face.

After a few minutes, they roll Oliveria onto her side to sew up the wound. Mosso doesnt have the facilities here to sedate her, or offer her any painkillers more powerful than the local anaesthetic, so he plugs in the laptop and switches the VR back on.

Veronica keeps Oliveria talking as Mosso works. What do you see? she asks. Fishes, water, stones, comes the reply. Then they help her to her feet and walk her to a bed in the next room. Theres no stand or hook for the IV line so after some searching Oliveria ties it to an old floor lamp, which he balances on a table by the bed, next to Oliviers iguanas, happily munching lettuce on a plate.

It looks easy, but we never know at what moment we can have a surprise, says Mosso when the crisis is over. In a hospital Im relaxed, because the monitor tells me the patients heart rate, breathing, blood oxygen. Theres an anaesthesiologist, scrub nurse, other surgeons. But here, were far away from the hospital and my colleagues. With or without surprises, Im worried. What if something happens here and I dont have solutions? Tlapa is far away.

Half an hour later, Oliveria is ready to leave. I didnt know I was going to have surgery today, she tells Mosso and Veronica. Thank you. Mosso gives her paracetamol and antibiotics, and instructs her to take a taxi home. She has asked to keep the lipoma so he hands her the twisted, blood-stained lobes in a small pot of alcohol. Her hands are shaking as she takes it.

Next morning theres an impromptu farewell party on the basketball court. The village brass band accompanies a range of traditional Mexican dances, including one in which Mosso does a surprisingly athletic impression of an iguana.

He wants to leave earlytoday we will drive to Acapulco, where he plans to visit family (and release the real iguanas), before returning to Mexico City. Despite the circuitous route he has planned, it is unwise to be on the roads around Acapulco after nightfall. But theres another line of people at the clinic.

Veronica hands out the clothes and supplies from the Jeepdonations from Oliviers schoolwhile Mosso sees the patients. Theres one more case for surgery: a boy with a haemangioma (a benign tumour of blood vessels) on his head. There isnt a strong medical need to remove it, but the boy is being bullied by his friendsthey say its an insect, translates Mossoand his mother is desperate.

Mosso agrees to the surgery, but once thats done more patients arrivetheyve walked an hour to see him. Mosso says no. Its already early afternoon, we have to go. We drive seven hours without stopping, the air ever warmer as we leave the mountains and climb down towards the sea.

Hes agitated, pushing 90 miles an hour along the long, straight coastal road, but we lose the race. The sun sets and we speed towards the city in darkness. Then cars coming the other way begin to flash their headlights, and shortly afterwards were waved to a halt by a group of armed men in military attire.

Mosso knows the drill. Quickly he opens his window, flips on the interior light and calls his son into the front. Theyre looking for enemies, he says. As long as they can see were not hiding anything, they should let us through. Sure enough, the gunman looks inside and waves us on.

Once at his home in Acapulco, in a gated apartment complex, Mosso reflects on the trip. Apart from the fainting episode the patients all did well, and we travelled safely. It was successful, he says. Im happy with the results.

He has collected data on all of the surgeries he carried out, and hopes that his experiences will encourage the use of VR to help patients in other under-resourced communities around the world.

The cost of VR headsets has been prohibitive, but in the last year or two, the release of cheap devices such as the Samsung Gear VR and even the Google Cardboard, as well as the growing number of virtual worlds freely available online, have transformed access to the technology.

Although Mosso connected his headset to a laptop in El Tepeyac, he has previously shown that the technique works just as well running from a mobile phone, perfect for relieving pain in difficult locations. Theres no heavy equipment, he says. Its very easy to use.

Meanwhile he is already making plans to return to El Tepeyac. During our trip, he met with a local government representative who wants him to visit not just that village but neighbouring indigenous communities too. That would take time and money that Mosso doesnt have, but hes trying to convince some of his colleagues in Mexico City to help, and hopes that soon hell be able to return to Guerrero with a team of surgeons, perhaps in spring 2017.

Mosso is one of the most upbeat people I have met. Tonight, though, his optimism is tempered. He says his overwhelming emotion on leaving El Tepeyac was anger. Ive seen some economic development, he says. But my family are living in the same house, they are wearing the same clothes. All I gave is nothing. When I said goodbye I felt angry with myself, because I cant do anything for them.

Hes painfully aware that it will take more than VR and donated sweaters to solve the problems of the people of El Tepeyacand his country. But hes working to help them in the only way he knows.

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Virtual reality is making surgery simpler - Deniz Ergurel (subscription) (blog)

Virtual reality to take a decade as users chicken out, study shows – The Australian Financial Review

Virtual reality is in a "chicken and egg" situation where consumers are waiting for more content before buying, and content makers are waiting for more customers.

Virtual and augmented reality might be the buzz technologies of 2017, but consumer hesitation and shortage of products could mean they won't go mainstream until next decade, new research shows.

The 102-page Australian VR & AR Market Study 2017, released Tuesday by the Australian research company Telsyte, concludes that the technology has found itself in a chicken-and-egg predicament, with consumers unwilling to buy into it until there is enough content, and content producers unwilling to buy into it until there are enough consumers.

Virtual reality technology uses headsets, often just a mobile phone with lens attached to it, that are strapped to the face so users can play video games or watch movies, completely surrounded by the device's video feed.

Augmented reality can use headsets or handheld devices, that mix computer-generated video with live images of the real world.

Neither technology has gained widespread adoption in Australia, with household penetration estimated at only 2.3 per cent at the end of 2016, according to the study.

That figure has been kept low in part because few Australians have been able to try VR or AR to see if they like it nervousness about trying on headsets has meant that only 11 per cent of Australians aged 16 years or older have actually tried a headset, Telsyte found and in part because the manufacturers been nervous about shipping too many products ahead of demand, making them hard to buy even for consumers who have tested it.

"Manufacturers are taking a measured approach to this new category of products," said Foad Fadaghi, managing director of Telsyte and author of the report.

"They still have memories of other technologies that have come and gone, like 3D TV."

With such constraints still in force for much of 2017, it could be 2018 before we know whether VR and AR will gain a proper foothold or go the way of 3D TVs, Mr Fadaghi said.

While a number of VR manufacturers have said that education will be the first sector to properly adopt the technology, Telsyte's research found that it will be video gaming and movie watching that will draw more people in.

"We do see some uses in education," said Mr Fadaghi. "A lot of educators look at VR as a big opportunity, given its ability to capture the imagination of young people with immersive experiences.

"But when we ask consumers what they want to use VR for, it's primarily for games and movies," he said. The same is true of smartphones: half of all smartphone app revenues go to the gaming industry.

Of the two complementary technologies, it will be virtual reality that has the fastest adoption, thanks to games, but it will be augmented reality that has the broadest application, because it can be used for gaming and business apps.

"It will all eventually take off," predicts said Mr Fadaghi. "It will just take a little longer before it becomes mainstream. It could be 10 years, just like smartphones."

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Virtual reality to take a decade as users chicken out, study shows - The Australian Financial Review

Virtual Reality Was a Flop in 2016. Will 2017 Be the Year It Takes Off? – Motley Fool

Image source: Getty Images.

Consumer-level virtual reality (VR) received its first big push in 2016 with major headset launches from Facebook(NASDAQ:FB), HTC (NASDAQOTH:HTCCY), and Sony (NYSE:SNE), but uptake for the technology fell short of many analysts' expectations, and there are a range of challenges that threaten to limit future adoption.Sales for Facebook's Oculus Rift and HTC's Vive headsets dried up after their respective launches, and SuperData cut its 2016 sales estimate for Sony's PlayStation VR from 2.6 million units to 745,000 units -- potentially worrying signs for the future of head-mounted displays.

VR still has compelling prospects, but it's also clear that the technology will have to overcome certain roadblocks before it's ready for prime time. In order to better understand the potential growth trajectory for virtual reality in 2017 and beyond, let's take a look at some of the factors that are shaping the progression of the technology.

The fact that Samsung's Gear VR -- which uses compatible cellphones for its display and retails at $99 -- is the top-selling headset suggests that price will continue to be a key hurdle for higher-end virtual reality adoption. The Oculus Rift still sells for $599, while the Vive is priced at $799, and the PlayStation VR retails at $399. In addition to a growing list of compatible phones for Gear VR and Alphabet's Google Daydream platform, more headsets will hit the market in 2017 and fill in the gaps between high- and low-end experiences. Increased competition should put pressure on Facebook, HTC, and Sony to lower the prices for their devices or improve value propositions through bundling and other promotions.

Lenovo is expected to release a headset this year that delivers higher resolution than the Rift or the Vive, a lighter weight, and augmented reality (AR) capabilities -- all at a sub-$400 price. Lenovo's device will be part of Microsoft's (NASDAQ:MSFT) Windows Holographic virtual reality ecosystem, and make use of a dual-camera internal tracking system (as opposed to the external systems used by the Vive, Oculus Rift, and PS VR) that could be instrumental in the emergence of more affordable headsets. Windows Holographic headsets will reportedly start in the $300 price range and are being designed to be compatible with mid-range computers -- moves that should make virtual reality more accessible and build Microsoft's position in the space. Companies including Asus, Acer, HP, and Dell are also developing entries for the Windows Holographic virtual reality platform, though it's not clear which, if any, will launch this year.

Even with new entrants, the cost of high-end VR will likely continue to be prohibitive to mass-market adoption, but reports that Facebook is closing 200 out of 500 Oculus Rift demo stations at Best Buy locations due to low engagement suggests other obstacles to VR going mainstream this year.

While new competition means the cost of entry for mid-level and high-end virtual devices is likely to fall this year, a growing selection of headsets will contribute to the trend of fragmentation that threatens to limit the progression of VR. Early competition to establish leadership in the space and technological differences between high-end and low-end deviceshave created a situation where many software offerings are not compatible across devices. Fragmenting even exists within individual platforms, with Oculus Rift developers needing to account for segmentation created by the introduction of the device's touch-based controllers.

For now, VR hardware lacks a "killer app" to justify the cost of entry, and the dynamics of the current market present barriers to the arrival of breakthrough software. With small and fractured installed bases for VR headsets, developing big-budget virtual reality experiences still doesn't make sense for most developers, and that issue is likely to persist through 2017. Even Sony, a platform holder with wide range of video game development studios, seems to have few projects on the horizon to support its headset. Without standout software experiences to hook users and encourage engagement with the new display mediums, the high cost of entry will remain prohibitive to the mass market audience.

While early uptake for VR has been disappointing compared to initial projections, it's important to remember just how young this technology is. The overly optimistic forecasts for VR adoption in 2016 give cause for some skepticism when looking at future targets, but expectations for huge growth in the category persist, with a study from Citigroup estimating that the combined market for VR and AR will reach $2.16 trillion by 2035.

Despite initial roadblocks, the immersive potential offered by VR and AR and improvements to hardware and software make it likely that the technology will eventually achieve mass adoption. Last year marked the beginning of the consumer VR push, and, while it doesn't look like 2017 will deliver the confluence of factors needed to propel the medium into the mainstream, the long-term outlook remains very bright.

The early adopter market is mostly buying VR for video games, but the technology will eventually be bridged to online shopping and other uses, and the immersive qualities of AR and VR should open up huge advertising opportunities that help build support for the new mediums.

Teresa Kersten is an employee of LinkedIn and is a member of The Motley Fool's Board of Directors. LinkedIn is owned by Microsoft. Keith Noonan has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Facebook. The Motley Fool has a disclosure policy.

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Virtual Reality Was a Flop in 2016. Will 2017 Be the Year It Takes Off? - Motley Fool

What Ubisoft learned from its first virtual reality games – VentureBeat

Ubisoft has learned a thing or two about virtual reality.

The giant French video game publisher loves to experiment with new game platforms. Whenever a new one arrives, so do new Ubisoft games. With VR, Ubisoft has tried a number of things, and in October it launched its first VR game, Eagle Flight, a simulation game where you can fly above a future version of Paris as an eagle. After the game debuted, Ubisoft found that 73 percent of the game sessions were longer than 10 minutes, which went against the conventional wisdom about how VR was too uncomfortable for people to stay in it for very long.

Ubisoft also launched Werewolves Within, a VR version of the Werewolves tabletop game, where players try to figure out who among the villagers among them is a werewolf. And the company is working on Star Trek: Bridge Crew, where VR players take on the roles of a starships bridge crew.

David Votypka, creative director at Ubisoft Red Storm, and Chris Early, vice president of digital publishing at Ubisoft, gave a talk about the lessons the company has learned in VR at the Casual Connect Europe event in Berlin. I interviewed them after the talk about those lessons.

Heres an edited transcript of our talk.

Above: David Votypka (left) and Chris Early of Ubisoft at Casual Connect Europe.

Image Credit: Dean Takahashi

Chris Early: The theme of the talk is things weve expected about VR in the early days, in three categories. One was locomotion. VR makes people sick, so you cant do fast motion. Second was time in the headset. Weve heard a lot of things from headset makers, like seven minutes is what we should be designing for. The third is that VR is antisocial.

What weve discovered is the opposite is true in all three of these cases, in a lot of ways. For locomotion, Eagle Flight is the example. You fly at high speeds, turning, fast motion. The vast majority of people are very comfortable with it. A lot of it comes down to the techniques they use, like closing off peripheral vision. Since our peripheral vision is designed to detect things here, if you sense something whizzing by it triggers motion sickness. When the game detects that, it closes that off, and its a very effective technique.

GB: The research must have taken you a lot of time. When did you discover that?

David Votypka: The work was done at Ubisoft Montreal. They had the idea for a flying game because they were experimenting with Paris from the Assassins Creed universe. They started noticing that some things worked and some things didnt. One element that was bothersome was how fast things were going by.

Some of the research Olivia Palmieri did shes the producer on it was in the concept of horse blinders, or what happens when race drivers go really fast. They get that tunnel vision effect, which allows them to focus. Instead of creating a small hole you look through, they do it dynamically. When its displaying fast motion on the screen, it trims down the field of view, and then opens it back up again when theres nothing close by. You still have this wide vista, a panoramic field of view, until you get close to something. People dont even notice it.

Early: Thats the surprising part for me. When I first saw it, I was watching a monitor of someone playing. I assumed people would see it right away. But then I tried it in the headset and I wasnt even thinking about the effect. I didnt notice it at all.

GB: It sounds a bit like this foveated rendering technology theyre saying could reduce a lot of the graphics computing requirements.

Early: We could do that with foveated, probably, by just blurring it instead of blacking it out. It might be enough.

Votypka: To be fair, theyre still calculating the full screen. Its not a savings for us yet, because theyre trying to figure out where theres too much motion. Theyve already had to figure out that theres motion in that section, and then they black it out.

Early: Right. But rendering performancethis part doesnt have to be as high-res as that part. Back to time in the headset, seven minutes is what they were saying you should design for in the early days.

Votypka: With Eagle Flight, 73 percent of our session times are more than 10 minutes. Eagle Flight is a short-sequence thing. You go in and do a bit of a flight. The missions are maybe a minute or two at the most. But people stay in for a long time. A lot longer than we expected.

Above: Eagle Flight from Ubisoft Montreal.

Image Credit: Ubisoft

Early: In the social VR stuff weve seen about a third of our players playing for an hour to three hours. Very long sessions, longer than we expected, especially compared to that estimate of just seven minutes. Thats been really cool to see.

The third part is this idea that when you look at somebody in VR in their living room, it looks very antisocial. But when you get people in a shared environment together, when your physical traits and voice are networked, you get this social presence. Wow, Im here with other human beings. It becomes extremely social. Werewolves has been out for a little over two months and weve seen some amazing stories, from strangers playing together to how long people spend in the headset to how many friends they add. All sorts of very interesting things from what was, in a lot of ways, a social experiment. Its a multiplayer-only game. It requires VOIP to play. Its almost totally personality-driven. The gameplay systems are pretty simple. So much of it is just the players personalities.

All of these things were huge questions around shipping a game like that. For the players that are aware of it, weve had super positive feedback on all those aspects, which has been somewhatwe hoped, but we werent sure.

GB: Did you set out trying to ignore conventional wisdom?

Early: Social and VR were two things you just didnt think about together a few years ago. For me, VR goes back to the 90s. All the time Ive thought about it, I never thought about the social side until around 2014, when Michael Abrash from Oculus was at Carnegie Mellon giving a speech. He said, Theres a lot of open questions about VR. But one thing Im sure of is itll be the most social medium ever. Thats a pretty bold statement.

We had some multiplayer prototypes in Unity. When we got our DK2s we put on the headsets and got it running quickly. We sat across this table from each other where previously wed been sitting with a mouse and keyboard and monitor. We looked at each other across this warehouse environment and we could see each others head movements and so on. I thought, Okay, I feel like Im actually there with this person, not just looking at an avatar. That moment, it felt like there was something to this something thats not obvious, but once you try it, its evident how tightly connected people can be in VR. Its you, as opposed to just a pre-animated avatar.

Once that was proven, we started thinking about what kind of social games we could make. Werewolves was obviously our version of the original Mafia game. Theres been a lot of derivatives of that card game. We put in our own unique VR mechanics and gameplay rules. We went that direction because we wanted to focus on the social aspect, improving that with a well-known gameplay model. Social deduction is an interesting gameplay format for getting together around a table together.

GB: It seems like certain genres fit will here. The board game genre in genre matches well with social VR.

Early: Right. But you look at Star Trek Bridge Crew, which we still consider a social VR gameI call Werewolves an around-the-table format, while Star Trek is a crew experience. In that case youre all looking in different directions, seated in different places, more separated around the bridge. The around-the-table social connection isnt there. Weve designed it into the stations so you can work with each other. You still discuss with each other. But theres another action component to the game, going on missions and fighting Klingons as a crew. Its different gameplay from Werewolves, but its still social. A lot of different types of games can work in this social VR genre.

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What Ubisoft learned from its first virtual reality games - VentureBeat

With New Invention, Virtual Reality’s Potential for Magic Gets Real – New York Times


New York Times
With New Invention, Virtual Reality's Potential for Magic Gets Real
New York Times
I have seen a lot of great V.R. experiences, and nothing comes close to what the Void is doing, said Cliff Plumer, a former Lucasfilm technologist and manager who joined the virtual reality start-up the Void as its chief executive on Feb. 9. If ...

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With New Invention, Virtual Reality's Potential for Magic Gets Real - New York Times

How Valve is Taking a Nintendo-like Approach to Virtual Reality – UploadVR

Valve is building hardware for virtual reality, and its taking cues from one of the console industrys brightest minds.

VR is still in its early stages in terms of revenues relative to the industry as a whole, but Valve is pushing virtual realityforward by following the methodthat legendary Nintendo designerShigeru Miyamoto used in the development of devices like the DS handheld or the Wii motion-controlled console. Miyamoto, creator of the Mario and Zelda franchises, has repeatedly worked on hardware and software in conjunction with one another to ensure that the companys games and systems take full advantage of their capabilities.

Valves prototype grip controllers. Photo by GamesBeat/Jeffrey Grubb

Valve wants to emulate that process with SteamVR.

One of the questions you might ask us is, Why in the world are you making hardware, Valve founder Gabe Newell said during a roundtable interview with several media outlets including GamesBeatlast week. Were building three VR games. What we can do now is we can be designing hardware at the same time that were designing software. This is something that Miyamoto has always had. Hes had the ability to think about what the input devices and design of systems should be like while hes also designing games. And our sense is that this is going to enable us to build much better entertainment experiences for people.

Newell said that Valve isnt suddenly looking to make a significant profit from hardware devices because the margins are typically not great on those kinds of products. Instead, he explained that in order to move VR forward, Valve needs to think about software and hardware developing in unison.

It feels like weve been stuck with mouse-and-keyboard for a really long time, said Newell. The opportunity to build much more interesting kinds of experiences for gamers is there, we just had to expand what we could do. But its not about building hardware, its about making bigger leaps forward by working on these things together.

All the senior members of Valves VR team acknowledged that its efforts could flop because they dont know whats going to work. But the company thinks that any potential failure could provide useful data for anyone else working in the space, and since SteamVR is open, someone else could swoop in with a successful idea that Valve couldnt think of.

The presumption is that when youre trying to build something new, youre going to have a lot of failures, said Newell. So you want to be in a position so you know if something could work. If youre not failing, then youre probably not exploring the potential space.

But Valve is determined to do that exploring, and Newell specifically points to Nintendo as an example of how to do this kind of experimentation.

Because you can always be surprised, said Newell. Personally, I thought the DS was kinda stupid. I thought Sony was going to crush Nintendo in that generation of handheld devices. I was totally wrong. I hadnt worked on it. I hadnt tried to design any games for it. And clearly the DS ended up the winner.

On the flipside, the first time I played Wii Sports, I was like, Oh, my god theres so much potential here. But it turned out that Wii Sports pretty much nailed it, and that was it. And there was less innovation that I expected.

So Newell is wary of his initial instincts.

You can still find out that there was more or less [to an idea] than you thought, said Newell. And you find out by making a bunch of experiments and getting a bunch of other people to try things.And the assumption is that as we continue this ongoing evolution of game design, tools, and hardware, were going to find stuff that really creates game experiences that take advantage of the unique characteristics of VR.

And so Valve will keep iterating on its hardware and software, and everyone will get to see if the company ends up with a success like the Nintendo DS or a flop like the Wii U. Either way, Newell and his team are prepared.

This post by Jeff Grubb originally appeared on VentureBeat.

Tagged with: controllers, Gabe Newell, Valve Software

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How Valve is Taking a Nintendo-like Approach to Virtual Reality - UploadVR

Inside an IMAX virtual reality arcade – VentureBeat

We dont know yet if VR arcades in the United States are going to find success, but it is looking like IMAX VR is going to give it a great try.

We went inside the big-screen companys flagship VR center in Los Angeles this week, and got a good look at their plans for arcade roll-outs this year including centers spread across the globe. In short, I saw a series of well-designed spaces equipped with some of the best virtual reality hardware and software available.

Above: The IMAX VR arcade.

Image Credit: UploadVR

Visiting virtual worlds in the center costs about $1 per minute right now (Each experience is approximately 5 to 15 minutes long and featured experiences range between approximately $7-$10). That could change as more content is introduced to the location over time.

The first arcade in Los Angeles is not connected with a multiplex, but future IMAX VR centers in Los Angeles, New York and overseas will be connected to movie theater locations. The idea is youll head out to the movies and before or after the big show youll visit the VR arcade for a few minutes.

Above: The reception area of the VR arcade.

Image Credit: IMAX

HTC is betting big on VR arcades in China. An arcade version of its Viveport VR content store is designed to make it easier for groups to set up a location equipped with a variety of worlds to visit. Theres an assumption that out-of-home VR experiences are going to be very popular in Asia where many people have less space and money to install their own equipment. It remains to be seen whether similar arcades in the United States and elsewhere will find success, but IMAX is looking to make a strong go of it.

This will be a breakthrough for the U.S. I think, said HTCs Viveport president, Rikard Steiber.

A lot of thought clearly went into the design of this first flagship IMAX location, and it is equipped with hardware which should exceed or at least rival the setups early adopters have at home.

For VR enthusiasts in the Los Angeles area looking to introduce friends, family or coworkers to VR this center should be strong competition for anything youve set up personally.

Above: IMAX VR arcade visitors may don these backpacks.

Image Credit: IMAX

IMAX is making clear it is providing a premium experience partnering with the HTC Vive for a series of room-scale pods complemented by Subpac haptic vests and a D-Box motion chair. Powerful PCs are stored out of sight overhead with wires running down on balancers meant to manage the wires and keep them out of the way while moving freely around the room.

Heres the roll-out plan for the next pilot centers:

IMAX has signed agreements to open an additional five IMAX VR centres in the coming months, including a pilot Centre in the UK with ODEON & UCI Cinema. The Company is also currently in conversations to open additional pilot centres in Japan, the Middle East and Western Europe. These pilot locations will test several factors including the overall customer experience, pricing models and the types of content featured. If successful, the intent is to roll out the concept globally to select multiplexes as well as to commercial locations such as shopping centers and tourist destinations.

While most of the pods were equipped with HTC Vives, a pair of StarVR headsets were also at the IMAX location, powered by some of the beefiest graphics cards available hidden away in computers overhead.

StarVR is a headset from Starbreeze that features an ultra-panoramic view compared to the first headsets you can buy for your own home. It is still very much a developer kit, though, and only runs at 60 frames per second (FPS) compared to the Vives 90 FPS.

Above: Playing John Wick in VR.

Image Credit: IMAX

StarVRshould probably come with an experimental sign so visitors to the center know it is not at the same level of polish as the Vive. I tried a rooftop assault version of the John Wick Chronicles VR game in the headset with a realistic gun accessory tracked usingPhaseSpace.

I delighted in a moment when I spotted an attacker coming from my left, in my periphery, who would have been completely unnoticed if I had been wearing a Vive.

But the combo of software and hardware which uses different optics and screens compared with the Rift and Vive lacked a level of smoothness Ive come to expect from room-scale VR.

The same cord management system is used for both the Vive and StarVR systems, relying on a pair of balancers to keep the cord out of the way but let it extend when taking a step.

The waiting area includes poster-size displays previewing experiences and breaking them down by available times and intensity.

According to IMAX, the company established a $50 million VR fund together with strategic investors such as Acer, CAA, China Media Capital, Enlight Media, The Raine Group, Studio City and WPP to help finance the creation of at least 25 interactive VR content experiences over the next three years for use across all VR platforms, including in IMAX VR centres. The center currently features content from ILMxLAB, Sony, Lionsgate, Starbreeze, Survios, and Ubisoft.

Theres also a sampler that allows visitors to try out a great cross-section of introductory VR experiences.

Star Trek: Bridge Crew is among the experiences coming to the center soon, and IMAX is working with Google to develop a cinema-grade VR camera planned for launch in mid-2018 to capture 360-degree content in 3D. IMAX is planning to leverage the resulting content for its VR centers.

IMAX is pretty clear this is a test for the company, but it is definitely a serious one.Wed love to see how busy the center is in the coming weeks and months, as well as what foot traffic looks like at centers rolling out inside theaters. Thats the data IMAX needs to decide whether its experiment is a success. Well both certainly be watching.

The flagship IMAX VR center is located at 157 South Fairfax in Los Angeles, CA 90036 across from the Grove. The phone number is 323-452-4081 and the link to buy tickets is available here.

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Inside an IMAX virtual reality arcade - VentureBeat