Daily Archives: February 23, 2017

Building Robots Without Ever Having to Say You’re Sorry – IEEE … – IEEE Spectrum

Posted: February 23, 2017 at 1:18 pm

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In January, the Legal Affairs Committee of the European Parliamentput forward a draft report urging the creation and adoption of EU-wide rules to corral the myriad issues arising from the widespread use of robots and AIa development, it says, is poised to unleash a new industrial revolution.

Its an interesting read, and a valiant effort to get a handle on how to standardize and regulate the ever-expanding robot universe: drones, industrial robots, care robots, medical robots, entertainment robots, robots in farmingyou name it, theyre all inthere.

Beginning with Frankensteins monster, Pragues golem, and Karel apeks robot and ending with a code of ethics for robotics engineers and some daunting lists of shoulds for robot designers and end users, the 22-page worry catalog toggles between practical concerns about liability, accountability, and safetywhos going to pay when a robot or a self-driving car has an accident?and far-ranging ones about when robots will need to be designated electronic persons, and how we will ensure that their creators make them good ones.

The practical concerns addressed include a call for the creation of a European agency for robotics and artificial intelligence to support the European Commission in its regulation- and legislation-making efforts. Definitions and classifications of robots and smart robots need to be detailed, and a robot registration system described. Interoperability and access to code and intellectual property rights are addressed. Even the impact of robotics on the workforce and the economy are flagged for oversight.

The electronic persons discussion, tucked halfway through the report, caught everyones attentionperhaps because its much more fun to catastrophize about HAL 9000 and Skynet than it is to ponder robot insurance requirements. And because personhoodwhat it legally means to be recognized as a personissuch a loaded topic.

Mady Delvaux, a Luxembourg member of the EP and the reports author, attempted to clarify the designation of what a limited electronic personality would be, saying that it would be comparable to the standing that corporations have as legal persons, making it possible for them to conduct business, limit liability, and sue or be sued for damages.

But we havent finished addressing legal definitions of personhood for women, children, and higher-order animals like chimpanzees yet. Are we really ready to take on robot e-personhood?

I called Joanna Bryson, reader in the department of computer science at the University of Bath, in England, and a working member of the IEEE Ethically Aligned Design project, to ask her what she thought, having just read the Reddit Science Ask Me Anythingshe did about the future of AI and robotics. Her response? As soon as you put the word person in the draft, youre probably in trouble.

She told me about Australian law professor S.M.Solaimans article Legal Personality of Robots, Corporations, Idols and Chimpanzees: A Quest for Legitimacy,which argues that corporations are legal persons but AIs and chimpanzees arent. Legal persons must know and be able to claim their rights: They must be able to assert themselves as members of a society, which is why nonhuman animals (andsome incapacitated humans), and artifacts like AIs should not, according to Solaiman, be considered legal persons.

But then Bryson said something I had not considered. Since robots are ownedthey are in a sense our machine slaveswe can choose not to build robotsthat would mind being owned. We arent obliged to build robots that we end up feeling obliged to, says Bryson. So instead of assuming that an ethically challenged future saturated with sentient machines is inevitable, we could choose to maintain agency over the machines we are building and defy the technological imperative. Could we do it? Or are we so in thrall to the notion of creating artificial life, monsters, and golems, that its irresistible?

This article appears in the March 2017 print issue as Do We Have to Build Robots That Need Rights?

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The ‘Curious’ Robots Searching for the Ocean’s Secrets – The Atlantic

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People have been exploring the Earth since ancient timestraversing deserts, climbing mountains, and trekking through forests. But there is one ecological realm that hasnt yet been well explored: the oceans. To date, just 5 percent of Earths oceans have been seen by human eyes or by human-controlled robots.

Thats quickly changing thanks to advancements in robotic technologies. In particular, a new class of self-controlled robots that continually adapt to their surroundings is opening the door to undersea discovery. These autonomous, curious machines can efficiently search for specific undersea features such as marine organisms and landscapes, but they are also programmed to keep an eye out for other interesting things that may unexpectedly pop up.

Curious robotswhich can be virtually any size or shapeuse sensors and cameras to guide their movements. The sensors take sonar, depth, temperature, salinity, and other readings, while the cameras constantly send pictures of what theyre seeing in compressed, low-resolution form to human operators. If an image shows something different than the feature a robot was programmed to explore, the operator can give the robot the okay to go over and check out in greater detail.

The field of autonomous underwater robots is relatively young, but the curious-robots exploration method has already lead to some pretty interesting discoveries, says Hanumant Singh, an ocean physicist and engineer at Woods Hole Oceanographic Institution in Massachusetts. In 2015, he and a team of researchers went on an expedition to study creatures living on Hannibal Seamount, an undersea mountain chain off Panamas coast. They sent a curious robot down to the seabed from their manned submersiblea modern version of the classic Jacques Cousteau yellow submarineto take photos and videos and collect living organisms on several dives over the course of 21 days.

On the expeditions final dive, the robot detected an anomaly on the seafloor, and sent back several low-resolution photos of what looked like red fuzz in a very low oxygen zone. The robots operators thought what was in the image might be interesting, so they sent it over to the feature to take more photos, says Singh. Thanks to the curious robot, we were able to tell that these were crabsa whole swarming herd of them.

The team used submarines to scoop up several live crabs, which were later identified through DNA sequencing as Pleuroncodes planipes, commonly known as pelagic red crabs, a species native to Baja California. Singh says it was extremely unusual to find the crabs so far south of their normal range and in such a high abundance, gathered together like a swarm of insects. Because the crabs serve as an important food source for open-ocean predators in the eastern Pacific, the researchers hypothesize the crabs may be an undetected food source for predators at the Hannibal Seamount, too.

When autonomous robot technology first developed 15 years ago, Singh says he and other scientists were building robots and robotics software from scratch. Today a variety of programming interfacessome of which are open-sourceexist, making scientists jobs a little easier. Now they just have to build the robot itself, install some software, and fine-tune some algorithms to fit their research goals.

While curious robot software systems vary, Girdhar says some of the basics remain the same. All curious robots need to collect data, and they do this with their ability to understand different undersea scenes without supervision. This involves teaching robots to detect a given class of oceanic features, such as different types of fish, coral, or sediment. The robots must also be able to detect anomalies in context, following a path that balances their programmed mission with their own curiosity.

This detection method is different from traditional undersea robots, which are preprogrammed to follow just one exploration path and look for one feature or a set of features, ignoring anomalies or changing oceanic conditions. One example of a traditional robot is Jason, a human-controlled ROV, or remotely operated vehicle, used by scientists at Woods Hole to study the seafloor.

Marine scientists see curious robots as a clear path forward. To efficiently explore and map our oceans, intelligent robots with abilities to deliberate sensor data and make smart decisions are a necessity, says yvind degrd, a marine archaeologist and Ph.D. candidate at the Centre for Autonomous Marine Operations and Systems at Norwegian University of Science and Technology.

degrd uses robots to detect and investigate shipwrecks, often in places too dangerous for human divers to explorelike the Arctic. Other undersea scientists in fields like biology and chemistry are starting to use curious robots to do things like monitor oil spills and searching for invasive species.

Compared to other undersea robots, degrd says, autonomous curious robots are best suited to long-term exploration. For shorter missions in already explored marine environments, its possible to preprogram robots to cope with predictable situations, says degrd. Yet, for longer missions, with limited prior knowledge of the environment, such predictions become increasingly harder to make. The robot must have deliberative abilities or intelligence that is robust enough for coping with unforeseen events in a manner that ensures its own safety and also the goals of the mission.

One big challenge is sending larger amounts of data to human operators in real time. Water inhibits the movement of electromagnetic signals such as GPS, so curious robots can only communicate in small bits of data. degrd says to overcome this challenge, scientists are looking for ways to optimize data processing.

According to Singh, one next step in curious robot technology is teaching the robots to work in tandem with drones to give scientists pictures of sea ice from both above and below. Another is teaching the robots to deal with different species biases. For example, the robots frighten some fish and attract othersand this could cause data anomalies, making some species appear less or more abundant than they actually are.

degrd adds that new developments in robotics programs could allow even scientists without a background in robotics the opportunity to reap the benefits of robotics research. I hope we will see more affordable robots that lower the threshold for playing with them and taking risks, he says. That way it will be easier to find new and innovative ways to use them.

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Robotics Researchers Discovered a Better Way For Insects to Walk – Gizmodo

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A popular approach to designing robots that can navigate a world built for living creatures is to simply copy Mother Natures designs. But while trying to improve how a six-legged robot walks, researchers at the cole Polytechnique Fdrale de Lausanne actually found a faster way for six-legged creatures to get around.

While many vertebrates are able to run quickly and with minimal ground contact, six-legged insects take a different approach to speed. They use whats called a tripod gait, which means that when scurrying across flat terrain, they always have at least three legs touching the groundtwo on one side, and one on the other.

The researchers at EPFL, who also worked with the University of Lausanne, were curious to know if the tripod gait really was the fastest way for a six-legged creature to get around. So they pressed the fast-forward button on evolution and used a series of computer simulations and real-life experiments to see if there was a more efficient alternative. They eventually discovered that a bipod gait, where a six-legged creature has only two legs on the ground at any one time, allowed it to move faster, without any hardware upgrades.

But lets not a point a finger and laugh at Mother Nature just yet. While the bipod approach to six-legged running works great on flat terrain, the simulations the researchers ran also revealed that the more traditional tripod approach is actually better for insects who use sticky feet to walk on walls, ceilings, and other surfaces where theyre constantly fighting gravity.

When crawling through a jungle where the terrain changes from inch to inch, it makes sense that insects would use an evolved approach to getting around that allows them to navigate every possible hazardas opposed to one that prioritizes speed. But since the robots humans design are usually created and customized for very specific tasks, this discovery shows that copying Mother Nature verbatim isnt always the best approach. Sometimes, we can improve on it.

[EPFL via Robotics Trends]

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Mesa robotics class helps students find passion for technology – KNXV – ABC15 Arizona

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MESA - Students at Mesa's Westwood High School are gearing up for a big robotics competition, and some of the teens say they never knew they had a passion for engineering or high-tech learning until they joined the club.

The robotics program is part of the school's STEM program, which stands for Science, Technology, Engineering and Math.

"I never thought I would be even into engineering," said junior Jill Barcena. "If I hadn't joined robotics, I wouldn't have had the opportunity to grow in this way."

The students design and build their own robots. They learn about problem solving, creativity, teamwork and getting prepared for big tech jobs.

"We can get certificates that are certifying us to work in places like Intel and Boeing," said junior Nic Peters.

The program already has big name sponsors like Boeing and Cox Communications. The instructor says it's a great program because there is no one right answer to a problem. The kids work in all kinds of ways to solve problems.

"I think the kids you see in here are the kids you are going to see in the workforce and kids who the economy is going to be built on in the future," said robotics instructor Tom Saxon.

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Roam Robotics’ lightweight, affordable exoskeleton designed for everyday folks – Digital Trends

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Why it matters to you

Exoskeletons promise to make us stronger and faster, but most of them remain bulky pieces of kit. Roam Robotics has created a lightweight alternative.

There are a number of companies in existence developing cutting-edge exoskeletons that will help us perform feats of strength or endurance beyond what our bodies can otherwise manage.

But while a lot of these creations are bulky, expensive, and rely on electromechanical components to work, San Francisco-based Roam Robotics is taking a different approach.Instead, its focusing on designs that are largely constructed out of plastic and high-strength fabrics, but which nonetheless dont give up too much in terms of power compared to other designs.

More: A robotic exoskeleton powered this disabled U.S. athlete to a prize in the Robot Olympics

We are making a new type of exoskeleton that is primarily made of plastics and fabrics instead of the metal and motors that make up traditional devices, Roam Robotics co-founder Tim Swift told Digital Trends. The goal is to make devices that can dramatically reduce system cost and weight without sacrificing overall performance. The thing that is exciting, though, is that it creates a pathway to what has always been the dream for exoskeletons: a lightweight device that regular people can get access to and use in their everyday life. Early work has shown capabilities well beyond any device to date such as making people run faster and for less energy.

Swift said that the resulting exoskeleton could be useful in a number of everyday scenarios such ashelping a person recover from a knee injury, lift heavy objects, or simply maintain the ability to go on long hikes.

Roam Roboticshas been investigating the underlying technology for several years now, and Swift noted that the plan at present is have the first devices commercially available in 2018.

The best way to interact with our technology is to reach out to us on our website and tell us what you are interested in them for, as we are always looking for people to evaluate early devices during development, he said. Also, as we progress towards commercial release, we will be looking to complete early pilot trials where we plan to draw from interested parties.

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ETVR Virtual Reality 3.0 Review – Tom’s Guide

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The good

The bad

Verdict

The ETVR Virtual Reality 3.0 headset offers crisp details and a very comfortable fit for budget-conscious virtual reality fans.

When the cheap VR headset category started in 2014, it was an actual piece of folded cardboard with some lenses and a single button. Fast-forward to now, and you've got the ETVR Virtual Reality 3.0 headset (priced at $28.99) that improves upon just about every aspect of the concept. Instead of flimsy cardboard, you get a handsome device constructed from plastic, foam and faux leather with comfortable head straps, allowing for long viewing and playing sessions. Although we noticed a bit of light leakage, the ETVR is one of our top picks for consumers who want to experience VR without spending exorbitant amounts of money.

The ETVR Virtual Reality 3.0 headset has the slickest overall look of any of the cheap VR headsets Ive tested. While it shares the basic plastic construction found across the board in this category, the decision to go virtually all black, coupled with details such as chrome focal knobs and added head-strap components, makes for a more premium look.

The headset also has a few really clever functional additions that help elevate it over most of the other cheap VR headsets out there. The most noticeable is the padded cap on the top strap. The extra cushion alleviates some of the uncomfortable rubbing that can occur along the top of your head while allowing for a tighter fit to minimize errant headset movement.

MORE: Google Cardboard Review: Better Than Nothing

Looking inside the headset, you'll find two horizontal guides that slide into place around the outside of your phone. This not only holds the phone in place during use but also means you arent hunting around trying to center your phone for future VR sessions. Finally, this headset includes a button along the bottom right corner that makes it Google Cardboard-compatible, opening up some additional software options.

Beyond these fairly unique features, the ETVR 3.0 offers a perforated faux-leather padded face cushion and considerable venting to prevent overheating and fogging on the lenses. The focus controls are also thoughtfully placed at the temples and on top of the device for quick, easy adjustments during use.

My chief complaint about the ETVR 3.0 is that it does allow for some light to leak in at the top of the device. This is due to the front plate, which is made of a smoky translucent plastic; an opaque cover would have been better.

The ETVR can accommodate smartphones between 4.5 and 6.2 inches, including the iPhone 6 Plus. Setup is pretty straightforward; you just start the app you're planning to use before placing your phone into the headset. Next, open the headset's front cover, pop your smartphone into the waiting grip and secure the cover.

Thanks to the aforementioned padded cap on the head strap and a pliable faux-leather piece at the back of the strap, the ETVR is the most comfortable cheap headset Ive tested. Particularly for those games or VR experiences that lend themselves to quick head movement, this headset can be worn quite tightly and remain comfortable.

At 11.6 ounces, the ETVRs weight is in the middle of the pack compared with the Magiove (10.6 ounces) and the Destek (12.5 ounces). That's likely due to the extra padding, but it's a worthwhile trade-off in this case. The perforated faux-leather padding for your face is soft without being suffocating, and keeps your face cool even during longer VR sessions.

The ETVR 3.0's image clarity was excellent, retaining all of the detail on my Google Pixel's display. However, the color did seem slightly muted, while the display seemed somewhat dimmer in apps like Cedar Point VR Roller Coaster, compared with the more vibrant images on both the Magiove and Destek headsets.

MORE: Best VR Headsets

The focal- and pupil-distance controls are available on the sides and top of the device, respectively, and allow you to make quick adjustments as needed to ensure a clear picture.

The marketing materials for the headset claim a 120-degree field of view (FOV), but this simply isnt the case. The view looks virtually indistinguishable from other cheap VR headsets that claim a more plausible 83-85 degree FOV.

There is no onboard audio with the ETVR 3.0, so you are reliant on Bluetooth or wired headphones or simply the speakers in your phone. There are cutouts at each side and at the top of the front plate that will allow the sound to escape if you are using the speakers. Theres also room to run a 3.5 millimeter cord to plug in your headphones, if you choose to go that route.

Thanks to the presence of the button on the bottom right of the ETVR 3.0, this headset can use the Google Cardboard app. VR Street Jump for Cardboard is one example; its basically Cross Road in VR, and relies on the button to advance you through the game.

Otherwise, theres plenty of VR content and games available through the Google Play and Apple App Store.

Its impressive how much the ETVR Virtual Reality 3.0 gets right for such an inexpensive VR headset. You get an incredibly comfortable device, secure phone placement and added functionality through Google Cardboard support.

The light leakage and slightly muted colors are minor issues, and prevent this headset from being at the top of our list. If you're looking for a headset without either problem, I suggest the Magiove. But if comfort is at the top of your list when looking for a cheap VR headset, it's difficult to argue against the ETVR.

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Qualcomm to subsidize virtual-reality costs for headset makers – MarketWatch

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Qualcomm Corp. QCOM, -0.08% is doubling down on its virtual-reality efforts as it seeks to make its processors more attractive to headset manufacturers over rivals, such as Intel Corp. INTC, -0.11% The company announced Thursday a head-mounted display accelerator program designed to help original equipment manufacturers enter the virtual-reality market by subsidizing some of their engineering costs. Qualcomm said it will help to reduce the time it takes to create, develop and go to market, and estimates the program will help manufacturers get a commercial product available "within just a few months." Qualcomm's Snapdragon chips, which compete with similar chips produced by Intel, power the technology behind immersive virtual-reality experiences. Last year, the company said it was developing a standalone headset that could be easily adapted to specific manufacturers' specializations. At CES this year, Intel also showcased its own standalone virtual-reality headset called Project Alloy. Shares of Qualcomm were inactive in premarket trade. They've declined by more than 16% in the past three months, underperforming a 7.2% increase for the S&P 500 SPX, +0.02% Intel's shares are up 2.5% in the past three months.

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

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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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Interview: IMAX CEO Richard Gelfond Talks Virtual Reality – Forbes

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Interview: IMAX CEO Richard Gelfond Talks Virtual Reality
Forbes
As noted last week, I was fortunate enough to be invited to IMAX's big press event concerning the launch of their new VR center in Hollywood. You got my thoughts on the individual games on Friday, but I also got the chance to sit down for a brief chat ...

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See the Ancient World Through Virtual Reality – Smithsonian

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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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