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Daily Archives: July 22, 2017
What Really Happened At That Robotics Competition You’ve Heard So Much About – NPR
Posted: July 22, 2017 at 8:14 am
The DAR Constitution Hall in Washington, D.C. was transformed into a competitive robotics arena, when teenagers from 157 countries gathered for the FIRST Global Challenge on July 17. Liam James Doyle/NPR hide caption
The DAR Constitution Hall in Washington, D.C. was transformed into a competitive robotics arena, when teenagers from 157 countries gathered for the FIRST Global Challenge on July 17.
This week a highly-anticipated robotics competition for 15- to 18-year-olds from 157 countries ended the way it began with controversy.
On Wednesday, the team from the violence-torn east African country of Burundi went missing. Well before the competition even began, the teams from Gambia and Afghanistan made headlines after the U.S. State Department denied them visas. Eventually, they were allowed to compete.
The team from Honduras tend to their robot creation in preparation for competition. Liam James Doyle/NPR hide caption
The team from Honduras tend to their robot creation in preparation for competition.
The drama marred an otherwise upbeat event focused on kids and robots.
Every team arrived with a robot in tow, each built with the exact same components, but designed, engineered and programmed differently. The goal: to gobble up and sort blue and orange plastic balls representing clean water and contaminated water.
For two days, teenagers rich and poor, male and female competed on a level playing field.
Pictured top-left going clockwise, Brendan Alinquant of Ireland, Andrea Tern of Mexico, Helder Mendonca of Mozambique, Anis Eljorni of Libya, Sarah Lockyer of Australia and twins Rinat and Shir Hadad of Israel. Liam James Doyle/NPR hide caption
Pictured top-left going clockwise, Brendan Alinquant of Ireland, Andrea Tern of Mexico, Helder Mendonca of Mozambique, Anis Eljorni of Libya, Sarah Lockyer of Australia and twins Rinat and Shir Hadad of Israel.
But there were reminders that in some parts of the world there is no such thing as a level playing field. And no team understood that better than Team Hope, made up of Syrian refugees who've fled to Lebanon.
As Fadil Harabi, the team's mentor, pointed out, "more than 90 percent of Syrian refugees in Lebanon don't have legal status. They don't have passports."
Getting passports for the team, Harabi said, turned out to be a lot more complicated than building a robot.
Competing teams created robots with the goal to gobble up and sort blue and orange plastic balls, which represented clean water and contaminated water, respectively. Liam James Doyle/NPR hide caption
Competing teams created robots with the goal to gobble up and sort blue and orange plastic balls, which represented clean water and contaminated water, respectively.
Team Hope's robot didn't do very well, but every time the Syrian kids competed, they attracted a crowd that would clap and chant, "Team Hope, Team Hope!"
For Colleen Johnson 18, a member of the all-girl U.S. team, that's what this event was all about.
"Everybody here is working together, loaning each other batteries, tools, helping each other fix programming issues to lift each other up," she said.
Still, the technology gap between poor and rich nations was evident. For team Honduras though, that gap is due to the lack of opportunity, not just the lack of resources.
Competitors from Team Hope, center in black, test the performance of their robot in a designated practice area. The unique team was comprised of Syrian refugees who had fled to Lebanon. Liam James Doyle/NPR hide caption
Competitors from Team Hope, center in black, test the performance of their robot in a designated practice area. The unique team was comprised of Syrian refugees who had fled to Lebanon.
"Honduras is a country where there aren't many opportunities," explained the team's leader, 17-year-old Daniel Marquez.
Marquez and his teammates all came from a tiny village, a seven-hour drive and world away from Tegucigalpa, the Honduran capital. Not a single member of the team had ever handled a remote control, let alone built a robot.
"But the world today demands that we understand technology," said Melissa Lemus, one of two girls on the Honduran team.
As the competition entered its third and final day, I checked in on Afghanistan's all-girl team. It seemed they had grown weary of the media frenzy around them.
Speaking through a translator, 15-year-old Lida Azizi said she was disappointed that her teammates' skills, and the robot they built, had gotten a lot less attention than the team's visa problems, which nearly kept them out of the competition.
The Afghan team's consolation prize: a medal for "courageous achievement," and knowing that they placed much higher than countries like Canada, the United Kingdom and the U.S.
Top honors went to Team Europe, Poland and Armenia.
The all-girls team of competitors from Afghanistan worked together to build their robot. The team faced adversity when the U.S. State Department initially denied them visas. Liam James Doyle/NPR hide caption
The all-girls team of competitors from Afghanistan worked together to build their robot. The team faced adversity when the U.S. State Department initially denied them visas.
The awards ceremony and closing ceremony felt like one big party, not so much a goodbye. It was a celebration with a hopeful message delivered by World Bank President Jim Yong Kim:
"You are the first generation in human history that can end extreme poverty in the world," Kim said. "And from what I saw of these robots, I know you can do it."
His message was not lost: Intelligence and talent with a moral vision have no race, nationality, religion or gender.
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What Really Happened At That Robotics Competition You've Heard So Much About - NPR
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Burundi High School Robotics Team Reported Missing In DC – NPR
Posted: at 8:14 am
The missing teens are Aristide Irambona, 18 (clockwise from top left), Nice Munezero, 17, Audrey Mwamikazi, 17, Don Ingabire, 16, Richard Irakoze, 18, and Kevin Sabumukiza, 17. DC Metropolitan Police Department hide caption
The missing teens are Aristide Irambona, 18 (clockwise from top left), Nice Munezero, 17, Audrey Mwamikazi, 17, Don Ingabire, 16, Richard Irakoze, 18, and Kevin Sabumukiza, 17.
Washington, D.C., police say six teenagers from Burundi who competed in an international robotics competition were reported missing on Wednesday.
Two of the teens 16-year-old Don Ingabire and 17-year-old Audrey Mwamikazi were last seen leaving the U.S. and heading into Canada, the Metropolitan Police Department tells The Two-Way blog, adding that there is "no indication of foul play."
The six-person team participated in the first international high school robotics competition, called the First Global Challenge, earlier this week.
They were reportedly last seen on Tuesday, the final day of the competition.
The Metropolitan Police Department says it has no further information as of early Thursday afternoon about the whereabouts of Richard Irakoze, 18, Kevin Sabumukiza, 17, Nice Munezero, 17, and Aristide Irambona, 18, and adds that the case is under investigation.
The six teens four males and two females are shown smiling and posing with Burundi's flag on their team page on the competition's website. It says the teens were chosen from schools around the capital, Bujumbura, and are accompanied by a mentor.
According to The Washington Post, a spokesperson for the competition said "FIRST Global president Joe Sestak, a former Navy admiral and congressman, called police after receiving word from the team's mentor, Canesius Bindaba, that the teens had gone missing."
The Metropolitan Police provided NPR with six nearly identical police reports, which all state that Bindaba accompanied the teen to the robotics competition at Washington's DAR Constitution Hall. They each had one-year visas to the U.S. The mentor stated that each teen "went missing and he does not know where [they] could have went."
Authorities also says they canvassed the location where the event was held.
Burundi, which is in central Africa, has faced intense political unrest since 2015. "Hundreds of people have been killed, and many others tortured or forcibly disappeared," according to Human Rights Watch. "The country's once vibrant independent media and nongovernmental organizations have been decimated, and more than 400,000 people have fled the country."
The robotics competition previously attracted international headlines when Afghanistan's team of six teen girls were denied visas twice. As NPR's Laurel Wamsley reported, President Trump "intervened to find a way to permit the girls entry."
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Burundi High School Robotics Team Reported Missing In DC - NPR
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Six teenagers disappear after international robotics competition in Washington – ABC Online
Posted: at 8:14 am
Posted July 22, 2017 11:48:14
The big controversy leading up to the FIRST Global international robotics competition in Washington was whether a team of girls from Afghanistan would be able to participate, after their initial visa applications were denied.
As it turned out, the Afghan girls got into the country, after direct intervention from President Donald Trump, and competed without incident.
Instead, it was a team from Burundi that created an immigration-related uproar after it disappeared in what appeared to be an effort to avoid returning to their home country.
The disappearance of the six Burundi teenagers, four boys and two girls, from the competition is casting a spotlight on the visa process used to admit competitors.
Police in Washington DC are continuing to investigate the disappearance, which was reported on July 19, the day after the robotics competition ended.
Two of the six teens were seen crossing the border into Canada, police said.
Event organisers believe the youths may have planned their disappearance, and members of the Burundi-American community say there is little doubt they are planning to seek asylum, either in the United States or in Canada.
The robotics team's coach, Canesius Bindaba, told The Washington Post that he had heard rumours the teens might be planning to stay in the United States, which he hoped were not true.
"I just tried to build some kind of trust, hoping they were just rumours," he said.
Police reports indicate that the Burundians were in the country on travel visas valid for one year, although immigration law experts said Customs and Border Patrol agents would have limited the stay to a certain number of days when the team arrived.
William Cocks, spokesman for the State Department's Division of Consular Affairs, said the State Department screens visa applications, and one of its goals is to ensure that visa applicants are not trying to use a tourist visa to permanently immigrate into the US.
He declined to discuss the Burundi teenagers' specific situation.
A spokesman for Customs and Border Protection also declined comment.
The competition, designed to encourage youths to pursue careers in math and science, attracted teams of teenagers from more than 150 nations.
AP
Topics: community-and-society, immigration, science-and-technology, robots-and-artificial-intelligence, united-states
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Six teenagers disappear after international robotics competition in Washington - ABC Online
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Robotics and STEM education nonprofit moves headquarters to … – Tribune-Review
Posted: at 8:14 am
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Robotics and STEM education nonprofit moves headquarters to ... - Tribune-Review
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Sami Atiya from ABB says industrial robots will add jobs, not take … – TechCrunch
Posted: at 8:14 am
In and interview earlier this week at theTechCrunch Robotics Sessionheld on the MIT campus in Cambridge, MA, Sami Atiya, president of ABBs Robotics and Motion division, said he believes bringing robots into the manufacturing process actually adds jobs instead of killing them.
ABB certainly has some data points with more than 300,000 industrial robots installed worldwide, and Atiya claims that conventional wisdom is wrong when it comes to robots and jobs. Automation is going to drive more productivity and also jobs, he said. He went on to say that countries with the highest ratios of humans to industrial robots in production environments also have the lowest rates of manufacturing unemployment.
If you look at pure data and statistics, he said, in the countries that have the highest rates of robots per employees, which is Japan and Germany, they have about 300 robots per 10,000 employees, and they have the least unemploymentin the manufacturing sector.
He also claimed that there have been 100,000 industrial robots installed in the U.S. in the last five years, which has resulted in 270,000 additional jobs, more than two jobs for every robot. (ABB cites the International Federation of Robotics, World Bank, OECD and BLS as sources for these numbers.)
There has been, of course, a lot of speculation that as companies increase the use of robots to automate jobs, there will be corresponding job loss. In May, an article in the LA Times appeared to back up this assertion, citing a study by PwC, whichclaimed that 38 percent of all U.S. jobs could be lost to automation by the early 2030s. Thats a frightening prospect to many people and to policy makers who would have to deal with the fallout if that were to happen.
An article on CNN Money from last March, smack dab in the middle of the contentious presidential campaign, cited numbers from the Bureau of Labor Statistics that 5 million manufacturing jobs have been lost since 2000. While there has been much debate for the reason, the article claims robots and machines have been a big contributing factor in replacing workers. Its worth noting that there are still more than 12 million jobs in the sector in spite of decades of steady decline.
ABB Robot arm. Photo: Veanne Cao, TechCrunch
Atiya said one of the reasons companies are moving to robots is they simply cant compete without them. If you look at this from a macro-[economic] perspective, skilled labor is becoming [more scarce], and its not a question [whether] you want to do it or not. You have to do it to stay competitive as a nation, and also as a company, he said.
Atiya used the standard argument for these types of historical economic transitions, comparing the increasing use of robotics with the rise of the steam engine, electricity and industrialization. The common belief during all of these key changes was that they would kill jobs, but in the end they created more jobs because of productivity increases, he said (and history backs him up).
Obviously we have concerns and fears about new technologies, but ultimately we humans, Im very convinced, will find ways to cope with them, and use them as tools as opposed to substituting our own work, he said.
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Sami Atiya from ABB says industrial robots will add jobs, not take ... - TechCrunch
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Not meeting your goals – HuffPost
Posted: at 8:13 am
I gave up daily vlogging recently. On January 1, 2017, I announced Id start uploading a video every single day. There was no end in mind. Some people have taken on this challenge and lasted days. Some people have lasted years. I lasted a little over 3 months.
The breaking point was a company meetup at Highrise, a simple CRM company I took over from Basecamp in 2014. Our meetup was just a handful of days. But those days were optimized to spend every minute possible together since were all working remotely the rest of the year.
There was a lot of great footage from the meetup, but I didnt have any time to edit fun stories together. Or think about pacing. Add music.
I shot YouTube live videos to at least get something out and keep my commitment to the daily vlog, but my YouTube stats started to tank.
So, I decided to focus on creating better videosones I thought could get the most likes and viewsfor each and every upload. My daily vlog became a barely weekly vlog. Sometimes Id get two videos done in a week. Sometimes none.
And I started disliking the project more and more.
On the first day of my Sophomore year in high school, there was a welcome students event in our auditorium. I was barely paying attention but heard my name called out. Ugh, whats this about? The dread became surprise and then elation when they announced I had the highest grade point average so far of our entire class of 400+ kids. Woah. I was not expecting that.
With this newfound ability to compete at having the highest grade point average, I just wanted to keep competing. Could I be my high school valedictorian in a few years?
That Sophomore year, I was in an AP (Advanced Placement) art class. For some reason the teachers and I did not get along. And I guess I didnt have much talent with the art assignments. It showed in my grade for the class. My hopes for valedictorian were evaporating. It felt awful.
Junior year rolled around, and work just got harder. More tough classes, even less time for school work with all the extracurricular activities I was doing. My goal of having the best grades got worse.
But then I started making better friends with this guy, Al Wyman. Al and I had known each other since basketball camp in grade school. When we found ourselves in the same ethics class Junior year, we began talking more and more.
Those talks changed something in me. Wed banter back and forth about the books we were reading (or supposed to be reading for class) from the likes of Herman Hesse or Camus. And I realized how much I enjoyed our chats about school work. Not the competition for grades. But the act of learning, debate, application.
Why was I so focused on grades, when I should be more focused on the act of education?
In that ethics class, there was a project about the famous Edward Hopper painting Nighthawks: Redraw the painting and write an essay of whose in our version and why.
I experimented with the idea that maybe I could just focus on learning and enjoying the experience instead of getting the best grade.
But there was a catch. There wasnt enough time to thoroughly tackle this project without pulling yet another all nighter. So I just didnt do it when the teacher wanted it done.
After the project was due, I finally had an opportunity to focus on getting the project done and give it my all, learning even more about the original painting, and about the people I felt interesting enough to belong in my version. I turned the project in a couple days later and felt great about what I had learned and produced.
What happened was kind of a surprise. The teacher took it, looking at me a bit quizzically. I said, Sorry I couldnt turn this in on time. But here is my work. I hope I can still get some credit for it.
A few days later he gave it back to me, with a great grade on iteven accounting for the points he took off for turning it in late.
It taught me a valuable lesson. I could still perform well without actually focusing on that as a goal. Really, I needed to take care of myself, and commit to a system of learning, not a goal of the best grades.
My time in highschool got so much better after that. There were multiple projects I started turning in late so I could get more sleep. And I learned so much more in the process.
I still ended up with a really high average when I graduated. I wasnt the valedictorian. I was close, but it didnt matter anymore. That last year and a half of high school was some of the best time of my life, and I got so much out of it.
If I look back at my career, the best moments are when I repeated what I did in high schoolfocus on systems, not goals. If I focused too much on where my startup would be when I wanted it to be there, I was miserable. When I focused on just showing up, learning as much as I could, delivering things our customers wanted on a regular basis, I enjoyed it, and we still got great results.
My first Y Combinator startup from 2006 didnt turn into the mega-success I had envisioned, but became an enjoyable ride that still propelled my career forward and turned into even better and brighter things for others as well.
I had a goal with Y Combinator in 2011 to create a Groupon-sized success. Again I became miserable. Until I instead focused on a system of creating things that met needs I understood well because I had them myself.
That led to Draft, simple writing and version control software. It wasnt the thing I envisioned making in 2011, but the system got me what Id call a pretty wild success.
Now I run Highrise. The founders of Basecamp handed me the reigns when they wanted to spin it off. That was never a goal. How could it be? No one could have made it an intention. But this system of showing up every day and creating new things regularly got me here.
Staring at my YouTube stats was a mistake. Theres so much to getting traction, and so much of it isnt under my control.
What I can focus on is showing up every day. Filming. Editing (when I can). Getting on camera. Trying to find a story from the day even if it doesnt work out.
I sure as hell enjoy it more. And I think I might still get great results. Maybe not what I envisioned at first. But it seems like things have a way of working themselves out.
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Virtual Reality Expert Filip Baba Shares His Newest Project and How VR is Changing Entertainment – Parade
Posted: at 8:12 am
July 21, 2017 1:10 PM BySam Coley Parade @samlcoley More by Sam
Virtual reality (VR) pro Filip Baba swears that a great VR experience is just like jumping into your favorite sci-fi novel.
Its what you used to read about in sci-fi books or watched on Star Trek. Its pretty close, Baba says.
A self-taught expert, Baba is the CEO and founder of the virtual and augmented reality (VR/AR) agencyAnyworld, which creates VR and AR experiences for clients like real estate companies and artists.
Recently, Baba and Anyworld worked with R&B singer, Tangina Stone, on her latest music video. The virtual reality music video, called the Anxious 360 Experience, debuted at her album launch party in New York City.
Baba talked with Parade on how he created the VR music video, why people are fascinated by VR and what the future holds for the industry.
What was it like creating a virtual reality music video for Tangina Stone?
It was a really fun experience. The whole screenplay and story was all hers. It was about Tangina dealing with anxiety. So, we tried to put the user in the type of anxiety shed be feeling. We sat down with her and got her creative vision, and then we went ahead and technologically did it. We did all the 3-D environments and screenplayed the whole thing. She came up with the concept on that, so she had a lot of fun doing it, as well.
Tell us about the scenes of the music video and how you created those.
In the beginning, you see [a sign post that says] Canton and Brooklyn. Since the whole beginning scene is VR and 360, it forces you to look away. But [when] you look back, that spot isnt the sign post anymoreits actually a burning tree. The burning tree symbolizes the odd one out of the whole forest, and under it is an old TV playing a 2-D version of the music video. Then, theres a glitch effect. We use that to glitch into another scene. In VR, it takes you by surprise. Then in the second scene, youre in a room and it starts to grow big around you. You start to feel smaller, which is a lot more pronounced when youre in VR. All of a sudden, you start flying up. We very slowly start lifting the person up, and it gives you the sensation of flying, and youre getting pulled out of this room. The third and last scene is a mental ward. Around you are whiskey bottles, which is one of her things shes dealt withalcoholism. All of a sudden, the display breaks. When youre in VR, it seems like the glass shards are coming at your face. Then, you look down and the floor falls under you. Youre floating in darkness, and you see the room above you just fading away. It was a bit of a trip to create.
How would you say VR has grown through the years, and where do you see it going in the future?
The hardware has definitely gotten a lot more polished. Now, a lot of the mobile [devices] are becoming more affordable. Most of our smartphones can be used as VR headsets. Its all getting more mainstream. Now, its up to the content creators to create content and distribute it. I believe that in the futurenow, we have 2-D screens, monitors, phonesthings are going to meld and be more augmented. More and more consumers are going to demand these experiences. I think it will become as common as how people go to the movies or watch TV at home.
Why do you think theres a growing appeal for virtual realityexperiences?
When you try some good VR, its what you used to read about in sci-fi books or watched in Star Trek. Its pretty close, I would say. Im a gamer. I used to play classic PC games, but I play some VR games now. Theyre competitive, too. They get you up on your feet. Youre actually movingits got that Wii appeal. If you get someone in a VR experience, you could take full control over what theyre going to experience.
In what ways do you think virtual reality could be used in other forms of entertainment, like movies and TV?
Its already happening. I know some movies have VR experience booths. I dont think thats going to be the main thing. Itll probably start with artists and specific genres. Maybe the horror genreI can totally see them capitalizing on something like that. Events are going to play a large role. People love installations at events, and a VR installation gets a lot of attention. Sometimes at Anyworld, well do a tradeshow and people respond positively. They love coming up and trying something.
Do you have any other projects coming up?
Were starting to teach AR classes with the new Apple AR kit thats coming out. We also do things with real estate, so were going to have some AR and VR solutions for real estate coming soon. I think [AR] is going to be even bigger than VR is right now.
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Why 3D audio is the next big step for virtual reality – VentureBeat
Posted: at 8:12 am
Almost 90 years ago, in October 1927, the art of storytelling took a dramatic turn when the first talking picture or sound film was released to audiences around the world. The Jazz Singer was a smash hit, earning more than $2.6 million as it captivated audiences with its Vitaphone technology, the eras leading sound-on-disc system that would forever change the standard for in-theater experiences. Within just a year, filmmakers encouraged by the success of The Jazz Singer were already developing ways to advance in-theater audio beyond the use of discs and turntables and began migrating to sound-on-film. Regardless, the new multi-media era had been launched. The introduction of sound on top of moving pictures took people to a new dimension.
Fast-forward to today and the art of storytelling in our modern, more virtual world is once again about to be disrupted by another seminal advancement in sound. Its the use of 3D audio to immerse people more deeply into virtual environments, taking them to a reality thats, well, much more real.
Binaural 3D audio is inherently more authentic to our ears than two-dimensional stereo. It is sound thats designed to replicate the way we hear spatially, leveraging how humans consume auditory information in our natural environment. 3D audio engages the listener by offering a spatial bearing that enables them to sense where they are relative to the noises around them. In a 3D soundscape, the origins of sounds can perceptibly move about the listener, locating the listener as if they were standing in a real life environment.
By inserting 3D audio, new spatial information is introduced to the virtual experience, enabling audiences to sense things happening behind them, or elsewhere in their virtual environment, completely independent of their eyes. Just imagine yourself at a museum, standing in front of a massive painting that despite being a two dimensional work of art has amazing depth and allure. Visually, it draws you in and creates a sense of rapture. Now fold 3D audio into the experience with carefully crafted sound that wraps itself around you and pulls you closer. Characters in the painting sneak up from behind and encourage you to look deeper. Meanwhile, others call for your attention on the right, and then on the left. Suddenly, youre a part of whats happening on the seemingly flat canvas. Manipulating this type of audible sensory perception has the potential to completely reshape the entire virtual experience.
While the creative industry has been exploring 3D audio for some time, these efforts have been difficult, expensive and time-consuming to engineer since its production requires a mannequin head equipped with microphones shaped like the human ear. Not exactly the type of stuff you have laying around in the garage.
However, a group of five companies called The BINCI Consortium short for binaural tools for the creative industries are working collaboratively to develop an integrated software and hardware solution that can be used by professional audio content creators and artists to ease the production, post-production and distribution of 3D audio content.As an active member of The BINCI consortium, I share the organizations vision that everybody will soon be able to create and listen to binaural audio with off-the- shelf devices and headphones. The Consortium, which includes my company, Antenna International, as well as Eurecat, HEAD acoustics GmbH, 3D Sound Labs and Voodoopop, aims to develop a solution that can support a variety of professional applications in the creative industries, such as music, video games, virtual reality and augmented reality.The new tools will cut production costs tremendously and therefore revolutionize the industry as well as all virtual experiences.
Virtual reality, augmented reality and mixed reality experiences as we know them today are still flat unless the audio sound doesnt create a similar three-dimensional reality as the visual effects do. Reflecting back to how Vitaphone technology changed the in-theater experience nearly a century ago, todays virtual experiences havent yet met the modern equivalent of The Jazz Singer but its coming soon.
BINCIs experimental production pilots are scheduled to be carried out over the next year in cultural and heritage sites that include Fondaci Joan Mir (Barcelona, Spain), Opra Garnier (Paris, France), and Alte Pinakothek BStGS (Munich, Germany). These pilots, also known as The BINCI Project, will offer visitors the worlds first encounter with 3D audio-guide productions and usher in a new era of immersive storytelling.
In the meantime, others in the VR, music, film and gaming industries are also attempting to drive 3Daudio forward. For example, Microsofts new Xbox One X supports 3D audio content and the headphone manufacturer Plantronics has developed 3D audio gaming headsets. And San Diego-based Comhear Inc., has recently developed a sound projection system that can deliver 3D audio without the use of headphones.
In less than five years, 3D spatial audio is expected to revolutionize our standard for multimedia listening. Similar to how high-definition television has enhanced the everyday viewing experience, binaural 3D sound is expected to reshape our listening experience and redefine the production of music, movies, radio, and television programming and yes, VR, AR and mixed reality content as well.
Theres currently no blueprint for piecing together the storytelling thats best suited for this new type of virtual medium. As far as content goes, there is consensus about only one thing: in a virtual world, its all about storydoing, not storytelling.
Eva Wesemann is the Director of Creative Strategy for Antenna International, a provider of technology, content, and managed services to the worlds artistic, historic, and cultural institutions. She is also an active member of the BINCI Consortium.
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Why 3D audio is the next big step for virtual reality - VentureBeat
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Virtual reality lab offers Austinites a chance to try out new tech … – KXAN.com
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AUSTIN (KXAN) With all the talk of virtual reality these days, you might have been wondering what all the fuss is about.
Downtown Austins technology startup accelerator Capital Factory wants to make it easier for Austinites to find out for themselves.
Virtual reality, or VR, is really an experience-it-to-believe-it technology; thats why Capital Factory recently opened its VR lab to the public. What started in December as a place for developers to test out ideas is now available for anyone to come in and try out various virtual reality applications.
The lab is set up with several different VR headsets and controllers, with monitors so others can watch whats happening. Users can shoot free throws, use a bow and arrow to defend their castle against invaders, and prepare virtual meals.
But the space is for more than just games.
A popular VR experience in the lab is using Google Earth to take virtual tours of anywhere in the world. The camera moves with your head movements and the controllers zoom down to street-level to explore.
Entrepreneurs are working to harness the technology to apply it to a wide range of industries and professions, including medicine and education.
The latter is where Kate Peilers interests lie. She set out to answer one question: How do you make books more interactive?
I was always a tactile and visual learner, Peiler, the founder and CEO of the educational technology company DisruptED, said.
Shes developing a series of books for pre-K and kindergartners that use augmented reality and virtual reality to engage kids.
I realized, oh my gosh, this is how visual learners like me can dive into a book, she said.
In the augmented reality, or AR, version, readers open up a physical book, then use the camera on their smartphones or tablets to enhance the pictures in real-time. Whats flat on the page turns into 3-D animations.
In the VR version, users are transported into the story and can look around as narration explains whats happening. So its bringing that story to life, Peiler said.
Shes developing several educational books, including one about shapes, one about letters, and one about colors.
Peiler got help developing her project at Capital Factorys VR lab.
Theres no excuse not to try VR, Brance Hudzietz, Capital Factorys ambassador or emerging technologies.
We noticed that in Austin theres this huge appetite for virtual reality, both on the entrepreneur side and the consumer side, Hudzietz said. But there wasnt this centralized place for it.
The VR lab, which now anyone can try out, is just the start of the companys investment in the new technology. Capital Factory conference rooms are now equipped with VR capabilities, Hudzietz said.
You can be showing off the innovations that are happening in healthcare and VR, he said. If its an education event, an edtech event, you can be showing off really interesting educational VR experiences as well.
They get it, Peiler said.
Shes working on a pilot to test out her book series with families and others in the tech space; thats thanks to the VR lab and the connections it brings, too. Without it, she said, she wouldnt be ready.
It would take me a lot longer, she said, and I just no I couldnt. I tried.
If youd like to try out the VR lab, you can take a tour of Capital Factory Tuesday through Thursday at 4 p.m. and play around in the lab for about an hour afterwards, or email cr@capitalfactory.com to set up an appointment to check it out.
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The Therapeutic Value of Virtual Reality – AlterNet
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Photo Credit: Aleksandra Suzi / Shutterstock
Albert Skip Rizzo is director for Medical Virtual Reality at the University of Southern California-Institute for Creative Technologies. Hes also known as a pioneer in the therapeutic use of virtual reality, using VR to treat PTSD, depression, addiction, anxiety disorders, pain, autism, sexual assault trauma, and fears of everything from public speaking to spiders.
Sound familiar? There are plenty of reports that psychedelics can treat a variety of these ailments, too.
So what makes VR different? Rizzo cautions that VR and psychedelics are very different: Its sort of really inaccurate to compare VR with the psychedelic experience. You wouldnt compare watching a movie to a psychedelic experience.
Yet there are similarities, especially in the therapeutic framework: Set and setting are so, so important, says Marcela Ot'alora, principal investigator for phase two clinical trials in MDMA-assisted psychotherapy. Otalora points out that when somebody says "this particular therapy saved my life," its the therapist who was able to support him or her through the process.
When it comes to treating PTSD, Rizzos work revolves around VR-based exposure therapy. VR has the capacity to create simulated worlds that allow a person to suspend disbelief, and put them into a manufactured scenario much like they experienced when the traumatic event occurred. A patient describes the traumatic experience to a clinician who can also control the VR worldthink changing time of day, or adding gunfire or a helicopter to a war scenarioand who also sees the experience on a screen while the patient is wearing a VR headset.
The VR environment is created by someone else, and the user experience is created intentionally to be emotionally evocative and stimulating, in order to help them review what they went through, and hopefully move past it. Were trying to activate anxiety in a safe place, so the fear of these stimuli extinguishes. So the therapist has to constantly monitor the patient to make sure theyre engaging with Iraq or Afghanistan or sexual trauma in a way that is healthy, not over the top, and not too provocative for them.
With, for example, MDMA for PTSD, the patient is taking a drug. Someone with PTSD, the trauma is there all the time. It might come up in a different way than you imagine. But it comes up, says Otalora. Therefore theres no need with MDMA psychotherapy to evoke the trauma.
In an MDMA psychotherapy session, the therapists work in a controlled, therapeutic environment, but trust that MDMA will bring up what needs to happen in that moment, so that the patient can then work towards healing themselves. The therapist is supportive, with no judgment, and fosters a place where the patient can experience and fully process the emotions of the experience.
Reliving the experience this way, in both VR and MDMA-assisted therapy, with a trained and ethical medical professional, can be incredibly therapeutic, especially over time. The same kinds of clinical skills and techniques can be applied in both types of therapies, Rizzo says.
And that is precisely the similarity: Altered states therapies, regardless of whether VR induced or drug induced, are reliant upon that trained medical professional.
And just as you wouldnt counsel your friend who has been through a rape or war trauma to go to a rave and take MDMA, Rizzo says VR should be respected the same way, and used therapeutically in a therapeutic environment with trained clinicians.
Im not so keen on self-help, and just having them self-diagnose and download some software, he says, pointing to the age-old saying, He who defends himself in court has a fool for a client and a fool for a lawyer, and notes, Self-treating is the same. Someone who self-treats, he says, is at risk.
Rizzo thinks the VR headset will be like a toaster: Every home will have one, but it wont be used every day. But he thinks it shouldnt be used to self-diagnose or treat mental health or any other medical issue.
As with psychedelics for therapeutic use, Its important, whenever youre doing therapy, someone has to be well trained, and know why they are doing it, and how to preserve the safety and integrity of the patient, he says.
Both stress that a well-trained clinician is able to handle different issues that come up.
With VR, its an emotionally evocative technology, and yes it can work for good because of that. Were doing a study now that mimics the locations where sexual assault is happening in the military. It is emotionally wrenching when people go in and navigate these spaces. I cant imagine that going in without a guide that this is gonna heal you from your rape.
Rizzo stresses the importance of safety protocols that are well defined in MDMA therapy as it works its way through the drug approval process.
But Rizzo sees the quest to self-treat as being potentially problematic in the unregulated world of VR. In some forms, fear of public speaking is a diagnosed thing. Most people have that until they do it a few times and practice. But there are a number of different companies selling different kinds of fear-of-public-speaking VR software.
Now that has happened, but no one is squawking about it. But once you start accepting things like that, it becomes, oh its just fear of flying, or oh its just fear of heights.
Yet with psychedelics, he points out, no one would say, "Oh, youre afraid? Why dont you go to a rave and try MDMA and see if that helps you?"
The power in these therapeutic experiences, whether VR or psychedelics, he says, is that with the right support, with an ethical clinician, and highly supervised and well-trained people, you can heal.
We need to make sure its ethically applied, he says, so as to protect both the safety of a person and their mental health.
And both psychedelic therapy research and VR therapy have rigorous screening processes that are requisite, as not every therapy is right for every person. For example, evidence suggests that a female who gets motion sickness and is ovulating is probably not a suitable candidate for VR therapy at that time. VR side effects may include temporary nausea, ocular strain, sleepiness, and disorientation. With MDMA, someone with a heart or liver condition probably wouldnt qualify for the therapy, and a side effect might include tightness in the jaw. And of course, there are therapists who dont support VR therapy or psychedelic therapies.
Another way VR differs from treatments like MDMA, for example, is that theres currently no oversight like the FDA and the DEA in research and use of pharmaceutical drugs or psychedelic therapy. That could change, says Rizzo, if software companies make ridiculous claims, and VR is looked at as a medical device.
A more pressing challenge to VR therapy, though, is that many people still dont know about it.
I think were a couple years away from common, mainstream use. However, there are hundreds of therapists around the world using it now, and there are companies like Virtually Better or Psious, that make exclusive VR software to treat fears and other pathologies for clinicians.
In addition to exposure therapy, like with PTSD, VR can also be used to distract the patient, such as when they are going through a painful procedure. While its not so effective for chronic painyou cant wear a headset all day, but, Maybe you can teach things in the VR context that are easier to teach in VR that can help with chronic pain.
VR can also motivateusing the game-based content to motivate people to do cognitive or rehabilitative activities. And VR lets clinicians measure progress and test ability as the patient evolves.
While Rizzo works to promote guidelines for the safe and ethical use of therapeutic virtual reality, Ot'alora is looking forward to starting phase three of the MDMA for PTSD clinical trial, and to multiplying their positive results across the country. We hope to start that in spring of 2018. That will be our last phase, and if all works well, we can apply for MDMA to become a prescription medication.
Valerie Vande Panne is an independent journalist whose work has appeared in theBoston Globe Sunday Magazine, Columbia Journalism Review, The Guardian, Politico, and many other publications.
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