Daily Archives: October 20, 2020

SLC 2020 Q&A: Using Virtual Reality to Build Hazard Awareness – EHS Today

Posted: October 20, 2020 at 6:39 pm

You can think of it like one of those spot-the-difference exercises found in magazines. Or a virtual tour. Except its an exercise in identifying hazards and mitigating workplace safety risks.

Josh Schmitz, safety manager of CG Schmidt Inc., shares how the Wisconsin-based construction company uses a simulator to teach employees how to make a safer workplace. Through virtual reality (VR), he knows what safety hazards employees miss, which can guide future training. And because its virtual, he and his development team can keep revising and build new simulations to help keep employees safe in any environment.

His session at the 2020 Safety Leadership Conference, which takes place Nov. 10-12 virtually, will include a demonstration of the virtual platform.

Schmitz previews his session, Using Virtual Reality to Build Hazard Awareness in a Q&A with EHS Today.

EHS Today: Can you offer us a short description of your presentation and describe how it relates to safety leadership?

Schmitz: As safety professionals, part of our job is to grow the knowledge base and awareness of those we work with. Training never stops. Being able to walk through a building before a shovel even goes into the ground can not only show the team what they are going to be building, it can also identify hazards before they are true hazards.

The team can then identify ways to eliminate the hazard or put controls in place to keep people safe. It is not me making those decisions; it is the team knowing what needs to be done and taking ownership to ensure a successful project.

Why is the topic of your presentation of interest to you and why is it important to SLC attendees?

There is no one-size-fits-all in construction. We perform a large variety of projects and have a diverse group building and planning. We found that some people have gone years or maybe a career without seeing some of the hazards we presented to them. This presentation shows an effective way to build upon the knowledge base and prevent accidents before they happen.

What are the takeaways you hope to leave with attendees?

I am hoping to show people another way to educate and build hazard awareness. This reminds me of playing Nintendo games as a kid moving around and searching for clues to complete the objectives. I would engage my senses: touch, sight and sound. It is more immersive than just looking at a picture or listening to someone talk. Setting up VR simulations is also easier than I expected.

Please share an example of a personal or professional experience youve had related to safety leadership or the topic of your presentation.

We sent out a VR walk-through of a project to our project management staff and asked [them] to list all of the hazards that they found. It was very interesting to see how nearly everyone had different answers. During subsequent discussions, we discovered experience both years in the field and types of projects worked in played a large factor in which hazards were identified and which were missed.

For example, we have some that have only worked in hospitals performing remodel work. They missed a lot of the rooftop fall protection hazards because they are not used to working on roofs. VR can help show knowledge gaps and identify areas of focus for training.

What impact has the COVID-19 pandemic had on safety leadership at your organization?

The construction industry is pretty good at adapting to ever-changing situations and conditions. Because of this, COVID-19 hasnt hit us very hard. Our leadership team is our COVID-19 Response Team and continues to meet twice a week.

Early on, it was difficult to find accurate information. Our leadership team maximized our resources to put a plan in place in accordance with the CDC, OSHA and health departments. It has not been easy but working as a team we have been able to keep people healthy on our jobsites.

Please provide any additional insight or comments about your topic of discussion.

This is my first time presenting at a national conference, and I would like to encourage others to submit for presentations. There is a lot of great stuff happening in the world of EHS. Everyone has a valuable perspective to share.

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SLC 2020 Q&A: Using Virtual Reality to Build Hazard Awareness - EHS Today

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Global Augmented And Virtual Reality Contact Lens Market Report 2020: Increasing Investments from Technology Giants are Further Driving the Growth -…

Posted: at 6:39 pm

DUBLIN, Oct. 20, 2020 /PRNewswire/ -- The "Augmented And Virtual Reality Contact Lens Market By Lens, By Application - Growth, Future Prospects And Competitive Analysis 2020 - 2028" report has been added to ResearchAndMarkets.com's offering.

The augmented and virtual reality contact lens market is set to expand with a CAGR of 70% through the forecast period starting from 2020 to 2028.

AR Contact lens Continue to Grow Significantly

The AR contact lens segment shall lead the augmented and virtual reality contact lens market. The AR contact lens market is backed by a rapidly growing augmented reality market, which shall reach US$ 61.39 Bn in 2023. Increasing investments from technology giants are further driving the growth of the augmented contact lens market.

Notably, an increase in demand for augmented reality architecture, high growth in the travel and tourism industry, and rising opportunities in the enterprise industry are driving the growth of the AR contact lens market. Due to these factors, the AR contact lens will continue dominating the market throughout the forecast period.

Multiple Features Offering to Boost the Augmented and Virtual Reality Contact Lens Market

The augmented and virtual reality contact lens market worldwide is expected to observe a robust growth on account of the growing AR/VR market across the globe. These lenses are used for interactive experiences in the entertainment industry such as streaming a concert or collaborating experiences in the education industry. The lenses can be used in mobile applications for various functions such as navigation, gaming, education, and healthcare. Considering all these factors, the augmented and virtual reality contact lens market would register huge growth during the forecast period.

The Asia Pacific to Register the Fastest Growth

The augmented and virtual reality contact lens market is led by North America. The market here majorly is driven by higher penetration of AR & VR technology and higher investments in R&D by major players. The Asia Pacific is set to register the highest growth in the market during the forecast period.

Backed by a growing technological user base in the region especially in developing countries in India and China. Further, the region will witness industrial expansion with new technological advancements, which shall further drive the augmented and virtual reality contact lens market. On account of these factors, Asia Pacific will grow with the highest CAGR throughout the forecast period.

Some of the prominent players operating in the augmented and virtual reality contact lens market include Innovega, Inwith Corp., Mojo Vision, Sony, Samsung, Verily Life Sciences, Sensimed AG, Medella Health, Alcon, Ocumetrics Bionic Lens among others.

Historical & Forecast Period

This research report presents the analysis of each segment from 2018 to 2028 considering 2019 as the base year for the research. Compounded Annual Growth Rate (CAGR) for each respective segment calculated for the forecast period from 2020 to 2028.

Key questions answered in this report

Story continues

What was the market size of augmented and virtual reality contact lenses in 2019 and forecast up to 2028?

Which is the largest regional market for augmented and virtual reality contact lenses?

What are the major trends followed in overall augmented and virtual reality contact lenses across different regions?

Who are the key augmented and virtual reality contact lens companies leading the market?

What are the key strategies adopted by the leading augmented and virtual reality contact lens companies in the market?

Statistics on electronics worldwide

Recent trends across different regions in terms of adoption of augmented and virtual reality contact lens across various applications

Notable developments going on in the augmented and virtual reality contact lens market

Attractive investment proposition for segments as well as geography

A comparative scenario for all the segments for years 2019 (actual) and 2028 (forecast)

Key Topics Covered:

Chapter 1 Preface

Chapter 2 Executive Summary2.1 Market Snapshot: Global AVRCL Market2.1.1 Global AVRCL Market, by Lens, 2019 (US$ Bn)2.1.2 Global AVRCL Market, by Application, 2019 (US$ Bn)2.1.3 Global AVRCL Market, by Geography, 2019 (US$ Bn)

Chapter 3 Market Dynamics3.1 Introduction3.2 Market Dynamics3.2.1 Market Drivers3.2.2 Market Restraint3.3 Attractive Investment Proposition, by Geography, 20193.4 Market Positioning of Key AVRCL Vendors, 2019

Chapter 4 Global Augmented and Virtual Reality Contact Lens (AVRCL) Market, by Lens4.1 Overview4.2 AR Contact Lens4.3 VR Contact Lens

Chapter 5 Global Augmented and Virtual Reality Contact Lens (AVRCL) Market, by Application5.1 Overview5.2 Gaming5.3 Medical

Chapter 6 North America Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)

Chapter 7 Europe Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)

Chapter 8 Asia Pacific Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028 (US$ Bn)

Chapter 9 Rest of the World (RoW) Augmented and Virtual Reality Contact Lens (AVRCL) Market Analysis, 2018 - 2028

Chapter 10 Company Profiles10.1 Innovega10.2 Inwith Corp.10.3 Mojo Vision10.4 Sony10.5 Samsung Electronics Co., Ltd.10.6 Verily Life Sciences10.7 Sensimed AG10.8 Medella Health10.9 Alcon10.10 Ocumetrics Bionic Lens

For more information about this report visit https://www.researchandmarkets.com/r/pu7i85

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.

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Janelle Monae to close the first season of HBOs Lovecraft Country with a virtual reality concert experience on October 19 – Gold Derby

Posted: at 6:39 pm

Singer-songwriter Janelle Monaes acting career has been on fire in 2020 with the release of her latest film, Antebellum and her leading role in Season 2 of Amazon Primes TV series Homecoming. Now the SAG Award winning actress (Hidden Figures) returns to music, partnering with HBO to deliver a state of the art virtual reality concert in celebration of the season finale of Lovecraft Country. The event, titled Music of the Cosmos will air on October 19 at 10:00 p.m. ET following the finale of Lovecraft Country on October 18.

According to a press release from HBO, In the first-of-its-kind, groundbreaking social VR experience, 100 select influential voices have experienced a series of events consisting of immersive theater, escape rooms, art installations and puzzles via the Oculus Quest headset. The final event is a virtual reality concert given by Janelle Monae, eight-time Grammy nominated singer-songwriter, leading film and TV actress and record producer, who will be giving fans an out of this world performance, and her fist ever performance in virtual reality.

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Monae said in a statement of her own, Im so excited to partner with HBO and The Mill to pioneer the future of concert experiences in Sanctum. I always strive for innovation, and this project gives me the special opportunity to celebrate Lovecraft Country, a show Im a huge fan of, and connect with fans in a completely new way using virtual reality. This is the perfect platform to explore the impact of music and movement in anew dimension designed to celebrate Black art, stories and voices.

Inspired by the 50s Chicago block party featured in the first episode of Lovecraft Country, Music of the Cosmos takes you to the block party set in a virtual world. Using techniques like projection mapping and dynamic, interactive set design, the concert will see Monae control the space with her performance. All aspects of the environment from the choreography and set design, to the lighting, will interact in a way that wouldnt be possible within a traditional concert set-up.

You can view Music of the Cosmos featuring Janelle Monae on YouTube Live beginning at 10 p.m. ET on October 19.

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Walk inside cells with this virtual reality software – The Hindu

Posted: at 6:38 pm

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Scientists at the University of Cambridge have created a virtual reality software which lets researchers walk inside and analyse individual cells.

The software called vLUME, developed along with a 3D image analysis software firm, Lume, could be used to understand fundamental problems in biology and develop new treatment for diseases.

The VR system allows super-resolution microscopy data to be visualised and analysed in virtual reality, and can be used to study everything from individual proteins to entire cells.

Super-resolution microscopy, which was awarded the Nobel Prize for Chemistry in 2014, makes it possible to obtain images at the nanoscale. However, researchers could not come across ways to visualise and analyse the data obtained through this method in three dimension until vLUME.

The software can be loaded with multiple datasets carrying millions of data points, and find patterns using in-built clustering algorithms. These findings can then be shared with collaborators worldwide using image and video features in the software.

Biology occurs in 3D, but up until now it has been difficult to interact with the data on a 2D computer screen in an intuitive and immersive way, Dr Steven F Lee, lead researcher, Cambridges Department of Chemistry, said in a statement. It wasnt until we started seeing our data in virtual reality that everything clicked into place.

While Alexandre Kitching, CEO of Lume said the software will allow scientists to visualise, question and interact with 3D biological data, in real time within a virtual reality environment.

Data generated from super-resolution microscopy is extremely complex, he added. For scientists, running analysis on this data can be very time-consuming. With vLUME, we have managed to vastly reduce that wait time allowing for more rapid testing and analysis.

A student from the group of researchers used the software to image an immune cell taken from her own blood, and then stood inside her own cell in virtual reality.

Its incredible - it gives you an entirely different perspective on your work, she said.

Lee said segmenting and viewing the data in vLUME, has enabled him and his team to quickly rule out certain hypotheses and propose new ones.

All you need is a VR headset, he added.

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UK sets its sights on the safety of Virtual Reality – Lexology

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The UKs Office for Product Safety and Standards (OPSS) has published a report on The safety of domestic virtual reality systems. Technologies including augmented reality (AR), virtual reality (VR) and mixed reality (MR) are of particular interest to authorities around the world at the moment. The OPSS report represents an insight into the thinking of an influential regulator. Here are our key takeaways.

The OPSS report is fundamentally a literature review, seeking to identify the potential adverse health risks associated with use of the technology, the mitigation steps that might be available, and the current gaps in the literature for further research. Whilst it refers to field research the OPSS conducted recently, that is not a main focus of the report.

We anticipate the report will be relied upon heavily by the UKs OPSS when considering the safety of VR (and to the extent relevant, also AR and MR) products in the future. To the extent it identifies potential risks, we expect that OPSS will look for explanations for how manufacturers are addressing those risks. It may have a similar impact with regulators in other parts of the world as they develop their own approaches to these (relatively) new technologies. The work will also be of interest to plaintiffs lawyers and consumer interest groups, who may seek to bring claims against manufacturers in this space as the safety standard evolves.

The OPSS reports examination of habituation and of adaptation is particularly interesting, with the report noting that habituation may be a relevant factor in reducing certain adverse effects (for example, cybersickness), whilst at the same time increasing the potential for other risks (such as balance and reaction time impairment).

The identification in the report of perceived research gaps is also notable. These may well become areas of focus for regulators as they consider the right regulatory response to this developing area of technology. Work is already under way on a number of fronts to develop standards addressing safety aspects of AR and VR.

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Virtual Reality (VR) in Gaming Market Analysis With Key Players, Applications, Trends And Forecasts To 2026 – PRnews Leader

Posted: at 6:38 pm

Virtual Reality (VR) in Gaming Market Forecast 2020-2026

The Global Virtual Reality (VR) in Gaming Market research report provides and in-depth analysis on industry- and economy-wide database for business management that could potentially offer development and profitability for players in this market. This is a latest report, covering the current COVID-19 impact on the market. The pandemic of Coronavirus (COVID-19) has affected every aspect of life globally. This has brought along several changes in market conditions. The rapidly changing market scenario and initial and future assessment of the impact is covered in the report. It offers critical information pertaining to the current and future growth of the market. It focuses on technologies, volume, and materials in, and in-depth analysis of the market. The study has a section dedicated for profiling key companies in the market along with the market shares they hold.

The report consists of trends that are anticipated to impact the growth of the Virtual Reality (VR) in Gaming Market during the forecast period between 2020 and 2026. Evaluation of these trends is included in the report, along with their product innovations.

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Virtual Reality Brings the Future of Shoulder Arthroplasty to Surgeons with Catalyst OrthoScience, Immertec Technologies – BioSpace

Posted: at 6:38 pm

Oct. 14, 2020 15:00 UTC

Catalyst OrthoScience and Immertec Present VR Surgical Training Lab for Surgeon Education

NAPLES, Fla. & TAMPA, Fla.--(BUSINESS WIRE)-- With the ongoing pandemic affecting in-person meetings and travel, two companies worked to bring surgeon training into the future using virtual reality (VR). Catalyst OrthoScienceInc. (Catalyst), a medical device company focused on the upper extremity orthopedics market, presented a training lab for surgeons across the country using Immertecs proprietary VR platform Medoptic.

The VR lab came as part of a virtual symposium hosted by Catalyst OrthoScience with leading shoulder surgeons as faculty, including:

The faculty guided remote attendees through presentations and panel discussions on a virtual platform before moving to a real-time surgical lab setting in VR to illustrate the surgical procedure.

Weve engineered a new paradigm for stemless total shoulder arthroplasty with the Catalyst CSR Total Shoulder System, which offers innovative, anatomic implants; smart, streamlined instrumentation in a single tray; and a bone-preserving and tissue-sparing technique, said Brian Hutchison, Catalyst chairman and CEO. When surgeons see the system in surgery, the benefits for their patients become very clear. Using Immertecs VR platform was a cutting-edge way to introduce our cutting-edge technology to these surgeons.

During the surgery, participants entered the surgical lab via VR headsets, giving them the opportunity to be in the room with the faculty. Participants could access multiple camera views and angles of the procedure. Attendees could clearly see the benefits of the Catalyst CSR system in a total shoulder arthroplasty procedure.

Ongoing surgeon education is essential and during this time of limited travel, online and virtual technologies have enabled us to bring surgeons together, said Dr. Levine.

The Immertec virtual reality surgical learning lab is the next best thing to being there, said Dr. Wiater. Surgeons are able to view the surgery live in 3D, interact with the surgeon and ask questions real time. Multiple screens allow the surgeon to view the surgery up close or from a distance to see the retractor placement, while other windows that can be enlarged and moved around show a running animated technique video loop and the instrument tray.

During this time of travel bans and a pandemic, education must continue, said Dr. Murthi. With Immertec technology surgeons can travel to the operating room and become one with the surgical procedure, participating in real time discussion, questions and conversations. Its the next best thing to being there from the comfort of your home or office.

Through the use of virtual technology, we can access top surgeon faculty from across the country and put them in the same room together, said David Puckett, PA-C, director of medical education for Catalyst. This technology enabled us to bring our symposium to our surgeon customers wherever they were. Our event participants joined us from their homes, from their offices, and we even had one attendee who was able to relax poolside while wearing his VR headset.

About Catalyst OrthoScience Inc.

Catalyst OrthoScience develops innovative medical solutions that make orthopedic surgery less invasive and more efficient for both surgeons and patients. Catalyst was founded in 2014 by orthopedic surgeon Steven Goldberg, M.D., who saw the need to make shoulder replacement surgery less invasive and give patients a more natural-feeling shoulder after surgery.

The Catalyst CSR Total Shoulder System is unique, offering precision and accuracy in shoulder restoration while preserving the patients bone and soft tissue. The Catalyst CSR is a single-tray, bone-preserving total shoulder arthroplasty system containing a precision elliptical humeral head and less invasive glenoid component, using patented instrumentation designed for consistent anatomic joint line restoration and glenoid insertion. The Catalyst CSR system can be used in both inpatient and outpatient settings and was cleared for use by the FDA in 2016.

Catalyst OrthoScience has a growing portfolio of U.S. patents with several more pending nationally and internationally. The company is headquartered in Naples, Fla., and its products are available across the U.S. For additional information on the company, please visit http://www.CatalystOrtho.com.

About Immertec

Founded in 2017 and based in Tampa, Florida, Immertec is an award-winning technology startup thats pushing the limits of what is possible in virtual health. The companys real-time VR platform allows surgeons to instantly train on new medical devices, learn modern surgical procedures and collaborate on surgical cases from anywhere. By changing the way surgeons train and connect, Immertec is promoting a world where all people have access to the highest standard of care regardless of physical location, economic status, or nationality. For more information, visit https://immertec.com.

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Virtual Reality Brings the Future of Shoulder Arthroplasty to Surgeons with Catalyst OrthoScience, Immertec Technologies - BioSpace

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Theatre instructor takes her teaching, latest play into VR world – Vanderbilt University News

Posted: at 6:38 pm

One of Vanderbilts instructors now has blue skin, purple hair and literally teaches in a different dimension.

Playwright Krista Knight is taking a creative twist on COVID-19 protocols by teaching her Introduction to Writing for Stage and Screen course in an online, virtual reality world.

As an instructor I often teach in character, and I wanted to lean in to the possibilities of the digital form, said Knight, a writer in residence in the College of Arts and Science. I thought by creating an avatar, Im encouraging my students to think elastically about what constitutes a stage and in what forms we can speak to an audience.

The COVID-19 pandemic led to another adaptation for Knight when her newest play, Crush, was accepted into a theatre festival in New York City, but then the festival performances were canceled. Knight and her creative partner, Barry Brinegar, decided to turn the one-man stage play into a series of animated virtual reality shorts airing on YouTube starring a cantankerous cockroach.

The six micro-plays moved from a stage to YouTube and garnered the attention ofThe New York Times, American Theatre Magazine and other arts outlets.

Adapting the play was prompted by COVID, but it was also something that felt very organic, because in the theatre world we often have to pivot and lean in to our situation, Knight said.

Knight used an actor for the voice of the cockroach. Then she and her partner acted out the cockroachs movements with avatars they created through an online virtual reality platform called VR Chat, which was co-founded by Vanderbilt alumnus Graham Gaylor, BS14.

The process of actually animating the actor movement was probably the most intimate relationship Ive ever had with a character as a playwright, Knight said.

Knight said that the pandemic has taught her there will always be challenging circumstances that arise in life and creativity can often be found in those moments.Shes using those lessons for the writing classes shes teaching as well. This semester, instead of an in-person performance, her students will write and create short pieces to be livestreamed online.

This is another way of showing students how the show still goes on, she said.

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The ousted founder of Facebook’s virtual-reality unit Oculus is paying a bounty to anyone who can hack his for – Business Insider India

Posted: at 6:38 pm

Palmer Luckey, the Oculus VR cofounder who was ousted from Facebook amid controversy after selling his company to the tech giant for $2 billion, is offering a $5,000 bounty to anyone who can hack Oculus' new Quest 2 virtual-reality headset.

"I'm still offering $5000 for a Quest 2 jailbreak! Jailbreakers, dm me. Let's break free of FB's anti-competitive, anti-privacy ecosystem!" Mozilla VR engineer Robert Long tweeted Friday.

After selling Oculus to Facebook in 2014, Luckey gained notoriety in 2016 following The Daily Beast's report that he had donated to a controversial pro-Trump group called Nimble America that had reportedly ran misogynistic and white-supremacist political ads during that year's presidential election.

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His termination also came shortly after a judge handed down a verdict in a lawsuit brought against Oculus by VR startup Zenimax, which had accused Oculus and Luckey of stealing its intellectual property. The court ruled for Oculus on those accusations, but the jury's ruling that Oculus violated nondisclosure agreements ultimately cost Facebook $250 million.

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Virtual Reality Experiences are Coming to Disneytown with SoReal – DAPS MAGIC

Posted: at 6:38 pm

Shanghai, October 15, 2020 Today, Shanghai Disney Resort announced that Chinas leading virtual reality company, SoReal, is joining the resorts unique shopping, dining and entertainment district, Disneytown, to provide guests with a tailored and cutting edge entertainment experience. On the shores of Wishing Star Lake, SoReal will occupy the majority of Disneytowns Lakeshore building, turning the bright and colorful building into a large-scale virtual reality and entertainment space, enhancing the overall guest experience in this district.

Throughout our long, storied history, Disney has always stood at the forefront of technological advancement working to give our guests a look at the world of tomorrow, said Joe Schott, President and General Manager, Shanghai Disney Resort. As an industry leader in the VR space, SoReal shares this same commitment to innovation and technology. We are thrilled to welcome SoReal to Shanghai Disney Resort and to see them deliver their cutting edge VR entertainment to our guests while further enriching the range of exciting experiences available throughout Disneytown.

With SoReals award-winning history of creating mesmerizing technological shows and experiences, the creative stories set to be presented in the Lakeshore building in Disneytown will be especially tailored for guests visiting this area, allowing them to become immersed in exclusive entertainment and inviting them to embark on new virtual reality and augmented reality simulations.

We are delighted with this opportunity to expand our business and to bring our unique VR experiences to Shanghai at Disneytown, said Michael Qi, Co-Founder and CEO of Sky Limit Entertainment. Shanghai Disney Resort is renowned for being committed to providing high-quality immersive entertainment experiences to guests. It is our great pleasure to become part of this vibrant experience and bring guests tailored entertainment offerings during their stay at the resort.

Since the resorts Grand Opening in 2016, Disneytowns guests have been delighted by unique shopping experiences, delicious international and local dining options and incredible live performances. As SoReal moves into its new home in Disneytowns Lakeshore building and transforms it into a new virtual reality and augmented reality space, it will further enhance the entertainment experience of the district and will provide guests new opportunities to enjoy themselves like never before.

Today, leaders from Shanghai Disney Resort and SoReal came together for a celebration event, where Joe Schott presented the Disneytown Lakeshore Golden Key to Michael Qi. With the official handover of the building to SoReal, construction will soon begin and the SoReal experience is expected to open to guests in 2021.

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