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Daily Archives: October 21, 2021
METL Immersive Storytelling Residency culminates in two VR projects to be showcased at SECCA on Oct. 27 – UNCSA
Posted: October 21, 2021 at 11:14 pm
The secondImmersive Storytelling Residency in the Media and Emerging Technology Lab (METL) at the University of North Carolina School of the Arts (UNCSA) School of Filmmaking has culminated in two virtual reality experiences that will be showcased for free to the public at the Southeastern Center for Contemporary Art (SECCA) in Winston-Salem on Wednesday, Oct. 27, from 5-8 p.m. in the Auditorium Lobby.
Experiences are available on a first-come, first-served basis. Each experience lasts approximately 15 minutes. Beverages will be available via a cash bar.
The Immersive Storytelling Residency brings together screenwriters, game developers and 3D technical artists, providing them access to advanced technologies and mentoring from award-winning faculty and industry leaders to create fully realized virtual reality (VR) experiences forming a new paradigm for art and storytelling in the 21st century. Filmmaking in virtual reality continues to push beyond the boundaries of traditional cinematic storytelling, said Ryan Schmaltz, who conceived of the Storytelling Residency and has directed METL since its beginning. This years residency more than doubled in size and spawned two interactive and immersive films. I am thrilled with the quality, creativity and passion that has emerged out of this years residency.
The two projects from the 2021 residency are Black Ice and System: The Contribution. Black Ice is set in the cyberpunk future, as a young woman visits a memory editor to suppress a dark memory of a murder she committed. However, the more the editor alters the memory, the more she finds herself wanting to kill again. Black Ice is a single-player cinematic VR experience that explores the dangerous power of memories and how much they make up who we are for better or worse.
Black Ice is a single-player cinematic VR experience.
In System: The Contribution, you and your beloved family live at the mercy of System, an all-controlling entity. When its whims change, you must journey toward its core to confront it and yourself. Utilizing generative avatars and live projections, System: The Contribution is a cross-platform sci-fi story for one VR adventurer and up to three smartphone operatives.
System: The Contribution is a cross-platform sci-fi story for one VR adventurer and up to three smartphone operatives.
METLs 2021 residents including two alumni of the UNCSA School of Filmmaking have experience with Meow Wolf, Facebooks Oculus, the Kennedy Center, South by Southwest, and more. They are writers Mikaela Y. Byrd (M.F.A. 21), Arif Khan and Drew Paryzer; programmers and designers Daniel Sabio and Darren Woodland Jr.; extended reality (XR) developer Lawrence Yip; and animator John Curran (B.F.A. 21). Byrd, Paryzer, Sabio and Curran created System: The Contribution, and Khan, Yip and Woodland created Black Ice.
Byrd, who is one of the screenwriters and the producer for System: The Contribution, said she wanted to be a screenwriter since she was 11 years old, though not narrative storytelling. I was largely influenced by science fiction and I love animation and cartoons, she said. The BBCs Doctor Who was a favorite, and she has fond memories of watching Saturday morning cartoons and animated series on Nickelodeon with her brothers.
Byrd said her focus has always been on animated science fiction, and she likes writing for the pre-teen audience. To get this residency right out of school was the best thing that could ever have happened, she said. Hopefully my next step is to continue creating stories for younger audiences. I want people to be able to enjoy the stories that I create and be able to connect with their inner child.
Woodland, who served as technical artist on Black Ice, has a masters degree in experimental media arts from North Carolina State University and plans to pursue a doctorate in digital media. He said his work in the Storytelling Residency provided him a unique opportunity to get real-world experience in his field of study.
To me, experimental media arts is about creating a dialogue with places we inhabit and the beings we inhabit those spaces with through creative, innovative and experimental works, he said.
On the future of digital media, Woodland said, First and foremost, what I hope we will see is more inclusive and diverse people in digital media, and more inclusive and diverse applications of digital media technologies. Media and tech that is less biased. I would love to see an explosion of public-facing digital media art, both visual and sonic, that explores individuality and humanity while being mindful and respectful of the spaces we inhabit. As examples, he cited revitalization of historic places and underprivileged communities using pop-up installations and exhibits and sustainably focused digital media practices.
The Immersive Storytelling Residency began May 1 and will conclude with the launch of the two projects. Unlike most programs that charge a fee for training and professional development opportunities, METL provided each participant with a monthly stipend of $3,500.
Mentors this year included nationally recognized podcaster Kent Bye of Voices of VR; filmmaker Navid Khonsari, founder of iNK Stories, a digital storytelling studio in New York; accomplished UNCSA faculty members Joy Goodwin and Bob Keen; and Danny Oakley, animation director at Out of Our Minds Studios in Winston-Salem, among others.
Established in 2017 by the top-ranked UNCSA School of Filmmaking (No. 11 in the U.S. by The Hollywood Reporter), METL is dedicated to defining and shaping the evolution of how immersive story content will be created, consumed and told. As one of the few immersive labs in the country to be housed in a professional arts conservatory,METL is uniquely situated to train and serve as a resource for the next generation of creative innovators.
Sponsors of METLs Immersive Storytelling Residency include the National Endowment for the Arts, Epic Games, the Small Business & Technology Development Center, and SECCA, among others.
Im grateful to our national and local sponsors that our lab has the ability to incubate immersive films to entertain, educate and inspire audiences worldwide, Schmaltz said.
The Southeastern Center for Contemporary Art (SECCA), an affiliate of the North Carolina Museum of Art, offers a front row seat to the art of our time through exhibitions, experiences, and education programs with a focus on regional working artists. Founded in 1956 and located on the scenic James G. Hanes estate in Winston-Salem, SECCA offers unique large-scale indoor and outdoor settings for exploring the intersections of contemporary art and culture. Learn more atSECCA.org.
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Is this virtual reality programme the new Google Earth for the universe? – Euronews
Posted: at 11:14 pm
Picture this: youre floating in space and looking at the Earth. On your right, you can see the International Space Station - currently home to French astronaut Thomas Pesquet and his colleagues - in orbit.
On your left, the moon and the vast immensity of the universe extends into the distance.
No, its not a dream. This is the beginning of a journey into outer space, thanks to a programme developed by researchers at one of Switzerlands top universities: the VIRUP software.
The Virtual Reality Universe Project (VIRUP) is open-source beta software that allows for virtual visits through the cosmos.
Its the result of several types of research, conducted by software engineers, astrophysicists and experimental museology experts at the cole Polytechnique Fdrale de Lausanne (EPFL), in Switzerland.
They have pulled together what they call the largest data set of the universe to create three-dimensional, panoramic visualisations of space.
In short, their 3D model is a sort of Google Earth but for the universe.
So what we see here is a representation of the universe that has been obtained thanks to gigantic numerical consignation, astrophysicist Yves Revaz explained.
In fact, thanks to computers, we are able to reproduce the evolution over a long period of time of a portion of the universe that lets us understand how the matter is distributed all around the universe.
The virtual map can be viewed through individual VR gear, immersion systems like panoramic cinemas with 3D glasses, dome screens, or just on a PC for two-dimensional viewing.
The images produced by the algorithms can appear as close as 1 m, or almost infinitely far away.
The multi-sensorial experiment project has two stated goals: to be able to visualise the universe at different scales and to draw in a broad array of visitors, from scientists to amateurs.
Astronomers and astrophysicists have been collecting data on billions of celestial objects for decades with telescopes on Earth and in space.
In order to get visual representations of tens of terabytes of data sets, Revaz and software engineer Florian Cabot rendered the data at 90 frames per second, like a movie.
Visualisation of astrophysical data is much more accessible than showing graphs and figures, it helps to develop an intuition of complex phenomena, Revaz said.
VIRUP is precisely a way of making all of our astrophysical data accessible to everyone, and this will become even more important as we build bigger telescopes like the Square Kilometer Array that will generate tremendous amounts of data.
The project can visualise data from eight databases bundled together, among which is the Sloan Digital Sky survey, which consists of over 50 million galaxies and 300 million objects in general.
It also based its research on data from the Open Exoplanet Catalog, which aggregates various sources of exoplanet data.
The biggest challenge VIRUP has to overcome is linked to its storage capacity: still a work in progress for now, the beta version can't be run on a Mac and it needs a lot of internal storage to work on a PC.
According to Jean-Paul Kneib, director of the Laboratory of Astrophysics of EPFL, this educational visualisation model could be applied to other industries.
"If we want to look inside our brain, if we want to go and look at what is happening in the Tokamaks for fusion. We have developed a 3D visualisation tool that can really be beneficial to many scientific fields," said Kneib.
Even though VR games and universe representations already exist, the EPFL team says VIRUP goes much further and wider since it brings together these vast data sets containing hundreds of millions of space objects in a one-stop-shop solution.
In fact, we actually started this project because I was working on a three-dimensional mapping project of the universe and was always a little frustrated with the 2D visualisation on my screen, which wasn't very meaningful, Kneib told AFP.
And the idea is to say no, it's not just 2D, we'll make a map in 3D - let's see it in 3D, we're not going to simplify complex things. It's true that by showing the universe in 3D, by showing these filaments, by showing these clusters of galaxies which are large concentrations of matter, you really realise what the universe is, he added.
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Is this virtual reality programme the new Google Earth for the universe? - Euronews
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Virtual reality paintings: A new audience is literally diving into the art in Limerick’s Hunt Museum – Independent.ie
Posted: at 11:14 pm
How can museums and galleries reach younger, digital-native audiences? How can they breathe new life into age-old masterpieces and think beyond the traditional white-cube format?
he answer, as curators around the world are beginning to discover, is in immersive art experiences.
From today until Christmas Eve, the Hunt Museum in Limerick will be hosting Ride a Flying Fish. The VR experience explores The Garden of Earthly Delights, a 500-year-old painting by Hieronymus Bosch.
Its a cutting-edge collision of art and technology and it will undoubtedly draw large and curious crowds.
Boschs triptych masterpiece resides in the Prado Museum in Madrid, Spain, but the Hunt Museum is inviting a different perspective.
The idea of moving around inside an artwork and feeling it to be a living thing gives new insights and joy, explains the museums Director and CEO, Jill Cousins.
The Garden of Earthly Delights is such a complex painting, but with VR technology, you get to dive deep into it, focussing on every little detail and almost becoming part of the painting.
The Hunt Museum isnt the only cultural institution evolving in the digital age. Immersive art has soared in popularity in recent years as museums and galleries curate mesmerising experiences that are designed to be shared both with fellow attendees and Instagram followers.
These exhibitions offer a new way of engaging with seminal masterpieces and, across the world, they are drawing in younger, and wider, audiences.
Take the Van Gogh Alive experience, which has been seen by seven million visitors worldwide. The 35-minute, 360-degree experience features 200 of the impressionist painters works and includes digital animation, music and an optional VR experience during which visitors walk through the French town of Arles.
In musical terms, you could liken seeing Sunflowers in the Van Gogh Museum in Amsterdam to an intimate, acoustic performance, whereas Van Gogh Alive is more like a show-stopping stadium tour.
As well as offering a unique participatory experience for a generation accustomed to constant stimuli, immersive art solves one of the biggest issues facing leading museums and galleries queues.
Anyone who has tried to catch a glimpse of the Mona Lisa in the Louvre will know the crowds can be overwhelming at best, and discombobulating at worst.
This is partly why the museum launched their first-ever VR project, Mona Lisa: Beyond the Glass, in 2019. Instead of taking their place in a queue to see the original painting, visitors could don a VR headset and embark on a seven-minute immersive journey.
It offers visitors [a chance] to go inside the painting, not only to look at it from outside, but to try to be within the universe of the painting, explained the museums general curator Dominique de Font-Raulx at the time of its launch.
The immersive art experience was arguably spearheaded by Japanese contemporary artist Yayoi Kusama, whose walk-through Infinity Mirror Room installations have drawn sell-out crowds over the last decade. The exhibit is currently at the Tate Modern in London, but its sold out until March 2022. More tickets for dates in May and June will be made available later in the year.
If youre travelling farther afield, the futuristic Superblue Miami experience features a mirrored labyrinth by Es Devlin and a light-based Ganzfeld installation by James Turrell. If you want to travel deep into the metaverse, you can explore digital art collections (NFTs) on virtual reality platforms like Decentraland and Cryptovoxels.
Immersive art experiences arent designed as a replacement for traditional art theyre meant to complement it.
Its a bridge between the old and the new and its bringing art to a whole new audience.
To book Ride a Flying Fish, visit huntmuseum.com.
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Games Can Show Us How to Enact Justice in the Metaverse – WIRED
Posted: at 11:14 pm
It was 2016, and Jordan Belamire was excited to experience QuiVr, a new fantastical virtual reality game, for the first time. With her husband and brother-in-law looking on, she put on a VR headset and became immersed in a snowy landscape. Represented by a disembodied set of floating hands along with a quiver, bow, and hood, Belamire was now tasked with taking up her weapons to fight mesmerizing hordes of glowing monsters.
But her excitement quickly turned sour. Upon entering online multiplayer mode and using voice chat, another player in the virtual world began to make rubbing, grabbing, and pinching gestures at her avatar. Despite her protests, this behavior continued until Belamire took the headset off and quit the game.
Right now, one of the most common forms of governance in virtual worlds is a reactive and punitive form of moderation.
My colleagues and I analyzed responses to Belamires subsequent account of her first virtual reality groping and observed a clear lack of consensus around harmful behavior in virtual spaces. Though many expressed disgust at this players actions and empathized with Belamires description of her experience as real and violating, other respondents were less sympatheticafter all, they argued, no physical contact occurred, and she always had the option to exit the game.
Incidents of unwanted sexual interactions are by no means rare in existing social VR spaces and other virtual worlds, and plenty of other troubling virtual behaviors (like the theft of virtual items) have become all too common. All these incidents leave us uncertain about where virtual ends and reality begins, challenging us to figure out how to avoid importing real-world problems into the virtual world and how to govern when injustice happens in the digital realm.
Now, with Facebook predicting the coming metaverse and the proposal to move our work and social interactions into VR, the importance of dealing with harmful behaviors in these spaces is drawn even more sharply into focus. Researchers and designers of virtual worlds are increasingly setting their sights on more proactive methods of virtual governance that not only deal with acts like virtual groping once they occur, but discourage such acts in the first place while encouraging more positive behaviors too.
These designers are not starting entirely from scratch. Multiplayer digital gamingwhich has a long history of managing large and sometimes toxic communitiesoffers a wealth of ideas that are key to understanding what it means to cultivate responsible and thriving VR spaces through proactive means. By showing us how we can harness the power of virtual communities and implement inclusive design practices, multiplayer games help pave the way for a better future in VR.
The laws of the real worldat least in their current stateare not well-placed to solve the real wrongs that occur in fast-paced digital environments. My own research on ethics and multiplayer games revealed that players can be resistant to outside interference in virtual affairs. And there are practical problems, too: In fluid, globalized online communities, its difficult to know how to adequately identify suspects and determine jurisdiction.
And certainly, technology cant solve all of our problems. As researchers, designers and critics pointed out at the 2021 Game Developers Conference, combatting harassment in virtual worlds requires deeper structural changes across both our physical and digital lives. But if doing nothing is not an option, and if existing real-world laws can be inappropriate or ineffective, in the meantime we must turn to technology-based tools to proactively manage VR communities.
Right now, one of the most common forms of governance in virtual worlds is a reactive and punitive form of moderation based on reporting users who may then be warned, suspended, or banned. Given the sheer size of virtual communities, these processes are often automated: for instance, an AI might process reports and implement the removal of users or content, or removals may occur after a certain number of reports against a particular user are received.
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Games Can Show Us How to Enact Justice in the Metaverse - WIRED
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Recovery Centers Of America Collaborates With Johns Hopkins Healthcare Solutions To Introduce Virtual Reality Treatment Enhancement At Two Maryland…
Posted: at 11:14 pm
"We're excited to work with Johns Hopkins HealthCare Solutions to offer innovative, proven technology to assist patients
People suffering from substance use disorders (SUD) are twice as likely to suffer from mood and anxiety disorders. Recent researchalso indicates that nearly half of those who experience a mental health disorder also experience SUD and vice versa.
Johns Hopkins HealthCare Solutions, in conjunction with BehaVR, developed the program to address stress reduction through mindfulness practice. As an immersive, interactive therapeutic tool, it is used to teach patients how to decrease an anxious response and promote healthy ways they can ease their anxiety, such as meditation, breath work, and other evidence-based strategies.
Patients who are admitted for drug and alcohol treatment and also experience anxiety at RCA at Bracebridge Hall, located in the northern part of the state, and RCA Capital Region, located nearWashington D.C., will be recommended for the program.
"We're excited to work with Johns Hopkins HealthCare Solutionsand offer an innovative, proven technology to assist our patients and provide them with the best, personalized care," said Kerry King, Psy.D., MBA, Vice President of Clinical Services, RCA. "Introducing this program during a patient's inpatient care, while also utilizing immersive mindfulness techniques, can help diminish the overwhelming and sometimes debilitating stress or anxiety many experience when beginning treatment. It also supports relapse prevention for lasting recovery."
Over the course of six virtual reality mindfulness sessions, the patient's individual specialists will identify the form and level of their anxiety through a series of questions. Responses establish an initial level of experienced anxiety. The VR software will then create a simulated visual and auditory environment where patients can select a setting that is most comforting to them. They are then guided through a meditative/mindfulness activity while immersed in the virtual setting. This increases the experience and benefits of mindfulness and stress reduction.
For participants, program benefits may include:
"The goal is not for our patients to disassociate when experiencing virtual reality but to reduce anxiety and increase mindfulness," said Corey Richey, interim CEO, RCA at Bracebridge Hall. "Our team is dedicated to providing effective tools that build the necessary skills patients can use to decrease stress, experience calm and cope with day-to-day living outside of our facility, which can ultimately be lifesaving."
While RCA is using VR sessions to target SUD and anxiety, patients can receive therapy with any of the specialized inpatient programs available at either location, including programs for young adults, older adults, relapse, trauma, and members of the LGBTQIA+ populations.
RCA at Bracebridge Hall and RCA Capital Region are accredited by the Joint Commission and the National Association of Addiction Treatment Providers. Both RCA at Bracebridge Hall and RCA Capital Region have been named a "Best U.S. Addiction Treatment Facility inMaryland"by Newsweek. In addition to providing evidence-based inpatient treatment for substance use disorder, outpatient treatmentis also available at RCA Capital Region and most other RCA locations as well as an extensive alumni support network and programming after graduation from treatment.
RCA has also pioneered a new digital health platform called Shoutout to make treatment even more accessible and provide constant support and education to everyone no matter where they are in their recovery journey.
To learn more about the VR enhancement treatmentprogram atRCA at Bracebridge Hall and RCA Capital Region, click here.
EDITOR'S NOTE:A media demo of the VR treatment will be available during the RCA at Bracebridge Hall open house on Tuesday, October 26 at 2 p.m. Journalists can also arrange a visit to RCA at Bracebridge Hall to demo the VR if they're unable to attend the open house.
ABOUT RECOVERY CENTERS OF AMERICARecovery Centers of Americais dedicated to helping patients achieve a life of recovery through evidence-based alcohol and drug addiction treatment. RCA has ten inpatient facilities in the United States in Earleville and Waldorf, Maryland, Danvers and Westminster, Massachusetts; Devon (near Philadelphia), and Monroeville (near Pittsburgh), Pennsylvania; South Amboy and Mays Landing, NJ; St. Charles, Illinois (outside of Chicago), and Indianapolis, Indiana. A full spectrum of outpatient treatment is also provided at many of these facilities and in Voorhees, NJ. RCA also provides Medication-Assisted-Treatment (MAT) at its treatment centers and at standalone facilities in Trenton, Woodbridge, and Somerdale, NJ and in Lansdowne, PA. Patients can obtain immediate substance use disorder care by calling 1-800-Recovery with complimentary transportation provided in most cases.
PRESS CONTACTS:Lisa TrapaniRoseComm for Recovery Centers of America410-245-0094[emailprotected]
Terri Malenfant Recovery Centers of America[emailprotected]
SOURCE Recovery Centers of America
recoverycentersofamerica.com
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HTC Vive Flow, so are the new virtual reality glasses that you can use with your mobile – InTallaght
Posted: at 11:14 pm
HTC is responsible for one of the most important virtual reality glasses on the market. So much so that with the Vive they are the official VR device of Steam, the most important game store that exists on PC. So the company that once released some of the best Android smartphones knows what its doing when it comes to immersive worlds.
And although the territory of PCs is already quite colonized by VR devices, the next frontier has to do with mobile phones and the possibility of connecting glasses with which to travel to other realities and evade ourselves for a few minutes. So These HTC Vive Flow seem specifically designed for those same tasks.
One of the first details that stand out is its design, which avoids that mazacote aspect that is so characteristic of virtual reality helmets, and goes on to adopt the same shapes of sunglasses but that, in reality, they are capable of housing two screens of 1.6K resolution each and that boast of reaching a field of view of 100 and 75Hz refresh rate. It is not very spectacular data if we compare it with the competition of Oculus, and even some models of HTC itself, but they are not bad at all as an entry device in this segment.
Parallel to what we can see and hear inside, these glasses have two cameras on the front that serve to track all our movements, and that use the power of the Qualcomm XR1 chip. The set also offers 64GB of storage capacity and will not have the possibility of expansion through a microSD that allows us to install more games or immersive experiences.
These HTC Vive Flow they are not too heavy if we compare it with other models, like the Oculus Quest 2 that reach half a kilo: this model is only 189 grams and, yes, it is a good fault of that detail the fact that the internal battery only gives to handle the glasses for a few minutes . That is so because all the energy must be supplied through an external powerbank or another battery that we buy and connect thanks to its external USB.
They will officially arrive in November, with reservations already open, now a estimated price of $ 499 (about 430 euros to change). We can use these HTC Vive Flow with Android phones so it seems that iOS, for now, is out of the equation.
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HTC Vive Flow, so are the new virtual reality glasses that you can use with your mobile - InTallaght
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Virtual Reality in Education Sector Market Outlook 2021: Big Things are Happening with Atheer, Inc.,Apple Inc.,Facebook Inc.,Blipper Puck77 – Puck77
Posted: at 11:14 pm
The Latest Released Virtual Reality in Education Sector Market study has evaluated the future growth potential of Virtual Reality in Education Sector market and provides information and useful stats on market structure and size. The report is intended to provide market intelligence and strategic insights to help decision makers take sound investment decisions and identify potential gaps and growth opportunities. Additionally, the report also identifies and analyses changing dynamics, emerging trends along with essential drivers, challenges, opportunities and restraints in Virtual Reality in Education Sector market.
If you are a Virtual Reality in Education Sector manufacturer and would like to check or understand policy and regulatory proposal, designing clear explanations of the stakes, potential winners and losers, and options for improvement then this article will help you understand the pattern with Impacting Trends.
Click to get sample PDF (Including Full TOC, Table & Figures) @ https://www.adroitmarketresearch.com/contacts/request-sample/582?utm_source=prp
Major Highlights of the Virtual Reality in Education Sector Market report released by Adroit Market Research
Revenue and Sales Estimation Historical Revenue and sales volume is presented and further data is triangulated with top-down and bottom-up approaches to forecast complete market size and to estimate forecast numbers for key regions covered in the report along with classified and well recognized Types and end-use industry.
SWOT Analysis on Virtual Reality in Education Sector Players
In additional Market Share analysis of players, in-depth profiling, product/service and business overview, the study also concentrates on BCG matrix, heat map analysis, FPNV positioning along with SWOT analysis to better correlate market competitiveness.
Demand from top notch companies and government agencies are expected to rise as they seek more information on latest scenario. Check Demand Determinants section for more information.
Heat map Analysis, 3-Year Financial and Detailed Company Profiles of Key & Emerging Players:
Atheer, Inc.,Apple Inc.,Facebook Inc.,Blipper,Gravity Jack,Google Inc.,Holition,Layer (Blipper Group),Improbable,Meta Inc.,Marxent Lab LLC,Microsoft Corporation,Qualcomm Technologies, Inc.,Nintendo Co.,Ltd,Sony Corporation,Sphero,Others
Read complete report @ https://www.adroitmarketresearch.com/industry-reports/virtual-reality-in-education-sector-market?utm_source=prp
Regulation Analysis
Local System and Other Regulation: Regional variations in Laws for the use of Virtual Reality in Education Sector Regulation and its Implications Other Compliances
FIVE FORCES & PESTLE ANALYSIS:
In order to better understand Market condition five forces analysis is conducted that includes Bargaining power of buyers, Bargaining power of suppliers, Threat of new entrants, Threat of substitutes, Threat of rivalry.
Political (Political policy and stability as well as trade, fiscal and taxation policies) Economical (Interest rates, employment or unemployment rates, raw material costs and foreign exchange rates) Social (Changing family demographics, education levels, cultural trends, attitude changes and changes in lifestyles) Technological (Changes in digital or mobile technology, automation, research and development) Legal (Employment legislation, consumer law, health and safety, international as well as trade regulation and restrictions) Environmental (Climate, recycling procedures, carbon footprint, waste disposal and sustainability)
Market Breakdown by Types:
By Product Type, (VR content,VR hardware), By end-users, (K-12 sector,Higher education sector), By Distribution Channel, (Distributer,Direct Sales)
Market Breakdown by Applications:
NA
Geographically, the following regions together with the listed national/local markets are fully investigated:
APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka) Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into Belgium, Denmark, Austria, Norway, Sweden, The Netherlands, Poland, Czech Republic, Slovakia, Hungary, and Romania) North America (U.S., Canada, and Mexico) South America (Brazil, Chile, Argentina, Rest of South America) MEA (Saudi Arabia, UAE, South Africa)
Some Extracts from Virtual Reality in Education Sector Market Study Table of Content
Virtual Reality in Education Sector Market Size (Sales) Market Share by Type (Product Category) [, Medical Evacuation & Casualty Evacuation] in 2020Virtual Reality in Education Sector Market by Application/End Users [Embassies and Governments, Hospitals, Insurance Companies, Others]Global Virtual Reality in Education Sector Sales and Growth Rate (2015-2025)Virtual Reality in Education Sector Competition by Players/Suppliers, Region, Type and ApplicationVirtual Reality in Education Sector (Volume, Value and Sales Price) table defined for each geographic region defined.Supply Chain, Sourcing Strategy and Downstream Buyers, Industrial Chain Analysis..and view more in complete table of Contents
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Global Virtual Reality (VR) in Education Market 2021 Industry Research, Segmentation, Key Players Analysis and Forecast to 2027 EcoChunk – EcoChunk
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MRInsights.biz publishes a Global Virtual Reality (VR) in Education Market research study that looks at the industry and major market trends, as well as historical and anticipated market data. A market overview, as well as definitions and applications, are included in the report. The market is segmented by application, type, and geography in terms of volume and value.
This studys design was chosen to highlight potential trends and opportunities in the worldwide Virtual Reality (VR) in Education market in the next years. Based on the current market analysis, several drivers and barriers, opportunities, and challenges will be analysed during the forecasted time period. The research also looks at market regional trends that might impact growth from 2021 to 2027. The research aids in the identification of new marketing possibilities and provides a comprehensive picture of the worldwide Virtual Reality (VR) in Education market.
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Parameters such as import & export, regulations in different countries, inflation, socio-economic factors, legal and political factors, and other micro factors, which are internal to companies have been analyzed to derive the market size. This report provides estimated and forecasted market size and compound annual growth rate for countries and regional for all the segments and sub-segments.
The following manufacturers are represented on the global marketplace:
HTC Corporation, Lenovo Group Limited, Samsung, Microsoft, Facebook Technologies LLC, Unity Teach, VR Education Holdings, Alchemy VR Limited, EON Realit
Market segmentation based on application:
IT and Telecom, Healthcare, Retail and E-commerce
The market has been split, as well as the product category:
Hardware (HMDs etc.), Software, Services (Training and Consulting and Managed Services)
Geographical market segmentation:
North America (United States, Canada and Mexico), Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe), Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia), South America (Brazil, Argentina, Colombia, and Rest of South America), Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
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The study findings are presented in the next part of the chapter. Our analysts provide customers with all of the data they need to develop long-term strategic growth strategies and policies. The analyst examines the companys size, distribution, trends, and overall revenue in order to accurately anticipate and provide professional insights to financial backers on global Virtual Reality (VR) in Education market trends.
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Virtual Reality in Medicine and Healthcare Market Competition, Opportunities and Challenges 2021-2028 Radford University Athletics – Radford…
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Virtual Reality in Medicine and Healthcare deliver well-researched industry-wide information on theVirtual Reality in Medicine and Healthcare. It provides information on the markets essential aspects such as top participants, factors driving Virtual Reality in Medicine and Healthcare, precise estimation of the Virtual Reality in Medicine and Healthcare size, upcoming trends, changes in consumer behavioural pattern, markets competitive landscape, key market vendors, and other Industry features to gain an in-depth analysis of the market. Additionally, the report is a compilation of both qualitative and quantitative assessment by industry experts, as well as industry participants across the value chain. The report also focuses on the latest developments that can enhance the performance of various market segments.
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Key Players Analysis:
Orca Health
Brain Power
Medsights Tech
AccuVein
Microsoft
Product Type
Software
Hardware
Service
The research report provides deep insights into the global market revenue, parent market trends, macro-economic indicators, and governing factors, along with market attractiveness per market segment. The report provides an overview of the growth rate of the Instant Virtual Reality in Medicine and Healthcare during the 2021 . Most importantly, the report further identifies the qualitative impact of various market factors on market segments and geographies. The research segments the market on the basis of product type, application, technology, and region. To offer more clarity regarding the industry, the report takes a closer look at the current status of various factors including but not limited to supply chain management, niche markets, distribution channel, trade, supply, and demand and production capability across different countries.
The documented report aims to offer an organized and methodical strategy for important aspects that have affected the market in recent years and future market opportunities that companies can trust. It gives readers clear market research for better judgment and better decision making on whether or not to invest. The report provides an analysis and overview of the future dynamics with an in-depth analysis of the most important players that are likely to contribute to the growth of the Virtual Reality in Medicine and Healthcare during the forecast period.
The market report also provides a correct assessment of the company strategies and business models that companies implement to stay in the market and lead. Some of the most important steps companies are taking are mergers and acquisitions, partnerships and collaborations to expand their regional and global reach. In addition, the players are also launching a new range of products to enrich their portfolio by using the latest technology and implementing them in their company.
The report is updated with the impact of the currently unfoldingCOVID-19pandemic. The pandemic has dynamically affected the key segments of the market and has changed the growth pattern and demands in the Virtual Reality in Medicine and Healthcare. The report covers extensive analysis of these changes and provides an accurate forecast estimation of the market growth after the impact of the pandemic.
What is Virtual Reality in Medicine and Healthcare report?
The report has classified the market into segments including product type, and application. Every segment is evaluated based on share and growth rate. Besides, the analysts have studied the potential regions that may prove rewarding for the manufacturers in the coming years. The regional analysis includes reliable predictions on value and volume, thereby helping market players to gain deep insights into the overall industry.
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What is the philosophical, ethical and social perspective of virtual reality? – Tech News Inc
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Sophie Balcon Formo, Alexandre Michelin, Yassine Ait Cassie and David Nahon.
If the idea of virtualization was outdated, it is now exacerbated and questioned by the projects of large digital companies that rely on virtual reality and the creation of meta-universes. Eliminating physical distances, what types of interaction and experience create immersive technologies and how will they evolve?
During the SITEM trade fair, a roundtable was held titled Do Immersive Technologies Bring Us Closer Together or Are They Tools for Imaginary Social Networking? It is organized by AFXR, an association that questions immersive technologies and their uses. The conference devoted to the cultural world was above all an opportunity to return to the concept of virtual reality and question it from a philosophical, ethical and social point of view.
David Nahon, Director of Virtual Immersion at Dassault Systmes 3DEXPERIENCE Laboratory, noted that virtual reality was already a professional medium but had not yet reached the general public. According to him, experiences are often presented as fanciful or dystopian, but rarely as they really are.
A good introduction to Pierre Mousseau, Doctor of State in Political Science, researcher at Tlcom Paris Tech and specialist in the concept of fantasy, who provided a philosophical perspective on virtual reality. He explained that the word virtual derives from the same Latin word virtualis which is translated from the Greek word dunaton. According to Aristotles definition, dunaton means what is possible, that is, ability. It translates the idea of movement, flow, change. In Aristotle, dunaton is opposed to reality. In the twentieth century it was Bergson and Deleuze who considered the question by opposing the ostensible and the present. Only possible true repeats. While the virtual machine updates itself and makes a difference. Her strength is her creativity.
Outside the philosophical realm, reality is opposed to virtual reality. In 1980, American Jaron Lanier used the term virtual reality to describe sensory experiences that a computer produces and manages. Virtual reality revitalizes the contrast between the imaginary/imaginary and the real according to Pierre Mousseau.
According to him, there are three issues behind the concept of virtual reality:
Sophie Balcon Formo has written a thesis on the use of virtual reality in the cultural and creative industries. According to her, virtual reality gives the illusion of place and plausibility. It gives the feeling of being there and makes it possible to consider the hypothetical situation reliable. It is often associated with the concept of existence, which is divided into three forms:
These notions of existence are not a state, but a process throughout experience Sophie Balcon Formo explained. It is the principle of embodiment that is based on the acceptance of the environment and the embodied personality. According to her, a virtual reality headset is a machine for communication. But the machine does not change the person. It is man who directs the machine with the standard of what it is. In the cultural world, this experience allows access to knowledge in an active way while cementing it in memory through emotions. Visitors can show resistance depending on their relationship to digital tools and the collective imagination. They will primarily seek the benefits of such an experience.
According to her, virtual reality makes it possible to create reciprocity between players in the sector and does not create an illusory society. On the other hand, it raises political and ethical questions.
Later in the conference, Yassine Ait Kassi, Technical Director and Strategist at ELYX addressed the topic of metaverse. He defines them as shared and collective virtual spaces in which the concept of ownership exists. We live in an exciting time, because the overlay of these concepts is independent of technology, Did he say? According to him, metaverses are interesting in terms of durability, because they seek to layer rather than accumulate. It is possible to develop immaterial creativity while organizing itself to incorporate carbon emissions in order to incorporate them into the process. We can modify behavior by will, not by compulsion., he added.
To read also What is the meta-world that Facebook wants to create?
Will each company have its own metaverse? asked David Nahon. If so, the issue of international governance is critical. A new world leads to the emergence of a new region and thus new frontiers. In the real world, it is indeed critical. It will be necessary to ensure that these worlds are inclusive.Yassine Ait Kasi added. When the Universal Declaration of Human Rights was written, no one believed that it should expand into a virtual world.
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