Daily Archives: February 24, 2022

Column: Virtual reality isn’t just for gaming – The Aggie – The Aggie

Posted: February 24, 2022 at 2:26 am

Virtual and augmented reality are the future of interacting with technology

By OWEN RUDERMAN opruderman@ucdavis.edu

When many people think of virtual reality (VR), they think of someone with a toaster strapped to their head running into a wall or punching a hole in their television. For augmented reality (AR), its Pokmon GO. At first glance, it seems like VR and AR are just fun gimmicks new ways to play video games that will surely fade away. But that viewpoint couldnt be farther from the truth.

In fact, before VR and AR entered the consciousness of the mainstream, it was already being used as early as the 1970s for things such as flight simulations and military training. Now, with the huge advancements to the technology in recent years, VR and ARs list of potential uses is growing. For example, since 2017, impressive strides have been made in VR-enhanced mental health treatments.

I must admit, however, that the technology is still in its infancy. Despite efforts from Meta with the Oculus, when it comes to affordability and ease of use, VR headsets are still falling flat for the everyday consumer. Additionally, aside from Snapchat and Instagram filters, it seems like AR is a ways away from becoming useful. But once more advancements come, the potential for this technology is scarily limitless.

And more advancements will come, especially as the industry grows. Demand has shot up in recent years, mostly due to the COVID-19 pandemic global spending on AR and VR technology rose to $12 billion in 2020, up 50% from 2019.

Some of the potential of VR and AR is easy to imagine. If the price goes down and the quality goes up, its highly possible that these technologies will dominate the gaming market. Ill never forget the first time I booted up my Oculus Quest 2 and hopped into a multiplayer game, where I met a British kid who offered to show me how to use the sniper rifle. Its a magical gaming experience, and everyone should be able to get their hands on it. As the technology improves and becomes more easily available, and as more games are developed, VR will eclipse all other forms of play. You just cant beat the level of immersion that VR provides. But gaming isnt the only entertainment industry that will shift to VR.

Imagine movies in VR: Instead of sitting in a theater watching a screen, you would quite literally be in the middle of the action as it unfolds. The monster in horror films could actually sneak up behind you, or you could skydive out of a plane with Captain America. But lets not stop there. What about VR music videos, VR interviews and more? Imagine attending an art exhibit that consisted entirely of immersive, VR art pieces. At some point in the not-so-distant future, I predict VR will be the method by which we view almost all entertainment.

AR has even more potential. The Google Glass was quite a flop (wearers of Google Glass were branded Glassholes), but as humans and machines start to become more entwined, seeing the world through a veil of technology is going to become more and more common just look at Neuralink, Elon Musks new brain chip company. Its secretive about its research, but one of its goals is to use brain chips to allow paralyzed people to control technological devices. Once AR technology becomes sufficiently advanced, users will be able to instantly translate foreign text or voice, physical advertisements will be tailored to each viewer and text messages will appear in your peripheral view. The list of practical applications for AR is even longer than for VR.

I know a lot of this sounds Black Mirror-esque, but its the way of the future. The line between humans and computers will continue to blur, and I could even see it disappearing entirely. The future of interacting with technology and entertainment is VR and AR. All thats left for us to do is wait.

Written by: Owen Ruderman opruderman@ucdavis.edu

Disclaimer: The views and opinions expressed by individual columnists belong to the columnists alone and do not necessarily indicate the views and opinions held by The California Aggie.

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Sonys VR2 headset shows virtual reality is growing up – The Next Web

Posted: at 2:26 am

Its been five long years, but Sony has finally revealed the design of its second virtual reality headset.

Unsurprisingly named the VR2 (come on, what else did you expect from the company that brought you the PlayStation 5?), the hardware has been unveiled at an interesting time.

Not only is there a renewed interest in virtual reality tech (thanks, Meta), but its also arriving into a market that has significantly evolved in recent years. In fact, the VR2 serves as an interesting marker to show how the entire sector has changed.

One point to note before we begin: the current announcement only covers the design of Sonys headset. While there was some technical information revealed (weve included that below), this is really Sony showing off how the headset looks. And thats the base were building this article on.

Now thats out of the way, lets start looking at whats new with the PS VR2.

Fundamentally, the VR2 is similar to its predecessor but includes the sort of improvements youd expect considering the original was launched way back in 2016?

The VR2 is lighter and slimmer, has a lens adjustment dial (so you can get the display the perfect distance from your eyes), and a built-in motor for haptic feedback.

It connects to a PS5 console via USB-C (we dont know if it works with the PS4 yet) and can display in 4K with either 90 or 120Hz frame rates.

Basically, the VR2 is faster, better, and lighter than its predecessor. Quelle surprise.

This is where things get interesting.

Lets get the obvious out of the way first. Theres a substantial difference between the design of the VR and VR2. Itd be utterly bizarre if there wasnt.

As stated in the announcement and something you can plainly see from the image above the VR2 is heavily inspired by the look of the PS5 family of products. Its not as though it wouldve been inspired by the Sega Genesis after all.

But theres a more telling quote a few lines down. There, the company says it wants the headset to become an attractive part of [its users] living room decor.

Of course Sony is gonna say this. Whats the alternative? Stating that its created something so ugly and garish that only the unhinged would want it near them? Thatd be a baller move, for sure, but an unlikely one all the same.

Now weve got that clear, onto my thesis. This design change points to how the world of virtual reality has moved on since the launch of the original PS VR back in 2016.

From those goofy, colorful joysticks to the blue lights on the headset, the old device screams gaming as clearly as those sorta chairs. You know the ones I mean. Dont pretend you dont. You do.

Clearly, this isnt the case with the aesthetics of the PS VR2. It is a far more serious-looking piece of kit.

To quote Biggie, in the time between the PS VR and VR2, things done changed.

Lets take Oculus as an example. The Rift was launched the same year as the PlayStation headset, but since then Oculus has released the Rift S, Go, Quest, and Quest 2.

And its not just the hardware that shifted, its use cases have too.

The technology moved from gaming into something more transformative. To put it another way, tech giants are trying to take VR from a games platform into something more akin to a phone.

Much of this but not all has to do with Meta, and the companys recent pivot to the, well, metaverse. Its pumping billions into its attempt to move virtual reality from niche concern to mainstream player. Effectively, out of the basement, into the office.

And I can see this growing up mentality all over the design of the PS VR2. Its sleek and modern, looking more like a futuristic piece of sci-fi hardware, as opposed than the RGB nightmare often associated with gaming.

Id like to make something clear though: Im not suggesting Sony is giving up gaming or even that the VR2 isnt designed with that as its main purpose.

Its vital for Sonys future that the PS VR2 finds its place as the best headset for gaming. And thats because of what its competitors have been up to.

Over the last five years weve seen a major divergence between console makers.

Nintendo has stepped out of the power war and, with the Switch, has focused more on casual gaming. Microsoft has gone on an acquisition binge and appears to be focusing on making its Game Pass service a must-have.

But Sony? Its seemed out of step with these strategies so far. In fact, its been unclear what the companys goal was with its console but the PS VR2 changes that.

If the hardware is good and theres no reason to expect it wont be the company can carve out a niche as being the console for VR experiences.

The PS5 is much cheaper than a gaming PC capable of running virtual reality titles, and far easier to get acquainted with.

Then, consider the fact that consoles also commonly function as household media centers. With this, Sony has an opportunity to provide an entry-point for non-gamers into the world of virtual reality something the VR2s accessible design will help usher in.

Yes, we still need to find out important details about Sonys headset, like the price and release date, but its already gearing up to be one the most significant VR products of 2022 and beyond.

One things for certain though: virtual reality is growing up. And, with the PS VR2, Sony has the opportunity to be at the forefront of this change.

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Immersive virtual reality gaming experience ‘Zero Latency’ coming to Cleveland – WKYC.com

Posted: at 2:26 am

There are only 10 of its kind across the country and one of them will open in Cleveland on March 1.

CLEVELAND We've all seen or played video games at some point in our lives. But this is a totally new experience where you are truly part of the game. Welcome to Boss VR Arena, featuring "Zero Latency" technology.

"VR" stands for virtual reality, of course. But unlike conventional VR games, here you're allowed to free roam in an open space with up to eight people. And as the name suggests, there's zero latency, meaning no delay. Everyone is active in a real-time virtual world.

Boss Pro-Karting co-owner Brad Copley couldn't wait to bring this technology to Cleveland.

"We have strived to bring adrenaline-filled group activities to Northeast Ohio. The go karting and the ax throwing were our first two launches into Cleveland. And now, bringing this VR, its a whole different dynamic," Copley tells 3News.

Each player is essentially wearing a computer on their back. Then, you're outfitted with a VR gun, special goggles with an array of cameras, and a headset with microphones to communicate with other players as you complete missions.

"Its very safe," Copley adds. "It tells you when you get close to somebody else or get close to a wall. It keeps you confined to that game space and leads you thru some unbelievable experiences."

3News' Brandon Simmons tried Zero Latency for himself, attempting to complete a game of "Far Cry" with three others. Copley is right, it's something you have to experience for yourself.

"You tend to forget. Youre trying to step over rock or hide behind walls which in the game are all there. But in reality, its just a clear open space of concrete where you can walk wherever you want," Copley says.

Zero Latency Cleveland is only the 10th of its kind in the U.S. and will be opening to the public at Boss VR Arena on Brookpark Road on March 1. Copley is looking forward to visitors experiencing the thrills.

"When they get here, theyre going to be amazed at not only the graphics, but how accurate everything is," he says.

Boss VR Arena and everything else at Boss Pro Karting is gearing toward an older crowd. So you have to be 12 or older to participate. The VR Arena costs $45 for 45 minutes for each participant. Reservations can be made on BossVRArena.com.

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Virtual Reality: the future of theatre? – Epigram

Posted: at 2:26 am

By Katie Chalk, Arts Editor

An exciting look inside the world of Virtual Reality with Liminas Emma Hughes, and what it means for the future of theatre.

Picture me almost two years ago, fresh out of my first (rather disrupted) year at Bristol, sitting in my parents back garden gaping in awe through a laptop screen. I am partaking, if you can even call it that, in a Zoom call with the brightest minds in immersive theatre and creative technologies, all based in the South West.

How on earth did I end up mixing with these futuristic experts? Im still asking myself how I got so lucky.

Through an internship with a small Bristol-based theatre company, I was involved in the 2020 Bristol and Bath Research and Development Expanded Performance cohort. I spent weeks learning about virtual and augmented reality, binaural sound and immersive performance experiences.

Virtual Reality is a seemingly real, computer-simulated, three-dimensional environment, where a user in a headset can see and often physically interact with the space around them. Add a narrative and passing time element, and it becomes a four dimensional medium akin to gaming and can also be a vessel for an alternative style of theatre. Augmented reality is when computer-simulated objects are layered on top of real spaces, think of Pokmon Go, for example.

It became clear to me that Bristol in particular, really is at the forefront of this industry.

We all know its an exciting place to live and work. In terms of immersive media - Bristol is home to the art and tech hub Pervasive Media studio and the augmented and virtual reality research company Limina. Bristol is also a rich hub of tech start-ups and productions studios which provide the skills and infrastructure to create immersive media. Within the wider South West, there is the South West Creative Technology Network (SWCTN) and educational courses such as UWE's Masters in Virtual and Extended Realities. Also Bristol+Bath Creative R+D, though which I was launched, naive and eager, into this alien world. It is a world which, in light of recent attention on the Metaverse, feels closer to home than ever, and seems like an inevitable, exciting and scary new world for the arts industry.

Or is it so new?

Immersing someone in another world has always been the main goal of any artist, claims Emma Hughes, curator and consultant at Limina. By this logic, prehistoric cave art is a method of drawing viewers into alternative realities. Within the visual arts, therefore, immersion is a practice as old as time.

Emma continues: now technology is enabling us to achieve this in a much more literal and visceral way compared to more traditional mediums. Thats where immersion becomes Virtual Reality.

Long gone are the days of theatre being a one-way experience with the audience being passive consumers. Anyone who took drama at GCSE probably remembers promenade theatre in which the audience are mobile and follow the action through different spaces. Taking the idea even further, audiences have become active participants in game-ified theatre where they either have a hand in choosing the story or partake in the action themselves as characters. Local to Bristol, the Arts and Theatre CIC I have worked with, Brave Bold Drama, produced not one, but two, playable family theatre shows CIA: The Munch Mission and the Midnight Mission in which families choose their own narrative as the show unfolds.

Real-life immersive experiences are also extremely popular among adults. Emma identifies a few notable ones around currently: Monopoly Lifesized, Doctor Who: Time Fracture in London, and Van Gough: The Immersive Experience touring internationally (including to Bristol!) in 2021 and 2022.

She continues, now, virtual reality and other immersive media experiences have entered the mainstream alongside these real world immersive experiences.

So theatre in Virtual Reality is just a natural progression from an already increasingly immersive theatre industry? As to be expected, it is a lot more complicated than that.

Personally, I believe VR and AR should be considered as creative mediums in their own right. Emma asserts. Whilst virtual reality world building requires similar skills to theatre-making, and the technology can be added as an extension to live performance to enhance the experience, she emphasises the Virtual Reality shouldn't be seen as the next version of other art forms and will never fully replace live performance.

As a newer medium in its own right, VR has not benefited from centuries-worth of experimentation and debate like theatre has. This means a few teething-problems are currently being thrashed out by pioneering practitioners in the industry. Catherine Allen, founder of Limina and producer of two of the BBCs first VR experiences, explains the mediums lack of critical distance in the way that Bertolt Brect introduced the idea into theatre a century ago.

Were not looking into a future where all theatre exists in VR, and with post-pandemic audiences itching to experience live-ness and togetherness again, there will always be a place for traditional theatre practice. Virtual reality, as a relatively new medium, can provide an extension to this and a new opportunity for theatre-makers to re-direct their skills, but it is a medium in its own right with an exciting, and challenging future to navigate.

Featured Image: Courtesy of Limina

Have you taken part in any VR/AR experiences? What did you think?

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3 Stocks to Invest in Virtual Reality – Motley Fool

Posted: at 2:26 am

Virtual reality (VR) isn't new. The idea of immersing oneself in a virtual world has been around much longer than the buzzword "metaverse." However, the investment options are much more plentiful than they used to be. It seems more and more companies are finding ways to become players in VR.

So how does an investor decide where to allocate funds to capitalize on this trend? One way would be to put together a basket of stocks that combine large and established companies looking to capitalize on this trend with some newer businesses that bring some high upside potential but also increased risk. Here are three suggestions for this VR basket.

Image source: Getty Images.

We're starting with a rumor -- one that's been around for a while. Will Apple ( AAPL -2.59% ) announce VR glasses or goggles? No one knows for sure, but there's no shortage of reports that some version of an augmented or VR product will eventually be unveiled. Investors shouldn't invest in a company based solely on a rumor, but Apple is still a compelling choice even in the absence of a product on the market.

Even though there's currently no dedicated VR device in Apple's product line, the company is no stranger to this space. In 2017, Apple's iPhone first included augmented reality (AR) capabilities. Like other iPhone features, the AR function has become more robust with each new phone release. It's not difficult to see how this feature was the first step to a future AR/VR-dedicated device. If history is any guide, this potential device could rapidly become the next big hardware product in the Apple ecosystem, following in the footsteps of the segment-leading Apple Watch.

When Microsoft ( MSFT -2.59% ) recently announced its plan to acquire video-gaming studio Activision Blizzard ( ATVI -0.64% ), it was clear that gaming would play a key part in the future success of the company. Already an industry leader with its Xbox console and Minecraft franchise, Microsoft sees this acquisition as a way to shape what comes next in gaming, particularly as it relates to the metaverse.

With popular titles like Halo and World of Warcraft joining the likes of Minecraft, it's easy to see how fully immersive virtual experiences could be the next step. Microsoft already has VR goggles on sale and several compatible games. A merging of VR technology and these soon-to-be-acquired game franchises would put Microsoft front and center as a leader in VR.

Roblox ( RBLX -5.25% ) is a popular gaming platform with 50 million daily active users, approximately half of which are 13 years of age and younger. Within the platform are games built around a virtual world where users can interact with one another and spend Roblox's digital currency, Robux. These virtual transactions are where Roblox makes most of its revenue and are vital to its success as a business.

To attract older users while keeping current users engaged, Roblox has been coming to agreements with brands and hosting events and experiences within the platform. In 2021, Roblox launched partnerships with 12 brands, hoping they will ultimately be monetized.

Roblox also hosted six music events last year. These efforts are paying off as the number of experiences in which the majority of users are 13 and older are increasing in prominence. These "aged-up" events accounted for 40% of the top 1,000 experiences in fourth-quarter 2021, compared to 28% in the previous quarter.

Each of these companies brings with it both promise and risk.

Apple and Microsoft are well-established, large-cap companies that will be fine no matter how their VR efforts play out. On the flip side, there's also a chance that each could find itself benefiting from the potential growth in the popularity of VR. On the other hand, Roblox is completely built around VR and doesn't have other segments of its business to fall back on. Even though it's new to the public markets, it has been around for 16 years and is no stranger to this space.

All three of these companies are compelling investments for investors who believe in the long-term success of VR.

This article represents the opinion of the writer, who may disagree with the official recommendation position of a Motley Fool premium advisory service. Were motley! Questioning an investing thesis even one of our own helps us all think critically about investing and make decisions that help us become smarter, happier, and richer.

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Virtual Interactive Technologies Corp. Has Entered into an Exciting New Partnership with Award Winning Future House Studios to Develop Augmented…

Posted: at 2:26 am

Denver, Colorado, Feb. 23, 2022 (GLOBE NEWSWIRE) -- Virtual Interactive Technologies Corp., (OTC: VRVR) (VRVR or the Company), a multi-platform video gaming company is pleased to announce it has signed a Memorandum of Understanding with Future House Studios (FHS) located in Pleasant Grove, UT. The two companies will jointly develop, and finance augmented reality attractions for Adventure Parks, Theme Parks, and other location-based entertainment venues.

The two companies are in early-stage discussions with several third-party customers to develop augmented reality experiences around the customers current attractions within their existing entertainment venues.

We could not be more excited about this partnership with Virtual Interactive Technologies, said Adam Sidwell, Founder and Head of Studio for FHS. He added, we believe that there is large market for the kind of solution we are teaming with VRVR to create.

Future House Studios is a leader in AR and VR content creation stated Jason Garber, CEO of Virtual Interactive Technologies. He continued; our strategy is to team with best-in-class companies to develop exciting, engaging cutting edge content and FHS is a perfect fit.

About Virtual Interactive Technologies Corp.

Virtual Interactives Technologies Corp. (www.vrvrcorp.com) is a Denver, Colorado based video game production, publishing, and technology company. The company currently has a portfolio of five video game titles which include: Carmageddon MaxDamage, Carmageddon Crashers, Interplanetary Enhanced Edition, Worbital, and Catch & Release VR. The Company develops video game projects to be release on various popular gaming platforms with an emphasis on mobile gaming, virtual reality, and other new and emerging gaming technologies. We look to team with existing game developers as well as offering our own expertise in development solutions, publishing, and marketing video game products. We are constantly engaged in finding ways to reinvest our royalty income streams into further growing our royalty contracts and intellectual property in the video gaming industry.

About Future House Studios

Future House Studios (www.futurehousestudios.com) is a metaverse creation company. The studio has assembled a team of incredible artists and technical directors from top film, game, and VR studios that include, but are not limited to, ILM, Weta, Disney, Pixar, Epic Games, Microsoft, Activision-Blizzard, Electronic Arts, Digital Domain, Within, and more. The Future House team members are experts at developing content and have vast experience creating blockbuster movies, AAA games, premiere VR and AR experiences, television series, and commercials. Future House has worked on some of the most renowned franchises in the world including: Star Wars, DC Comics, Marvel, Transformers, Avatar, and more. Partnered with a sibling company, Future House Publishing, the studio develops stories for television and film.

Facebook: https://www.facebook.com/futurehousestudiosllc

Instagram: https://www.instagram.com/futurehousestudiosllc/

Linkedin: https://www.linkedin.com/company/future-house-studios/

Email: awesome@futurehousestudios.com

For Additional Information:

Bruce Nurse - Investor Relations(303) 919-2913info@vrvrcorp.com

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Apple Reportedly Completes Production Tests for AR/VR Headset – MacRumors

Posted: at 2:26 am

Apple has completed key production tests for its long-rumored augmented reality (AR) and virtual reality (VR) headset, according to DigiTimes.

The preliminary information was shared in DigiTimes' paywalled "Before Going to Press" section, so there are no further details yet. The full report should be published by tomorrow, potentially with more information.

While Apple's headset was widely believed to be scheduled to launch this year, a recent report from Bloomberg's Mark Gurman cast doubt on the chances of the device emerging this year due to development problems.

Nevertheless, Apple's headset project is said to be "approaching liftoff," with the device mirroring the development timeline of the Apple Watch in the period before its launch. Apple's work on the headset's operating system, realityOS, has been rumored since 2017, but the existence of the operating system was recently confirmed when references to it were found in App Store upload logs and Apple open source code. DigiTimes' latest report is yet another sign that Apple's headset is ebbing closer to mass production, even if the timeframe for the device's announcement now seems to be vaguely situated somewhere in 2022 or 2023.

The headset is rumored to feature a lightweight design, two 4K micro-OLED displays, 15 optical modules, two main processors, Wi-Fi 6E connectivity, eye tracking, a see-through AR mode, object tracking, hand gesture controls, and more. The device's exact price point is as yet unclear, but some reports indicate that it could cost customers around $3,000. For more detailed information, see our comprehensive roundup.

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Flies in Virtual Reality Arena Prove They’re Smarter Than We Thought – SciTechDaily

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A virtual reality arena was coupled with in vivo fluorescence brain activity imaging to observe the neural dynamics of brain structures implicated in learning and memory formation during conditioning. Credit: Dhruv Grover, UC San Diego KIBM

Immersive virtual reality and real-time brain activity imaging showcase Drosophilas capabilities of attention, working memory, and awareness.

As they annoyingly buzz around a batch of bananas in our kitchens, fruit flies appear to have little in common with mammals. But as a model species for science, researchers are discovering increasing similarities between us and the minuscule fruit-loving insects.

In a new study, researchers at the University of California San Diegos Kavli Institute for Brain and Mind (KIBM) have found that fruit flies (Drosophila melanogaster) have more advanced cognitive abilities than previously believed. Using a custom-built immersive virtual reality environment, neurogenetic manipulations and in vivo real-time brain-activity imaging, the scientists presented new evidence on February 16, 2022, in the journal Nature of the remarkable links between the cognitive abilities of flies and mammals.

Researchers created a panoramic virtual reality arena where flies were conditioned to associate the image of an upright T with a negative heat stimulus and an inverted T without heat. Credit: Dhruv Grover, UC San Diego KIBM

The multi-tiered approach of their investigations found attention, working memory, and conscious awareness-like capabilities in fruit flies, cognitive abilities typically only tested in mammals. The researchers were able to watch the formation, distractibility, and eventual fading of a memory trace in their tiny brains.

Despite a lack of obvious anatomical similarity, this research speaks to our everyday cognitive functioningwhat we pay attention to and how we do it, said study senior author Ralph Greenspan, a professor in the UC San Diego Division of Biological Sciences and associate director of KIBM. Since all brains evolved from a common ancestor, we can draw correspondences between fly and mammalian brain regions based on molecular characteristics and how we store our memories.

Fly wingbeats were imaged and analyzed in real-time (200 Hz) to determine if they flew straight (left), turned clockwise (center), or counter-clockwise (right). The virtual reality imagery was then rotated to reflect the orientation of the flying fly. Credit: Dhruv Grover, UC San Diego KIBM

To arrive at the heart of their new findings the researchers created an immersive virtual reality environment to test the flys behavior via visual stimulation and coupled the displayed imagery with an infra-red laser as an averse heat stimulus. The near 360-degree panoramic arena allowed Drosophila to flap their wings freely while remaining tethered, and with the virtual reality constantly updating based on their wing movement (analyzed in real-time using high-speed machine-vision cameras) it gave the flies the illusion of flying freely in the world. This gave researchers the ability to train and test flies for conditioning tasks by allowing the insect to orient away from an image associated with the negative heat stimulus and towards a second image not associated with heat.

They tested two variants of conditioning, one in which flies were given visual stimulation overlapping in time with the heat (delay conditioning), both ending together, or a second, trace conditioning, by waiting 5 to 20 seconds to deliver the heat after showing and removing the visual stimulation. The intervening time is considered the trace interval during which the fly retains a trace of the visual stimulus in its brain, a feature indicative of attention, working memory and conscious awareness in mammals.

The researchers also imaged the brain to track calcium activity in real-time using a fluorescent molecule they genetically engineered into their brain cells. This allowed the researchers to record the formation and duration of the flys living memory since they saw the trace blinking on and off while being held in the flys short-term (working) memory. They also found that a distraction introduced during traininga gentle puff of airmade the visual memory fade more quickly, marking the first time researchers have been able to prove such distractedness in flies and implicating an attentional requirement in memory formation in Drosophila.

This work demonstrates not only that flies are capable of this higher form of trace conditioning, and that the learning is distractible just like in mammals and humans, but the neural activity underlying these attentional and working memory processes in the fly show remarkable similarity to those in mammals, said Dhruv Grover, a UC San Diego KIBM research faculty member and lead author of the new study. This work demonstrates that fruit flies could serve as a powerful model for the study of higher cognitive functions. Simply put, the fly continues to amaze in how smart it really is.

The scientists also identified the area of the flys brain where the memory formed and fadedan area known as the ellipsoid body of the flys central complex, a location that corresponds to the cerebral cortex in the human brain.

Further, the research team discovered that the neurochemical dopamine is required for such learning and higher cognitive functions. The data revealed that dopamine reactions increasingly occurred earlier in the learning process, eventually anticipating the coming heat stimulus.

The researchers are now investigating details of how attention is physiologically encoded in the brain. Grover believes the lessons learned from this model system are likely to directly inform our understanding of human cognition strategies and neural disorders that disrupt them, but also contribute to new engineering approaches that lead to performance breakthroughs in artificial intelligence designs.

Reference: Differential mechanisms underlie trace and delay conditioning in Drosophila by Dhruv Grover, Jen-Yung Chen, Jiayun Xie, Jinfang Li, Jean-Pierre Changeux and Ralph J. Greenspan, 16 February 2022, Nature.DOI: 10.1038/s41586-022-04433-6

The coauthors of the study include Dhruv Grover, Jen-Yung Chen, Jiayun Xie, Jinfang Li, Jean-Pierre Changeux and Ralph Greenspan (all affiliated with the UC San Diego Kavli Institute for Brain and Mind, and J.-P. Changeux also a member of the Collge de France).

Supporters of the research include the Air Force Office of Scientific Research (FA9550-14-1-0211 and FA9550-19-1-0280); the Mathers Foundation (20154167); National Science Foundation (1212778); the European Unions Horizon 2020 Framework Programme for Research and Innovation (grant agreement 945539, Human Brain Project SGA3); and a Kavli Institute for Brain and Mind International Faculty award.

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The Best Virtual Reality Games to Look Forward to in 2022 – GameSpace.com

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There are some promising virtual reality games on the way this year. They could include some real hits. Check out our list of releases for all the upcoming virtual reality games, virtual reality apps, and virtual reality movies.

As you must know, in Among Us, you slip into the roles of crew members who have to get a broken spaceship back on track. That wouldnt be a problem if there werent traitors among the crew. They want to sabotage the job and take care of the rest of the team from behind. They win by finding and catching the impostors or preparing the spacecraft to leave despite all obstacles.

Schell Games are developing the virtual reality port (I Expect You To Die 1 & 2 Until You Fall). It will be a standalone version of the game in 3D and from the first persons perspective.

Cities: VR is a VR port of the popular city-building simulation Cities: Skylines, developed by virtual reality studio Fast Travel Games (Apex Construct, The Curious Tale of the Stolen Pets, Wraith: The Oblivion Afterlife).

The virtual reality game optimized for Meta Quest 2 will offer a significantly smaller building area (2 x 2 km) than in the original game and comes without DLC or mod support. But it shines with a more impressive city experience.

With Little Cities, another city planning simulation will appear in 2022, developed from the ground up for VR and, unlike Cities: VR, will also launch for the first Meta Quest.

Do you know and love Job Simulator and Vacation Simulator? Then we have good news for you: Cosmonious High, another game from the US studio Owlchemy Labs, will be released in 2022.

You take on the role of a new student attending the alien high school of the same name. The school is struggling with all sorts of technical glitches, and its up to you to find the cause. Youll encounter strange alien characters and gradually unlock superpowers that will help you fix the catastrophic flaws.

Cosmonaut high is a giant interactive virtual reality playground that Owlchemy Labs created to date. You can use new gestures and emojis to interact with the characters and, thanks to your superpowers, work fire and ice with your hands. The studios colorful graphic style and raunchy humor are back.

The year is 6042. You find yourself on the distant planet Ginkgo and in the steel shells of rusting, disused robots. To save the god of machines, you board the locomotive Motherlode and embark on an epic train journey through wild landscapes, pursued by motorized hordes gone mad, the so-called Gazzlers.

The rail shooter mixes frantic action, rogue-like elements, and a cooperative mode for up to four players: inside for an explosive mix. After each kill, you will receive points to invest in new explosive weapons and upgrades. Thats also very necessary because each gazzler has individual abilities to beat you. With monster trucks, hippy vans, tricycles, bulldozers, tanks, and party buses, they roll through the desert and aggressively attack you.

Gazzlers will be available in Early Access on Steam in 2022. However, according to the current schedule, the finished virtual reality game wont arrive until 23 February for the Quest platform and Playstation VR.

With Resident Evil 4, Meta created a nice VR version of the classic game of the same name. Will GTA: San Andreas 2022 achieve a similar success? The VR port was announced and should be in development by 2021 for many years to come. Lets hope it doesnt crash as the Definitive Edition remasters.

Hitman 3 VR (test), released for Playstation VR in 2021, failed to live up to its potential. The flaw is the old VR headset tracking system and the lack of support for VR controllers. The PC VR version should address these shortcomings and take the hitman experience to the next level.

The virtual reality adaptation can be played from the first-person perspective from start to finish and offers all the locations from the trilogy. IO Interactive also promises new maps, game modes, and more for 2022.

Whats interesting, you can find a lot of Hitman slots in UK non gamstop casinos. Thats how popular the franchise.

With Horizon Worlds, Meta wants to make the metaverse the foundation and compete with social virtual reality platforms such as Rec Room and VRChat. Users can design their rooms and worlds on it.

The project was announced in autumn 2019. Horizon Worlds has been open to North American users since late 2021. No word on when European Metaverse travelers will be able to join. In any case, we expect it to start in 2022 finally.

Schell Games (I Expect You To Die 1 & 2 Until You Fall) brings a cooking simulation of a different kind. Accuracy rather than speed is what counts here. You have all the time you want to prepare historically attested dishes from various eras and cultures for the spirits of the ancient Greeks, Chinese, and Mayans. It has a relaxing effect and teaches you a thing or two about the traditional art of cooking.

By the way, local UK casinos, which help to grow the local economy, provide a lot of sweet, pastry, and culinary games.

Moss is, to this day, one of the best virtual reality games and has sold more than a million times. With good reason: Driving the little wandering mouse Quill through a beautiful diorama landscape, solving puzzles with her, and defeating enemies is a lot of fun and creates an emotional relationship between player and protagonist.

The second book continues the adventure to perfection. The studio promises more complex puzzles, new game mechanics, and a broader scope.

With Stride and Against, virtual reality studio Joy Way made an impressive contribution. However, its not unreasonable to expect Outlier to be just as good. In this rogue-like shooter, you choose between various combat skills and weapons and explore procedurally generated worlds. The combination of power-ups and modifiers ensures that every game feels different.

Outlier will be available in Early Access on Steam in Q1 2022. The regular PC-VR release is currently scheduled for winter 2022. A quest version is also planned.

The Last Clockwinder offers a fascinating new game concept that can only be implemented in virtual reality. You wake up in an ancient and mysterious machine built into the hollow trunk of a colossal tree. Your job is to make the complex clockwork mechanism work again. Too bad you cant do it alone.

The tide turns when you find a pair of magic gloves to wearclone power. You perform a move or action, and a mechanical alter ego emerges to mimic you in a continuous loop. If you cleverly connect your clones in series, you can build entire factories and complex devices. Mechanical assistants support you in tasks such as cultivation and harvesting and are the key to repairing the machine.

Ultimechs is the latest game from virtual reality hitmaker Resolution Games, responsible for titles such as Demeo and Blaston and targets the latter competitive gamers. Here you play professional athletes who glide around in highly developed Mechs and have to shoot iron balls at the goal in virtual stadiums. You can use rocket-propelled fists. According to Resolution Games, you need speed, precision, and technology to win.

The sequel to the arcade flight simulation is supposed to be more significant, better, and more extensive than the original. The studio promises five unique aircraft, including an aerobatic plane, a rocket-powered glider, a jet, and a helicopter.

The virtual reality game is said to offer more significant, more animated islands, more accurate physics, several hundred hand-crafted missions, and a dogfight mode for the first time. Plus, you can now fly at night, at dusk, and in the rain.

In this game, we slip into the role of Asher Neumann, who, with the help of a chattering wristwatch, must travel through time to prevent the destruction of human civilization. We meet Nikola Tesla, find ourselves on the moon, decipher ancient symbols, and beat the drum in front of thousands of spectators at the famous Woodstock Festival.

The title is based on a combination of escape room puzzles and action set pieces. However, Asher also needs to connect elements from different eras in innovative ways to advance the story.

Zenith is an MMORPG inspired by Japanese role-playing games. The stylized fantasy world is designed by hand; it ranges from massive forests to paradisiacal coastlines and the futuristic city of Zenith.

Zenith offers maximum freedom of movement. So you can climb any object at hand, be it skyscrapers or mountains. With a gliding system, you can float freely through the air to reach distant map areas, attack enemies, or enjoy the view.

The combat system is movement-based and uses intuitive mechanics such as throwing, blocking, and dodging instead of pressing buttons. Social aspects were also crucial to the team. Zenith offers many group content, including epic world bosses, events, and dungeons.

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Avantis Systems awarded 300K contract to deliver Virtual Reality headsets and software to schools in Malta – Auganix

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In Virtual Reality News

February 22, 2022 Avantis Systems Ltd., a provider of classroom-focused technology products and services, has been awarded a contract by the Government of Malta for the supply, delivery and commissioning of virtual reality (VR) headsets. The contract, which is worth just under EUR 300,000 and includes a five-year service level agreement, will see Avantis provide VR headsets and related software (including training) to schools for educational purposes.

Avantis specializes in producing simple classroom technology and educational content tailored to educational institutions. The company offers its ClassVR platform, which includes everything needed to deliver engaging virtual reality lessons within schools. According to the company, ClassVR brings affordable, virtual reality lessons and experiences to students of all ages and comes complete with hardware, software, curriculum-linked activities and lesson plans, equipping teachers with everything they need to introduce VR technology straight into the classroom.

Teachers are able to control which resources are available to pupils at the click of a button, in order to ensure focused learning for students. The companys ClassVR solution also comes complete with a portable VR storage case to keep headsets charged and safe when they are not in use. Classroom Sets include eight all-in-one VR headsets, a storage and charging case, curriculum aligned VR lesson plans and access to the ClassVR Portal for VR content and classroom controls.

According to the contract award documentation, Avantis was the only company to bid on the contract. The contract award notice did not specify exactly how many virtual reality devices were to be delivered. The exact value of the award stood at EUR 298 820.00.

Based in the UK, Avantis also has operations in Malta, where it provides technical support services to its educational customer base. For more information on Avantis and its virtual reality solutions for education, please visit the companys website.

Image credit: Avantis Systems Ltd.

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Avantis Systems awarded 300K contract to deliver Virtual Reality headsets and software to schools in Malta - Auganix

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