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Daily Archives: June 22, 2022
Ancient Rome comes to life with Virtual Reality Bus – Wanted in Rome
Posted: June 22, 2022 at 12:11 pm
Rome is to launch the city's first Virtual Reality Bus, an immersive 3D experience which brings to life the central archaeological area of the capital.
From 23 June it will be possible to travel among the ruins of ancient Rome and discover how they were 2,000 years ago,with the Virtual Reality Bus, a 16-seater vehicle equipped with cutting-edge technology.
Passengers on the electric bus can view the Imperial Fora, Colosseum, Palatine Hill, Circus Maximus and Theatre of Marcellus thanks to"visor free" VR displays, with all imagery created by visual effects specialists under the guidance of archaeologists.
All the 3D displays are visible directly on the OLED screens superimposed on the windows of the bus, with a system of motorised curtains that allows passengers to compare the present with the past.
The VrBus project will allow visitors to literally immerse themselves in the history of Rome", said the city's mayor Roberto Gualtieri, who described it as a "one-of-a-kind initiative" that will take tourists and Roman residents "on a journey to discover Rome's past."
Imperial Rome - Virtual Reality Bus will be active every day from 16.20 to 19.40 (last tour), departing from Piazza della Madonna di Loreto, at the Trajan's Column end of Via dei Fori Imperiali.
The tour, lasting 30 minutes, is available in Italian and English. Tickets can be bought online or at the ticket office near Trajan's Column. For full details see website.
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Harvard MedTech To Participate in Study on Virtual Reality Therapy With Johns Hopkins Medicine – Business Wire
Posted: at 12:11 pm
LAS VEGAS--(BUSINESS WIRE)--Harvard MedTech, a disruptive and innovative company pioneering the use of virtual reality paired with behavioral counseling in the treatment of trauma, has been selected to participate in a study initiated by Johns Hopkins Medicine on the efficacy of using virtual reality technology rather than general anesthesia for procedural sedation. Under the leadership of Dr. Steven Cohen, Johns Hopkins will lead the multi-center investigation during the 12-month study.
There may be significant advantages to using virtual reality technology instead of general anesthesia for pain control during these procedures, including lower costs, less risk to patients and a quicker recovery, says Harvard MedTech Senior Vice President and Chief Medical Officer Gerry Stanley, M.D. This study, under the leadership of principal investigator Steven Cohen, M.D. of Johns Hopkins, will compare the outcomes of both approaches in a controlled setting.
Harvard MedTech continues to receive national praise for its Vx Therapy solution. Vx Therapy pairs proprietary technology with behavioral health coaching in a unique approach to retrain neural pathways and change the way the brain interprets and processes physical and psychological pain. Patients learn to lessen the experience of pain, become more resilient, recover faster, and re-engage with their lives and work.
Its exciting to see an academic medical center of this caliber collaborating with the premier provider of virtual reality technology for the benefit of patients, Stanley says. Virtual reality has the ability to provide relief to patients without the associated risk of anesthesia and medications. The insights that Dr. Cohens team will glean from this study will improve the lives of countless patients.
About Harvard MedTech
Harvard MedTech is a breakthrough digital health company that is tapping the new science of how the brain works, combining specially designed virtual reality experiences, psychosocial support, digital engagement and proprietary AI algorithms to retrain neural pathways and alleviate the effects of trauma, including pain, PTSD, anxiety, depression and sleep disorders. The companys Vx Therapy model is the first to comprehensively integrate this unique combination of digital technologies with behavioral health interventions, in a virtual application that moves the points of care to the patients home. This virtual engagement drives high compliance, patient satisfaction and optimal outcomes. It also allows the solution to be affordable and scalable at a population health level. This non-invasive and non-pharmacological approach also provides data that is trackable for a clear assess of its value to patient and health care providers. Visit http://www.harvardmedtech.com for more information.
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Are We Ready For Virtual Reality And Its Impact On Our Future? – Medium
Posted: at 12:11 pm
Virtual reality has been a concept that has long captured the imagination of people. Since its initial conception, it was always seen as something that was in the realm of science fiction. However, today we are closer to the dawning of the age of virtual reality than ever before. An increasing number of companies are now investing heavily into virtual reality technology, pushing for its advancement and integration into our daily lives. While some claim that this is a natural progression for technology and will soon be an extension of our sense perception, others fear that VR gaming will make way for addiction disorders on a whole new level, not to mention its destructive potential when integrated with military applications.
The impact that virtual reality could have on our children is unimaginable. Traditional schools will be replaced by virtual classrooms. School subjects will not be taught using traditional methods. Instead, history lessons will be offered through simulation, as children journey through time and experience events firsthand.
As the technology becomes more advanced and affordable, it is predicted that VR systems will become as common in homes as televisions are today. However, unlike television viewers who passively watch shows or movies on their TV screens, VR users are fully immersed in their virtual environment they can interact with objects within it and even feel like theyre touching them if needed (a feature known as haptics). This ability to manipulate objects within a simulation opens up many possibilities for education too: Students could learn about science by dissecting virtual animals, history students could walk through ancient Rome, language learning classes would include immersive experiences of foreign cultures and mathematics classes would allow students to do complex calculations without paper or pencils!
One of the main reasons VR is so exciting is because its already being used in the gaming industry. The possibilities for creating immersive and realistic games are endless, and many developers are taking advantage of this technology to create truly amazing experiences.
VR has been used to create new genres of games. In some cases, these games have been built from the ground up using VR as their foundation. Other times, existing genres have had their tropes tweaked or completely overhauled with VR capabilities in mind. An example of this would be Resident Evil 7. Either way, there are now more opportunities than ever before for game developers to experiment with how they tell stories through gameplay, which can result in some pretty cool results!
Several industries are already using virtual reality for training and diagnosis. For example, in healthcare and the military, VR is being used to allow students to learn anatomy and procedures without practicing on real humans or animals.
In construction and architecture, VR can be used during design phases to test out how a new building will look before its built. This saves time and money by allowing designers to change plans quickly while theyre still in the conceptual stages.
The future of VR is bright, and most signs point to a positive one. The way we live will change as we begin the process of adapting to new technology. This change could be rapid or slow its impossible to tell what pace our society will choose to adapt at, but whatever happens, will be different than it was before. Our thinking patterns might also evolve as we interact with technology in new ways, but there are no guarantees here. We can only imagine how our minds might change in response to these developments!
The future of Virtual Reality could mean bringing people together from around the world through a shared experience or helping someone who has never been able to travel see the sights theyve always wanted to see without ever leaving home. What an exciting time to be alive!
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Are We Ready For Virtual Reality And Its Impact On Our Future? - Medium
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Sensory processingin a virtual Kodak Hall – University of Rochester
Posted: at 12:11 pm
June 21, 2022
A cross-disciplinary team of researchers from the University of Rochester is collaborating on a project to use virtual reality (VR) to study how humans combine and process light and sound. The first project will be a study of multisensory integration in autism, motivated by prior work showing that children with autism have atypical multisensory processing.
The project was initially conceived by Shuier Han, a postdoctoral research associate, and Victoire Alleluia Shenge 19, 20 (T5), a lab manager, in the lab of Duje Tadin, a professor of brain and cognitive sciences.
Most people in my worldincluding most of my workconduct experiments using artificial types of stimuli, far from the natural world, Tadin says. Our goal is to do multisensory research not using beeps and flashes, but real sounds and virtual reality objects presented in realistically looking VR rooms.
Tadins partners in the study include Emily Knight, an incoming associate professor of pediatrics, who is an expert on brain development and multisensory processing in autism. But in creating the virtual reality environment the study participants will usea virtual version of Kodak Hall at Eastman Theatre in downtown RochesterTadin formed collaborations well outside his discipline.
Faculty members working on this initial step in the research project include Ming-Lun Lee, an associate professor of electrical and computer engineering, and Michael Jarvis, an associate professor of history. Several graduate and undergraduate students are also participating.
Many of the tools theyll use come from River Campus Librariesin particular, Studio X, the Universitys hub for extended reality projects, as well as the Digital Scholarship department. Emily Sherwood, director of Studio X and Digital Scholarship, is leading the effort to actually construct the virtual replica of Kodak Hall.
The group recently gathered in the storied performance space to collect the audio and visual data that Studio X will rely on. University photographer J. Adam Fenster followed along to document the groups work.
Members of the team begin the setup for audio and visual data collection. From left to right are Shuier Han, a postdoctoral research fellow in Duje Tadins lab; brain and cognitive sciences major Betty Wu 23; computer science and business major and e5 student Haochen Zeng 23, who works in River Campus Librariess Studio X; and Victoire Alleluia Shenge 19, 20 (Take Five), who earned her degree in brain and cognitive sciences and is a manager in Tadins lab.
Han positions a dummy head equipped with a microphone in each ear. It will record sound from two perspectives, just as a human in the room would hear it.
Team members (clockwise from lower left foreground) Ming-Lun Lee, an associate professor of electrical and computer engineering and an expert in spatial audio, Wu, Shenge, electrical engineering PhD student Steve Philbert, and Han measure and record the location of the microphones on the Kodak Hall stage.
Philbert and Wu measure the distance between the binaural dummy head and a speaker.
Michael Jarvis, an associate professor of history, prepares a FARO laser scanner on the Kodak Hall stage. Jarvis is an expert on using 3D modeling software to digitally capture and create interactive spaces for users to virtually visit and tour. His digital history projects have included digitally capturing and analyzing archaeological sites modeling historical buildings in Bermuda and in Ghana.
Team members wait outside Kodak Hall during a visual scan.Placing a single FARO laser scanner at various points around Kodak Hall, the group made eight scans, each taking approximately 12 minutes, and together capturing roughly one billion data points that will be used to generate a 3D model of the hall interior.
Jarvis takes photos around the hall that will be stitched together to make a complementary photogrammetry model of the space, augmenting the laser scans in areas where data points are sparse or missing. Photogrammetry models, in which 2D images are used to extract information to produce a 3D model, are less accurate than 3D models made with laser scans, but they have higher resolution.
Philbert, audio and music engineering major Joey Willenbucher 23, and Tadin reposition a speaker. The speaker must be horizontally aligned with the microphone to best capture audio data.
Shenge uses a laser rangefinder, which generates the orange dot on the paper held by Tadin, to determine the optimal distance between a speaker and the binaural dummy head.
Blair Tinker (right), a research specialist for Geographic Information Systems Digital Scholarship at the River Campus Libraries, and Zeng are among those at Digital Scholarship and Studio X who will turn the visual and audio data into a VR replica of Kodak Hall that participants in Tadins study will use.
Says Emily Sherwood, director of Studio X and Digital Scholarship, Tadins project is a prime example of how research using or on extended reality requires expertise and support from a broad range of disciplines. Having a hub like Studio X helps facilitate those connections because we know what different faculty are working on and how they might be able to work together.
Studio X offers students, faculty, and staff equipment necessary for a range of projects, from creating a VR replica of Kodak Hall, to holding VR game competitions.
Tags: Arts and Sciences, Department of Brain and Cognitive Sciences, Duje Tadin, featured-post, Hajim School of Engineering and Applied Sciences, Michael Jarvis, Ming-Lun Lee, River Campus Libraries, virtual reality
Category: Featured
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Latest update on 3D cinema and virtual reality race track coming to Oxford – Yahoo News UK
Posted: at 12:11 pm
File photo.
EXCITINGplans for an immersive 3D cinema and virtual reality racing caf to come to the Oxford Castle areawereunveiled earlier this year.
The plans are for several retail units inside the Oxford Castle Quartertobe revamped into an auditorium with a 3D cinema by developers GatewayAttractions Ltd..
Plans have also been submitted by the company for a new cafe at the site of the old Pizza Express next door.
READ MORE:Huge plans for 3D cinema and virtual racing track at Oxford tourist attraction
The Fuel Caf will have a virtual reality motor racing area upstairs and serve pizza, waffles and crepes on the ground floor.
Oxford Mail: Oxford Castle Quarter.
Oxford Castle Quarter.
After recommendations from the planning committee, the plans have been updated.
Concerns were raised about a free-standing stage that was planned for the 3D cinema, in unit 4,as it would cover up theexternal walls of the Old County Hall which is a Grade II listed building.
It would also break up theexisting double-height space.
This has now been removed from the application.
There were also concerns about the signage not fitting in with the castle area, and this has been revised to be more in line with the area.
In terms of lighting, the planning authority also specifiedwarm white LEDs should be used notcool whiteas proposed.
At unit 6, formerly Pizza Express, where the VR cafe is planned permission was given to remove the modern walls to make space for a V.I.P area on the condition that the original mid-19th wall to which partitions are currently attached to is looked after.
New plans fora video screen hung over the stair, utilising existing light fittings was also questioned, and has been removed from the planning application.
In terms of the outside, the company's logo was planned to go in the window was described as 'too garish' due to the colour with preference given to a matte design, and a new design has been submitted.
Story continues
The same issue was raised with the planned signage, the authorities asking for a 'less ornate'design to match the castle area, with developers revising this.
For the former prison site, at the C Wing Rotunda building,multiple issues were raised with plans for the stairs and an 'exessive number of signs'.
Plans for modern replacement steps have been removed from the application, with revisions on the number of signs.
Lastly, for unit 5, which was formerly a tapas bar, information for how stairs would be repaired was requested and an idea for an art plinth to go outside the building has been removed after the authority worried it would clutter the area.
Oxford Castle Quarter is a significant part of Oxford's heritage with the Castle mound still standing from the 11th centuryOxford Castle, which became the infamous Oxford Prison.
The planning applications can be found at the Oxford City Council planning portal.
This story was written by Shosha Adie.
She joined the team in 2022as a digital reporter.
To get in touch with heremail: Shosha.Adie@newsquest.co.uk
Follow her on Twitter: @ShoshaAdie
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How Augmented Reality is Bringing Designer Fashion into a New Era – Prestige Online Thailand
Posted: at 12:11 pm
Until June 24, you can slip into the outfits of the worlds greatest fashion houses, including Balenciaga and Versace, thanks to new technologies. British Vogue and Snapchat have joined forces to offer the first-ever immersive and interactive augmented reality fashion exhibition that lets you experience the history and creations of several luxury brands like youve never seen them before.
Is technology in the process of transforming fashion and culture experiences? Such is the theme of the Vogue x Snapchat: Redefining the Body exhibition, curated by Edward Enninful, Vogues European Editorial Director, and launched at the Cannes Lions festival of creativity. For the first time ever, clothes from seven of the worlds leading luxury fashion houses are transformed through immersive digital experiences and personalised Snapchat lenses, making designer fashion accessible to all.
At the Centre dart La Malmaison in Cannes, seven spaces have been fitted out, and transformed, to pay tribute to the creative universes of Dior, Gucci, Balenciaga, Kenneth Ize, Richard Quinn, Stella McCartney, and Versace. These are all houses chosen for their subversive vision of fashion, trying, through their collections, to challenge stereotypes, norms and conventions related to age, body shape and gender. And it is precisely this creative aspect that visitors to the exhibition can now discover through augmented reality experiences.
It has always been important to me to make fashion accessible for all. Using augmented reality, Vogue x Snapchat: Redefining the Body is an exhibition that invites everyone regardless of race, gender, sexuality and size to experience and enjoy fashion from some of the worlds very best designers and luxury brands. It doesnt get better than that, explains Edward Enninful. Not content with just discovering exclusive archive garments from these great fashion houses, thanks to a simple Snapchat scan, visitors will be able to try them on virtually, as will Snapchatters around the world via Snapchats Lens carousel and the Dress Up tab in Lens Explorer.
Theyll also be able to access all of the exhibitions augmented reality experiences, from Balenciagas opaque dark space to Stella McCartneys digital bees pollinating mushroom spores, Guccis illusionistic mirrored set design, and the opulence of Versaces space, in which its legendary Medusa comes to life. Through this exhibition, and augmented reality more broadly, we hope to introduce new levels of accessibility, creativity, and expression to the fashion and design world, said Evan Spiegel, co-founder and CEO of Snap Inc.
Augmented reality appears today as indispensable to, even inseparable from, the fashion industry, which is evolving at pace with the latest technologies. After news of Meta launching its first digital fashion store, with brands such as Balenciaga, Prada and Thom Browne, this exhibition seems to herald the advent of fashion that spans the physical, digital and virtual realms, allowing users of social networks and metaverses to dress their avatars, but also to access iconic clothes that would previously have been out of reach.
As part of this exhibition, Vogue and Snapchat have joined forces with DressX, the virtual fashion specialist, to create a capsule collection of limited edition merchandise.
This story is published via AFP Relaxnews.
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WATCH: Take a virtual reality ride around the Circuit Gilles-Villeneuve with F1 22 | Formula 1 – Formula 1
Posted: at 12:11 pm
In PC form, EA Sports and Codemasters exciting new F1 22 game will feature a stunning Virtual Reality mode and you can see just how immersive the gameplay is in the video up top.
Featuring local hero Lance Stroll in his Aston Martin AMR22, enjoy a VR lap of the 4.361km Circuit Gilles-Villeneuve, which this weekend will play host to the Canadian Grand Prix for the first time since 2019.
WATCH: The F1 22 gameplay features trailer is here, with a host of new enhancements
And although the VR mode of F1 22 set for release on July 1 is exclusive to the PC platform, there are plenty more great features awaiting race fans on PlayStation 5, Xbox Series X|S, PlayStation 4, and Xbox One when the game drops.
VR revolutionises F1 22 on PC and takes the race weekend to an entirely new level, said Lee Mather, F1 Senior Creative Director at Codemasters. From the claustrophobia of sitting in the cockpit to the intensity of lights out as 20 cars accelerate towards the first corner. This is as close to Formula 1 racing as you can get without being on the actual grid.
Hit play on the video up top to take a VR lap with Stroll around the Montreal track and click here to pre-order the game.
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Effectiveness of Using Virtual RealitySupported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review…
Posted: at 12:11 pm
Background: In recent years, efforts have been made to implement virtual reality (VR) to support the delivery of poststroke upper extremity motor rehabilitation exercises. Therefore, it is important to review and analyze the existing research evidence of its effectiveness.
Objective: Through a systematic review and meta-analysis of randomized controlled trials, this study examined the effectiveness of using VR-supported exercise therapy for upper extremity motor rehabilitation in patients with stroke.
Methods: This study followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The CINAHL Plus, MEDLINE, Web of Science, Embase, and Cochrane Library databases were searched on December 31, 2021. Changes in outcomes related to impairments in upper extremity functions and structures, activity limitations, and participation restrictions in life situations from baseline to after intervention, after intervention to follow-up assessment, and baseline to follow-up assessment were examined. Standardized mean differences (SMDs) were calculated using a random-effects model. Subgroup analyses were performed to determine whether the differences in treatment outcomes depended on age, stroke recovery stage, VR program type, therapy delivery format, similarities in intervention duration between study groups, intervention duration in VR groups, and trial length.
Results: A total of 42 publications representing 43 trials (aggregated sample size=1893) were analyzed. Compared with the control groups that used either conventional therapy or no therapy, the intervention groups that used VR to support exercise therapy showed significant improvements in upper extremity motor function (Fugl-Meyer Assessment-Upper Extremity; SMD 0.45, 95% CI 0.21-0.68; P<.001), range of motion (goniometer; SMD 1.01, 95% CI 0.50-1.52; P<.001), muscle strength (Manual Muscle Testing; SMD 0.79, 95% CI 0.28-1.30; P=.002), and independence in day-to-day activities (Functional Independence Measure; SMD 0.23, 95% CI 0.06-0.40; P=.01, and modified Rankin Scale; SMD 0.57, 95% CI 0.01-1.12; P=.046). Significant subgroup differences were observed in hand dexterity (Box and Block Test), spasticity (Ashworth Scale or modified Ashworth Scale), arm and hand motor ability (Wolf Motor Function Test and Manual Function Test), hand motor ability (Jebsen Hand Function Test), and quality of life (Stroke Impact Scale). There was no evidence that the benefits of VR-supported exercise therapy were maintained after the intervention ended.
Conclusions: VR-supported upper extremity exercise therapy can be effective in improving motor rehabilitation results. Our review showed that of the 12 rehabilitation outcomes examined during the course of VR-based therapy, significant improvements were detected in 2 (upper extremity motor function and range of motion), and both significant and nonsignificant improvements were observed in another 2 (muscle strength and independence in day-to-day activities), depending on the measurement tools or methods used.
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Meta and other Big Tech giants have formed a metaverse standards body leaving Apple in the dark – Euronews
Posted: at 12:11 pm
Meta, Microsoft and other tech giants racing to build the emerging metaverse concept have formed a group to foster development of industry standards that would make the companies' nascent digital worlds compatible with each other.
Participants in the Metaverse Standards Forum include many of the biggest companies working in the space, from chip makers to gaming companies, as well as established standards-setting bodies like the World Wide Web Consortium (W3C), the group said in an statement announcing its creation on Tuesday.
Conspicuously missing from the member list for now however is Apple, which analysts expect to become a dominant player in the metaverse race once it introduces a mixed reality headset this year or next.
Gaming companies Roblox and Niantic also were not included among the forum's participants, nor were emerging crypto-based metaverse platforms like The Sandbox or Decentraland.
Apple has not yet publicly acknowledged plans for a headset, although it has reportedly given its board a sneak peek of the product, according to Bloomberg. It did not immediately respond to a request for comment about the new metaverse forum.
Introducing such a device would put Apple in direct competition with Meta, which has staked its future on the growth of the metaverse and invested heavily in hardware to make its vision of interconnected virtual worlds a reality.
Meta, known as Facebook until it changed its name as part of its metaverse pivot last year, disclosed on Monday plans for a mixed-reality headset code-named "Cambria" to be released this year.
Zuckerberg said it would be "lighter" and "thinner" than other VR headsets on the market. "These prototypes, theyre custom and bespoke models that we built in our lab, so theyre not products that are ready to ship," Zuckerberg said.
Meta said in February it expects to spend at least $10 billion (9.5 billion) this year on research and development on virtual reality and augmented reality technologies.
Meanwhile, Apple has been heavily involved in creating web standards such as HTML5 in the past. For three-dimensional content in the metaverse, Apple worked with Pixar on the "USDZ" file format and with Adobe to ensure it supported the format.
Neil Trevett, an executive at chip maker Nvidia who is chairing the Metaverse Standards Forum, said in a statement to Reuters that any company is welcome to join the group, including participants from the crypto world.
The forum aims to facilitate communication between a variety of standards organizations and companies to bring about "real-world interoperability" in the metaverse, he said, without addressing how Apple's absence would affect that goal.
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Marking Their 50th Anniversary, Digital and Artistic Pioneers Bridgeman Images Selects Emperia to Bring Image Archive to the Metaverse – PR Newswire
Posted: at 12:11 pm
The Virtual Gallery Will Provide Access to Over 4.5 Million Images Held by Top Galleries and Museums
LONDON, June 22, 2022 /PRNewswire/ -- Digital and artistic Pioneer Bridgeman Images has selected Emperia, the leading virtual reality technology developer for the retail, fashion, and art sectors, to bring its image archive to the metaverse in celebration of its 50th anniversary. The virtual Gallery will provide access to over 4.5 million images that are held by top galleries and museums in 8,000 locations.
Bridgeman Images has created the virtual gallery in order to make art accessible to anyone, no matter where they are located. Some of the images in the gallery are currently showcased in physical locations around the globe including: The British Library, The Royal Collection, The National Galleries of Scotland and Wales, The MFA Boston, Christie's, and SFMOMA. Having worked with some of the top fashion and art brands in the world, Emperia has created virtual galleries that bring brands and art experiences to the fingertips of millions of people around the globe, through immersive virtual technology.
"We are excited to break barriers and limitations by bringing Bridgeman Images' artwork to the metaverse, making art available to anyone," says Olga Dogadkina, co-founder & CEO of Emperia. "It is an honor to be able to remove obstacles through technology and enable people of all ages, backgrounds, and locations the opportunity to experience the depth of their creativity."
Using Emperia's platform, museums and galleries can construct a virtual art experience, creating an immersive gallery in the metaverse. Emperia's brands and galleries typically see a 400% increase in engagement, coming from viewers worldwide.
"We wanted to mark our 50th anniversary with innovation and advancement," says Aretha Campbell, Senior Artist Liaisonat Bridgeman Images. "By working with Emperia, our artwork receives a new layer of visibility, accessibility and interactivity, providing a cultural experience through technology."
The virtual gallery will be available online, starting June 22 at: https://www.bridgemanimages.com/en/
AboutEmperia
Emperialeverages virtual reality technology for the premium fashion and art sectors, providing a realistic virtual experience to consumers, one that communicates a brand narrative that is tailored for the unique environment of the virtual world. Virtual stores can be extended into the metaverse, further providing brands and their customers with branding cohesion and a seamless transition, from physical to virtual.Emperia's selected clients include leading brands such as Dior, Burberry, Christie's, Getty Images and others.
London-based,Emperiais the winner of the Plug and Play Brand & Retail Start-up Award and is a British Fashion Council Patron.
For more information, visitemperiavr.com.
About Bridgeman Images
Bridgeman Images celebrates 50 years as the leading specialists delivering fine art, cultural and historical media for reproduction. Founded by Harriet Bridgeman in 1972, Bridgeman Images has unlocked the treasures of the greatest collections in the world. With entrusted collections including those at The British Library, The Royal Collection, The National Galleries of Scotland and Wales, The MFA Boston, Christie's, SFMOMA and the National Galleries of Australia, Sweden and South Africa, Bridgeman Images has been a crucial platform in helping galleries and museums survive through cuts to the art world and the pandemic.
Contact: DeeDee Rudenstein, [emailprotected]
SOURCE Emperia
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