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Daily Archives: July 21, 2022
Why virtual reality hasn’t hit the mainstream yet – The Globe and Mail
Posted: July 21, 2022 at 12:48 pm
James Lozano, left and Stephanie Aliman, right, wear VR headsets as they play the virtual reality game Far Cry at Zero Latency in Vancouver, a 1,900-square-foot space in a mall.Rafal Gerszak/THE GLOBE AND MAIL
At Zero Latency VR arcade in Vancouver, a group of gamers face down a horde of zombies. The group rushes through an abandoned skyscraper, making their way up the floors, dodging, and shooting the undead, all to reach the helicopter on the roof. When they meet the chopper, one of the post-apocalyptic survivors makes a jump for it but falls over. In the real world, they leapt into thin air and onto the floor. But with the free-roam VR game, it felt real.
What shocks first-timers, Zero Latency Vancouver owner Winston Cabell says, is how immersive it really is. You feel like youre a part of it, and not in a 1,900-square-foot space in a West Coast mall. Social media pages for the arcade show videos of users, fully invested in their digital escape, struggling to cross non-existent ramps high in the air or experiencing the shock and horror of monster armies careening toward them.
The availability and accessibility of virtual and augmented reality has accelerated over the past decade as consumer-grade headsets such as the PlayStation VR, the Oculus Meta Quest Two and the HTC Vive Pro 2s full kit system hit the mainstream with retail prices of $299, $459 and $1,849, respectively. These headsets remain a niche gaming product in the eyes of most consumers.
But major investments from tech giants like Google, Meta and Amazon have garnered headlines and stoked public curiosity over the eventual mass adoption of the technology.
Facebook, which formally changed its name to Meta last October, has bet on VR after purchasing the Oculus headset company for US$2-billion in 2014 and announcing a US$10-billion investment in its Reality Labs in 2021.
Metas Project Cambria, announced late last year, will offer an all-in-one VR setup designed for work-related uses. Google previously invested in Google Glass, a set of AR glasses, while Amazon announced an AR virtual try-on function that shows how a new pair of shoes may look on your feet through your phone screen.
Researchers, while thrilled by the potential of VR and believing it to be on the cusp of mainstream saturation, say the technology is still in a stage of experimentation and development.
We have pretty good consumer-grade tech, and now is the time where its going to be really exciting, says Tony Tang, director at University of Torontos RICELab (Rethinking Interaction, Collaboration and Engagement), which studies human-computer interaction and technologies like VR. Still, though, Mr. Tang says, its a bit of a mixed bag.
At this stage, he says, VR and AR dont solve any evident problems that smartphones and computers cant. For many of the things that we do, the phone you have in your pocket is perfectly capable of doing all the things that you want.
However, Mr. Tang acknowledges the same could have been said in the early days of smartphones and touch screens. Lets be honest, many [early apps] were crappy games, but through that we were able to identify what kinds of games would work well on mobile, he says, which ultimately drove the innovations for the apps we use and rely on every day.
You might argue that VR and AR technologies havent found that killer app, that really niche thing that everybody actually needs.
James Lozano helps Stephanie Aliman put on a headset.Rafal Gerszak/The Globe and Mail
In the search for that killer app, companies like Meta, Google and others have pursued partnerships with developers and research facilities such as Mr. Tangs RICELab, which received $30,000 from Meta to explore emerging use cases. For example, RICELab member Warren Park is studying how business or academic presentations can be optimized in VR settings. RICELabs $30,000 grant was part of a larger $510,000 Meta sent to 17 labs across the country.
Many of these ideas are going to fail completely, Mr. Tang says, though those failures can lead to future breakthroughs. With other ideas, there could be a little nugget where its like: oh, that might be kind of interesting. And then we build on that.
University of Waterloo professor Lennart Nacke says that while it hasnt reached mainstream, [VR is] thriving in health care, automotive and all of these industries. But to take that step beyond industrial or business-to-business applications and into the consumer realm, he says developers must leverage the immersion of VR with a strong narrative in their game, film or software.
Mr. Nacke, director of the Human-Computer Interaction Games group at Waterloos Games Institute who previously studied animation, draws comparisons between VR and CGI (computer-generated imagery) technology in video games and film. After 20-plus years of innovation and experimentation, it wasnt until the release of Jurassic Park in 1993 that CGI would capture the publics imagination. The film not only earned nearly US$1-billion at the box office but started a dinosaur-themed craze throughout the 90s that would even inspire the naming of the Toronto Raptors.
The seamless blend of advanced technology and gripping narrative propelled interest in CGI beyond the world of developers, programmers and animators and into pop culture. It was one of these aha moments, Mr. Nacke says.
For VR to pierce its way into public consciousness, it must have a similar cultural moment, he explains. But this whole idea of: how do we make the next Jurassic Park moment for consumers? That hasnt happened.
From the printing press to radio, film, television and video games, the public appeal of these technologies has always been rooted in the universal pull of storytelling.
Enabling that storytelling to the best of the ability of that technology is always what pushes forward that technology, Mr. Nacke says.
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Why virtual reality hasn't hit the mainstream yet - The Globe and Mail
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Google will once again test augmented reality glasses in public – CNBC
Posted: at 12:48 pm
Google AR glasses prototype
Google will test augmented reality prototypes in public settings, the company said in a blog post on Tuesday.
Some prototypes will look like normal glasses and will be equipped with microphones and cameras as well as transparent displays.
The new glasses aren't a product yet and aren't available to the public, but Google wants to test apps like real-time translation or showing the user directions inside glasses lenses, especially in environments like busy intersections.
The tests represent a significant advance in Google's development of augmented reality, a technology that many in Silicon Valley believe could be a major shift in computing like the smartphone and PC before it. Augmented reality superimposes computer-generated images over the real world, unlike virtual reality, which completely immerses the viewer in an artificial world or "metaverse."
By announcing plans to test in public, Google is also trying to get ahead of the kind of privacy concerns that helped sink Google Glass, one of the first augmented reality devices, almost a decade ago.
Google Glass was equipped with a front-facing camera, and critics worried about users recording people without their permission. Glass wearers received a derogatory nickname, and in 2014 a woman wearing the glasses said she was attacked at a San Francisco bar. Eventually, Google repurposed the glasses to focus on business customers rather than consumers.
"It's early, and we want to get this right, so we're taking it slow, with a strong focus on ensuring the privacy of the testers and those around them," Google product manager Juston Payne wrote in the blog post about the new product.
"These research prototypes look like normal glasses, feature an in-lens display, and have audio and visual sensors, such as a microphone and camera," Google said in a support page about the testing.
The device features an LED light that turns on when the glasses are recording image data. Google says the glasses will not record video or take photographs for users to store and view later, but they may capture and use image data to perform functions like identifying objects or showing directions. Testers won't wear the glasses in schools, government buildings, healthcare locations, churches, protests, or other sensitive areas, Google said. The testing will be conducted by "a few dozen Googlers and select trusted testers" and will take place somewhere in the U.S.
Google revealed its AR glasses at its developers conference in May with a focus on translating speech in real time, so that a person would see a foreign language translated in front of their eyes. One Google employee called the glasses "subtitles for the world" during the presentation.
Google is fiercely competing with other tech giants including Apple, Meta, and Microsoft to build the first next-generation augmented reality glasses. All four companies have invested billions in augmented reality software and hardware, hoping for a breakthrough that could enable a new computing platform, but current products have yet to catch on.
"The magic will really come alive when you can use them in the real world without the technology getting in the way," Google CEO Sundar Pichai said at the announcement.
Apple is reportedly preparing to announce a mixed reality headset as soon as next year. Meta has announced an advanced mixed reality headset that supports augmented reality features releasing later this year. Microsoft's Hololens is the most advanced augmented reality hardware on the market from a big tech company for now.
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Meta-Facebook Sued By Virtual Reality Startup Over Its Name – Entrepreneur
Posted: at 12:48 pm
MetaX has joined the ranks of companies suing social media giant Meta over its name, according to CNN.
MetaX, an immersive reality company founded in 2010, is suing Meta for trademark infringement. The company claims in a lawsuit that Meta "obliterated" the company's business, CNN reported. "Meta's small business stands no chance against the corporate behemoth," the complaint said.
Facebook's parent company changed its name to Meta in October.
Meta declared at the time it would represent the shift to virtual reality and augmented reality, "the next evolution in a long line of social technologies."
The "metaverse" has already struggled with safety and is still in its early stages.
According to CNN, MetaX filed the complaint Tuesday in the Southern District Court of New York and is looking to get an injunction to get Meta to stop using the name.
"Facebook's actions, illegally usurping our name and mark, have not only put our business in jeopardy, but that of the entire industry and the intellectual property rights of the innovators that have helped build it," Justin Bolognin, MetaX's CEO, said in a press release Tuesday.
The suit further argues Meta, even though it tried to say the companies were different, has copied its strategy for events -- and has permanently connected MetaX with "the toxicity that is inextricably linked with the Facebook brand," CNN added.
It's not the first time Meta has been accused of brutally edging out the competition. Virtual reality startups are struggling to sell products that can compete with the $299 headset from Meta, Recode reported in 2021. Meta has also been on a buying spree focused on VR companies, the outlet reported.
Stephanie Llamas, a metaverse researcher, told the outlet that Meta's involvement and approach could also be scaring away startups.
"I've spoken to a lot of developers who feel they don't even have a chance to enter the market because Facebook is buying up the technology that they're trying to develop," she said.
Multiple regulators are looking into the overall issue, sources told Bloomberg in January.
Meta has also been aggressive in pursuing metaverse-related patents, Insider reported in January.
At least one other company with a similar name, Meta Company, planned to sue Meta, Business Standard reported in November. (The company's website says it has "proceeded to file the necessary legal action.") Meta acquired the domain MetaPay.com from MetaBank in December 2021 for $60 million, according to Payments Cards & Mobile.
At Meta's most recent earnings call in April, CEO Mark Zuckerberg said a "web version" of the metaverse would come out "later this year." That means you could see it without a VR headset.
The company's stock is down about 46% year to date. "While we're focusing on the biggest opportunities and challenges of today, I think it's important to build the foundation for the next era of social technology as well," Zuckerberg added in the call.
A representative for Meta did not immediately respond to a request for comment.
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Meta-Facebook Sued By Virtual Reality Startup Over Its Name - Entrepreneur
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Entrepreneur approved to open Nano VR Escape in Redding – Record Searchlight
Posted: at 12:48 pm
A close call for tortoises at Anderson sanctuary
Tortoise Acres Rescue & Sanctuary co-owner Katie Hoffman said flames from the Peter Fire nearly burned down her ranch but the tortoises were saved.
Mike Chapman, Wochit
A Shingletown health worker-turned-contractor has plans to open a virtual reality arcade in Redding later this year.
The city's Board of Administrative Review approved a development permit for the virtual reality gaming center at its meeting in late June.
Entrepreneur Katherine Nerbonne said the new VR "lounge" will be called Nano VR Escape.
Someone immersed in one of the games could go downhill mountain biking, she said, and "when you look around, you're looking over the hillside and when you look behind you, you're looking at the path you've already gone down. Obviously in the real world, you're sitting in a chair."
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Nerbonne said some virtual systems will be handicap-accessible, enabling people to do something they might not be able to "accomplish in the real world."
"If someone who's quadriplegic turns their head, the chair's going to turn also in the 3D experience. We're trying to give our disabled people something to do and our youngsters something to do," she said.
Earlier this week, Nerbonne was in New York, picking out the specialized equipment needed in order to avoid lengthy delays if she ordered them from manufacturers in China.
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She aims to open the establishment in September in a 2,700-square-foot space in the Hilltop Landing Center near the Chuck E. Cheese family entertainment center on Hilltop Drive.
The VR center will have 10 entertainment bays, various VR games, VR headsets and a small, octagon-shaped platform device that lets players walk, run and crouch as they immerse themselves "inside" a video game.
The VR lounge is being aimed at teens who feel they're too old to join younger siblings on family outings to the nearby Chuck E. Cheese entertainment center, said Nerbonne, who said she has two children, aged 13 and 20.
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She's hoping that while younger children and their parents visit Chuck E. Cheese, the family's teens will head to the VR lounge, rent a headset and play VR games. "That way, when everybody goes home from that shopping center, everybody's happy," Nerbonne said. "You don't have that mad teenager in the back seat."
The cost to visit the VR center varies, from $40 per hour for headset equipment to play some games to $100 for 90 minutes in the party room.
While it sounds pricey, parents are already shelling out plenty to bankroll their youngsters' gaming adventures, she said.
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With industry analysts estimating the global VR gaming market is expected to reach $12.13 billion this year, establishments including restaurant-entertainment venue Dave & Buster's have added virtual reality offerings.
Produced by computers, VR enables users to experience a simulated three-dimensional environment. Those worlds are accessed through a virtual reality headset.
In addition, the technology can rely on specialized gloves and bodysuits.
Besides gaming, VR technology is already being used train professionals including airline pilots and mechanics, according to a market report from industry tracker Grand View Research.
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Nerbonne said she owns a construction company and has renovated and sold houses in Shingletown, where she lives, and in New Jersey, where she is a licensed contractor.
Down the line, she said there's opportunity to offer VR rehabilitative services to disabled people.
Nerbonne once worked as a certified nursing assistant, providing care to clients who were physically disabled but very mentally aware. "When you talk with them, you get to hear the distress, the fact that they have nothing to do," she said.
"My longer goal is (after) the gaming part of it wears off and new headsets come out is to transfer mostly to medical (uses)," Nerbonne said.
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VR Fitness: Can My Virtual Reality Game Be a Workout? – Everyday Health
Posted: at 12:48 pm
Can video games be a workout? Yes, experts say, and virtual reality (VR) technology is ushering in a whole new way to exercise.
Pop on a VR headset, load up the right game, and suddenly youre in sparring in a boxing ring or skiing in the Swiss Alps, says Aaron Stanton, founder and director of the Virtual Reality Institute of Health and Exercise, an independent research organization launched in 2017 to study the effects of virtual and augmented reality technology on fitness. (Since its founding, the organization has partnered with San Francisco State University and the virtual reality platform VIVE.)
VR exercise isnt different from other types of aerobic exercise, according to Stanton. Youre getting your heart rate up, working up a sweat, and burning calories but its not as monotonous as logging miles on a treadmill.
The best exercise is the one with the highest amount of painless minutes, Stanton says. Youre going to keep doing the workouts that dont feel like a chore and instead feel like something you actually enjoy, he says. That is where VR comes in. Its fun, so you forget youre even exercising.
Heres more about what the research says, as well as everything you need to know to get started with VR fitness.
Virtual reality is a computer-simulated environment; hardware (a VR headset) allows users to navigate and interact with the simulation. VR can be used for many purposes, such as medical care and research, training, entertainment, and yes, fitness.
With VR fitness, you use hardware (the VR headset) and software (a collection of games) to immerse yourself in virtual surroundings, explains Mathias Sorensen, an American College of Sports Medicinecertified personal trainer and curriculum manager at the American Fitness and Nutrition Academy. Sorensen, an avid gamer, says he started using VR fitness games in 2015.
In a video game, you control your player or character in the game with a handheld controller. In VR fitness, you control your player or character by moving your body. That means you might be up on your feet hopping for several seconds or minutes as you jump over laser beams, or doing a few squats and side lunges as you ride a VR roller coaster, or swinging your arms intensely as you use a sword to fight a monster, Sorensen says.
Youd be surprised at how quickly your heart rate jumps up when youre doing a minute of jumping in a game, Sorensen says. Depending on the game and how much youre moving, he says, the energy expenditure can be similar to other types of cardio you might do in a more traditional workout or even more intense.
While some VR games are purely for entertainment (though you may burn some calories or work up a sweat while playing them because you are moving), others are made specifically for working out, says Jeff Morin, CEO and cofounder of Liteboxer VR, which dubs itself a fitness-first boxing game.
Personal trainers designed the library of workouts in Liteboxer VR, for example, with new exercises added daily, Morin says. Workouts feature music from artists such as Machine Gun Kelly and Lady Gaga, and a coach instructs users about proper form.
The workouts in Liteboxer VR are similar to those in a workout video or app, except now youre fully immersed in the simulation. So, rather than looking at the boxing ring, you feel like youre actually in it, for example.
Liteboxer VR tracks players timing, accuracy, and velocity of punches, allowing them to improve upon their personal best. They can even go head-to-head with fellow players in sparring matches. On average, players burn about 300 calories per 30 minutes.
Research says yes, virtual reality games can be just as intense as other workouts.
In a paper published in Games for Health Journal in 2018, researchers put three virtual reality games (Audioshield, Thrill of the Fight, and Holopoint) to the test on 41 healthy men and women between ages 18 and 39.
Each participant played each game for 10 minutes while researchers measured their heart rate and oxygen consumption with VO2 max testing equipment (a face mask and tube system thats worn during exercise to measure physical fitness and the number of calories burned).
The physical activity required for all three of the games met energy expenditure benchmarks for moderate- to vigorous-intensity exercise, says study coauthor Jimmy Bagley, PhD, an associate professor of kinesiology and research director of the Strength and Conditioning Lab at San Francisco State University, where he studies virtual reality health and exercise. (Dr. Bagley is part of the Virtual Reality Institute of Health and Exercise partnership, for which he helped measure the calorie expenditure of hundreds of VR games, comparing each one to its equivalent in traditional exercise and rating them on the organizations website.)
The Centers for Disease Control and Prevention (CDC) recommends 150 minutes of moderate-intensity exercise per week. Brisk walking is an example of moderate-intensity exercise, while jogging or running is an example of vigorous-intensity exercise, per the CDC.
In Thrill of the Fight a boxing game where players punch, lunge, and duck to dodge hits participants burned an average of 9.74 to 15.32 calories per minute, which is on par with the calories burned while rowing.
Some of the participants were working at 80 to 90 percent of their max heart rate. They were definitely sweating, Bagley says.
In Holopoint, players are archers, shooting arrows at opponents while jumping, lunging, and squatting to escape attacks. Bagley says participants burned roughly 7.6 to 12.69 calories per minute, which is similar to the amount of calories youd burn playing tennis in real life.
In the Games for Health Journal study, the team also found that people exercising in virtual reality often underestimate how much energy they are exerting. They rated jogging on a treadmill as moderate exercise, whereas playing a VR fitness game felt like a light workout to them.
Bagley suggests that this is because players are absorbed in the game, focusing on earning points or beating the boss to get to the next level.
Astudy published in Psychology of Sport and Exercise in 2019 compared two groups of adults doing biceps curls: 40 people did the exercises in a gym and another 40 people exercised with a VR headset, viewing a simulated room that was a virtual copy of the real-life gym. Both groups used 20 percent of the max weight they were able to lift, and they had to hold the biceps curls for as long as they could.
The data showed that the VR group reported a pain intensity that was 10 percent lower than their peers in the gym. They also had a lower heart rate, at three fewer beats per minute, and they were able to keep lifting for two minutes longer.
A review published in the International Journal of Environmental Research and Public Health in 2020 analyzed studies that had evaluated the effectiveness of VR exercise and concluded that VR workouts helped improve physical fitness, muscle strength, and balance.
Tim Donahey, an Ohio-based National Academy of Sports Medicinecertified personal trainer, turned to VR fitness in August 2016 to help him lose the 15 pounds he had gained when he became a father for the first time earlier that year. Chronicling his 50-day weight loss journey on Reddit, Donahey committed to one hour of VR exercise five days a week ashis sole source of physical activity.
I knew immediately what the benefits were going to be every time I played, it got my heart rate up, I was sore afterward, and I could feel the effects on my body, he says.
VR workouts can be great for anyone who enjoys gamified workouts or virtual workout classes. They can be ideal for people who arent currently physically active (particularly if they find the specific VR game or program theyre using more enjoyable than a traditional workout) or for regular gym goers who want to supplement their workout routine, Donahey says.
Its a great way for people who hate exercise to get moving and burn some calories while they play, he says.
Be conscious of your mobility and fitness levels, though. If you have a medical condition or injury that may limit your ability to exercise safely, talk to your doctor before starting any new exercise program. In that same vein, if you arent physically fit, test the waters with the easy setting on whatever game you play, so that you dont overstrain your body, Bagley says. (You still run the risk of real-life overuse injuries when working out with VR, just as you would with other sports or activities.)
Bagley notes that people who arent necessarily tech-savvy may need a hand with setting up their headset and game.
And if you tend to struggle with motion sickness, dizziness, or vertigo, start with games with less movement, Bagley says.
Here are a few things to consider before getting started with VR fitness:
Here are some tips to get you set up to jump into a VR exercise routine:
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VR Fitness: Can My Virtual Reality Game Be a Workout? - Everyday Health
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Revealing Nottingham’s secret history through augmented reality – The Conversation
Posted: at 12:48 pm
You probably know of Robin Hood, the heroic outlaw who stole from the rich and gave to the poor of Nottingham. What you probably didnt know was that he had to evade two sheriffs because, in the late middle ages, Nottingham city was split into two boroughs, each with its own laws and ways of life.
History is sometimes selective and important facts can easily be forgotten. This is the case in the history of Nottingham city. Few people are likely to be aware that for 700 years after the Norman colonisation in 1068, the town was split into two boroughs: one populated by Normans, the other by Anglo-Saxons.
Fascinated by this lesser-known history, last year, I decided to make this hidden secret of Nottingham, and its intangible heritage as the city of the towns, more known using augmented reality (AR) technology. Using historical maps and archaeological data, I led a research team at Nottingham Trent University to recreate in 3D the original shape and position of the Market Wall that separated the Norman borough from the Anglo-Saxon borough in Nottingham.
The large market square, which is still there and is the second largest market square in the UK, was shared by the two boroughs but was divided by a wall around 1.6 metres high. The wall was to separate livestock from other goods and to define different administration and laws. People were, however, allowed to move freely from one side to the other, as is clearly shown in historical maps of Nottingham and archival documentation.
The purpose of the Nottingham Market Wall was as an administrative boundary between the two boroughs and was very different from many other segregation walls, like the Berlin Wall. In medieval Nottingham, both sides could cross the border any time they wanted, living together in peace, sharing their culture, and creating a melting pot that is probably the secret behind the character of this unique town.
My interest in the wall started when I noticed in the old Market Square a long water drain with a grill that had a strange shape. I later discovered that it was inspired by an old map of Nottingham depicting the Market Wall. I immediately thought that this important yet unknown aspect of Nottinghams heritage should be visually revealed. The best way, I believed was by using augmented reality technology, not just for the possibility to have a realistic view of the historical wall blended right into the users view of the real world, but also because AR is a technology available on our smartphones so that anyone can easily discover and interact with the deep roots of the city.
The project aimed to invite Nottinghams citizens and tourists to experience and interact with the historical roots of the city through virtual archaeology, using their smartphones or tablets. After downloading and installing the free AR app from http://www.themarketwall.com users can go into the Old Market square and visualise through their smartphone where the Market Wall was and interact with it, getting closer and around, walking along its length.
The app also includes two other historical elements, the Malt Cross, a pillar on a pile of ten steps where public announcements and punishments (whipping) were made that were located at the crossing between Long Row and Market Street. The other element is the ducking stool, a tool to punish mainly women for scolding or backbiting (talking behind someones back) by bonding them to a chair fixed on a pole so that they could be immersed in a pond that was originally located where the fountain in the Old Market square now is.
These landmarks of public announcements and punishments can help users immerse themselves in medieval Nottingham, experiencing the role of the historical Saturday Market, the old name of the square, in the social and political life of Nottingham, beyond trade and commerce.
Using the AR app in the Old Market square, visitors can see how the Market Wall, Malt Cross and ducking stool once looked and virtually interact with them. AR technology can contribute in an easy, enjoyable way to reveal the identity of places and the intangible attributes of heritage that are not physically visible anymore.
The app created interest in the local and national press, but it also generated curiosity in the citizens. Over 100 users to date have downloaded the app.
With smartphones becoming more powerful, AR technology is developing and creating more possibilities to integrate virtual reality with our real world. Digitally enhancing natural environments, the built environment and heritage sites, AR on smartphones and tablets are extending museums and exhibition beyond their traditional parameters and possibly also audiences.
Connecting reality with the metaverse, a collective virtual open space that is believed to be the next evolution of the internet, could make each city a museum that is ready to be experienced across the past, present and future.
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Revealing Nottingham's secret history through augmented reality - The Conversation
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Travelling without moving: is virtual reality a reality travel needs to embrace yet? – Travel Daily News International
Posted: at 12:48 pm
Did you know that Jamiroquais 1996 album Travelling Without Moving was actually a prediction about the coming metaverse? OK I made that up to get your attention. But the albums title is indeed the big question on everyones lips in travel. Could the virtual reality of the metaverse become a competitor reality for travel providers?
Not yet might be the short answer. Recently I embarked on a journey to try and actually experience the metaverse and the barriers to entry are really quite off-putting, so I cant imagine many are yet doing this.
Firstly, you need expensive kit you cant buy just anywhere (my 450 Oculus Quest 2 headset had to be ordered online). Then you need to set yourself up with a tutorial and, guess what, you need a Facebook account. An app is obligatory, as is high-speed internet. In total I was several hours in before Id actually gone much beyond the basic interface. Then my rather heavy headset started to hurt my head after more than 30 mins of constant use and some experiences made me a bit nauseous.
Most surprising of all is that the metaverse everyone is talking about in the media that of SimCity type worlds, where you can explore and build stuff basically doesnt exist yet. Decentraland is the one gaining all the news, but guess what? There isnt a virtual reality version yet. In fact it doesnt even have a mobile or tablet version yet. Yes, desktop only. Oh, and you need crypto coins and a wallet to pay for anything in those platforms yet another quite big barrier to entry putting off the vast, vast majority of people.
Make no mistake about it, the modern virtual reality experience is out-of-this world (no pun intended). You are literally transported to other planets and feel like you are physically present due to not only the graphics, but the fact that you can touch things. But nothing that I can see currently really goes beyond gaming applications.
Is there anything happening yet thats travel related? Of course, there are some exceptions. Theres an App called Wander that lets you, well, wander through Google Maps Street View. Thats not a bad way for someone to experience a destination and in time could be enhanced. And some hotels are putting themselves in the Metaverse too, for example Rius flagship hotel in the Plaza de Espaa in Madrid can be experienced virtually. Meetings can take place virtually too, but Im yet to figure out how to do that perhaps because I didnt yet get around to creating my own avatar (yet another hurdle, requiring geekery skills).
So does all of this mean that the Metaverse will just be a fad that travel doesnt need to embrace? No. Thinking that way would be just as much of a mistake as dismissing the Internet would have been. That said, in our lifetimes this is unlikely to ever be an alternative to actually going on holiday or a business trip. Certainly theres no indication the technology would ever emulate real world experiences like taste and smell for example.
But theres nonetheless a great many applications for its use that could be highly relevant to the travel industry. Certainly at the inspiration stage of a booking experience the metaverse is going to be very influential. It wont take too long before a failure to have a metaverse presence for a destination or travel service would be like not having a website now (or even 10 years ago).
For intermediaries it becomes not just another point of sale, but one that could be really powerful in selling taking let me show you some pictures to a whole new level. Likewise providers themselves can sell in this space too, direct to the public. Imagine being able not only to inspect a hotel room but to test the bed or request different sheets?
Customer service could be enhanced too. Want to see whats on the menu? You literally can, perhaps in real time so that nothing thats run out is offered by mistake or you can pick which of the two steak cuts they have left youd prefer. Or maybe you cant work out how the shower works in your room? In steps an augmented reality bellboy to show you how. It also makes the manager much more accessible for a (virtual) face-to-face chat.
There are some other great uses too being explored, not least that of giving VR sets to passengers on airplanes to give the illusion of space. No doubt more uses will be invented quickly.
For travel businesses then the question is not should we be embracing the metaverse but rather a question of when. Youve heard that the early bird gets the early worm but have you ever thought that the second mouse gets the cheese? The road to travels metaverse utopia is likely to be lined with a mixture of both.
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Virtual reality app reduces phobias through NZ trial – IT Brief New Zealand
Posted: at 12:48 pm
Results from a New Zealand University trial suggest fresh hope for the estimated one-in-twelve people worldwide suffering from a fear of flying, needles, heights, spiders and dogs.
The trial, led by Associate Professor Cameron Lacey, from the Department of Psychological Medicine, at the University of Otago, studied phobia patients using a headset and a smartphone app treatment programme, a combination of Virtual Reality (VR) 360-degree video exposure therapy and cognitive behavioural therapy (CBT).
Participants downloaded a fully self-guided smartphone app called oVRcome, developed by New Zealand-based tech entrepreneur Adam Hutchinson, aimed at treating patients with phobia and anxiety. The app, paired with a VR headset, immerses participants in virtual environments so as to relax and distract with technology to help people overcome anxiety disorders and social anxiety through VR exposure therapy. Anxiety and phobias include heights, spiders, flying, and dogs.
The results from the trial, just published in the Australian and New Zealand Journal of Psychiatry, showed a 75% reduction in phobia symptoms after six weeks of the treatment programme.
"The improvements they reported suggests there is great potential for the use of VR and mobile phone apps as a means of self-guided treatment for people struggling with often-crippling phobias," Lacey says.
"Participants demonstrated a strong acceptability of the app, highlighting its potential for delivering easily accessible, cost-effective treatment at scale, of particular use for those unable to access in-person exposure therapy to treat their phobias," he says.
Hutchinson was inspired to develop oVRcome after becoming increasingly alarmed by mental health statistics. Recognising that accessibility was a key issue, he began working with a team of clinical psychologists to develop an accessible smart-phone based tool to help. It is estimated that up to 80% of anxiety sufferers do not seek treatment currently. Barriers include cost, location of the patient, the stigma of going to a psychologist and the lack of trained psychologists.
A total of 129 people took part in the six-week randomised, controlled trial, between May 2021 and December 2021, with a 12-week follow-up. Participants needed to be aged between 18-64 years, have a fear of either flying, heights, needles, spiders and dogs. They were emailed weekly questionnaires to record their progress. Those experiencing adverse events could request contact from a clinical psychologist at any stage.
Participants experiencing all five types of phobia showed comparable improvements in the Severity Measures for Specific Phobia scale over the course of the trial. There were no participant withdrawals due to intervention-related adverse events.
"The oVRcome app involves what's called exposure therapy, a form of CBT exposing participants to their specific phobias in short bursts, to build up their tolerance to the phobia in a clinically-approved and controlled way," Lacey says.
Some participants reported significant progress in overcoming their phobias after the trial period, with one feeling confident enough to now book an overseas family holiday, another lining up for a Covid vaccine and another reporting they now felt confident not only knowing there was a spider in the house but that they could possibly remove it themselves.
The app programme consisted of standard CBT components including psychoeducation, relaxation, mindfulness, cognitive techniques, exposure through VR, and a relapse prevention model. Participants were able to select their own exposure levels to their particular phobia from a large library of VR videos.
"This means the levels of exposure therapy could be tailored to an individuals needs which is a particular strength. The more traditional in-person exposure treatment for specific phobias have a notoriously high dropout rate due to discomfort, inconvenience and a lack of motivation in people seeking out fears to expose themselves to," Lacey says.
"With this VR app treatment, trialists had increased control in exposure to their fears, as well as control over when and where exposure occurs."
Hutchinson adds, "The trial has allowed us to explore efficacy and benefit from robust learnings.
"We are really pleased to learn that users were able to build confidence and take steps toward conquering their phobias. While there has been large growth in the number of apps treating anxiety and mental health issues, only a few have been rigorously clinically studied," he says.
"The findings from the trial give us real confidence as we launch the product internationally. We know that we can make a difference for so many."
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Virtual reality app reduces phobias through NZ trial - IT Brief New Zealand
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Virtual Reality Casinos And Gaming Equipment – Crypto Mode
Posted: at 12:48 pm
While the popularity of online casinos has been on the rise in recent years, the popularity of VR casinos is still in its early stages. However, as more and more people become interested in virtual reality technology, it is likely that the popularity of VR casinos will increase in the future. There are many reasons why people might choose to gamble at a VR casino or at casinos with under 1 hour withdrawal time instead of a traditional online casino. For one, VR casinos provide a more immersive experience that can make gambling more exciting. Additionally, VR casinos can offer a wider range of games and activities than traditional online casinos. Finally, VR casinos may be able to provide greater bonuses and rewards than traditional online casinos.
An online casino that uses virtual reality technology to give players a realistic gaming experience is known as a virtual reality casino. In order to create an immersive, three-dimensional environment that replicates the appearance and feel of a real casino, virtual reality casinos require specialized software. Real-time communication between players and the dealer gives them the impression that they are in a physical casino. In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and immersive gaming experience.
Although virtual reality casinos are still in their infancy, a few trustworthy operators have already begun to provide this cutting-edge technology. SlotsMillion, a virtual reality casino that debuted in 2015, is the most well-known. Viva Las Vegas and Lucky VR are two further virtual reality casinos.
Virtual reality casinos work by using a headset to create a realistic, three-dimensional environment for the player. This immersive environment allows players to interact with the casino games and other players as if they were in a real casino. The use of virtual reality technology in casinos has become increasingly popular in recent years, as it offers players a more realistic and engaging gaming experience.
Utilizing specialized goggles, virtual reality casinos immerse players in a three-dimensional, lifelike atmosphere. These headsets employ sensors to track the players motions and can be connected to a computer or game console. This gives the illusion that the player is in a genuine casino by allowing the casino games to react and adapt to their actions.
In comparison to conventional internet casinos, virtual reality casinos provide a more realistic and entertaining gaming experience. The introduction of virtual reality technology enhances the immersion and excitement of the games while enabling more natural player-casino interaction. Although they are still in their infancy, virtual reality casinos are gaining popularity and are anticipated to spread more widely in the next years.
Virtual reality casinos are the next big thing in online gambling. They provide a more immersive and realistic gambling experience that can make you feel like youre really in a casino. Here are some of the benefits of virtual reality casinos:
If youre looking for a more immersive and realistic gambling experience, then you should check out a virtual reality casino. Youll enjoy the improved graphics and gameplay, and you may even get better bonuses and promotions.
Some of the gadgets that can be used in a VR casino include:
With the right gadgets, you can transport yourself to a virtual casino where you can play any game you like without having to leave the comfort of your own home. Gadgets make VR casinos more immersive and realistic, providing an experience that is as close to the real thing as possible.
Theres no doubt that virtual reality casinos are the future of gambling. They offer a completely immersive experience that cant be matched by any other type of casino. But what does the future hold for VR casinos? Here are some things to look out for:
Virtual reality will change the way we gamble forever. Its an exciting new technology that is sure to revolutionise the gambling industry. Are you ready for the future of VR casinos?
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First Offshore Wind Workers in the World certified with Virtual Reality in New Bedford – PR Newswire UK
Posted: at 12:48 pm
These 12 workers represent the first in the world to receive these certifications with VR.
"Offshore Wind is the future for US energy needs. Massachusetts has the honor of being the first in the US to develop commercial scale offshore wind, so it is only fitting that the first workers to be certified with this revolutionary VR training happens here" said Eagle Wu, CEO of Vinci. "Our VR tools can ensure that we meet workforce needs and ensure workers in Offshore Wind are effective and safe on the job."
"Offshore Wind is set to play a big part in our future. The hand-in-hand cooperation between Vinciand SGRE has set a great foundation to incorporate VR to speed the growth and increase the quality of the technicians for the offshore wind platforms. We look forward to watching this segment flourish and grow" says Ysabel Ledezma, Technical Training Manager, SGRE.
These simulations were developed with funding from MassCEC. In addition to training for Wind Technicians, Vinci's VR offerings includes simulations to educate K-12 and college students on the offshore wind industry and simulations of mariner navigation through commercial scale farms. Find out more about these simulations at http://www.vinci-vr.com.
About Vinci:Founded in 2017, VinciVR is a tech startup based in Boston that aims to provide innovative and efficient VR training for various industries. VINCI's solutions are used in a diverse array of training including Aircraft Maintenance, US Special Operations, and Green Energy.
About SGRE:30 years ago, SGRE became a pioneer in offshore wind when they installed the world's first offshore wind power project, Vindeby, in 1991. Now, with a growing imperative to meet climate challenges, SGRE is more determined than ever. As the global market leader in offshore wind, SGRE is fully committed to being part of the solution. Together with our partners, SGRE aims to power the future of our industry.
Eagle WuVinciVRcontact@vinci-vr.com
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