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Category Archives: Virtual Reality
Is 2018 the Year Virtual Reality Goes Mainstream? | Business … – Madison.com
Posted: July 17, 2017 at 4:12 am
Facebook's (NASDAQ: FB) Oculus is reportedly planning to release a stand-alone virtual reality device next year to retail for just $200. The goal is to push VR into the mainstream.
Virtual reality has been a niche product for the better part of 30 years. But Facebook CEO Mark Zuckerberg made a big bet that VR is going to be the next big computing platform when his company bought Oculus for $2 billion in 2014.
Oculus released its first consumer product, the Rift, last year. While the device is relatively affordable, it requires users to hook it up to an expensive PC to run software. Meanwhile, low-cost devices that license Oculus technology like Samsung's (NASDAQOTH: SSNLF) Gear VR, require a high-end smartphone. The new device will find a happy middle ground in terms of both capabilities and price. That may be just what the market needs in order for mass consumer adoption.
Facebook Spaces. Images source: Facebook
Earlier this year, Mark Zuckerberg stated, "It's going to take five or 10 more years of development before we get to where we all want to go." Considering, the new Oculus device will have limited capabilities -- for example, no positional tracking -- it's just another step for the company in its push toward making VR the next big computing platform.
Other consumer electronic companies are following suit. Samsung is reportedly planning its own stand-alone headset as well, which will rely on Oculus technology. Other players like HTC and Lenovo are working on similar devices using Google's Daydream platform.
But Zuckerberg would compare these upcoming devices to early smartphones like those from Blackberry or Palm circa 2003. In other words, it's still very early and it could be another five years or more before we see a device that sparks mass interest in the platform. Zuckerberg points out it took 10 years for the smartphone market to sell 1 billion devices.
"I don't know [if] there was something that folks could have done to make that happen fast, but I think that was pretty good. And if we can be on a similar trajectory of anywhere near 10 years for VR and AR, then I would feel very good about that," Zuckerberg said during Facebook's fourth quarter earnings call earlier this year. "We're going to invest a lot in this and it's not going to return or be really profitable for us for quite a while," he added.
One big hurdle for virtual reality to overcome is a lack of content. That could be anything from immersive video content to video games. The problem is it's hard for top video game studios to create games for the platform before a mass audience exists.
To that end, Facebook has committed $250 million to new VR content. Most of that money will go toward software -- like the Facebook Spaces app the company unveiled during its F8 developers conference this spring -- and video games.
The new stand-alone device could help build a sizable enough audience that Facebook would no longer have to seed the content ecosystem. VR projects would be viable of their own accord, and game studios and software developers could start investing their time and money in projects for both high-end and low-end devices.
There's a ton of interest in virtual reality right now from a development side, but consumer demand hasn't quite taken off. We may still be a few years away from that, and Facebook will likely continue to lose money on its VR investments, but a stand-alone device with a broader reach than current devices have may be a key step to getting to where Facebook wants to go.
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Virtual reality helps reinvent law enforcement training – CBS News
Posted: at 4:12 am
Virtual reality is being used to train law enforcement officers for scenarios they may encounter out in the field, ranging from traffic stops to active shooter situations.
A new facility incorporating a virtual reality simulator along with a physical training environment was introduced last month in Monmouth County, New Jersey. The facility is the first of its kind in the state and another step towards virtual reality becoming a more mainstream element in law enforcement training across the country.
The facility is called STARS: Situational Training And Response Simulator, and is a joint initiative involving various agencies in Monmouth County. The location is divided into two parts. The first is a physical plant which places officers in a tangible environment using non-lethal training rounds, smoke, fire alarms, strobes, and other special effects. For the second, virtual portion of the training, they are using the VirTra V-300 simulator from a company called VirTra Systems Inc.
This simulator has five screens which allows trainees a 300-degree view of the situation. Scenarios are designed to replicate real-life events that officers may encounter in the field, ranging from domestic violence incidents to active shooter situations. The trainees are equipped with a variety of tools including training firearms that recoil and weigh the same as an authentic firearm would.
The scenarios are pre-recorded using trained actors with approximately 10 to 15 different outcomes per scenario. An operator in the training room controls how the simulation unfolds based on the actions of the trainee.
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"The main objective is to have the officers go in and be submersed in different scenarios so they have that split-second decision-making capability," said Monmouth County Sheriff Shaun Golden. "And not only split-second decision-making capability on use of force, but de-escalation how to handle different scenarios, how to provide commands so that we have positive outcomes along the way."
Other law enforcement agencies around the country have also added virtual reality simulators to their arsenal of training techniques. Earlier this year, the Sonoma County Sheriff's Office in California added the VirTra V-300 simulator. Sonoma County Sheriff's Sgt. Spencer Crum said that while simulation technology has had a place in law enforcement for decades, it has evolved into what can genuinely be called "virtual reality."
"When I went to the academy in the late 80s and early 90s they had something called FATS, which is Fire Arms Training Simulator. This has kind of evolved from that," Crum explained. "Back in the day, it was this really kind of rough single TV screen. It was kind of a 'shoot, don't shoot' situation. But this is significantly better than those old days because it is so virtual reality and you can turn around and move and all of our weapons are functioning."
Crum also spoke about an electronic impulse device which can be used to deliver a mild shock to the trainee, although his agency hasn't adopted that technology.
"We have a device which introduces pain and stress," said Scott Dilullo, federal law enforcement business development manager at VirTra Systems Inc. He explained to CBS News why pain and stress might be useful, even desirable, in a training situation.
"We're to trying to elicit what we call in training a 'fear response,' because once we elicit that fear response the heart rate can get over a hundred and sixty beats per minute. This is where we understand that the officers have problems making decisions. It affects their motor skills and all of that so we need to get their heart rates up. We need to get them stressed."
VirTra Systems' VR and other training technology is currently used by more than 200 individual law enforcement agencies across 38 states. But it's not the only company delving into the virtual reality business for law enforcement.
Ethan Moeller, CEO of LEVRS Inc., is planning on rolling out virtual reality technology for law enforcement later this year. His firm has also been working with corrections agencies. Moeller currently offers a 360-degree virtual reality platform which requires the user to wear a headset. The environment they see projected inside is real and was previously filmed; while the user can look around in the virtual environment, he or she cannot move within it.
The LEVRS 'Argo' training platform uses computer-generated imagery (CGI) to create realistic scenarios that law enforcement officers may encounter in the line of duty.
Tyson Iravani, courtesy of Levrs Inc.
The company has used the technology to film the environment where soon-to-be-released inmates will be living, allowing them to first see it through a virtual headset to help make their transition into the outside world go as smooth as possible. LEVRS has an ongoing partnership with the Pennsylvania Department of Corrections for this service.
Moeller is also working on a computer graphics platform which uses a virtual reality headset paired with computer-generated imagery to create virtual scenarios and situations for law enforcement. That version uses the VIVE system to track hand and body movement so that users can move and walk within a realistic world.
Like VirTra, an operator must be present to determine the outcome of the scenario. However, Moeller hopes that speech recognition software may be able to remove the need for an operator in the future, instead allowing the scenario to unfold naturally based on the verbal commands and actions of an officer. Various outcomes would be preprogrammed by a trainer.
"The great thing about virtual reality is that it brings you closer to a real-life experience than anything else that I've ever at least experienced. And because of that, when you train you want to get that environment as real as possible and that's what VR does," Moeller said.
"But it does it without the risks of real life. So if you make a mistake in virtual reality you don't get hurt, no one else gets hurt, and you learn."
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New Trailer for Virtual-Reality Mario Kart Game Looks Like a Crazy Good Time – The Drive
Posted: at 4:12 am
There are few experiences more satisfying in multiplayer gaming than hurling a perfectly-placed green shell at your friend in Mario Kart.You line up, take aim as you're both hurtling down a straight, and whamo, watch them flip majestically through the air as you zip by underneath. Now imagine all that, but in glorious first-person virtual reality. Count us in.
Bandai Namco has produced several licensed arcade versions of Nintendo's most popular racing series, but its latest creation is no cabinet with a steering wheel. No, Mario Kart Arcade GP VR is a life-sized kart simulator with a tilting, vibrating base, an HTC Vive virtual-reality headset for truly immersive action, and hand trackers so you can actually grab and throw items at your opponents.
We reported on the project when it was announced back in June, but today the game was officially unveiled at Bandai Namco's VR Zone Shinjuku, a huge, virtual-reality arcade complex in Tokyo, Japan. With early reviews starting to trickle in, a new trailer released this week seems to confirm what they've all been sayingit's a rollicking, insanely fun time.
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Slate’s first virtual-reality talk show was a hilarious disaster – Nieman Journalism Lab at Harvard
Posted: July 14, 2017 at 5:14 am
If, hypothetically, Georgia and Florida went to war, which state would win? That was one of the questions posed to actress Carrie Preston in the first episode of Conundrums, Slates new virtual reality Facebook Live talk show that launched Thursday.
Preston and host Dan Kois, Slates culture editor, were presented as legless avatars as the show is produced using Facebooks VR app Spaces, which was launched earlier this year as a way for Oculus Rift users to interact with each other as avatars. Facebook this week announced that it was adding a livestreaming feature to Spaces, and Slate says it is the first outlet to utilize this platform in this way.
Kois and Preston began their conversation outside of a Brooklyn-based brewery thats sponsoring the show before using the magic of virtual reality to transport themselves to Jekyll Island, Georgia one of Prestons favorite places in her home state. Hey, thats Driftwood Beach over there, she said as the pair arrived on a boardwalk.
The show was streamed from the perspective of a third avatar, a Slate producer, who controlled the locations and camera angles and also tried to help Preston when she had trouble operating some of the Spaces functionality.
Preston first answered the question of whether she preferred peach pie or peach cobbler (cobbler, she said). The conversation then turned to the important matter of who would win a Florida-Georgia War, but before she could answer the Facebook Live feed cut out. (Side note: I insist that any such war should be called The Worlds Largest Outdoor Cocktail Party.)
Slate was able to resume the broadcast a few minutes later in a new video I was skinnydipping, sorry Im back now, Preston joked as the show came back but the technical difficulties underscored the experimental nature of the show.
In fact, Slates first attempt at broadcasting the show cut out about a minute and a half in and they had to continue the broadcast in a new stream.
For Slate, this is a relatively low-risk way for the online publisher to dip its toes in the VR waters. Speaking to Digiday in May, Slate product head David Stern said the company was taking lessons from its successful podcasts and trying to implement them with VR. That meant focusing on conversations and publishing on a regular schedule. Podcasts taught us, you got to create that habit, Stern said.
The conundrum conceit is actually one that originated from its podcasts. On our Gabfest podcasts, weve been using conundrums to ask those really tough questions, Kois said on the show. Questions like: If one set of animals was going to all band together to eliminate humans forever, would it be dolphins or bees?
Slate is considering the show an experiment, but its going to try to continue to ask guests those wacky questions on a weekly basis while also finding ways to build an audience (and eventually monetize it).
And as Kois and Preston finished their interview by drinking virtual beers, Kois called the first episode an insane adventure that we have set forth on that has in many ways worked and in many ways been a hilarious disaster.
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Slate Launches Weekly Facebook Live Talk Show Produced in Virtual Reality (EXCLUSIVE) – Variety
Posted: at 5:14 am
Slate is launching a new weekly Facebook Live show, with a twist: Conundrums is being produced entirely in virtual reality, with actors and other celebrities joining Slate Culture Editor Dan Kois in the virtual world with the help of more-or-less lifelike avatars.
First up Thursday is Carrie Preston, who is known for her roles in True Blood and The Good Wife. Kois will spend some 25 minutes quizzing her on a series of conundrums. Is it better to have loved and lost, or not loved at all? Should one fight one horse-sized duck, or 100 duck-sized horses?
Preston will have one minute for each of these questions, and the Facebook Live audience will be able to chime in with real-time comments. Oh, and there may be virtual beer drinking in a nod to series sponsor Sixpoint Brewery.
Conundrums is the first professionally-produced Facebook Live show of its kind to make use of Facebooks social VR app Spaces as a production environment. Facebook officially launched Facebook Live streaming for Spaces Wednesday, initially billing it as a way for owners of the companys Oculus Rift headset to reach more of their friends on Facebook, even if these friends dont own VR headsets yet.
Slate editor in chief Julia Turner told Variety this week that the publisher had been thinking about using VR for a live show for some time. Weve been looking at VR as a medium for journalism for the past several years, she said. However, most VR journalism is focused on empathy-inducing documentaries, something that didnt quite gel with Slates opinion-focused brand.
Instead, Slate was looking to do something closer to what it has done in the podcasting space, said Slate Director of Product David Stern. What you get in VR is in many ways very similar to what you get in podcasts, he said, arguing that both mediums could offer a direct and immediate connection to interviewers and their guests.
Initially, Slate was toying with the idea of building its own VR-based video production environment. But when Facebook first previewed Spaces last year, the team quickly realized that this would be a much better option.
Of course, one could conceivably also produce a show like Conundrum with a Skype or Facetime chat. But Turner argued that the result wouldnt be the same without VR. It creates a kind of intimacy that feels very different from a video call, she said. It feels like you are in a new space together.
Facebook first introduced Spaces as a way for up to three friends to meet up with the help of their avatars in VR in April. Spaces users can look at videos together, teleport to 3D spaces, take selfies of their avatars and even scribble with the help of virtual pens.
Kois will make use of some of those features to keep his guests on their toes, and Turner said that the medium itself is supposed to keep the show playful and fun as well: VR brings out the kid in everyone.
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ESPN to show X Games in virtual reality – CNET – CNET
Posted: at 5:14 am
Look Ma, no hands: BMX street biker Chad Kerley soaring to a gold medal during the 2013 X Games.
Now you'll be able to see BMX street stud Chad Kerley flip, twist and spin all over your head in virtual reality.
ESPN willstreampart of its X Games in VR for the first time starting Thursday. The sports network is teaming up with Samsung to show the event in Minneapolis using 360-degree cameras to 48 countries across the globe.
Fans can catch the BMX Street, Skateboard Vert and Skateboard Street Amateurs competitions using the Gear VR headset.
The sport network's popular extreme sporting event is the latest to attempt reaching a new audience using VR. Last season, the NBA became the first pro sports league to broadcast weekly games in VR. Meanwhile, Intel is becoming a major VR player by not onlystreamingthis year's Final Four in virtual reality, but also weeklyMajor League Baseball games. Additionally, Intel says it will broadcast 16 events in VR during the 2018 Winter Olympic Games in Pyeongchang, South Korea.
As for ESPN, X Games executive Tim Reed said in a statement that the two-decade-old action sports competition has always been "a laboratory for innovation and progression," including placing helmet cams on bikers and skateboarders.
"We are always pushing to create new and better ways for fans to experience and interact," he said.
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Virtual reality heals rehab patients in Phoenix – ABC15 Arizona
Posted: at 5:14 am
PHOENIX - You might think virtual reality is just a pair oversized goggles that gives you access to an exciting, alternate world. But, what if virtual reality had other powers that could heal your body? That question is being answered at Banner Health's University Medicine Rehabilitation Institute right here in Arizona.
Cristina Vazquez was in school to become a nurse. But, on February 7, 2015, everything changed.
"I had a car accident. It was a t-bone," Cristina says.
She suffered a traumatic brain injury which put her in the hospital for months, barely able to open her eyes or even talk.
"I thought I wasn't going to walk ever," she says.
But, therapists at Banner's Rehabilitation Institute had different plans.
"I came here with a wheelchair and they said, oh no, homegirl, you cannot be with the wheelchair," Cristina jokes.
So, they got to work, using virtual reality to help heal Cristina's body. Specifically, the Dynovision machine is used on patients who need to retrain their visual motor coordination.
Cristina's occupational therapist, Holly Jones, explains, "it's looking at her reaction time."
At the same time, it serves as a form of speech therapy for Cristina, who tries to shout out the words she sees on the screen in front of her.
"When a patient has an injury to their brain," Holly explains, "other areas surrounding that damage can re-learn what that damaged area did."
But, that kind of therapy takes a lot of practice and a lot of repetitions, which can be extremely mundane and very frustrating for patients.
"That's where Virtual Reality comes in," Holly says. "It gives us the ability to give the patient something meaningful to do. They can visually see what's going on. They can see the movement in their affected arm. And, it gives them a score, so they know how they're doing and how they're progressing."
Cristina says, "Before, I would just look at people... ugh, I'm never going to do that."
But, with innovative, meaningful therapy, her coordination has improved, her balance is better and her legs are stronger.
"Thank God for the help, because, I don't know, without them, I'd probably still be wheelchair-chilling," Cristina laughs.
Officials at Banner Health say Cristina's story is just one of many incredible stories at the clinic showing how technology is impacting lives.
Their occupational therapists are using Virtual Reality to help a tattoo artist regain their fine motor skills necessary for his craft and assisting another patient with relearning tasks like folding laundry or swinging a golf club.
They also say there is no age-limit for the technology. They've used it for children and patients as old as 89 years old.
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This new virtual reality tool could transform how we design cars – CNN
Posted: at 5:14 am
Now, London-based design studio Seymourpowell is hoping to do the same in the automobile sector with a new 3D sketching tool. Wearing an HTC Vive headset, users are able to draw, manipulate and augment car models in virtual reality.
The software is designed to speed up the design process, with adjustments quicker to make than if modeled in Photoshop or in traditional 3D-imaging programs.
Seymourpowell's lead automotive designer, Richard Seale, hopes the tool will bridge the longstanding divide between designers (who are paid to shoot for the stars) and engineers (who are meant to keep them grounded).
"As an engineer, it's very frustrating to (produce) cars with designers, because designers and engineers are typically at loggerheads," he said at the firm's south London studio. "It's the same for designers, (who say) 'I want to do this -- why can't I?'"
The typical design process begins with a meeting -- or three -- followed by concept sketches. Once a design is approved, a clay model is created. After that, a costlier model is used to further refine the design.
This is the point where designers and engineers typically clash. A car shaped like an arrow would be great for keeping aerodynamic drag to a minimum, but it would be impractical and unlikely to meet safety requirements.
Here's where the new software steps in. Put on the VR headset and you are transported to a 3D workspace where the view adjusts to your head movements. The left control stick lets you sketch lines, which can be twisted, moved and manipulated with the right one. You can then jump around your digital surroundings at the press of a button.
With so few functions to worry about -- and because you can see the two controllers as if they were your own virtual hands -- the process is surprisingly intuitive.
"We think that the quicker and easier it is to do something, the more likely you are to do it," Seale explained.
Because cars are typically symmetrical, the software speeds up the design process by mirroring the lines you draw. You can create a full 3D concept vehicle in under an hour.
The software also has a social side that can transform how the design process works. Other team members -- whether designers or engineers -- are able to look at drawings on a monitor and, if they have another headset to hand, make adjustments in real time.
This means that engineering specifications, such as the legally required height of a car's headlights, can be brought into the design process earlier on. Later down the line, surfaces can be applied to show what a car would look like in a certain color or material.
Getting up close to a life-size digital model makes it easier to spot design problems. The headset's perspective can also be adjusted to show the car's inside, allowing designers to assess the driver's visibility.
This all means that designers can come up with designs that are better thought out, which in turn means that they are more likely to be approved (especially if any engineering prerequisites have been met) and may be easier to build. This will ultimately speed up the process and save companies money.
The technology has already been adopted by Ford and Jaguar Land Rover. According to Seale, two more car companies ("major" German and Chinese manufacturers) have expressed interest since the London Motor Show, and the company is already exploring how their technology could be applied to architecture and education.
Seymourpowell plans to spend the next 10 years adding new tools and commercializing the product.
"There are so many possibilities that you want to do everything," Seale said. "In that way, it's brilliant."
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The Beauty Of Virtual Reality – The Good Men Project (blog)
Posted: at 5:14 am
The dynamic principle of fantasy is play, a characteristic also of the child, and as such it appears inconsistent with the principle of serious work. But without this playing with fantasy no creative work has ever yet come to birth. The debt we owe to the play of the imagination is incalculable. Carl Jung
In my research and experiments, I found that the ability to play in another world can offer a person a renewed sense of spirit. Most adults I have talked to about virtual reality commonly have the same reactionthey are not interested in finding out what it is all about. When I talk to teens about it, though, they cannot wait to try it. It makes me wonder why adults are reticent to attempt to play in another world. My findings are that gaming and virtual reality have an underlying stigma that is looked upon as useless or wasting time.
I see playing in virtual reality as an opportunity to play for a short amount of time without any actual backlash. It is meant to be fun, entertaining, and challenging. When used logically and occasionally, I see it as an excellent life tool.
Here are some reasons why virtual reality can be seen as spiritually enlightening:
In the virtual world, you are anonymous
Becoming anonymous on a conscious level can be considered as a useful step on the road to higher self-awareness. Playing in the virtual world creates new ways to access other states of thought that may have been previously veiled.
When you begin to play any game, you jump into another universe and forget about your daily routine in everyday, physical life
Is this a bad thing? Only if you believe it is. Within the virtual world of the game, you can become who you want, you can go to other locations, and can live another lifetemporarily. There are no consequences to your actionsjust the same as imagination. When the game is turned off, and you enter back into your current now, you may be able to see events more clearly with a new approach to problem-solving.
Anonymity can give you a renewed sense of power
The self is first seen in the mind, and then the feeling of novel perception can transfer into physical life. The experience allows you to see your authentic self outside of the virtual reality. In the virtual, there is room for invention and the art of living is discovered.
When playing in the virtual world, the activity is done in real time, and the experience envelops and responds to you. Playing in virtual reality is a sharp contrast to simply reading travel magazines, watching a film, or talking with a person in a physical situation.
The virtual world becomes, then, a new possibility to re-imagine the world, with all of its unconscious processes of control. Looking inwards with the virtual and moving past a controlling system, the experience becomes a form of awareness, and the role of playing in the virtual world becomes self-consciousness.
The bliss of the gameand enjoying yourself for the sake of experiencing a pleasing experience
The virtual world can be seen as enjoyable as, there, a piece of innocence is found. The rebirth that occurs removes the original sense of the ordinary. Now, the game experience is grounded in creative change.
In the virtual space, there are no resentments or doubts
All players are, essentially, on the same page in the virtual world. The interaction is a continual dialogue. The imagination is immediately activated, along with perceptions. This playing can be seen as a new form of training in understanding. The imaginary deals with the capacity to conceptualize images and see how these images reflect on to the self. While it may be uttered that more can be done by way of teaching art and culture, it is imperative to integrate the teachings of awareness coupled with perception and imagination to progress further into the twenty-first century. In my opinion, virtual play is one answer to this long heard call.
Playing in the virtual world lets the mind and body connect with new potential
The experiences within the game offer future modes of learning and becoming more than might currently be realized. While a video game is largely seen as a commoditized object, the transformative power provided is yet unrealized potential. The experiential nature of playing in the game gives you a new sense of fulfillment and optimal hope for what is possible.
When you begin to play, you dive into the newness of the game and experience. You become a being that is immersed with others. In the virtual space, there are no prescribed social spheres, presumed ways of being, or judgments that will affect your character.
By choosing identities and trying out different points of view, you may experience empathy. You can now see the world from a different point of view that may have otherwise never been known. I believe empathy is indeed a step closer to a higher state of self-consciousness.
In all, I find virtual reality to be a great tool to get in touch with ones self. Of course, I would never promote the use of virtual reality every day and all day, but I do think everyone should give it a try occasionallyto truly step into another world.
Do you want to be part of creating a kinder, more inclusive society? Join like-minded individuals in The Good Men Project Community.
Photo Credit: Flickr/Knight Center for Journalism in the Americas, University of Texas at Austin
Im a visual artist, writer, and researcher who teaches and mentors creative people to write clearly and complete their writing projects. I have my Ph.D. in Philosophy, Art Theory, and Aesthetics. My research is on virtual reality and understanding authenticity in the digital world. I have four children, and Im married to an amazing man. I love traveling, being near water, painting, music, and writing. I'm currently working on a book about creativity.
You can connect with me at: twitter.com/jessica_project instagram.com/prettyneatprettyneat jessicamdoyle.com
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Virtual reality gives old fairground rides new purpose – The Economist
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Virtual reality gives old fairground rides new purpose - The Economist
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