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Category Archives: Virtual Reality

Is virtual reality the future of theatre? – The Stage

Posted: April 17, 2017 at 12:53 pm

It looks like a weird experiment. In the foyer of Home in Manchester, four people sit at booths, virtual reality headsets covering their faces. Their heads gently sway for no apparent reason and strange, unannounced movements make for oddly compelling viewing for those in the box-office queue. And then, four minutes later, they unpeel the goggles from their eyes, smiling.

Theyve just experienced My Name Is Peter Stillman, a virtual-reality companion piece to 59 Productions adaptation of Paul Austers City of Glass, currently playing in the main theatre space. Its a fascinating little work taking place in one room that participants can explore as the character moves in strange ways in front of your very eyes.

When we started developing City of Glass, it became obvious that it was a perfect vehicle for VR, because its all about multiple realities and identity, says My Name Is Peter Stillmans director Lysander Ashton, also video director for the main show. Thats what VR does it places you in the shoes of someone else. It felt like a really good thing to explore.

Its 3D animator Edd Stockton has a slightly more straightforward explanation: sitting in the foyer of Home, the four user stations also act as a way to get people intrigued by the stage show. Its a very small snapshot of what City of Glass is trying to do, he says. But its in one room as opposed to the 10 or 15 Ive worked on.

Jenny Melvilles original set design for City of Glass, like much of her work, was modelled in 3D. It was a natural progression that the apartment wed started to design could then be adapted for VR.

So Stockton wasnt starting from scratch a lot of the animation and assets from Melvilles design worked for both productions. He textured the room up to make it look real, got the body and face right, and set the framework for Joseph Pierces hand-animated facial monologue. Its that bit which is really beautiful, says Stockton. Ive never really seen anyone do that before.

The animated face is without doubt the crux of My Name Is Peter Stillman. Ashton laughs that some people dont realise until the very end that their head movements mirror the protagonist they see in front of them and have sat still throughout the entire four minutes without exploring the room.

I was sceptical, says the director of City of Glass, Leo Warner, who also has a design-concept credit for Stillman. With VR, for all its immersive qualities, you still feel youre in a headset. So you have to be very specific about what you want to achieve. And the moment My Name Is Peter Stillman really got me was when we worked on the responsive mirroring of the head. It was at that point when I felt it had a human connection, when you were put into the position of the character and could empathise with him.

Its notable that Warner is honest about the pitfalls as well as the potential of VR for theatre. Ashton says that even this four-minute show has been a lot more work than they thought, taking six months of tinkering in different areas before script, design, tech and set were combined at the end in a post-production process more akin to a film.

Its a very different creative process, and its been a big learning curve. The tools to make a VR show are very good, but theyre not as honed or developed as a lot of editing software. Its still clunky making a small change can require a huge amount of development. Its unexplored territory.

You cant just go out and buy props, for example. Each individual thing has to be hand-modelled in 3D, and on all sides, because you can look around it in VR. It has to be optimised to run in real time, too, which takes ages. So the artwork is a big job. And we only had one location.

This is where Stockton comes in. He agrees that a lot of work has gone in for something so short, not least because VR creates huge challenges as far as lighting is concerned. Stockton rendered the props in separate 3D software, then exported them into this experience.

If you enjoy 3D animation, then you love spending lots of time making 30 seconds look amazing, because most of your career is spent doing it, he says. But the beauty of 3D is that if you have enough time and money, you can create any world, any environment. You can light it and animate it in any way you want, on your own.

Time and money: whether VR will genuinely become another medium to tell theatrical stories lays within these two crucial factors. My Name Is Peter Stillman was produced thanks to funding from the Space, which was keen to make sure digital innovation was used in a way that enhances or extends the experience. But it would take a team with Pixar-like backing and patience to consider a full-length show. The credits list for My Name Is Peter Stillman is eye-wateringly long for its four minutes and then there are the Oculus Rift VR headsets and PCs required to run it.

Quite expensive, nods Ashton. Once youve got the headsets, a lot of people will use them, so the cost per head is pretty good.

My Name Is Peter Stillman is free for the public to experience, as he reflects: Nobody really knows what the market would be for a paid VR theatrical experience. Were trying to figure out how long it would have to be before you felt comfortable about charging people for it and then how many people you could get through in a day.

Warner is more realistic. With the best will in the world, you couldnt do a two-hour show, he says. Not least because I dont think anyone has come up with a comfortable enough physical or optical user experience that you would be prepared to sit through for any length of time.

Im sure that will all develop. Were not far off someone doing a short. But the key question is: why? Where are you putting people in relation to the story that makes VR an interesting tool? For me, thats not fully been answered.

Still, Ashton points to the possibility of a new medium that combines theatre, video games and film. He can picture immersive experiences taking place away from traditional theatre spaces that transport people directly into intriguing worlds. Locations and environments is what VR does really well, he says. No ones really cracked the really important part of storytelling yet, though character.

Grappling with VRs potential has been as tricky for 59 Productions as the technology itself. Its left to Stockton to point towards a useful VR application for theatre right now.

In the actual act of producing shows it will be so useful, he says. Working in parallel with City of Glass, its been so interesting to create virtual sets, walk around them, and tweak the bits that didnt work. One VR headset in a production office will allow everyone to look at a show from directors, to actors, to investors. Its a fantastic tool in that way, already.

My Name Is Peter Stillman is at the Lyric Hammersmith in London from April 20 to May 13. Details: lyric.co.uk

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Virtual reality lets MDs in training step inside a heart – The Boston Globe

Posted: at 12:53 pm

PALO ALTO, Calif. Stanford University offers doctors a room with a unique view the inside of an infants beating heart, valves opening and closing, blood cells rushing past.

The virtual reality project tackles what has always been a major challenge for medical trainees: how to visualize a heart in action in three dimensions. Through VR goggles, they can now travel inside the heart and explore congenital heart defects as if they have been shrunken to the size of a peanut.

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I can literally see where the bloods coming from and where its going in a way that I never had, Dr. Christopher Knoll, a Stanford pediatric cardiology fellow, said after trying out the prototype system for the first time this month.

When Dr. David Axelrod, who helped develop the virtual heart teaching tool, asked Knoll if he was ready to return to the real world, Knoll resisted. No, I like it! he said with a laugh.

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The VR system is part of a growing push to use immersive 3-D visualization technology to improve medical and patient education. Microsofts HoloLens is being tested at Case Western Reserve University for teaching medical students anatomy and physiology, and a University of Michigan project takes doctors inside the brain to gain insights for treating migraine headaches.

The CT scan, echocardiogram, and MRI will remain crucial tools for diagnosis and treatment, but some experts think VR visualization could soon become an essential supplement for heart doctors and surgeons, and a way to reduce reliance on cadaver dissection for teaching.

The Stanford project and similar efforts are where the future is, said Dr. Luca A. Vricella, chief of pediatric heart transplantation at Johns Hopkins University School of Medicine, noting that getting a 3-D image in ones mind is crucial for medical trainees to understand heart surgery. It gives you a much better understanding of what you will be looking at in the operating room.

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Put the Stanford VR goggles on, and you find yourself in a well-lit doctors waiting room, standing on a central dais. On the left you see wall-mounted flat images of hearts, and on the right, a multicolored plastic heart model homages to old-school visualizations of heart defects and blood flow.

Straight ahead, a shelf holds a dozen 3-D hearts, labeled by congenital defect. Hit the trigger of a hand-held controller, and you drag a living, beating heart from the shelf so it hovers in front of you. The heart can be spun on its axis or exploded into sections that continue their synchronized beating showing both internal and external features. You can grab a section with another command and turn it over or around to see it from any angle as it continues to pulsate, almost like its a small living creature.

One model shows a ventricular septal defect a hole between the two ventricles, or main heart chambers. This birth defect causes some oxygen-rich blood to be pumped back into the lungs rather than to the rest of the body an inefficient step that can cause the heart to overwork.

With the push of another button, you teleport inside the heart and see blood cells streaming through the hole between the chambers. With another button you can surgically fix the defect, making the heart normal.

Users dont get dizzy or develop motion sickness, because they are stationary inside the heart, with structures moving around them, in contrast to being on an amusement park ride.

So far, Stanford has prototypes that show the ventricular septal defect and one other type, with a goal of rolling out the 25 to 30 most common heart defects soon. The long-term goal, Axelrod said, is to add models for adult heart diseases, and eventually those of the lung and brain.

Even advanced imaging methods can leave gaps in how clinicians understand a surgically corrected hearts structures, said Axelrod, a pediatric cardiologist at Stanfords Lucile Packard Childrens Hospital.

If you cant understand what the geometry is, what the anatomy and physiology are of the heart, you can make a mistake in later treatment, he said.

The Stanford system was built with the San Francisco-based software company Lighthaus, which Axelrod owns shares in and advises. It was funded by Stanfords Division of Pediatric Cardiology and Facebooks Oculus VR subsidiary.

The technology can also help patients grasp how surgeons repaired the defects in their hearts.

I see patients every week that come in with a scar on their chest, and theyre 20 years old, and Ill say, What surgery did you have? and they have no idea, Axelrod said. Its our job to help them understand their heart problem, because we think you get much better care if you know whats going on.

Within five years, individualized VR programs informed by diagnostic scans could be ready, Axelrod said. I will be able to say, this is your virtual heart.

Dr. Jamil Aboulhosn, who directs a congenital heart disease center at the University of California, Los Angeles, cautioned that immersive 3-D technologies should be regarded as an adjunct, rather than a replacement, for more traditional ways of studying anatomy and physiology that have served medicine well for decades.

I have been a little bit concerned as we move toward everything becoming 3-D and virtual reality, that we are moving into an era of simplification Lets just make something look really cool, he said. But its not yet time for medical schools to dispense with teaching human anatomy through the painstaking dissection of cadavers.

Yes, virtual reality is ready for prime time. Yes, its exciting, Aboulhosn said. Will it make everything that came before obsolete? No.

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Virtual reality lets MDs in training step inside a heart - The Boston Globe

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The Medium is the Divine Message: Religion Meets Virtual Reality – NBCNews.com

Posted: at 12:53 pm

Rev. William H. Lamar IV, pastor of Metropolitan African Methodist Episcopal Church in Washington, D.C. preaching during the morning worship service on September 28, 2014. Walter Morris

"For Christians, being in fellowship with one another spiritually and physically is vitally important," he told NBCBLK. "Virtual reality worlds, which may take people from community and from the incarnational aspects of Christian life could be potentially dangerous."

Rev. Lamar wants to be clear - he is not against technology. He references the AME church's founder, Richard Allen, as a leader who utilized technology to advance the church and its mission.

"Allen used technology, technology of the printing press, to spread political dissent against white supremacy as well as other important denominational documents as needed," he said. "However, we always run a very serious risk that the medium overtakes the message. Technology should be used as the handmaiden of a liberating gospel. What we must do is guard against the use of technology through market logic where people become brands and all things spiritual become commoditized."

Mission VR

Collins, on the other hand, is convinced Believe VR will add on and help expand the reach of the Christian church by expanding the message and tenets of Christianity beyond traditional and conventional methods.

Salvant is excited to be leading the effort. They are working to have Believe VR available as a free mobile app at its launch. They are sure their early adopters will more than likely millennials and those most comfortable with technology.

"But the project will not be limited to them. My 68-year old Mom is waiting excitedly for Believe VR to come," she said. "I can say, we have truly done something that is groundbreaking and we hope opens the door for much more to come."

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Facebook to Kick Start their Virtual Reality F8 Conference Tomorrow Morning – Patently Apple

Posted: at 12:53 pm

Last year Patently Apple reported that Regina Dugan, who led Google's Advanced Technology and Projects (ATAP) group, left the company to continue her work over at Facebook. Tomorrow Facebook will hold their annual F8 conference for software developers that will emphasize Augmented Reality. During Wednesday's session we may get to see some of the new toys that Regina Dugan has been working on for Facebook.

From the live-streamed event, expect advances in how virtual reality can become truly social, beyond playing games or taking selfies in 360-degree recreations of real places, and updates to Facebook Messenger.

On the second day of the conference, Facebook will tease futuristic gadgets, some of which are being cooked up in a secretive lab called Building 8 run by former Google executive and head of DARPA Regina Dugan. Building 8 has been stocking up on experts in consumer electronics, neuroscience, and robotics and computer vision. Cameras are said to be part of the experimental mix and so is brain scanning.

You could learn more about the F8 conference here. Sessions will focus on smartphone cameras, virtual reality, Messenger, and more.

Without a doubt Silicon Valley is pushing forward with Augmented, Virtual and Mixed Reality projects. Just yesterday Patently Apple posted a report covering a patent from Hollywood's Warner Bros. Entertainment preparing a movie distribution system to push AR/VR movies to theaters, home theaters and future headsets powered by Intel and ARM processors.

In March Patently Apple posted two reports on the subject (one and two) covering Apple's growing team dedicated to all things Augmented Reality and beyond. Rumors have suggested that Apple may introduce an Augmented Reality application for the iPhone 8.

In the end, Facebook's F8 conference will be full of super hype to show that Facebook is the leader is this field even though nothing of real value has yet to crack the consumer market. In February we posted a report about how thrilled Zuckerberg was wearing VR Gloves to type on a virtual keyboard within the Oculus VR headset.

Here's to hoping that in F8's session two on Wednesday we'll get to see cooler developments beyond VR gloves.

About Making Comments on our Site: Patently Apple reserves the right to post, dismiss or edit any comments. Those using abusive language or behavior will result in being blacklisted on Disqus.

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Virtual reality now takes video gaming to new high | Chennai News … – Times of India

Posted: at 12:53 pm

CHENNAI: While gaming space developers across the world choose to invest in virtual reality with an eye on the future, here is a Chennai-based promoter who has designed a space that draws on the gamer's adrenaline to deliver fun.

Unlike the traditional gaming arenas that offer a mix of console and arcade games, K Abilash's "Daddy Cool", located in Anna Nagar, is a first of its kind racing game arena in Asia, says the 35-year-old. It's selling point are the two types of racing games on offer. One is based on artificial intelligence, the other is a throwback to the 'Hot Wheels' racing most millennials would have grown up with.

"Though the racing track concept has been around for years, what we present at Daddy Cool is a mix of aspects from console gaming along with advantage of user interaction with the gaming elements," Abilash said.

The idea seemed profitable enough for Abilash to quit a white collar job from Samsung to "indulge in a childhood passion."

Imported units from German manufacturer Carrera has been pieced together to form two racing tracks that measure 86 and 127 feet respectively.

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This Virtual Reality Device Is Running Circles Around the … – Motley Fool

Posted: at 12:53 pm

Possibly no other consumer technology is getting as much attention as virtual reality (VR) right now. Tech companies are spending billions of dollars to develop new VR tech, or acquire it, and some, like Facebook (NASDAQ:FB), believe that it could be the next major computing platform.

VR's market is poised to skyrocket over the next few years, jumping from $13.9 billion in 2017 to an estimated $143.3 billion in 2020. Part of this early growth will be fueled by VR headsets, which are expected to hit worldwide sales of 200 million for the six-year period ending in 2020, according to Tractica.

Image source: Getty Images.

All of these stats point to potentially good times ahead for companies focusing on VR. The question, then, is which companies are beginning to dominate the space. Arecent survey released by ReportLinker sheds some light on the subject, and shows that Samsung's (NASDAQOTH:SSNLF) Gear VR headset is already the most recognizable VR headset among consumers, and shows no signs of slowing down.

Samsung released its virtual reality headset, called the Gear VR, back in 2015, and, according to ReportLinker, the company's device is synonymous with virtual reality more than any other company's offering.

"More respondents quoted Samsung as a player in the new virtual reality industry: three out of ten respondents spontaneously mentioned the brand. There were less than 10% who could, last September," the survey said.

When respondents were asked which brand first came to mind when thinking about virtual reality headsets, 28% named Samsung, followed by just 11% for Sony (NYSE:SNE), 10% for Facebook's Oculus, 5% for Alphabet's (NASDAQ:GOOG) (NASDAQ:GOOGL) Google, and just 2% for HTC.

And when asked which VR headset respondents had heard about, survey respondents overwhelmingly chose Samsung's Gear VR. Take a look:

Let's take a moment to recap these stats. Samsung's brand is two times more recognizable for VR headsets than Sony or Oculus, and consumers have heard of its Gear VR headset at nearly double the rate that they've heard of the Oculus Rift or Google Cardboard. In the consumer market, that's a slam dunk for Samsung.

Nailing down why Samsung is the most recognizable VR brand and why its Gear VR is the most well-known device isn't an exact science. The ReportLinker survey suggests that increased marketing efforts over this past holiday season were a major factor:

"With marketers' efforts and the availability of VR headsets in stores before Christmas, more respondents were able to try them, which explains better awareness of the VR technology and brands," the survey said.

Samsung may be benefiting the most because its Gear VR headset launched over two years ago, which was earlier than both the Oculus Rift and Sony's Playstation VR, though it launched after Google's Cardboard. Samsung continues to aggressively market the Gear VR, and has recently started giving away a free headset when consumers pre-order its Galaxy S8 phone.

The bigger question for Samsung and its competitors is if, and when, VR will become profitable. Research firmIDC says that software and services -- and not hardware --will eventually be the most profitable part of VR, but companies need to first get hardware into people's hands, of course.

Samsung might be dominating the VR headset name-recognition space right now, but investors should also keep a close eye on which companies are taking the lead in software and services. In that light, Google, Facebook and Sony could prove to be better long-term buys in virtual reality.

Suzanne Frey, an executive at Alphabet, is a member of The Motley Fool's board of directors. Chris Neiger has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Alphabet (A shares), Alphabet (C shares), and Facebook. The Motley Fool has a disclosure policy.

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London’s One Aldwych Hotel Now Serves a Virtual Reality Cocktail – Cond Nast Traveler

Posted: at 12:53 pm

It really does transport you across the Highlands of Scotland, over fields and bridgesand having spent time in Scotland, it really is that breathtakingly beautiful and peaceful. Quite, quite different to London. When Alice Revel, founder of the digital womens magazine Running In Heels , said those words recently, she wasnt talking about a helicopter flight or a hot air balloon ride over the Isles. She wasnt even talking about a real trip to Scotland . She was a customer sitting in The Lobby Bar at One Aldwych in London , sipping the Origin ordered off the bars new menu, a whisky cocktail that comes garnished with an orange twistand an immersive virtual reality experience.

We dont say anything on our menu about virtual reality, but we do drop a hint in saying, Take a trip to the Highlands, says the drinks creator, bar manager Pedro Paulo. When someone orders it, we give the guest virtual reality goggles and a headset and explain we are taking you to the origin of the drink. You fly to the distillery where the whisky in the drink is aged, and then to the fields of barley and to the water source. After soaring over the highlands, the virtual experience concludes with you floating back into The Lobby Bar, where a bartender makes the drink and slides it over the bar to you. You remove the goggles and the drink is right there, presented in the exact same way, Paulo says.

Paulo worked with Dalmore Whiskya distillery on the shores of the Cromarty Firth in the Highlands of Scotland to access some of the dramatic imagery. However, he also wrote the script and used directors and drones to create other sections of the virtual video. The drink has only been on the menu for two weeks, and when someone puts on the goggles, theres definitely a domino effect, with more patrons requesting their own virtual-reality-infused drink. The bar sold 30 of them on the menus debut night.

Courtesy one Aldwych

Before you've even taken a sip of your drink, the VR experience will fly you over the Isle of Mull.

In a finished drink, there are barrels and fields and places that go into making it, Paulo says. Giving this knowledge was my main motivation. Its an experience beyond the drink, and they will remember it.

Its particularly interesting given The Lobby Bars setting. Most guests come before or after a nearby theater experience (the new menu is called Showtime Cocktails, and is theater themed) and in creating The Origin, the bar hopes to spark deeper conversation. How does technology play against the traditional entertainment of having a drink? Do you love live art over simulation? Its something a few other brands have dabbled in, as well. Patrn Tequila launched a virtual reality experience in late 2015 from the perspective of a bee, similarly aimed at showing guests how tequila is made from ground-to-glass. It was available at select parties and events thrown by the brand that year.

It was a little sweeter than Id have anticipated, offers Revel of the actual sip, with punchy flavors; scents reminiscent of heather and wildflowers, deep and smoky notes of wood and forests.

Specifically, The Origin is a blend of Dalmore 12-Year-Old Whisky, Merlet Soeurs Cerisescherry liqueur, cherry puree, and fresh grapefruit juice, with chocolate bitters and Lallier Champagne and it costs 18 pounds. It will be on the menu until spring of 2018, so you have plenty of time to try (and experience) it.

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The 3 Best Ways to Profit From Virtual Reality — The Motley Fool – Motley Fool

Posted: April 13, 2017 at 11:50 pm

Keith Noonan, Tim Brugger, and Daniel B. Kline

Virtual reality (VR) got off to a slow start in 2016, but it's still a young technology with the potential to have a revolutionary impact. Our team of top tech writers has spotlighted three companies poised to profit from the emerging medium. Read on to learn whyWalt Disney (NYSE:DIS), Activision Blizzard (NASDAQ:ATVI), andMicrosoft (NASDAQ:MSFT)made the list.

Image source: Getty Images.

Daniel B. Kline(Walt Disney): In any content market that may or may not develop, the best bet is a company that can enter the space with little risk and then capitalize on growth should demand actually develop. That's where Disney sits when it comes to virtual reality.

The company owns top-tier content that it can license to the technology companies spending the big money developing the devices that make VR possible. Star Wars, along with Marvel and Pixar properties, and the company's army of well-known cartoon characters would all be in heavy demand from VR device creators, as would ESPN sports content, and even perhaps certain ABC shows.

Disney can sit back and make money from other companies licensing these characters and then create its own VR products if that proves viable. That's essentially the model it has followed in the streaming space, working with established players while also taking steps in parts of the world to create its own service.

If VR becomes a viable consumer platform, Disney would likely pursue a hybrid strategy. It would take the easy money for licensing some of its properties while it would likely also develop some of its own VR services. That could mean perhaps Star Wars and Marvel games licensed to the major players while the company creates its VR theme parks experiences, or finds other uses for the technology that somebody else (lots of somebody elses) paid to develop.

There's no risk here for Disney. Few companies control anywhere close to the content library it does. That gives the company negotiating power, and means it will get paid for the rights to its characters even if the VR platform it licenses them to does not succeed.

If VR makes it, Disney has a new platform to leverage its content assets on. If it becomes a novelty or fails like 3D television, the company will have lost little while gaining some cash.

Keith Noonan(Activision Blizzard):With so many companies competing in the virtual reality hardware space and headset technology still finding its footing, investing in companies that produce content looks to be a better strategy for profiting from VR. Popular uses for virtual reality could eventually extend to areas like online shopping and even healthcare, but video games are the biggest hook for the technology at the moment -- and they're likely to remain a draw as VR progresses.

In the video game space, perhaps no company is better-equipped to take advantage of the new display medium than Activision Blizzard.The publisher hasn't jumped headlong into the production of virtual reality content, with its only entry in the category to date being aCall of Dutyexperience for Sony's PlayStation VR platform, but a wealth of popular franchises gives the company the potential to be a big winner in the emerging category.

In addition to Call of Duty, properties like Overwatch,World of Warcraft, andDestinycould eventually make a splash in VR, and the company's history of delivering quality products and creating fresh intellectual properties suggests it's well-suited to make entirely new experiences as well.Activision Blizzard is also making a big push into competitive gaming (known as eSports), which is likely to see overlap with virtual reality at some point down the line.

With a stellar franchise portfolio and a leadership position in its industry, Activision Blizzard looks to be a big beneficiary if VR goes mainstream.

Tim Brugger(Microsoft):Manufacturers of virtual reality headsets all claim their devices are unique, citing better graphics, audio, or other features. And there are certainly a lot of strong alternatives in a market primarily targeting the world's gamers, at least for now. However, one tech giant truly does offer a device unlike any other: Microsoft.

At this year's GameDevelopers Conference, Microsoft announced it has inked deals with five tech big hitters to develop VR/augmented reality (AR) devices for Windows. Unlike VR, AR allows users to meander through a virtual world while retaining awareness of their surroundings. Microsoft's suite of devices will deliver a "mixed reality" experience that incorporates the best of both worlds, VR and AR.

As a Microsoft exec put it, "What happens when your VR headset of tomorrow has the ability to see the real world and put holograms on it?" The answer is mixed reality, an area in which Microsoft is well ahead of the pack. And the opportunity is gigantic.

One study suggests the combined VR and AR markets will generate$120 billion in just three years -- and it gets better for Microsoft. Of that $120 billion, a whopping $90 billion will come from AR due to its commercial possibilities. Gamers will jump-start VR, including playing Microsoft's wildly popularMinecraft, which it acquiredfor $2.5 billion, but AR is expected to pick up steam in a hurry.

Whether it's VR, AR, or mixed reality, Microsoft has its oversize hat in the ring and is hands down one of the best ways to profit from a market worth more than $100 billion.

Teresa Kersten is an employee of LinkedIn and is a member of The Motley Fool's board of directors. LinkedIn is owned by Microsoft. Daniel Kline owns shares of Microsoft. Keith Noonan owns shares of Activision Blizzard. Tim Brugger owns shares of Walt Disney. The Motley Fool owns shares of and recommends Activision Blizzard and Walt Disney. The Motley Fool has a disclosure policy.

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Facebook F8: Major Focus on VR, Updates on New Headset … – Variety

Posted: at 11:50 pm

Virtual reality (VR) is getting a lot more attention at Facebooks annual F8developer conference this year: The event, which will be held in San Jose next week, will feature a number of sessions and announcements related to VR. The company may also use F8 to show off the latest prototype of its standalone VR headset.

Facebook is keeping details on any VR-related announcements at F8 tightly under wraps, something that one of the companyspartners compared to Steve Jobs-like secrecy in a conversation with Variety. But the conference schedule already lists 8 VR-related talks and sessions.

Thats not only four times as many as last year, it also makes VR the third-most-popular topic at the conference, based on the number of scheduled sessions. Instagram,WhatsApp, and even a topic as essential as monetization eachhas fewer sessions scheduled than VR. Some of the subjects on the schedule include social VR, VR gaming, and web-based VR experiences.

But the company may also use the event to give developers a status update on its latest hardware efforts.

Facebook CEO Mark Zuckerberg announced at Oculus Connect last October that his company is working on a standalone virtual reality headset that will combine some of the higher-end features of the Oculus Rift with the portability of the mobile Gear VR headset. We believe that there is a sweet spot between these, Zuckerberg said at the time.

Facebook did show off an early prototype code-named Santa Cruz to developers at the event, but Variety has learned that the Oculus team has since been working on a newer version. One of the internal code names for this new prototype is Monterey, according to a source familiar with the project, buttheres also a possibility that the company may use another beach town as its name.

(Oculus named all of the prototypes for the original Rift headset after beaches close to its original headquarters in Irvine, Calif.; it picked Santa Cruz as a first public code name for the standalone headset after moving to Northern California following the acquisition by Facebook.)

The standalone headset wont require a connection to a computer or the use of a phone to render VR experiences. It will also feature inside-out tracking, which means that it will be able to determine the location of a user in a room through sensors attached directly to the device, as opposed to the lighthouse-type sensor used by the Oculus Rift and competing devices like the HTC Vive.

Inside-out tracking is a technical challenge in itself. However, shrinking the computing power needed to render high-end virtual reality experiences in real-time to a mobile form factor may be just as challenging. Oculus particularly has been struggling with battery constraints, according to an industry source.

Zuckerberg had already warned audiences at last years Oculus Connect conference that it was early days for the companys standalone VR headset. The company may nonetheless be looking to share it early on with developers. Just as Rift experiences dont run on the Gear VR, the new hardware may require a new generation oflightweight applications that make use of positional tracking but dont necessarily use the computational power of a full-featured gaming PC.

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Tech firm AMD says virtual reality will soon be so advanced that humans will choose to live in computer simulations – The Sun

Posted: at 11:50 pm

Tech firm AMD, that makes the chips which power PlayStation 4 and Xbox One, believes we will one day move into a virtual world

A TOP technologycompany making virtual reality products is already planning for a time when actual life and virtual reality are indistinguishable.

Chip maker company AMD, which runs Playstation 4 and Xbox One consoles, is banking on virtual reality taking over the world.

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Some people have scoffed at early VR headsets such asOculus Rift, HTC Vive and Samsung Gear, which are expensive and sometimes make the wearer vomit.

But AMDs corporate vice president, Roy Taylor, took to the stage at a virtual reality conference being held in Bristol this week to blast any criticism and predict big things for the future.

He said: To get to photo realism is the next big step, to get to full presence is where we need to get afterwards, when actual life will be indistinguishable from virtual reality.

It seems far-fetched, but last year virtual reality headset sales reached almost one billion, Taylor said.

2016 saw the first virtual reality cinema, the first virtual reality surgery in London and even saw virtual reality used to settle a case in court.

"Remember Timemagazine wrote in 1994 that the internet would not take off," Taylor told an audience at Virtual Reality World Congress on Wednesday.

That said, there's probably some way to go until we abandon the real world. The software is not quite finished yet, thanks to technical obstacles.

And the more detailed the graphics become, the more likely the person wearing the headset is to feel nauseous.

Wires also get in the way, limiting gamers' movements.

But Taylor said that AMD might just have the answer, thanks to a new chip design which uses beamforming - a way to send signal to a direct target (unlike WiFi, which broadcasts signal to a wider area).

Taylor hinted it could be a component of the Xbox's virtual reality gaming, which is rumoured to be launching later this year as part of new console, Project Scorpion.

Computer simulations are already having a huge impact on the world we live in.

Scientists recently showed how subjects were able to catch virtual tennis balls that turned out to be real.

That means they were catching the balls without ever seeing the direction they were being thrown in.

Similarly, researchers have used virtual reality to make people feel they are having an out of body experience.

They believe it could cure society's fear of dying, as subjects all said they felt more positive about death after the experiment,

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Tech firm AMD says virtual reality will soon be so advanced that humans will choose to live in computer simulations - The Sun

Posted in Virtual Reality | Comments Off on Tech firm AMD says virtual reality will soon be so advanced that humans will choose to live in computer simulations – The Sun

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