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Category Archives: Virtual Reality

Sexual Assault Is Already Happening in Meta’s Virtual Reality World – The Swaddle

Posted: December 19, 2021 at 6:59 pm

Meta, formerly known as Facebook, is off to a rough start with its virtual reality ambition. A week since its platform Horizon World was launched, users are already reporting cases of harassment and sexual assault.

Not only was I groped last night, but there were other people there who supported this behavior which made me feel isolated in the Plaza, the user wrote in Facebooks official Horizon group, as quoted byThe Verge.

The user was reportedly groped by a stranger in the virtual landscape. In another instance, writer Parmy Olson, who tried out the VR experience, spoke of being surrounded by a group of male avatars who started taking pictures of her. It made her feel like a specimen. As of now, the metaverse realm has a tool called Safe Zone; it is a protective bubble built as a safety feature that can purportedly protect users when they feel threatened. Once the shields of Safe Zone go up, no one can touch, talk, or interact with the user in any way.

On reviewing the groping incident, Vivek Sharma, Metas vice president of Horizon, said the user didnt utilize the safety feature and should have just switched on the Safe Zone. Safety, once again, is framed as the responsibility of the user online as it is offline.

It begs the question: how can Meta, or Horizon Worlds, foster a culture where users arent groped or harassed? Because adjustment to its tools cannot be a sustainable solution. There is no body thats plainly responsible for the rights and safety of those who participate anywhere online, let alone in virtual worlds, as writer Tanya Basu noted in MIT Technology Review.

Harassment and abuse is by no means a novelty of the Metaverse it has always existed as a byproduct of virtual reality platforms.

Perhaps the biggest hiccup to taking tangible action is the notion that virtual harassment is a digital construct and thus may not impact reality. In 2016, a gamer described being groped on QuiVR, a similar virtual reality platform as follows: His floating hand approached my body, and he started to virtually rub my chest. Stop! I cried This goaded him on, and even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest. Emboldened, he even shoved his hand toward my virtual crotch and began rubbing. To this, viewers on the message board debated whether or not she was actually groped, considering her physical body wasnt touched.

Related on The Swaddle:

Why the Origin and Impact of the Metaverse Is Worrying

But VR sexual harassment is sexual harassment in all dimensions; it has real and detrimental effects on the humans behind the avatars. I think people should keep in mind that sexual harassment has never had to be a physical thing, Jesse Fox, an associate professor at Ohio State University,toldMIT Technology Review. It can be verbal, and yes, it can be a virtual experience as well.

In a 2016 article, Fox also noted, If you highly identify with your avatar and are portraying yourself in an authentic manner, youre going to feel violated. It wouldnt be different if someone sent you a harassing email to your work email or harassed you in a chat room.

The 360-degree immersion in platforms like Horizon Worlds and others makes the toxic behavior feel viscerally real. Sexual harassment is no joke on the regular internet, but being in VR adds another layer that makes the event more intense, the user who was groped in Horizon Worlds also wrote. Concurring with this, Katherine Cross, who researches online harassment at the University of Washington,noted that at the end of the day, the nature of virtual-reality spaces is such that it is designed to trick the user into thinking they are physically in a certain space, that their every bodily action is occurring in a 3D environment.

Its part of the reason why emotional reactions can be stronger in that space, and why VR triggers the same internal nervous system and psychological responses. Moreover, studies have proven that the psychological response the body experiences in a VR environment is the same as the one experienced in a real environment.This may also be because virtual reality groping or harassment destroys the sense of trust the user placed in the virtual world adding another layer of despair. The consensus is at a cognitive level, there islittle or no differencebetween the real and virtual world, a blog noted.

The gray area here is whose responsibility is to keep digital avatars safe in virtual reality. Creators like Meta will conveniently argue that it has inbuilt tools that users could utilize to protect themselves. Generally speaking, when companies address online abuse, their solution is to outsource it to the user and say, Here, we give you the power to take care of yourselves,' Cross added. But that still feels like users get the short end of the stick.

For one, UI tweaks may not necessarily solve the underlying issue of harassment (Facebook in the past has proved ineffective in actually protecting users on its multiple platforms). Secondly, that users dont know of features and find themselves in these positions is a structural problem at its core.

This feels like a problem that will keep unraveling as the metaverse becomes more sophisticated. For now, instead of sticking to the you should have just been more careful response, perhaps Meta creators can place more deterrents and penalize aggressors on the platform. If creators are asking users to suspend their rational and disbelief and enter another realm, perhaps they must shoulder a great responsibility to provide security.

It may also be grimacing to acknowledge the limits of existing sexual harassment laws which may not be equipped to deal with the metaverse as a reality. Legally speaking, sexual assault or harassment in virtual reality is hard to find justice. In a virtual environment, it can be argued that assault cannot occur as there is prior knowledge that physical contact that can cause hurt is not possible, the Law Blog noted, arguing under Section 354 of the Indian Penal Code, assault or criminal force to a woman with the intent to outrage her modesty, requires the occurrence of either assault or actual criminal force. The current definitions thus cannot be utilized to prosecute a virtual reality offense; in other words, theres no formal legal recourse.

Just like cryptocurrency currently battles regulation, the metaverse opens a whole other can of worms in terms of potentially facilitating things that are outlawed in real life. For now, this then leaves the power to arbitrate these interactions solely on the corporations.

In the end, the Horizon Worlds seems like a lovely place to hang out. But if the architecture of this new world replicates the unsafety of the real world it leaves the users vulnerable on two frontiers.

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Bill Gates Thinks Your Meetings Will Take Place in Virtual Reality (VR) – Dice Insights

Posted: at 6:59 pm

Bill Gates thinks youll eventually take a lot of your business meetings in virtual reality (VR).

In hisYear in Review postingon his GatesNotes website, Gates suggested that the quality of VR will accelerate in the near-term. Within the next two or three years, I predict most virtual meetings will move from 2D camera image gridswhich I call theHollywood Squaresmodel, although I know that probably dates meto the metaverse, a 3D space with digital avatars, he wrote. Both Facebook and Microsoft recently unveiled their visions for this, which gave most people their first view of what it will look like.

According to Gates, a number of companies are working on these 3D avatars, as well as the technology that will make VR truly immersive. One of the biggest improvements over what we use now is the use of spatial audio, where speech sounds like its actually coming from the direction of the person talking, he added in the posting. You dont realize how unusual it is to have meeting audio only coming from your computers speaker until you try something else. Theres still some work to do, but were approaching a threshold where the technology begins to truly replicate the experience of being together in the office.

Facebook recently claimed it would spend around $10 billion on Facebook Reality Labs, its research division for augmented reality (AR) and VR. Meanwhile, Microsoft is pouring considerable resources into the HoloLens, its AR headset currently targeted at the enterprise,as well as VR. Other major tech companies are also working on some combination of AR and VR technologies, including Apple with its much-rumored AR headset.

Can all of these companies actually turn VR into a mainstream thing? Gates might think so, but it will hinge on a number of factors, including cheap (and powerful) headsets and a sizable portfolio of good VR apps. According to Emsi Burning Glass, which collects and analyzes job postings from across the country, the current market for VR-related tech jobs is small (with roughly 8,000 job postings over the past year) but set to grow a solid 31.7 percent over the next two years. Thats a good sign that companies everywhere are beginning to explore the potential of the technology.

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Smileyscope Takes its Virtual Reality Digital Therapeutics Platform to the Next Level With the Power of Mindfulness – Business Wire

Posted: at 6:59 pm

NEW YORK--(BUSINESS WIRE)--Australia- and New York-based, Smileyscope Holding Inc (Smileyscope) is a global pioneer in virtual reality (VR) therapeutics. The company merges evidence-based medicine with state-of-the-art technology, creating ground-breaking digital treatments that help patients manage pain, anxiety, and mental health. Smileyscope welcomes the internationally renowned mindfulness thought leader Craig Hassed OAM onto its platform enabling users to enjoy the immersive power of meditation. Prof. Hassed has authored over 100 scientific papers on the clinical benefits of mindfulness meditation and awarded the Order of Australian Medal for his work on the subject.

Smileyscope CEO Evelyn Chan, MD, remarked during the announcement of Prof. Hasseds addition to the development team: Its amazing how therapeutic VR can create such systems-wide positive impacts. Translating evidence-based medicine into VR has huge potential to improve peoples health and livelihoods. We are delighted to add Prof. Hasseds work to our digital therapeutics platform.

Eight in ten Americans experience stress in their daily lives and find it challenging to calm their minds and bodies.1 This puts them at higher risk of conditions like anxiety, depression, and burnout, as well as physical diseases like stroke and heart disease. Research shows that mindfulness can help a wide range of mental and physical conditions.1

Smileyscopes VR platform helps users rapidly achieve a peaceful state of mental focus, even in stressful environments such as hospitals and clinics. It is so useful to find some inner balance, peace and stability, especially when going through challenging and uncertain times. Meditation can help us to find that within ourselves, said Prof. Hassed. Smileyscope offers a great range of simple and accessible meditation practices.

Patients and care providers across four continents welcome the addition of mindfulness meditation to the growing catalogue of evidence-based medicine therapies offered by Smileyscope. Prof. Hasseds contributions join tested music therapies from the Hush Foundation, Smileyscopes proprietary digital therapeutics, MRI anxiety assessments, patient education offerings, and more. Smileyscopes multi-award winning digital therapeutic was clinically tested in the worlds largest trials in procedural virtual reality and is suitable for users aged 4 years and older.2

1. American Psychological Association. Stress In America: 2020. Available at: https://www.apa.org/news/press/releases/stress/2020/report-october. Accessed December 14, 2021.

2. Chan E, et al. Virtual reality for pediatric needle procedural pain: two randomized clinical trials. J Pediatr. 2019;209:160-167.e4. doi: 10.1016/j.jpeds.2019.02.034.

About Smileyscope

Smileyscope is a leader in digital therapeutics focused on managing pain and anxiety. The company's virtual reality (VR) proprietary technology, known as Procedural Choreography, replaces negative real-world stimuli with positive VR stimuli resulting in significant reduction in pain and anxiety. The company has multiple clinical trials underway and is rapidly expanding its product offerings into additional patient segments.

511 Avenue of the Americas, Suite #4075New York NY 100111 888 300 7117

http://www.smileyscope.com

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Can We Have a Meaningful Life in a Virtual World? – The New York Times

Posted: at 6:59 pm

The imminent arrival of the long-awaited fourth Matrix movie will surely spur another round of thinking about a question that philosophers have been kicking around at least since Platos time: How do we know that our world is real? Nowadays, of course, were far more likely to consider that a simulated reality would be rendered in bytes rather than shadows on a cave wall. Furthermore, given both the technical progress being made and the business push behind it, far more likely than our predecessors to actually embrace the prospect of life in a virtual world. The philosophical implications of such worlds as well as the possibility we might already be existing within one are the subject of the philosopher David J. Chalmerss new book Reality+, which will be published in January. In it, Chalmers, who is a professor of philosophy and neural science at New York University, as well as co-director of the schools Center for Mind, Brain and Consciousness, argues, among other things, that our thinking about our future virtual lives neednt be rooted in visions of dystopia. The possibilities for virtual reality, says Chalmers, who is 55, are as broad as the possibilities for physical reality. We know physical reality can be amazing and it can be terrible, and I fully expect the same range for virtual reality.

You argue in your book that virtual realities have the potential to be just as rich and valid a place for people to exist in as real ones. But whats something that a virtual world might be missing that, in your thinking, could inhibit the pursuit of a meaningful life? I think what moves a lot of people is the idea that somehow if you were in a virtual world, it would all be fake, it would be an illusion. Maybe the virtual worlds are like video games: Nothing that happens there really matters; its just an escape from the issues in the real world. Whereas I think what happens in virtual worlds can, in principle, be very significant. You can build a meaningful life in a virtual world. We can get into deep social and political discussions and decisions about the shape of society in a virtual world. Rather than living in a video game, my analogy would be more like were moving to a new, uninhabited country and setting up a society. The issues will be somewhat different from the issues where we came from, but I wouldnt consider that escapism. Also, Im not saying abandon physical reality completely and go live in a virtual world. I think of the virtual world as a supplement to physical reality rather than a replacement, at least in any remotely short term.

What makes your life meaningful? And are there any ways in which a virtual existence would get in the way of those things? Theres a lot of factors in a meaningful life. Theres having significant goals and reaching them. Theres having positive relationships with other people. Theres having positive subjective experiences. Theres coming to understand things. But most of these basic kinds of things that matter, you ought to be able to get in a virtual world. This is not to say that virtual worlds are on a par with physical worlds in every respect. For example, someone might value brute, unencumbered nature. A virtual world wont give you that. I dont want to say theres no loss in moving to a virtual world. At least for the next century or so I suspect the kind of embodiment we get from virtual worlds will be a pale shadow of what we get from physical reality. But looking to a long-term future, its easy to envisage a world where a lot of the short-term obstacles are overcome.

Is there something sort of nihilistic about arguing for the positive possibilities of a virtual world? To me it takes some of the air out of trying to fix problems in this world. I want to resist the idea that its either/or. That if were thinking about virtual reality, we cant think about physical reality. We can think about climate change and social justice and all these things at once. And virtual-reality technology is coming. We need to be thinking about it. Its clear to me that virtual worlds have a lot to offer. This doesnt make them a panacea. I dont expect this to solve the problems of social justice overnight by giving everybody a virtual mansion at the beach. Many of the sources of inequality are still going to remain.

David Chalmers in 1996. UC Santa Cruz Review, via David Chalmers

I want to move on to the idea that we cant know that were not living in a perfect simulation. Lets say you were at a bar making conversation with a stranger about your book. How would you present that idea? I would first point to existing simulation technology and virtual-reality technology. VR technology is still primitive, but you can put on one of these headsets and be in an immersive virtual world that is in some ways reminiscent of a physical reality. Give it another 50 or 100 years and then maybe were going to have simulations of the world that are basically indistinguishable from physical reality. Then you just raise the question: How do you know thats not happening to you already?

And it turns out that the person at the bar is into Descartes: I have thoughts. I have an inner world. How could that be the product of a simulation? Its not part of my thesis that we are definitely in a simulation. I think its reasonable to remain agnostic. Nevertheless, in recent years, weve been getting increasing reason to take this hypothesis seriously simply from the fact that we now know that this technology is possible. For Descartes, this was a very abstract possibility: Maybe an evil demon is fooling me in this way. But now were actually building the technology that can do this. So maybe its possible that in the history of the universe there are going to be thousands, millions, billions of such simulations, and that makes whether we might be in one of them a very live question.

I understand the logical arguments for why we might be living in a simulation. Im less clear on the consequences. What might accepting the simulation hypothesis mean for how I go about my life? First of all, if its a perfect simulation, maybe well never know thats what it is. But if we did come to discover that were in a simulation? It depends on what kind of simulation were in. If we suddenly were to start communicating with our simulators, who tell us theyre only going to upload us for eternal life if we worship them in appropriate ways, then maybe our lives would be transformed in the same kind of ways as it would be transformed by discovering that theres a God. But if we come to discover that its just a simulation churning away in the background then, yeah, maybe our initial reaction would be shock, and thered be a lot of hand-wringing, but I think Id say, Well, life goes on. Some people say that if we were to discover this, it would mean that nothing is real and this is all a delusion. I want to resist that idea. I think even if we are in a simulation, were still living in a real world and we can still have a meaningful life.

Could you sketch out what you see as the necessary characteristics of a real world? In the book, I say, Here are five different things you might mean by a real world. One is it has causal powers. There are various other ones but maybe the most important one to me is not being illusory. I argue that if were in the Matrix, none of this is fundamentally an illusion: interacting with tables and chairs, people. They do things, theyre out there independent of us and theyre not illusions. If were in a simulation, theyre just made of something different.

A specific mental hurdle I have a hard time clearing is what living in a simulation would mean for the subject-object aspect of human existence. Im thinking of a statement like I exist in the universe. In which I is the subject and the universe is the object and my sense of self comes from the distinction between the two. But if I accept the argument that we might be in a simulation, and thus the subject and object may both be artificial constructs, do I then also have to collapse my subject-object relationship? And wouldnt doing that devalue my personal experience? I dont think so. Either way, whether were in physical reality or a simulation, theres going to be conscious creatures at the core and theyre going to be interacting with the world outside themselves. Some people react to the simulation idea by saying that if that happens, its all in the mind and theres no genuine reality outside ourselves. But I think if were in a simulation, theres a vast structured external world around us. Its nature is somewhat different from what we thought, but that doesnt make it less real. Discovering that were in a simulation would then also tell us that theres potentially a reality beyond the reality that we experience, which is the reality of the simulating world, and who knows whats going on there! So I think of this, if anything, as potentially greatly expanding reality beyond the single reality were familiar with.

Chalmers at TEDxSydney in 2011. Fiona Lumsdaine/TEDxSydney.

Theres a part of me that cant quite shake the feeling that youre being a little casual about peoples connection to certain beliefs about reality. I understand that youre saying that those beliefs can flow just as well from a virtual digital world, and maybe you have an enlightened view or are more open-minded than I am, but is it also possible that theres something sort of emotionally dissociative about this kind of philosophical investigation? Thats fair, and there are different people that are going to have different philosophical and emotional attitudes to virtual worlds. If some people are going to have a viscerally negative reaction to spending time there then they certainly should not be spending time there. I understand this. Many people have a viscerally negative reaction to the digital over the analog.

But I think thats kind of beside the point. Its not so much about resisting changing from one format to another. Its about a fundamental belief about what reality consists of. And youre positing that people will just switch modes of thinking and belief which are based on that fundamental reality. I may be a Luddite, but that switch seems like it could be a pretty big leap for some people. I guess I want to have a philosophical conversation with a person like that and say maybe first start by thinking about what weve already learned from quantum mechanics and other very abstract areas of physics that suggest that physical reality at the bottom level is not the solid bunch of building blocks and space that we might have thought it was. Maybe some people would have the reaction to that of, well, in light of quantum mechanics, the world is less real than Id thought. But Id try to convince them that as long as theres this world out there appropriately connected to our consciousness then that is a form of reality always remembering that we have this amazing capacity to invest things with meaning ourselves. Theres not a fundamental obstacle here. I would also point out theres a whole lot of people out there who are going to be able to find new kinds of meaning from virtual worlds who may well be restricted in various ways from their access to the physical world. Whether its disabled people or people in oppressed societies.

Constructing either a perfect simulation or a fully developed virtual world would probably require conscious A.I. How close are we to understanding what the missing ingredient is that would give A.I. the spark of consciousness? Consciousness remains a mystery. We dont know how consciousness could arise in a digital system. But we also dont know how consciousness arises in biological systems. It may well be that once we have a solution to the problem of consciousness, that will transform how we think about all these things. Its very likely that at some point in the future well have A.I. systems as sophisticated as humans are. Maybe even A.I. systems that simulate human brains. At that point, my view is its very likely that A.I.s will be conscious. Theres nothing special about being made of biology versus being made of silicon that means one gets to be conscious and the other one not.

But why is it likely that A.I.s will be conscious given that we still have no idea what it is that generates consciousness in the first place? I dont think theres a guarantee that artificial systems are going to have the potential for consciousness because, as you say, we dont fully understand consciousness. But there are a lot of reasons to take it pretty seriously. Heres an example: someone says that if I build a biological duplicate of us, it will be conscious. Most of us would find that plausible even though we dont understand consciousness perfectly. Once weve established that much, then the question is, Which features of us are going to be most relevant in producing consciousness? Is it the specific biology or is it the information processing? There are lots of reasons to think its not the specific biology. I think theres solid reasons to go with the information processing, and if thats the case then theres a strong case for the possibility of digital consciousness.

Does thinking so much about the nature of reality and consciousness and sorry to put it crudely ever freak you out? It happens less when Im thinking about this stuff professionally but absolutely there are moments where its: Im conscious and somehow the world is present to me. How can this be? Or every now and then Ill look in the mirror and say: Why does this guy David Chalmers keep following me around? Every time I look in the mirror, hes there. Thats kind of freaky. How did I get to be somebody in the first place? And then when you start thinking about simulations: What if the only person in the simulation is me?

As Im sure you can tell, this stuff freaks me out sometimes. You can try to think of our own ordinary physical universe as being a digital universe with bits at the bottom. Thats not pathological; thats just a way for the world to be. I want to normalize this idea of simulations. I quite like the recent movie Free Guy where the guy discovers hes a nonplayer character in a video game and instead of totally freaking out None of this is real! he starts a movement. Its like, OK, were real people too, and our lives matter and our world matters. Thats thinking of the simulated world not as dystopia but as a place where people can live meaningful lives.

Let me ask you this: If we are in the Matrix, why would the simulators have made two such terrible sequels? Im hopeful well have an answer soon. Im counting on the fourth one!

This interview has been edited and condensed from two conversations.

David Marchese is a staff writer for the magazine and the columnist for Talk. Recently he interviewed Brian Cox about the filthy rich, Dr. Becky about the ultimate goal of parenting and Tiffany Haddish about Gods sense of humor.

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5 must-play 2021 VR games to play over the holidays: Resident Evil 4, The Climb 2 – USA TODAY

Posted: at 6:59 pm

Marc Saltzman| Special to USA TODAY

The best gaming gifts of 2021

Looking for what to buy the gamer in your life? Tech columnist Marc Saltzman offers up his top picks for kids, teens and adults.

Marc Saltzman, Special to USA TODAY

Whether youve been a fan of virtual reality (VR) since the first headset debuted many moons ago or 2021's just been one of those years you want to escape from, there are many stellar 2021 titles to indulge in over the holiday break.

As you likely know, VR games are super-immersive as they digitally transport you to another time and place. VR fills up your entire field of view with a 360-degree virtual world, and when coupled with head-tracking, it really tricks your brain into believing youre somewhere else.

Add in spatialized audio and the ability to touch content with your hands or a controller, and its incredibly engaging.

Compare this, if you will, to gaming on a screen in front of you, like a television or computer monitor, where you can still see the four edges of the display, which breaks that suspension of disbelief. (Not to mention other reminders of real life, like siblings bickering or catching the dog out of the corner of your eye, getting into something it shouldnt!)

Now, don't go and bethat person who dons a VR headset on a plane. But assuming youre one of many people enjoying a staycation over the holidays this year, the following five titles are some of the years best.

Planning a holiday staycation this year? Tech can help entertain the family

$39.99; for Oculus Quest; rated Mature

Winner of Best VR/AR (augmented reality) Game of the Year at The Game Awards, Capcoms creepy Resident Evil 4 challenges you to step into the shoes of special agent Leon S. Kennedy on his mission to rescue the kidnapped daughter of the U.S. president from the clutches of a bizarre cult.

As you might expect, not everything goes as planned as you navigate around a rural European village, come face to face with terrifying enemies, and unravel a terrifying mystery in the process.

Next year will see a free update, dubbed The Mercenaries, that pits you against a never-ending horde of Ganados (villagers infected with the Plagas parasite) to earn as many points as possible before evacuated.

Sniper Elite VR ($29.99 for Oculus Quest/Rift) is another worthy action VR game for those age 17 and older.

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$29.99; for Quest, Rift and PSVR; rated Teen

Part survival game, part mystical journey, 17 Bits Song in the Smoke is a single-player adventure that drops you into a prehistoric world inhabited by strange beasts.

Your goal is to stay alive by gathering and using items found in the various worlds eight of them, to be exact, including forests, snowy mountains, and deep valleys to make weapons, clothing, tools, fire, shelter, and brew medicinal potions.

Along with foraging and crafting, youll need to hunt to stay alive, and use a bow and club to fend off enemies.

While the graphics are far from photorealistic, Song in the Smoke is captivating as much as it is challenging.

The top video games of 2021: Halo Infinite, Forza Horizon 5, NHL 22, Super Mario 3D World

$39.99; for Oculus Rift; rated Teen

If space adventures are more your pace, Ready at Dawn Studios Lone Echo 2 is a gravity-defying sci-fi epic that reintroduces us to an android named Jack, repaired and reawakened by his friend, Captain Olivia Liv Rhodes, both of whom are stationed on an abandoned space station.

As with its 2017 predecessor, youll tackle various puzzles and challenges to unravel mysteries in the far future, all wrapped in breathtaking imagery and an emotional story. So long as you can stomach the weightlessness zero-G elements, youll no doubt enjoy playing this 10+ hour single-player game.

It's truly gorgeous, and features well-produced sound, too.

While you can play this game on Oculus Quest 2 by connecting it to your Windows PC, Lone Echo 2 is considered a swan song for the now-discontinued Oculus Rift platform.

Also check out Echo VR, a free-to-play game for Oculus devices.

$24.99; Oculus Quest/Rift, PSVR, and PC VR; rated Teen

Puzzle fans should download Schell Games I Expect You To Die 2, a secret agent sequel that has you go deep undercover to thwart a diabolical plan for world domination.

Yes, like in the original game, Dr. Zor, the head of Zoraxis Industries, is at it again. And so, youre assigned to take on six James Bond-like spy missions, beginning with protecting the U.K.s prime minister.

Sci-fi fans may notice the character John Juniper is voiced by actor/writer Wil Wheaton.

Youll solve puzzles, use powers (like telekinesis) and wear disguises to stay alive long enough to complete this fun (and funny) 1960s-style single-playeradventure.

Check out the games trailer.

$29.99; for Oculus Quest; rated Everyone

Suffer from acrophobia? The Climb 2 isnt for you.

As the name of this sequel suggests, your goal is to scale skyscrapers, ascend dangerous peaks and find hidden shortcuts as you climb your way up and up, and up.

While feeling the rush of realistic heights, you can glimpse over your shoulder to take in the gorgeous scenery, continue your climb to the top, and compete against others in multiplayer modes (which are asynchronous opposed to in real-time).

You can also earn gear like gloves and watchesand unlock a range of achievements.

Best known for its Crysis games, Crytek has crafted a thrilling arcade-like climbing sim that takes advantage of VR technology.

Follow Marc on Twitter for his Tech Tip of the Day posts: @marc_saltzman. Or subscribe to his weekly Tech It Out podcast at marcsaltzman.com/podcasts.

Follow Marc on Twitter for his Tech Tip of the Day posts: @marc_saltzman. Email him or subscribe to his Tech It Out podcast at https://marcsaltzman.com/podcasts.The views and opinions expressed in this column are the authors and do not necessarily reflect those of USA TODAY.

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Best Oculus Quest 2 deals 2021: the best prices and bundles on the web – T3

Posted: at 6:59 pm

The Oculus Quest 2 has undoubtedly been a huge hit as far as virtual reality headsets go, and if you haven't already picked up this device before now then we can't blame you for wanting to get hold of one it's affordable, versatile, easy to set up and a lot of fun to use.

You'll also be wanting to pay as little as possible in return for this VR headset, and that's where we come in. We've scoured the top retailers on the web to bring you the best Oculus Quest 2 deals around at the moment, and there are quite a few to choose between.

Besides getting the headset itself, look out for bundles that include other goodies alongside the main device, such as gift cards, carry cases, or the official Elite Strap (with a more ergonomic fit) they can mean you're getting even more value for your money.

Today's best Oculus Quest 2 deals

Check out our Oculus Quest 2 review and you'll see why it's so important to find the best Oculus Quest 2 deals. It's arguably done more than any other device to push virtual reality towards the mainstream, and a big part of that is to do with its affordable starting price.

The headset isn't exactly cheap, but it is in relation to other VR headsets on the market. At the same time, it's also well built it feels like a quality bit of kit when you put it on, and you'll find you can get through several hours of VR gaming without any real discomfort.

It's also easy to set up, without any need for a PC or external trackers, and that's before we get to the selection of games and apps: there's now more than enough content on the Oculus platform to justify the cost of the headset against many hours of enjoyment.

Part of the appeal of the Oculus Quest 2 is that you don't need anything else to run it besides what you get in the box. Once the headset has been charged up, with the smartphone app and a Wi-Fi connection you can be exploring VR in just a few minutes.

However, you can connect your Oculus Quest 2 to a Windows computer if you want to using the Oculus Link Cable or another high-quality USB-C cable. This enables you to play higher-end titles originally developed for the more powerful Oculus Rift and Rift S.

Thanks to the sensors and trackers built into the Oculus Quest 2, you don't need to set up any external trackers around your room, and you get the controllers included too. These controllers are essential when it comes to marking out a space for using your headset.

A playing space of around two square metres is recommended, though you can play certain games standing still or even sitting down (this will be explained on each game listing). Generally speaking, the more space you've got to play around with, the better.

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30.44% CAGR in Augmented And Virtual Reality in Healthcare Market | 3D Systems Corp. and AccuVein Inc. Among Key Vendors | Technavio – KPVI News 6

Posted: at 6:59 pm

NEW YORK, Dec. 14, 2021 /PRNewswire/ -- Some of the primary growth drivers for the augmented and virtual reality in healthcare market are the growing demand for healthcare services, improved quality of products and services in healthcare, and advantages of augmented and virtual reality in healthcare, according to a senior analyst at Technavio.

The rise in the aging population and the increase in disposable incomes globally are expected to lead to an increase in the adoption of and access to modern healthcare services during the forecast period. There is a dire need for healthcare services and personnel to deal with the rising number of patients effectively. This has led to the advent of mobile applications and systems that deploy augmented and virtual reality in the healthcare industry. The shortage of skilled personnel in the healthcare industry is encouraging the implementation of advanced and upgraded technologies. The growing demand for healthcare services will result in an increase in the adoption of augmented and virtual reality solutions in healthcare. This will help in reducing human effort, achieve operational efficiencies, and improve the overall quality of services.

View FREE Report Samplefor additional highlights on the drivers, trends, and challenges impacting the growth of the

The size of the augmented and virtual reality in healthcare market is expected to grow by USD 4.49 bnfrom 2020 to 2025. The year-over-year growth rate of the market in 2021 is 23.39%.

Market Segment Highlights

Regional Analysis

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Augmented And Virtual Reality In Healthcare Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 30.44%

Market growth 2021-2025

USD 4.49 billion

Market structure

Fragmented

YoY growth (%)

23.39

Regional analysis

North America, Europe, APAC, MEA, and South America

Performing market contribution

Europe at 34%

Key consumer countries

US, China, UK, Germany, and Japan

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

3D Systems Corp., AccuVein Inc., General Electric Co., Intuitive Surgical Inc., Koninklijke Philips NV, Microsoft Corp., Orca Health Inc., Siemens Healthineers AG, Wipro Ltd., and WorldViz Inc.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, market condition analysis for the forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focuson emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contact

Technavio Research

Jesse Maida

Media & Marketing Executive

US: +1 844 364 1100

UK: +44 203 893 3200

Email: media@technavio.com

Website: http://www.technavio.com/

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Sandwell College training students with virtual reality in global study – Education Technology

Posted: at 6:59 pm

Sandwell Collegehas beenundergoing a global project involving students from Paris, London, and Toronto to support young people in refining theirworkplace and career skills.

The high-tech West Midlands college, which is currently the only college of further education within Sandwell, has teamed up with innovative virtual reality (VR) business Bodyswaps to launch the programme.

Students have been using VR to practice their soft skills before they are launched into the world of work, getting the chance to enhance theircompetence prior to even submitting any job applications.

The college currently teaches over 6,000 16-18-year-olds with an additional 2,000 adult learners.

As the name suggests, Bodyswaps have been enabling students to swap bodies in VR to reflect on how they would come across in a real-life interview situation.

The software allows them to hear themselves, evaluatetheir actions and even assesstheir posture and body language so they can make any necessary adjustments and improve theirbehaviour.

Students involved in the programme have expressed an overwhelmingly positive response, with 84% saying they now feel more confident about the prospect of undergoing an interview processin real life.

There are a lot of things students arent taught about at school, commented Ben Haddock, emerging technologies demonstrator at Sandwell College. Things like posture, body language, and eye contact.

Employers expect work-ready job candidates and there is mounting pressure on institutions to make social skills training part of the curriculum. These skills are just the sort of things that Bodyswaps teaches students that they dont currently learn about in the classroom.

Were seeing confident students now going off to interviews and getting the jobs Bridgett Bennet, Sandwell College

Sandwell is no stranger to innovation in 2016, they opened their high-tech marker space and digital innovation hub, Fab Lab, equipped with tech ranging from 3D printers, to VR headsets, to laser cutters.

The college is now looking to build a dedicated Bodyswaps Experience area to enable more students to practice their interview skills inside private training booths.

Working with Sandwell, weve seen first-hand not only great engagement from students but actual improvement in their skills and confidence, said Christophe Mallet, CEO and co-founder of Bodyswaps.

When technology disappears behind its transformative impact, theres no going back to the old ways.

Sandwell College plans to expand their VR soft skills training experience further to make it available to all of their students by the end of 2022.

You might alsolike:How open educational resources can improve virtual learning

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Boeing moving its production to the virtual reality realm – eTurboNews | Trends | Travel News

Posted: at 6:59 pm

According to Boeings chief engineer, Greg Hyslop, American airspace giant will be moving its production to the virtual reality realm within next two years.

Boeings factory of the future will include immersive 3D engineering designs, interactive robots and mechanics scattered worldwide but linked by HoloLens headsets.

Boeing will build and link virtual 3D digital twin replicas of its new aircraft and the production system in order to run simulations.

A digital thread will incorporate all information about the aircraft from the start, including airline requirements, parts specifications and certification documents. Boeing plans to invest $15 billion into its production evolution.

Its about strengthening engineering. We are talking about changing the way we work across the entire company, Hyslop said.

According to chief engineer, over 70% of quality issues at Boeing can be traced back to design issues and dumping aging paper-based practices could be the basis of positive change.

You will get speed, you will get improved quality, better communication, and better responsiveness when issues occur, Hyslop said.

Boeing expects a new aircraft based on the renovated production approach to hit the market in four to five years.

When the quality from the supply base is better, when the airplane build goes together more smoothly, when you minimize rework, the financial performance will follow from that, the engineer added.

Although some critics are suspicious about Boeings potential digital revolution, insiders say it is high time for the company to step up efforts to improve quality and safety after its recent misfortunes.

Earlier this month, the aircraft manufacturer appeared to have recovered its major markets after the 737 MAX crisis, which saw the companys most popular plane universally banned from taking to the skies after two deadly accidents in late 2018 and early 2019. In a big win for the company, China cleared Boeing 737 MAX planes to return to flying, with technical upgrades. The EU did the same earlier this year, while the US, Brazil, Panama and Mexico greenlighted the aircraft in late 2020.

Yet, amid the crisis, many airlines switched to aircraft from Boeings major rival Airbus, with some still uneager to welcome Boeing back. Most recently, Australian national airline Qantas Airways picked Airbus as its preferred supplier to replace its domestic largely Boeing fleet.

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Virtual Reality in Gaming Market Is Set to Fly High in Years to Come : SONY, Microsoft, Leap Motion – Digital Journal

Posted: at 6:58 pm

This press release was orginally distributed by SBWire

Edison, NJ (SBWIRE) 12/17/2021 HTF MI introduce new research on Virtual Reality in Gaming covering micro level of analysis by competitors and key business segments. The Virtual Reality in Gaming explores comprehensive study on various segments like opportunities, size, development, innovation, sales and overall growth of major players. The research is carried out on primary and secondary statistics sources and it consists both qualitative and quantitative detailing. Some of the Major Key players profiled in the study are SONY, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm Incorporated, Lucid VR

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On the off chance that you are engaged with the industry or expect to be, at that point this investigation will give you complete perspective. It's crucial you stay up with the latest sectioned by Applications [Private, Commerce & Others], Product Types, [, Adventure Games, Action Games, Racing Games, Role-Playing Games & Others] and some significant parts in the business.For more data or any query mail at sales@htfmarketreport.com

Which market aspects are illuminated in the report?

Executive Summary: It covers a summary of the most vital studies, the Virtual Reality in Gaming market increasing rate, modest circumstances, market trends, drivers and problems as well as macroscopic pointers.

Study Analysis: Covers major companies, vital market segments, the scope of the products offered in the Virtual Reality in Gaming market, the years measured and the study points.

Company Profile: Each Firm well-defined in this segment is screened based on a products, value, SWOT analysis, their ability and other significant features.

Manufacture by region: This Virtual Reality in Gaming report offers data on imports and exports, sales, production and key companies in all studied regional markets

Highlighted of Virtual Reality in Gaming Market Segments and Sub-Segment:

Virtual Reality in Gaming Market by Key Players: SONY, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm Incorporated, Lucid VR

Virtual Reality in Gaming Market by Types: , Adventure Games, Action Games, Racing Games, Role-Playing Games & Others

Virtual Reality in Gaming Market by End-User/Application: Private, Commerce & Others

Virtual Reality in Gaming Market by Geographical Analysis: North America, US, Canada, Mexico, Europe, Germany, France, U.K., Italy, Russia, Nordic Countries, Benelux, Rest of Europe, Asia, China, Japan, South Korea, Southeast Asia, India, Rest of Asia, South America, Brazil, Argentina, Rest of South America, Middle East & Africa, Turkey, Israel, Saudi Arabia, UAE & Rest of Middle East & Africa

For More Query about the Virtual Reality in Gaming Market Report? Get in touch with us at: https://www.htfmarketreport.com/enquiry-before-buy/3743072-virtual-reality-in-gaming-market

The study is a source of reliable data on: Market segments and sub-segments, Market trends and dynamics Supply and demand Market size Current trends/opportunities/challenges Competitive landscape Technological innovations Value chain and investor analysis.

Interpretative Tools in the Market: The report integrates the entirely examined and evaluated information of the prominent players and their position in the market by methods for various descriptive tools. The methodical tools including SWOT analysis, Porter's five forces analysis, and investment return examination were used while breaking down the development of the key players performing in the market.

Key Growths in the Market: This section of the report incorporates the essential enhancements of the marker that contains assertions, coordinated efforts, R&D, new item dispatch, joint ventures, and associations of leading participants working in the market.

Key Points in the Market: The key features of this Virtual Reality in Gaming market report includes production, production rate, revenue, price, cost, market share, capacity, capacity utilization rate, import/export, supply/demand, and gross margin. Key market dynamics plus market segments and sub-segments are covered.

Basic Questions Answered

*who are the key market players in the Virtual Reality in Gaming Market?*Which are the major regions for dissimilar trades that are expected to eyewitness astonishing growth for the *What are the regional growth trends and the leading revenue-generating regions for the Virtual Reality in Gaming Market?*What are the major Product Type of Virtual Reality in Gaming?*What are the major applications of Virtual Reality in Gaming?*Which Virtual Reality in Gaming technologies will top the market in next 5 years?

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Table of ContentChapter One: Industry OverviewChapter Two: Major Segmentation (Classification, Application and etc.) AnalysisChapter Three: Production Market AnalysisChapter Four: Sales Market AnalysisChapter Five: Consumption Market AnalysisChapter Six: Production, Sales and Consumption Market Comparison AnalysisChapter Seven: Major Manufacturers Production and Sales Market Comparison AnalysisChapter Eight: Competition Analysis by PlayersChapter Nine: Marketing Channel AnalysisChapter Ten: New Project Investment Feasibility AnalysisChapter Eleven: Manufacturing Cost AnalysisChapter Twelve: Industrial Chain, Sourcing Strategy and Downstream Buyers

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