New first-person space exploration game takes you 431 km above the Earth
Soon you’ll be able to float around in space…in virtual reality. Design studio Opaque Multimedia unveiled on Tuesday a trailer for Earthlight, an upcoming first-person space exploration game. Using Oculus Rift, a virtual reality headset that is expected to debut this year, and Microsoft Kinect 2, a motion sensor, Earthlight lets you play an astronaut aboard the International Space Station, 268 miles (431 km) above the Earth you’re actually standing on. It looks like a startling, if slightly disorienting, experience.
Hypergrid Business Virtual reality's secret third front Hypergrid Business The other is video game-style virtual reality, where the 3D graphics are generated by computer and the users can fully interact with the world.
Toyota introduced at the North American International Auto Show in Detroit a new app that works with the Oculus Rift Virtual Reality headset to teach teenagers about the dangers of “distracted driving.”
We just finished a heavily scripted, carefully managed, and completely amazing demonstration of Microsoft’s HoloLens technology. Four demos, actually, each designed to show off a different use case for a headset that projects holograms into real space. We played Minecraft on a coffee table. We had somebody chart out how to fix a light switch right on top of the very thing we were fixing.
Part educational story and part game, the Elements 4D app offers a new, fun way to experience augmented reality and learn about real-life chemistry.
Paired with either paper or wood blocks that are inscribed with the symbols of 36 elements from the periodic table, this app will instantly transform a simple, inanimate object into dynamic, dimensional, 4D representations of each element.
Karen Miller's insight:
The app is free, and the paper blocks are downloadable/printable.
Tinkering activities provide a powerful way to inspire students' interest, engagement, and understanding in science. The Tinkering Fundamentals course will help educators and enthusiasts develop a practice of tinkering and making. This course will focus on key design elements of high-quality, science-rich tinkering activities, effective facilitation strategies and environmental organization.
In virtual reality, the concept of ‘presence’ is described as the perception of being physically present in a simulated, nonphysical world in a way that fully immerses the user. A key obstacle to achieving presence is addressing motion-to-photon latency, the time between when a user moves their head and when his or her eye sees an updated image reflecting that new position. Minimizing motion-to-photon latency is critical to achieving both presence and comfort, two key elements of great VR.
[This is a particularly thoughtful, big-picture story about presence and sexuality, from Wired. Note the connection between immersion in books and VR, the historical perspective, the role of popular culture portrayals, the critique of some technologies and predictions for their success, and especially the explicit (no pun intended) discussion of the role of presence in mediated intimacy. Matt Jones and I argued in an article in Human Technology (pdf) that presence scholars should pay more attention to this context for presence experiences. –Matthew ]
VIRTUAL reality glasses, 360 degree video cameras, and mirrored observation rooms are being used to train WA’s new teachers.
An “iDome” – a concave projection space similar to a planetarium on its side – is also being used to give preservice teachers a virtual experience of a classroom.
New projection technology is also being considered that could beam an image of any live environment on to the walls of any room, with the potential to show children in the classroom the inside of anything, from a post office, to a solar system, to a molecule.
Prepare to open your wallets, ladies and gentlemen: Microsoft has announced the release of an augmented reality (AR) headset called HoloLens.
It might look rather like an excitingly chunky pair of wrap-around sunglasses, but Microsoft promises that it is entirely self-contained, with speakers, lens and CPU housed entirely within the chassis.
Being substantially smaller than the Oculus Rift, and intended to be less invasive than Google’s much-maligned Glass, HoloLens provides perhaps the most credible attempt to introduce augmented reality into our homes.
These vivid images are part of an eight-minute virtual-reality experience that catapults audiences into the center of the Millions March protest in New York in December. Created by two experienced directors, Chris Milk and Spike Jonze, in partnership with Vice News, the project is a virtual-reality journalism broadcast. It will make its debut on Friday at the Sundance Film Festival and in a new virtual reality mobile app called Vrse, which is available on the Vice News site.
There are three options for experiencing the project at home. The first is a virtual-reality headset, like the Oculus Rift device. The second is with the Vrse app, downloaded onto a smartphone and connected to a simple viewer, like a cardboard one that Google designed to be built on your own. Finally, viewers can download the app and watch directly on a phone, which provides a close approximation of the experience but loses some of the 3-D features.
The research also found that those girls who had previously experienced dating violence reported lower levels of psychological aggression and psychological distress after completing the program, relative to girls in a comparison group.
“The virtual simulations allowed girls to practice being assertive in a realistic environment. The intent of the program is for the learning opportunity to increase the likelihood that they will use the skills in real life,” said Simpson Rowe, an associate professor and graduate program co-director in the SMU Department of Psychology. “Research has shown that skills are more likely to generalize if they are practiced in a realistic environment, so we used virtual reality to increase the realism.”
The training program, called “My Voice, My Choice,” emphasizes that victims do not invite sexual violence and that they have the right to stand up for themselves because violent or coercive behavior is never OK.
The frame. It’s a simple, but incredibly powerful concept within the world of filmmaking, one that has endured for film’s history of more than 100 years. The frame is the edge of the screen, it allows directors—who can be thought of as ‘one who directs the frame’—to decide what the audience looks at, when they look at it, and for how long.
See Also: Getting Traditional Filmmakers to Think ‘Outside the Frame’ for Cinematic VR
After 100 years of working within the frame, along comes virtual reality—an experience that allows users to look around an environment in 360 degrees, in the process taking the power of direction back from the director. How can VR filmmakers reconcile direction without film’s most fundamental concept? It’s a challenge that the pioneers of VR filmmaking have been working on, and one that Visionary VR believes it has solved.
KinectFusion provides 3D object scanning and model creation using a Kinect for Windows sensor. The user can paint a scene with the Kinect camera and simultaneously see, and interact with, a detailed 3D model of the scene. Kinect Fusion can be run at interactive rates on supported GPUs, and can run at non-interactive rates on a variety of hardware. Running at non-interactive rates may allow larger volume reconstructions.
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