Researchers from Duke University have created a program that allows students to explore molecules and nucleic acid through virtual reality. The technology has been present in the gaming industry for decades, but it is now starting to find its way into the education sector.
Stereotypes related to gender and appearance that burden women in the real world could follow them into virtual ones, according to researchers. In a study of how people interacted with avatars in an online game, women received less help from fellow players than men when they operated an unattractive avatar and when they used a male avatar, said T. Franklin Waddell, a doctoral candidate in mass communications, Penn State.
The prospect of interactive virtual sex may become a reality soon as a Chinese start-up prepares to introduce what they say is the world’s first wireless system that adds motion sensors to virtual reality....
What we’re seeing most recently, and what I’m very excited about, is going from that linear model to a much more non-linear idea. The digital learning experience is becoming really a collection of inter-related learning nuggets, that you might take very different paths through, depending who you are and what your needs are, and how you learn most effectively. So that’s where I’m seeing some interesting changes happening.
On campus, a group of students including Zach Davis, Kelly Tran, Derek Walker and Jessie Wolfe are working on a project utilizing the Oculus Rift for their Capstone class. Instead of making video games, this group of students have developed a program based on the moon that will hopefully help schools teach children important facts about it. In all honesty, being a bit of a gamer myself, I didn’t think about all the other potential uses for this kind of technology. This group of students, however, have been working on this program since late January, and it has tons of possibilities already.
If we assume that over the next few years online delivery will make major advances in the areas of accessibility, affordability and efficacy, it is certain that the medium will abandon both of these counterproductive signals. We’re already starting to see this with attempts to adapt for smartphone delivery and the shift to lower-cost competency-based learning models that incorporate adaptive technology.
British company Ultrahaptics has developed a unique technology that enables users to receive tactile sensations from invisible three dimension objects floating in mid-air. Using ultrasound to precisely
Emerging technologies will allow the museum to extend its exhibitions beyond the building through virtual and augmented reality. Virtual visitors will have round-the-clock, continuous access to the galleries and enhanced programming. We now have the capability to go beyond merely creating a virtual model of the physical museum: technology like Oculus Rift can allow incredible freedom to build what might be too big, too expensive or too fantastic for the non-virtual world.
"The quiet uses of technology are sometimes more interesting than the loud, exciting ones," video game designer and artist Zach Gage (no relation to the architect Gage) says. He sketches out a virtual experience much like real life, but intensified. "The most exciting thing to me about virtual reality is providing this way to leave a place," he says. "I want to make a game where you put on a virtual reality headset and headphones and lie down on the floor. Suddenly, you're lying in a field and looking up at the stars. People could put it on and lie there for an hour. This game is about letting you meditate and get lost."
April is Autism Awareness Month. About 1 percent of the world population has an autism spectrum disorder. In the United States, it’s more prevalent, with 1 in every 68 people affected, according to the advocacy organization Autism Speaks. As doctors become more adept at diagnosing and understanding the autism spectrum, technologies are being explored to …
“Man, I can’t enjoy my drink in peace without being bombarded by these virtual reality liquor advertisements.” This sounds like a sentence straight out of a Douglas Adams novel, but the future is now. Liquor brands are taking advantage of Oculus Rift technology to let consumers experience a virtual reality universe.
Degrees in fields like health care and teaching are in high demand, and many lesser-known players have grabbed big chunks of that market online by assuring prospective students that they can go back to university without upending their lives.
Vive is distinguished from its two major rivals in a key way: it comes with two 6-by-6-inch laser tracking boxes that track your body as you move around a room. In this way you’re able to physically wander the simulated scene. Draw near to a wall in your home and phantom barriers shimmer into view within the virtual world to warn you of impending collision.
The adoption of consumer technologies by business will happen even more quickly in virtual reality (VR). It’s very sexy and very useful, which means that both employees and employers will be on board. Last week, Rob Enderle wrote at Datamation about the Game Developers Conference in San Francisco.
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