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Rendering was never the point. Oh, it's hard. But it's rapidly becoming commodity hardware. That was in fact the basic premise of the Oculus Rift: that the mass market commodity solution for a very...
Great read by Raph Koster on the acquisition of Oculus Rift by Facebook.
"...Facebook’s purchase of Oculus is the first crack in the chrysalis of a new vision of a cyberspace, a Metaverse. It’s one that the Oculus guys have always shared. It wasn’t ever about the rendering for them either. Games were always a stepping stone. It was about placeness, and Facebook is providing the populace.
Is it enough to win out? I don’t know. The real world is mighty compelling. The sorts of dreams Oculus enables are the same damn dreams we’ve always had for virtual worlds:
Oh, it can be the best damn version of this ever. But to me the trends say that building the cathedral out of nano-based smart dust may end up being a bit more compelling. It certainly provides a more direct path to the money, and let’s not kid ourselves, anyone who spends $2 billion cares about the money…."
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A Brainihack Experience
NeuroGaming Hackathon is a weekend long hackathon that will put cool technologies like brain computer interfaces, motion and gesture control, virtual reality and more in the hands of developers, designers, makers and visionaries.The hackathon is organized by Brainihack as part of the NeuroGaming Conference.
Cult of Mac Apple's Facial Recognition Technology Could Create A Virtual You [Patent] Cult of Mac The patent explains how devices could create three-dimensional avatars that resembles users by first photographing them, and then comparing this image...
Pondering why virtual worlds have virtual chairs? Check out the Proteus Paradox by @Nick_Yee | My thoughts: http://t.co/HWp86DcgRo
KATE Project Team Designs Virtual Learning Environment To Prepare Pre ... Texas A&M University Second Life® is an online 3D virtual world typically used by commercial users to socialize, connect and create using avatars and designed communities.
With all the talk of Google Glass' supposed image problem, it's easy to forget that the technology can enable some wonderful things.
The State of Artificial Intelligence http://t.co/0pnUiceuid
Though Google Glass is not commercially available yet, Explorers and businesses continue to figure out new ways to leverage the wearable device. A new one: using Glass as a support system for people with Parkinson’s disease.
Everything you need to know.
When does virtual currency have real-world tax consequences?
"Into the future: VR thoughts and questions
Perception, observation and the understanding of what we sense provides our personal narration for the ongoing story of our existence. How much our minds fill in, embellish, and augment varies from person to person, day to day.
What we perceive as reality, and how much of that we construct in our imaginations and dreams is a topic that has fascinated people for centuries."
The creator of Second Life is helping scientists explore your brain. Philip Rosedale has collabored with neuroscientists in California on a system that, as Fast.Company reports, offers a virtual...
Now here's a weird thing: when the news broke that Facebook had suddenly made Oculus VR's reality much, much greener, you want to know what I was doing?
Today's guest post continues our theme on the Future of Work in a somewhat different direction: the performing arts and music. The rise of digital music and music sharing has challenged the exi...
Fully Accessible EEG For Makers
OpenBCI is a versatile and affordable 8-channel EEG signal capture platform built around Texas Instrument’s ADS1299 Analog Front End IC. We designed it to give you access to high-quality, raw EEG data with minimal power consumption. OpenBCI is compatible with any type of electrode (active or passive) and can interface nearly all modern electronics prototyping platforms such as Arduino. OpenBCI is supported by an ever-growing, open-source software framework of signal processing and data analysis algorithms.
Using brain-computer interface technology, University of Minnesota researchers have devised a system where a person can steer a flying robot by using only their thoughts.
Develop Virtual Reality: 'The time is now' Develop You'd be hard pressed to miss the recent shock announcement that social networking giant Facebook splashed out $2bn on acquiring Oculus VR, the company that single-handedly transformed our dreams...
Video-game news: New research shows online gamers are social beings Sacramento Bee The abstract read:"As research on virtual worlds gains increasing attention in educational, commercial, and military domains, a consideration of how player...
The man behind longtime Second Life community leader Dirk Talamasca died last weekend at a tragically young age, so I asked his close friend and SL artist Eshi Otwara to write this tribute - Hamlet Dirk Talamasca passed away March...
Microsoft: We're in an 'AI Spring' Wall Street Journal (blog) Microsoft's secret weapons to get back to the top of the tech mountain: machine learning and artificial intelligence, some of the company's top R&D brains said Monday.
Video games get a lot of flak for corrupting the youth, but you can glean plenty of valuable lessons from hours of gameplay. And we're not just talking about hand-eye coordination. No one knows the value in gaming more than Reddit.
Drama, greed, controversy, conspiracy, crime, risk, theft, speculation, wealth -- such was the bitcoin in 2013. But what's really behind all the hype? Let's take a deep dive into the world of bitco...
The IRS has just issued Notice 2014-21 which is a Q&A on how "existing general tax principles" apply to virtual currencies. The thrust of the Q&A is fairly simple and not at all surprising. Bitcoins are not tax fairy dust. I credit Joe Kristan with coming up with the concept of [...]
I'm currently under a lot of pressure to do my work, and every time I post anything on my blog, I get a lot of complaints that I should be ...
"It seems to be clear that Second Life ‘cannot attract new users’, but the reasons for that are unclear, and successive directors at Linden Lab have failed to understand why. Most reasons given are related to the complexity of the user interface, the high curve of learning, and the high costs involved in leasing land in SL. I advance the hypothesis (well, with Pamela Galli — she deserves credit too!) that the major reason is that few people, out of the world’s population, has an innate ‘love of learning’, and that residents Second Life (and virtual worlds with user-generated content and visual contiguity in general) require that unique skill to make SL appealing to them. If I’m correct, there is next-to-nothing that LL can do to ‘improve’ their chances of attracting new users; even if we’re speaking to targeting their marketing efforts towards that group of people, they are spread across all layers of society. There are no specific media for people who ‘love to learn’. They have no identity — at least, not a community or corporate identity. They are often found hovering around open source projects, the Wikipedia, artists, and, of course, on the research and academic communities (no wonder that one of the worst decisions by LL was to kick academics out of SL…). ‘Dumbing down’ the UI for them is a waste of time and effort (they will learn pretty much anything); but the high costs of tier most definitely are a hurdle to overcome!"
First things first - I’ve been very open with the fact that I invested in Oculus at an early round. I stand to make a very sizable chunk of money from this acquisition. I stood in Mark Rein’s office...
Zuckerberg has said, himself, in the statement:
“Immersive gaming will be the first, and Oculus already has big plans here that won’t be changing and we hope to accelerate.”
When a company raises money from venture capitalists the end game IS acquisition. While it might have been interesting for a dedicated gaming company to purchase Oculus it might have ultimately limited their potential in regards to the myriad of things that the Rift is capable of. I want games, but I also want virtual tourism. PTSD treatment. End of life quality comfort care improvements. Treatment for a variety of fears. Architectural visualization. Pilot training. Scuba training. The list simply goes on, and on, and on. Start to imagine a VR experience that’s more social where you can sit, say, in a virtual IMAX with your best friends who all live in different cities and things start getting incredibly intriguing.
Mark Zuckerberg, Elon Musk and Ashton Kutcher — a veritable tech trifecta — have quietly come together and invested $40 million in a "secretive artificial-intelligence company," the Wall Street Journal reports. The company is called Vicarious FPC,...