Augmented & Virtual Reality
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Microsoft Paid Up To $150M To Buy Wearable Computing IP From The Osterhout Design Group | TechCrunch

Microsoft Paid Up To $150M To Buy Wearable Computing IP From The Osterhout Design Group | TechCrunch | Augmented & Virtual Reality | Scoop.it
Earlier this week, Facebook announced that it had acquired Oculus VR for $2 billion, and it turns out that this isn't the only recent piece of M&A in the..
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Microsoft Office Labs Vision 2019 HD [720p] - YouTube

สุดยอดวิสัยทัศน์ของไมโครซอฟท์ในปี 2019 ไม่ว่าเราจะเชื่อหรือไม่เชื่อก็ตามแต่ มันจะเกิดขึ้นแน่นอน..
Chantelle Holland's insight:

Some possible tech in the next five to ten years:

-Cards with interactive displays

-Webcam touchscreen whiteboards

-Fiber/flexible glass computer displays

-Directional arrows on the ground displaying directions to areas of interest

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iOptik - the future of personal media -vers 2.1 - YouTube

Innovega's wearable transparent heads-up display, enabled by iOptik contact lens technology, delivers mega-pixel content with a panoramic field-of-view. This...
Chantelle Holland's insight:

Previously only contact lenses, the iOptik is now a system of functioning Augmented Reality glasses and lenses. It will be interesting to see whether or not the two products are kept or if one is scrapped in favour of the other.

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Productivity Future Vision (2011) - YouTube

Watch how future technology will help people make better use of their time, focus their attention, and strengthen relationships while getting things done at ...
Chantelle Holland's insight:

It is very reasonable to say that some features of VR technology in this video are going to appear in the next five to ten years.

E.g. Completely interactive fridge, donations to performers on billboards, etc.

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Virtual reality in anxiety disorders: the past and the future, Expert Review of Neurotherapeutics, Informa Healthcare

Virtual reality in anxiety disorders: the past and the future, Expert Review of Neurotherapeutics, Informa Healthcare | Augmented & Virtual Reality | Scoop.it

One of the most effective treatments of anxiety is exposure therapy: a person is exposed to specific feared situations or objects that trigger anxiety. This exposure process may be done through actual exposure, with visualization, by imagination or using virtual reality (VR), that provides users with computer simulated environments with and within which they can interact. VR is made possible by the capability of computers to synthesize a 3D graphical environment from numerical data. Furthermore, because input devices sense the subject’s reactions and motions, the computer can modify the synthetic environment accordingly, creating the illusion of interacting with, and thus being immersed within the environment.

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Science, Medicine, and the Future: Virtual Reality In Surgery

General surgery leads in the use of simulators, and neurosurgery leads with augmented reality and image guided surgery. Robotics are used in orthopaedics and cardiology. Other virtual reality applications are being used in mental health, anaesthetics, and emergency medicine. Rapid developments in the internet and “e-learning” domains have accelerated the dissemination of simulation techniques, interactive 3D images, and structured courseware.

 

Anticipated/Current Developments:

-Introduction of robot assisted and telerobotic surgery into selected disciplines

-Use of computerised simulations to train and assess psychomotor skills needed to perform invasive procedures

-Use of virtual reality technologies to interact with medical images for surgical planning and training

-Use of virtual reality simulators to rationalise surgical training and assessment of fitness to practise

-Use of virtual reality simulators to guide micro-robots undertaking minimally invasive interventions

 

 In keeping with the early attempts to introduce technologies such as virtual reality and robotics into other markets, a sea change in medical opinion will be required and a massive learning curve will have to be overcome if the advances already achieved, never mind those to come, are to be translated into realities in health care.

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Maverick* Research: Surviving the Rise of 'Smart Machines,' the Loss of 'Dream Jobs' and '90% Unemployment'

In fact, even today, there is already a multifaceted marketplace for engineering a "digital workforce," backed by major players on both the supply and demand side. This marketplace comprises ... virtual reality assistants...

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Smart machines will be sourced and built by firms across many industries. Building them is more like a system engineering exercise, combining hardware, software, embedded systems, electromechanical systems, artificial intelligence and virtual reality to create intelligent agents, learning machines, robots, chatbots, kiosks, virtual assistants, avatars and other business appliances that augment, assist or replace humans in the workforce.

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We certainly will not approach a state of 90% unemployment at any time in the near future. What is certain, however, is that many new combinations of technology — from intelligent software agents, expert systems and virtual reality assistants to software systems embedded in smart products and revolutionary new forms of robotics — will emerge in this decade, developing and impacting the workforce in dramatic ways.

Chantelle Holland's insight:

This article mainly brings up virtual reality assistants when referring to VR.

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Augmented Reality Is Almost Everywhere | TechCrunch

Augmented Reality Is Almost Everywhere | TechCrunch | Augmented & Virtual Reality | Scoop.it

Like the smartphone, augmented reality is also something neither for work or at home. Instead it’s a layer that can be applied to our home and work life.

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ResolutionTube, a TechStars Seattle startup, has raised $1.5 million in seed funding for an augmented reality app that helps the technician fix everything from a heating vent to sophisticated medical equipment. Madrona Ventures led the investment with participation from TechStars CEO David Cohen and other angel investors.

The company is targeting the field services market with a knowledge base and a smartphone app that a technician can use to fix things without needing to call a toll-free number for help. Instead, the technician can use the app to scan the serial number that connects to the ResolutionTube knowledge base. If the technician gets stuck, the app can be used to contact an expert who connects with the the technician over video. The technician uses the smartphone camera to show the expert the machinery in question. That is followed with some advice and use of a whiteboard to draw and show what the technician needs to do for the issue to get resolved.

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The company has developed Structure, a 3D sensor that customers can strap to the back of their iPads. The 3D sensor, small enough to fit in your pocket, has an SDK for developers to build consumer-facing apps that take advantage of 3D data.

Chantelle Holland's insight:

It appears as if this is a step in the direction of some jobs in this line of work disappearing.

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CES 2014: Innovega iOptik Contact Lenses Give You Superman's Eyes

CES 2014: Innovega iOptik Contact Lenses Give You Superman's Eyes | Augmented & Virtual Reality | Scoop.it

"Google Glass is the equivalent of having your smartphone about 24 inches in front of you. The iOptik system is six times the resolution and 20 times the area. It's like looking at a big TV projection, and you can see so much more." 

Keep in mind, though, that the iOptik system is called a “system” because it's not just made of the contact lenses. 

Sure, they can work alone, but your vision becomes even better (and you get the augmented reality information) when you add the accompanying glasses to the mix. 

Said glasses have flat display panels or micro projectors that display media, apps and do pretty much everything else the Google Glass is supposed to do, only over your entire field of view instead of just the edge.

Chantelle Holland's insight:

How willing is the general consumer going to be when presented with a product that they will have to implant (or wear constantly on their eyes) to use? Most people have trouble with normal contact lenses.

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Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4

Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4 | Augmented & Virtual Reality | Scoop.it

The headset, still in prototype form, will bring VR gaming and non-gaming software to Sony's new console.

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"Virtual reality is the next innovation from PlayStation that will [shape] the future of games," Yoshida said.

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Richard Marks, senior director of research and development at Sony Computer Entertainment America, said Project Morpheus will be used both for games and non-games, adding that he's been working with NASA and its Jet Propulsion Lab on an exploratory project.

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Morpheus will use Sony-developed 3D audio technology that recreates positional sound, "such as footsteps climbing up stairs below them, or engine noises of helicopters flying overhead." Sounds will change along with players' head orientation ""creating a highly realistic audio environment within an immersive 360-degree virtual world."

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MIkhailov said Project Morpheus is very comfortable to wear — it is highly adjustable, comfortable for prolonged use and supports custom headphones that can be plugged directly into the unit, he said — and that motion sickness is reduced, a common problem with VR. He said Sony is working toward a 1080p resolution display and 90 degree-plus field of view. Position and rotation head tracking has a 3 meter working volume and a full 360 degrees.

 

Chantelle Holland's insight:

The first major competitor for the Oculus Rift? It looks like virtual reality gaming is finally becoming something worthwhile after about twenty years of experimentation. What will be the next step?

 

Curious: How did they manage to reduce motion sickness?

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Facebook follows Google into hardware, buys virtual reality startup Oculus for $US2 billion

Facebook follows Google into hardware, buys virtual reality startup Oculus for $US2 billion | Augmented & Virtual Reality | Scoop.it

“This is really a new social platform,” Facebook CEO Mark Zuckerberg said in a conference call.

 

In an earlier post on Facebook, Zuckerberg summarised the promise he sees in the nascent technology, which has yet to ship in a consumer product but has gone out in 60,000 kits that developers are using to build software:

 

“We have a lot more to do on mobile, but at this point we feel we’re in a position where we can start focusing on what platforms will come next to enable even more useful, entertaining and personal experiences,” Zuckerberg said.

 

“This is where Oculus comes in. They build virtual reality technology, like the Oculus Rift headset. When you put it on, you enter a completely immersive computer-generated environment, like a game or a movie scene or a place far away. The incredible thing about the technology is that you feel like you’re actually present in another place with other people. People who try it say it’s different from anything they’ve ever experienced in their lives.”

Chantelle Holland's insight:

It appears as if we will have to wait a while longer until Zuckerburg unveils exactly what he envisions for the Oculus Rift. Of course, it must be something to do with communication, but it's hard to imagine anything exceptionally impressive other than communicating with someone else as if you were in their presence. And even then, if you were both to wear the head mounted display, you would see the other person donned in a clunky mask, the same way they would see you. Needless to say, that doesn't make for very appealing interactions with friends and family.

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