31 Matching Annotations
  1. Aug 2019
    1. No available HMDs support VirtualLink at this writing, nor are we aware of any, but it's something to keep in mind if you're waffling between a GeForce RTX card and a last-generation GeForce GTX or a Radeon card for VR. Nothing is certain, but it's possible a future headset may debut with this as the optional or mandatory interface.
  2. Mar 2019
    1. It’s not only a big win for HP, but a big win for the Windows Mixed Reality (WMR) platform, which arrived with a bit of a thud, but now has a headset truly worthy of seriously competing with HTC and Oculus .

      I'm not sure whether it's such a big win for HP as the VR-market is still in a kind of infancy (for quite some time), but yes, it's an interesting alternative for VR-quality seekers.

  3. Feb 2019
    1. In VR systems, the main goals are to improve the optical performance and bring the price down.

      This is interesting.

  4. Nov 2018
    1. Human beings are not just cognitive. By enabling an emotional, visceral, and cognitive experience, VR lets people retain knowledge at astonishingly higher rates of up to 80% as compared to traditional training mediums of around 20%

      for mining but has some good facts

    1. Holographic computing made possible

      Microsoft hololens is designed to enable a new dimension of future productivity with the introduction of this self-contained holographic tools. The tool allows for engagement in holograms in the world around you.

      Learning environments will gain ground with the implementation of this future tool in the learning program and models.

      RATING: 5/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

    1. Beyond the Frame: The New Classroom

      In this video a discussion of how the school system is broken but cost billions of dollars. 9 billion dollars a year is spent of textbooks that become outdated the minute they are printed according to the author.

      With the new generation of learners, virtual reality will be embracing how most learners learn the best by visual means and not by reading.

      This video short impactfully presents how VR will change the face of education.

      RATING: 5/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

    1. Designing for virtual reality and the impact on education | Alex Faaborg | TEDxCincinnati

      This video includes Alex Faaborg on Tedx Talks sharing how VR virtual reality can positively impact education. The introduction of google cardboard is reviewed along with design techniques.

  5. May 2018
    1. My decision to treat VR, in part, as a machine to realize such desires for bodily transcendence2 is not intended to promote any particular metaphysics, though I do believe that many current materialist analyses of the technology miss the mark in failing to address the implicit importance of metaphysics to virtual consumers. Although military advantage, followed closely by global financial and data services, drives VR’s invention, appeals to metaphysics, however subtle, remain important in promoting the technology Such appeals would fail if they did not tap a pervasive cultural longing. Key VR inventors themselves evince various aspects of this yearning—often cloaked in a belief in progress. Eric Sheppard (1993,4,12) argues that information technologies are composed not only of machinery but also of the institutional and intellectual infrastructures that invent, deliver, and package them. What follows tries to keep Sheppard’s caveat in mind. I offer a necessarily selective and critical review. Broadly speaking, I am interested in the ontology of representation, but I am also arguing that the form of a technology relates directly to perception — always culturally inflected, but only partially so—and to how ontology is discursively positioned. This precludes extensive discussion of every electronic technology (for example, TV), though I do address pretwentieth-century technologies that influence the forms of both TV and VR. Finally, I agree with David Depew (1985) that history is criticism. A narrative history of VR is somewhat ironic given the technology’s tendency to foreclose narrative/time in favor of spectacle/space, a consideration taken up in this chapter’s discussion of science fiction.

      The authors relationship with transhumanism is the evolvement of technology. I think technology relates to transhumanism because it relates to humans and how humans have evolved. In the passage the author mentions computers and the human body. I think the author is trying to reach to a conclusion that technology is interfering with humans. The lack of technology is what the author is showing us. The lack of technology is showing us that it could have a bad affect on humans. We are mostly relying on technology to assist us when we are talking about the industry. If we looked at finding a treatment for a disease, technology is here to help us find the cure. Technology has different perspectives to humans when we talk about the future of technology. One author named Sutherland wrote about how technology is sense of an airplane. He brought up this phase that relates to technology because the pilot does not take his eyes off when operating an airplane. Same thing goes with computer we cannot take our eyes off technology. One part of the passage mentions the distance of humans of how they see

  6. Jan 2018
    1. As VR creator Anna Henson—associate producer of Styles and Customs of the 2020s—explained in an email, “the museum is responsible for an interaction in which two people’s physical space will intersect. This is, in fact, a very intimate interaction.” Moments of intimacy range from introducing a visitor to VR by pantomiming how to put on the headset, asking for permission to tighten the strap against a visitor’s head, or being the first person a visitor sees when a session is cut short due to in nausea or dizziness. The museum took care to select and train gallery ambassadors who would be sensitive to visitors’ vulnerability. Henson also included a monitor that allowed bystanders to gain a glimpse into what their plugged-in companions were seeing, an effort to create a more inclusive and social experience.

      I've found myself in several situations having to figure this out on the fly. It felt weird to have this big responsibility of introducing someone to their first VR experience - loosing their VRginity. I like Desi Gonzalez' positive tone here: as public institutions, Museums have a huge opportunity to shape visitors' (first) experiences with VR works. Likewise at festivals, where I must say I have been usually disappointed by the way (mostly volunteer) attendants guided my experience. This was usually due to providing too little context or introduction. Just asking if a visitor has ever done VR before - and providing guidance accordingly - can make all the difference.

    1. Virtual Reality isn't anything new but its use in the law courts system isn't mainstream...yet

      If I could be a juror in virtual reality, that is something I could finally get behind!

  7. Jul 2017
    1. In addition to putting the next wave of visual technology to work on the big screen, Disney and Lucasfilm, the division that produces Star Wars, are also hard at work developing virtual reality and augmented reality products that can let the film's fans feel like they're inside the world of the movies, even if they're at home (or, maybe, at a Disney theme park).

      Star Wars comes to life in virtual reality!

  8. Apr 2017
    1. One obvious possibility would be providing first-hand virtual experiences for students; for example, allowing teachers in training to observe classrooms virtually, giving environmentalists a virtual view of the devastation of forested regions, or letting sociology students experience human and social poverty around the world.
    2. As educational theorist John Dewey established long ago, effective learning is experiential (Dewey, 1938) — and VR provides a direct method by which that can be realized.

      Whether or not the VR provides is fully experiential seems like a good topic for debate.

  9. Mar 2017
    1. In many ways, it’s precisely this union of science and magic that needs to be bottled and tirelessly cultivated if VR is to win the favor of mass audiences.
  10. Feb 2017
    1. When we first got Google’s virtual reality headset at my house, called the Google Daydream, I can’t say I was too excited.

      Well, we have a drone in a box.

  11. Dec 2016
  12. Oct 2016
    1. I worry that the industry has no idea how much research already goes on, or how vital it is to fund.

      Maybe my fears are unfounded, but the stakes are high. Startups are the very tip of the iceberg, floating by virtue of work that was done by other people long ago. If people forget we need to fund research now, we’re going to feel it decades later and not know why. Imagine where we’d be without the government-funded research of the 60s!

      -- Vi Hart

      eleVR is a research team that experiments with immersive media, particularly virtual and augmented reality.

      They are NOT a startup.

  13. Aug 2016
  14. Jul 2016
    1. Sẽ làm cộng tác viên/ cuối tuần về VR. Để kiếm sống, làm tiếp lái xe tự động/ hệ trợ lái

  15. Apr 2016
  16. Feb 2016
    1. If you're here, you probably interested in VR. And if you follow VR, you will probably enjoy Augmentl.io.

      Not enough? You can get more up to date VR news by following @augmentl.

  17. Dec 2015
    1. Pixar Animation co-founder Ed Catmull has warned that virtual reality technology may not be the revolution in storytelling that some of its evangelists have claimed. “It’s not storytelling. People have been trying to do [virtual reality] storytelling for 40 years. They haven’t succeeded. Why is that? Because we know that if they succeed then people would jump on it.”

      What? Who says VR has to be "just wandering around in a world"? You don't have to give the viewer full mobility, or any mobility. You can put their point of view where you want, and disallow interaction with the scenery -- which makes the experience precisely a 3D immersive motion picture. And I'm sure scripted stories can be told while giving the viewer some interaction with characters, and much freedom to move around -- that's just trickier. You'd plan for all the characters in various locations to push the story in a particular direction, or one of several directions, regardless of what the viewer does. The more you let the viewer affect events, the more it becomes a game, rather than a story.

  18. Nov 2015
    1. Removing the VR goggles, the adrenaline continues to course through me. I have only been inside the Project Syria immersive for a few minutes, but the effect is dramatic. It was commissioned for the 2014 World Economic Forum in Davos to give politicians an insight into everyday life in Syria. And it works.
    1. "You will have a pair of sunglasses, and you can switch it from glasses mode, to VR mode as you wish. The VR will expand to fill your field of vision, or you can watch it in a little window.” This device of the future will not only bring virtual reality into our everyday lives, according to Urbach, but also destroy the primary way we use many other electronics. “You’ll be done with any other screen,” he says. “You won’t need it. It will be generated on a surface in the air. Put your finger over your palm, it’s a phone. Your desk becomes a laptop. "The resolution two generations from now will give you a 4K experience, so you probably won’t go to a movie theater. Why would you buy a wall-sized TV?”

      Interview with OTOY founder and CEO Jules Urbach. https://twitter.com/julesurbach