Paul Rudd Owns a Virtual Reality Company in Audible Drama ‘Escape From Virtual Island’
Lutz said in a statement announcing the series: “This Audible format gave me the perfect opportunity to do so. Writing specifically for audio excited and challenged me to come up with unconventional ways to tell a story completely through dialogue and sound. I wrote this story with this cast specifically in mind, and they elevated everything I wrote because they are among the funniest performers alive.”
See the full story here: https://www.yahoo.com/entertainment/paul-rudd-owns-virtual-reality-160020317.html
Atos Artificial Intelligence to power American Dream attractions
PhilNote: using AI to improve ride and customer experience.]
Atos' Codex AI Suite collects and stores data from hundreds of ride sensors, which feeds into an algorithm that detects apparent trends, anomalies and unique identifiers of a machine's state. It is an easy-to-use, efficient and cost-effective solution to help American Dream rapidly build and deploy artificial intelligence applications, better extract value from data and develop new business opportunities. The solution will establish a baseline of data analytics using historical data captured from the ride controller and activated through apps rendering on any device.
As part of the contract, Atos' Codex AI Suite will be enabled by multiple BullSequana Edge servers from Atos. The BullSequana Edge servers will be placed on-site throughout Nickelodeon Universe, American Dream's indoor theme park, and the Observation Wheel for powerful AI inference and real-time analytics at the edge while keeping data safe and secure. This will enable American Dream to predict in real-time the performance of these two attractions, in order to reduce downtime and increase guest satisfaction.
In addition to delivering AI products and services, Atos will provide four research-driven AI Labs, each ranging from 6 to 12 weeks, to focus on validation of cognitive solutions for American Dream's attraction team. The AI Labs will help accelerate time to value in the main four areas of prescriptive maintenance, predictive failure, modern Internet of Things platforms and machine learning platforms.
See the full story here: https://www.newkerala.com/news/2020/44746.htm
The coronavirus is creating an ‘enormous stress test’ of America’s internet
The United States' internet and wireless networks are coming under immense pressure to deliver reliable connectivity as schools and businesses confronting the novel coronavirus have shifted their day-to-day operations out of the workplace and into homes, according to industry analysts and government officials.
Researchers want to examine how adolescents and others use their phones to nearly the second; ‘The phone really is this mirror’
To get a window into what teens are seeing and doing, and in what order, the Stanford researchers are installing software on participants’ phones and taking screenshots of their usage every five seconds. This kind of granular detail has been rare in past studies on screen time, which relied on self-reporting or broad categories.
One of the early findings from the Screenome Project shows how fragmented media consumption has become: People jump between apps and websites on an average of every 10 seconds.
...For instance, if media-consumption patterns associated with alcohol or tobacco use are established, researchers could run experiments where they limit exposure to such content on their smartphones to see how that affects their offline behavior, Dr. Robinson said.
See the full story here: https://www.wsj.com/articles/project-digs-deeper-into-teenage-smartphone-use-11584461446?mod=searchresults&page=1&pos=2
Virtual Reality Test Can Detect Subtle Balance Issues in MS Patients
To gauge the risk of falling, the researchers utilized a virtual reality (VR) device that simulated the act of walking down a hallway while participants walked on a treadmill. The researchers would then introduce the illusion of side-to-side “wobbles” in the simulation to make participants feel that they were falling, and measured how they responded to the illusion.
The theory behind the use of VR is that MS patients may be compensating for walking deficiencies by relying on their visual abilities. They may have the impression that their walking is normal, but these patients are still at risk for falls.
To measure the participants’ responses, the researchers used 3D motion capture cameras to look for any fluctuations in each step (gait variability), differences in overall motion (kinematics), and balance (margin of stability).
Results showed that the measurements taken for standard walking — before the wobbles were introduced — were similar between MS patients and healthy volunteers.
However, once participants experienced the falling simulation, there was a clear and statistically significant difference in how MS patients responded — they exhibited a higher variability in step width, position, and stability.
Furthermore, MS patients performed worse than healthy controls on the standing sensory organization test, which assesses a person’s ability to use visual cues and others to maintain postural stability.
See the full story here: https://multiplesclerosisnewstoday.com/news-posts/2020/03/17/virtual-reality-simulation-test-detects-subtle-balance-issues-walking-ability-falling-risk-study
XRHealth Launches First Virtual Reality Telehealth Support Groups to Help People in Isolation Due to Coronavirus
XRHealth, the leader in extended reality and therapeutic applications, announced the first Virtual Reality (VR) telehealth support groups for people in isolation due to the coronavirus, where patients with similar ailments can gain support from each other and from doctors associated with the XRHealth telehealth clinics. XRHealth clinics are now certified in Boston, Connecticut, Florida, Michigan, Washington D.C., Delaware, California, New York, Texas, North Carolina, and many others and are covered by Medicare and most major insurance providers. Due to the immediate need of this technology because of social distancing in response to the spread of coronavirus, XRHealth will make the technology available sooner than originally expected and it will officially be available to the public on April 1st.
XRHealth support groups are tailored for patients with the following conditions: Multiple Sclerosis, Parkinsons, breast cancer, menopause, an injury that effected motor function, anxiety, chronic pain, fibromyalgia, substance abuse, post-stroke rehabilitation, brain injury and there will also be general support group for the elderly population that is most impacted by the coronavirus.
See the full story here: https://finance.yahoo.com/news/xrhealth-launches-first-virtual-reality-120000128.html
First ‘touchable’ hologram created in Japan
[PhilNote: We've seen all the elements before, but they've done a good job putting them together into a telepresence device.]
The Haptoclone, created by haptic researchers from the University of Tokyo's Department of Complexity Science and Engineering, consists of two boxes, one containing an object and the other displaying a hologram of it.
When a human hand comes into "contact" with the 3D image in the second box, the hologram emits ultrasonic radiation pressure, making the user feel they are actually touching the object. Meanwhile, special aerial imaging panels act like a kind of mirror, making a hologram of the hand appear visually in the other box, too, so it can "interact" with the original object.
See the full story here: https://www.theweek.co.uk/68187/first-touchable-hologram-created-in-japan?fbclid=IwAR1u3Rtds9fQBISDbKUQXeQ4RqIw-sMY0IGUaWWSibizD24-x07qmZ0j4-M
Army, RAF and Marines to trial Fortnite-like virtual reality training to prepare for battlezones
The British Army, Royal Air Force and Royal Marines are to trial using a virtual reality platform based on the computer game Fortnite as part of soldiers' training for battlezones.
The new simulator will allow 30 soldiers to take part in virtual battlefield combat at the same time.
The innovative technology uses the Unreal Engine 4, the same software used in the popular online shooting game Fortnite.
Instead of just clicking a mouse at a desk, servicemen and women will be able to hold a replica gun, and crouch and crawl.
See the full story here: https://www.telegraph.co.uk/news/2020/03/15/army-raf-marines-trial-fortnite-like-virtual-reality-training/
Virtual Reality Evokes A Day in the Life of Hotel Housekeepers
Virtual reality (VR) is becoming a more popular training tool to help workers gain skills in technical or risky jobs. Hilton Worldwide Holdings Inc. is using VR training to show corporate employees how hard hotel housekeepers work, ZD Net reports.
Hilton trainers want corporate leaders to understand the complexity of hotel operations and the vital role housekeepers play. So, they are having leaders perform hotel immersion simulations, in which they clean guest rooms, set up room service trays, and perform other tasks essential to guest comfort.
See the full story here: https://www.cmmonline.com/news/virtual-reality-evokes-a-day-in-the-life-of-hotel-housekeepers
IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) Announces All-Virtual Venue Change Due to COVID-19 Concerns
The IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) will take place completely virtually, from 22-26 March 2020, instead of in-person in Atlanta, Georgia. ... Some of the IEEE VR technology that would have been on display will now be the technology used to deliver the conference experience.
The highly anticipated virtual conference experience will stay true to the original technical program of presentations and invited talks on VR and 3D user interfaces. Authors will virtually deliver presentations, and conference attendees participate in real-time via the online platform. All IEEE VR proceedings are published in the IEEE Xplore Digital Library and the Computer Society Digital Library.
For more information about IEEE VR 2020, including ways to attend the conference virtually, visit ieeevr.org/2020/.
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