Cheddar’s Magic Leap One App Is Now Available Online, This Is How It Works
One thing I wanted to check was if the feed was live or canned video content, and it turns out that it's as live as the Cheddar channel on Sling TV. In fact, I turned on the Cheddar channel on the Sling TV app and the video feeds were identical and perfectly in sync.
VRgineers Reveals Improved ‘XTAL’ Professional Headset with Wider FOV
The headset is touted for its pair of 2,560 × 1,440 OLED displays, delivering what the company now claims is a 180 degree diagonal field of view—10 more degrees than the penultimate version.
“XTAL’s new non-fresnel lenses will deliver a wider field of view and binocular overlap, a bigger sweet spot, and much less distortion compared to the existing model,” explained Marek Polcak, CEO & Co-Founder of VRgineers. “This is critically important to our customers. When prototyping a new automobile design, for instance, they’ll be able to see more of the vehicle at once, and come closer than ever to a true-to-life image.
The company is specially targeting the professional and enterprise sectors with XTAL—at $5,800 so much is clear.
the $5,800 XTAL headset by VR startup VRgineers.
We first heard about the XTAL earlier this year, but a new and improved version is about to make its debut at the Consumer Electronics Show — the world’s biggest tech show — in January, TechCrunch reports.
The XTAL
The Prague-based startup’s headset features some amazing specs: two Quad HD (2560 x 1440 resolution) OLED (organic LED) displays, and an impressive 180-degree field-of-view.
See the full story here: https://futurism.com/5800-dollar-vr-headset-vrgineers-xtal
A radical new neural network design could overcome big challenges in AI
Researchers borrowed equations from calculus to redesign the core machinery of deep learning so it can model continuous processes like changes in health.
...data from medical records is kind of messy: throughout your life, you might visit the doctor at different times for different reasons, generating a smattering of measurements at arbitrary intervals. A traditional neural network struggles to handle this. Its design requires it to learn from data with clear stages of observation.
A traditional neural net is made up of stacked layers of simple computational nodes that work together to find patterns in data. The discrete layers are what keep it from effectively modeling continuous processes (we’ll get to that).
In response, Duvenaud’s design scraps the layers entirely.
Calculus gives you all these nice equations for how to calculate a series of changes across infinitesimal steps—in other words, it saves you from the nightmare of modeling continuous change in discrete units. This is the magic of Duvenaud’s paper: it replaces the layers with calculus equations.
The new method allows you to specify your desired accuracy first, and it will find the most efficient way to train itself within that margin of error.
Nine charts that really bring home just how fast AI is growing
See the full story here: https://www.technologyreview.com/s/612582/data-that-illuminates-the-ai-boom/?utm_campaign=the_download.unpaid.engagement&utm_source=hs_email&utm_medium=email&utm_content=68299807&_hsenc=p2ANqtz-8RbipE1olXg-Zv8XxyI6E5HTDxRzmrW5v5iSeSY4XC6tEFpIT8bwotM6HFxr1QdsQOp38ukiC00HZQR1f49gCOfO_Cxg&_hsmi=68299807
Electric Fish In Augmented Reality Reveal How Animals “Actively Sense” the World Around Them
In a new study, NJIT and Johns Hopkins researchers have used augmented reality technology to alter this link and unravel the mysterious dynamic between active sensing movement and sensory feedback. The findings report that subtle active sensing movements of a special species of weakly electric fish — known as the glass knifefish (Eigenmannia virescens) — are under sensory feedback control and serve to enhance the sensory information the fish receives. The study proposes the fish use a dual-control system for processing feedback from active sensing movements, a feature that may be ubiquitous in animals.
Researchers say the findings, published in the journal Current Biology, could have implications in the field of neuroscience as well as in the engineering of new artificial systems — from self-driving cars to cooperative robotics.
“What is most exciting is that this study has allowed us to explore feedback in ways that we have been dreaming about for over 10 years,” said Eric Fortune, associate professor of biology, who led the study at NJIT. “This is perhaps the first study where augmented reality has been used to probe, in real time, this fundamental process of movement-based active sensing, which nearly all animals use to perceive the environment around them.”
“We’ve known for a long time that these fish will follow the position of their refuge, but more recently we discovered that they generate small movements that reminded us of the tiny movements that are seen in human eyes,” said Fortune. “That led us to devise our augmented reality system and see if we could experimentally perturb the relationship between the sensory and motor systems of these fish without completely unlinking them.
To investigate, the researchers placed weakly electric fish inside an experimental tank with an artificial refuge enclosure, capable of automatically shuttling back and forth based on real time video tracking of the fish’s movement. The team studied how the fish’s behavior and movement in the refuge would be altered in two categories of experiments: “closed loop” experiments, whereby the fish’s movement is synced to the shuttle motion of the refuge; and “open loop” experiments, whereby motion of the refuge is “replayed” to the fish as if from a tape recorder. Notably, the researchers observed that the fish swam the farthest to gain sensory information during closed loop experiments when the augmented reality system’s positive “feedback gain” was turned up — or whenever the refuge position was made to mirror the movement of the fish.
See the full story here: https://news.njit.edu/electric-fish-augmented-reality-reveal-how-animals-actively-sense-world-around-them
Tesla Patent Application Mentions Augmented Reality Safety Glasses
Tesla’s new manufacturing concept disclosed in this application could be used by a robot or a human. A human could use the AR system to program a robot to better assemble parts. A human or a robot could then use AR to conduct quality control checks, perhaps using computer aided design information to compare what it “sees” with how it’s supposed to be. The AR could be aided by "reference markers” - something like, "a 3-D marker, a sticker, a QR code, or a radio-frequency identification tag” - on the items.
See the full story here: https://www.forbes.com/sites/sebastianblanco/2018/12/07/tesla-patent-augmented-reality-safety-glasses/#20cd93eb1bfd
Cryptocurrency To Gain Massive Adoption In VR, Coinbase CEO Predicts
[Philip Lelyveld comment: we've seen this for years with in-game economies. The question is whether demand for cross-game and cross-experience economies will develop.]
Innovations in cryptocurrency market will in the near future, challenge traditional banking and finance systems, and bring virtual reality to either change or oust the status quo in this area.
It will most likely do this by becoming the preferred currency in virtual reality. That is the hypothesis and thought of Brian Armstrong, founder of Coinbase in his new blog titled Digital Currency Could Be Widely Used in VR.
In other words, when people trade in virtual worlds, it will no longer be fashionable- or perhaps even rude- to rely on or use the currency of one country. Digital currency at that material time will then become the currency that will be used in these virtual spaces.
See the full story here: https://bitcoinexchangeguide.com/coinbase-ceo-predicts-virtual-reality-to-be-a-major-cryptocurrency-adoption-booster/
IOC eases off support for electronic gaming as Olympic event
Enthusiasm has seemed to dim since the IOC hosted a July conference with esports organizers and players.
Sports bodies are now advised to "continue to engage with this (gaming) community, whilst at the same time acknowledging that uncertainties remain."
The IOC rules out cooperation with violent games, and suggests virtual and augmented reality could become more popular with young people.
"Commercially driven" gaming was also compared unfavorably with "values-based" sports.
The IOC says governing bodies will continue meeting gaming industry officials "to explore jointly collaborative projects."
See the full story here: https://www.heraldbulletin.com/sports/national_sports/ioc-eases-off-support-for-electronic-gaming-as-olympic-event/article_60477eeb-0744-524b-b209-f488c4130b9e.html
Virtual and augmented reality infiltrate art and communication scene
A virtual museum, in VR and AR, will also be created in Timisoara, the app being able to “tell the stories” of Timisoara’s historical buildings, when users pass them.
“Timisoara also had, and I hope still has, the Simultan Festival, which in 2017 had its 12th edition, called Possible Future. The aim is so simple and representative: creating a platform for contemporary cultural projects which use technology as an artistic mean of expression. Moreover, Cristian Vieriu, with his business Wild Draft, is also constantly pushing boundaries and provided a few years back some interesting 360 documentary videos of performances at the Jazz TM festival in Timisoara. His portfolio includes a lot of digital tech animations and sound designs such as Interior8. Last, but not least, I have to mention The Funky Citizens NGO, our neighbors and friends, who have used AR very interestingly with an interactive expo of photographs: Protest, which came to life for the audiences experiencing it through their smart phones,” added Bucureci.
See the full story here: http://business-review.eu/tech/br-analysis-virtual-and-augmented-reality-infiltrate-art-and-communication-scene-192992
Why VR is out of touch with reality for women
As co-founder and creative director of East London design collective called body>data>space, 56-year-old Ms Boddington focuses on blending the virtual and physical by combining telepresence — using tech to participate in distant events — virtual worlds and experimental environments that can be controlled using physical gestures. These include 210-degree domes or “spheres” — entertainment venues in which a VR immersive experience can become a shared social activity rather than a singular one experienced via a headset.
So far, the use of VR technology has gained limited traction among women. Two-thirds say they are unlikely to try either VR or AR, according to a 2017 report by the consultancy EY, compared with half of men. “Like so many technologies, adoption happens when consumers don’t think about the technology itself but what it allows them to do,” says Martyn Whistler, an analyst at EY. Developing real-use applications in areas such as retail, tourism and fitness will demonstrate their value to women, he adds. Ms Boddington agrees. “A high proportion of VR content is male heterosexual porn,” she explains. “Content creators need to think in a much more diverse way” to broaden the technology’s appeal, she adds. She prefers to focus on the body from a different perspective. She uses the phrase “internet of bodies” to encompass the idea that the body should be central to the digital experience.
See the full story here: https://www.ft.com/content/79066ba0-dd43-11e8-b173-ebef6ab1374a
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