VIRTUAL NOSE KEEPS GAMERS FROM FEELING SICK
41 test subjects operated two virtual reality applications of varying motion intensity (a slow wander through a Tuscany villa and a white-knuckle roller coaster ride) while wearing a virtual reality headset. They were not told about the nose. Some subjects had the virtual nose, while others played standard versions. “Surprisingly, subjects did not notice the ‘nasum virtualis’ while they were playing the games, and they were incredulous when its presence was revealed to them later in debriefings,” Whittinghill says.
The virtual nose allowed people using the Tuscany villa simulation to play an average of 94.2 seconds longer without feeling sick, while those playing the roller coaster game played an average of 2.2 seconds longer.
The research is ongoing. “Our long-term goal is to create a fully predictive model of simulator sickness that will allow us to predict, given a specific set of perceptual and individual inputs, what level of simulator sickness one can expect,” Whittinghill says.
STANFORD’S MOST POPULAR CLASS ISN’T COMPUTER SCIENCE—IT’S CALLED “DESIGNING YOUR LIFE”
Evans divides the course into two parts: first, he says, "We reframe the problem. That’s where dysfunctional beliefs get blown-up. Then we give them a set of tools and ideas to take steps to start building the way forward." Each course section convenes for one quarter, two hours per week.
Here's what they learn: gratitude; generosity; self-awareness; adaptability. All reinforced by design thinking-based tools, from a daily gratitude journal to a deck of cards featuring problem-solving techniques. In lieu of a final exam—the class is pass/fail—students present three radically different five-year plans to their peers. Alumni say they still refer back their "odyssey plans"—a term that Evans coined—and revise them as their lives and careers progress. ...
The goal of "Designing Your Life," he says, is to change higher education—not by returning to religion, but by reintroducing methods of "forming you into the person that will go out into the world, effect change, and be a leader."
That message resonates with Stanford students. They are filled with a sense of purpose and determined to solve the world's problems—but ill-equipped, in our secular society, to make sense of what they value. ...
As Burnett sees it, the course is also a neat fit for the mercurial economy that students are graduating into. "The thing that’s true about design problems is that you don’t know what the solution is going to look like. You don’t start with the problem; you start with people," he says. "You create a point of view about what a better consumer experience would be. Then you prototype, you test, and you constantly change your point of view. That’s perfect for your 'Designing Your Life.' You can’t know the future, but you can know what’s available and you can prototype different versions of the you that you might become." ...
That approach stands in contrast to the habit of "accumulating accolades" that Burnett sees many students exhibiting at Stanford. ...
Stanford administrators have taken notice of reactions like Xu’s. "It’s a model, as an administrator, that is not cheap, because it’s hands-on and requires small groups," says Harry Elam, vice provost of undergraduate education. Nonetheless, he has asked Evans to develop a pared-down version of "Designing Your Life" for freshmen and sophomores as a complement to their academic advising. The resulting program, "Designing Your Stanford," launched with its first cohort last fall.
Read the full story here: http://www.fastcompany.com/3044043/most-creative-people/stanfords-most-popular-class-isnt-computer-science-its-something-much-m?curator=MediaREDEF
Universal Hackathon – Techies pull all nighters to build for entertainment hackathon
The company hosted a 24-hour hackathon that gave those in attendance access to tech tools such as virtual reality, augmented reality and wearables.
The result was 40 projects, including some that enhance the experience of waiting in line, help improve visits for visually impaired people and still others that create virtual wand battles at Harry Potter-themed parks.
“Tech companies, they see the potential of working with us to co-innovate,” said Sanjay Macwan, senior vice president and chief technology officer of NBCUniversal Media Labs. “At the end of the day, we want to bring the best new experiences to our consumers.”
The hackathon attracted more than 170 people, mostly from Central Florida but also from as far away as California.
Those in attendance will take on one of six challenges using virtual reality and other tools. The top team will win $10,000 and winners of the six challenges take home $1,500 each.
See the full story here: http://www.orlandosentinel.com/business/technology/tech_check/os-universal-hackathon-all-night-efforts-20150329-post.html
Developer of Augmented and Virtual Reality Solutions for Enterprise and Business, Augmented Pixels Raises $1 Million in Seed Financing
Augmented Pixels, a leading developer of interactive solutions with augmented and virtual experiences, announced that it has closed $1 million in Seed funding led by The Hive, a co-creation studio focused on building data-driven applications.
The investment will allow the company to concentrate on the development of new unique technologies for 3D scanning and creation of inexpensive high quality content for virtual reality.
Leap Motion will find its way into OSVR virtual reality headsets this June
A snap-on faceplate will add 3D hand-tracking capabilities to the open-source VR headset's design, but you'll have to pay extra.
Hand-sensing input technology company Leap Motion is now an official launch partner with OSVR, the open-source VR headset consortium backed by Razer, Sensics, and many others. Leap Motion has been working on integrating its hand-tracking motion-sensing tech with virtual reality technology over the last year, and even demonstrated the capability with OSVR back at CES in Las Vegas this past January. With OSVR, Leap Motion will be an attachable faceplate, offered as a separately purchased accessory or in a bundle with the Hacker Dev Kit VR headset this June.
HTC/Valve's upcoming Vive VR platform made a splash for its unique use of room-scanning technologies and innovative controller inputs. The open-source OSVR platform will work with a variety of input hardware, but Leap Motion will be there at the start to offer options right off the bat.
Read the full story here: http://www.cnet.com/news/leap-motion-hand-tracking-will-be-embedded-into-osvr-virtual-reality-headsets-this-june/
Improbable: London virtual reality firm lands $20m investment from Facebook backer
Founded at Cambridge University by computer scientists herman Narula and Rob Whitehead, Improbable provides a platform for developers to create large-scale simulations, such as the environment of a virtual reality game. Such games and other VR experiences are then viewed through headsets like the Oculus Rift or Samsung Gear VR.
For developers of VR, Improbable's product simplifies issues such as managing load across servers, handling scale, and simplifying the development of code. The obvious reason for Andreessen Horowitz to invest in Improbable is for its VR capabilities, given the rise of companies like Oculus, which was purchased by Facebook in 2014 for $2bn.
"Beyond gaming, Improbable is useful in any field that models complex systems — biology, economics, defense, urban planning, transportation, disease prevention, etc. Think of simulations as the flip side to 'big data'.
See the full story here: http://www.ibtimes.co.uk/improbable-london-virtual-reality-firm-lands-20m-investment-facebook-backer-1493366
Stamps using augmented reality technology released to celebrate Irish animation
An Post has released a four-stamp set celebrating the Irish animation industry - for the first time using augmented reality technology to virtually bring stamps to life.
When scanned by a smartphone with the CEE app installed, a specially produced film featuring Roy, Give Up Yer Aul Sins, The Secret of Kells, Nelly & Nora and other animated works can be seen.
See the full story here: http://www.businessandleadership.com/marketing/item/49977-stamps-using-augmented/
Google Developers Show Impressive Future Of Augmented Reality On Project Tango Tablet
Project Tango is currently a development platform tablet powered by NVIDIA’s Tegra K1 system-on-a-chip, that’s also enabled with a number of cameras and motion sensors, such that it is able to track and map it’s surroundings in real-time. It’s specifically capable of area learning, motion tracking and depth perception, again, all on the fly.
See the full story here: http://www.forbes.com/sites/davealtavilla/2015/03/23/google-developers-show-impressive-future-of-augmented-reality-on-project-tango-tablet/
Apple Patents A Light-Splitting iPhone Camera Sensor System
[Philip Lelyveld comment: This is the digital version of the 3 strip color process used to create color movies in the 1930s. I wonder if anyone in Hollywood will try to invalidate elements of this patent as obvious and pre-existing technology.]
Apple has secured a new patent (via AppleInsider) for a special three sensor camera designed for thin, wireless devices like the iPhone. The three sensors would each capture a separate color component, as divided by a special light-splitting cube that would divide up light entering the camera into red, green and blue (or other color set) wavelengths.
Why? Better resolution and lower noise since they don’t need special filters or algorithms to separate out the color information of a captured image on a pixel-by-pixel basis. Using this tech, Apple would potentially be able to boost the image quality of its mobile cameras, especially in video capture scenarios.
See the full story here: http://techcrunch.com/2015/03/24/apple-patents-a-light-splitting-iphone-camera-sensor-system/?ncid=tcdaily
‘I was blown away’: Welcome to football’s quarterback revolution
Twenty-nine-year-old Derek Belch, a former kicker and now quality control assistant for the Cardinal, led all the meetings. Belch could've told his audience some stats like how Kevin Hogan went from completing 64 percent of his passes up to 76 percent after the Stanford quarterback started using this headset regularly for about 20 minutes before games. Or that the Cardinal went from averaging 24 points a game to 38 in those final three games. Or that the team finished the year scoring on every one of its last 27 trips to the Red Zone when their first two units were on the field, which would seem even more jaw-dropping when you consider the team was scoring just around 50 percent inside the 20-yard-line before that.
Instead, Belch used subtlety to drive home just what their technological breakthrough has done for Stanford football. He revealed a detail that never shows up on a quarterback's stat line and is lost on most in the stadium but is exactly the type of thing coaches love from their QBs. Belch knew one play — a 35-yard handoff to Remound Wright in the Foster Farms Bowl against Maryland with the Cardinal up 28-7 on their first drive of the third quarter — that would resonate inside the NFL world.
The initial play call, "95 Bama," was designed as a strong-side run with one of the key blocks being the wide receiver picking up the strong safety. Problem was, Maryland's SAM linebacker was on the line and the Terps' safety was creeping up as their free safety shifted over. Hogan knew if the Cardinal ran the play as called, the receiver would have no shot to make the block, and Maryland's safety would snuff it out for a 4-yard loss. So Hogan "killed" the call and audibled to another run play where Stanford's guard was designated to kick out that safety and Wright dashed through a clear path of turf. Moments like this get to the essence of elite quarterback play every bit as much as fitting a pass between two defenders or extending a play by dodging a free blitzer. The decision had become second nature for Hogan because he'd seen it, done it, so many times in just that 20-minute session with the headset before the game.
"The first day they filmed, it looked pretty funky," Bloomgren said. "It was like eight GoPros rubber-banded together and I'm thinking, 'What in the heck are we doing?'"
The first two months of the season, Belch and his crew did a lot of experimenting. They had to gauge exactly where to put the tripod. What depth worked best? Snapping the football proved to be problematic. Where should the actual QB stand? They tried him kneeling down in front of tripod, but that didn't look right. Worse still, Belch says the stitching of the video wasn't clear, so it was blurry and it might look like Stanford had two right tackles.
The world's leading authority on virtual reality and how the brain functions in a virtual environment, Bailenson has been visited by Facebook founder Mark Zuckerberg and Google founder Larry Page, is on Samsung's advisory board and works with Navy SEALS to help figure out how Frogmen can make better decisions underwater. Bailenson and Belch, who once booted the game-winning PAT to cap Stanford's monumental upset of USC as a 42-point underdog, had spent years kicking around the idea of how virtual reality might benefit the football world. They agreed that should be Belch's thesis.
See the full story here: http://www.foxsports.com/college-football/story/stanford-cardinal-nfl-virtual-reality-qb-training-031115
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