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They really are the best virtual reality headsets – Newsday

Virtual reality seemed like a wild taste of the future in 2016when a wave of headsets began to appear. Today, it's more like a work in progress. Virtual reality is still evolving, into possibilities that could eventually stun us even more. Here are four of CNET's favorite VR headsets from the current crop.

The following CNET staff contributed to this story: editor at large Jeff Bakalar and senior editors Joshua Goldman, Scott Stein and Laura K. Cucullu. For more reviews of personal technology products, visit cnet.com.

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Oculus Quest

CNET rating (out of 5)

4 stars out of 5 (excellent)

THE GOOD It magically creates immersive VR on a standalone headset with fantastic controls and full positional tracking. It requires no phone, PC or game console and is reasonably priced. Pass-through cameras allow easy setup of the play area.

THE BAD Its closed-off design will only run apps and games for the Quest, and your favorite Oculus Rift and Go titles may or may not make the leap.

THE COST $399

BOTTOM LINE There's no better mobile VR experience than the Oculus Quest.

HTC Vive

CNET rating (out of 5)

4 stars out of 5 (excellent)

THE GOOD It offers a flat-out amazing virtual reality experience with sharp visuals, great motion controls and full-room sensing to walk around in virtual space. Vive hardware can help indicate where your walls are.

THE BAD It requires a high-end PC to run. Long wires and lots of equipment take time and space to set up.

THE COST $627.99 to $679.93

BOTTOM LINE It's the closest thing to having a holodeck in your home.

Oculus Go

CNET rating (out of 5)

4 stars out of 5 (excellent)

THE GOOD This is a completely self-contained, stand-alone, no-phone-or-PC-necessary VR system. It has a comfortable design and feel, sharp-looking display and effective built-in speakers with spatial audio. There are hundreds of apps to choose from. Oculus setup app works with iOS and Android phones.

THE BAD Battery life is only two hours, it's a sit-down experience (no room tracking) and there are no kid-safe settings.

THE COST $199.99

BOTTOM LINE Oculus Go is VR for the masses.

Sony PlayStation VR

CNET rating (out of 5)

3.5 stars out of 5 (very good)

THE GOOD This is the most accessible, affordable and user-friendly full VR option on the market. Sony has promised support from a long list of developers but the immediate launch games are pretty solid as well.

THE BAD Its single-camera tracking system occasionally feels lacking and you may have trouble when you turn.

THE COST $233.95 to $245.65

BOTTOM LINE Sony's PlayStation VR otherwise crams a solid and satisfying virtual reality experience into an existing PS4 game console.

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They really are the best virtual reality headsets - Newsday

New Research Validates How Virtual Reality is Changing Training for the Current and Future Healthcare Workforce to Create Person-Centered Alzheimer’s…

Embodied Labs provides healthcare professionals and care partners with an immersive training platform using virtual reality (VR) to spread awareness about the needs of people living with dementia and Alzheimers disease.

Los Angeles, Oct. 25, 2019 (GLOBE NEWSWIRE) -- Recent research from Rush University shows how new technology is changing the way the healthcare and aging care workforce are being trained by using the virtual reality (VR) immersive training platform developed by Embodied Labs. Rush University medical student-researcher, Emily Phelps, spoke at several recent national medical conferences to share the results of her study highlighting how embodying a person living with Alzheimer's disease can positively change behavior resulting in enhanced person-centered care.

Phelps spoke at the American Medical Association (AMA) ChangeMedEd, the 2019 Medical Women International Conference in New York City, and the 2019 Women in Medicine conference in Chicago, presenting her research on medical students who used the Beatriz Lab, an Alzheimers learning experience developed by Embodied Labs. In her study, Phelps had students complete the 20-minute training using a VR headset with 360-degree medical illustrations of changes in the brain structure and activity coupled with an immersive experience where the student virtually becomes a Latina woman on her 10-year journey with progressive neurodegenerative Alzheimers disease.

The study findings showed students increased knowledge of the disease with greater awareness of symptomatic variability to include impact on speech, perception, and activities of daily living (ADLs), became more empathetic for the perspective of older adults with dementia and more aware of their potential ageism bias; and gained insights and deepened appreciation into the family dynamic of dementia care realizing the familys role in clinical accommodations and impact to their own health and wellness needs.

I believe the VR technology combined with Embodied Labs approach of using immersive storytelling and medical illustration is powerful in training healthcare professionals, said Phelps. Taking a virtual journey inside the brain such as the neuron forest showing how tau tangles and beta amyloid plaque develop to cause Alzheimers in the Beatriz Lab offers medical students, and other healthcare professionals, an opportunity to reinstate person-centered care into their learning experience.

Her mentor and faculty co-investigator for the study was Neelum T. Aggarwal, MD, an associate professor of neurological sciences, senior examining neurologist at the Rush Alzheimers Disease Center, and Research Director of the Rush Heart Center who helped develop the Beatriz Lab by advising Embodied Labs on the vignette content and how to visualize the neuropathology that is seen in the brain of a person with Alzheimers.

Over my career, I have had my patients, their family members, and their close friends, ask me How does a person with Alzheimers feel when they experience memory gaps?, What is like to go through the day, when you have memory changes, and What do plaques and tangles look like.where are they in a living brain?, said Dr. Aggarwal.

Dr. Aggarwal has been a tremendous resource for us to ensure the scientific integrity of our Beatriz Lab meets the academic rigor needed to train medical students and other healthcare professionals, said Carrie Shaw, CEO and co-founder of Embodied Labs. Our mission is to engage the nations top medical and gerontology experts in our product development and it is this dedication that sets Embodied Labs apart from other VR training programs. Healthcare education is enhanced by combining biology, psychology and sociology into powerful storytelling. Every patient or client has a story and that is how we have approached our learning framework.

Training Professionals and Families to Face the Alzheimers Epidemic

According to the Alzheimers Association, the disease currently affects 5.8 million Americans and more than 16 million of their family caregivers. With an expected increase to 14 million people developing Alzheimers by 2050, it becomes one of the biggest health challenges for healthcare professionals and families over the next 30 years. Today, the U.S. governments healthcare and long-term care costs for Alzheimers is at $290 billion one of the most costliest health conditions and is set to skyrocket past $1 trillion in the next 30 years.

George Vrandenberg, chairman of the advocacy organization, UsAgainstAlzheimers, announced an effort to accelerate the person-focused care needs of those with Alzheimer's disease and their family caregivers and to engage the healthcare system in readiness to support this growing epidemic. In a recent Forbes article, Vradenberg shared, The disease trajectory of Alzheimers is forcing our hand and we cannot afford to spend 10 years having the healthcare system catch up once new drug therapies and other disease solutions are established. He added, The healthcare system needs to start preparing now to more effectively detect, diagnose, address, and support Alzheimers patients and families today and over the next few decades.

As the leader in VR healthcare and aging services training, Embodied Labs is dedicated to harnessing the power of new VR technology and providing a learning platform where physicians, medical and nursing students, senior living direct care workers, home care workers and other long-term care providers as well as family caregivers, can enter the world of the person with the disease and develop knowledge and empathy that enhance person-centered care to forever change how care is delivered.

Embodied Labs award-winning Beatriz Lab is the companys premier product changing the way healthcare professionals and families learn about Alzheimers. It is being used by leading senior care organizations, such as the Green House Project, to train staff and educate families about the disease.

About Embodied Labs

Embodied Labs, headquartered in Los Angeles, is the leading immersive VR training platform for home care, senior living, hospice, medical and nursing schools, hospitals and employers interested in training employees to better support the needs of the aging population. Working collaboratively with healthcare providers, medical experts, and Hollywood filmmakers, led Embodied Labs to win the AARP Innovation Labs Global Challenge, OpenIDEO Challenge, and the XR Education Prize Challenge funded by the Bill and Melinda Gates Foundation. Learn more: embodiedlabs.com

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New Research Validates How Virtual Reality is Changing Training for the Current and Future Healthcare Workforce to Create Person-Centered Alzheimer's...

Three decades on, Berlin Wall comes back to life in virtual reality tour – The Japan Times

BERLIN A packed bus approaches Checkpoint Charlie, the Cold Wars most famous border crossing, as grim-faced East German guards whisper among themselves about whether to hold you for questioning.

After a few heart-stopping minutes, you and your fellow passengers are free to pass into the smog, soot and shadowy intrigue of 1980s East Berlin.

Even 30 years after the fall of the wall, time travel is not yet possible. But a German startup using virtual reality technology is offering history buffs what it calls the next best thing.

Our idea was that if we cant take you back in time yet, lets try to create the perfect illusion of it, said TimeRide founder Jonas Rothe, 33.

This isnt a museum and we dont want to be. We want to let you lose yourself in the feeling of being a participant in history.

TimeRide Berlin opened in late August ahead of celebrations of the 30th anniversary of the triumphant fall of the wall on Nov. 9, 1989, in a peaceful peoples revolution.

It taps into a growing desire for authentic, interactive and immersive historical tourism, Rothe said, especially in a cityscape that has undergone a dramatic transformation in those three decades.

Many tourists are disappointed to find few traces left of the loathed barrier that divided Berlin for nearly 28 years, which was rapidly torn down in the rush toward reunification in 1990 and its aftermath.

Rothe, who was born in the eastern city of Dresden but just a toddler when the wall came crashing down, said he wanted to give his customers a vivid sense of a lost world.

TimeRide guests get a quick introduction into how vanquished Germany was divided into sectors after World War II, and how the communist authorities in 1961 sealed the border overnight to stop a mass exodus to the west.

In the next room, three protagonists a rebellious tile layer, a disillusioned true believer, and a West Berlin punk who spent a lot of time in the easts underground scene introduce themselves via a video screen.

Visitors choose one of the trio to lead them on the tour, then board a mockup bus and slip on a pair of VR goggles.

The ride takes in the tense border crossing, the elegant Gendarmenmarkt square with its two cathedrals still bearing heavy damage from World War II, and new prefab high-rises on Leipziger Strasse that were then the height of residential luxury.

Stasi agents keep not-so-subtle tabs on citizens from unmarked cars, while consumers queue up for scarce fresh produce and communist propaganda spouts from megaphones.

Rothe said he aimed to create a fully immersive experience.

Of course smell has the strongest connection to memory but its not easy to recreate without giving people a headache, he quipped, thinking in particular of the unmistakable stench of exhaust from East German Trabant cars.

The bus ride reaches its finale at the Palace of the Republic, a pleasure palace as well as home of the rubber-stamp parliament that was demolished in 2008, and features actual footage of the joyous fall of the Berlin Wall.

Those images never fail to move people it was a decisive turning point in the history of Germany, Europe and the whole world.

Business has been brisk in the weeks ahead of the anniversary.

Colin MacLean, 47, a Scottish IT professional, said he had come to learn more about East Germany because his wife grew up under communism and hes a fan of Cold War thrillers.

I like that kind of melancholic feeling that you get from old spy movies and stuff big squares with just two people walking over them, that kind of thing, he said.

Robert Meyer, a 55-year-old west German, often used to visit family living on the other side of the wall.

The way they showed the border crossing was so real, said Meyer, who works in aviation safety.

Youd have these guards and you were powerless before them they could just treat you like they wanted.

His wife Iris Rodriguez, 47, a restaurant owner originally from the Dominican Republic, said the happy ending had touched her.

It was like everyone was in prison and in the end they came free, she said. Thank God all thats over.

For all the frisson of border crossings and Stasi surveillance when seen with historical distance, the real-life suffering of dissidents under communist rule should not be taken lightly, Rothe said.

What we dont show are the escapes, and in particular the deaths at the wall.

An estimated 327 people perished trying to cross the border between East and West Germany to freedom, according to a government-commissioned study whose findings, however, remain disputed.

Rothe said that given the massive potential interest he could imagine offering a Nazi-era tour, but that the historical taboos would make it riskier.

Youd have to really be careful about what youd show and how respectfully youd do it, he said.

Youd have to shine a light on all sides so that there would be no issue of glorifying anything, or showing anything that was unbearable.

Anna Kaminsky, head of the publicly funded Foundation for the Study of Communist Dictatorship in East Germany, said that although young Germans were not always very well-informed about the Cold War, they tell pollsters they are very interested.

Its essential to use new technology to teach the next generation about that period, and to give them a sense of what it felt like to live behind the wall, she said.

Original post:

Three decades on, Berlin Wall comes back to life in virtual reality tour - The Japan Times

Virtual reality arcade opening in Pontiac this weekend – The Oakland Press

A husband and wife team from West Bloomfield are opening up a new virtual reality arcade in Pontiac.

The V.R Life Arcade, located at 320 Telegraph Road, will be the countys second dedicated virtual reality entertainment space along with theEscape Virtual Reality Arcade in Oxford. Featuring both room-scale and omnidirectional treadmill gaming hardware, the new arcade will launch with over 50 games during its grand opening event on Saturday, Oct. 26.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Sheray and Jack Laury, also co-owners of Southfield-based The Party Source, said they were inspired to start the business by their kids. With a 17-year-old and two young children, the couple said they found that virtual reality gaming was a good way to spend time together as a family.

Were hoping to provide a place where the whole family can come together. Our kids are all over the place in age, but they all love it here, Sheray Laury said. In our research, we found that like myself, a lot of moms use this game setting to interact with their kids. Were used to moms saying to get off the couch, get off the games But in this setting, youre moving, laughing, playing all in one place, together.

Sheray and Jack Laury, husband and wife, co-owners of V.R Life Arcade in Pontiac.

The arcade features seven room-scale stations with headsets, hand-held controllers and monitors above each station. Stations can be rented individually with up to 10-guests on each. In the center of the arcade stands four omnidirectional virtual reality treadmills, which allow players to have full 360-degree movement using slip on shoes with sensors.

Omnidirectional virtual reality treadmills at the new V.R Life Arcade opening in Pontiac on Saturday, Oct. 26.

We have a wide variety of games from sports to nature, music games and horror, Sheray Laury said. For Halloween, well be pushing our selection of horror and escape room games. We plan to always be rotating our games. Our management system lets us know whats popular and what people arent playing at all. We also want to take our costumers input on what theyd like to play.

Traditional arcade and racing games, as well as a dedicated kids corner for younger children, are also available.

V.R Life Arcade in Pontiac.

Renovations and build-out of the space, which was previously a furniture store, cost about $175,000 according to the owners. The arcade received a $50,000 Flagstar Big Idea Grant this week to assist with the launch. In 2016, the bank announced it would make a five-year, $10 million investment into the city of Pontiac. About $2.5 million was set aside for economic development and business attraction, including the grant program.

The couple also received a $50,000 small business loan from CEED Lending.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Were still not done yet, Jack Laury said. Weve got a few more things we want to add. We want to get into tournaments, so were planning on getting a hold of some consoles for that and setting up a place where gamers can bring in their own stuff to play on.

V.R Life Arcade will hold its grand opening event from 11 a.m. to 8 p.m. on Saturday, Oct. 26. Attendees will receive five-minutes of free gameplay on a virtual reality game of their choice, as well as the chance to enter raffles and giveaways including a free birthday party package and gaming packages. The Pontiac All Star Marching Band will also be in attendance to perform prior to the ribbon cutting ceremony. Trunk or Treating will take place in the parking lot from 3 to 5 p.m., or while candy supplies last.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Prices and booking information can be found at vrlifearcade.com.

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Virtual reality arcade opening in Pontiac this weekend - The Oakland Press

Integrating Virtual Reality into Psychotherapy for Anxious Youth – A Free Webinar from the Brain & Behavior Research Foundation – Newswise

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The Brain & Behavior Research Foundation is hosting a free interactive webinar on Integrating Virtual Reality into Psychotherapy for Anxious Youth on Tuesday, November 12, 2019, from 2pm to 3pm ET. Michelle Pelcovitz, Ph.D.,Assistant Professor of Psychology in Clinical Psychiatry, NewYork-Presbyterian / Weill Cornell Medical Center and 2017 BBRF Young Investigator Grant recipient, will be the presenter.

The most common age of onset for anxiety disorders is in adolescence and young adulthood and can put youth at risk for failure to meet academic, social, and occupational milestones, or for developing depression and substance use if not properly treated. Cognitive behavioral therapy with exposure therapy has been identified as the frontline treatment, however a substantial number of patients do not get better or experience relapse. Dr. Pelcovitz will discuss her current research, focusing on enhancing existing therapies by integrating cutting edge technology. Jeffrey Borenstein, M.D., President and CEO of the Brain & Behavior Research Foundation and host of the public television show Healthy Minds, will be the moderator. Join by phone or on the web at bbrf.org/novemberwebinar.

This webinar is part of a series of free monthly Meet the Scientist webinars on the latest developments in psychiatry offered by the Brain & Behavior Research Foundation.

BBRF awards research grants to develop improved treatments, cures, and methods of prevention for mental illness. These illnesses include addiction, ADHD, anxiety, autism, bipolar disorder, borderline personality disorder, depression, eating disorders, OCD, PTSD, and schizophrenia, as well as research on suicide prevention. Since 1987, the Foundation has awarded more than $408 million to fund more than 4,800 leading scientists around the world, which has led to over $4 billion in additional funding. 100% of every dollar donated for research is invested in research grants. BBRF operating expenses are covered by separate foundation grants. BBRF is the producer of the Emmy nominated public television series Healthy Minds with Dr. Jeffrey Borenstein, which aims to remove the stigma of mental illness and demonstrate that with help, there is hope. https://www.pbs.org/show/healthy-minds-with-dr-jeffrey-borenstein/

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Integrating Virtual Reality into Psychotherapy for Anxious Youth - A Free Webinar from the Brain & Behavior Research Foundation - Newswise

Katy Perry, Justin Timberlake & More Invest Millions in Virtual Reality Startup Sandbox VR – Billboard

Hong Kong-based virtual reality startup Sandbox VR has closed an $11 million funding round, bringing the company's reported total to $83 million in 2019 following a Series A round earlier this year.

Led by Craft Ventures' David Sacks and Andreessen Horowitz Cultural Leadership Fund, the funding round includesKaty Perry, Justin Timberlake, Will Smith and Orlando Bloom among a celebrity-packed groupof new investors.

Also on the list are Hollywood super-agent and CAA co-founder Michael Ovitz; Japanese soccer star Honda Keisuke; Kevin Durant and his manager, Rich Kleiman; and The Dreamers Fund, which was launched by Keisuke and Smith.

"We're incredibly honored to be able to work with some of the most talented and influential artists, athletes, and actors in the world," said Sandbox CEO and founder Steve Zhao. "Their support is a vote of confidence that our platform will one day become the new medium for the future of sports, music, and storytelling."

Sandbox, which uses motion capture technology tocreateimmersive virtual reality experiences,raised $68 million in a Series A round earlier this year from investors includingAndreesen Horowitz, Floodgate Ventures, Stanford University, Triplepoint Capital, CRCM and Alibaba.

As the new funds roll in, the company is expanding across the U.S., with a new location in Los Angeles and offices coming soon to New York, Austin, San Diego and Chicago for a total of 16 locations planned by the end of 2020.

"We believe that VR is finally ready to take off as a mass-market phenomenon in malls, where it can be optimized for a social experience," Sacks added. "We chose the Sandbox team because of their background in game design; their VR experiences have a level of interactivity -- with both the VR world and other players -- that we couldn't find elsewhere. We believe that Sandbox VR is poised to become the first VR experience for millions of consumers around the world."

Sandbox doesn't currently offer any music-focused experiences, but the virtual reality concert industry is growing. Billie Eilish and Post Malone have streamedshows with VRconcert series Oculus Venues,London-based startupMelodyVR held its first live broadcast with Liam Payne late last year,and Live Nationhas teamed with NextVR to broadcast dozens of concerts in virtual reality.

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Katy Perry, Justin Timberlake & More Invest Millions in Virtual Reality Startup Sandbox VR - Billboard

The Mona Lisa Experience: How the Louvres First-Ever VR Project, a 7-Minute Immersive da Vinci Odyssey, Works – artnet News

Sometimes visitors to the Louvre can have a hard time glimpsing the Mona Lisa. Its just 30 inches tall, tucked behind a layer of bulletproof glass and, more often than not, a throng of tourists jostling to capture selfies. While the museum has recently introduced a single-file line system to try and get around the over-crowding, around 80 percent of the museums 10 million yearly visitors still wend their way to the Salle des tats to catch a glimpse of the work.

The problem is so great that the painting could not be included in the museums blockbuster Leonardo da Vinci retrospective, which opens on October 24, for fear that it would make the exhibition practically unvisitable, according to its curators.

But the museum has found a creative solution for the landmark exhibition. Working with the VR headset producer HTCs Vive Arts program, the Louvre has launched its first-ever virtual reality initiative, offering visitors a seven-minute experience of a work titled Mona Lisa: Beyond the Glass.

Still from Mona Lisa Beyond the Glass.Courtesy of Emissive and HTC Vive Arts.

Visitors can strap themselves into the state-of-the-art headsets and learn snippets of information about Leonardos famous sitter, Lisa del Giocondo, as well as his artistic method and the history of the painting. It will immerse them in what could be the surroundings beyond the frame of what is depicted in Leonardos masterpiece, and, at the end, invite them to climb aboard an imagined version of Leonardos visionary flying machinea sketch of which is also included in the exhibitionand soar across the landscape surrounding Mona Lisas luxuriant loggia.

The VR endeavor may sound like its all just a bit of fun, but it is actually part of a serious effort on the part of the Louvre to find new ways to reach a broader public. HTCs Vive Arts was also responsible for bringing Modiglianis final studio to life for Tate Moderns blockbuster show on the artist in 2017.

Victoria Chang, director of HTC VIVE Arts. 2019 HTC VIVE Arts.

We think we can be useful to our museum partners because museums do have their existing audiences, but they are always in search of new ways to expand this audience, or to connect with this audience in different ways, Victoria Chang, the director of VIVE Arts, tells artnet News.

For many museums, digital experiences are introduced in an effort to grow visitor numbers, but as the most-visited museum in the world, the Louvre hardly needs to court new attendees. The museum still wants to amplify whatever it does beyond those who can actually set foot in the museum, Chang explains. In this case we helped them by making this digital content, and making it available online across all virtual reality platforms.

We are not about figures, Dominique de Font-Raulx, the director of the Louvres interpretation and cultural programming department,says. Figures are good, but what sense would it make to have 15 million people without accommodating them well? Its nonsense.

De Font-Raulx says that the time was right for the Louvre to make its first foray into VR both because of the significance of the exhibitionmarking the 500th anniversary of Leonardos death, it is one of the most high-profile museum events anywhere in the worldand because the exhibitions curators were both open to the idea.

Still from Mona Lisa Beyond the Glass.Courtesy of Emissive and HTC Vive Arts.

The initial plan was to create an experience around Leonardos The Last Supper, because it would be impossible to bring the mural, which was painted onto the wall of Milans Santa Maria delle Grazie convent, to the exhibition. But the museum ended up going with the Mona Lisa because it was too difficult to get the volume of information about the work necessary to create a valuable VR experience from something that wasnt in the Louvres collection. In the end, The Last Supper is present in the exhibition through an interesting copy by Leonardo disciple Marco DOggiono.

We have many different publics and we have to accommodate all of them and the different types of questions they have, so offering different types of education is a crucial thing for us, de Font-Raulx says. The virtual reality was a new way to expand the museums existing devices, from the traditional wall labels to more recent audio and video guides.

The initiative is part of a broader plan to make culture accessible to a wider public. Efforts have been underway in France to redistribute some of its cultural resources around the country. The French culture minister Franck Riester plans to introduce a number of small-scale digital museums around France that will showcase high-resolution digital copies of works from the countrys 12 national public collections, including the Louvre, with people in remote regions. With more than $3 million invested in the plan, the small digital museumsdubbed micro-foliesare expected to number 1,000 within three years.

We have been working very closely with our friends on the micro-folies, and we are also in discussions to possibly do something with the Mona Lisa VR but it is in early stages, de Font-Raulx says. We are supporting it and doing different types of experiences for example, our education gallery, la Petite Galerie, is very often presented outside of the Louvre, both in museums but also in factories, in supermarkets, and different types of places. So its something that we are very passionate about.

Leonardo da Vinci runs October 24, 2019, through January 24, 2020, at the Louvre in Paris.

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The Mona Lisa Experience: How the Louvres First-Ever VR Project, a 7-Minute Immersive da Vinci Odyssey, Works - artnet News

‘Portal-ble’ reimagines reality by opening window into world of AR – The Brown Daily Herald

Imagine grabbing a block from a stack on a table, throwing a ball toward a caricature in your backyard in a game of Pokemon GO or lighting up a dim room only to realize that the cubes, the ball, the Pokemon pal and the illuminating lantern do not actually exist.

A new technology called Portal-ble now brings to life these theorized possibilities. The software constructs these things in an alternate reality depicted through the screen of a smartphone, and with it, ones hand can traverse the boundary into this virtual landscape, blurring the lines between the real world and augmented reality.

Developed by Assistant Professor of Computer Science Jeff Huang in collaboration with students in his lab and other University faculty members, the software incorporates virtual objects into a persons surroundings. The technology also requires an additional attached infrared sensor to recreate a users hand and show its interaction with nonexistent objects in this virtual world. The sensor is connected to a mini-computer in the form of a compute stick that processes the input information and sends a wireless signal to the phone to simulate the image, Huang said.

The researchers have made the software available to the public for download so that anyone could build upon it to develop their own applications. Solely relying on the camera of a phone to run the technology is sufficient, Huang said, but for an optimal user experience, an infrared sensor is needed to provide depth-perception and expand the field of view.

The idea for the concept was born about three years ago, a time when virtual reality and augmented reality devices were popular but in need of improvement. VR systems had at the time existed primarily as wearable headsets, and the researchers hoped to change that by using a portable, everyday item that many people owned a smartphone to allow users to partake in these alternate realities while still interacting with their real environments. Smartphones are capable of rapidly processing images, and their use eliminates the need to wear cumbersome devices. Huang also hoped they could improve upon the unsatisfying experience in some augmented reality environments, like the act of swiping a screen to capture Pokemon in Pokemon GO.

In scenarios like Pokemon GO, all your interactions are happening on a screen where the (actions) are supposed to be interpreted as part of the 3D environment, so theres a disjunction here, Jing Qian GS, one of Portal-bles developers, said.

The researchers tried to maximize the way people interacted with the augmented environment, keeping the screen as a mere window to the world as opposed to the means of interaction with it.

Thats exactly the most interesting part of it how do we sort of trick ourselves into making these virtual objects as close to reality as possible? Huang said.

The technology will correct for natural errors in the way people interact with the objects, like grasping an object too strongly or too lightly in the way they move their hand, Huang said. Users also learn and adapt as they continue to use the product because the app can train people by vibrating, for instance, when a persons hand gets close to the virtual object they plan to touch.

One of the challenges of using a phone to simulate three-dimensional objects is the loss of depth perception that occurs when someone moves from watching the world with two eyes to viewing everything through a single camera. But the infrared sensor attachment in Portal-ble solves this problem, Huang said.

Assistant Professor of the Practice of Engineering and Computer Science Ian Gonsher, who was not involved in the creation of Portal-ble, wrote in an email to The Herald that the product does increase accessibility to augmented reality. But as this kind of augmentation becomes increasingly overlaid onto our experiences, it becomes increasingly difficult to determine what is real and what is not, Gonsher cautioned.

In one application, Portal-ble was used by RISD students to map a 3D garden. Another program allows a user to carry a virtual lantern while the software recreates the shadows and light contrast that someone would see if they were actually lighting up the room, Huang said.

The technology allows for the creation of many other programs for a variety of applications in the future. Portal-ble could theoretically be used in a medical setting to view and virtually touch the internal components of a human body. In another example, Huang described how a user could throw a dart and hit a target without the perfect physical coordination necessary in the real world.

Holding up a smartphone and the attached sensor may be heavy for a length of time, but Qian, who presented on Portal-ble at the ACM Symposium on User Interface Software and Technology this week, expects smartphones to become more lightweight in years to come.

Apart from directly controlling (augmented or virtual reality environments) with your mind which is not possible yet the most practical option is to use bare hands. To get there, Portal-ble provides the much needed systematic analysis of the usability issues that may arise, Assistant Professor at the Institute for Software Research at Carnegie Mellon Mayank Goel, who also attended the USIT 2019 conference, wrote in an email to The Herald.

I know my students and I are going to use it as soon as we get a chance! Goel wrote to The Herald.

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'Portal-ble' reimagines reality by opening window into world of AR - The Brown Daily Herald

Visitors invited to explore virtual reality worlds in FACT’s latest exhibition – Liverpool Echo

A neon-lit restaurant orbiting in space is one of the alternative worlds created in FACT's latest exhibition.

The Wood Street arts centre is using virtual reality to create a mystical space free from division and bias.

Entitled "you feel me_", it will transform the arts centre's galleries into alternative worlds with interactive artworks suspended in air, floating in a hazy mist and exploding on to walls.

Opening on November 1, the exhibition seeks to challenge the systems we live with, the show asks how we can work together to repair, rebuild and restore justice to groups affected by bias.

Nicola Triscott, FACT 's director/CEO said: "Curator Helen Starr has brought together an extraordinary group of artists to explore how prejudice is perpetuated in the systems that underpin society.

"The exhibition features an array of dazzling artworks, which suggest connections between societally engrained systems of power and the built-in biases of video games, artificial life and VR, and consider how we might move towards a place of healing.

Exhibiting artists are Rebecca Allen, Megan Broadmeadow, Anna Bunting-Branch, Phoebe Collings-James, Brandon Covington Sam-Sumana, Aliyah Hussain and Salma Noor.

you feel me_ has been developed by Helen Starr, Curator-in-Residence at FACT - an opportunity made possible with support from Art Fund.

Helen said: It has been a privilege to be a resident here, in multicultural Liverpool - I am much changed from the experience.

"The team at FACT has taken a group of interwoven ideas and developed them into a beautifully ordered exhibition. The exhibition is dedicated to my Mother; a Carib woman, for teaching me to trust my feelings, tropical rainforests and turquoise seas.

Throughout the exhibitions run, visitors are invited to dive deeper into the alternative worlds of you feel me_ in FACTs series of exhibition related events. Highlights include a cult film season featuring classics Barbarella and Belladonna of Sadness, an artist-led tour with ROOT-ed Zine and a series of video game-based adventures through our galleries with performer and gamer Conway McDermott.

you feel me_ opens at FACT on November 1.

Read more:

Visitors invited to explore virtual reality worlds in FACT's latest exhibition - Liverpool Echo

Bone-Chilling UT News Round-Up Not For the Faint-Hearted – UT News | The University of Texas at Austin

Imagine you are sitting in a chair. All of a sudden a giant tarantula slowly begins to crawl toward you. You reach forward, trying to swipe it away, but nothing happens. It turns out the spider is just an illusion created by researchers at The University of Texas at Austin. No, this isnt torture. This is virtual reality exposure therapy.

In the past, therapy involved using real, living spiders. However, live exposure as a treatment option is difficult to deliver to people who fear things that cannot be easily brought indoors like blood (hemophobia), airplanes (aerophobia) and large animals (zoophobia).

Now, UT researchers from the Department of Psychology and the Institute of Mental Health Research say VR is simpler and maybe just as effective. They used the 3D stereoscopic features of the Oculus Rift to simulate the depth and motion of a spider being held by a model and then slowly crawling toward you. Seventy-seven UT undergraduates in an introductory psychology course who have a fear of these creepy crawlies participated in the study.

After several VR sessions, participants were tested with a live tarantula and were found to have clinically significant improvement, as published in the Journal of Anxiety Disorders. The researchers also compared VR therapy results with another live exposure alternative - CGI therapy and found VR had greater improvement possibly due to its ability to stimulate 3D first-person fears, whereas computer-generated imagery is 2D and lacks photorealistic depth. Today, they are continuing to solidify their claims with more experiments and are investigating other applications of virtual reality.

See original here:

Bone-Chilling UT News Round-Up Not For the Faint-Hearted - UT News | The University of Texas at Austin

New virtual reality treatment option in Comox offers relief from pain and anxiety – Comox Valley Record

People suffering from chronic pain and stress now have a new treatment option on the North Island.

Comox-based brain health expert and registered clinical counsellor, Dr. Tom Diamond, has expanded his brain-changing practice to include virtual reality (VR) for pain, stress and anxiety management, and meditation training.

Were thrilled to be able to offer this effective and drug-free alternative for people looking for relief from chronic conditions, said Diamond, owner of Brainigo Brain Fitness Center. Its a perfect complement to the existing pain- and drug-free treatment options available here at our clinic.

ALSO: Free mental health services for Comox Valley First Nations residents

Virtual reality is a technology that transports users to whole new worlds with three dimensional visual and auditory sensory stimulation. In this situation, users employ it as an easy meditation method during which your eyes stay open.

When you turn on the VR headset, you instantly escape into beautiful natural environments. With amazing colors, calming visuals and nature sounds, you quickly drop into a wonderfully relaxing trance state, said Diamond. Hyper-realistic scenes flood your senses with engaging sights and sounds, which distract people from chronic pain, stress and anxiety, and racing thoughts its really fun, like going to the movies for meditation.

The technology uses an immersive headset and hand-controller that syncs the virtual world with real-world movements. VR has many applications, including medical and military training, film and television, education, along with mental health and wellness.

The addition of VR opens exciting new treatment experiences for our clients. While beautiful scenes and meditations are enjoyable, its more sophisticated than simple relaxation: special visual and auditory cues train you to slow your breathing and quiet your thoughts, said Diamond. You can also add neurofeedback, where your brain activity is projected inside the VR world, while a narrators voice guides you to consciously control your brain using practical meditation skills.

Diamond notes that this and other treatments offered at Brainigo empower people to improve their health by strengthening their parasympathetic nervous system the inner healer that controls pain, sleep and healing neurotransmitters like dopamine and serotonin. In addition to VR, other treatments that take place during the session include rejuvenating red-light therapy, relaxing sound massage and infrared heat, guided meditation, and real-time neuro/biofeedback from live brain waves, heart rate and breathing pace.

This is a wonderful tool for people who want to deepen their relaxation states, and those who want to gain greater control over chronic pain, said Diamond. With practice, VR can help you diffuse and distract neural pain signals, produce pain-reducing neurotransmitters and free your mind and body for greater peace and well-being.

VR is an excellent new drug-free alternative for your wellness toolkit.

Experience VR for yourself at the Brainigo booth during the Chamber of Commerces Market Place event being held Saturday, Oct. 26 at the Comox Community Centre.

To learn more about virtual reality at Brainigo and other treatment options, or to book an appointment, visit the website at http://www.brainigo.com or call 250-941-5596. To find out if you qualify for funding, check the Rates and Billing page on the website.

Go here to see the original:

New virtual reality treatment option in Comox offers relief from pain and anxiety - Comox Valley Record

Youll find lots of high-flying adventure at Fun In, Middletowns trampoline and virtual-reality park – Hartford Courant

Ten virtual-reality stations offer a variety of experiences including VR karting, a roller coaster, a motorcycle race, sword fighting, ping pong, tennis, boxing, skiing, a sea-monster hunt, a space ship, a dinosaur park, a flying centipede, trips into deep space and around the world, and others.

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Youll find lots of high-flying adventure at Fun In, Middletowns trampoline and virtual-reality park - Hartford Courant

Golden Knights announce launch of innovative way to improve play: virtual reality – KLAS – 8 News Now

LAS VEGAS (KLAS) The Vegas Golden Knights will offer players of all skill levels an innovative way to improve their game: virtual reality. VGK VR is set to launch inside City National Arena on Thursday, Oct. 24.

International VR software company Sense Arena will power the experience, bringing a years worth of virtual reality technology expertise to the table.

Were excited for VGK VR to be the latest additional to City National Arena, said team President Kerry Bubolz in a press release. Sense Arenas cutting-edge technology will provide hockey players of all skill levels with an innovative way to develop their skills, while giving fans a perspective like never before.

Players who use the training tool will have the ability to improve their game awareness through passing, shooting and timing practice.

Bob Tetiva, founder and CEO of Sense Arena, revealed the Golden Knights are the first NHL team to receive the companys technology.

We are thrilled to cooperate with the Vegas Golden Knights to bring our state-of-the-art brain training platform to their practice facility, he said. Tetiva noted the team will be a great example of how VR can help players improve and enjoy the game.

VGK VR launch days and hours are as follows:

The experiences regular hours of operation will begin on Monday, Oct. 28, and will be as follows:

Hours are subject to change.

Excerpt from:

Golden Knights announce launch of innovative way to improve play: virtual reality - KLAS - 8 News Now

DJs, virtual reality and secondhand clothes: How department stores in Maryland are trying to stay relevant – Baltimore Sun

New twists on the in-store experience come amid a backdrop of thousands of store closings as retailers struggle with increased competition and changing consumer habits. So far this year, U.S. retailers have announced plans to close more than 8,200 stores, according to Coresight Research, including Barneys, Gamestop, Gap, JCPenney, Kmart, Pier 1 Imports and Sears. Others, such as Dressbarn and Avenue, are going out of business completely. And longtime youth favorite Forever 21 just declared bankruptcy and some store closings in an effort to reorganize and survive.

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DJs, virtual reality and secondhand clothes: How department stores in Maryland are trying to stay relevant - Baltimore Sun

Microsoft’s Over-the-Top VR Rig Lets You Explore a Virtual World While Walking IRL – Gizmodo

Microsofts latest VR experiment is going to appeal to those who had to settle for living in a less than appealing neighborhood to take advantage of cheap rent. Called DreamWalker, its a virtual reality rig that lets the user experience a completely different VR while theyre walking through the real one.

With smartphone-based VR on the way out, big companies like Microsoft, whove poured millions of dollars into researching and developing the technology, are still trying to find the killer app for VR; the one application that will make every consumer want to run out and buy the hardware. DreamWalker isnt exactly that, but its an interesting use case that takes advantage of what VR does best: taking people somewhere else.

Before heading out for a stroll, the user provides a path planning software the route theyll be taking, or their ultimate destination. The software then analyzes an existing virtual world for a route thats as similar as possible, to ensure minimal modifications have to be made to virtual streets, virtual buildings, or other rendered objects that exist in the virtual world of the users choosingit doesnt necessarily have to be another city.

Once thats set, the user straps on a virtual reality rig thats, admittedly, quite cumbersome given its still in the prototype stages, and because it includes a portable computer, virtual reality goggles, a pair of RGB depth cameras, GPS, and a smartphone providing a mobile data connection. As they walk in the real world, the wearers motions and movements are mirrored in the virtual world theyre experiencing.

The most obvious question that comes to mind is, in a big city setting, or really anywhere, how is the person wearing the VR rig going to avoid the random and ever-changing obstacles that exist in the real world that they cant see? Thats where the rigs sensors and depth-sensing cameras come into play. In the example that plays out in this video demo of a virtual city, computer-generated pedestrians can be generated on the fly to represent people walking by in real life so they can be avoided in both the real and virtual worlds. And other real-life obstacles or safety hazards could be represented by various virtual objects that act as a safety barrier. For example, a dangerously deep pothole in the real world could be covered up with a computer-generated car in the virtual world that a user knows not to try to walk through. Or freshly poured cement could be protected by a pack of yapping virtual dogs the user doesnt want to get close to.

Different techniques could be used in the virtual world to protect users from hazards in the real world, without taking them out of the blissful virtual experience theyve chosen. Although theres one harsh dose of reality this VR system cant hide using virtual reality tricks: the batteries dying on that giant rig.

See more here:

Microsoft's Over-the-Top VR Rig Lets You Explore a Virtual World While Walking IRL - Gizmodo

Virtual reality arcade opening in Pontiac this weekend – The Oakland Press

A husband and wife team from West Bloomfield are opening up a new virtual reality arcade in Pontiac.

The V.R Life Arcade, located at 320 Telegraph Road, will be the countys first dedicated virtual reality entertainment space. Featuring both room-scale and omnidirectional treadmill gaming hardware, the new arcade will launch with over 50 games during its grand opening event on Saturday, Oct. 26.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Sheray and Jack Laury, also co-owners of Southfield-based The Party Source, said they were inspired to start the business by their kids. With a 17-year-old and two young children, the couple said they found that virtual reality gaming was a good way to spend time together as a family.

Were hoping to provide a place where the whole family can come together. Our kids are all over the place in age, but they all love it here, Sheray Laury said. In our research, we found that like myself, a lot of moms use this game setting to interact with their kids. Were used to moms saying to get off the couch, get off the games But in this setting, youre moving, laughing, playing all in one place, together.

Sheray and Jack Laury, husband and wife, co-owners of V.R Life Arcade in Pontiac.

The arcade features seven room-scale stations with headsets, hand-held controllers and monitors above each station. Stations can be rented individually with up to 10-guests on each. In the center of the arcade stands four omnidirectional virtual reality treadmills, which allow players to have full 360-degree movement using slip on shoes with sensors.

Omnidirectional virtual reality treadmills at the new V.R Life Arcade opening in Pontiac on Saturday, Oct. 26.

We have a wide variety of games from sports to nature, music games and horror, Sheray Laury said. For Halloween, well be pushing our selection of horror and escape room games. We plan to always be rotating our games. Our management system lets us know whats popular and what people arent playing at all. We also want to take our costumers input on what theyd like to play.

Traditional arcade and racing games, as well as a dedicated kids corner for younger children, are also available.

V.R Life Arcade in Pontiac.

Renovations and build-out of the space, which was previously a furniture store, cost about $175,000 according to the owners. The arcade received a $50,000 Flagstar Big Idea Grant this week to assist with the launch. In 2016, the bank announced it would make a five-year, $10 million investment into the city of Pontiac. About $2.5 million was set aside for economic development and business attraction, including the grant program.

The couple also received a $50,000 small business loan from CEED Lending.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Were still not done yet, Jack Laury said. Weve got a few more things we want to add. We want to get into tournaments, so were planning on getting a hold of some consoles for that and setting up a place where gamers can bring in their own stuff to play on.

V.R Life Arcade will hold its grand opening event from 11 a.m. to 8 p.m. on Saturday, Oct. 26. Attendees will receive five-minutes of free gameplay on a virtual reality game of their choice, as well as the chance to enter raffles and giveaways including a free birthday party package and gaming packages. The Pontiac All Star Marching Band will also be in attendance to perform prior to the ribbon cutting ceremony. Trunk or Treating will take place in the parking lot from 3 to 5 p.m., or while candy supplies last.

Inside a room-scale virtual reality station at the new V.R Life Arcade.

Prices and booking information can be found at vrlifearcade.com.

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Virtual reality arcade opening in Pontiac this weekend - The Oakland Press

Integrating Virtual Reality into Psychotherapy for Anxious Youth – A Free Webinar from the Brain & Behavior Research Foundation – Newswise

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Available for logged-in reporters only

The Brain & Behavior Research Foundation is hosting a free interactive webinar on Integrating Virtual Reality into Psychotherapy for Anxious Youth on Tuesday, November 12, 2019, from 2pm to 3pm ET. Michelle Pelcovitz, Ph.D.,Assistant Professor of Psychology in Clinical Psychiatry, NewYork-Presbyterian / Weill Cornell Medical Center and 2017 BBRF Young Investigator Grant recipient, will be the presenter.

The most common age of onset for anxiety disorders is in adolescence and young adulthood and can put youth at risk for failure to meet academic, social, and occupational milestones, or for developing depression and substance use if not properly treated. Cognitive behavioral therapy with exposure therapy has been identified as the frontline treatment, however a substantial number of patients do not get better or experience relapse. Dr. Pelcovitz will discuss her current research, focusing on enhancing existing therapies by integrating cutting edge technology. Jeffrey Borenstein, M.D., President and CEO of the Brain & Behavior Research Foundation and host of the public television show Healthy Minds, will be the moderator. Join by phone or on the web at bbrf.org/novemberwebinar.

This webinar is part of a series of free monthly Meet the Scientist webinars on the latest developments in psychiatry offered by the Brain & Behavior Research Foundation.

BBRF awards research grants to develop improved treatments, cures, and methods of prevention for mental illness. These illnesses include addiction, ADHD, anxiety, autism, bipolar disorder, borderline personality disorder, depression, eating disorders, OCD, PTSD, and schizophrenia, as well as research on suicide prevention. Since 1987, the Foundation has awarded more than $408 million to fund more than 4,800 leading scientists around the world, which has led to over $4 billion in additional funding. 100% of every dollar donated for research is invested in research grants. BBRF operating expenses are covered by separate foundation grants. BBRF is the producer of the Emmy nominated public television series Healthy Minds with Dr. Jeffrey Borenstein, which aims to remove the stigma of mental illness and demonstrate that with help, there is hope. https://www.pbs.org/show/healthy-minds-with-dr-jeffrey-borenstein/

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Integrating Virtual Reality into Psychotherapy for Anxious Youth - A Free Webinar from the Brain & Behavior Research Foundation - Newswise

New virtual reality treatment option in Comox offers relief from pain and anxiety – Comox Valley Record

People suffering from chronic pain and stress now have a new treatment option on the North Island.

Comox-based brain health expert and registered clinical counsellor, Dr. Tom Diamond, has expanded his brain-changing practice to include virtual reality (VR) for pain, stress and anxiety management, and meditation training.

Were thrilled to be able to offer this effective and drug-free alternative for people looking for relief from chronic conditions, said Diamond, owner of Brainigo Brain Fitness Center. Its a perfect complement to the existing pain- and drug-free treatment options available here at our clinic.

ALSO: Free mental health services for Comox Valley First Nations residents

Virtual reality is a technology that transports users to whole new worlds with three dimensional visual and auditory sensory stimulation. In this situation, users employ it as an easy meditation method during which your eyes stay open.

When you turn on the VR headset, you instantly escape into beautiful natural environments. With amazing colors, calming visuals and nature sounds, you quickly drop into a wonderfully relaxing trance state, said Diamond. Hyper-realistic scenes flood your senses with engaging sights and sounds, which distract people from chronic pain, stress and anxiety, and racing thoughts its really fun, like going to the movies for meditation.

The technology uses an immersive headset and hand-controller that syncs the virtual world with real-world movements. VR has many applications, including medical and military training, film and television, education, along with mental health and wellness.

The addition of VR opens exciting new treatment experiences for our clients. While beautiful scenes and meditations are enjoyable, its more sophisticated than simple relaxation: special visual and auditory cues train you to slow your breathing and quiet your thoughts, said Diamond. You can also add neurofeedback, where your brain activity is projected inside the VR world, while a narrators voice guides you to consciously control your brain using practical meditation skills.

Diamond notes that this and other treatments offered at Brainigo empower people to improve their health by strengthening their parasympathetic nervous system the inner healer that controls pain, sleep and healing neurotransmitters like dopamine and serotonin. In addition to VR, other treatments that take place during the session include rejuvenating red-light therapy, relaxing sound massage and infrared heat, guided meditation, and real-time neuro/biofeedback from live brain waves, heart rate and breathing pace.

This is a wonderful tool for people who want to deepen their relaxation states, and those who want to gain greater control over chronic pain, said Diamond. With practice, VR can help you diffuse and distract neural pain signals, produce pain-reducing neurotransmitters and free your mind and body for greater peace and well-being.

VR is an excellent new drug-free alternative for your wellness toolkit.

Experience VR for yourself at the Brainigo booth during the Chamber of Commerces Market Place event being held Saturday, Oct. 26 at the Comox Community Centre.

To learn more about virtual reality at Brainigo and other treatment options, or to book an appointment, visit the website at http://www.brainigo.com or call 250-941-5596. To find out if you qualify for funding, check the Rates and Billing page on the website.

Go here to read the rest:

New virtual reality treatment option in Comox offers relief from pain and anxiety - Comox Valley Record

Golden Knights announce launch of innovative way to improve play: virtual reality – KLAS – 8 News Now

LAS VEGAS (KLAS) The Vegas Golden Knights will offer players of all skill levels an innovative way to improve their game: virtual reality. VGK VR is set to launch inside City National Arena on Thursday, Oct. 24.

International VR software company Sense Arena will power the experience, bringing a years worth of virtual reality technology expertise to the table.

Were excited for VGK VR to be the latest additional to City National Arena, said team President Kerry Bubolz in a press release. Sense Arenas cutting-edge technology will provide hockey players of all skill levels with an innovative way to develop their skills, while giving fans a perspective like never before.

Players who use the training tool will have the ability to improve their game awareness through passing, shooting and timing practice.

Bob Tetiva, founder and CEO of Sense Arena, revealed the Golden Knights are the first NHL team to receive the companys technology.

We are thrilled to cooperate with the Vegas Golden Knights to bring our state-of-the-art brain training platform to their practice facility, he said. Tetiva noted the team will be a great example of how VR can help players improve and enjoy the game.

VGK VR launch days and hours are as follows:

The experiences regular hours of operation will begin on Monday, Oct. 28, and will be as follows:

Hours are subject to change.

Original post:

Golden Knights announce launch of innovative way to improve play: virtual reality - KLAS - 8 News Now

AppliedVR Awarded $2.9M Grants to Study Virtual Reality As An Opioid-Sparing Treatment – – HIT Consultant

AppliedVR awarded more than $2.9M in NIDA grants to support clinical trials to study virtual reality platforms as an opioid-sparing tool for acute and chronic pain.

The grants will enable the company to advance two clinical trial programs respectively with Geisinger and Cleveland Clinic.

AppliedVR, a Los Angeles, CA-based next generation of digital medicine announced that it has been awarded two multi-year grants totaling more than $2.9 million from the National Institute on Drug Abuse (NIDA), part of the National Institutes of Health (NIH), to study virtual reality as an opioid-sparing tool for acute and chronic pain. The grants will enable the company to advance two clinical trial programs respectively with GeisingerandCleveland Clinic, studying two of its virtual reality therapeutic platforms, RelieVRx and EaseVRx. The NIDA funded trials will help inform the Companys regulatory pathway with the U.S. Food and Drug Administration (FDA).

AppliedVR is the first company to make VR therapeutics widely available in clinical care, having immersed more than 30,000 patients in over 200 hospitals. The grants are a result of AppliedVRs following applications, both of which were respectively awarded in September 2019.

Virtual Reality as an Opioid Sparing Intervention for Acute Postoperative Pain Management, award number R44DA049640

Virtual Reality as an Opioid Sparing Treatment for Chronic Pain, award number R44DA050231

Impact of Grants for Advancing Therapeutic Virtual Reality

We are honored to receive these awards from NIDA/NIH, which we believe will not only help forge clinical and regulatory pathways to approval, but more importantly, offer new tools that address the major opioid epidemic. Beyond advancing this novel intervention, this represents an important milestone in advancing therapeutic virtual reality as a new standard of care.

Tagged With: AppliedVR, Cleveland Clinic, Clinical Trial, Clinical Trials, Digital medicine, FDA, NIH, Opioid Epidemic, Pain Management, Therapeutic Virtual Reality, Virtual Reality

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AppliedVR Awarded $2.9M Grants to Study Virtual Reality As An Opioid-Sparing Treatment - - HIT Consultant


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