Move Over Online Dating! Virtual Reality Is The Future Of Finding Love – Forbes

Around 40% of Americans use online dating, contributing to the $3 billion industry thats set to grow 25% by 2020. Online dating is no longer seen as a last-ditch attempt to find love. Instead, it is becoming the standardone-third of marriages in the USA begin online.

The market is flooded with dating apps like Tinder, Bumble and Hinge. Each has different features that allow you to trawl your way through potential suiters and find the one. Unfortunately, its not always rosy53% of people lie on their profile about their height, weight or job. This may explain why nearly 1 in 5 US dating app users say theyve had negative experiences.

A key promise of VR is the possibility of remote social interaction that is more immersive than any other media. Ive looked before at how people socialize in the virtual space, but what about meeting your future partner in VR?

A VR date should be a more intense and personal experience than online dating. Moving from screen to VR invokes presencethe feeling of actually being in the virtual space itself. Studies show that using apps like Skype and Facetime results in greater trust and satisfaction, compared to just talking over the phone. It follows that VR dating will achieve this to an even greater extent.

Could your future partner be found through using VR?

Imagine a date where you take a spacewalk together or go on a romantic stroll through Paris, serenaded by your favorite band. By creating limitless spaces and unique experiences for people to share without spending a dime, virtual reality becomes a low-risk way to foster attraction.

Experiences shared in virtual reality can be just as powerful as those in real lifewhich opens up the door for romance to blossom between VR users, if thats what they are both looking for. Lindsay Portnoy, an educational psychologist and co-Founder and Chief Learning Officer at Killer Snails, said:

The ability to engage users through multiple senses, communicate from the safety of your own space, and the capacity to hear, see, and maybe even feel your partner in a virtual space are some of the many reasons why virtual reality may be the future of dating and love.

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Move Over Online Dating! Virtual Reality Is The Future Of Finding Love - Forbes

Virtual Reality Video Games That Double as Exercise – The New York Times

During the harshest months of Minnesotas long, dark winters, when it takes only a few moments for your eyes to start watering and your cheeks to begin stinging, I give up my outdoor hobbies and get creative about exercising indoors. Sometimes that means hopping on a stationary bike. But more and more I find myself turning to an entirely different landscape: virtual reality.

Pulling a ski-mask-like VR headset over your eyes drops you into a virtual world where you can watch movies, play games, and, yes, exercise. Sensors track the location of your hands, body, and head while you smash opponents as Adonis Creed in Creed: Rise to Glory. Other apps let you dance, bike, do yoga, and meditate.

On sites like Reddit, praise abounds on the mental and physical benefits of exercising in virtual reality, often from people who had trouble making other exercise habits last. One of those VR enthusiasts, Robert Long of Maryland, said he used VR games to improve his health and to lose more than 100 pounds, after years of managing pain resulting from two car accidents. There are many factors that contribute to weight loss, but Longs before and after pictures have generated discussions about health in forums that are usually dedicated to sedentary entertainment.

Most people never stick to a workout, because its not fun, and you are well aware its a workout, says Long. But VR has the ability to trick the mind into thinking it's a game and not exercise.

Marialice Kern, chair of the Department of Kinesiology at San Francisco State University, describes VR as an alternative form of exercise. SFSUs wellness center offers VR fitness classes three times a week, alongside more traditional recreation options like intramural sports and a climbing wall.

There are certain people who dont like to exercise, whether thats hiking or biking. But they love to play video games, Kern says. Why not get both?

While you might remember getting sweaty hopping around a Dance Dance Revolution pad or hula hooping in Wii Fit, a VR headsets ability to block out the real world makes it even easier to get lost in the flow of exercise disguised as a game. Virtual reality is still niche, but a growing crop of VR games with a fitness element could inspire people to pick up a headset for the first time. Heres what to know before you get started.

Whether you want to start exercising at home or youre looking to augment an existing workout routine with aerobic activity, consider getting a virtual reality headset. As a tech reviewer, Ive tested dozens of VR headsets and think the $400 Oculus Quest is the first one that could have mass appeal. It costs about the same as a cheaper stationary bike or treadmill.

I like the Quest for workouts because its powerful enough for most active games and also cordless, so you wont trip on any cables. I recommend trying one before buying so that it doesnt wind up with other abandoned workout gear. Oculus, which is owned by Facebook, publishes a page where you can search for local demo spots. Once you bring the headset home, dont forget to clear furniture and other obstacles out of the way. Youre going to need at least a few feet of space in every direction.

Long and I share the same obsession: a game called Beat Saber, which tasks you with swinging lightsabers through a series of blocks that are flying through the air. Usually set to electronic music, the levels have the same frenetic, beat-centered activity of the classic console games Dance Dance Revolution and Guitar Hero. The first time I played, it took only a few songs of slashing and ducking before I realized I was sweatinga lot.

Kerns lab measures how much energy people expend playing VR games, for the Virtual Reality Institute of Health and Exercise. The institute likens working out with Beat Saber to playing tennis, and it estimates that players burn 6 to 8 calories per minute. Boxing games, which involve lots of quick jabs and hops, dominate the top categories. They usually burn between 6 and 10 calories a minute.

To pick your first game, find a game description that appeals to you and then check its activity level on the VR Institutes website. Games that let you play through (and repeat) short levels give you more control over your level and length of activity. I find that whatever game you choose, the key is to commit. Its easy to pass Beat Saber levels by moving as little as possible. But if you commit to dramatic lightsaber swings and leaping around the room to avoid objects instead of simply leaning, youll see faster results (and higher scores).

While boxing games are one of the fastest ways to burn calories, I still turn to Beat Saber for a quick workout. Creed: Rise to Glory just doesnt hold my attention the way slicing and dicing Beat Saber blocks does.

Matthew Farrow, a health researcher at the University of Bath in the UK, conducted one of several studies that show enjoyment and intensity of exercise increase when someone is playing a game in VR. The game used in Farrows study challenged players to cycle along a road while avoiding trucks and police cars. The game also placed a ghost version of the player in the game that indicated their previous performance, allowing them to race against themselves. The study found that players worked 9 percent harder, without their motivation decreasing.

People need to remember to try and make their exercise fun and not a daily chore, Farrow says. This is one of the reasons why using virtual-reality games to increase exercise enjoyment is so effective. Games also offer the opportunity to set, monitor, and achieve exercise goals, which helps maintain exercise motivation.

If youre just starting to get moving, the key is to pick an exercise that can become a routine. Worry less about how many calories you are burning per minute and more about what you enjoy enough to keep doing.

If youre serious about getting a full workout in VR, a few accessories can help. Aaron Garcia, an American College of Sports Medicinecertified trainer and coach based in the Los Angeles area, says a fitness tracker (Wirecutter has a few recommendations) can help ensure that youre increasing your heart rate enough to get an effective workout. It will also give you a more reliable calorie count; Kern noted that her lab sometimes finds the built-in calorie trackers in VR games to be inaccurate.

Additionally, a weight vest or ankle weights can make VR workouts more challenging and introduce a weight-training element. Garcia recommends treating VR as just one element in a well-rounded workout regimen. Pilates, yoga, and weight training are all complementary to VR. Many of his clients join him for weight-lifting training several times a week, and then they exercise on their own at home with tools like VR.

I recommend one more accessory: disposable masks. The VR headset I use has a foam face pad, and it quickly becomes soaked with sweat. Its gross, especially considering how many friends and co-workers borrow my headset each month. A hygienic mask cuts down on the ick factor dramatically.

Garcia emphasized that no matter how you choose to exercise, you should listen to your body. If youre sore, stop. Dont push through an activity to the point of injury just because youre having fun.

I think VR is going to be awesome, Garcia says. For people who are sedentary, just to start doing something is so awesome. It just depends on how far you want to go with it.

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Virtual Reality Video Games That Double as Exercise - The New York Times

Artist James Merry: Its beautiful seeing tears coming out of the bottom of a VR headset – The Guardian

Artist James Merry, 37, has been working with Bjrk since 2009; they were introduced by a mutual friend while Merry was studying ancient Greek at Oxford University. He moved to New York to work with her, and played a vital part in her 2011 album, Biophilia, on which each song was accompanied by an interactive app uniting concepts of music, science and nature. Merry has remained Bjrks right-hand man through her 2015 breakup album Vulnicura and this years Utopia, as well as making her elaborate masks and headpieces. Their latest project is a full virtual reality version of Vulnicura in which seven VR videos by different directors follow Bjrks path through heartbreak and recovery in the Icelandic landscape, from a verdant valley into a dark lava tube and out the other side. Merry lives and works in Iceland.

Why did Bjrk decide to make Vulnicura into virtual reality? Most VR experiences focus on spectacle or action, and its such an inward, emotional album.In 2014, we got an Oculus Rift headset and set it up in her kitchen in New York she just got a gut reaction to it, and it also happened to really suit the nature and content of the Vulnicura album. It wasnt a gimmick, it wasnt like: Oh, VR is hot, lets force ourselves to do VR videos; it was actually more like the weird, airless, almost suffocating and isolating early VR stuff we tried, she realised it could really fit these heartbreak songs... it was just a really good overlap between the medium and the content. I think people are still figuring out how VR is going to position itself in our lives, whether its for hardcore gamers who are in there for eight days without eating, or whether its a thing in the living room that you order stuff on, or a paintballing businessmen-bonding-trip kind of thing. It still has that fluidity, so I am glad our contribution is an attempt to offer some emotion and poetry and music.

What can people expect from Vulnicura VR?Ive been trying to make clear that its not a game. I think a Bjork video game would be amazing and I would wanna play it, but this isnt it; its quite passive. Youre like a voyeur on this heartbreak album cycle. Weve made seven VR music videos and accompanying digital scores, and the Vulnicura VR app is like a house to watch them from. You go into a cave at the lowest point of the album and then you come out of the cave for Family, when the healing starts, and then you end with Quicksand when the claustrophobia is gone and youre in a more open space.

Whats it been like watching people experience it all over the world at the Bjrk Digital exhibitions?The first one we did in Australia, it was amazing hearing the noises: there were people crying, laughing and gasping and people talking to Bjrk like she was in the room. For 80%, 90% of the people there it was their first time in VR. So Im really happy that was their first experience. Its so beautiful seeing tears coming out of the bottom of a VR headset. Its like a humanity and technology mashup in a really beautiful way.

Theres a moment in the Family video where the Bjrk avatar seems to walk through the viewer its quite unsettling.Yes! When we were trying different builds of Notget with Nick Thornton Jones and Warren Du Preez, there were also moments when you were inside the avatar, and because Im a semi-gamer, I was like: Oooh! Oh no! Its glitching, you can see inside it and Bjork was like: Oh my God! This is amazing! Thats one of my favourite moments, when that avatar in Family stands up and walks towards you, and you float through it and watch it walking away; its the most emotional part of the whole album I think.

Can you see more musicians going down the VR route?For me, its a perfect medium for pop. I dont wanna be in VR for the length of a film. I dont wanna be in there for even half an hour, necessarily. I think a music video is perfect for VR. You dip in to this little self-contained world and have an experience with really emotional music and then you dip out again.

What other uses of VR are you most excited about?Outside of art and music, Ive been reading about people using it for post-traumatic stress, where you can program a situation and go back into it and relive it and reprocess it.

Do you still do art thats unrelated to Bjrks projects?I do have a side project where I hand-embroider my favourite plants and birds and mushrooms on to old Nike and Adidas sportswear sweaters. I probably have about 17 minutes every day to think about that, but Im going back to Iceland tonight and tomorrow Im pouring concrete and building myself a little studio at my cabin, where I can get back into my embroidery.

Vulnicura VR is available now for Oculus Rift, HTC Vive and Valve Index headsets and is showing at the Otherworld VR arcade in Hackney, London, until 1 Jan

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Artist James Merry: Its beautiful seeing tears coming out of the bottom of a VR headset - The Guardian

Virtual Reality trends to transform the automotive space – Geospatial World

Virtual reality or VR is advancing at a fast pace. The advent of virtual reality technology has transformed the way we live, work, and socialize. Both virtual reality and augmented reality possess the potential to transform the world. As people are eager to learn and grow, virtual reality plays a significant role in learning and development. From entertainment to education & training and travel, virtual reality offers a real-time experience to its users at a reasonable price.

Virtual reality is gradually paving its way into the automotive sector. Besides the integration of voice assistance, vehicles nowadays come integrated with several advanced features to offer improved driver safety. Spurred by these factors, the global virtual reality market share is expected to increase considerably in the near future.

Virtual reality has the ability to stimulate the environment via head-mounted displays, helping a user to interact and explore. Growing technological advancements in virtual reality are likely to generate plenty of VR solutions, allowing real-time experience to customers. This, in turn, is expected to drive the virtual reality market growth in the forthcoming years.

The demand for virtual reality applications is increasing in healthcare, gaming & entertainment media, automotive, manufacturing, and other industries. Of these, gaming and entertainment media covers a 40.5% of the global virtual reality market share. The adoption of virtual reality technology is likely to increase in the education and healthcare industry, thus boosting the virtual reality market size. The technology can be used for providing training, monitoring patients, and practicing surgeries.

As per research studies, virtual reality is expected to be the future of online learning. For instance, an education technology start-up called 3rdFlix raised around US$ 5 million from Exfinity Ventures to create a live learning experience. With the rising awareness about virtual reality, the adoption of concept leaning among students is increasing.

As per technology, companies plan to invest in semi-immersive technology than non-immersive with an aim to create a better user experience. Owing to the rising investments and research and development activities, the software segment is expected to be on the rise whereas hardware witnessed a steady rise.

Also Read: Debunking common myths about Virtual Reality

North America covers 40% of the share in the global virtual reality market and is leading the market. US giants such as Facebook, Google, and Apple continue to focus on research and development (R&D) activities for software and hardware to further stimulate the virtual reality market share. The growth in this region is mainly attributable to the increased funding in start-ups, making the market dynamic.

Europe is projected to hold a quarter share in the forecast years. Countries such as France, Germany, and France are the major contributors to the market. Apart from North America and Europe, the market is expected to rise in other regions such as Asia Pacific, Latin America, and the Middle East & Africa.

The report profiles some of the leading players in the global virtual reality Industry. These include:

Of these, companies such as Facebook, Google, Microsoft, HTC, Autodesk, Leap Motion, 3D, Sixense Enterprise, Dassault Systemes, and Eon reality are responsible for the surge in the virtual reality market revenue. Moreover, over 70% of these players have their dominance in North America. Recently Dassault Systemes offered help to the students of the University of Switzerland by making them aware of the latest technologies and industrial process.

With the help of virtual reality, the company helped more than 700 engineering students and made them aware of ENOVIA for collaboration, CATIA for multi-disciplinary systems design and documentation, 3DEXCITE for high-end 3D visualization, and DELMIA for manufacturing simulation and robotics. Companies are increasingly investing in virtual reality technology to stay ahead of competition. Some of the recent industry developments are mentioned below:

June 2018: A virtual reality headset called Oculus Go was launched in Canada and UK. It is now available at reasonably affordable prices.

May 2019: Ultrahaptics announced the acquisition of a hand-tracking headset maker called Leap Motion to strengthen its market position

August 2019: Sony Interactive Entertainment patented a virtual reality device combating eye-tracking and other simulation sicknesses.

Also Read: What is the difference between Virtual Reality, Augmented Reality and Mixed Reality?

Note: This is a guest blog by Deepu Bhat, who works as a content specialist at Fortune Business Insights.

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Virtual Reality trends to transform the automotive space - Geospatial World

Cartoon Network unveils virtual reality game ‘Journeys VR’ – Los Angeles Times

Cartoon Network Studios has unveiled new immersive story experiences.

Announced Tuesday, Cartoon Network Journeys VR is a new virtual reality game that will allow players to experience the stories of a one-winged bee, a court jester and a potential Supreme Being after an encounter with a traveling wizard in a cosmic desert oasis. After meeting with Gormlorm (voiced by Reggie Watts), who serves as a guide through the games multiverse, players can explore the stories in three different dimensions: Beyond Beeville, Jest to Impress and Kosma Kwest.

Each of the three experiences is imbued with a distinct charm from its art, stories and gameplay.

In Beyond Beeville, players will venture as a one-winged bee that must save its colony from collapse. Joined by pollen companion Penny, players will hop from flower to flower while exploring the garden, solving puzzles and discovering the secrets beyond the hive.

Jest to Impress will see players assume the role of a court jester who must keep the king and his court entertained. Everything is fine as long as the king is laughing, but if the jesters comedic attempts fail to land, they can expect to meet their doom.

Kosma the Supreme Being is looking for a successor in Kosma Kwest. The player has been summoned to complete four lessons of the cosmos to prove he or she has what it takes to sit on the celestial throne.

Multiple teams of artists and animators collaborated on the project through a series of workshops at the Burbank studios VR lab, where each team became better acquainted with VR animation and storytelling tools. The VR lab is Cartoon Network Studios latest initiative for artists to grow personally and professionally both within the studio and the community.

Compatible with the Oculus Rift and HTC Vive, Cartoon Network Journeys VR will be available for free on Steam on Oct. 1.

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Cartoon Network unveils virtual reality game 'Journeys VR' - Los Angeles Times

Is Virtual Reality training the key to improving worker safety? – Manufacturer.com

A new study suggests employee safety could be improved through use of Virtual Reality (VR) in health and safety training, such as evacuation drills.

The Human Factors Research Groupatthe University of Nottingham have conducted a study toproduce evidence-based guidance for the development and use of virtual environments in engaging and effective training using cost-effective and accessible solutions.

The team developed an immersive VR system to stimulate participants perception of temperature, and senses of smell, sight and hearing to explore how they behaved during two health and safety (H&S) training scenarios: an emergency evacuation in the event of a fire and a fuel leak.

In one scenario, participants had to evacuate from a virtual fire in an office, seeing and hearing using a VR headset but could also feel heat from three 2kW heaters, and could smell smoke from a scent diffuser, creating a multisensory virtual environment.

This group was compared against another group who were observed in this scenario using only audio-visual elements of VR.

Observing real life behaviours

Previous research on human behaviour during real-world fire incidents has shown that a lack of understanding of the spread and movement of fire often means that occupants are unprepared and misjudge appropriate actions.

ImmersiveH&S trainingenablesemployers to train people about hazards and hazardous environments without putting anyone at risk.

TheNottinghamresearch, funded by the Institution of Occupational Safety and Health (IOSH), foundcontrastsbetween the groups in the way participants reacted to the scenario.

Those in themulti-sensory grouphada greater sense of urgency, reflecting areallifescenario,and were more likely toavoid the virtual fires.

Evidence from the audio-visual participants suggested that they were treating the experience more like a game and behaviours werelessconsistent with those expected in a real-world situation.

Dr Glyn Lawson,Associate ProfessorintheFaculty of Engineering,said: Health and safety training can fail to motivate and engage employees and can lack relevance to real-life contexts.

Our researchsuggests that virtual environments can help address these issues, by increasing trainees engagement and willingness to participate in further training. There are also business benefits associated with the use of virtual environment training, such as the ability to deliver training at or near the workplace and at a time that is convenient to the employee.

Virtual Reality vs. PowerPoint

A further test was done, as part of the study,to measure the effectiveness of VR training versus traditional PowerPoint training.

Participantstook questionnaires, testing their knowledge on either fire safety or safe vehicle disassembly procedure, before and after training as well as one week later.

While those trained via PowerPointappeared tohavegainedmoreknowledgewhen tested directly after training, there was a significantly larger decrease in knowledge scores when participants were retested one week later.

In comparison, the VR groups longtermretentionwas better andreportedhigherlevels of engagement;attitude tooccupational safety and health; and willingnessto undertake trainingin the future.

The research suggeststhat the increased cognitive engagement of learning in the virtual environment creates more established and comprehensive mental modelswhich can improve recall, and implies that testing an employees knowledge immediately followingtraining may not be an effective means of gauging long-term knowledge of health and safety.

Mary Ogungbeje, research manager at IOSH, said: The wheels are turning so that virtual and smart learning is increasingly ingrained in the workplace and everyday life.Technology is continuously advancing and in many cases becoming more affordable, so this study gives us a taste of whats to come.

By improving training strategies with the use of technology and stimulated sensory experiences, we are heading in a direction where the workforce will not just enjoy a more immersive and interesting training course but participate in an effective learning experience, so they are better prepared and equipped to stay safe, healthy and well at work.

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Is Virtual Reality training the key to improving worker safety? - Manufacturer.com

Can this virtual reality tour convince you to work in Madison? – Channel3000.com – WISC-TV3

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Imagine this: The doorbell rings and you're greeted by a delivery person with a box in hand. Inside the box is a virtual reality headset branded with the logo from that one company that's been encouraging you to visit its office. You decide to give it a shot. You take a seat, slip on the headset and are immediately transported to an apartment in Madison.

You feel as if you're truly in the scene. You can walk outside on the balcony and right below is a view of a packed Capitol Square during Concerts on the Square. You click on a Memorial Union Terrace chair and can see the water of Lake Mendota, a view of the University of WisconsinMadison campus and a perfect night on the terrace. You hike at Devil's Lake State Park, watch a Madison sunset from a kayak and step under the Thai Pavilion at Olbrich Botanical Gardens.

This virtual reality headset is a project three years in the making. It was spearheaded by the Greater Madison Chamber of Commerce to recruit applicants from outside the Midwest to come to Madison for job opportunities.

After talking with local companies and conducting research, the chamber realized that selling the place was just as important as selling the city's companies and jobs.

"That experience of actually seeing, touching, experiencing Madison was a big part of affecting that ultimate talent acquisition going well," Chamber Vice President Kevin Little says.

President Zach Brandon says the chamber undertook a nationwide brand perception study that based its research on the 12 common archetypes, which are characteristics that define people's interests. The survey found that millennials connect to the seeker or explorer brand, so they're looking for experiences. Brandon says if a company could get a new recruit to experience Madison, it could sell them on a job here.

"How do you transport that experience to somebody in a way that's not just, Let me tell you a story or have you read a story,' but, I'm going to show you a story'?" Brandon says.

Three years ago, Brandon went to SXSWa film, interactive media and music festival and conference held in Austin, Texaswhere he experienced virtual reality and thought about how it could be a way to export images of Madison instead of bringing each person to the city.

This started a two-year relationship with Madison's Arch Virtual, an industry leader in virtual reality technology. Arch Virtual started creating virtual reality software for the project in the hope that a mobile technology would be invented in the future. Then, a year ago, Facebook launched Oculus VR, the first mobile virtual reality device, and the chamber's vision was finally within reach.

The Greater Madison Chamber of Commerce project is the first of its kind to be used for talent recruitment. Brandon calls it "a game changer."

"We think it says something about Madison that it's on the cutting edge of technology using a cutting-edge platform in a different way," Brandon says.

The entire project is funded, built and created locally. Currently, five main local partners are set to use this device in their recruitment on launch in October: American Family Insurance, Madison College, Lands' End, UWMadison and Madison Gas and Electric. Brandon envisions a few different ways that a company could use the deviceby sending it to a top recruit directly, giving potential applicants a demonstration at a job fair or showing it to a person during a visit to Madison. The chamber is also developing a cardboard version of the headset so people can use their phones to experience virtual reality.

"Madison is a place where you can have these different experienceswhere you can have an urban experience and a suburban experience and a rural experience all within 15 minutes of each other," Brandon says.

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Can this virtual reality tour convince you to work in Madison? - Channel3000.com - WISC-TV3

A Tampa startup aims to train doctors with virtual reality – Tampa Bay Times

Erik Maltais may be the CEO of a startup, but he hates the notion that startups are automatically disruptive.

Despite the job title, Maltais doesnt fit the mold of a tech entrepreneur. He dropped out of school as a teenager and served in Iraq in the Marine Corps. But his unconventional path led him here, to Tampa, to launch Immertec, a virtual reality company aimed at training more doctors on surgical procedures.

I hate disrupt," he says. "I see what were doing as enabling.

The company is moving its headquarters into the Beck building, adjacent to the trendy Armature Works complex along Tampas Riverfront just north of downtown. Its also closing in on a round of investor funding, piloting its technology with Johnson & Johnson, and is financially backed by people like Steve Case, the founder of AOL.

The company creates software for physicians and medical device companies, and connects them through virtual reality. Instead of traveling to spend days inside an operating room observing a new surgical technique or learning how to use a new device, the software allows surgeons to watch others perform live while wearing virtual reality headsets from anywhere in the world. In some ways, its better than the real thing, Maltais said.

RELATED: At Tampa General Hospital, 3-D printers are removing guesswork for doctors and patients

Because of the sterile environment of an operating room, the view of whats happening on a patient may be limited for physicians who are observing and not actually participating. With the headsets, a camera is placed at eye level in front of the performing surgeon, giving others a clear, 360-degree view of whats going on during the procedure.

We can simulate surgery to the point of confidence, to give doctors that same feel, Maltais, 36, said. We thought it was unacceptable that people are dying because it takes so long to train physicians, from billing hiccups to getting new devices approved by the FDA."

But Maltais, who has no background in health care, didnt wake up one day with a plan to develop a virtual training tool for doctors.

When he was 14, he dreamed up his first business idea after realizing there were no ice cream trucks operating in his New Hampshire neighborhood. Since he was too young to drive or rent a vehicle, he enlisted the help of his 18-year-old neighbor. They leased trucks from a company in Massachusetts. Eventually they were making $5,000 a day hawking ice cream cones, Maltais said.

That first taste of making money is what lead him to drop out of school, despite his moms protests.

My mom was single, raising four kids. She had three jobs to support us, he said.

Maltais backpacked through Europe until he ran out of money, and didnt finish high school until he was 20.

I went back full-time in the day, all through summer and at night to get my diploma, he said. The hardest thing Ive ever done is finish high school.

He enlisted in the Marines, and spent a year deployed in Iraq. After five years in the military, he ended up in Florida.

Maltais studied accounting and economics at the University of South Florida St. Petersburg. He settled in the Tampa Bay area after Googling areas that rebounded the fastest from the last economic recession. He bought property here, and soon was itching to find his next business opportunity.

RELATED: A small Tampa company is working on a big breakthrough: a cancer vaccine

He bought a 1965 double-decker bus in California with the goal of driving it back to Tampa, renovating it, and launching a party bus business. But he ran out money.

Next, he flew to China to meet with manufacturers, and launched an e-commerce company that sold barbecue accessories. He got the idea from looking at product reviews people left on websites like Amazon.

Im not the barbecue customer. But people would write reviews that said, I love this spatula, but I wish it was longer. So then Id go to the manufacturers and make one that was longer, he said.

It wasnt long before he started collecting a seven-figure salary.

It was the barbecue business that led him to meet Jon Clagg. The two co-founded Immertec in 2016, thanks to Claggs background in software and telecommunications. They discovered an opportunity to use the technology to bring physicians together.

Maltais admits that running a startup isnt easy in Tampa. He and Clagg traveled to Silicon Valley to look for investors and were surprised by the interest they received. Those investors wanted them to move the business to California, but something about Tampa made Maltais want to stay.

We knew we were going to have to make a return on any money we accepted. And the cost to do business is much higher in a place like San Francisco," he said. The offers we got gave us about nine months of runway. Instead we raised about $500,000 in Tampa, which got us two years to get going.

What makes Immertec stand out is how fast the software is. Physicians are live-streaming surgeries, and the lag or delay is less than 200 milliseconds, Maltais said. Johnson & Johnson, a global developer of medical devices, is piloting the program as a training tool for doctors who use their devices.

Shannon Bailey was working for the Navy in Orlando when she first heard of Immertec. A trained human factors scientist, she has always been fascinated with immersive training and simulation. She read an article about Immertec and reached out to Maltais directly. Now she works in human factors science for the company.

I make sure the technology isnt confusing to use, Bailey said. We also want to do research from a more scientific perspective, like applying for grants and publishing our results in peer-reviewed journals. We really want to move our product forward, but also the field of virtual reality.

Right now, the company is targeting medical device training, but sees the opportunity to expand in a variety of ways, from the military to education.

Jeff Roy spent 15 years working in medical device sales, and knew the medical community well in Tampa Bay.

I knew that coordinating these trips to train how to use new medical devices was taking surgeons out of their private practices, out of the operating room and away from their families," he said. And I saw an immediate fix to that in Immertec.

Roy was hired earlier this year as the director of business development and has been helping the company make inroads with the industry.

In the first presentation, the immediate reaction (from doctors) was unlike anything Ive ever seen, Roy said. They light up pretty quickly.

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A Tampa startup aims to train doctors with virtual reality - Tampa Bay Times

Virtual reality training for pilots, maintainers and more expands in 2020 – AirForceTimes.com

One of the top priorities of Lt. Gen. Brad Webb, the newly minted head of Air Education and Training Command, will be expanding the Air Forces experiment with virtual reality training.

So far, the Air Force has had success with Pilot Training Next, which uses VR, biometrics and artificial intelligence to better teach aspiring pilots how to fly.

Webb is eyeing similar technologies, under the name Learning Next, to improve other forms of technical training. This could include teaching airmen how to maintain aircraft, fly remotely piloted aircraft or perform other technical tasks.

These programs allow students education to proceed more at their own pace, since they are based on competency and are not tied to a timetable, Wright said. A student who already has the fundamentals down can skip the basics and go right to what he or she needs to learn.

AETC is now in the process of broadening Pilot Training Next, which has been a demonstration, to the next phase of wider experimentation, Webb said. He and Maj. Gen. Craig Wills, commander of the 19th Air Force, are working on plans to expand Pilot Training Next.

By next summer, Webb wants to have set up Pilot Training Next elements at several squadrons, though it wouldnt be across all undergraduate pilot training bases. A few classes after that, Webb expects, Pilot Training Next will be expanded to all UPT bases.

The Pilot Training Next expansion will likely be done methodically, at one base first, Webb said, though he would not say which base AETC is looking at. What has happened in our last couple of years with Pilot Training Next has been an explosion, out of the box, of innovation, Webb said.

Make no mistake, the Air Force wants this inculcated as fast as we can go, he said.

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AETC is already in the nascent stages of testing VR and other technology-enhanced training for maintenance and other technical training as part of Learning Next, Webb said. Maintenance Next is a particular priority and is happening on an experimental basis at Kelly Field at Joint Base San Antonio-Lackland in Texas, he said, and using VR for RPA training is also proceeding.

As the VR pilot training shows, such programs can accelerate in a hurry, he said.

Webb also wants to cultivate an environment of excellence, professionalism, ethics and character development during his time at AETC.

Webb, who was previously commander of Air Force Special Operations Command, pointed to the ethical clouds that have fallen over parts of the special operations community in recent years. For example, the Navy relieved the entire senior leadership team of SEAL Team 7 earlier this month over what it described as leadership failures that resulted in a breakdown of good order and discipline while deployed.

AFSOC took a hard look at itself, Webb said, to make sure it doesnt allow similar lapses to fester.

For a leader, you can never talk about core values enough, Webb said. If I had to look myself in the mirror from my last command, I can tell you my team knew our mission and vision of priorities backwards and forwards.

But while airmen at AFSOC understood Air Force core values, he acknowledged he didnt always articulate those values in his everyday walk-around, talk-around encounters. That can create problems if leaders assume airmen already know about the core values, he said.

When a unit starts to feel the pressure from high operations tempos and a lack of resources, Webb said, that get-er-done mentality can lead to bad decisions if airmen dont have a firm foundation of the Air Force core values.

If you dont have a firm foundation, you can go to a dark place with that find a way to yes mentality, Webb said. Weve got to always talk about professionalism and ethics, and also always talk about our core values. That will be a capstone of his time at AETC.

Webb said he plans to continue with AETCs recent improvements in how special warfare airmen are recruited and trained, which included standing up the new Special Warfare Training Wing and the special warfare-focused 330th Recruiting Squadron. More work needs to be done to normalize and fine-tune those units, and more firmly fold them into AETCs everyday culture, he said.

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Virtual reality training for pilots, maintainers and more expands in 2020 - AirForceTimes.com

How virtual reality is changing the way we see the world (literally) – Gadget Flow

Virtual reality is often used as a vehicle for entertainment. But the technology is capable of much more from immersive education to mental health therapy. Heres a look at the newest developments.

Like hoverboards and self-driving cars, the dream of virtual reality has come true. These inventions are iconic, having been ripped from the pages of science fiction. In some cases, such devices are more about technical achievement and nostalgia than pragmatic benefits. But in the case of virtual reality, the technology is already having a significant impact on the way we see the world.

Back in 2017, musician Roman Rappak and his band Miro Shot took the concert experience to the next level. They performed live to an audience wearing VR headsets, who watched avatars of the band flying through the air before encountering a giant head.

It seems pretty certain that everyone in that crowd will remember the eight-minute show. But such immersive experiences can have an even more powerful psychological effect outside the world of entertainment.

Virtual reality can help to relieve anxiety

Anxiety, PTSD and other mental health problems can now be treated using VR technology. Patients can be given carefully controlled doses of whatever makes them feel uncomfortable such as placing a claustrophobic individual inside a small virtual room. In turn, the patients become desensitized.

The technology can even be used proactively. By training in VR combat missions, soldiers can be battle-hardened before the first tour of duty.

Is this the future of social media?

At the opposite end of the scale from conflict, virtual reality allows us to connect with other people. From pre-election debates to international conferences, the technology is perfect for enabling personal interactions between people on different continents.

Given that Facebook owns Oculus, we expect the social niche to be the next big thing in VR tech.

The mind-blowing VR content mentioned above can only be enjoyed with the right hardware. Here are some of the best headsets around right now:

Aimed at businesses, the Focus Plus offers six degrees of freedom. It comes with sensitive controllers that allow you to interact with digital objects.

Price: $1,059 USD

The Daydream View headset makes VR truly accessible. Powered by your smartphone, it is easy to use and surprisingly comfortable.

Price: $99 USD

When the aim is to immerse yourself in digital content, every pixel counts. The Pimax 8K lets you see every detail, with a remarkable resolution of 3840 x 2160 pixels per eye.

Price: $899 USD

With a 210-degree horizontal field of view, the StarVR One headset makes you feel like youre really there. It also has full-color AMOLED displays.

Price: $3,200 USD, developer kit

With the ability to reach a frame rate of 144Hz, the Valve Index makes VR look as smooth as real life. It is comfortable too, thanks to a design that minimizes skin contact.

Price: $499 USD

How do you see VR changing the world? Tell us in the comments!

The Gadget Flow Daily Digest highlights and explores the latest intech trends to keep you informed. Want it straight to your inbox?Subscribe now.

Mark is best known for writing about apps, but he also loves the tactile, hardware side of technology. Being a professional photographer, he's pretty handy with a camera, and he's a self-confessed tweetaholic.

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How virtual reality is changing the way we see the world (literally) - Gadget Flow

Tuskegee to pilot virtual reality STEM education through new NSF-funded grant – Tuskegee University

September 19, 2019

Contact:Brittney Dabney, Office of Communications, Public Realtions and Marketing

The National Science Foundation has awarded Tuskegee University a two-year, $250,000 grant for a pilot program to develop and implement a new virtual reality learning environment. The project iVR to STAR is a new learning tool that aims to improve undergraduate students engagement and enhance learning effectiveness through the use of virtual reality.

The project which involves technology-based active-learning and retention through virtual reality will allow undergraduate students to integrate VR active learning in order to improve their academic performance. STEM students todays struggle with low self-efficacy, poor motivation and limited engagement, all of which are interlinked. Of these challenges, classroom engagement plays a pivotal role and is a major influencer of their self-efficacy and motivation.

Dr. Chadia Affane Aji, a professor of mathematics and the projects principal investigator, said she considers it her mission and responsibility as an educator to expose students to real-world experiences and virtual reality technology offers a wealth of ways to do that.

In order to fulfill our mission as educators, we should not shy away from using all new tools and resources that todays high-tech world is using to entertain our students, noted Aji. Since our students are already native technology consumers, we should be leveraging the same resources they are already accustomed with to educate them for the contemporary, high-tech workplace.

From a student-learning research perspective, the project will provide much-needed empirical evidence to better understand VRs impact in the higher education environment. The iVR experience will incorporate communication and interaction among professor and students, while ultimately developing a social presence that mimics the experiences received in the on-campus classroom setting. Creating such a virtual space will allow students the ability to increase their retention and participation in class, which in turn will help increase their motivation.

According to Dr. M. Javed head of the Department of Aerospace Science Engineering and a co-principal investigator of the project the attributes of iVR to STAR include realism, interactivity and immediate feedback, which are all essential elements of an engaging learning environment.

The iVR to STAR will foster behavioral, affective and cognitive engagement of students, thereby strengthening learning and increasing their academic success, he explained.

Other participating faculty from different disciplines who will develop and incorporate additional iVR approaches include Dr. Honghe Wang, an assistant professor in the Department of Biology; Dr. Chitra Nayak, an assistant professor in the Department of Physics; and Dr. Sadegh Poozesh, an assistant professor in the Department of Mechanical Engineering.

It is expected that the iVR to STAR project will positively impact our students STEM learning outcomes, added Dr. Mohammed Qazi, a professor of mathematics and assistant dean for development and outreach in the College of Arts and Sciences, who also is a co-principal investigator of the project.

At the completion of the project, Aji said the team will encourage other faculty colleagues to integrate VR technology in their teaching efforts. Aji plans to share the teams research findings with Tuskegee faculty, as well as other researchers, to increase awareness of how technology and specially VR cognitively engages students and deepens their learning.

2019, Tuskegee University

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Tuskegee to pilot virtual reality STEM education through new NSF-funded grant - Tuskegee University

These Technologists Are Trying to Recreate Psychedelic Trips in VR – Futurism

Trippy Tech

Once most closely associated with 60s counterculture, hallucinogenic substances such as LSD and magic mushrooms are starting to make their way into mainstream science. Research centers are opening up across the globe, and seemingly countless studies have cropped up espousing the potential benefits of taking a psychedelic trip.

Now, New Atlas has published a fascinating story about a new frontier of psychedelic research: the technologists attempting to recreate trips in virtual reality.

The New Atlas story details several VR experiences designed to induce the sensations of a psychedelic trip, including French filmmaker Jan Kounens Ayahuasca (Kosmik Journey), artist Sander Bos Visionarium, and University of Sussex researchers Hallucination Machine.

While these works do deliver some decidedly trippy visuals, however, they fall short of replicating other aspects of a psychedelic experience.

For more radical experiences such as ego-dissolutions or the sense of unity, we still dont have any clues how to simulate them with VR for the moment, Keisuke Suzuki, one of the Hallucination Machine researchers, told New Atlas.

Still, Suzuki is hopeful that could change in the future.

To fully simulate altered states of consciousness, we might need to combine VR technologies with real-time neuronal/physiological feedback techniques (e.g. brain-machine interfaces), he told New Atlas. But it will still take some time and effort to reach the level of what pharmacological substances can do.

READ MORE: Tripping on virtual reality: The artists trying to replicate psychedelic experiences in VR [New Atlas]

More on LSD: LSD Is Helping People End Their Alcohol Dependence

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These Technologists Are Trying to Recreate Psychedelic Trips in VR - Futurism

Virtual reality used to highlight uranium contamination – Salt Lake Tribune

Gallup, N.M. Activists are using virtual reality technology to focus on areas of the Navajo Nation affected by uranium contamination.

The arts collective Bombshelltoe has collected 360-degree footage of Churchrock, N.M., to show how people and the land have changed since a 1979 uranium mill spill, Gallup Independent reports .

The project started four years ago after Washington, D.C.-based nuclear policy program manager Lovely Umayam met Navajo activist Sunny Dooley at an event in Santa Fe.

"Sunny asked us during this meeting, 'Where is your heart?' And it caught my - along with everyone else's - attention," Umayam said.

In 1979, a dam on the Navajo Nation near Church Rock broke at a uranium mills evaporation pond, releasing 94 million gallons (356 million liters) of radioactive waste to the Puerco River.

It was the largest accidental release of radioactive material in United States history and three times the radiation released at the Three Mile Island accident.

The radiation contaminated not only water but the food chain. Cattle in western New Mexico later showed higher levels of radiation.

Dooley, who lives in Chi Chil Tah, New Mexico, said she has felt the direct effects of the big spill that went down the Rio Puerco and contaminated the water and soil in her community.

During a recent presentation of the virtual reality footage, Dooley talked about her daily life of not being able to have running water in her home because it is contaminated. "I have to come to Gallup to get my water and take it back home," she said.

Umayam said the group wanted to use the new technology of virtual reality with the stories to bring a true experience and show the impact of uranium mining.

She said the project is close to being finished, but with every presentation they get more information and make tweaks to the system.

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Virtual reality used to highlight uranium contamination - Salt Lake Tribune

Richard Kind Enters Virtual Reality in Auggie – Jewish Journal

Over the past three decades, Richard Kind has worked steadily in theater and on screen, amassing more than 230 credits in film and television, including six animated Pixar movies. Working mostly in comedies, the Second City comedy troupe alumnus has played memorable supporting roles in Mad About You, Red Oaks, Spin City, Argo, A Serious Man and Curb Your Enthusiasm, to name a few. But Kinds latest role marks a welcome change of pace for the veteran actor. He plays the lead in Auggie, a sci-fi fable about a man who takes virtual reality a little too far.

From first-time feature director Matt Kane, Kind plays architect Felix Greystone, who is forced into early retirement. His wifes career is thriving and time consuming, which leaves him alone, lonely and depressed. He finds salvation in the form of AUGGIE, a pair of augmented reality glasses that conjure up a beautiful young manifestation of his imagination (Christen Harper) to keep him company. When the virtual companion becomes an obsession, Felixs relationships with his wife (Susan Blackwell) and daughter (Simone Policano) are threatened.

From the script, I could tell that it was a very good movie, Kind, 62, told the Journal, and it had something to say. It was a lead role, which I dont necessarily get. And though there are funny and ironic things that happen in it, its not a comedy. Its a lot like a Black Mirror episode, he said, referencing the Netflix series. Its a cautionary tale.

Kind also acknowledged similarities to the movies Her and 2001: A Space Odyssey, in which mans relationship with machine becomes too close. These machines are invading our lives in a way were not prepared for, he said, admitting that he is wary of technology and is not an early adopter of the latest gadgets. I am my grandfather. Whenever I have a problem I give it to my kids to figure out, the father of Skyler, 17, and twins Samantha and Max, 14, said. They go, Dad, you type so slow! Old dogs, new tricks.

Some people only know me as Jewish characters and I cant change that. Thats Hollywood. I dont want to be pigeonholed. I want to play all kinds of different roles, roles I havent done already. Richard Kind

Kind has tried virtual reality glasses on for size, and found them pretty cool. But filming scenes opposite a virtual character was another matter. Theres a sex scene in it thats not so sexy. It was very difficult to act that. You usually get energy and reaction from the eyes of the person youre talking to, and here Im having an intimate conversation talking to air, he said. Ive acted with green screen a lot and I dont enjoy it, but thats the nature of filmmaking today.

Kind has wanted to act since childhood, when his grandparents would take him to Broadway shows and he got involved with school plays. Although he was pre-law at Northwestern University, he decided to take a year off to see if he could make a go of it in theater. He worked on stage for a decade before breaking into TV in the mid-1980s, and has continued to act in plays like The Producers, Travesties, Candide and The Big Knife, for which he was nominated for a Tony Award.

He has several upcoming roles on TV, including Spectrums reboot of Mad About You, reprising his role as Dr. Mark Devanow. I joke that people under 30 will not know the show, and people over 30 will not be able to find it, he said. Debuting Nov. 20, the sitcom picks up two decades after we last saw the Buchmans (Paul Reiser, Helen Hunt), whose baby daughter Mabel is now going off to college. The original show was of such high quality and were only on the first episode but its superior writing, Kind said. Its not good its great.

He will also appear this season in an episode of A Million Little Things as an old friend of the deceased character Jon (Ron Livingston) who just found about his death, and hell continue to guest-star as Ira Rosenbloom on Young Sheldon. Hell play a hotel owner in the indie comedy The Bellman and a father who abandons his family in The Magnificent Meyersons.

Like a lot of Kinds roles, most of these characters are Jewish. He acknowledges the typecasting, but resists it whenever possible. Some people only know me as Jewish characters and I cant change that. Thats Hollywood, he said. I dont want to be pigeonholed. I want to play all kinds of different roles, roles I havent done already.

A Spanish Jew on his mothers side and of German ancestry on his fathers (the family name was originally Kinder), Kind grew up in a very Reform family. We went to a great Reform templeon the High Holy Days. I was barmitzvahed and confirmed. Im very proud of my heritage and I believe in God,he said.

He grew up in Princeton, N.J., where his father owned a jewelry store, and now lives in New York, commuting to Los Angels as needed for work. One reason I live in New York and raise my children here is they get a very diverse upbringing, he said. They interact with all sorts of people. I believe that diversity is the only thing that will save our world.

Kind is also relieved that none of his teens is interested in his notoriously precarious profession, his own success notwithstanding. I am thrilled, he said. I have raised them well.

Auggie opens in theaters Sept. 20.

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Richard Kind Enters Virtual Reality in Auggie - Jewish Journal

Next PlayStation’s State of Play Arriving on September 24 – Virtual Reality Times

Sonys platform for sharing PlayStation-related news and developments, the State of Play is airing on September 24th. According to the official PlayStation blog, Sony will air a live broadcast of the State Play at 4PM ET/1PM PT and it will run for around 20 minutes.

The Sony blog is tight-lipped on many of the details that will be featured during the show. Sony has stated it will not share any details related to its next-generation hardware plans. The company has, however, confirmed that it will reveal new games and also share updates on the projects its first-party studio has been working on behind the scenes.

According to the PlayStation blog, users should expect some great news that Sony will share including game reveals, new content for the PlayStations Worldwide Studios as well as various other updates. Sony has explicitly stated that this State of Play episode will not include any news or updates related to its potential PlayStation 5. Naughty Dog has, however, independently tweeted that The Last Of Us II will be featured during the episode so fans are likely to get a release date on this.

Users will be able to watch the broadcast on YouTube, Twitter, Twitch and Facebook. If you miss out on the broadcast, you can catch up on the news and announcements on Virtual Reality Times. We will bring you a summary of the proceedings.

Naughty Dog will be sharing information on its the Last of Us Part II and the studio is also planning to host a media event dedicated to the game on the same date. We might also get an update on the Ghost of Tsushima. Not much has been hard of the Sucker Punchs latest game since Electronic Entertainment Expo 2018 (E3 2018). Sony skipped this years E3 and this will be the first State of Play since May so many fans will be waiting in anticipation for what Sony might have in store for them this holiday season.

Originally posted here:

Next PlayStation's State of Play Arriving on September 24 - Virtual Reality Times

Virtual Reality Global Market To Sustain Growth With New Products Coming In 2019 – Happy Gamer

The virtual reality (VR) market is projected to sustain its growth as new products would continue to flood the market.

In 2018, the number of active VR users was anticipated to reach about 171 million. Of this figure, 16 million were hardcore gamers or those hooked on playing video games consistently.

Data from Statista showed that by 2023, the market for VR products throughout the world would hit US$49.7 billion. This is almost 1,500 percent higher compared to the US$3.13 billion in 2017.

Meanwhile, the same report noted that from 2018 until 2023, the industry would maintain its hold. The global virtual reality market is seen to register a compound annual growth rate of 58.54 percent during the forecast period.

This sustained growth could be attributed to the growing interest of consumers to try it. It is worth noting as well that these consumers do not only refer to hardcore gamers. Some are amazed by how VR makes it possible for them to be in a different dimension.

With VR technology, users are allowed to enjoy being in a different world, outside of their reality. This could be a come-on for some consumers.

At the same time, the industrys responsiveness must have contributed as well to the growing virtual reality market. It can be observed that many manufacturers have maintained their spot in the market because of their innovativeness. New VR gears are introduced regularly, along with the VR-supported games.

The birth of immersive VR systems may have changed the entertainment landscape. Nevertheless, its potential incapacitating the human capital and workforce of the world must not be discounted.

According to an article by Education Psychology Review, VR technology has helped revolutionized the way companies train their employees. This means that the global virtual reality growth may be tied up to this, too.

Based on the said narrative, training programs have become more engaging by integrating virtual reality technology. Trainees acquire the relevant knowledge and skills because they get to experience a scenario first-hand via VR. Through the virtual environment, they are immersed in a situation even before it happens in the real world.

New Product from Sony

Sony has been named as the leading VR manufacturer worldwide, and this would continue until the end of 2019. The multinational company is expected to enjoy 37 percent of the total device shipments this year.

Probably to maintain this remarkable standing, it is reportedly releasing PlayStation 5 together with PSVR 2. This is an unconfirmed report yet, but this rumor has a considerable chance of happening.

Keep posted for more exciting news and updates about the global virtual reality growth and the latest innovations!

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Virtual Reality Global Market To Sustain Growth With New Products Coming In 2019 - Happy Gamer

College of Medicine developing virtual reality training simulation – OSU – The Lantern

Kellen Maicher, a learning and development consultant at Ohio States Arthur G. James Cancer Hospital, demonstrates the Virtual Reality system in Graves Hall on Sept. 18. Credit: Shelby Metzger | Social Media Editor

Virtual reality isnt just fun and games anymore.

The Ohio State College of Medicine is developing VR technology to further educate medical students and professionals on how to assess mass-casualty situations, such as shootings or bombings.

The program, which is the result of a five-year, roughly $1.8-million grant from the Agency for Healthcare Research and Quality, is expected to roll out within the next one to two years, Douglas Danforth, academic program director at the Ohio State College of Medicine, said.

The new VR simulation led by Danforth and his co-principal investigator Nicholas Kman, an emergency medicine physician at the medical center will show trainees ranging from medical students to EMTs a subway bombing scene with multiple victims.

The user is responsible for acting as a first responder who determines the extent of the patients injuries, as well as takes the appropriate steps to treat them if necessary. The simulation also gives the first responder access to a medical bag with several tools such as tourniquets and triage tags, Danforth said.

Danforth said simulation users will practice triage, the process of assessing a large number of injured people and determining in what order to treat them.

Each trainee is expected to triage and treat every patient in the scene using the Sort-Assess-Lifesaving Interventions-Treatment or Transport (SALT) triage system, Kman said in an email. While implementing SALT Triage, trainees must also identify which lifesaving procedures are appropriate for each patient.

In a mass-casualty situation, first responders must prioritize those whose injuries are severe yet treatable, Danforth said. Victims who are so extensively injured they cannot be saved, as well as those who sustained only minor injuries, are not a priority.

In addition to providing a lifelike mass-casualty experience, the system grades the users performance based on a series of criteria, such as the correct procedure and victim categorization, Danforth said.

Up until about four years ago, the College of Medicine would utilize a simulation center and hire standardized patients or actors trained to behave like a patient in order to conduct training sessions, which wasnt as realistic as doctors would like it to be, Danforth said.

What we used to do is we used to have our simulation center, which is right across the street from [Graves Hall], build us a plywood subway car, and we would hire standardized patients, or we would use mannequins, and we would create what we would call an analog simulation, Danforth said. We put some smoke in there, and wed have standardized patients walking around screaming and we would put makeup on them.

The College of Medicine has been using virtual patients artificial intelligence-based patients with whom trainees practice communicating for about five years, Danforth said. The virtual patients are available through a text-based online version or an iPad app capable of holding a conversation with the student.

Similar to interacting with virtual patients, users will be able to speak to the victims in the VR.

When you go to a victim, we want you to be able to talk to the victim. We want the victim to be able to understand, communicate, respond if they can, Danforth said.

In addition to communicating with the victim, trainees are able to use the handheld controls to feel the victims pulses, which correlates with the extent of their injuries.

Danforth said the simulation will also have multiple levels tailored to each users experience, similar to a game.

For example, a simpler scene with three to four victims might be created for a medical student who hasnt experienced a lot of triaging yet, he said.

A paramedic, an EMT, first responder who needs to be really and probably already is pretty skilled at this, we would create a much more difficult scene, he said. And were going to create it so that you can level up if you treat everybody correctly.

Danforth said in one or two years, the College of Medicine will begin testing the finished product on trainees to determine if it is an effective training tool.

Its one thing to create a fancy simulation that everybody likes and goes, Wow, and its shiny and all that. But really what you want is that someone whos done and gone through the simulation is now more skilled and better at it, Danforth said.

Danforth said although the simulation is still in the early prototype phase, there are plans to create another training simulation that depicts an active-shooter scene.

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College of Medicine developing virtual reality training simulation - OSU - The Lantern

Virtual Reality Game Engines Market Witnessing Enormous Growth by Key Players: Unity Technologies, Unreal Engine, Epic Games – People Daily Herald

Global Virtual Reality Game Engines Market report analyzes the current trends, Competitive landscape, through the historical data of various segments and obstacles faced with the competitors of the Market. This Virtual Reality Game Engines report was prepared to analyze the results and outcomes of the industry over the forecast period to 2025.

The attributes part of this Virtual Reality Game Engines report defines and explains the growth. The market size department gives industry earnings, covering the historical growth of this and predicting the long run. Virtual Reality Game Engines Drivers and restraints with the variables affecting the growth of this market. The Virtual Reality Game Engines market report examines the economic status and prognosis of worldwide and Virtual Reality Game Engines major regions, in the prospect of all key players, types and end-user application/industries; this report examines the most notable players in major and global regions, also divides the Virtual Reality Game Engines market by segments and applications/end businesses.

Unity Technologies, Unreal Engine, Epic Games, Crytek, Sony, Corona Labs (Organization), The Game Creators, Valve Corporation, Silicon Studio, libGDX, Ambiera, GarageGames

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Thus, the report of Global Virtual Reality Game Engines Market is emphasizing on the competitive study and the analysis of regions. However, competitive study is including the portfolios of industries, insights of business, data of sales and the specifications of product is necessary for different stakeholders and vendors. Report of the Virtual Reality Game Engines Market comprises of the research methodology on the basis of the Porters five forces and the SWOT analysis. Thus, these tools are offering the critical study of the Global Virtual Reality Game Engines Market comprises of the performance of customers, manufactures and vendors.

Customization of the Report: This report can be customized as per your needs for additional data or countries.Please connect with our sales team (sales@researchreportcenter.com)

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Virtual Reality Game Engines Market Witnessing Enormous Growth by Key Players: Unity Technologies, Unreal Engine, Epic Games - People Daily Herald

How virtual reality technology brings British Airways’ new Club Suite to life – Future Travel Experience

FTEs Mohammad Bhimani experiences the new British Airways Club Suite in virtual reality.

Technology is playing a vital role in the advancement of the aviation industry and it is no surprise that airlines and airports are using digital enhancements to improve the overall customer experience. Virtual reality (VR) is one of many technologies the industry is tapping into as it looks towards the future. Future Travel Experiences Mohammad Bhimani met with Neutral Digitals Chief Operating Officer, Greg Caterer, to explore the companys VR capabilities, which recently hit the headlines thanks to their work with British Airways.

Speaking to Caterer, FTE learnt that the company base, which is tucked away in the heart of East London, was established as an architectural visualisation studio, and with an existing in-house team of architects this translated well into its venture into the aviation sector. With VR gaining more traction in the industry, Neutral Digital has been able to expand its aviation portfolio, with clients now including Air Canada, Cathay Pacific and BA. Most notably, the company delivered the VR experience behind British Airways new business class Club Suite, for which the technology helped to exhibit the product to consumers first-hand before its actual deployment on board.

Daniel Taylor, Brand and Marketing Content Manager at British Airways, said: Virtual reality has transformed the way we showcase our product. In 2019, British Airways launched Club Suite, a new business class seat and layout introduced for our new Airbus A350 aircraft. VR provided us with an immersive way of bringing this new product to life and engaging both external and internal audiences. The project was initially built for press events and for our own crew familiarisation of the new product and layout. But weve since found it to be invaluable across the whole marketing ecosystem. The tool has allowed us to quickly create visual assets including photography, film and 360 content that we have used across various marketing channels.

Storytelling is no longer just about what you want the user to see but how you want the user to feel and this is an important aspect to consider, especially in a highly competitive market where airlines must compete to differentiate themselves from one another, Caterer explained. In order to create an onboard VR experience, the team at Neutral Digital takes detailed images of a grounded aircraft, by taking both interior and exterior images as a digital asset, which is then shaped and transformed into a visual and immersive cabin experience for passengers.

The company is now looking to diversify with VR holding a multitude of other potential benefits. For instance, training no longer has to be an entirely physical activity at a flight training centre or onboard a grounded aircraft. While VR cannot yet act as a full replacement for training activities, it is very complementary and can help staff put theory into practice. Perhaps most importantly, it carries a 75% memory retention rate this is the same figure when conducting an activity physically, whereas only around 20-30% of information received by textual or lecture-based methods is actually remembered.

Caterer enthused that VR will be a core business process for most airlines within the next five years. As a communication, memory retention, visualisation and training medium packed full of user benefits, the immersive technology provides a glimpse of what the future for this exciting sector holds.

Looking ahead, BAs Taylor said: The possible applications of virtual reality across British Airways are endless. In marketing, we are excited to continue the exploration of how VR can bring our products, services and even destinations to life. Were also very proud to be one of the first airlines to prove this technologys potential, and it cements our commitment to innovation and the customer experience.

Look out for Part 2 of this feature next week, in which Future Travel Experience will review the new British Airways business class Club Suite.

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How virtual reality technology brings British Airways' new Club Suite to life - Future Travel Experience

Flint artist combines friendship, virtual reality themes in first art show – Flintside

FLINT, MichiganWhen Amanda Edwards moved back to the Flint area five years ago, her art connected her into the citys flourishing creative community.

Just to meet people, I started drawing at Soggy Bottom, just up at the bar, she said. Slowly people would come over and ask what I was working on. Thats how I made a lot of my friends. Now the community around here knows my work and has been really supportive of me.

Last year, one of those people who noticed Edwards work was Justin Ryan Polisky, a Carman-Ainsworth graduate who has lived and worked in Los Angeles as a producer of major art shows for the past 13 years. Polisky was intrigued by Edwards talent, and saw an opportunity to collaborate.

I was on a trip to Flint and met Amanda and saw her work and thought it was just really amazing and funny, Polisky said. I felt she had a lot of potential to get her art out into the world.

After about eight months of brainstorming, the result is Edwards first solo art show, which debuted during Flints Art Walk on Sept. 13 in one of the vacant storefronts inside the newly renovated Elga Credit Union building downtown. The show, titled Friends, was inspired in part by Edwards own creative environment.

I have a pole barn that I converted into studio space, but it also has furniture pieces and its kind of a living room, Edwards said. Its a hangout space as well as a space to do my work. The exhibit takes from that, aspects of bringing my friends in.

The exhibit featured more than 100 paintings and screen prints by Edwards, a photo area with professional photographer Katy Kildee taking photos, and furniture pieces to foster a conversation-friendly environment.

In addition, the exhibit featured virtual reality elements. Polisky, who has a background in VR, worked with Edwards to incorporate it into her artwork. She created those elements at Factory Two, Flints makerspace.

This was a perfect opportunity for Amanda to start experimenting with virtual reality image-making, Polisky said.

Other partnerships also make the exhibit unique. Polisky met Ali Rose Van Overbeke, co-founder of Genusee, a Flint-based eyewear company that turns recycled plastic bottles into glasses, during a pop-up event in Los Angeles. He connected Van Overbeke with Edwards and they collaborated on a design for a tote. Genusee provided free totes and free pairs of glasses to the first five people who attended.

The show also received support from Friends of Buckham Alley and Uptown Reinvestment, who owns the building and provided the space.

The energy thats happening here is awesome, Polisky said. Seeing people driving around, getting out of their cars, walking around and looking at the murals is really amazing. There is so much potential here to do more stuff like this. This exhibit is another thing that will keep the ball rolling and bring interest to downtown.

That energy is what inspired Edwards to want to contribute and share her work.

Theres a renaissance aspect here in Flint, this is something I want to be a part of, she said.

Watch Edwards' Instagram page@hereidrewyousomething for examples of her work and announcements on upcoming shows.Amanda Edwards (holding painting) is flanked by those who helped her put on her show "Friends" Justin Ryan Polisky, Ali Rose Van Overbeke, and Jon Hardman.

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Flint artist combines friendship, virtual reality themes in first art show - Flintside