The Prometheus League
Breaking News and Updates
- Abolition Of Work
- Ai
- Alt-right
- Alternative Medicine
- Antifa
- Artificial General Intelligence
- Artificial Intelligence
- Artificial Super Intelligence
- Ascension
- Astronomy
- Atheism
- Atheist
- Atlas Shrugged
- Automation
- Ayn Rand
- Bahamas
- Bankruptcy
- Basic Income Guarantee
- Big Tech
- Bitcoin
- Black Lives Matter
- Blackjack
- Boca Chica Texas
- Brexit
- Caribbean
- Casino
- Casino Affiliate
- Cbd Oil
- Censorship
- Cf
- Chess Engines
- Childfree
- Cloning
- Cloud Computing
- Conscious Evolution
- Corona Virus
- Cosmic Heaven
- Covid-19
- Cryonics
- Cryptocurrency
- Cyberpunk
- Darwinism
- Democrat
- Designer Babies
- DNA
- Donald Trump
- Eczema
- Elon Musk
- Entheogens
- Ethical Egoism
- Eugenic Concepts
- Eugenics
- Euthanasia
- Evolution
- Extropian
- Extropianism
- Extropy
- Fake News
- Federalism
- Federalist
- Fifth Amendment
- Fifth Amendment
- Financial Independence
- First Amendment
- Fiscal Freedom
- Food Supplements
- Fourth Amendment
- Fourth Amendment
- Free Speech
- Freedom
- Freedom of Speech
- Futurism
- Futurist
- Gambling
- Gene Medicine
- Genetic Engineering
- Genome
- Germ Warfare
- Golden Rule
- Government Oppression
- Hedonism
- High Seas
- History
- Hubble Telescope
- Human Genetic Engineering
- Human Genetics
- Human Immortality
- Human Longevity
- Illuminati
- Immortality
- Immortality Medicine
- Intentional Communities
- Jacinda Ardern
- Jitsi
- Jordan Peterson
- Las Vegas
- Liberal
- Libertarian
- Libertarianism
- Liberty
- Life Extension
- Macau
- Marie Byrd Land
- Mars
- Mars Colonization
- Mars Colony
- Memetics
- Micronations
- Mind Uploading
- Minerva Reefs
- Modern Satanism
- Moon Colonization
- Nanotech
- National Vanguard
- NATO
- Neo-eugenics
- Neurohacking
- Neurotechnology
- New Utopia
- New Zealand
- Nihilism
- Nootropics
- NSA
- Oceania
- Offshore
- Olympics
- Online Casino
- Online Gambling
- Pantheism
- Personal Empowerment
- Poker
- Political Correctness
- Politically Incorrect
- Polygamy
- Populism
- Post Human
- Post Humanism
- Posthuman
- Posthumanism
- Private Islands
- Progress
- Proud Boys
- Psoriasis
- Psychedelics
- Putin
- Quantum Computing
- Quantum Physics
- Rationalism
- Republican
- Resource Based Economy
- Robotics
- Rockall
- Ron Paul
- Roulette
- Russia
- Sealand
- Seasteading
- Second Amendment
- Second Amendment
- Seychelles
- Singularitarianism
- Singularity
- Socio-economic Collapse
- Space Exploration
- Space Station
- Space Travel
- Spacex
- Sports Betting
- Sportsbook
- Superintelligence
- Survivalism
- Talmud
- Technology
- Teilhard De Charden
- Terraforming Mars
- The Singularity
- Tms
- Tor Browser
- Trance
- Transhuman
- Transhuman News
- Transhumanism
- Transhumanist
- Transtopian
- Transtopianism
- Ukraine
- Uncategorized
- Vaping
- Victimless Crimes
- Virtual Reality
- Wage Slavery
- War On Drugs
- Waveland
- Ww3
- Yahoo
- Zeitgeist Movement
-
Prometheism
-
Forbidden Fruit
-
The Evolutionary Perspective
Monthly Archives: April 2021
Here’s Where to Get a Walk-In COVID Vaccination in the Chicago Area – NBC Chicago
Posted: April 23, 2021 at 12:13 pm
With more doses rolling into the Chicago area, several locations are offering walk-in COVID-19 vaccination shots as of Wednesday.
Residents interested in receiving the vaccine who don't already have an appointment can show up with a photo ID and register onsite.
Here's where to find a walk-in coronavirus vaccination in the area:
Address: 18451 Convention Center Dr. Vaccine: Moderna Hours: Wednesday through Saturday, 8:30 a.m. to 5:30 p.m. If you want an appointment, visit vaccine.cookcountyil.govor call (833) 308-1988
Address: 4647 Promenade WayVaccine: Pfizer Hours: Wednesday through Saturday, 8:30 a.m. to 5:30 p.m.If you want an appointment, visit vaccine.cookcountyil.govor call (833) 308-1988
Address: 1044 N. Francisco Ave. Vaccine: PfizerHours: Monday through Friday, 9 a.m. to 4 p.m.; Saturday 9 a.m. to 2 p.m. Note: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Address: 3823 S. Indiana Ave., Apostolic Faith ChurchVaccine: Pfizer Hours: Tuesday, Thursday, Saturday, Sunday, 9 a.m. to 2 p.m.Note: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Address: 7500 S. Pulaski Rd., Richard J. Daley CollegeVaccine: PfizerHours: Tuesday through Friday, noon to 6 p.m.; Saturday, 9 a.m. to 3 p.m.Note: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Address: Emil & Patricia A. Jones Convention Center, 9501 S. King Dr., Chicago State UniversityVaccine: PfizerNote: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Address: 1724 W. Madison, United Center; go to lot E from the Madison Street entranceVaccine: Pfizer Hours: Sunday through Saturday, 9 a.m. to 7 p.m.Note: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Wrigley Field: American Airlines Conference Center at Gallagher WayAddress: 1119 W. Waveland Ave., Wrigley Field: American Airlines Conference Center at Gallagher Way (no access through the ballpark)Vaccine: Pfizer Note: Must live, work or receive medical care in Chicago to receive the vaccine at this location
Officials noted that 16 and 17-year-olds will only be eligible at the Matteson and Chicago locations as the Pfizer vaccine is the only option currently approved for emergency use in that age group. Anyone under 18 must be accompanied by a parent or guardian.
Although appointments are no longer required at city-run locations, the health department encouraged residents to continue to schedule times to receive the vaccine through ZocDoc. Clickhereto book an appointment.
See more here:
Here's Where to Get a Walk-In COVID Vaccination in the Chicago Area - NBC Chicago
Posted in Waveland
Comments Off on Here’s Where to Get a Walk-In COVID Vaccination in the Chicago Area – NBC Chicago
Take Me Out to the (Socially Distanced) Ballgame – FanGraphs
Posted: at 12:13 pm
Even after baseball returned in 2020, a walk around Wrigleyville was anything but normal. The sounds of the Lowery organ, the players walkup music, and the fake crowd noise pumping out of the empty ballpark made the streets felt haunted. There were a handful of ballhawks at the corner of Kenmore and Waveland, and a few adventurous souls watched the games from the limited capacity rooftops across the street. But vendors were nowhere to be seen, and most of the nearby pubs and taverns were shuttered. A neighborhood that welcomes more than three million fans annually to the majors second oldest park felt like a ghost town.
Ten and a half months later, baseball and fans have returned to Wrigley Field, and so did I. Though I wasnt entirely sure what to expect as I joined the 25% capacity crowd during the Cubs first home stand, I braced myself for that same feeling I experienced so many times walking through the neighborhood in 2020. Instead, I was pleasantly surprised that the sense of desertion had been replaced by one of cautious renewal. Pandemic baseball isnt the same as the standing-room-only crowds I remember from 2019, but it isnt the shell we saw last season, either.
Not that everything is back to normal; there were constant reminders that we are still in a pandemic. Social distancing markers keep you six feet apart you line up to enter the ballpark and when you to go to the restrooms and concession stands. The center-concourse booths that used to sell t-shirts and programs have been removed to allow more room for fans, who are effectively zoned into certain areas in order to prevent crowds; tickets for Wrigley Field now contain a color code and specific entry time that corresponds to entry gates.
With the reduced capacity, the days of sitting next to a complete stranger are over. Like many teams, the Cubs require that ticket holders resell them only to someone within their close circle of COVID contacts or to another cohesive group. As much as the introvert in me liked the extra space, I was a bit sad thinking about how long it will be before I can teach a curious kid sitting next to me how to keep score. Nor do the Cubs encourage you leaving your seats or moving around.Unsold seats are zip-tied shut. If youre hungry, you can place in-seat concession orders using a QR code or through the MLB Ballpark app for a limited number of items (at Wrigley, its hot dogs and drinks) that are delivered, prepackaged, to your seat. If you want to buy something in the concourse, you order via the app and pick them up once they are ready, with plexiglass separating you from the vendors.
The vast majority of fans wore their masks, with more handed out at the gate for those without. There were a handful of people near me who had to be repeatedly reminded by the ushers to put their masks on, but they were far enough away that I didnt feel threatened by them. That feeling of risk will be a very personal calculation for each fan and is also informed by the ballparks capacity limit, which depends on the team.
COVID-19 Capacity Limits and Mask Rules by Ballpark
SOURCE: Each teams COVID protocols, supplemented by reporting from The Athletic
Additional specifications: * No gaiters/bandanas/vents, # No gaiters/vents, ! No face shields without mask/vents, % No gaiters, & No vents
The new health and safety policies are extensive and cover a lot more than masks; I couldnt help but think that some of these policy changes have been on teams wishlists for awhile, and that the pandemic simply offered them an opportunity to enact them in the name of health and safety. Take, for example, the new bag policies that exist across the league. As Rich Hill and his wife found out when they tried to attend a Patriots game in 2019, sporting venues have installed increasingly restrictive bag policies in recent years. Athletic Business (a magazine for professionals in the athletic, fitness and recreation industry) explained the motivation for teams in 2016 in an article about clear bag policies:
Any event management teams preference would be to see fans arrive with nothing in hand but a ticket and perhaps a jacket. Bags brought to athletics events present a list of safety and security concerns ranging from mere nuisance to terrorism fans may sneak in food, alcohol, noisemakers, weapons or other prohibited items and checking each individual bag represents a substantial commitment of manpower, time, access control technology, or perhaps all three.
If this were a league-wide clear bag mandate like the NFL has, it might make sense. MLB, however, has 30 different teams adopting a hodgepodge of regulations. My 9-by-5 three-pocket crossbody bag is fine at Wrigley and 10 other ballparks, but in Atlanta, fans can only have a 9-by-5 single compartment purse. The Dodgers will let you bring in a much larger 12-by-12-by-6 bag, but it has to be clear. A handful of teams (the Tigers and Rays) have gone even further, banning all bags except for diaper bags and those that are medically necessary.It wouldnt surprise me to see these restrictions stay in place long after social distancing and mask requirements have been relaxed or removed entirely.
Similarly, cash has been eliminated at 26 ballparks, including Wrigley; the remaining four strongly encourage cashless transactions. Like the bag policies, a cashless ballpark experience has been on the radar of sports teams long before the pandemic: Former Levy E15 CEO Jamie Faulkner talked about itwith Forbes in February of 2019 when the Rays became the first MLB team to go that route. Concerns that COVID-19 could be passed on via surfaces provided an opportunity for teams to enact those policies, even though a recent study from the Bank of England cast doubt on physical money as a transmission vector.
If you dont have a debit or credit card, most ballparks have set up some form of reverse ATM that will turn your cash into a debit card. But while these policies may be growing in popularity,they tend toharm the poor and further segregate the retail sector, as 7% of American households have no inhabitants with a checking or savings account households that skew non-white. Making the game less welcome seems to fly in the face of MLBs obsession with growing the game, but the pandemic created an opening, and baseball is far from alone in running through that door.
The fine print is not limited to capacity, bags, masks and cash. There are all sorts of idiosyncratic rules that differ from park to park. Many of them are based on local COVID-19 restrictions, which can vary substantially even across relatively small distances. So while New York City has predictably similar rules for the Mets and the Yankees (if you want to attend a game there this season, you will need either proof that you have been vaccinated with enough time for the vaccine to be fully effective or a negative COVID-19 test that was taken within 72 hours of the event), the rules elsewhere are less cohesive. The Giants are the only team outside New York City to require vaccination or a negative COVID test and are alsolimiting ticket sales to California residents. But across the bay in Oakland, you wont need proof of a vaccination or a negative COVID-19 test to attend an As game, though the same residency rules apply.
Ill be the first to admit that the small print and endless new rules can be a bit overwhelming. My mind was racing as I walked up Waveland Avenue. Am I actually, really going to get to watch a Cubs game in-person? What if my bag isnt the right type or size? What if I missed the fine print on the mask rule? Will they let me in at all?
But the hassle and anxiety of it all faded as I entered the left field gate, got my scorecard, and walked up the stairs to my seat in the grandstand. It turns out baseball is still, at least temporarily, an antidote to my tendency to overthink things.
The best moment of the game I went to back on April 7 was the most unexpected. I knew I would get teary-eyed when I saw the field for the first time; that occasionally happens even in non-pandemic circumstances. But I was totally unprepared to well up when the Cubs finally gave the home crowd something to cheer for in the eighth inning, whenJoc Pederson tied the game with a home run and Javier Bez stepped up to the plate with no one out and a chance to take the lead. Suddenly, 10,000 people I didnt know began chanting Javy! Javy! in a way that was both familiar and stunning. I had forgotten the feeling of community and hope that exists in a baseball crowd, and even though Bez struck out, it was a shared optimism that has been missing in my life for the last year.
I looked around and realized I wasnt the only one with tears in their eyes, soaking in the whole moment. In my little section in left field, no one left this Cubs loss early; everyone was savoring the return of baseball to a neighborhood built around the nations pastime. It was a homecoming that restored something essential something wed all been missing for more than a year.
See more here:
Take Me Out to the (Socially Distanced) Ballgame - FanGraphs
Posted in Waveland
Comments Off on Take Me Out to the (Socially Distanced) Ballgame – FanGraphs
How to Reduce Motion Sickness in Virtual Reality – WIRED
Posted: at 12:12 pm
VR is more accessible than ever, thanks to affordable, stand-alone headsets like the Oclulus Quest lowering the barrier to entry. And from addictive games like Beat Saber to immersive story-driven games like Half-Life: Alyx, there's plenty to keep you busy in your virtual world.
Unfortunately, VR still comes with a few downsides, with one of the most notable being motion sickness. Even if you aren't the kind of person who gets motion sick on a boat or airplane, some VR games may make you feel dizzy or nauseous, ruining what should be a fun experience.
Experts think motion sickness is primarily caused by a mismatch between cues sent to your brain. If your eyes see one thing and your inner ear is experiencing another, you might experience nausea, explains Adrian Priesol, an otoneurologist in the Division of Vestibular Disorders at Mass Eye and Ear. "Sitting in the back seat of a moving vehicle maximizes this sensory mismatch and can make symptoms worse," he explains. "In the case of VR, the sensory mismatch is the converse: Visual stimulation is sending a signal to the brain that the person is in motion, while balance organ signals indicate the person is not."
You may be more likely to experience this in certain virtual-reality games than others, depending on how the experience requires you to move. Almar Suarez is the R&D manager at Tapptic, a European digital agency focusing on innovative mobile apps, VR, AR, and other connected experiences. In some of their experiments with VR, they found that motion sickness was especially common in environments most of us aren't used tothink zero-gravity games (like ADRIFT) or vertigo-inducing scenarios (like The Climb). It can also happen if your frame rate is too low, which may be a problem on less powerful PCs.
From my own experienceI've owned and reviewed a number of VR headsets as a tech writergames that require control sticks to move get me feeling nauseous. If I move with my body alone, like in Space Pirate Trainer or Superhot VR, I'm perfectly finebut throw me into Skyrim VR and I feel like I need to lie down after a few minutes.
You can, however, mitigate some of these symptoms. First, says Suarez, make sure your lenses are clean and that your IPD (interpupillary distance) is set properly on the headset, if it offers IPD adjustment. If you wear glasses, you can often find this value, in millimeters, on your prescription. If you don't, you may just have to adjust it while in-game to find the right setting.
Speaking of glasses, if you can't wear contacts, try to accommodate your glasses in the headset by adjusting the strap or using a glasses spacer on a headset that offers them (they may be sold separately). Oh, and make sure the headset is comfortable and that your PCif you're using oneis capable of running the games at a high enough frame rate. Sixty frames per second is good, but the higher you can go, the better. Most of the big-name headsets can display 90 frames per second or higher.
Once you have the basics out of the way, you can start digging into your games' settings. "The best way to avoid sickness is to use the control schemes that work better for each particular type of experience," explains Suarez. "In general, standard video game
Read more from the original source:
Posted in Virtual Reality
Comments Off on How to Reduce Motion Sickness in Virtual Reality – WIRED
Outlook on the Virtual Reality Global Market to 2026 – Increasing Popularity of Immersive Vision is Driving Growth – WFMZ Allentown
Posted: at 12:12 pm
DUBLIN, April 22, 2021 /PRNewswire/ -- The "Virtual Reality Market by Devices, Hardware, Software, Services, Applications and Content 2021 - 2026" report has been added to ResearchAndMarkets.com's offering.
This report provides an analysis of the virtual reality market including an assessment of the VR ecosystem and the role of value chain members, analysis of price metrics, VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions, evaluation of emerging business models, and assessment of VR component market: devices, software, hardware, platforms. The report identifies key VR growth drivers, market challenges, and emerging opportunities with associated forecasts from 2021 through 2026.
This report provides an in-depth assessment of the VR market including the following:
Forecasts in Report:
Select Report Findings:
Immersive technologies include augmented reality, haptic Internet, and virtual reality. The term "immersive" is used as this category embodies those technologies that facilitate a fully engrossing human experience, often including multiple senses as well as interaction with virtual objects and/or interaction between the real and virtual worlds.
Virtual Reality (VR) aims to create a new form of human-machine interaction allowing people to experience their sense of reality on a 3D computer-generated virtual environment. With VR, people are able to perform a series of actions and manipulation of objects as an integral part of a virtual environment. VR allows someone to fully immerse within a virtual environment through the exploration of their senses and create new patterns of communication and understanding.
Previously encumbered by a combination of technology gaps and consumer readiness issues, the virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.
5G provides substantial bandwidth where needed as well as significantly lower latency for next virtual reality. Previously encumbered by a combination of technology gaps and consumer readiness issues, the global 5G applications market for immersive apps such as VR is poised for considerable growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers.
Coupled with the deployment of gigabit Ethernet fiber, 5G will transform the VR market, leading to a fully immersive experience with haptic capabilities becoming embedded in many applications. We see an important portion of VAS applications being ultra-high definition voice-enabled next-generation apps such as virtual reality.
It is important to note that the virtual reality market and other immersive technologies (such as the mixed reality market) will also be important to many industries for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education, and training. The leading sector is anticipated to be the instruction (education, training, and simulations).
For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world.
Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to the realism by introducing random events that happen within a given experience.
For enterprise and industrial virtual reality market segments, the publisher sees simulations and training leading the way. We see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training.
Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.
Key Topics Covered:
1.0 Executive Summary
2.0 Virtual Reality Market Segmentation
2.1 VR Market Segments and Sub-Segments
2.2 Key Report Findings
3.0 Introduction
3.1 Immersive Technologies
3.2 Virtual Reality Market Overview
3.2.1 Virtual Reality Systems
3.2.2 Virtual Reality Technologies, Systems, and Architectures
3.3 Virtual Reality Ecosystem
3.3.1 Virtual Reality Devices
3.3.1.1 Head-Mounted Displays
3.3.1.2 Gesture Tracking Devices
3.3.1.2.1 Haptic Gloves
3.3.1.2.2 Haptic Suits
3.3.1.2.3 Other VR Devices
3.3.1.3 Projectors and Display Walls
3.3.1.4 Heads-Up Displays
3.3.2 Virtual Reality Hardware Components
3.3.2.1 Sensors
3.3.2.1.1 Accelerometers
3.3.2.1.2 Proximity Sensor
3.3.2.1.3 Magnetometers
3.3.2.1.4 GPS System
3.3.2.1.5 Gyroscopes
3.3.2.1.6 3D Image Sensor
3.3.2.2 Semiconductor Component
3.3.2.2.1 Haptic Controller and Integrated Circuits
3.3.2.2.2 Graphics Processing Units
3.3.2.2.3 VR Displays
3.3.2.2.4 Central Processing Units
3.3.2.2.5 Memory
3.3.2.2.6 Tracking System
3.3.2.2.7 Process Acceleration Cards
3.3.2.2.8 Input Devices
3.3.2.2.9 USB Connector
3.3.2.3 Audio Hardware
3.3.3 Virtual Reality Software Market
3.3.3.1 Virtual Reality Applications
3.3.3.2 Software Component
3.3.3.2.1 Reality Engine
3.3.3.2.2 Software Development Kits
3.3.3.2.3 3D Modeling
3.3.3.2.4 2D Graphics
3.3.3.2.5 Digital Sound Editing
3.3.4 Virtual Reality Services Market
3.3.4.1 Virtual Reality Simulation Services
3.3.4.2 Virtual Reality Application Store Services
3.3.4.3 Deployment and Management Service
3.3.5 Virtual Reality Content Market
3.3.5.1 Games and Entertainment
3.3.5.2 VR, Video, and an Emphasis on Instructional Content
3.3.5.3 VR Theme Park: An Immersive Experience
3.3.5.4 VR Content Developer Engagement
3.4 Virtual Reality Market Drivers
3.4.1 Increasing Popularity of Immersive Vision
3.4.2 Usability to Increase Adoption of VR Devices
3.4.3 Virtual Reality Functions Embedded in Devices
3.4.4 Virtual Reality in Training and Simulation
3.4.5 Increasing Affordability of Devices and Components
3.4.6 Virtual Reality in Enterprise and Industrial Settings
3.5 Virtual Reality Market Challenges
3.5.1 Adverse Impact on User Health
3.5.2 Fully Immersive Virtual Reality is Costly
3.5.3 Ensuring Usability in Design and Tracking
3.5.4 High Energy Consumption
3.6 Virtual Reality Market Outlook and Opportunities
3.6.1 Virtual Reality Investment Trends
3.6.2 Virtual Reality Mergers and Acquisitions
3.6.3 Virtual Reality Complements Mixed Reality
3.6.4 Virtual Reality in Defense and Homeland Security
3.6.5 Virtual Reality and Telepresence Apps
3.6.6 Virtual Reality meets Immersive Social Platforms
3.6.7 Virtual Reality in Drone Operation and Telerobotics
3.6.8 Virtual Reality in Pornography and Sex Industry
3.6.9 Virtual Reality Accelerates 3D TV and Printing
3.6.10 Virtual Reality in Life Saving Applications
3.6.11 Virtual Reality Opportunities for Network Operators
3.6.12 5G to take Haptic Virtual Reality Experience Mainstream
4.0 Virtual Reality Ecosystem Analysis
4.1 Virtual Reality Stakeholder Analysis
4.1.1 Virtual Reality Device Manufacturers
4.1.2 Virtual Reality Component Manufacturers
4.1.3 Virtual Reality Software Solution Providers
See the rest here:
Posted in Virtual Reality
Comments Off on Outlook on the Virtual Reality Global Market to 2026 – Increasing Popularity of Immersive Vision is Driving Growth – WFMZ Allentown
How Virtual Reality Is Making Healthcare More Accessible – Forbes
Posted: at 12:12 pm
Erik Maltais, CEO of Immertec
As more people move away from cities to live in more rural areas, driven away by the pandemic or looking to simplify their day-to-day routines, access to healthcare is becoming more challenging. Healthcare is an essential need, but a complicated factor for many people who live far from hospitals, medical experts, and other specialists.
MedTech entrepreneur Erik Maltais took note of all of these competing factors and, driven by a desire to do good in the tech world, utilized Virtual Reality (VR) technology to make healthcare specialists accessible to all.
Virtual reality (VR) systems are currently understood as entertainment tools, used for watching movies, playing video games, and even to immerse oneself into the digital NFT market. But Maltais saw a bridge between VR and the medical world and applied his entrepreneurial spirit to make a way for it to transform the healthcare industry.
Within three years of their initial idea, the Maltais and his partner Jon Clagg built VR software that went beyond entertainment and offered something that could benefit society. With their newfound focus on the medical training market, Maltais and Clagg founded their award-winning company, Immertec.
Leading the Way in MedTech Innovation
Maltais is leading the way in an area of healthcare where experts see great potential. According to medical professionals at Cedars-Sinai, VR is a new frontier in medical innovation. It helps doctors learn necessary procedures more easily, provokes further empathy among healthcare providers that leads to greater progress in treatments, and helps by giving at-risk people a hands-on education about the disease.
Virtual reality gives people a hands-on experience of just about anything. When applying this technology to medicine, years of training are essential, for the safety of the practitioner and the patient. But once trained, the possibilities are endless. Maltais system provides another way for healthcare professionals to practice their skills, to have them ready in times of emergency.
Making Specialized Procedures More Accessible
Immertec serves as a new way for surgeons and medical professionals to observe, communicate, and collaborate in real-time through virtual reality. Through Immertec's specialized technology known as Medoptic, cameras are placed throughout an operating room and regardless of location, doctors can throw on a VR headset and watch a surgical procedure take place; it also allows them to speak with one another and zoom in closer to the surgical site if they so choose.
Maltais began the company because of its potential for decentralizing specialization. Through VR, the most innovative procedures and techniques are made more accessible. In turn, more physicians can be exposed to surgical innovations and therefore provide greater access to those medical advancements, without geographical limitations.
Immertec's network lag time runs at less than 500 milliseconds, giving itself an advantage due to its high speed because the company's competitors use simulations for training instead. Everything happens in real-time, which is essential in this kind of work a lag could cause a significant communication barrier in a high-stakes environment.
In 2019, Immertec launched a pilot program with one of the worlds top 3 medical device companies that gave 3,000 doctors access to its technology. Theyre well on their way to transforming the industry.
People-Focused Tech Moves Forward
Maltais attributes his companys success to the work ethic of the people behind the technology. Theyre motivated by the staggering statistic that over 60% of Americans dont have reasonable access to trauma level one and level two care. This is the driving force behind Immertechs innovation because, at its core, the company exists to fulfill an essential need: a lack of specialized healthcare access.
Maltais believes that at the core of any technological advancement is a human need. People need to use the technology, it needs to meet a significant need in society, and people need to be able to support that technology for further growth and development.
Maltias creativity is showing people in the tech industry how programs and systems originally designed for entertainment or fun can be optimized as solutions for human-centered problems, even high-stakes ones like healthcare. Virtual reality began as a fun toy for gamers or tech junkies, but now innovators like Maltias are pushing it further into the medical sphere.
Entrepreneurs can learn from this creativity when thinking about how their inventions can contribute to the greater good.
The rest is here:
How Virtual Reality Is Making Healthcare More Accessible - Forbes
Posted in Virtual Reality
Comments Off on How Virtual Reality Is Making Healthcare More Accessible – Forbes
Pat Mazza on How Virtual Reality is Changing the Way People Buy Property – Yahoo Finance
Posted: at 12:12 pm
TipRanks
The stock market pulled back from all-time highs this week, as investors paused to consider just whats been goosing stocks and what the future may hold. A flood of stimulus cash, unleashed by the Biden Administrations big spending bills, is set to push GDP growth to 9% for 3Q21, but next year looks like it will slip back as the spending runs its course. Economists are predicting 5.5% GDP growth next year. This bodes poorly for cyclical stocks, which tend to reflect macro volatility. As Morgan Stanleys chief US equity strategist Mike Wilson said, Peak rate of change on economic data and earnings revisions... are all contributing to the deterioration in lower-quality, smaller-capitalization, and the more cyclical parts of the market. Dividend stocks, however, are more stable than the cyclicals, and while their average returns are lower, they offer the advantage of a steady return regardless of economic conditions. B. Riley analyst Matthew Howlett has been looking into the real estate trust segment, a group of stocks long-known for dividends that are both high and reliable. Howlett pointed out two stocks, in particular, that are showing dividend yields in excess of 7% and deserve a 'buy' rating. Ladder Capital Corporation (LADR) Well take a step into the real estate investment trust (REIT) niche, with Ladder Capital, a specialist in commercial mortgages. Ladder has operations in 48 states, and 475 cities. The average loan size is $19 million, and the company has securitized or sold a cumulative total of $16.7 billion commercial loans. Operations are backed by companys $5.9 billion in assets. Ladder Capital has seen a series of headwinds in the past year. The corona pandemic, of course, was the major crisis but for a commercial mortgage lender, the problem was broader. Loan customers were taking their own hits, and finding themselves unable to meet payments. As a result, Ladder saw its quarterly results in 2020 show deep declines, and greater volatility, when compared to 2019. On the positive side, Ladder finished the year 2020 with $1.25 billion in cash and cash equivalents. The final quarter of 2020 saw top line revenues of $77.9 million, compared to $135.4 million in the prior years Q4. Distributable earnings, however, came in at $4.9 million and the company declared a dividend of 20 cents per common share, which was paid out on April 15. This marked the fifth quarter in a row with the dividend at this level. The current payment annualizes to 80 cents per share, and gives a yield of 7%. Despite the challenging economic environment, LADR shares are up an impressive 79% over the past 12 months. B. Riley's Matt Howlett expects the momentum to continue, and sees Ladder with a firm foundation to move forward. [The] companys loan originator has been a top CMBS loan contributor since the 2008-2009 financial crisis and is well positioned to contribute to LADRs earnings growth as the conduit market rebounds post-pandemic, Howlett noted. Howlett especially likes the companys cash position, noting that it should allow the company to accelerate growth of its core investment portfolio." The analyst sees "upside potential to the dividend (forecasted to increase to $1.05 in 2022) as originations ramp steadily and legacy higher cost debt (Koch/legacy CLO) pays down. Backing these comments with a Buy rating, Howlett sets a $14 price target to suggest room for 21% growth in the next 12 months. (To watch Howletts track record, click here) Overall, Ladder gets a Moderate Buy rating from Wall Streets analysts, based on 6 recent reviews that include 5 Buys but also a single Sell. LADR shares are currently priced at $11.58, with an average target of $12.58 pointing toward 9% upside potential this year. The real attraction for investors here is the strong dividend yield. (See LADR stock analysis on TipRanks) Cherry Hill Mortgage (CHMI) The second stock were looking at, Cherry Hill, is another REIT, this one with a focus on the residential markets. Cherry Hills portfolio includes mortgage servicing rights, mortgage backed securities, and other mortgage assets in the residential market. After a steep earnings drop in the first quarter last year, to a loss of $2.80 per share, Cherry Hill has seen sequential growth in the past three quarters. The fourth quarter of 2020 saw EPS return to positive values, with a print of 37 cents per share. Like most REITs, Cherry Hill pays out a reliable dividend. The company has been maintaining the payments since the fourth quarter of 2014, adjusting it when needed to keep it in line with income. For the most recent quarter, the dividend was declared at 27 cents per common share, or $1.08 annually. At this rate, the dividend yields an impressive 11.5%. CHMI's strong defensive characteristics and attractive dividend yield drew it to the attention of B. Rileys Howlett. [We] believe the portfolio is better insulated against basis risk and would perform better in a rising rate environment We believe that CHMI's strong liquidity profile puts it in strong position to deploy capital accretively during 1H21," Howlett opined. The analyst continued, "We expect: 1) slower prepayment speeds and 2) declining servicing costs in 2H21 to be key drivers of higher core ROEs going forward. Our 12.5% ROE forecast for 2022 should allow the company to increase its quarterly dividend to $0.30 based on our model. In line with his upbeat outlook, Howlett rates Cherry Hill a Buy. His $11.50 price target implies that the stock has room to gain 21% in the next 12 months. CHMI has slipped under most analysts radar; the stocks Moderate Buy consensus is based on just two recent ratings; Buy and Hold. With shares trading at $9.43, the $10.75 average price target suggests room for a 14% upside. (See CHMI stock analysis on TipRanks) To find good ideas for dividend stocks trading at attractive valuations, visit TipRanks Best Stocks to Buy, a newly launched tool that unites all of TipRanks equity insights. Disclaimer: The opinions expressed in this article are solely those of the featured analysts. The content is intended to be used for informational purposes only. It is very important to do your own analysis before making any investment.
See original here:
Pat Mazza on How Virtual Reality is Changing the Way People Buy Property - Yahoo Finance
Posted in Virtual Reality
Comments Off on Pat Mazza on How Virtual Reality is Changing the Way People Buy Property – Yahoo Finance
Serious Labs Announces Development of Virtual Reality Driving Simulator with Support from Government Partners – Yahoo Canada Finance
Posted: at 12:12 pm
Innovative VR Commercial Driving Simulator to Help Reduce Costs and Greenhouse Gases
EDMONTON, AB, April 22, 2021 /CNW/ - Edmonton-based Serious Labs today announced that it is developing a virtual reality (VR) commercial truck driving simulator with support from the Government of Alberta, Emissions Reduction Alberta (ERA), and the Alberta Motor Transport Association (AMTA). Alberta will contribute $1 million to development costs of the simulator, while ERA will contribute an additional $2 million. AMTA is providing data and expert guidance to ensure that the simulator meets transportation industry needs.
Serious Labs VR Simulator concept with Oculus headset (CNW Group/Serious Labs Inc)
Serious Labs, the leader in VR simulation solutions for training and operation of heavy equipment, will design, manufacture, and pilot the simulator in Alberta. Commercial deployment is estimated to begin in 2024, with the simulator to be made available across Canada and the United States.
"Our new VR driving simulator will not only help to create an expedited route to proficiency and safety for drivers, but a better, cleaner environment overall by lowering greenhouse gas emissions from both training and day-to-day operation," said Jim Colvin, CEO of Serious Labs. "This is a meaningful and important project for us, and we are excited by the journey ahead. Following our launch in Alberta, we look forward to making our simulators available across Canada, the United States, and beyond so that everyone can access these benefits."
Mandatory Entry Level Training (MELT), the new training standard deployed throughout Canada for Class 1 and Class 2 commercial drivers, will become mandatory for all provinces by 2024. MELT is designed to increase the skill level and safety of commercial drivers by providing more training and practice. It requires that each new driver obtain over 100 hours of training time, including 76 and a half hours of in-cab driving time, before being issued a license.
Canada's transportation industry is facing a labour shortage of over 20,000 commercial drivers which is projected to worsen in the coming years. "While the new MELT requirements are excellent news for increasing safety standards, it means more time as well as greater costs for training centers, more emissions, and makes entering the industry more difficult for new drivers," said Wade Carson, Senior Product Director at Serious Labs. "Our goal is to help alleviate those difficulties and instill best practices for drivers by enabling them to complete part of their in-cab training in VR instead."
Story continues
The increased hours required for MELT training will also increase emissions. It is estimated that between 2023-2030, the Canadian trucking industry will contribute more than 5,650,000 tons of greenhouse gases while commercial drivers are being trained.
The new commercial truck simulator is projected to significantly reduce this number. For each driver trained using a blend of VR and in-vehicle training, Serious Labs estimates a reduction of 80% of greenhouse gas emissions compared to the traditional approach. As the simulator launches and becomes more widespread, Serious Labs projects it will displace 40% of emissionsmore than 2,260,000 tonnesproduced in training between 2023-2030. By 2030, the simulator will be reducing 55% of MELT-driven emissions on an annual basis. By ingraining best practices, the simulator will also enable drivers to reduce emissions from day-to-day operations by 2.8%.
"By replacing in-vehicle training time with VR simulators, Serious Labs has the potential to significantly reduce greenhouse gas emissions from Alberta's and Canada's transportation sectors," said Steve MacDonald, CEO of ERA. "This technology solution also supports the growth of Alberta's digital industry, a sector with enormous potential to diversify our economy and help accelerate action on climate change."
ERA was created in 2009 to help deliver on the province's environmental and economic goals. ERA takes action on climate change and supports economic growth by investing in the piloting, demonstration, and deployment of clean technology solutions that reduce greenhouse gases, lower costs, attract investment, and create jobs in Alberta.
In addition to the environmental benefits, the simulator will also provide significant advantages for the transportation industry, said AMTA President Chris Nash. AMTA and its members have advanced the commercial transportation industry through safety programs, progressive policy, and partnerships since 1938.
"This VR simulator will change the face of driver training as we know it, and AMTA is behind the innovative technologies that will make our roads safer and our economies stronger," said Nash. "The rapid application of new technology and disruption in industry is advancing quickly and we are proud to work alongside Serious Labs, ERA, and the Government of Alberta. The need for all industries to keep pace with new technology advancements will require collaborative use of data and digitization to develop integrated solutions for a safer tomorrow."
Serious Labs brings a strong track record to the project, having delivered its award-winning VR training solutions for multiple industry leaders around the globe, including United Rentals, Bechtel, DOW, Syncrude, the U.S. Department of Energy, Singapore International Airlines, British Airways, Rapid Access, Loxam, Riwal, and Nationwide Platforms.
About Serious Labs
Serious Labs (www.seriouslabs.com) designs and manufactures virtual reality simulators for heavy equipment including aerial lifts, cranes, forklifts, and commercial trucks. These simulators enable operators to learn and practice their skills in a risk-free virtual environment so they can work more safely and efficiently. With the power of virtual reality, Serious Labs helps increase productivity, reduce carbon emissions, and ensures that operators get home safely each day.
About Emissions Reduction Alberta:
For more than 10 years, ERA has been investing the revenues from the carbon price paid by large final emitters to accelerate the development and adoption of innovative clean technology solutions. Since ERA was established in 2009, they have committed $646 million toward 204 projects worth $4.5 billion that are helping to reduce GHGs, create competitive industries and are leading to new business opportunities in Alberta. These projects are estimated to deliver cumulative reductions of 37.7 million tonnes of COe by 2030.
About the Alberta Motor Transport Association
The Alberta Motor Transport Association was formed in 1938 and is the voice, the standard and the resource for commercial transportation in Alberta. AMTA represents 400 Carrier Members, 250 Associate Suppliers and 14,500 Associate Carriers through the Workers' Compensation Board industry codes for General Trucking (50714), Specialized Trucking (50701), and Garbage Collection and Disposal (57901).
SOURCE Serious Labs Inc
Cision
View original content to download multimedia: http://www.newswire.ca/en/releases/archive/April2021/22/c7178.html
Read the original here:
Posted in Virtual Reality
Comments Off on Serious Labs Announces Development of Virtual Reality Driving Simulator with Support from Government Partners – Yahoo Canada Finance
Oculus might have a fix to end VR motion sickness for good – TechRadar
Posted: at 12:12 pm
Virtual reality accessibility has gone from strength to strength in recent years, with Oculus VR leading the pack thanks to its all-in-one, relatively-affordable Oculus Quest and Oculus Quest 2 headsets. But one barrier remains for some would-be virtual reality gamers motion sickness.
Because whats happening in a gamers field of view in virtual reality doesnt always match up with the way their body moves, queasy feelings can interrupt and spoil the enjoyment of virtual reality apps and experiences.
But Oculus may have a solution to fix the problem once and for all. In a Twitter Spaces conversation with Vice President of Facebook Reality Labs Andrew Bosworth (and transcribed by Upload VR), John Carmack, Consulting Oculus Chief Technology Officer, might have cracked it.
Carmack first discussed some existing solutions they encourage developers to employ at Oculus:
Some of the mitigations that we tell people about about, well, like a cockpit around the edges can help because thats the furthest out to your periphery that largest motion if you cover that up, people do the shrinking vignettes when youre moving.
But Carmack thinks that, if certain calculations can be made for in-game objects, a system-wide implementation could be introduced that could defend against motion sickness effects.
If we do a little bit of changes to the engines and pass some more depth information, which we want to do for positional time warp things, anyways, its possible for us to do a systems-level approach thats actually aware of the depth next to it.
So in a game like POPULATION: ONE, they offer multiple comfort levels that determine how much you pull in at the sides and its helpful for people. But its wasteful in some sense, because if youre outside, youve got the sky at effectively infinity and that causes no impact to your comfort at all when its moving there. But the vignette winds up covering it anyways. What we need to do is look at the depth of things relative to your view, how much its moving incorrectly relative to the inertial stuff and only fade out things proportional to that relationship.
So I think that if youre ducking for cover right behind a wall, thats the stuff that can really make you sick if you translate next to it, the sky doesnt have any impact on it whatsoever. So I think that we could do something system-level that could then be uniform across games, which would be great because right now each game has its own mitigation method and it would be good for users if they just realize that, okay, this is the way VR worlds behave when youre close to something and you slide with the controller, you can expect that to kind of vignette out on the side.
Its an exciting idea for anyone thats been forced to take a break from a full-motion VR experience, and based on the sort of reasoning that seems so obvious when presented to you that its hard to believe its not been figured out already. Whats best is that Carmacks solution would work to minimise the intrusion of vignette effects on the full image only being introduced when and where theyre necessary. And, with a system-level implementation, it would take the headache away from developers having to figure out how best to mitigate sickness in their games, while also giving a consistent motion language for gamers to get used to across all games.
However, this wont be something well be seeing anytime soon, it seems
Thats the type of thing that heck itll probably take us two years to sort of work something out and push it through developers and get buy in and get people to agree to it, said Carmack.
But I think thats a long-term direction thats got some real potential.
Something to think about for the Oculus Quest Pro, or Oculus Quest 3 then, perhaps?
See original here:
Oculus might have a fix to end VR motion sickness for good - TechRadar
Posted in Virtual Reality
Comments Off on Oculus might have a fix to end VR motion sickness for good – TechRadar
Oculus Quest 2 delivers untethered virtual reality experiences, now on sale from $270 – 9to5Toys
Posted: at 12:12 pm
Verizon Wireless is currently offering Oculus Quest 2 VR Headset starting at $269.99 shipped for the 64GB model when codeEARTHDAYhas been applied at checkout.Normally fetching $299, todays offer amounts to one of the very first discounts of any kind, is a better value than our previous bundle offer, and a rare chance to bring home the popular headset. You can also score the 256GB model for $359.99, down from $399. Oculus Quest 2 delivers an untethered virtual reality experience that doesnt need an external PC or sensors to experience all of the immersion that VR has to offer. Youre also getting a pair of controllers that take the interactivity to a new level for diving into games like Beat Saber and more. Get a closer look in our hands-on review where we noted it was a huge leap in the right direction for VR. Then head below for more.
This promotion at Verizon today is also discounting some additional accessories for the Oculus Quest 2, including the official carrying case. Using the code noted above, youll be able to drop the price down to $45 from its usual $49 going rate. This is one of the very first offers on the accessory and will help keep everything protected and together in-between journeys into the virtual world.
But if a more traditional gaming setup is still more your speed, head on over to our PC gaming guide. Yesterday saw a series of notable discounts go live for upgrading your battlestation, including these Samsungs 980 PRO NVMe Gen4 SSDs which pack 7,000MB/s speeds from $80, as well as Acers 27-inch 4K 144Hz Gaming Monitor at $200 off.
Oculus Quest 2 is our most advanced all-in-one VR system yet. Every detail has been engineered to make virtual worlds adapt to your movements, letting you explore awe-inspiring games and experiences with unparalleled freedom. No PC or console required. Get the most out of each moment with blazing-fast performance and next-generation graphics. Stay focused with a stunning display that features 50% more pixels than the original Quest. Or take a break from the action and grab front-row seats to live concerts, exclusive events and more
FTC: We use income earning auto affiliate links. More.
Subscribe to the 9to5Toys YouTube Channel for all of the latest videos, reviews, and more!
See the article here:
Oculus Quest 2 delivers untethered virtual reality experiences, now on sale from $270 - 9to5Toys
Posted in Virtual Reality
Comments Off on Oculus Quest 2 delivers untethered virtual reality experiences, now on sale from $270 – 9to5Toys
Virtual Reality Is Helping Healthcare Workers Cope With Stress | ARPost – ARPost
Posted: at 12:12 pm
Virtual reality usage has been on the rise throughout the COVID-19 pandemic. It has provided countless hours of entertainment to those sheltering at home. Now, it is also aiding healthcare workers on the frontlines.
BehaVR is a VR company specializing in digital therapeutics for behavioral health. It worked alongside John Hopkins HealthCare Solutions to create and deliver a VR-based mindfulness and stress management program called CenteredVR.
Its been over a year since the World Health Organization declared COVID-19 a pandemic. To this day, countries all over the world are struggling to keep the virus at bay. While most of us have been forced to stay home during this crisis, healthcare workers are still serving on the frontlines.
Just last year, some researchers polled 1,132 healthcare workers from 25 medical centers in the US to gauge the early impacts of the pandemic. Their findings showed that nearly a quarter of the respondents showed signs of post-traumatic stress disorder. About 42.6% of the respondents showed potential alcohol use disorder. As the pandemic continues, our frontliners face an increased risk of adverse mental health issues.
See Also: VR Mindfulness: Is Immersive Technology The Next 'Big Thing' in Workplace Well-Being?
BehaVR developed CenteredVR with Johns Hopkins HealthCare Solutions to help employers empower their workforce throughout these trying times. For instance, it has played an important role in Hoag Memorial Hospital Presbyterians efforts to boost support for its COVID units nursing staff. It alleviates the stress brought by the COVID-19 pandemic, preventing chronic problems like hypertension from occurring. By integrating mindfulness practices into a personalized virtual space, it enables healthcare workers to develop stress resilience and coping skills.
In a CenteredVR kit, you get VR mindfulness-based experience. You have a control panel, noise-canceling headphones. You also get a Pico G2 VR headset and controller.
CenteredVR offers a personalized and dynamic virtual reality experience. Through the program, users can learn six progressive mindfulness practices. This includes a guided mindfulness-stress reduction meditation, led by Neda Gould, Ph.D., from Johns Hopkins University. It has exercises to strengthen emotional fitness, as well as exercises for exposure therapy.
All of these lessons are set in immersive environments that are carefully designed to make the user feel calm and relaxed.
The six mindfulness practices can help the user lower stress levels and build resiliency. As the lessons progress, the user learns how to manage the stressors that might come their way. They figure out how to respond to these stressors and prevent the most damaging effects of stress.
Moreover, users are able to track their progress after every session. The VR mindfulness and stress management program has a built-in Perceived Stress Scale, which shows the users stress levels from the first lesson to the sixth.
See Also: NurtureVR: The VR Program That Promises to Transform Prenatal and Postnatal Care
Some healthcare settings now use CenteredVR, along with other support services to help healthcare workers. However, employers from other industries can also use the VR mindfulness program to help their workforce cope during this pandemic. With a virtual reality headset, anyone can access CenteredVR.
Read the original:
Virtual Reality Is Helping Healthcare Workers Cope With Stress | ARPost - ARPost
Posted in Virtual Reality
Comments Off on Virtual Reality Is Helping Healthcare Workers Cope With Stress | ARPost – ARPost







