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Monthly Archives: May 2021
Do you have an itch you want to scratch? – Galveston County Daily News
Posted: May 14, 2021 at 6:13 am
Happiness is having a scratch for every itch. Ogden Nash
Itching is a common problem. Notice the dog furiously digging his fur with a hind leg or farm animal rubbing up against a tree or post. I similarly admit to often using the nearest door frame to scratch a persistent itch in my upper back.
As a primary care doctor, I treat many itching people. The medical term is pruritus. Usually, its a straightforward problem requiring little more than moisturizing or medicating a rash with over-the-counter salves, hydrocortisone or antihistamine creams or oral antihistamines.
So, what about the itch without a rash or the itch that doesnt go away? This is chronic pruritus. One of my patients, a delightful widow lady from Australia, is afflicted with a highly annoying itch on her upper back, at about the same place as mine.
Hers is more irritating, intrusive, continuous and significantly decreases her quality life. Its thought to be due to an irritated or entrapped nerve, a condition called notalgia paresthetica. She has visited all kinds of doctors, tried many topicals, oral medications, botox injections, acupuncture and even considered surgery without relief.
Rashless itches also can be a sign of underlying and serious disease. Chronic problems with the kidneys, liver, blood, thyroid and certain malignancies can lead to generalized itching. One peculiar challenging psychiatric problem is delusional parasitosis in which a person, against all evidence to the contrary, believes they have miniscule insects or parasites invading their skin.
These unfortunate folks often dig deep scratches and ulcers into their skin probing for their invisible, non-existent tormentors. Other psychiatric causes of pruritus include obsessive compulsive or bipolar disorders, anxiety, depression and schizophrenia.
Besides notalgia paresthetica, other neurological causes of itching include strokes, shingles, diabetes, compressed nerves, multiple sclerosis, among others.
Many dermatological conditions like dry skin, eczema, psoriasis, hives, contact dermatitis, and allergies cause chronic or intermittent pruritus.
When in doubt, see your primary care doctor or dermatologist. How we treat you will vary according to the cause of the itching, such as diagnosing and managing an underlying disease or removing a provocative cause. Laboratory work and imaging may be required.
A broad variety of anti-itch remedies are available. These can include steroids taken topically or orally, anti-histamines, nerve medication gabapentin, moisturizers, capsaicin cream, anesthetics such as lidocaine in a cream or patch, calcineurin inhibitors for psychogenic itch, psychiatric medications or phototherapy with ultraviolet A and B light.
Numerous traditional, herbal folk medicine remedies for itching include: marigold, chamomile, oatmeal baths, tea tree oil, slippery elm, marshmallow root, aloe, comfrey and witch hazel.
Always consider non-drug therapies for itching: taking baths in warm not hot water, applying emollients right after bathing to keep moisture in the skin, using hypoallergenic skin products, identifying soaps, detergents or other irritating substances, noticing association with certain foods, wearing cotton instead of wool, choosing loose fitting clothes, humidifying indoor spaces in the winter, avoiding excess sweating and managing stress as one more thing that makes itching worse.
Dr. Victor S. Sierpina is the WD and Laura Nell Nicholson Family Professor of Integrative Medicine and Professor of Family Medicine at UTMB.
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Virtual reality could help put the empathy back in pandemic life – AroundtheO
Posted: at 6:11 am
With the pandemic still limiting personal contact, people strive to stay connected with friends and family by turning to virtual platforms like Zoom, Skype and social media to stave off isolation and loneliness.
But what about virtual reality?
The next level in virtual togetherness, according to two research papers recently published by a team of School of Journalism and Communication faculty members, may be virtual reality technology if the cost comes down enough to be more widely accessible.
VR, or virtual reality, is a place to explore and create the unimaginable, said associate professor Donna Davis, director of the strategic communication master's program.
The first paper, which has been two years in the making, was written by Davis and assistant professors Maxwell Foxman and David Markowitz. In the paper, they compare how virtual reality is framed in both academia and popular culture.
The authors argue that a more common understanding of how to measure and communicate about empathy is needed because of major gaps in public and academic perceptions of how VR can address such topics.
In the press, virtual reality was touted, particularly from 2016 through 2018, as being this kind of empathy machine, Foxman said. You put on a headset and you could walk in the shoes of another person, and that would make you empathize with their experience.
While people have been curious about the potential benefits virtual reality offers, its often associated with single-player gaming. With headsets ranging from $300 to more than $1,000, its also inaccessible to most people.
Assistant professor Daniel Pimentel joined Davis, Foxman and Markowitz to write a second paper exploring the limits and potential of virtual reality during the COVID-19 pandemic.
Virtual reality is often used for entertainment, but it can be a mental health tool as well. For example, people with anxiety, depression and post-traumatic stress disorder can use virtual reality to practice mindfulness or meditation in a relaxing environment they usually wouldnt have access to, such as on a beach in New Zealand or a hike in the Redwood National Forest in California.
One of the big issues we outlined in the paper is the idea that during the pandemic, we were very isolated, Pimentel said. Virtual reality is particularly interesting because it gives you that illusion of being close to other people, or social presence, that are otherwise not next to you.
The second paper focuses on five primary themes that will continue to influence adoption of virtual reality technology during the pandemic: sociocultural, content, affordability, supply chain and equitable design.
The problem with headset-based virtual reality, as we discussed in both of our papers, is the technology is still evolving, Davis said. Headsets are still expensive a $300 headset used to maybe cost $30,000. The technology it takes to also run the software is a higher-end computer, which automatically eliminates a large majority of the population.
Pimentel, who started at the School of Journalism and Communications Portland campus in September, was able to get to know his colleagues a little more by working over Zoom with them on the paper. The team worked to combine their individual expertise with virtual reality technology to write engaging and unique papers meant to help ensure VR is accessible for people who want to use it.
VR provides an unprecedented amount of nonverbal data, like posture that can be used to tailor experiences to meet the needs of each individual. However, ethically collecting and using that data does come with risks.
The COVID-19 pandemic has given us the opportunity to dive into these technologies, Davis said. With all the promise, we also recognize there are risks involved that must be mitigated. As researchers, we need to be aware of what those are and how to help industry, researchers and consumers prepare for them. I believe that people are going to discover virtual reality to be an incredibly powerful tool.
By Alli Weseman, School of Journalism and Communication
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Virtual reality could help put the empathy back in pandemic life - AroundtheO
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Yaw2 Ushers In The Next Generation Of Virtual Reality Gaming | ARPost – ARPost
Posted: at 6:11 am
Yaw VR is taking virtual reality gaming to a whole new level with its next-generation motion simulatorYaw2. Its the companys most compact and affordable VR motion simulator. Also, it has the highest motion range by far.
Merely a week from launching its Kickstarter campaign, Yaw VR surpassed its initial funding goal of $100,000. Its raised more than $1 million in crowdfunding with a few more weeks to spare.
Yaw2 gives gamers realistic virtual reality experiences without sacrificing comfort. It has a 40-degree roll motion range, while it has a 70-degree pitch motion range. By adding the Yaw Platform, gamers can enjoy a full 360-degree rotation.
The Yaw Platform is an optional module. When added to your Yaw2 simulator, it unlocks the rotational movement.
After its successful Kickstarter campaign in 2018, Yaw VR was able to identify the most indispensable features and functionalities for motion simulation. Comfort, foldable gaming plate, and hassle-free setup were some of the factors that have been carried over to the Yaw2.
The Yaw VR Game Engine 2.0 is a free tool, which you can use to connect games to your simulator. From there, you can adjust everything, from LED lights and motion compensation to axes and vibration.
Aside from these, Yaw2 is equipped with advanced features that improve the virtual gaming experience. This includes ultra-low latency, high motion speed, powerful motors, built-in vibration, and gameplay time tracker.
Moreover, Yaw VR added new features for the Pro version, such as a 3.5mm jack and a USB hub. It also has Buttkicker mounting support and a 110/220 V outlet.
See Also: VR Gaming for Adults
Since Yaw2 operates independently from VR headsets, it is compatible with major VR headsets such as Oculus Quest, Oculus Rift, Oculus Rift-S, HTC VIVE, HTC VIVE Pro, Valve Index, PSVR, Windows Mixed Reality headsets and Pimax.
The cost of virtual reality equipment has dropped significantly over the years due to advances in technology. However, most of them are expensive for the average consumer.
Still, Yaw2 brings us a step closer to affordable virtual reality gaming experiences, as its lowest funding tier costs a reasonable $1,090. However, the base pledge only comes with the base equipment. It includes the Yaw2 motion simulator and smart chair, excluding the seat.
For $1,470, you get the Yaw2 motion simulator, the smart chair (again without the seat), and Yaw Platform for Yaw2. The seat is available as an add-on for $100.
However, since the seat is replaceable, if you have a particular seat that you find more comfortable, you can attach it to the simulator. Its platform is compatible with most flat-bottom office and gaming seats.
Perhaps the best thing about the Yaw2 simulator is that its suitable for home and work use too. It has a wide ergonomic desk, which fits a laptop, keyboard, and mouse.
Its chair features posture correcting assistance. That means it automatically adjusts the chair to an ideal position to keep the muscles and joints healthy.
As mentioned, it also comes with a built-in timer. Besides keeping track of your game time, you can use it to track your work time and boost productivity.
Yaw2 is the future of virtual reality gaming. This motion simulator is stylish, functional, and somewhat affordable.
Yaw2 will still be on Kickstarter for a few more weeks.
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Virtual reality for military veterans: T-Mobile teams with Honor Flight Network, VR to bring memorials to war vets – USA TODAY
Posted: at 6:11 am
Virtual reality will be used to help some military veterans visit war memorials in the Nation's Capital from their homes.
With the help of wireless provider T-Mobile and augmented reality and VR channel Healium, the Honor Flight Network will bring to veterans' homes the virtual experience of visiting the World War II Memorial and other Washington, D.C., memorials during May, which is Military Appreciation Month.
Volunteers with the Honor Flight Network, anon-profit organization that flies veterans to Washington, D.C., to see war memorials honoring veterans' service and sacrifices, will be equipped with VR headsets and hotspots that connectto T-Mobile's 5G network. The network will travel to small, rural towns across the U.S. to veterans' homes and give them thevirtual tours.
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World War II veteran JD Sinclair experiencing a VR visit to war memorials in the Nation's Capital. The rural Missouri man was a Seaman 2nd Class during WWII stationed aboard the USS Columbia in the North Atlantic.(Photo: T-Mobile/Healium/Honor Flight Network)
The VR experience includes theChanging of the Guardat Arlington National Cemetery, and video and sound from the World War II Memorial, Korean War Veterans Memorial, Vietnam Veterans Memorial and the Women in Military Service For America Memorial. Theres also a virtual tour of the USS Nimitz in the Pacific Ocean.
We are losing our World War II Veterans at a rate of hundreds a day, and sadly many may not live long enough to be able to see their memorials in person, said Healium CEO Sarah Hill in a a statement.While nothing is as good as a real, in-person Honor Flight trip, this is a beautiful way to take Veterans there if theyre not able to travel.
Last month, T-Mobile announced its 5G home internet service and competitor Verizon has an offering, too but you will want to check coverage maps for availability. 5G can providebroadband speeds that outperform cable-delivered connections.
Faster, more robust connections mean more will be able to experience VR applications that "can transport us to new places, giving us immersive experiences that better connect us to our world, said John Saw, executive vice president of advanced and emerging technologies at T-Mobile, in a statement. We are delighted to team up with Healium and Honor Flight Network to help give back to those who have served our country.
Follow Mike Snider on Twitter: @MikeSnider.
Read or Share this story: https://www.usatoday.com/story/tech/gaming/2021/05/11/military-veterans-get-virtual-reality-tour-war-memorials-home/5037690001/
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TRUE TO LIFE: Virtual reality training puts officers in the middle of the action – Greenfield Daily Reporter
Posted: at 6:11 am
Sgt. Isaiah Ernst conducts a tense traffic stop as part of his training. (Tom Russo | Daily Reporter)
GREENFIELD Isaac Galbraith slowly lifted the Taser from his left pocket after demanding the man standing in front of him drop the baseball bat. When the man didnt and charged the Greenfield Police Department officer, Galbraith squeezed the trigger and dropped the attacker within seconds.
This was an exercise, not a real event. But with the help of virtual reality equipment, the training, held this week for GPD officers, came pretty close to the real thing.
When Galbraiths exercise was over, he slightly raised the virtual reality mask off his face and listened to the critique of his performance from instructors Lt. Jimmie Condra, Detective Jerami Summers and Capt. Chuck McMichael, who told the officer he handled the situation well.
Heading into the training, Galbraith noted he had not done any similar training previously. But he knew it was going to help him be better prepared the next time he is forced to make a quick decision.
The man with the baseball bat was just one of 13 scenarios Galbraith and all officers from the GPD went through earlier this week as part of a session of de-escalation training.
This is definitely different from the old kind of video games, Condra said. This is all about de-escalation when someone doesnt necessarily respond to your commands.
The training is designed to be a vital part of honing officers response and comes after the state has enacted a new law requiring de-escalation exercises. But the virtual reality aspect was unusual.
Were one of the first departments in this area to do this kind of training, McMichael said. Weve had a lot of good feedback from our officers.
The department conducted the two-day training at Evolution VR,1757 Melody Lane in Greenfield, owned and operated by Terry Longworth. The business is certified through the Indiana Law Enforcement Academy as a law enforcement provider, meaning any training the officers do at the facility goes toward required training hours.
While the instructors and operator watch a video screen of the program the officers go through during the training, the officer is immersed into the scenario. He or she can move around as if theyre actually in the environment, and theyget a real-life feel of how to react in tense and dangerous situations.
The program scenarios are so real an observer can watch an officer jumping out of the way of an oncoming vehicle or trying to dodge a person running at them.
McMichael noted this level of training is new to the department. The plan is to have officers go through a virtual reality program at least once a year.
Evolution VR officials reached out to the GPD in spring of 2020 to let them know software companies had created programs to help in police training scenarios. The pandemic kept the department from moving forward last year, but this year, with the business opening up and people getting out, the department jumped at the chance to do the training for a cost of about $1,000, which was a one-time price quoted for this test session of the software.
This is a great alternative to work in additional training, McMichael said. Its really cool.
He also went through the VR training and said it was much more than he had anticipated, noting how realistic the training weapons are, right down to the make and model officers carry.
While many law enforcement agencies take part in role-playing scenarios during field day programs, the virtual reality takes the experience to a new level. A large number of scenarios can be programmed, from a suicidal person to a bank robbery, an active shooter or a domestic violence situation. The program can be controlled by an operator who in a second can change a scenario and how it plays out based on an officers decisions.
During the training, each officer taking part gets a brief description of the scenario theyre thrust into, just like they would with a normal call. Once the scenario starts, the officer responds to what he or she is seeing, including moving about.
Were even putting officers into positions where they have to move themselves into a cover position, walk around a neighbor, or look into a car, McMichael said.
Brian Pryor, chief of the Shirley Police Department, had his officers take the training and said it was a worthwhile experience.
Our guys love it, Pryor said. Its about as close to being in the actual situation as can be.
Pryor, whos been in law enforcement for nearly 30 years, took part in the training himself and said he and his department appreciated the opportunity to have the full 360-degree experience.
Up, down, everything around you was just like it would be in a real-life dangerous situation, Pryor said, which he noted is normally hard to simulate in traditional training exercises. I really love the training and highly recommend it. It really raises your heart rate, and thats something officers need to experience working under the different stresses of the job.
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What is foveated rendering? Explaining the VR technology key to lifelike realism – Gearbrain
Posted: at 6:11 am
The first details of Sony's upcoming virtual reality headset for the PlayStation 5 game console leaked out this week. Among expected improvements like 4K resolution, USB-C and haptic feedback, we felt one feature needed further explanation.
That feature is called foveated rendering. Don't worry if you haven't heard of it before; this isn't a case of a pre-existing technology making the leap from smartphones, televisions or computers to VR, but a new technology directly related to virtual and augmented reality.
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What is foveated rendering?
At its simplest foveated rendering seeks to produce a more realistic viewing experience while also reducing the graphical demands of a VR headset. This can also help save battery life for wireless headsets, but the next-generation PlayStation VR is expected to be powered via a USB-C cable, so battery efficiency isn't a factor in that application.
Foveated rendering is able to both improve the visual experience and lower the processing requirements by adjusting the resolution of a VR environment depending on where you are looking at any one moment. This requires eye-tracking another technology rumored to be featured on Sony's new headset so the VR system can see precisely where the wearer is looking.
Once their gaze is known, the system can dynamically adjust the resolution of the VR experience in real-time. The resolution of the user's periphery vision is decreased, while the resolution of where they are looking is increased. This means graphical processing power can be managed more efficiently, with fewer pixels used to create parts of the VR environment that the user isn't looking at.
A more lifelike VR experience
The VR headset by Varjo uses foveated renderingVarjo
As well as being more energy efficient, foveated rendering also promises to create a more lifelike VR experience, by blurring the edges of a user's peripheral vision instead of producing VR with a consistently sharp resolution across the entire environment. Just like how objects in your real-world peripheral vision aren't as clear as those you are looking at directly.
Foveated rendering was first seen in 2014, on a headset by a VR startup called Fove. This was also the first VR headset to feature eye-tracking. A couple of years later, Nvidia demonstrated its own method for creating foveated rendering, followed by Qualcomm in 2017.
HTC then revealed the Vive Pro Eye headset in January 2019, complete with eye-tracking and foveated rendering. This enterprise-grade VR headset works with Windows 10 computers and is currently priced at around $1,350 considerably more than the expected circa $400 to $500 for Sony's upgraded PlayStation VR.
The feature also appears in the VR headsets of Varjo. Addressing its customers, the Finnish company explains the technology as such: "Foveated rendering uses the eye tracking functionality built into your headset to improve the performance of applications and produce a better virtual experience.
"With foveated rendering, your headset can render fewer pixels in peripheral areas while maintaining the highest resolution in the center of your vision. The area with the highest resolution will follow your gaze so that you can experience the best possible image quality at all times."
The HTC Vive Pro Eye is an enterprise-grade VR headsetHTC
Foveated rendering without eye-tracking
This visual trick doesn't necessarily need eye-tracking technology. Facebook-owned Oculus added dynamic fixed foveated rendering to the software development kit (SDK) of the Oculus Quest in late-2019. Oculus explains to developers: "The effect lowers the fidelity of the scene in the viewer's peripheral vision and is nearly imperceptible. This reduces the GPU load due to the reduction in pixel shading requirements."
We don't know for sure yet if Sony's next VR headset will have eye-tracking and foveated rendering, but given the power of the PlayStation 5 we don't think this, and a 4K resolution, would be too much to ask. It should also lead to more realistic VR games and experiences, and hopefully pave the way for more growth in the consumer VR market.
HTC VIVE Pro Virtual Reality System
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HTC Vive takes virtual reality to the next level – iTWire
Posted: at 6:11 am
HTC Vive sets a new benchmark for business and consumer virtual reality (VR), bringing 5K resolution and a 120-degree field of view as standard to the two new VR headsets, the company announced at Vivecon 2021, HTCs global VR conference.
Vive Pro 2 pushes the boundaries of PC VR for incredible gaming, creating, and experiences, while Vive Focus 3 redefines business VR with a purpose-built All-in-One with no compromises. HTC also launched Vive Business, its comprehensive range of tools designed to support businesses of any size to get the most out of VR.
Cher Wang, HTC chairwoman and CEO, announces: Todays launch marks a major milestone in our strategy to create the very best immersive experiences. We have listened to our customers, from well-known global companies to smaller firms and professional users and have designed these premium headsets from the ground up to meet the challenges they face, adding a professional range of software, platform and services to make implementation as smooth and effective as possible.
Wang claims: In line with our mission, weve combined the latest technology with the needs and aspirations of our customers, enabling them to unleash their imagination to improve peoples lives and solve problems for business and society.
Furthermore, I am delighted to share this good news at our first global Vivecon event; a clear demonstration of how the virtual world has become mainstream over the last year, enabling people from all over the world to join us without leaving their homes, Wang continues. In this new normal, Vive is playing a greater role in bringing people closer together while creating a more sustainable world.
Vive Pro 2 Sharp, Precise, ImmersiveVive Pro 2 takes PC VR to the next level, taking into consideration every pixel and polygon, for high-end gaming or creating the impossible.
A 5K resolution display delivers 2.5K to each eye, coupled with a fluid 120 Hz refresh rate, and fast-switching panel with real RGB sub-pixels, for clear and smooth animations. Field of view increases to 120 degrees thanks to VIVE Pro 2s new bespoke dual stacked-lens design. According to HTC, these advances mean minimal motion blur and the screen door effect is virtually eliminated, giving people a more natural and immersive experience.
HTC Vive says it also worked closely with Nvidia and AMD to utilise Display Stream Compression, for the first time in a VR headset. Display Stream Compression ensures maximum visual quality and is also backwards compatible with DisplayPort 1.2, so even graphics cards which supported VIVE Pro will see a benefit with Vive Pro 2.
Vive Pro 2 features adjustable inter-pupillary distance (IPD), evenly distributed weight balance, adjustable head strap, and a quick-adjustable sizing dial. It also has 3D spatial sound with Hi-Res Audio Certified headphones and supports third party headphones.
All Vive SteamVR ecosystem accessories will work with Vive Pro 2Vive Trackers of any generation, including the new Vive Facial Tracker, and more. Vive Pro 2 will slot into an existing SteamVR setupwhether it's Base Station 1.0 or Base Station 2.0, Vive Wireless Adapter, controllers, or even controllers and gloves like Valves Index knuckle controllers.
Vive Focus 3 A New Era for Business VRHTC considers the new All-In-One Vive Focus 3 as the ultimate solution for business VR, combining visuals with a smarter ergonomic design, audio and next level inside-out tracking and controllers.
Vive Focus 3 has 5K resolution with class-leading dual 2.5K displays, a smooth 90Hz refresh rate and an ultra-wide 120-degree field of view, for exceptional immersion. The fast-switching display panel uses real RGB subpixels, practically eliminating the screen door effect. The new visuals mean fine details like writing and overall fidelity are dramatically clearer, allowing for software design and user interaction to be more natural.
Vive Focus 3 delivers comfort, with a new strap design, balanced weight distribution, and an intelligently designed curved battery pack which can be swapped. Vive Focus 3s battery pack can be changed in seconds and can last for a day. Quick charge gives you 50% battery from just 30 minutes of charging, and an L.E.D indicator notifies how much power you have left.
The magnesium alloy frame of Vive Focus 3 is 20% lighter and 500% stronger than traditional plastics. Vive Focus 3 has a wide range and fine-adjustable Inter Pupillary Distance range, as well as a quick-release button and easily removable magnetic front and rear face gasketsso its easy to swap in replacements or clean themespecially important on days when there are lots of different users.
Vive Focus 3 has new open-back speakers featuring a pair of dual drivers, delivering immersive and true-to-life audio. They are contact-free which means users can still maintain environmental awareness while staying immersed in VR. For peace of mind in VR meetings, a special audio privacy setting dramatically reduces the risk of sound being overheard by people nearby.
It is also powered by an AI inside-out tracking algorithm for precise tracking, with privacy at the forefront as all tracking data is stored in an encrypted format on the headset. The redesigned controllers are easy and intuitive to useone of the lightest 6dof controllers on the market that last for 15 hours on a single charge. Hand tracking support will be released in the future.
Vive BusinessVive Business is a complete suite of software and services, supporting the needs of businesses looking to get the best out of XR. No matter the organisations size, Vive Business is scalable and secure, making life easier for deployment, maintenance, remote support, training needs, and much more.
The Vive Business Device Management System is a simple and intuitive master data management (MDM) and is ISO certified, allowing IT to quickly and easily see the status of each Vive Focus 3 on the network, remotely install new business apps, update software, and more. Vive Focus 3 is designed to work with Android Enterprise MDM, so it can also slot into pre-existing MDM solutions already active in your environment.
Building on the success of the consumer Viveport store, the Vive Business AppStore is a curated collection of apps and tools, covering diverse areas like training, communication, visualisation, and more.
Vive Business Training, claims HTC, is perfect to support training sessions of any size. The training leader can observe the progress of each trainee, via an Android device, highlighting the next steps needed and talking the trainee through it, even in a class size of hundreds. Vive Business Streaming supports connecting Vive Focus 3 to a PC via a cable, with fully wireless streaming support coming in the future. Vive Business will see new tools and features added in the future, delivering a continuously updated powerful suite of business solutions.
Vive gives control back to businesses. Organisations can choose to take up Vive Business services, or they can simply pay a one-off cost for Vive Focus 3 and integrate it into their existing setup, with no recurring fees and the ability to use their hardware as they choose to.
Vive SyncMeet in VR with realistic avatars to discuss business, host presentations, examine 3D models and, teach a class with Vive Sync. Originally built as an internal communications tool to support collaboration on product design, Vive Sync was launched in Beta in June 2020.
Now, having been used in almost 100 countries around the world, HTC claims, Vive Sync is launching in Pro and Enterprise versions, offering different new environments, tools, and ways to interact. Bring everyday files into VR, from Microsoft PowerPoint presentations through to 3D formats. Vive Sync is perfect for groups of up to 30 people, and for larger groups, Vives XR Suite offers a range of different scenarios.
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3 Stocks to Watch Amid the Continuing Virtual Reality Boom – Zacks.com
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Virtual reality (VR) has been gaining popularity over the years as it offers an immersive experience wherein users can effectively envision the environment that they perhaps want to visit in real life or finalize the design of a product that they are working on. Notably, VR has been trending in the gaming industry for a while as gamers are able to interact more effectively with the video game that they are playing. In fact, players can virtually touch and interact with objects created within the simulation and use the motion control for movement, thereby experiencing an alternative to actually being part of that particular games world.
Nonetheless, the application of VR has been diversifying and has found considerable usage across different industries. Notably, the automotive industry is making use of VR to conceptualize and finalize the design of a vehicle before building a prototype. This allows manufacturers to save both time and money as they dont have to build multiple prototypes of a vehicle since the simulated 3D environment allows designers and engineers to iron out any errors from the design. Moreover, companies are showcasing their vehicles to customers with the help of VR, allowing them to interact fully with a vehicle per their requirements and customizations.
Meanwhile, the healthcare industry is also making use of VR to train medical practitioners by creating virtual models of the human body and allowing them to study minute details of areas within the human body that are otherwise difficult to reach. Moreover, VR helps patients in reducing their pain as it can distract them by creating a calming environment or tackle anxiety by creating scenarios that elicit difficulties and allow therapy to deal with them.
Moreover, the tourism industry is also making use of VR to boost its operations. Interestingly, VR allows potential tourists to get a taste of what the place is actually like before they visit it in person. Markedly, the COVID-19 pandemic last year helped in accelerating the demand for VR in tourism as an alternative to physical travel as people had to cancel their travel plans to avoid risking the spread of the virus. In fact, a report by analytics company GlobalData stated that the longer the pandemic impacts travel plans, the higher the chances that both consumers and organizations might adopt VR on a more permanent basis.
Meanwhile, the pandemic also led to increasing use of VR in the workplace as it allows for more efficient collaboration among employees while working remotely. Moreover, VR is becoming an effective way of training employees and acquire new skills without physical interaction or presence in the workplace.
Reflective of these positive developments that the VR experience is leading to in so many industries, the adoption of VR seems ready to increase in the future. Notably, a report by Grand View Research stated that the global VR market is estimated to witness a CAGR of 18% from 2021 to 2028.
The adoption of VR across various segments seems poised to grow going forward as it offers users the convenience of a simulated and immersive experience that can increase efficiency and deliver better results and services. Hence, this seems like an opportune moment to keep an eye on companies that stand to benefit from this continued uptick in demand for VR. Notably, we have selected three such stocks that carry a Zacks Rank #1 (Strong Buy), 2 (Buy) or 3 (Hold). You can see the complete list of todays Zacks #1 Rank stocks here.
Alphabet Inc.s (GOOGL Quick QuoteGOOGL - Free Report) Google has multiple offerings in the VR space including its Daydream platform and Daydream View headset, Google Earth VR and also Google Cardboard. The company currently has a Zacks Rank #1. The Zacks Consensus Estimate for its current-year earnings increased 27.3% over the past 60 days. The companys expected earnings growth rate for the current year is nearly 50%.
Facebook, Inc. (FB Quick QuoteFB - Free Report) offers Facebook Horizon which is a VR gaming world and owns a VR headset company named Oculus. The company currently has a Zacks Rank #2. The Zacks Consensus Estimate for its current-year earnings increased 15.7% over the past 60 days. The companys expected earnings growth rate for the current year is 29.3%.
Sony Group Corporation (SONY Quick QuoteSONY - Free Report) offers its PlayStation VR which allows gamers an immersive experience while playing video games. The company currently has a Zacks Rank #3. The Zacks Consensus Estimate for its current-year earnings increased 2.6% over the past 60 days. The companys expected earnings growth rate for the next five years is 11.6%.
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Texas A&M using virtual reality to engage more students in the classroom – KXXV News Channel 25
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COLLEGE STATION, TX Bored with traditional slides, Jaskirat Batra found a more exciting way to view things in class.
Using a low-cost cardboard viewer and a smartphone, students in the engineering department are able to see 3-D models of things that they would not normally be able to view. The use of virtual reality in the classrooms can be transferred to other subjects as well.
"The concepts that we teach actually overlap with physics and I know there are some other applications where this is being used in veterinary medicine or in aerospace." shared Batra, doctoral candidate There's a lot of STEM disciplines where this could be used."
Batra has noticed an increase in student engagement since starting to use virtual reality goggles.
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Clash of Chefs Game Moves to Virtual Reality Platform – Gameindustry.com – GameIndustry.com
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Developer Flat Hill Games has announced that delicious virtual reality cooking game Clash of Chefs VR will exit Early Access and launch for the original Oculus Quest and Oculus Quest 2 headsets this summer alongside other Steam VR-compatible devices including Oculus Rift, Valve Index, HTC Vive, and Windows Mixed Reality. Clash of Chefs VR allows foodies to play with their meals like never before, challenging them to prepare American, Italian, and Japanese recipes as quickly as possible to defeat online or asynchronous multiplayer opponents and climb the leaderboard. In addition, fans can ripen their skills across 80 different single-player levels.
The final, complete version of the game will include content currently unavailable in the Early Access version, such as a new themed restaurant, achievements, customization features, and more.
Oculus Quests catalog is hyper-curated to ensure a high degree of player satisfaction and great return on investment for developers, says Adrian Djura, CEO and Founder of Flat Hill Games. Were proud that our virtual food frenzy, Clash of Chefs VR, will soon be featured among other quality titles on the headsets platform.
As players begin mastering the culinary arts, customers will demand increasingly complex dishes. Fans must carefully measure bacon on burgers, beans in burritos, shredded cheese in pasta bowls, and noodles in ramen if they hope to earn a top spot on the leaderboard and become one of the worlds best virtual chefs. Of course, players are welcome to smash plates over a waiters head or toss ingredients in their opponents face whenever they want to spice up the food fight.
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