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Monthly Archives: July 2021
Why I’m off to the Liberal Democrats – The Spectator Australia
Posted: July 14, 2021 at 1:48 pm
Prime Minister Scott Morrisons roadmap to normality was criticised as vague but it did contain one piece of substance - he made it harder for stranded Australians to return home. Our mindset at this point should be to tear down that Covid wall, Prime Minister, not heighten it.
The governments re-election strategy appears to be built around flogging the Covid horse till polling day. The clean-up however is too urgent for political timetables. Australia has been one of the least Covid impacted nations but on a per capita basis has racked up one of the worlds biggest Covid debts comparable to wartime. When those wastrels of the ALP lost office in 2013 they handed over $257 billion in federal government debt. Three Liberal Party PMs later and its on its way to $1.2 trillion.
Endless debt? Engineering the semi-Covid. state? All but promising carbon-neutrality by 2050? Sorry, but three strikes and you are out. This is not just a deviation from the Liberal Partys founding. Its betrayal.
At his campaign launch for the 1946 election, opposition leader Robert Menzies thundered, Or shall we build upon liberal democracy, which passionately believes that the war was fought to overthrow the authoritarian state; that there can be no national progress except through the efforts of the individual. Menzies was a classical liberal - small state, big citizens - hence his choice of party name.
A few years after his retirement, Menzies spent many hours being interviewed by the Australian correspondent for The Economist, Lady Frances McNicoll. Her audio recordings of many of the interviews are preserved. That goldmine was largely sealed until the Menzies Foundation gave Troy Bramston access while he was researching his 2019 definitive biography of Menzies. Menzies view of his successors reveals endless disappointment. In 1974, at a gala event for this eightieth birthday Menzies said, When we commenced the Liberal Party we had principles. Principles are apparently nowadays things that are not to be insisted upon because to insist upon them is to demonstrate you are reactionary or conservative. Bramston has ample evidence Menzies, at least once, voted for the right-wing Democratic Labor Party.
If the great man was distressed in the 1970s what would he think now? After the last 18 months, my hunch is hed want to see a 1944-style fresh start.
The Liberal Party could have championed a Swedish style citizen-trusting, light-touch Covid response. Sweden took an early hit but today has one of Europes lowest Covid fatality rates and along the way didnt set dangerous precedents. If outlier Sweden was a bridge too far, then for months weve had plenty of evidence from big and small American states that the impulse to wind back Covid restrictions early is sound.
Social media often compares this Covid episode with George Orwells 1984. Its inaccurate. We dont have monitoring cameras in our homes and while dissent is curbed its not a crime. On a scale of one to ten, however (with ten being 1984), pre-Covid we were a two and now were a four. The trend is not our friend but very correctable. Covid has however demonstrated that if the big state and big business seriously collude they have the means to engineer a twenty-first century high-tech version of Orwells dystopia (Chinas halfway there).
Lockdowns, travel prohibitions, tracking, snitching on neighbours, school closures, masks, free money and debt to Jupiter have all been a happy joint venture of the state and federal Lib-Lab Party. Keen observers are not surprised. In 2017 then Treasurer Scott Morrison had this to say about free speech, I know this issue doesnt create one job, doesnt open one business, doesnt give anyone one extra hour. Scott Morrison has been a workaholic his entire working life and I suspect hes been too busy to ever ponder his partys classical liberal founding.
It wasnt always this way. The New South Wales Division is to blame.
In its first half, the Liberal Party was dominated by the Victorian division. Every federal leader from 1945 to 1985 was a Victorian bar Billy McMahon. Other than the brief tenures of Andrew Peacock and Alexander Downer, every subsequent leader has come from NSW.
Besides a brief period from 2003 to 2009, the NSW Division has been controlled by the erroneously named moderate faction. Yes, theyre moderate about policy (they dont believe in much) but theyre immoderate about the pursuit, not so much of power, but of perks.
The moderates are a throwback to the Tammany Hall-style political machines which ran many American cities in the nineteenthcentury. Political machines are built on patronage and their end-product is sub-optimal politicians more loyal to the machine than the national interest. The ethos of the moderates is, winning isnt the most important thing, its the only thing and that now dominates the federal parliamentary party.
There was meant to be a small government dry faction somewhere in the party room but theyve been awfully quiet during Covid. If they cant speak up now, what use are they? Had Prime Minister Malcolm Fraser overseen a similar response to the swine flu scare of 1976, there would have been cabinet resignations, an irate backbench and a backdown.
What about the Nationals? Barnaby said some good things as a backbencher but the quieter he stays as deputy PM, the more it suggests his grumblings were comeback tactics. More significantly, a party panel recently rejected John Andersons much-anticipated comeback and party grandees didnt seem to care.
Anyway, Im off to the Liberal Democratic Party. Surely classical liberalism is a growth stock in 2021. Can the LDP become a party of government that restores economic rationalism? Im told its a longshot but its a better bet than clinging to the false hope the Liberals rediscover their founding principles. If Menzies voted DLP in 1972, my hunch is he would vote LDP in 2022.
John Ruddick is the Liberal Democratic Party candidate for the seat of Warringah at the next federal election.
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Editorial | Where’s the Liberal plan for emission-free vehicles? – TheSpec.com
Posted: at 1:48 pm
Is the sun finally rising on the age of emission-free vehicles in Canada or are we merely staring at another false dawn?
Its difficult to know after the Trudeau Liberals recently declared that by 2035 every single new car, every new SUV and every new light-duty truck sold in the country would have to be electric.
That mandatory target shaved five, full years off the federal governments previous deadline that would have ended the sale of new gasoline- and diesel-powered passenger vehicles in 2040.
The fact that Transport Minister Omar Alghabra called the transition a must delighted environmentalists. It signalled the Liberals commitment to fighting climate change in a summer where the killer heat wave out West has convinced even many previous skeptics that strong, concerted action on this front is needed. And the transition to zero-emission vehicles is, indeed, a necessary change that if accomplished would go a long way to reducing the Canadian carbon emissions that contribute to global warming.
But considering this is also a summer when rumours of a fall federal election are also swirling in the overheated air, its worth asking whether were seeing a viable, thought-out action plan or just a convenient talking point in the next Liberal election manifesto.
We pose the question because the Liberals have set a supposedly firm deadline for when a major change in how Canadians get around must begin. But they have yet to announce what matters even more how theyll actually make this happen.
Consider just two of many unresolved issues: the electricity supply and the recharging infrastructure that will be needed to power the burgeoning future fleet of emission-free passenger vehicles.
Obviously, the source of the electricity that powers these vehicles should be clean or theres no point in mandating their use. But the government acknowledges that more than 19 per cent of the electricity produced in Canada currently comes from natural gas, oil and, yes, even coal. Phasing out the burning of fossil fuels by internal combustion engines will accomplish far less in cutting emissions if the same fossil fuels produce the electricity driving the supposedly zero-emission passenger vehicle fleet.
In addition, the Liberals need to give Canadians an idea of how much more electricity will be needed and where it will come from. Clearly, our electricity demands will also rise even more as hotter temperatures spur the use of more air conditioning. Just a few days ago, the Alberta government asked residents not to recharge their electric vehicles because air conditioners were using so much energy.
A 2019 Ernst &Young report estimated that if 30 per cent of Canadas vehicle stock in 2030 consisted of electric vehicles compared to just three per cent two years ago there could be an 11 per cent spike in electricity demand nationwide. So are there blueprints for new generating stations? Will any of them be nuclear?
And wheres the plan to bring online the recharging stations that will be needed in residences and workplaces, as well as service depots? While the federal government has so far invested $376 million into electric vehicle recharging infrastructure, the total investment needs to be about $10.5 billion as we move toward 100 per cent zero-emission passenger vehicle sales. Thats according to the Electric Autonomy Canada, an independent news platform reporting on Canadas transition to electric vehicles.
As we eagerly await more information from this government, were reminded of the old saying that people shouldnt put the cart before the horse, thereby doing things in the wrong order. In our brave new and rapidly warming 21st-century world, perhaps our government shouldnt put the electric car ahead of the electricity supply.
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Editorial | Where's the Liberal plan for emission-free vehicles? - TheSpec.com
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Sandbox VR: Location virtual reality is making its comeback – VentureBeat
Posted: at 1:47 pm
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Virtual reality arcades looked like they were doomed with the onset of the pandemic. People had to social distance, and coming together at places like Sandbox VRs location-based virtual reality experiences just wasnt going to happen. But the company has reemerged from bankruptcy proceedings and it is reopening all of its locations, including a high-profile place in Las Vegas.
The Hong Kong-based Sandbox VR expects to open a new entertainment center in the Grand Canal Shoppes in the Venetian Resort in Las Vegas by the early summer. Its the first time Sandbox has targeted Vegas, and it is taking over the spot that was formerly occupied by The Void, another pioneer in social VR entertainment at retail locations, said CEO Steve Zhao in an interview.
I went through Sandbox VRs location in San Francisco before the pandemic. Its a socially immersive experience that provided players with a unique combination of full-body motion capture that make you feel like youre in another world. It contained more than home VR headsets, as we strapped sensors onto our wrists and shoes for better tracking, and we wore backpacks with powerful laptops connected to the VR headset. And then our team of five people battled Klingons in the Star Trek: Discovery Away Mission experience.
That feeling of having fun with your friends is back again, said Zhao, as locations like Chicago and Austin have demonstrated. The company has seen increased demand of 30% from before the pandemic at their current locations outside of Chicago and in Austin since they were able to open again with government-mandated restrictions. Over 90% of customers book ahead online. With the vaccine rollout accelerating and COVID-19 cases falling across the country, Sandbox VR has started ramping production back up in anticipation of the influx of interest at the end of the pandemic. I talked to Zhao about this death and rebirth experience, and what he learned along the way. Lets hope that the recovery proceeds as expected and all of location-based VR entertainment regains its lost opportunities.
Heres the edited transcript of our interview.
Above: Steve Zhao is the CEO of Sandbox VR.
Image Credit: Sandbox VR
GamesBeat: Whats open now for you? How are the re-openings going?
Steve Zhao: Back in March we knew things were turning around. There was a lot of hope. Now its pretty much backed by data. All the stores have reopened. We have 11 locations worldwide and seven across the United States. Theyre all profitable now. Were actually making more money now compared to when we peaked before the pandemic. The markets becoming more mature. Theres pent-up demand to go out.
In the last year or so weve done quite a bit. Weve improved our experiences. Weve made it a lot more immersive. The experiences are much more intense, more horror-based. Weve amped up the fantasy narrative of things like the pirate experience. Even Star Trek has improved. We made a platform that allows people to share easier. Theres a lot of optimization that goes on inside the machine. The pandemic allowed us to push that forward.
GamesBeat: It looks like you could have 15 by the end of the year?
Zhao: Yes, were still on track. We might beat that by one store. Were opening in Vegas next month. Shanghai is also opening next month. We have a new store in Austin, Texas opening next month as well. Weve been really busy.
GamesBeat: The one in Vegas, is that the one where the Void was?
Zhao: Yep, exactly.
GamesBeat: I did the Star Trek game before the pandemic. How did you improve that particular experience in the meantime?
Zhao: Our biggest learning is inside our platform. Theres a level of action-based intensity, and also things that its not as narrative-driven. Its not exciting to just listen to a narrator talking and not do much yourself. Weve redone the whole cadence and made it a lot more about things you do, a lot more reasons for you to talk to your friends.
Above: Star Trek: Discovery Away Mission.
Image Credit: Sandbox VR
We made the Klingons much more up-close and personal. It gets a much more visceral reaction if theyre in a closer space than far off. Weve also made them more intelligent in the way they fight. It feels like youre fighting real enemies, or at least thats what were trying to do. We try to script it so they change up their strategy, going from a frontal attack to flanking. Little things here and there. All of this in combination increases the immersion of the whole experience.
GamesBeat: How many people go through that experience at once? Is it six people?
Zhao: Yes, six people. Thats standard across all of our games.
GamesBeat: Are people still making appointments, or just dropping in?
Zhao: They are, yes. About 90% of people pre-book online. We havent seen a lot of foot traffic yet. Were still predominantly booked online. Because its so packed these days, we just cant accommodate that many foot traffic customers.
GamesBeat: Has the pricing changed at all now?
Zhao: Its higher now, yes, between $40 and $50 per person. It reflects the demand that weve been getting. We have weekends booked a week or two in advance now.
GamesBeat: Real estate got cheaper for a while, so thats probably helped out in terms of operating expenses and enabling sites to become more profitable.
Zhao: Oh, yeah. Rent was one of our biggest buckets of expense. Apart from that, were talking to more than two dozen landlords right now trying to get deals done. Theres a lot of synergy, because they look at us sort of like we provide premium experiences, but we can also prove that we track with a younger audience. Millennials come to our locations.
Above: Guests at Sandbox VR.
Image Credit: Sandbox VR
GamesBeat: Did you prioritize any particular regions for your expansion?
Zhao: Were looking a lot in Texas and Chicago. Chicago is doing well. In Chicago we see foot traffic increasing 25% every month since February. But other than that, no. Were just working nationwide right now, seeing whos interested.
GamesBeat: What about outside of the United States?
Zhao: Hong Kong is doing amazingly well right now. Its beaten pre-pandemic by a lot. Singapore and Vancouver had some very strong months, but they also dealt with COVID spikes this year. When theres no government regulation asking them to close, they have very strong numbers.
GamesBeat: Does it feel like its back to a kind of race now as everyone tries to reopen? Is there more competition for you, or less?
Zhao: Its definitely different now because the Void is gone. I dont know what Dreamscape is doing, but I know theyre working more on education now, so I dont know if retail is a big part of their plan. Even before the pandemic, a lot of VR startups were already gone. What we do, highly immersive full-body experiences, I dont know about anyone else who really pushed through. The big thing is that were operating profitably now as a company.
GamesBeat: It feels like the headsets are getting better. Theres the new HTC model thats out for enterprise. Varjo just made an announcement today. Do you think that the improvement in the overall quality of VR is moving ahead?
Zhao: Absolutely. In new stores well be outfitting them with the HP Reverb G2s, combined with the new backpacks. The fidelity of the overall experience is much better. You can see the world a lot more clearly. The immersion is deeper. A lot of good things have come through that. Weve always been agnostic when it comes to hardware. Whatever comes out, if we think it will improve the user experience and we can integrate it effectively, well do it.
GamesBeat: Are there some things you think about as the biggest lessons from the pandemic?
Zhao: Thinking about a startup, knowing what to focus on is critical. Before the pandemic there was so much stuff you could do that wasnt necessarily critical. Once you have to survive, though, you have to be very careful in how you make decisions. We only focused on a few core things and tried to do them really well. That was our biggest takeaway, that insane focus.
Above: Dean Takahashi (center) and guests of GamesBeat play Star Trek Discovery Away Mission. Players include (left to right): James Zhang, Jon Gagnon, Josh Allen, and Rob Oshima.
Image Credit: Dean Takahashi
GamesBeat: You had that death-and-rebirth experience.
Zhao: That might be the best way you can put it, yeah. We came into the pandemic feeling like, Oh, man, theres a good chance that we just wont survive. We lost 100% of our revenue, literally, in March. We had no idea how long it was going to last. We were just counting the days.
GamesBeat: Going into the reopening, how early were you able to start making some decisions about getting things open again? Was it a few months ago now?
Zhao: We looked at each store reopening based on regional jurisdictions. We looked at each state to see what their rules were, and when it seemed like the rules were coming up, wed work backward and plan for it. Thats why our stores in Chicago and Austin were pretty much open off and on during the pandemic, but the stores in California, we had to wait until April to have them open again. They were the last bastion that had to be shut down.
GamesBeat: What kind of locations do you seek out now? Where are you more likely to open given the different real estate environment today?
Zhao: We do a lot of pre-booked traffic, so we dont necessarily need a premium location, a top site. We definitely want places like malls or downtown neighborhoods that are convenient to access, places where millennials who might try Sandbox would already go out for food or drinks. Thats why were working with lifestyle shopping centers across the nation to be part of that.
Above: Sandbox VR gives you freedom of movement in virtual reality.
Image Credit: Sandbox VR
GamesBeat: What are you working on for the future in terms of new experiences?
Zhao: In the immediate future well be doing a sequel for Deadwood Mansion. Thats still by far the most popular experience. Thats in the works right now. Youll be shooting bats. People probably want to do that. Although its still a zombie experience. Outside of that, were going to continue to build on other immersive worlds people want to see. Who do they want to be? Its never about the number of pieces of content. Its about the diversity of content. What can we do with fantasy? What kind of IP makes sense for an immersive world? Well go from there.
GamesBeat: Do you see people coming back, repeat customers returning regularly? How many people will go through every available experience?
Zhao: Its been pretty hard to track with the pandemic. Wed open and close and open and close. Sometimes when we were open we had very limited spots, so it was very irregular. Now things have reopened, but its been very recent. People often have to book much further in advance, which sometimes turns them off. We dont have much concrete data about a steady state. Its a little too early to tell. When we have stores that are able to run longer, well see.
We have anecdotes. Staff at our stores would say, Weve seen this guy come in five times, eight times. People come back with more folks with them. For Deadwood sometimes people try to chase a high score. Weve heard stories like that. Thats another reason why we think episodic experiences will work. People will come back to follow that story.
GamesBeat: How many employees do you have now?
Zhao: We have about 20 people in corporate, but we have more than 100 working at retail.
GamesBeat: It seems like location-based entertainment has survived. That was a big question not too long ago.
Zhao: Its definitely been hard. Theres no online component. Its all about generating revenue with time inside the location. Weve been fortunate. We got some great investors. They kept up the flow, and we did everything we could to stretch every dollar. The timing has been great. If the pandemic lasted much longer, I dont know where we would have been. Our best-performing stores are making around $200,000 a month in gross revenue now. Theyve rebounded in a big way for us.
I dont know about everyone else working in the space, but our vision has always been to create the holodeck and bring the holodeck to your neighborhood. We have a lot more work to do.
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The Global Augmented Reality (AR) and Virtual Reality (VR) Market is expected to grow by $ 162.71 billion during 2021-2025, progressing at a CAGR of…
Posted: at 1:47 pm
Global Augmented Reality (AR) and Virtual Reality (VR) Market 2021-2025 The analyst has been monitoring the augmented reality (AR) and virtual reality (VR) market and it is poised to grow by $ 162.
New York, July 14, 2021 (GLOBE NEWSWIRE) -- Reportlinker.com announces the release of the report "Global Augmented Reality (AR) and Virtual Reality (VR) Market 2021-2025" - https://www.reportlinker.com/p06104797/?utm_source=GNW 71 billion during 2021-2025, progressing at a CAGR of almost 46% during the forecast period. Our report on augmented reality (AR) and virtual reality (VR) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the increasing demand for AR and VR technology and product launches. In addition, increasing demand for AR and VR technology is anticipated to boost the growth of the market as well.The augmented reality (AR) and virtual reality (VR) market analysis includes the technology segment and geographic landscape.
The augmented reality (AR) and virtual reality (VR) market is segmented as below:By Technology AR VR
By Geographical Landscape North America APAC Europe MEA South America
This study identifies the increasing number of M&A activities as one of the prime reasons driving the augmented reality (AR) and virtual reality (VR) market growth during the next few years.
The analyst presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on augmented reality (AR) and virtual reality (VR) market covers the following areas: Augmented reality (AR) and virtual reality (VR) market sizing Augmented reality (AR) and virtual reality (VR) market forecast Augmented reality (AR) and virtual reality (VR) market industry analysis
This robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading augmented reality (AR) and virtual reality (VR) market vendors that include Alphabet Inc., Facebook Inc., HP Inc., HTC Corp., Magic Leap Inc., Microsoft Corp., Samsung Electronics Co. Ltd., Snap Inc., Sony Corp., and Toshiba Corp. Also, the augmented reality (AR) and virtual reality (VR) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The analyst presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavios market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.Read the full report: https://www.reportlinker.com/p06104797/?utm_source=GNW
About ReportlinkerReportLinker is an award-winning market research solution. Reportlinker finds and organizes the latest industry data so you get all the market research you need - instantly, in one place.
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Enscape Leverages NVIDIA DLSS to Offer Better Performance of Virtual Reality Walkthroughs for Architects – PRNewswire
Posted: at 1:47 pm
KARLSRUHE, Germany and NEW YORK, July 14, 2021 /PRNewswire/ -- Enscape, a leading provider of 3D real-time visualization and virtual reality technology for architects and designers, today announced it will leverage NVIDIA DLSS Deep Learning Super Sampling technology to help AEC firms get access to the latest real-time rendering technology. Integrating NVIDIA's AI technology into Enscape's cutting-edge rendering software means users can get better quality and performance with lower system requirements to create a more realistic experience during walkthroughs and exports for clients.
"Architects and designers globally are looking for ways to quickly and easily visualize their designs and bring them closer to reality. Enscape is partnering with innovative organizations to address this challenge," said Christian Lang, CEO at Enscape. "We're proud to be working with NVIDIA to provide our architecture and design customers around the world access to high-quality real-time rendering and visualization technology."
Users will get access to the NVIDIA DLSS technology in Enscape 3.1 the next version scheduled to be released on July 21. The deep learning-based upscaling technique renders internally at a lower resolution but outputs a clean and sharp high-resolution image for high-quality videos and high-performance virtual reality walkthroughs. With NVIDIA DLSS enabled, video rendering time decreases, quality increases, and visual distortions are removed. Users can enjoy improved real-time performance of walkthroughs and higher frame rates with much lower GPU requirements. This latest technology is available to users with an NVIDIA RTX graphics card.
"NVIDIA DLSS is a great example of artificial intelligence delivering practical benefits to improve industry workflows," said Andrew Rink, head of AEC industry marketing strategy at NVIDIA. "AEC customers using NVIDIA RTX GPUs will be delighted at the innovative way Enscape has integrated our technology to enhance their powerful rendering software."
With Enscape and NVIDIA DLSS, users can also take advantage of the latest generation of high-res VR headsets and enjoy high-performance virtual reality experiences.
Enscape's real-time 3D rendering and virtual reality solution brings visual exploration directly into numerous modeling tools, including Autodesk Revit, SketchUp, Rhinoceros, ArchiCAD, and Vectorworks, providing an integrated visualization and design workflow.
See what Daniel Stine, Director of Design Technology at Lake|Flato Architectshas to say about Enscape's new NVIDIA DLSS capabilities in this blog post.
With Enscape 3.1, users can enjoy many other new features and improvements that will make it even easier for architects and designers worldwide to visualize as they design directly from their modeling software.
Try Enscape for free:To see what Enscape already has to offer, users can get a free 14-day trial here.
For more information:Please visit: enscape3d.com and download the press kit here.
About EnscapeEnscape develops high-quality 3D real-time rendering and visualization software and provides continuous innovation in accessible design technology. Architects and designers worldwide use Enscape software to unleash their creativity and make the built environment tangible before it exists. Enscape gives designers the power to create realistic renderings based on their existing planning data and automatically produce videos, panoramic images, and VR simulations. Enscape software is used by renowned architecture firms in over 150 countries. The company's corporate headquarters is in Karlsruhe (Germany) and has an office in New York (USA). To learn more, visit us online at enscape3d.com and follow us @Enscape3D
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Kalahari Resorts now home to the country’s first virtual reality water slide – 69News WFMZ-TV
Posted: at 1:47 pm
You can now fly with aliens, or fight fire-breathing dragons, from Kalahari Resorts in the Poconos.
America's largest indoor water park now has the country's first and only virtual reality water slide. It partnered with San Francisco-based Ballast VR to develop the project.
"We specifically focus on virtual reality for waterparks and resorts," saidStephen Greenwood, who co-founded Ballast Technologies in 2017.
It took more than a year to develop with the resort.
Housed in a waterproof casing that fits over your head, sensors sync up the slide and the headset.
"Currently we're in 15 countries at about 40 different locations," Greenwood said.
"There are three experiences to choose from. There's a space experience where you're navigating the galaxies and following an alien craft through meteors. There's a safari with cheetahs and rhinos and giraffes. And there's a dragon experience where you go through a medieval castle and battle a fire-breathing dragon."
Of course, I had to give it a try, myself. I chose the Safari.
At first, I was skeptical, but it is very realistic, maybe a little too realistic.
"The whole thing is a lot of fun. It's an unexpected combination,"Greenwood said.
And most likely just the beginning of a new way we'll experience amusement parks.
"We come from a Silicon Valley background and when you apply that sort of mindset to the space of entertainment and a resort atmosphere, I think some really magical stuff can happen,"Greenwood said.
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Extended reality holds ‘incredible potential’ for remote care applications – Healthcare IT News
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"Extended reality" may sound like something out of a science-fiction story, but it's very real: It's a general term for technologies such as virtual reality, augmented reality and mixed reality that can help enhance experiences such as games, manufacturing and travel.
It has potential in healthcare too as HIMSS21 attendees will have the chance to learn.
Jennifer C. Reneker, assistant dean of scholarly innovation at the University of Mississippi Medical Center, has been researching virtual reality as a way to enhance sports performance and prevent sports injury since 2018.
She says XR offers healthcare providers the chance to explore solutions beyond two-dimensional technologies.
"Before I started working with XR, I could not grasp the concept of a virtual environment," she said in an interview with Healthcare IT News. "Without some frame of reference, solutions with XR cannot be fathomed by healthcare innovators and problem-solvers.
"For me, this session is all about inspiring each audience member to think about how XR might be a solution for their unique healthcare need," Reneker added.
In addition to her work on sports injuries, Reneker says she recently began the research and development work to design a VR device to quantify an individuals sensorimotor control and enable concussion detection.
"The hope is that this device will be useful in the futurein-person and remotely,at the point-of-care,with telehealth," she says.
In fact, when it comes to remote care, Reneker says XR technology offers immense opportunity. The research being conducted at the University of Mississippi Medical Centers Center of Excellence in Telehealth includes a range of projects focused on prevention, diagnosis and treatment for neurological disorders.
"Although XR has not been used for these purposes yet, there is incredible potential for this medium to enable interaction with a patient in the virtual environment, even if the provider and the patient are hundreds of miles apart," she explained.
"Secondarily, sensor-based measurements are also possible with XR devices, allowing sensitive measurements to be taken, and adding objectivity to patient examination," she added.
"Both of these XR attributes offer the potential for remote patient care, including care from various types of specialists."
Reneker says she hopes her HIMSS21 session will spark inspiration for its attendees.
"While extended realities were created to provide immersive environments for entertainment and gaming, they are very sophisticated and novel devices, offering a set of capabilities not realized with other technologies," she said.
"Harnessing the creativity of people within healthcare to solve healthcare problems with XR is a recipe for incredible innovations."
Reneker will go into more detail in her HIMSS21 session, "Health via Extended Reality: Use Case in Sports Medicine." It's scheduled for Tuesday, August 10, from 4 to 4:30 p.m. in Caesars Alliance 315.
Kat Jercich is senior editor of Healthcare IT News.Twitter: @kjercichEmail: kjercich@himss.orgHealthcare IT News is a HIMSS Media publication.
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Virtual reality dining experience opens at The Spot 625 in Syracuse (photos) – syracuse.com
Posted: at 1:47 pm
Syracuse, N.Y. A new immersive dining experience has opened up on Syracuses North Side, promising virtual dinner parties with augmented reality storytelling.
Owners Brian Fitzgibbons and Gregory Nies softly opened The Spot 625 in the space formally known as Second North Deli. They plan a grand opening for the fall, but first, theyre practicing their ambitious twist on dinner and a show for various groups this summer.
The Spot 625 teamed up with Quantum Virtual Entertainment, co-owned by Nies and Ryan Lynch, to provide a virtual dining experience in a private room separated from the rest of the restaurant. (Quantum specializes in visual/audio entertainment and projection mapping.)
Diners enjoy a virtual reality dining experience in the private room at The Spot 625 in Syracuse, N.Y.Provided photo
The show follows a story titled Sognatore (The Dreamer) and eventually connects to an ample dinner served on the spot.
Without giving too much away, the story drops guests in the dream sequence of a main character, whose mind journeys from a pulsing nightclub to a snowy forest to outer space.
We wanted to create something you cant find anywhere else, with all local businesses and partners, said Nies, who co-scripted the story with Lynch. It was so fun to write this.
The main characters are voiced by Syracuse comedians Lou Greco and Carlo Russo of The Uncle Louie Variety Show, along with Ashley Oakes, Maria Theodorakakos, Jackson Oakes and Arianna Fitzgibbons.
The show gives diners plenty to talk about and react to, even if youre seated at the 10-person table with strangers. Multiple overhead projectors create a wraparound view on the rooms three walls and long table, like a planetarium. Theres not a bad seat in the house.
At first, it felt odd to halt dinner conversation for the sake of the show, but it was a relief to have pauses in the story as the appetizers and salads came out.
Some might find the story a bit goofy, with cartoonish broccoli bouncing across the walls of the windowless room. But others will appreciate the touch of Disney whimsy in an unlikely location, with birds, boats and rocket ships zooming across the table and walls.
Kids would dig it. Adults, too, especially after a couple drinks. And the attentive waitstaff kept our glasses full.
The main entrees coincided with a break from the narrative. We ate amid a pleasant countryside backdrop, with birds chirping and music filling the room. Jeff Molesky of Moletrax Studio provided the thundering audio backdrop, which made the dining room feel and sound like a movie theater.
Diners enjoy the virtual reality dining experience in a private room at The Spot 625 in Syracuse, N.Y.Stephanie Herbert
The Spot 625 carried over a few favorites from Second North Deli, like the delis popular London broil sandwich. The in-house menu differs from virtual dining menu, where large platters of steaks, seafood linguine, chicken riggies and vegetables are served, as family-style or plated dinners.
Servings were generous, with everyone in our party taking home heaping to-go containers.
Quantum Virtual Entertainment plans to expand into new markets throughout the country. Future shows will coincide with holidays and local wine tours which take guests into the wine-making process from vineyard to table.
This idea seems especially well-suited for the virtual experience, to bring great local wines and sommelier education to guests who cant make the trip to the Finger Lakes or Napa.
Overall, the experience provides something very different for the area, turning the dinner-and-a-show concept on its head. Its more of a show, punctuated by a dinner, but has potential to showcase a variety of interesting stories thanks to the energy of its creative team.
Diners sit at the bar at The Spot 625 in Syracuse, N.Y., a new restaurant that offers an augmented dining experience.Provided photo
Where: 625 Wolf St., Syracuse. Parking lot available on Second North Street.
When: The bar is open Monday-Saturday at 11 a.m. Closed Sundays. Virtual dinners are by reservation: Fridays at 6 or 8 p.m. and Saturdays at 4, 6 or 8 p.m. Reserve on quantumexperiences.com.
How much: Dinners start at $59. Alcoholic beverages available for additional cost.
Katrina Tulloch writes culture stories for Syracuse.com and The Post-Standard. Contact her: Email | Twitter | Facebook
Diners enjoy a virtual reality dining experience in the private room at The Spot 625 in Syracuse, N.Y.Provided photo
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Allegheny Health Network Improves Cancer Patients’ Experience and Comfort with Virtual Reality Technology Pioneered by Harvard MedTech – WFMZ…
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PITTSBURGH, July 14, 2021 /PRNewswire-PRWeb/ --Cancer treatment can be long, tiring and stressful. At the Allegheny Health Network (AHN) Cancer Institute, however, cancer patients now have access to innovative virtual reality technology that can help enhance their treatment experience.
Pioneered by Harvard MedTech, the technology resembles a large pair of binoculars that is worn by patients during treatment. Patients can choose from any number of relaxing scenes: sitting by a lake, walking in the woods, watching the sun rise over the ocean. The view transports them into a full, immersive experience where they are surrounded by the comforting sights and sounds of their chosen setting.
Harvard MedTech has donated 29 of the virtual reality headsets to AHN's Cancer Institute for use by patients across the Institute's multiple clinical sites.
"We are so grateful to Harvard MedTech for its generous donation of this amazing technology that will have an immensely positive impact on the care of our cancer patients," said Allie Quick, Chief Philanthropy Officer, AHN.
"Research has shown that when the brain focuses on a pleasurable virtual experience, it perceives stress and discomfort at lower levels," said Pat McCutcheon, Senior Vice President of Market Partnerships, Harvard MedTech. "Over time, the virtual reality experience can induce neural pathway changes in the brain that promote long-term pain relief and reduced anxiety and depression. It's a revolutionary concept that is transforming our understanding of how to manage pain and the psychosocial effects of trauma without drugs or surgery."
Harvard MedTech's donation to AHN came about through Gene Vaskov, the surviving spouse of a Cancer Institute patient, Connie Vaskov. Gene and his family were grateful for the quality of care Connie received from medical oncologist Jane Raymond, MD, and the entire Cancer Institute team, and wanted to make a gift that would help current and future patients undergoing cancer treatments. When Harvard MedTech learned of his desire to make a donation that would further improve the experience of cancer patients, the organization stepped up immediately.
"Cancer treatment can take a mental and physical toll on patients, yet it is critically important that they persevere and finish all prescribed treatments to have their best chance for a good outcome," said Dr. Raymond. "We are really excited about the difference this technology may make in helping many of our patients do just that."
AHN is increasingly using Harvard MedTech's virtual reality technology in an even wider variety of medical and behavioral health applications. The Chill Project at AHN, which teaches meditation and mindfulness practices in local school districts, for example is adding it to the arsenal of tools to help students, teachers and staff cope with stress and anxiety.
AHN Director of Pain Medicine Abraham "Jack" Kabazie, MD also is launching a pilot program using Harvard MedTech Vx Therapy protocol to help patients cope with chronic pain and the behavioral health issues that often accompany it, such as anxiety and depression. As the use of opioid drugs for pain management has contributed to a national epidemic of addiction and overdose deaths, Harvard MedTech's Vx Therapy Program is at the forefront of a national initiative to find effective alternative solutions for patients living with pain and the other effects of trauma.
For more information on Harvard MedTech, visit http://www.harvardmedtech.com.
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About Allegheny Health Network and the AHN Cancer Institute
Allegheny Health Network, a Highmark Health Company, is a western Pennsylvania-based integrated healthcare system that serves patients from across a five-state region that includes western Pennsylvania and the adjacent regions of Ohio, West Virginia, Maryland, and New York. The Network's Cancer Institute employs more than 200 physicians and 500 oncology professionals who provide a complete spectrum of oncology care at 24 affiliated oncology clinics, including access to state-of-the-art technologies and new therapies being explored in hundreds of clinical cancer trials. The Cancer Institute has the only cancer program in the Pittsburgh region accredited as an Integrated Network Cancer Program by the American College of Surgeons Commission on Cancer, and its radiation oncology program is the largest in the country accredited by the American Society for Radiation Oncology. AHN Cancer Institute is a Quality Oncology Practice Initiative certified practice, and is accredited by the Foundation for Accreditation of Cellular Therapy, National Accreditation Program for Breast Centers and the National Accreditation Program for Rectal Cancer. AHN also has a formal affiliation with the Sidney Kimmel Comprehensive Cancer Center at Johns Hopkins, one of the nation's 41 comprehensive cancer centers designated by the National Cancer Institute, for research, medical education and clinical services.
About Harvard MedTech:
Harvard MedTech is a breakthrough digital health company that is tapping the new science of how the brain works, combining specially designed virtual reality experiences psychosocial support, digital engagement and proprietary AI algorithms to retrain neural pathways and alleviate the effects of trauma, including pain, PTSD, anxiety and depression. The company's Vx Therapy model is the first to comprehensively integrate this unique combination of digital technologies with behavioral health interventions, in a virtual application that moves the point of care to the patient's home. This virtual engagement drives higher compliance, patient satisfaction and optimal outcomes. It also allows the solution to be affordable and scalable at a population health level. This non-invasive and non-pharmacological approach also provides data that is trackable for a clear assessment of its value to patients and health care providers. Visit http://www.harvardmedtech.com for more information.
Media Contact
Stephanie Waite, Allegheny Health Network, 412-337-5484, Stephanie.Waite@highmarkhealth.org
SOURCE Allegheny Health Network
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Developments in Virtual and Augmented Reality on Upcoming Episode of Advancements – WFMZ Allentown
Posted: at 1:47 pm
JUPITER, Fla., July 14, 2021 /PRNewswire-PRWeb/ -- Scheduled to broadcast 4Q/2021, an upcoming episode of Advancements with Ted Danson will focus on how technology is being used to create a real-time digital immersive experience.
This segment will explore FansXR INC's (FXR) award winning augmented reality, virtual reality, and 360 dome experiences showcasing a unique digital media platform that provides live fan-controlled broadcast views for entertainment, gamification, and sports betting.
Audiences will see how FansXR integrates actual footage and manipulated imagery to create realistic looking environments for context. The show will also explore how FansXR creates real-and-virtual combined environments and human-machine interactions that are generated by computer technology and wearables.
"As fans return to the stadium, the post-COVID boom is driving revenues throughout the entertainment business sector. With use of 5G, we believe the sector will reinvent itself to attract a younger crowd and offer immersive personalized experiences," said Matt Coleman, CEO, FansXR.
Hearing from experts in the field, spectators will see how FansXR is becoming a global leader in fan-controlled entertainment.
"The technology allows anyone to participate in sporting events and entertainment, regardless of their location," said Colin Ferguson, producer for the Advancements series. "We are excited to share this with viewers."
About FansXR:
Fans XR offers teams, leagues, broadcasters, and the entertainment industry the ability to drive new revenues through the use of emerging innovations combining 5G and XR products and services that increase advertising and sponsorship placements, ticketing, merchandise sales and sports betting, while creating new databases offering unique fan engagement gamification.
For more information, visit: http://www.fansxr.com.
About Advancements and DMG Productions:
The Advancements series is an information-based educational show targeting recent advances across a number of industries and economies. Featuring state-of-the-art solutions and important issues facing today's consumers and business professionals, Advancements focuses on cutting-edge developments, and brings this information to the public with the vision to enlighten about how technology and innovation continue to transform our world.
Backed by experts in various fields, DMG Productions is dedicated to education and advancement, and to consistently producing commercial-free, educational programming on which both viewers and networks depend.
For more information, please visit http://www.AdvancementsTV.com or call 866-496-4065.
Media Contact
Sarah McBrayer, DMG Productions, 866-496-4065, info@advancementstv.com
SOURCE Advancements
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