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Monthly Archives: August 2021
Qualified immunity, again. This time for a Springdale cop’s stop of two innocent youths – Arkansas Times
Posted: August 22, 2021 at 3:40 pm
Qualified immunity, again. This time for a Springdale cop's stop of two innocent youths - Arkansas Times
On
Springdale boys, ages 12 and 14, were stopped in 2018 by a cop seeking fleeing suspects because they were both wearing hoodies and near the scene of a crash from which four people were seen fleeing. He pointed a gun at them. They were made to lie on the ground, handcuffed and frisked. In addition to being innocent of wrongdoing, they were compliant. So were their parents, who tried to explain the cops were making a mistake. When other officers arrived, the boys were released.
Mom sued for constitutional violations. District Judge Timothy Brooks agreed the boys had a case to take to trial against one officer. In a 2-1 decision today, the 8th Circuit Court of Appeals reversed, saying Officer Lamont Marzolf had not acted unconstitutionally and thus enjoyed qualified immunity from the lawsuit. They said he had a reason for the detention; that use of handcuffs did not make this a de facto arrest; that the frisking was lawful because the stop was lawful and one of the boys reached toward his waist at one point, and that pointing a gun was not excessive force because the officer was waiting for a backup to be sure the situation was under control.
The judges, Steven Grasz and Jonathan Kobes, who formed the majority shed a tear for the boys and their mother:
Although it may be of little consolation to Pollreis and her children, it bears emphasizing that neither W.Y. nor S.Y. did anything wrong, nor anything deserving of such a harrowing experience. The boys simply happened onto the stage of a dangerous live drama being played out in their neighborhood because of criminals fleeing police nearby. W.Y. and S.Y. acted bravely, respectfully, and responsibly throughout the encounter, and their family would rightly be proud of them. Likewise, their family acted responsibly and respectfully during what would have undoubtedly been a frightening experience. In this situation, though, Officer Marzolf was doing his job protecting the people of Springdale from fleeing criminal suspects under challenging conditions.
Judge Jane Kelley dissented, commenting:
Officer Marzolf may have been justified in his initial decision to stop W.Y. and S.Y. and even in his use of some force against them as he determined whether they posed a threat to his safety and the safety of others. But I disagree with the courts conclusion that at no point over the course of their detention did he violate their Fourth Amendment rights. I write separately because I believe that the stop escalated to an arrest without probable cause; that Officer Marzolf unlawfully searched W.Y.; and that he used excessive force by continuing to point his gun at W.Y. and S.Y. as they lay on the ground. I would therefore affirm the district courts ruling.
The case returns to the district court for an order grantng Marzolf summary judgment on the immunity claim. Judge Timothy Brooks had earlier dismissed another officer named in the suit, but allowed the case against Marzolf to continue.
Heres the full 8th Circuit opinion.
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Qualified immunity, again. This time for a Springdale cop's stop of two innocent youths - Arkansas Times
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LETTER TO THE EDITOR: CDC shouldn’t have eviction power – The Central Virginian
Posted: at 3:40 pm
ATTN LANDLORDS: Thank you for your compliance. If you violate the CDCs eviction order, you and/or your business may be subject to criminal penalties, including fines and a term of imprisonment.
When was the power to make law in our nation passed to unelected bureaucrats? If you hadnt noticed, thats been happening for decades. The unelected potentates of the Environmental Protection Agency, Internal Revenue Service, Department of Justice, and now the CDC are just a few of the agencies writing regulations to execute their legislatively assigned duties. These regulations are not all created equal and there are many examples of some that go well beyond the intent of the original legislation.
Wetlands regulations crafted by EPA civil servants are a classic example of bureaucratic imperialism. Regardless of what the actual legislation says, if a regulator comes up with a good idea that can somehow be justified by the original legislation, they can institute it with nary a blink from the peoples House unless the regulation interferes with an organization of significant lobbying capability. For a nation of free men and women founded on the premise that our rights come from God and not the government, its amazing that we allow such activity to infringe on many of our most basic rights. The Aug. 3 dictate from the CDC is another example of this and is an exceptionally bold example to boot!
Shall we continue to accept an ever-burgeoning executive bureaucracy that thinks it knows better than those to whom it is supposed to be accountable? In one draft of our Declaration of Independence it was offered that among our unalienable rights were life, liberty, and property! Property, not the pursuit of happiness? Why would property be so important as to rank as one of the three most important rights bestowed on us by our Creator? Perhaps it was because prior to the Declaration of Independence the king (representative of government) held the trump card regarding any and all property.
Although property didnt make the final cut of the opening of the Declaration of Independence, it was considered critical enough to be enshrined in the Fourth Amendment to the U.S. Constitution. The Constitutions protections against unreasonable seizure are essentially shredded by the CDCs eviction moratorium. Today landlords lose control of their property. Tomorrow?
What should we do? First, elect people of good character, knowledge of, and commitment to the entire U.S. Constitution. Second, hold them to their oaths of office. Erosion of our rights must stop less we lose what made our nation exceptional. Enough is enough!
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LETTER TO THE EDITOR: CDC shouldn't have eviction power - The Central Virginian
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Facebooks New Bet on Virtual Reality: Conference Rooms – The New York Times
Posted: at 3:39 pm
SAN FRANCISCO For years, the idea that virtual reality would go mainstream has remained exactly that: virtual.
Though tech giants like Facebook and Sony have spent billions of dollars trying to perfect the experience, virtual reality has stayed a niche plaything of hobbyists willing to pay thousands of dollars, often for a clunky VR headset tethered to a powerful gaming computer.
That changed last year in the pandemic. As people lived more of their lives digitally, they started buying more VR headsets. VR hardware sales shot up, led by Facebooks Oculus Quest 2, a headset that was introduced last fall, according to the research firm IDC.
To build on the momentum, Facebook on Thursday introduced a virtual-reality service called Horizon Workrooms. The product, which is free for Quest 2 owners to download, offers a virtual meeting room where people using the headsets can gather as if they were at an in-person work meeting. The participants join with a customizable cartoon avatar of themselves. Interactive virtual white boards line the walls so that people can write and draw things as in a physical conference room.
The product is another step toward what Facebook sees as the ultimate form of social connection for its 3.5 billion users. One way or another, I think were going to live in a mixed-reality future, Mark Zuckerberg, Facebooks chief executive, said at a media round table that was conducted this week in virtual reality using Workrooms.
At the event, the avatars of Mr. Zuckerberg and roughly a dozen Facebook employees, reporters and technical support staff assembled in what looked like an open and well-lit virtual conference room. Mr. Zuckerbergs avatar sported a long-sleeve henley shirt in a dark Facebook blue. (My avatar had a checkered red flannel shirt.) Since Workrooms show participants only as floating torsos seated around a wooden desk, no one worried about picking out a pair of pants.
Facebook was early to virtual reality. In 2014, it paid $2 billion to buy the headset start-up Oculus VR. At the time, Mr. Zuckerberg promised that the technology would enable you to experience the impossible.
The deal jump-started a wave of acquisitions and funding in virtual reality. Investment in VR start-ups swelled, while companies like HTC and Sony also promised VR headsets for the masses. Microsoft developed the HoloLens, which were hologram-projecting glasses.
But the hype fizzled fast. The first generation of most VR hardware including Facebooks Oculus Rift was expensive. Almost all of the headsets required users to be tethered to a personal computer. There were no obvious killer apps to attract people to the devices. Worse still, some people got nauseated after using the products.
The next generation of VR headsets focused on lowering costs. Samsungs Gear VR, Google Cardboard and Google Daydream all asked consumers to strap on goggles and drop in their smartphones to use as VR screens. Those efforts also failed, because smartphones were not powerful enough to deliver an immersive virtual reality experience.
People would always ask me, What VR headset should I buy? said Nick Fajt, chief executive of Rec Room, a video game popular among virtual reality enthusiasts. And Id always respond, Just wait.
To adjust, some companies began pitching virtual reality not for the masses but for narrower fields. Magic Leap, a start-up that promoted itself as the next big thing in augmented reality computing, shifted to selling VR devices to businesses. Microsoft has gone in a similar direction, with a particular focus on military contracts, though it has said it is absolutely still working toward a mainstream consumer product.
In 2017, even Mr. Zuckerberg acknowledged on an earnings call that Facebooks bet on Oculus was taking a bit longer than he initially thought.
Facebook spent the next few years on research and development to eliminate the need for a tethered cable connecting the VR headset to the PC, freeing up a users range of movement while still keeping the device powerful enough to provide a sense of virtual immersion.
It also worked on inside-out tracking, a way to monitor the position of a VR headset relative to its environment, writing new algorithms that were more energy efficient and did not eat through a devices battery power too quickly.
Atman Binstock, Oculuss chief architect, said there were also improvements in simultaneous localization and mapping, or SLAM tracking, which allows a VR device to understand the unmapped space around itself while also recognizing its own position within that space. Advances in SLAM tracking have helped developers build more interactive digital worlds.
The changes helped lead to the $299 Quest 2 last year, which does not require a PC or other cumbersome hardware to use and has been relatively simple to set up.
Facebook does not break out sales numbers for Oculus, but revenue from the headsets more than doubled over the first three months of the Quest 2s availability. Facebook has sold five million to six million of the headsets, analysts estimated.
That was roughly the same amount that Sonys PlayStation VR, widely regarded as the most successful VR device on the market, sold from 2016, when it had its debut, through 2020. (Sony has announced an upcoming VR system that will work with the PlayStation 5, its flagship gaming console.)
Andrew Bosworth, vice president of Facebook Reality Labs, which oversees the Oculus product division, said Facebook had also paid tens of millions of dollars to developers to help create games and other apps for VR. Even when it was tough for all of VR in 2016, developers needed us to take some of the risk out, he said in an interview.
Oculus has also bought several gaming studios and other VR-based companies, like BigBox VR, Beat Games and Sanzaru Games, to build more virtual reality content.
With Workrooms, Facebook wants to take Oculus beyond just gaming. The service is intended to provide a sense of presence with other people, even when they might be sitting halfway across the world.
Mr. Zuckerberg sees the project as part of the next internet, one that technologists call the metaverse. In Mr. Zuckerbergs telling, the metaverse is a world in which people can communicate via VR or video calling, smartphone or tablet, or through other devices like smart glasses or gadgets that havent been invented yet.
There, people will maintain some sense of continuity between all the different digital worlds they inhabit. Someone might buy a digital avatar of a shirt in a virtual reality store, for instance, and then log off but continue wearing that shirt to a Zoom meeting.
For now, that vision remains distant. VR adoption can be measured in the tens of millions of users, compared with the billions of owners of smartphones. Facebook has also stumbled, issuing a recall this year on the Quest 2s foam pad covers after some users reported skin irritation. The company has offered new, free silicon padded covers to all Quest 2 owners.
At the Workrooms event with reporters this week, Mr. Zuckerberg spoke but had to leave at one point and rejoin the room because his digital avatars mouth was not moving when he spoke.
Technology that gives you this sense of presence is like the holy grail of social experiences, and what I think a company like ours was designed to do over time, Mr. Zuckerberg said, after the glitch was fixed and his avatars mouth was moving again. My hope is that over the coming years, people really start to think of us not primarily as a social media company, but as a metaverse company thats providing a real sense of presence.
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Reality Check: China Is Paving a Path Toward the Virtual Future – The National Interest
Posted: at 3:39 pm
The UnitedStates mayhave unrealized opportunities to accelerate broad benefits fromvirtual reality (VR) technology. Especially when viewed through the lens of international competition, U.S. efforts to organize and stimulate the VR industry have been relatively small. Moreover, the lack of concentrated support and attention could risk enabling various threats from competing nations.
Although VR has been used extensively in the entertainment industry, it has a broad array of potentialapplicationsthat span various economic sectors, with relevance to public and national security interests. These applications includelaw-enforcement training, empathy training,military situation awareness,health treatment, data analysis,counterterrorism, travel, cultural awareness, and more. VR is not only entertaining people; it is ultimately helping save lives. But, as evidenced by relatively lowadoptionrates, the industry has not yet reached its potential. One reason for this lack of more pervasive use is that many consumers areunfamiliarwiththe technologyand uninformed about the utility it provides outside of the entertainment industry.
The deficiency in stimulating the VR industry is compounded by significant and increasingcompetition from China. Chinese president Xi Jinping has expressed significant appreciation forthe value of VR, noting that new technologies such as artificial intelligence and virtual reality are developing by leaps and bounds and that the combination of the virtual economy and the real economy will bring revolutionary changes to our way of work and way of life.
The fact that China views VR as a central and significant technology should turn heads in the United States. Americans could easily look to the past to see an example of why it would be a mistake not to foster growth with this technology.
In the late 1990s and the 2000s, analysts missed the fact that the fundamental underpinnings of the technology platforms of companies such as Facebook and Google had the ability to extend past applications limited to entertainment and mild utility, and dramatically reshape the world.Facebook debuted as a somewhat unimportant platform exclusively for college students.As the company began to surpass its competitors, most policy analysts and investors initially ignored it. For all intents and purposes, social media seemed like an entertainment issue that was insignificant outside of the investment paradigm.Google was similar in this regard.People were certainly interested in how Google was growing financially, but there was minimal concern about its potential impact on social structures and policy.
Like social media, VR could have a substantial impact on the global economy across multiple sectors. Thus, providing leadership in this field could be important both in terms of economics and public policy. While the United States has an early lead in VR development and applications, there could bethree primary reasonsfor concern with respect to competition from China.First, Xi Jinping shows significantinterestin this technology, which can have substantial implications in terms of development and adoption.Appearanceslike photo ops at Chinese VR facilities are a strong sign of his support of this technology, ensuring continued investment and public interest in VR. The structure of Chinas government provides Xi a unique ability to pick technologies as focal points and quickly mobilize relevant sectors of the economy. Xis attention has already produced two public-private strategic industry partnerships to organize the industry, and it has spurred VRs inclusion in notable policy initiatives such asMade in China 2025and the13th Five-Year Plan.
Furthermore, China has releasedpolicy guidelinesspecifically for VR. Second, China, which already has a large domestic market, has stoked interestin the technology by creating over3,000VR arcades across the country, and which could help drive demand for more serious applications, as users become acclimated to VR hardware. The advantage tied tothe size of the domestic market is compounded by Chinas ability to achieve widespread distribution for relatively low prices.Third, China has an effective system for organizing its industrial base and establishing supply chains.China has developed what it is calling VR Towns, also known as VR Cities. So far two cities have been chosen as VR Towns with both in the early stages of development. EachVRtownwill employ a multitude of VR applications in a variety of fields such as the medical, education, business, design, and entertainment fields. Also, the town will have industrial parks that help connect different points of the VR supply chain.
Effectively organizing supply chains for emerging technology is especially important, which became evident during the boom of the commercial drone industry. The United States once led this industry but Chinese firm Da Jiang Innovations now dominates it, controlling over70 percentof the global commercial drone market.Part of this dominance is due to the construction ofindustrial parksthat collocate multiple components of the supply chain, particularly parts that would otherwise come from distant and disparate locations.As a result, a drone prototype that takes two weeks to make in the United States can be produced in a single day in Shenzhen, the center of Chinas attempt to organize technology supply chains.In turn, this consolidated process provides a50 percent to 60 percentcost advantage when it comes to manufacturing components.This is a lethal combination for competitors, and the VR Towns China is setting up could serve the same purpose.
These three concerns could lead toChina achieving dominanceover the United States with respect to VR technology.The large domestic market and adoption rates create a heavy demand for content and hardware, which will drive the market.Xis personal attention likely ensures that there will be ample resources, specifically labor and capital, to fuel the industry.Finally, the industrial parks provide a way to shorten the turnaround time on prototypes and cut costs.If China can generate more demand for Chinese products and provide these products at lower prices and faster rates, then it will compete with the United States in this sector more aggressively and may reap the benefits more effectively.
Given the potential value of VR as a tooland the increasing competition from Chinathe United States could focus more energy on advancing VR in a coordinated fashion. The United States does not direct industrial development the way China does because it is not a command economy. However, the United States has forged public-private partnerships by creating research institutes for different industries.The manufacturing industry is a prime example.The National Network for Manufacturing Innovation, also known asManufacturing USA, is a series of interconnected research institutes that use public-private partnerships to drive the development of innovative manufacturing technologies.This network was created through the effort of several federal agencies including the Defense Department and the National Science Foundation and backed with a large financial investment.Establishing a research institute with an increased ability to organize supply chains across companiesmight enable the United States to better compete internationally with VR capabilities. More importantly, such a partnership might encourage U.S. developers and distributors to visualize the future of the VR industry as a whole. Otherwise, America risks missing an opportunity to excel internationally with a valuable and broadly applicable emerging technology.
William Shumate is an assistant policy researcher at the nonprofit, nonpartisan RAND Corporation.
Tim Marler is a senior research engineer at RAND and a professor at the Pardee RAND Graduate School.
Image: Reuters
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Reality Check: China Is Paving a Path Toward the Virtual Future - The National Interest
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Facebook’s new bet on virtual reality: Conference rooms – DTNEXT
Posted: at 3:39 pm
Chennai:
That changed last year in the pandemic. As people lived more of their lives digitally, they started buying more VR headsets. VR hardware sales shot up, led by Facebooks Oculus Quest 2, a headset that was introduced last fall, according to the research firm IDC. To build on the momentum, Facebook on Thursday introduced a virtual-reality service called Horizon Workrooms. The product, which is free for Quest 2 owners to download, offers a virtual meeting room where people using the headsets can gather as if they were at an in-person work meeting. The participants join with a customizable cartoon avatar of themselves. Interactive virtual white boards line the walls so that people can write and draw things as in a physical conference room. The product is another step toward what Facebook sees as the ultimate form of social connection for its 3.5 billion users. One way or another, I think were going to live in a mixed-reality future, Mark Zuckerberg, Facebooks chief executive, said at a media round table that was conducted this week in virtual reality using Workrooms.
At the event, the avatars of Zuckerberg and roughly a dozen Facebook employees, reporters and technical support staff assembled in what looked like an open and well-lit virtual conference room. Zuckerbergs avatar sported a long-sleeve Henley shirt in a dark Facebook blue. (My avatar had a checkered red flannel shirt.) Since Workrooms show participants only as floating torsos seated around a wooden desk, no one worried about picking out a pair of pants. Facebook was early to virtual reality. In 2014, it paid $2 billion to buy the headset start-up Oculus VR. At the time, Zuckerberg promised that the technology would enable you to experience the impossible. The deal jump-started a wave of acquisitions and funding in virtual reality. Investment in VR start-ups swelled, while companies like HTC and Sony also promised VR headsets for the masses. Microsoft developed the HoloLens, which were hologram-projecting glasses.
But the hype fizzled fast. The first generation of most VR hardware including Facebooks Oculus Rift was expensive. Almost all of the headsets required users to be tethered to a personal computer. There were no obvious killer apps to attract people to the devices. Worse still, some people got nauseated after using the products. The next generation of VR headsets focused on lowering costs. Samsungs Gear VR, Google Cardboard and Google Daydream all asked consumers to strap on goggles and drop in their smartphones to use as VR screens. Those efforts also failed, because smartphones were not powerful enough to deliver an immersive virtual reality experience.
To adjust, some companies began pitching virtual reality not for the masses but for narrower fields. Magic Leap, a start-up that promoted itself as the next big thing in augmented reality computing, shifted to selling VR devices to businesses. Microsoft has gone in a similar direction, with a particular focus on military contracts, though it has said it is absolutely still working toward a mainstream consumer product. Technology that gives you this sense of presence is like the holy grail of social experiences, and what I think a company like ours was designed to do over time, Zuckerberg said.
The writer is a journalist with NYT2021
The New York Times
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Facebook's new bet on virtual reality: Conference rooms - DTNEXT
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NWTC using virtual reality in nursing program – WeAreGreenBay.com
Posted: at 3:39 pm
GREEN BAY, Wis. (WFRV) Going virtual is a term that weve used a lot lately, and nearly every company, agency, and school has incorporated virtual as a means to keep things moving. Northeast Wisconsin Technical College has introduced virtual reality into its nursing program. We started looking at virtual options last March and April when COVID really hit and everything had to shut down, says Simulation Coordinator Mitch Luker.
A $2.5M grant from the Department of Education is helping make this new technology possible. We really find the value in it, as we are facing a few different issues being the COVID pandemic, explains Luker. The pandemic affected medical facilities and the clinical portion of the nursing program. The problem becomes losing our clinical sites because our hospitals and long-term care facilities werent able to let us come, Luker adds.
The Green Bay Police Department incorporated virtual reality into their training program for sworn personnel a while ago, provided through Axon. It is a de-escalation scenario tool. Its more advanced and interactive in the sense that the trainer has an idea of whats going on and gives the trainer the idea or the option to intervene/modify the scenario, explains Lieutenant Rick Belanger.
Local Departments like Green Bay are looking to expand and update their training programs to adjust to the current climate of the areas they serve. Axon, which provides virtual reality and body-worn cameras, is reportedly in the process of upgrading the Green Bay software. One of the biggest things in my career is de-escalation. You take the mental health component and the ability for an Officer to show up to the scene, says Belanger.
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NWTC using virtual reality in nursing program - WeAreGreenBay.com
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Reimagining Mental Health Care Via the Neurological Power of Virtual Reality – FierceHealthcare
Posted: at 3:39 pm
Reimagining Mental Health Care Via the Neurological Power of Virtual Reality
While the physical toll of COVID-19 dominates headlines, the pandemics impact on global mental health is an underreported, ticking time bomb that providers and insurers will be defusing for years to come. Anxiety rates have tripled since 2019; so too have depression diagnoses. Mental health professionals are stretched thinner than ER-workers, but there is no vaccine that they can inject into arms to slow the spread of COVID-related mental illness. Something has to change. As the Delta variant exacerbates uncertainty around physical presence, and employers struggle to welcome back workers who must transition their professional and personal lives to the latest version of normal, our health care system would be acting neglectfully in believing the status quo can handle:
Where Is the Solution?
Crises give rise to innovation. They create moments where mindsets open to new ways of solving critical problems. Unlikely teams form and new ideas are born. At BehaVR, we have created a way to utilize virtual reality, known by most as a transformative gaming technology, to transform how mental health care is delivered. By bringing together foremost thinkers in digital health, neuroscience, bio-pharma, health systems, public health, and academia, we are harnessing the unique neurological power of VR to supplement and scale mental health delivery. In June of 2021 research published in Nature Neuroscience described how VR can impact the brain on a deep level, impacting theta rhythms responsible for memories and emotions, helping to sharpen cognition and learn faster. Scientific breakthroughs like this, layered on to a body of research growing every day, will enable us to help millions build short-term coping skills and long-term resiliency.
We can deliver quality care to more people at lower cost via VR programs that work via neuroplasticity in the brain to lay down new neural pathways that transform how we respond to triggers, stressors and trauma. In BehaVRs programs, we are transported into an immersive environment where we are engaged with learning and therapeutic experiences that lead us out of the chronic activation of our stress response and toward finding new ways to manage our stress, anxiety and fear.
BehaVR is Creating Life-Changing Care Experiences with the Power to Reach Everyone
What does treatment look like in this new therapeutic realm? At the core of each BehaVR program is the SAFE protocol (Stress, Anxiety, and Fear Extinction). Users step into a world where their attention is captured and the brains four learning centers are activated. Here, they have the opportunity to engage, anywhere, anytime, in an evidence-based platform where they can learn to build their lifelong coping skills.
A few examples of how were bringing this vision to life:
We are just scratching the surface of the potential applications of VR by giving millions of people the agency to improve their mental health long-term, inexpensively and conveniently, while also creating new ways of accessing and experiencing mental health care that empowers and educates people in a capacity limited system. We hope youll come along with us on this journey and not accept the status quo. We can now do better, together.
About the Author
Aaron Gani is the founder and CEO of BehaVR, LLC, creating digital therapeutics for behavioral health through the unmatched neurological power of Virtual Reality. Gani has been creating applications and experiences with technology throughout his career in healthcare and financial services, up to and including serving as Chief Technology Officer of Humana, a Fortune 50 managed care organization.
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Virtual Reality to Revolutionize Remote Education and Training – Yahoo Finance
Posted: at 3:39 pm
Dallas Tech Guru launches eBook to define new age of learning
DENTON, Texas, Aug. 19, 2021 /PRNewswire/ -- The COVID-19 pandemic has created a new need for virtual learning. CEO of From the Future, Mike Christian, has written an educational eBook about the solutions and benefits that Virtual Reality can provide to students and educators. Christian goes into detail about the potential impact of immersive learning from the digitization of formal approaches to education, such as learning by doing, to gifting students and instructors with virtual superpowers.
How Virtual Reality Will Revolutionize Training and Education
The How Virtual Reality Will Revolutionize Training and Education eBook is available now. To request your free copy and learn more about VR, visit http://www.FTFVR.com.
How Virtual Reality Will Revolutionize Training and Education was written from a futurist's perspective. Christian draws on decades of experience creating virtual worlds and developing VR applications for training, therapy, and rehabilitation to clearly communicate the potential of this new medium. You will not only learn how VR will enhance training and education but also how it might hold the key to developing heightened intelligence.
"It takes quite a while, and quite a lot of iterations to create a mental model when you are trying to learn," says author and CEO Mike Christian. "In virtual reality, all of that is done for you. Education that takes weeks could take days, education that takes days could take hours, or even minutes."
According to Pew Research Center, the amount of individuals that were working from home before the COVID-19 outbreak was approximately 20%. That metric is now at 70%, with 36% of them reporting that they are choosing to not return to their place of work. This ever evolving environment around employment is just one example of why this eBook has become an invaluable tool.
About From The Future
From the Future creates custom, next generation VR applications with unlimited possibilities for sales, training, education, therapy, and more. FTF is a leader in developing highly engaging and interactive virtual reality software, and has been creating virtual environments for decades. Their latest experience is the DRIVE (Distributed Real-time Interactive Virtual Environment) platform and the Hololab Training system designed to deliver revolutionary efficiency and effectiveness in learning.
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Justin Mullin Vice President, Business Development 844.777/3748 ex. 777 Jmullin@FTFvr.com
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Virtual Reality to Revolutionize Remote Education and Training - Yahoo Finance
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Gaming company on edge of Coventry reveals exciting plans for virtual reality venues – Coventry Live
Posted: at 3:39 pm
A tech company on the edge of Coventry is planning to open its own virtual reality venues after supplying international entertainment giants for more than 15 years.
If plans come to fruition it would enable people to experience safaris, alien invasions and dinosaurs in virtual worlds - and more besides.
Meriden-based Hollywood Gaming has become a market leader in providing effects using its hardware and software solutions working with the likes of Hasbro, Paramount Pictures, Sony and EA on games distributed by Sega Amusements to arcades and family entertainment centres around the world.
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The business is led by directors Malcolm Barnes and Mark Evans and employs a handful of people who help make experiences come to life.
Now, after being supported by the University of Warwick Science Parks Business Ready programme, the company is developing a new area of the business, Immersive Hollywood, where it will open venues of its own and provide unique multi-sensory visitor experiences.
Business Ready is a programme that delivers support to expanding businesses and is managed by the business support team at the University of Warwick Science Park.
It is funded by the European Regional Development Fund and Warwickshire County Council as part of the CW Business: Start, Grow & Scale Programme.
The company, which was founded in 2005, is currently mapping out that expansion and will look to raise around 800,000 in investment to get that side of the business off the ground and is already scoping locations where it could open its own venue experiences.
Hollywood Gaming is working with a team of scriptwriters to help create the narratives for the new experiences, which Malcolm forecasts will cost around 30 per person to play.
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The experiences currently being mapped out are a safari, alien invasion and dinosaur world.
Each would use the same physical props but, by tailoring the virtual reality and other 4D elements such as smells, motion and wind, every experience would be different despite taking place in the same place.
Malcolm said: We believe that our experience and skills in this area give us a great platform to create our own venues and our own experiences.
The plan would be to make them interchangeable so you could have a horror game running for one group of visitors and then change that to be something children friendly using the same props but with a different narrative and different reality experiences.
As well as extended reality, our games will be brought to life with props and also tapping into other senses such as touch and smell, which is what helps to set them apart from ordinary virtual reality experiences.
This kind of experience is normally reserved for major cities like London but we want to bring it to the masses both through location and through our price points, which make them much more accessible for people.
It wont just be a 30-minute experience, the story will start before visitors have even arrived and will offer a great day out for family and friends.
The company has plans to expand into strategic locations in the UK before expanding to Europe and North America.
Gaynor Matthews, a Business Ready adviser, has been working with Hollywood Gaming on how to position itself within the marketplace and better explain what it does to different groups whether thats business to business or business to consumer for its new venues.
Gaynor has been really helpful, said Malcolm. We approached Business Ready in around August of 2020 and as well as supporting us around the way we can market ourselves, she has been a really big support from a business mentorship point of view.
I am big believer in tapping into other peoples knowledge and specialist skills and Gaynor has been great at introducing us to other mentors for support, which has helped to move us onto this stage.
We are grateful for the help weve received from Business Ready in getting us this far and cant wait to launch our first venue.
Gaynor said: We are delighted to have supported the team at Hollywood Gaming as it embarks on its expansion.
Business Ready is here to help companies which are ready to grow and take that next step. Hollywood Gaming is a great example of that.
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Gaming company on edge of Coventry reveals exciting plans for virtual reality venues - Coventry Live
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This neuroscientist and ex-soldier’s startup uses virtual reality to treat PTSD and other mental health conditions – Startup Daily
Posted: at 3:39 pm
One of the most popular new innovations weve seen in recent years has been virtual reality (VR) technology.
While many might associate virtual reality with games or leisure activities, a growing field of research suggests it can be an incredibly valuable tool in dealing with a range of mental health issues.
After completing a PhD and focusing on the long-term effects of Post Traumatic Stress Disorder (PTSD), clinical neuroscientist and ex-soldier Dr Tia Cummins felt that there could be a far better way to help people suffering from these types of debilitating conditions by using technology.
This led Dr Cummins and her co-founder, developer Pete Martin, to set up Flintworks, a platform that uses virtual reality-based exposure therapy to assist psychologists with the clinical treatment of Post Traumatic Stress Disorder (PTSD).
For the past 20 years, theres been a lot of research on the use of virtual reality for exposure therapy because you can fully immerse somebody into an environment that you wouldnt usually be able to put them in, she said.
Whether thats phobia-related issues or even if you were to put them into a virtual room filled with spiders, thats not something that a psychologist can generally organise.
What were doing is building VR software that will allow a clinical psychologist to simulate the trauma that their client has gone through in this immersive 3D world.
For example, a client will be sitting in the office with a psychologist, theyll be talking through the parts of the trauma that theyre comfortable to talk through and the psychologist will be sitting with an app and theyll be able to drag and drop different objects into this virtual world so that the client whos got the headset on can slowly re-experience their trauma.
Dr Cummins unique blend of military and scientific expertise paired with Martins 20 years of experience in digital product design, and specialism in emergent technologies, such as VR, position the pair well to take advantage of this market.
In fact, Dr Cummins says that Flintworks also has the capacity to go beyond simply creating a virtual environment and can be interactive.
We also pair the product with wearables whats known as biofeedback, so the psychologist is able to see someones heart rate variability, and judge their level of discomfort, she says.
If somebodys got the headset on and they are going through quite a traumatic event, their heart rate variability would change and the software that were building allows the psychologist to see that and then pair down the digital representation if the clients getting too stressed out.
Treatments using virtual reality represent a huge leap forward in the industry, but it is not without its challenges.
We are working with quite a conservative field so the field of medicine naturally doesnt want to cause any more harm, says Dr Cummins.
I think trying to make sure that weve got something thats not overly disruptive because if its disruptive psychologists will just say no.
Also it needs to be something that doesnt look like its replacing anyones jobs. As soon as you sort of say theres technology involved, people can sort of go, Oh, my God. A machines going to replace me. And thats definitely not what were doing, weve really tried to push the whole idea that this is a companion tool, this is the same way a psychologist might have a notebook and pen.
Given this type of treatment is very new and using the pre-seed investment Flintworks recently secured from VC firm Antler, Dr Cummins believes Flintworks is well positioned to become an industry leader.
Because we fit within the field of digital therapeutics, which is a fairly new concept, I would say that by 2026 we will be the leader in digital therapeutics, which means that well be the go-to for mental health practitioners when they want to use technology to help their patients, she says.
For now that will be virtual reality, within a couple of years well have other products on the go as well so I would like us to be the trusted source that can be used to make clinical mental healthcare a lot more effective.
Startup Daily is the official media partner of Antler in Australia.
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