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Monthly Archives: February 2022
Bitcoin Payroll: The Future of Hiring? Crypto Benefits Plan Could Attract Workers and Improve Employee Retention – GOBankingRates
Posted: February 11, 2022 at 6:22 am
The Great Resignation triggered a talent war and a very tight labor market, pushing employers to reconsider perks they offer. Now, a new survey suggests that nearly one in four workers would prefer a company that offers a Bitcoin payroll benefit when deciding between equivalent job offers. In turn, NYDIG recently launched a Bitcoin savings plan allowing employees be paid in crypto.
See: These Countries May Be Next To Accept Bitcoin as Legal TenderFind: Crypto Leaders Tackle Super Bowl Ad Campaigns: A Bitcoin Giveaway and More
The NYDIG workforce survey Bitcoin Benefits 2022 found that offering a Bitcoin savings plan may be an important retention tool. Additionally, as Bitcoin is becoming more and more prevalent, Bitcoin holders are saying they want to increase their stockpile by being paid a portion of their salary in Bitcoin as an employee benefit, the survey noted.
Patrick Sells, chief innovation officer for NYDIG, told GOBankingRates thatNYDIG launched the Bitcoin savings plan in response to the demand to make Bitcoin more accessible in everyday life. One in five employees surveyed by NYDIG said they would leave their current company for another if they could receive a portion of their paycheck in Bitcoin.
Companies see the power Bitcoin has in attracting top talent and are partnering with NYDIG to leverage it, Sells added.
Discover: Bitcoin and Crypto Taxes in 2022: What You Need To Know
Per the survey, 54% of Bitcoin holders want to be paid a portion of their salary in Bitcoin as an employee benefit and 42% would leave their current job for an identical role that paid them in Bitcoin.
In terms of age groups, the survey noted that 27% of employees under 30 expressed a likelihood to leave their current job for an equivalent role that let them get paid in Bitcoin, while that figure is 21% of the 30-44 age bracket, 19% of the 45-60 age bracket, and 6% of the 60-plus group.
Ron Levy, CEO and co-founder of The Crypto Company, told GOBankingRates that this survey proves a significant increase in Bitcoin acceptance and adoption.
Theres an argument to say that the younger generation is more comfortable with digital currency than any other sector. With 87% of those surveyed being at least moderately concerned about inflation, you could argue this younger generation is bullish on Bitcoin to the same degree they are concerned about inflation, Levy said. The rush to Bitcoin as a place for them to invest in their future is imminent. I believe that the hockey stick growth from that tipping point is still ahead of us.
Learn: Ethereum vs. Bitcoin: Which Crypto Is Better?Explore: Can Gold and Bitcoin Coexist in a High-Inflation Environment? Why You Should Hold Both Investments
Among the first to offer the benefit are companies owned by former NFL talent Drew Brees, who will also be using a Bitcoin savings plan to convert a portion of his compensation to BTC. Several companies Brees is involved with will also be making the optional benefit available, including Everbowl and StretchZone, according to an NYDIG announcement.
Sells told GOBankingRates that: We are proud to partner with former NFL superstar Drew Brees who sees the value of Bitcoin and its importance in saving for the future.
More From GOBankingRates
Yal Bizouati-Kennedy is a former full-time financial journalist and has written for several publications, including Dow Jones, The Financial Times Group, Bloomberg and Business Insider. She also worked as a vice president/senior content writer for major NYC-based financial companies, including New York Life and MSCI. Yal is now freelancing and most recently, she co-authored the book Blockchain for Medical Research: Accelerating Trust in Healthcare, with Dr. Sean Manion. (CRC Press, April 2020) She holds two masters degrees, including one in Journalism from New York University and one in Russian Studies from Universit Toulouse-Jean Jaurs, France.
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Top 10 Bitcoin Predictions for 2022 According to Trading Bots – Analytics Insight
Posted: at 6:22 am
These Bitcoin predictions by trading bots will most likely become true in 2022
Monitoring Bitcoin trends for the last couple of months reveals that even after going through an intense bearish phase, BTC is slowly and consistently rising in value. The crypto underwent a rollercoaster of volatility since its bullish price rally in the past year. But even after its massive ups and downs, Bitcoin remains at the forefront of the cryptocurrency world and its value remains to be a dominant asset in the digital asset landscape. Several investors are questioning crypto experts if they should invest in Bitcoin and other cryptocurrencies right now, but it is quite difficult to speculate the present condition of Bitcoin or any other cryptocurrency for that matter since the prices could climb in the near term while offering a good momentum or can even result in a drastic fall leading to millions of dollar of losses. Previously, there have been a number of bold Bitcoin predictions, some of which were quite noteworthy and prominent. But predictions by trading bots ensure that those might come real in the near future. In this article, we have listed the top Bitcoin predictions according to trading bots in 2022.
The crypto industry is filled with individuals who are ready to scam investors of their hard-earned profits. A quite similar phenomenon will take place if Bitcoin rises exponentially in 2022. Besides, even following real Bitcoin Predictions influencers might not be a safe option. While their opinions and statements may eventually prove right, they do not necessarily help in the long run.
Investors and market analysts believe that this growing popularity of cryptocurrency in 2022 will result in increased Bitcoin Predictions regulations. The existence of notorious Bitcoin brokers also makes it quite difficult for investors and traders to protect their money. So, there is certainly an increasing demand, which is likely to increase further among government organizations, to continue to expand regulatory measures for BTC.
The crypto market includes several other cryptocurrencies apart from Bitcoin Predictions that have proven to be even more profitable than BTC. Over the years, BTC has expanded its territory and made up almost 70% of the total market capitalization in early 2021. But the crypto trading bots predict that with the rise of distinct digital currencies, including NFTs, and metaverse cryptocurrencies, BTC will soon lose prominence in the market.
After Bitcoins ongoing bearish trend, this might seem like a quick possibility, but even analysts have predicted that if Bitcoin manages to break its past record, then there are massive chances of the crypto hitting the US$100,000 mark soon enough.
Crypto investors are on the lookout for massive developments in the spot ETF domain in the US. Currently, futures ETF is one of the greatest attractions for investors so there might be developments in the spot Bitcoin exchange-traded funds.
In 2022, Bitcoins supply cap is poised to remain at 21 million Bitcoins and investors can expect this figure to remain static throughout the year. With regulatory measures still in the dark, users of the BTC network can expect blocks to be minded every 10 minutes.
In 2022, investors should expect billions in value to be transferred on the Bitcoin Predictions network almost every day. The usage of the asset will exponentially increase to promote financial inclusivity amongst the unbanked and persecuted. After the increase of its usefulness, hash rates are expected to go up with more miners securing the network.
Trading bots have predicted that Bitcoin will keep following the proof-of-work consensus mechanism despite the increasing popularity of proof-of-stake that accelerated the popularity of Ethereum. The Bitcoin Lightning Network will also witness massive adoption among several other networks.
The relationship between decentralized coins and centralized institutions is quite bitter. But centralized banks want to utilize the vast number of opportunities provided by cryptocurrencies. Currently, major banks are undertaking projects that reflect on the decentralized nature of cryptocurrencies and are initiating such programs according to the customers needs.
At the beginning of 2022, Bitcoin Predictions might not have shown its true potential, but that does not mean that it will lose its prominence so easily. The past couple of weeks witnessed an optimistic growth that demonstrated that Bitcoin will continue to rise despite its volatility.
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Satoshibles Is First NFT Collection to Bridge Between Ethereum and Bitcoin via Stacks – Decrypt
Posted: at 6:22 am
In brief
Many in the crypto industry were surprised to see NFTs find traction on the Bitcoin-backed Stacks network last fall. For the creators of the Ethereum-based NFT profile picture project Satoshibles, the burgeoning market presented a potential opportunity to properly embrace Bitcoin.
After all, Satoshibles is inspired by Bitcoin's pseudonymous creator Satoshi Nakamoto. The images,by Moroccan artist Ayyoub Bouzerda, are all based on a photo of Dorian Nakamoto, the man who became something of a Bitcoiner meme in 2014 after Newsweek claimed he is Satoshi.
It was only right to create the NFTs on a platform that honored Satoshis legacy, developer Brian Laughlan told Decrypt in October.
But how? Satoshibles could have launched additional NFTs on Stacks, but Laughlan said this week that he didnt want to split up the community across multiple chains.
Instead, his team started developing a cross-chain bridge, which lets Satoshibles holders move the NFT asset from Ethereum to Stacks and back as they please. Now live, the StacksBridge offers Satoshibles owners the opportunity to shift back and forth between the blockchain platformsand other NFT projects can adopt the technology to support Stacks as well.
Its straightforward in functionality: a Satoshibles NFT holder can connect to the bridge with a MetaMask Ethereum wallet and Hiro Stacks wallet, and then pay transaction fees to execute the movement from one chain to the other.
The Satoshibles team has already minted the new Stacks NFTs on that platform, so when a holder uses the bridge, it either locks or unlocks access to each version of the NFT depending on which chain they want to be active on. A Satoshibles NFT can only be active on one blockchain at a time, with access locked on the other platform in the meantime.
An NFT acts like a deed of ownership to a digital item, whether its a profile picture, digital illustration, video file, or some other piece of media.
The NFT industry soared to new heights in 2021, with an estimated $25 billion worth of trading volume, according to DappRadar. Thats up from about $100 million the previous year.
Currently, StacksBridge has a trusted model, said Laughlan, which means the Satoshibles team is overseeing the security and operation of the bridge. They have explored building a trustless version that runs entirely on automated smart contractsthe code that operates protocols and applications on blockchain networksbut the team did not believe that it would be secure enough.
They do, however, believe that it could still be possible in future iterations.
As the name hints, StacksBridge isnt purely for Satoshibles either. Laughlan said he wanted to make it available for other projects to adopt as well.
Bitcoin doesnt have the capability to run smart contracts, which is required to operate NFT projects. Thats a key differentiator that sets Ethereum apart from Bitcoin, and part of why the NFT market has flourished on Ethereum, with other platforms like Solana and Tezos emerging too.
However, Stacks offers a solution. Its a smart contract blockchain network that rolls up its transactions into bundles and settles them within Bitcoin transactions. Its technically a layer-1 blockchain but acts akin to layer-2 or sidechain solutions on Ethereum.
Stacks founder Muneeb Ali described it to Decrypt as a layer 1.5 last September.
With smart contracts come NFTs, and an array of early Stacks projects emerged last fall, including Bitcoin Birds from 12-year-old Abraham Finlay. There have been Bitcoin-backed digital collectibles in the past, such as the in-demand Rare Pepes from 2016 on the Counterparty platform, but those now have to be wrapped as a new Ethereum NFT to make them tradeable.
For Laughlan, Stacks provided an opportunity to bring the Satoshibles collection of 5,000 randomized profile picturesto a more thematically appropriate platform. And in creating the Stacks versions that were minted for bridge users, Satoshibles reworked the backgrounds to feature Bitcoin imagery as well.
But there are potential functional or technical benefits to being on Stacks too, he said.
For example, hes working to build staking and gamification functionality on Stacks that would be prohibitively expensive to execute on Ethereums mainnet, but should be much cheaper for users to interact with on Stacks. For users who see Bitcoin as a more secure platform, bridging Satoshibles to Stacks can act like putting the NFT into a vault for long-term storage.
However, as the Ethereum space also develops and yields potential NFT-powered metaverse platforms, Laughlan wants users to be able to use their Satoshibles in that ecosystem as well. The option is left up to users with the StacksBridge, and Laughlan said that it could eventually incorporate an additional blockchain network in time.
StacksBridge launched earlier this week and about 4% of Satoshibles owners have already made the shift, Laughlan said. As of this writing, the cheapest-available Satoshibles NFT on Stacks (692 STX, or $1,169) is much more expensive than the cheapest on Ethereum (0.2 ETH, or $641), but theres a much wider selection of rarity levels on Ethereum at present.
As the Stacks NFT ecosystem takes shape, particularly around the thematic hook of Bitcoin, Laughlan hopes that the project can act like the Bored Ape Yacht Club for Bitcoin enthusiasts: a popular avatar, sure, but also a status symbol.
And for Bitcoin maximalists who wouldnt touch ETH or transact on other blockchains, Stacks provides an entryway into the NFT scene.
Weve got a lot of Bitcoin fans on the bandwagon, and a lot of them were saying that it's their first NFT, Laughlan explained. Basically, the only [negative] thing they said to me was that they were a bit annoyed that they had to buy it with Ethereum."
Now they wont have to.
https://decrypt.co/92537/satoshibles-first-nft-collection-bridge-ethereum-bitcoin-stacks
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Rutgers Researchers Discover Security Vulnerabilities in Virtual Reality Headsets – Newswise
Posted: at 6:21 am
Newswise New Brunswick, N.J. (Feb. 10, 2022) Researchers at Rutgers University-New Brunswick have published Face-Mic, the first work examining how voice command features on virtual reality headsets could lead to major privacy leakages, known as eavesdropping attacks.
The research shows that hackers could use popular virtual reality (AR/VR) headsets with built in motion sensors to record subtle, speech-associated facial dynamics to steal sensitive information communicated via voice-command, including credit card data and passwords.
Common AR/VR systems on the market include the popular brands Oculus Quest 2, HTC Vive Pro, and PlayStation VR.
Led by Yingying Jennifer Chen, associate director of WINLAB and graduate director of Electrical and Computer Engineering at Rutgers University-New Brunswick, the study will be presented at the annual International Conference on Mobile Computing and Networking in March. Other research collaborators include Nitesh Saxena of Texas A&M University and Jian Liu at University of Tennessee at Knoxville.
To demonstrate the existence of security vulnerabilities, Chen and her fellow WINLAB researchers developed an eavesdropping attack targeting AR/VR headsets, known as Face-Mic.
Face-Mic is the first work that infers private and sensitive information by leveraging the facial dynamics associated with live human speech while using face-mounted AR/VR devices, said Chen. Our research demonstrates that Face-Mic can derive the headset wearers sensitive information with four mainstream AR/VR headsets, including the most popular ones: Oculus Quest and HTC Vive Pro.
The researchers studied three types of vibrations captured by AR/VR headsets motion sensors, including speech-associated facial movements, bone-borne vibrations and airborne vibrations. Chen noted that bone-borne vibrations in particular are richly encoded with detailed gender, identity and speech information.
By analyzing the facial dynamics captured with the motion sensors, we found that both cardboard headsets and high-end headsets suffer security vulnerabilities, revealing a users sensitive speech and speaker information without permission, Chen said.
Although vendors usually have policies regarding utilizing the voice access function in headset microphones, Chens research found that built-in motion sensors, such as an accelerometer and gyroscope within a VR headset, do not require any permission to access. This security vulnerability can be exploited by malicious actors intent on committing eavesdropping attacks.
Eavesdropping attackers can also derive simple speech content, including digits and words, to infer sensitive information, such as credit card numbers, Social Security numbers, phone numbers, PIN numbers, transactions, birth dates and passwords. Exposing such information could lead to identity theft, credit card fraud and confidential and health care information leakage.
Chen said once a user has been identified by a hacker, an eavesdropping attack can lead to further exposure of users sensitive information and lifestyle, such as AR/VR travel histories, game/video preferences and shopping preferences. Such tracking compromises users privacy and can be lucrative for advertising companies.
Oculus Quest, for example, supports voice dictation for entering web addresses, controlling the headset and exploring commercial products. Rutgers Face-Mic research shows that hackers may leverage these zero-permission sensors to capture sensitive information, leading to severe privacy leakages.
Chen said she hopes these findings will raise awareness in the general public about AR/VR security vulnerabilities and encourage manufacturers to develop safer models.
Given our findings, manufacturers of VR headsets should consider additional security measures, such as adding ductile materials in the foam replacement cover and the headband, which may attenuate the speech-associated facial vibrations that would be captured by the built-in accelerometer/gyroscope, she said.
Chen and her WINLAB colleagues are now examining how facial vibration information can authenticate users and improve security, and how AR/VR headsets can capture a users breathing and heart rate to measure well-being and mood states unobtrusively. To learn more about ongoing studies at WINLAB, click here.
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ABOUT RUTGERSNEW BRUNSWICKRutgers UniversityNew Brunswick is where Rutgers, the State University of New Jersey, began more than 250 years ago. Ranked among the worlds top 60 universities, Rutgerss flagship is a leading public research institution and a member of the prestigious Association of American Universities. It has an internationally acclaimed faculty, 12 degree-granting schools and the Big Ten Conferences most diverse student body.
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UM class enters the future with virtual reality class – The Miami Hurricane
Posted: at 6:21 am
While most virtual classes have been held over Zoom since the start of the coronavirus pandemic, one class in the University of Miamis College of Arts and Sciences is using a different modality: the MetaVerse.
Religion and Sacred Space in the Era of Virtual Reality and Artificial Intelligence began last Thursday. Instead of the typical classroom setting, the class is taught in the MetaVerse.
Religion is really fundamentally appropriate to the metaverse, said William Green, a professor of religion and one of the professors for the course. The class takes advantage of the new technology.
The class encompassees three different subjects: religion, architecture and computer science. Teaching the course in a virtual reality setting helps intertwine the three focuses of the class.
The students in architecture help design the class, the students in interactive media help with the user experience and the religion students are content experts,Kim Grinfeder, another professor for the course focusing on virtual reality, said.
During the first class, students received their Oculus 2 virtual reality headsets and had an orientation with the product. Now that the students have their headsets, classes will be held remotely, taking place solely in the MetaVerse.
It was bizarre to be in the same room but also not in the same room, Grinfeder said. It is best to discuss virtual reality in virtual reality.
As the class progresses, students will use the headsets to travel across the world to observe religious experiences in 3D instead of 2D. Some of these experiences include a Hajj, a Muslim pilgramidge to the city of Mecca or a Christian Baptism.
There is a notion of space and place, Green said. We can now experience places that you cant go to easily.
During the first class, most students quickly became accustomed to the intriguing technology but there were some initial issues with the headsets. Some students were experiencing eye strain and headaches making it so that they had to step out of the MetaVerse and back in to reality
Students would say I need five minutes, take the headset off and just set it down and chill for five minutes, said Matthew Rossi, a junior computer science major who is the teaching assistant for the course. But VR endurance, as some people might say, is just something you build up naturally by using it.
As for the future of the MetaVerse, Green believes more classes will use virtual reality as the technology advances and new virtual reality tools are created.
Technology develops how people learn and how people teach, Green said. Computers are second nature and already virtual reality will be for many students in the future.
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SDSU unveils new virtual and extended reality research center – Daily Aztec
Posted: at 6:21 am
San Diego State has doubled down on virtual and extended reality technologies by launching the Virtual Immersive Teaching and Learning (VITaL) Research Center dedicated to expanding usage across classrooms, campuses and disciplines.
The decision comes after the Information Technology Services unit on campus launched the VITaL initiative in fall 2017. According to a school press release, it served as an incubator for faculty to explore virtual and extended reality applications as potential tools they could adopt for stronger comprehension in students; the apps can mimic the intensity of a high risk medical situation or allow students to operate with rare situations without any of the necessary equipment or subjects while still receiving all the mandatory field experience.
For higher learning, virtual reality technology poses a lot of possibilities spanning across almost every topic of instruction. VITaL resources have already been taken advantage of by 56 faculty teaching 70 courses across all eight colleges at SDSU through the initiative. It is only expected to grow with the new research center, according to the press release.
The VITaL Research Center is led by Chief Information Officer Jerry Sheehan, Deputy CIO James Frazee and the Director of Information Technology Services Sean Hauze.
The very ethos of VITaL is to understand if [the tech] actually matters or not, and thats a really important consideration, Sheehan said.
We think that for our student population, both those that are first generation, those that are in underrepresented communities and diverse communities, its really important that they are given the opportunity to create in a virtual world, Sheehan said. We think it would be problematic if the only thing that exists in the virtual world is advertising which, without the voices from our campus, would be how the market forces would drive us.
A landmark peer-reviewed study by PricewaterhouseCoopers (PwC) suggested that virtual reality learning enlists greater attention from students and better effectiveness overall than typical classroom learning. This study coupled with growing research and market interests gave the school confidence in the research centers relevance.
The tools will just become more and more reliable, affordable and easy to use as we look ahead, Frazee said. Essentially, youre going to take your glasses off and feel dumber just like we have without our phones. Can you imagine not being able to answer every question and access every statistic on the planet from your pocket?
The technology is noted to be especially important for the rural SDSU Imperial Valley campus as they have limited access to things like nursing mannequins and medical equipment. It poses an opportunity to provide higher learning across the board with the democratization of learning tools.
Initial projects faculty proposed with the launch of the center regard how the technology can enhance the way the school of Theater, Television, Film and New Media can adopt the tech to create and teach.
According to Learning Design and Technology Professor Kevin White, it is important to admit there are certain uses that would be redundant for virtual reality technology like reading and writing. However, immersion has been observed to foster a deeper connection to the material. Rather than using the tools to write, an art student could use the tech as a writing prompt being transported anywhere in the world with 360 degree photos to spark inspiration or thought exercises.
The move to virtual tools has been exponentially sped up by the onset of COVID-19, but it still has its fair share of health risks. For example, an entire class using the same headset can pose a problem in germ exchange. This has always been an issue, but becomes less of a risk as more supply access leads to less immediate contact.
With provisions in place faculty was still able to develop interactive moon phase simulations for astronomy students, demonstrate interactions between nano materials for engineering students and animate three-dimensional models of molecules and magnetic fields for chemistry and physics students.
As the research center was proposed based on award winning research and applications dedicated to the further understanding by students, VITaL Research Center Fellowship Grant Proposals are open to all faculty members from every discipline. According to the center, the deadline for preliminary proposals submitted by faculty is on Feb. 28.
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Emerge launches Kickstarter campaign to bring bare-hands tactile experiences to Virtual Reality with its ultrasonic device – Auganix
Posted: at 6:21 am
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February 9, 2022 Emerge, a social virtual connection company, has this week announced the launch of a Kickstarter campaign for its Emerge Home system: a product that enables immersive bare-hands tactile experiences and the sensation of physical touch for virtual reality (VR) experiences.
The Emerge Home Kickstarter campaign, which is now live, will reward backers with early access to its first consumer product, which was recently revealed at the Into the Metaverse 2 summit hosted by GamesBeat.
According to the company, the Emerge Home system consists of three components: the Emerge Wave-1 device, the Emerge Home social virtual experience, and the Emerge Home mobile app. The Emerge Wave-1 is a new tabletop device that enables users bare hands to be their controllers. Around the same footprint as a 13 laptop, the device emits sculpted ultrasonic waves that allow users to feel and interact via touch in the virtual world. Through the use of Emerges patented technology, the Emerge Wave-1 creates a mid-air field of interaction up to three feet above the device and 120 degrees around it.
Emerge Home is for people who see social virtual games as meaningful ways to connect emotionally with others, said Isaac Castro, Co-CEO and Co-founder of Emerge. We are excited for the first adopters of Emerge Home to start sharing this journey, in just a few weeks.
The Kickstarter campaign will offer six product reward tiers for pledgers who will become the first adopters of Emerge Home, in two delivery windows:
Other Kickstarter reward tiers will offer discounts for pledgers securing 2 or more devices, as Emerge Home has been designed for multi-user social VR experiences, for people to gather and play in a safe and trusted environment with their inner circles.
Weve designed Emerge Home staying true to our vision, informed by rigorous research, and inspired by the hopes and ideas of the people who have shared their insights along the journey of developing this product. Our early adopter Beta community will play a pivotal role in helping us shape the evolution of Emerge Home, which we hope delivers new and unique ways for people to feel connected across distance said Mauricio Teran, Co-founder & Head of Insights.
Emerge Home is the first step in a broader journey to create a new language of touch in virtual worlds, said Sly Spencer Lee, Co-CEO and Co-founder of Emerge. Through Emerge Home experiences and game rooms, we are excited to explore how we can better connect, play, and share emotions in the metaverse.
The Emerge Home system is available today, February 8th, on Kickstarter. The company has given its device a retail value of USD $499, but at the time of publishing, there was still time left for early buyers to take advantage of a 24-hour launch sale pledge of USD $350. For more information about Emerge and its solution to provide bare-hands tactile experiences for virtual reality, please visit the companys website.
Image / video credit: Emerge / YouTube
About the author
Sam Sprigg
Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.
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YouTube pushing virtual reality in metaverse bet – MyBroadband
Posted: at 6:21 am
YouTube said it will start creating metaverse experiences on its video platform, beginning with gaming, following competitors investments in the buzzy category.
Well work to bring more interactions to games and make them feel more alive, Neal Mohan, YouTubes chief product officer, said Thursday in a blog post. Its still early days, but were excited to see how we can turn these virtual worlds into a reality for viewers.
The worlds largest video site, owned by Alphabet Inc.s Google, has supported virtual-reality videossince 2016.
Google released its VR platform Cardboard in 2014 and a much-derided augmented reality device, Google Glass, in 2013.
Still, the company has been slower than rivals to discuss its plans for the much-hyped metaverse an immersive digital world where users will interact with digital objects and one another.
While many are skeptical that the metaverse is much more than a rebranding of VR, others in the tech industry think it will be the next major platform for social media, gaming, digital asset ownership and more.
Google has its own VR/AR division but hasnt released plans for any device in the field.
Meanwhile Meta Platforms Inc., formerly Facebook, changed its name to signal an existential commitment to the metaverse. Microsoft Corp. has said its bringing workplace collaboration software to the virtual world. It may also capitalize on the shift through its gaming properties.
Some of YouTubes most popular creators specialize in video game streaming. The company has signed away several broadcasters from rival Twitch.
Last month, YouTubes head of gaming, Ryan Wyatt, departedfor a crypto startup.
In the blog post, Mohan also said YouTube would continue investing in Shorts, its rival to ByteDance Ltd.s TikTok, by adding new video effects and tools, as well as the ability to shop from one of the quick videos.
People watch more than 700 million hours of YouTube content on their televisions a day, making it the companys fastest-growing screen. Now, Mohan said the company would soon let viewers use their phones to engage with content playing on their TVs.
YouTube is still trying to improve its comment section, the executive added. The company will let video creators set channel guidelines to control the tone of conversations, which have sometimes been vitriolic. The site will also give its creators more insight on the types of videos viewers want to see, to help them decide what to produce next.
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Going to battle in a virtual reality not a solution to… – Daily Maverick
Posted: at 6:21 am
Perhaps they are the real inventors of the metaverse, that virtual reality space where users can interact with each other in a computer-generated environment.
Its a new word in my lexicon, but not to gamers and sci-fi readers. The word was coined by author Neal Stephenson in his 1992 book Snow Crash and described a reality where end users were treated as citizens in a dystopian corporate dictatorship.
It has since been adopted and customised by Silicon Valley. Facebook CEO Mark Zuckerberg rebranded the company as Meta in October 2020 and announced the company would be investing $10-billion in this new world. What on Earth?
Perhaps the metaverse is a place I can go and do battle with the greedy and avaricious who live in our parallel universe? In which case, Im Bayonetta, the bad-ass witch who can fire guns from her feet and turn her hair into giant fists and boots. Or maybe Lara Croft. But no, dealing with those scumbags is a battle for the real world, Im afraid.
This still doesnt answer the question of what the metaverse is or how it will become meaningful for us.
The idea sounds simple. Its a 3D, interactive, virtual representation of the internet a bunch of interconnected virtual spaces that become an extension of our physical world. Okay.
So do I really want to block out my vision with a pair of VR goggles to spend hours in a virtual bar talking to virtual people and drinking a virtual drink I cant enjoy? I doubt it. And Im pretty sure you wont either. Yet companies are investing billions into this world where the potential is almost beyond our imagination.
Microsoft has announced it will partner with Meta and plans to add augmented reality and virtual reality from its Microsoft Mesh platform into Teams; Epic Games has announced a $1-billion capital raise to support its long-term vision for the metaverse, while Nvidia, the leading designer of graphics processing units for the gaming and professional markets, has made Omniverse, its 3D design collaboration and virtual world simulation platform, available free to individual creators and artists.
It strikes me as a clever thing to do. When you dont know exactly where something is going, invest in the bottom-up, grassroots growth of the universe. And when something catches your eye buy it!
If our capitalistic society has taught us anything, companies will find ways of taking this world of gaming into products and services that are applicable to you and me, and we can be sure that they are in a race to be the first and only.
That does worry me slightly, though. Do we really want a company like Facebook, whose former mantra move fast and break things encouraged a culture that rewarded new ideas without careful consideration of the risks, to be the driver of the metaverse, whatever that may look like? Will it create an entirely new environment for Facebooks legacy problems to take root? Zuckerberg, of course, doesnt see it like that, saying, Every chapter brings new voices and new ideas but also new challenges, risks and disruption of established interests. Well need to work together, from the beginning, to bring the best possible version of this future to life.
At the moment, applications outside of gaming are pretty basic business meetings, concerts and tours. But the potential is vast. Footwear manufacturer Nike is preparing to sell its products in the metaverse and has filed trademark applications to establish itself in the virtual world.
Progressive engineering businesses are using the metaverse to create digital twins of their operations and products.
Again, the idea is not completely new. NASA used digital twin technology in 2010 to run simulations of space capsules. The benefit is that you can run tests and scenarios on the digital twin without affecting the physical original.
Im still getting my head around the possibilities, which, when it comes to things such as complex surgery, must be infinite.
As a two-bit investor, Id back the likes of Microsoft and Nvidia to make money out of this. As a cautious human, Im wary. As Zondo is making perfectly clear, our real world has enough despicable people in it. Yet the world of virtual reality is no different and already has a harassment problem even Roblox, a supposedly safe game for kids, has experienced problems with virtual orgies and Nazi role-playing.
The metaverse presents a whole world of possibilities and dangers, and Ive no doubt it is coming, but perhaps we should solve our real-world problems first. DM168
This story first appeared in our weekly Daily Maverick 168 newspaper which is available for R25 at Pick n Pay, Woolworths, Exclusive Books and airport bookstores. For your nearest stockist, please clickhere.
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Could Astronauts Hibernate on Long Space Voyages? – Universe Today
Posted: at 6:21 am
A renewed era of space exploration is upon us, and many exciting missions will be headed to space in the coming years. These include crewed missions to the Moon and the creation of permanent bases there. Beyond the Earth-Moon system, there are multiple proposals for crewed missions to Mars and beyond. This presents significant challenges since a one-way transit to Mars can take six to nine months. Even with new propulsion technologies like nuclear rockets, it could still take more than three months to get to Mars.
In addition to the physical and mental stresses imposed on the astronauts by the duration and long-term exposure to microgravity and radiation, there are also the logistical challenges these types of missions will impose (i.e., massive spacecraft, lots of supplies, and significant expense). Looking for alternatives, the European Space Agency (ESA) is investigating hibernation technology that would allow their astronauts to sleep for much of the voyage and arrive at Mars ready to explore.
This researcher was the subject of a recent study led by Alexander Choukr, a professor of Medicine at the Hospital of the Ludwig-Maximilians-University (LMU), and Thu Jennifer Ngo-Anh a payload coordinator with the ESAs Directorate of Human and Robotic Exploration Programs. The paper that describes their findings was recently published in the journal Neuroscience & Biobehavioral Reviews.
As they indicated in their study, the main challenges when planning for a mission to Mars involve optimizing the overall mass of the spacecraft and maintaining the crews physical and mental health. In terms of supplies alone, this means bringing enough food, water, and other necessities (like medicine) to last at least two years. As Ngo-Anh said in a recent ESA press release:
We are talking about 30 kg [66 lbs] per astronaut per day, and on top of that we need to consider radiation as well as mental and physiological challenges. Where there is life, there is stress. The strategy would minimize boredom, loneliness, and aggression levels linked to the confinement in a spacecraft.
This strategy involves inducing a state of torpor in the astronauts, similar to what mammals experience during hibernation. This consists of reducing the metabolic rate of an organism until they enter a period of suspended animation, which allows them to preserve energy. In the context of spaceflight, reducing the metabolic rate of a crew en route to Mars by 25% would dramatically reduce the necessary supplies and the size of the habitat involved.
The practice of putting people into a state of suspended animation has been carried out in hospitals since the 1980s. By inducing hypothermia in patients reducing their heart rate and metabolism, doctors can perform complex and time-consuming surgeries with a greater chance of success. However, this process is not an active energy reduction method and doesnt include most of the advantages of torpor.
In nature, animals hibernate to survive through winter when temperatures drop for months and food and water become scarce. During this time, they will reduce their heart rate, breathing, and other vital functions to a fraction of their normal rate, and their body temperature will drop close to that of their surroundings (aka. ambient temperature).
While many species rely on hibernation to survive long periods of scarcity (like tardigrades, frogs, and various species of reptiles), bears are perhaps the best known. They also appear to be the best role model for human hibernation in space since they have a comparable body mass to humans, reduce their body temperature by only a few degrees, and acquire extra body fat before entering this state.
But as medical research has shown, humans also lose more muscle mass and bone density and are at greater risk of heart failure than their ursine kin. As Prof. Choukr explained:
However, research shows that bears exit their den healthily in spring with only marginal loss of muscle mass. It only takes them about 20 days to be back to normal. This teaches us that hibernation prevents disuse atrophy of muscle and bone, and protects against tissue damage.
The crucial factor appears to be lower testosterone levels in humans since estrogens strongly regulate energy metabolism. The very specific and different balance of hormones in females or males and their role in regulating metabolism suggest that women could be preferred candidates, Prof. Choukr added.
To accommodate deep-space hibernation technology, engineers could build soft-shell pods with fine-tuned settings aboard future generations of spacecraft. This would consist of a quiet environment with low lighting, high levels of humidity, and low temperatures of less than ten degrees Celsius (50 F). The astronauts would wear clothing to prevent overheating and wearable sensors to measure their posture, temperature, and heart rate.
Water containers would surround every capsule to provide radiation protection as the astronauts remain in a state of torpor. Meanwhile, artificial intelligence will maintain the ship and wake the crew if an anomaly or emergency. As Alexander explained:
Hibernation will actually help protect people from the harmful effects of radiation during deep space travel. Away from Earths magnetic field, damage caused by high-energy particles can result in cell death, radiation sickness or cancer. Besides monitoring power consumption and autonomous operations, the computers onboard will maintain optimal performance of the spacecraft until the crew could be woken up.
These efforts mirror similar studies conducted by NASA, which entered into a partnership with Atlanta-based aerospace company SpaceWorks to investigate the long-term potential of hibernation technology. The initial 24-month study concluded in 2016, with NASA announcing its intent to keep supporting the companys research. These and other studies on hibernation for deep-space missions could also lead to new applications for patient care on Earth.
As the 21st century unfolds, we could see interplanetary missions that resemble the well-established sci-fi trope crews awaking from their cryo chambers to deal with mission-related problems. Here at home, induced torpor could become a common medical procedure for people with a terminal illness or severe injuries, giving doctors the time they need to come up with treatments.
The applications might even extend to interstellar travel! Given the distances involved and the limits of our propulsion technology, a crewed interstellar mission could take centuries or millennia to reach even the nearest stars! Assuming future generations want to undertake these voyages and dont have some fancy new propulsion system (or a huge budget), hibernation technology may be the way theyll get it done!
Further Reading: ESA, Neuroscience & Biobehavioral Reviews
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