The Prometheus League
Breaking News and Updates
- Abolition Of Work
- Ai
- Alt-right
- Alternative Medicine
- Antifa
- Artificial General Intelligence
- Artificial Intelligence
- Artificial Super Intelligence
- Ascension
- Astronomy
- Atheism
- Atheist
- Atlas Shrugged
- Automation
- Ayn Rand
- Bahamas
- Bankruptcy
- Basic Income Guarantee
- Big Tech
- Bitcoin
- Black Lives Matter
- Blackjack
- Boca Chica Texas
- Brexit
- Caribbean
- Casino
- Casino Affiliate
- Cbd Oil
- Censorship
- Cf
- Chess Engines
- Childfree
- Cloning
- Cloud Computing
- Conscious Evolution
- Corona Virus
- Cosmic Heaven
- Covid-19
- Cryonics
- Cryptocurrency
- Cyberpunk
- Darwinism
- Democrat
- Designer Babies
- DNA
- Donald Trump
- Eczema
- Elon Musk
- Entheogens
- Ethical Egoism
- Eugenic Concepts
- Eugenics
- Euthanasia
- Evolution
- Extropian
- Extropianism
- Extropy
- Fake News
- Federalism
- Federalist
- Fifth Amendment
- Fifth Amendment
- Financial Independence
- First Amendment
- Fiscal Freedom
- Food Supplements
- Fourth Amendment
- Fourth Amendment
- Free Speech
- Freedom
- Freedom of Speech
- Futurism
- Futurist
- Gambling
- Gene Medicine
- Genetic Engineering
- Genome
- Germ Warfare
- Golden Rule
- Government Oppression
- Hedonism
- High Seas
- History
- Hubble Telescope
- Human Genetic Engineering
- Human Genetics
- Human Immortality
- Human Longevity
- Illuminati
- Immortality
- Immortality Medicine
- Intentional Communities
- Jacinda Ardern
- Jitsi
- Jordan Peterson
- Las Vegas
- Liberal
- Libertarian
- Libertarianism
- Liberty
- Life Extension
- Macau
- Marie Byrd Land
- Mars
- Mars Colonization
- Mars Colony
- Memetics
- Micronations
- Mind Uploading
- Minerva Reefs
- Modern Satanism
- Moon Colonization
- Nanotech
- National Vanguard
- NATO
- Neo-eugenics
- Neurohacking
- Neurotechnology
- New Utopia
- New Zealand
- Nihilism
- Nootropics
- NSA
- Oceania
- Offshore
- Olympics
- Online Casino
- Online Gambling
- Pantheism
- Personal Empowerment
- Poker
- Political Correctness
- Politically Incorrect
- Polygamy
- Populism
- Post Human
- Post Humanism
- Posthuman
- Posthumanism
- Private Islands
- Progress
- Proud Boys
- Psoriasis
- Psychedelics
- Putin
- Quantum Computing
- Quantum Physics
- Rationalism
- Republican
- Resource Based Economy
- Robotics
- Rockall
- Ron Paul
- Roulette
- Russia
- Sealand
- Seasteading
- Second Amendment
- Second Amendment
- Seychelles
- Singularitarianism
- Singularity
- Socio-economic Collapse
- Space Exploration
- Space Station
- Space Travel
- Spacex
- Sports Betting
- Sportsbook
- Superintelligence
- Survivalism
- Talmud
- Technology
- Teilhard De Charden
- Terraforming Mars
- The Singularity
- Tms
- Tor Browser
- Trance
- Transhuman
- Transhuman News
- Transhumanism
- Transhumanist
- Transtopian
- Transtopianism
- Ukraine
- Uncategorized
- Vaping
- Victimless Crimes
- Virtual Reality
- Wage Slavery
- War On Drugs
- Waveland
- Ww3
- Yahoo
- Zeitgeist Movement
-
Prometheism
-
Forbidden Fruit
-
The Evolutionary Perspective
Monthly Archives: September 2022
Malden Dancer Part Of Upcoming Augmented Reality Dance Project – Patch
Posted: September 20, 2022 at 8:38 am
MALDEN, MA A Malden dancer will soon feature in what organizers describe as an experimental augmented reality dance experience centered in Cambridges Kendall Square Canal District.
Dubbed Emotive Lands, the performance is a product of the arts collective The Click. Anyone can access the performance via a corresponding app available from Oct. 1 through Nov. 30. There will also be a live performance where artists will interact with the digital, augmented reality Emotive Lands content along the water in the Canal District on Oct. 1 at 1 p.m.
Audience members can access the app, once it is available, via The Clicks website, via the Apple App Store, the Google Play Store, or via other app vendors.
Audience members will be able to go to the Canal District, either during the live launch show or at any other time during the apps availability to view the augmented reality show around them. Viewers who download the app and open it near Kendall Square will see visual prompts that will lead them to spots where they can see virtual dancers on their screens. Dancers will interact with various physical objects in the environment as part of the show.
The app uses technology that is somewhat similar to technology seen in massively popular games like Pokemon Go.
At least nine local artists are involved in the Emotive Lands project, including Maldens Alexandria Nunweiler, who appears in some aspects of the app.
The overlap of AR technology and the arts is pretty small right now, but it's growing, app developer James Peerless said in a press release announcing this project. Its a way to bring the feeling of being at a live performance in an on-demand way.
We want people to see the power of community when engaging with this work, dancer Kristin Wagner added.
Our work is heightened by the creative freedom that technology offers audience members are free to come and go at any time, Wagner later continued.
Emotive Lands is backed by a series of grants and residency programs.
The Click dates back to 2021 and is marking its first project as a group with the launch of Emotive Lands.
The Click's Emotive Lands app and live performance are both free.
The live performance will begin at 15 Broad Canal Way in Cambridge and follow a walking path along the Charles River with several stops.
A rain date is set for Oct. 2.
See the rest here:
Malden Dancer Part Of Upcoming Augmented Reality Dance Project - Patch
Posted in Virtual Reality
Comments Off on Malden Dancer Part Of Upcoming Augmented Reality Dance Project – Patch
Cognitive load, fatigue and aversive simulator symptoms but not manipulated zeitgebers affect duration perception in virtual reality | Scientific…
Posted: at 8:38 am
Duration judgments
The sun was a constant component of the environment and was designed to move with either its natural speed on the horizon or to not move at all. Participants completed 8 trials in total, 6 minutes each, and were not informed of the fact that trials were of equal length, nor of the number of trials they would complete. Moreover, throughout the experiment participants listened to ambient sounds of sea waves and wind through headphones.
We experimentally manipulated the level of immersion by asking participants to complete the task in both a non-immersive and an immersive environment, in front of the LCD monitor or with the head mounted device (HMD) respectively. In order to probe the effect of cognitive load, as in the original study, in half of the trials participants were asked to complete the classical n-back task30. These experimental conditions amount to 2 (immersion) 2 (sun movement) 2 (cognitive load) design. At the end of each trial, participants were asked to estimate the duration of the time of the passed trial in seconds, following Schatzschneider et al. 2016 design. At the beginning and the end of the experimental session participants were also asked to complete a Simulator Sickness Questionnaire (SSQ), the change of this score is used as Simulator Sickness Score. To test the effects of each experimental condition we run a 2 2 2 Repeated measures ANOVA, with the Simulator Sickness Score as a covariate in a separate run. Results were adjusted for multiple comparison with a Bonferroni correction where needed.
First, we tested the effect of the manipulation of the sun. In the original study authors found that when no task was executed, participants estimated the time to be longer when the sun was still than when it moved at its natural speed. We found no significant effect of the manipulation of the speed of the movement of the sun on time estimation (F(1,36) = 0.103, p = 0.750, Fig. 1A) even when we look only at the condition with no-task (two-tailed t(36) = 0.191, p = 1, adjusted for multiple comparisons, Fig. 2). To make sure that the effect was not inhibited by the unpleasant simulator effect we included the score as a covariate to the ANOVA analysis. Although adding the SSQ score improves fit of the model, (residuals(full + SSQ) < residuals (full), where residual = data fit), it has no significant effect on the sun, immersion, or interaction between sun and immersion.
Mean duration estimation for each experimental condition. Error bars indicate SEM. We found no significant effect of sun (A) nor immersion (C). We found a significant effect of cognitive load (B). Post-hoc tests indicated that subjects estimated time to be shorter in the condition with an n-back task compared to the condition with no task (t(36)=8.307, p=6.876e10,d=0.59).
Mean estimation as an interaction between the sun and cognitive load. We did not replicate the effect from the original study.
We replicated the classical cognitive load result11 and found a significant effect of the task on trial duration estimation (F(1,36) = 69.013; p = 6.874e-10, p2= 0.657). Post-hoc test revealed duration estimation to be shorter when participants performed a task than when they were passively present in the environment (t(36) = 8.307, p = 6.876e10,d = 0.59, Fig. 1B).
Schatzschneider et al.28 reported shorter duration estimation in non-immersive (LCD) than in immersive (HMD) environments. We did not replicate this result and no effect of the environment was found on duration estimation (F(1,36)=0.588; p=0.448, Fig.1C), however, we found a significant interaction between cognitive load and immersion (F(1,36)=6.854; p=0.013, (upeta _{P}^{2} = 0.16))when no task was assigned participants estimated time to be longer in an immersive environment, but when participants performed a task, they estimated the duration to be longer in a non-immersive environment (Fig.3A). We initially thought that this is again a cognitive load effectin immersive environment participants were exposed to fewer distractors and could focus on the task more, and engage more cognitive resources. However, performance was slightly higher in the LCD condition (paired t(73)=2.7156, p=0.0083, Fig.3A inset). In light of these results, we hypothesize that HMD was somehow a more challenging environment. In the non-immersive environment, in the condition with no task, participants were exposed to the rest of the experimental room, which resulted in a more complex environment as opposed to the HMD condition where only the virtual island could be observed.
(A) Mean estimation as interaction between immersion and cognitive load. Inset Performance (sensitivity index A) during the n-back task for the two immersion levels. (B) Average time estimation over the course of the experiment, regardless the experimental condition. In gray label shuffled permutation, shaded area represents standard deviation. (C) Scatter plot of the mean duration estimation during HMD trials and the SSQ score. Each dot represents one participant.
Although negative simulator symptoms did not specifically affect the effect of the sun on time estimation, we tested whether it had any effect on average time estimation. To assess the statistical significance of this relationship we regressed the SSQ score on duration estimation measurements. The SSQ score explained a significant amount of the variance of the duration estimation (F(1,294) = 9.590, p = 0.002,R = 0.178,R2 = 0.032). The regression coefficient (B = 3.765,95%,CI = [1.372,6.156]) indicated that an increase in SSQ score by 1 increased, on average, the duration estimation by 4 seconds (Fig. 3C). We hypothesize that this effect of aversive simulator sickness symptoms, like nausea or vertigo, is mediated by the link between physiological arousal and time perception. It has previously been shown that various types of arousal affect interval timing4,5,6, especially unpleasant stimuli dilate time perception31. Although Schatzschneider et al.28 also collected SSQ responses, they did not provide analysis beyond score change.
As stated above, we did not replicate the effect of immersion on time duration estimation. Although the effect reported in the original paper was not significant, it did appear as a strong trend, at least for conditions with a task. In the original paradigm, participants had always started with a non-immersive block and continued onto an immersive block. Such a linear design is confounded by fatigue. At the beginning of the experiment, participants may estimate the duration to be shorter just because they are less tired than at the end, so we hypothesize that this is the reason we did not replicate the immersion effect reported by Schatzschneider et al.28. In our design, we controlled for this effect by randomizing the immersion blocks. Whatever the condition with which participants have started or finished the experiment, they estimated the time to be shorter at the beginning of the experiment than at the end (Fig. 3B) with a transient constricting effect of the environment change mid-experiment.
Non-significant results of frequentist tests do not discriminate between absence of evidence and evidence of absence. To test our ability to present evidence in favor of the null hypothesis (no effects of sun movement on time perception) we went beyond the frequentist approach, turned to Bayesian Inference, and conducted Bayesian Repeated ANOVA and separate Bayesian Paired-Sample t-tests for each condition. We first conducted a Bayesian Repeated Measures ANOVA on the data with the experimental conditions [immersion (2) task (2) sun (2)] as within-subjects factors. We used the default prior options for the effects (i.e., r = 0.5 for the fixed effects). To assess the robustness of the result, we also repeat the analysis for two different prior specifications (details in the ''Methods'' section). Analysis of effects indicates moderate to strong evidence for exclusion of immersion (BFexcl = 4.803, where BFexcl is the change from prior to posterior exclusion odds for model-averaged results, our notation follows JASP manual), sun (BFexcl = 16.815), and all interactions between the two. In fact, only the model with a single cognitive load term had BFexcl smaller than 1 (BFexcl = 3.724e13). Post-hoc tests indicated robustness of these findings to prior width (Figs. 4, S2). We can therefore conclude that in our data we can observe moderately strong evidence for no effect of the manipulation of sun or immersion on duration estimation.
Results of the post-hoc Bayesian paired sample t-test between the two levels of sun manipulation. On the left, the effect size as a function of the prior and posterior density. In the middle BF10 as a function of tested prior. On the right, accumulation of evidence towards H0 as a function of the number of samples (participants).
Read the rest here:
Posted in Virtual Reality
Comments Off on Cognitive load, fatigue and aversive simulator symptoms but not manipulated zeitgebers affect duration perception in virtual reality | Scientific…
The Joys and Horrors of Virtual Reality in Anime – Otaku USA Magazine
Posted: at 8:38 am
The Joys and Horrors of Virtual Reality in Anime
Weve talked in the past about the intersection of virtual reality and anime, and for good reason. VRand related fields like AR and the concept of a metaversehave long been mainstays of sci-fi and genre fiction. But as these things become more real and accessible, our perception of it changes. And so does animes.
Today, were looking back across the history of VR in anime: the good, the bad, and the in-between. Just like the real world, the virtual world has its share of both good and bad, and anime isnt shy about exploring both.
In the modern age, wed likely classMacross Plus idol Sharon Apple as more of an AR/AI hybrid than virtual reality. But her virtual idol status still holds true. The computerized songstress won the hearts and minds of the localswhich wasnt always a good thing. When her programming went haywire, so did the traditional love geometry of the franchise.
VR and AR have been used to much better (and safer) effect in later iterations ofMacross, including Sheryl and Rankas stunning live shows inMacross Frontier. I guess they learned things stay a lot calmer when the talent is organic.
In 1999,Martian Successor Nadesico andSilent Mbius creator Kia Asamiya asked the ultimate question: What if there were magical girls in virtual reality? The result wasCorrector Yui, an original anime series in which a computer-illiterate teen becomes a magical virus hunter.
Taking place in the year 20XX (yes, really),Corrector Yui posits the existence of ComNet: the VR-based evolution of the Internet. Both ComNet and the real world are under threat from an evil Host computer called Grosser. Eight antivirus programs exist to fight Grosser, but they need someone to command them. And that someone is Yuior rather,Corrector Yui. Her magical girl powers exist only within ComNet, where she leads the eight programs to save the virtual and real worlds.
Hot and fresh from SCIENCE SARU, the team behindDEVILMAN crybabyandKeep Your Hands Off Eizouken!, is a virtual reality series that hits way closer to home. Tom Sawyer Island, the world whereYUREI DECO takes place, feels much more within reach than other anime. Both AR and VR are a part of life here, thanks to either ocular implants or special glasses. The currency is Love: literally, social media likes. The world is colored by AR, and you can dive into one of many hyperverses for work, school, and games. Oh, and a customer service center oversees the whole thing.
WhileYUREI DECO challenges this lifestyle and its resulting drawbackscensorship and ignorance of the plight of others, for exampleit also gives credit to the great things technology gives us. Thanks to the tech of Tom Sawyer Island, the elderly Madam 44 can be an action hero. Extinct animals can be brought back to life in a virtual zoo. AR avatars can let you appear on the outside how you feel on the inside. In short, technology justis: its what you do with it that matters.
Dive into a real-world anime virtual reality for theRe:ZERO -Lost in Memories- anniversary exhibition.
Follow this link:
The Joys and Horrors of Virtual Reality in Anime - Otaku USA Magazine
Posted in Virtual Reality
Comments Off on The Joys and Horrors of Virtual Reality in Anime – Otaku USA Magazine
Robot skull measures VR and AR headsets from any angle – MIXED Reality News
Posted: at 8:38 am
Image: Optofidelity
Der Artikel kann nur mit aktiviertem JavaScript dargestellt werden. Bitte aktiviere JavaScript in deinem Browser und lade die Seite neu.
The Buddy test system measures VR and AR headsets with up to six degrees of freedom.
Optofidelity, the Finnish manufacturer of screen measurement systems, developed what is probably one of the nightmare-fueling test platforms ever, Buddy. Attached to a jet-black robotic platform is a (partial) model human head with a proprietary vision module that tests virtual reality headsets and augmented reality glasses.
With a headset placed on the model, two cameras in the artificial skull imitate eyes. An advanced version of the system handles tests in all six degrees of freedom. Buddys best design to date is capable of examining many headset parameters with full freedom of movement.
Numerous axes enable the systems testing versatility. The frame slides sideways on a floor rail, rotates around its axis, and raises and lowers the artificial head. This imitates free movements that real headset users also perform: forward/backward, up/down, left/right, nodding, rolling, and yawing (turning sideways).
The main areas of application are development departments and production lines for VR and AR headsets. Examples include calibration, performance tests, and examining software content. In addition to image quality factors such as sharpness or color fidelity, the tracking systems also find problems such as deviations.
The manufacturer provides information on all VR headsets compatible with the testing system. Optofidelity also describes the setup as relatively uncomplicated. All the necessary components are included. Buddy, therefore, replaces even complex laboratory setups, according to the promotional material.
An important metric is the motion-to-photon latency. It measures the delay between a head movement and its visible implementation in the virtual world. If the latency is too high, the backdrop moves too late, which can cause nausea or a weaker sense of presence.
How stably objects remain anchored in the world or in front of the head can also be checked. Thanks to a novel synchronization technique, modern and future screen technologies should also remain measurable. These include OLED, light field displays, and projection-based screens.
Data sheets on the official website largely focused on previous iterations of the Buddy system with three degrees of freedom (3DOF). This restricted version only moves on a fixed base, instead of also sliding sideways on a rail across the floor.
The motion-to-photo analysis described can be performed here at a frame rate of up to 120 hertz. Simulatable pupil distances range from 55 to 75 millimeters, which also imitates very narrow and wide eye distances.
The official Optofidelity Buddy website lists further technical details, including the Robotics Specifications for fine details such as movement speeds or possible deviations. There, the 3DOF variant can also be examined during a test run with Hololens. Optofidelity provides prices for the Buddy systems on request.
Note: Links to online stores in articles can be so-called affiliate links. If you buy through this link, MIXED receives a commission from the provider. For you the price does not change.
View post:
Robot skull measures VR and AR headsets from any angle - MIXED Reality News
Posted in Virtual Reality
Comments Off on Robot skull measures VR and AR headsets from any angle – MIXED Reality News
Why VR could be the new dawn of pain, anxiety management – MedCity News
Posted: at 8:38 am
CDC data shows that more than 20% of Americans have chronic pain, with 36% of themhaving high-impact chronic pain.
The discomfort of this pain is arguably exacerbated by the rising prevalence of mental health conditions across the country, which is becoming an increasingly sizable burden on Americans wellbeing. In fact, the percentage of U.S. adults who received mental health treatment rose from 19.2% in 2019 to 21.6% in 2021, according to CDC research released earlier this month.
Experts think virtual reality (VR) can help address both of these public health issues.
The history of VR in healthcare began in 1996 at the University of Washington Harborview Burn Center, where Hunter Hoffman and David Patterson developed a novel technique of using immersive VR for pain management. They were seeking to help burn victims go through debridement, an incredibly painful process in which damaged tissue and foreign objects are removed from burn wounds. Typically, patients receive opioids to help manage their pain throughout these procedures, but Hoffman and Patterson recognized that opioids were only mildly effective and often had terrible side effects.
When the human body experiences pain, a signal goes from the point of injury and lights up brain receptors. Hoffman and Petersons research argued that if the neural pathway is flooded with alternate signals, you can get patients to feel less pain. They measured their tests with both subjective patient-reported outcomes as well as MRIdata, finding that VR was more effective at pain management during debridement than opioids.
They demonstrated that VR could outperform opioids proving the power of a pixel over a molecule, said Matthew Stoudt, co-founder and CEO of AppliedVR. That launched hundreds of studies, all validating that same insight.
AppliedVR, founded in 2015 and based in Van Nuys, California, develops VR solutions designed for low-friction adoption in healthcare. To Stoudt, the reason why Hoffman and Petersons findings havent revolutionized pain management is because technology has long been a limiting factor when it comes to hospitals adoption of VR. At the time of their research, VR technology cost $50,000, weighed 50 pounds and was tethered to 50 machines, so like a lot of innovation in this world, it sat squandering in the laboratory, he said.
Stoudt believes that the healthcare industry is sitting on an entirely new class of medicine, that can greatly improve providers approach to pain management once VR headsets and other portable VR devices are developed and deployed at scale. However, patients are sometimes wary of adopting new technology or straying from the longstanding care methods they have been conditioned to trust, he pointed out. His company is focused on delivering what could potentially seem like a complicated and intimidating device into patients homes in a way that is easy to use, engaging and efficacious.
The first condition that AppliedVR is looking to solve is chronic lower back pain. The company partnered with Beth Darnall, a pain psychologist and director of the Stanford Pain Relief Innovations Lab, to co-develop its eight-week chronic lower back pain management program. This physician-prescribed, self-administered solution allows patients to manage their chronic lower back pain without opioids from the comfort of their own home. AppliedVRs system for chronic lower back pain has received breakthrough device designation and de novo approval from the Food and Drug Administration.
AppliedVR has tested its VR devices at health systems such as Mayo Clinic, Cleveland Clinic, UPMC, Geisinger and Cedars-Sinai.
Cedars-Sinai stands out as a health system that is especially supportive of VR adoption. The health system has been using VR in its hospitals for nearly a decade and has treated around 3,500 patients with the technology, according to Dr. Brennan Spiegel, a Cedars-Sinai physician and medical VR researcher. And he thinks more health systems should do the same.
We treat the human body like a machine when people come into a hospital, and in Western medicine in general, and that works pretty well to an extent, he said. But we know that the mind and the body are connected. That is not voodoo science. The fact that the brain and the body communicate is actually well-established neuroscience.
Dr. Spiegel argues that if you can put the brain into a position of comfort, that relaxation will have downstream effects on the rest of the body. This can help reduce heart rate, blood pressure and stress hormone levels, he claimed. This not only helps patients have a more positive experience during their hospital stay, but it can also yield clinical benefits, such as lowering pain scores and reducing the need for pain medications.
Pain medications may reduce the physical experience of pain, but they dont do anything to manage the emotional experience of being in a hospital, or anxiety that comes along with that, Dr. Spiegel said. Hospitals are a very unnatural environment that nobody literally no body was designed to be in.
At Cedars-Sinai, VR use aims to reduce both pain and anxiety scores. When I spoke with Dr. Spiegel, he was in Cedars-Sinais surgical intensive care unit, where VR is deployed every day. Clinicians wheel around a four-wheeled mobile cart that carries VR equipment that can be easily transported and set up from room to room. The cart houses headsets made by HP, which can measure patients biometrics such as heart rate, heart rate variability and pupillometry. These metrics help clinicians assess the physiologic impact of the VR on the patients body.
The health system has created its own VR software, called Nature VR, that allows patients to enter various natural environments so they can reduce anxiety and/or pain through meditation, paced breathing exercises or relaxation of their own accord.
Patients are typically treated with the VR headsets for about 15 minutes. Their baseline pain and anxiety scores are measured both before and after treatment so that clinicians can see whether the patient had a positive response. Most of the time, they do. When that is the case, the headset will stay at the patients bedside so they can then use it throughout the rest of their hospital stay.
In addition to this inpatient program, Cedars-Sinai also had outpatient VR programs in which patients take headsets home to manage things like pain, anxiety or irritable bowel syndrome.
Dr. Spiegel had treated a patient with a VR headset minutes before our call. He said that patient was appreciative of the treatment, notingthat it allowed him to get away from the less-than-comfortable environment he was in and enter a calm, relaxed space.
Having the option to momentarily escape the hospital environment can do a lot to improve the inpatient experience. Solomon Rogers, the director of global innovation at Magnopus, is another strong supporter of this thesis.
Rogers company is atechnology studio based in Los Angeles and London that has created VR projects for numerous films and television shows. Now, its exploring applications in the healthcare space. One of Magnopus biggest healthcare partners, Childrens Hospital Los Angeles, piloted its VR technology in 2019 to help pediatric patients escape reality for a short while.
There was a patient who was bedridden, who couldnt move from their back, he said. We enabled virtual reality technology to bring in an experience in which that patient could become an astronaut. Without needing to sit up and move, they were able to climb around the space station and be free of the bounds of the bed, all while being able to look down back on Earth.
Not only does momentarily freeing pediatric hospital patients from their reality improve their mental wellbeing, it has also been shown to marginally improve the speed of their rehabilitation, according to Rogers.
Magnopus has also deployed VR technology to alleviate anxiety in pediatric patients parents. Through a partnership with the Great Ormond Street Hospital for Children in London, Magnopus developed technology to lower families anxiety before a childs hospital stay through the use of 360-degree hospital VR tours. Immersing the patient and their family into the world of the hospital before they ever enter the building helps them enter their stay with less unknowns, and therefore more comfort, according to Rogers.
Its well-known that hospitals use VR for surgical training, but there are so many other ways it can be applied in healthcare, he said.
Photo: LightFieldStudios, Getty Images
Original post:
Why VR could be the new dawn of pain, anxiety management - MedCity News
Posted in Virtual Reality
Comments Off on Why VR could be the new dawn of pain, anxiety management – MedCity News
Disney Releases First AR Short Film; Is Virtual Reality the Future of Streaming at Disney+? – The Streamable
Posted: at 8:38 am
The future of streaming may be unfolding before our eyes on Disney+. Disney recently released Remembering, a short film starring Bree Larson, as part of Disney+ Day on Sept. 8. In the film, Larson plays an author who teams up with her own inner child to recover a lost idea that will aid her in a story she is attempting to write.
The short film itself is not so revolutionary, but the augmented reality features embedded in the film represent a new foray into VR for streaming companies. By downloading a special app, scanning a QR code, and playing the film on a TV, viewers can bring a whimsical fantasy world to life in their own living room. The AR features are only available via a free iOS app, so Android users are currently out of luck when it comes to altered reality streaming.
With a first-of-its-kind companion Augmented Reality app, where the AR experience is triggered by the films moving image, select Disney+ subscribers in the U.S. can interact with the story by scanning the TV to extend The World of Imagination into their living room, said Disney regarding the films release.
The foray into virtual reality is likely just a first step for Disney, in order to test the viability of the product and get consumer feedback. If it proves successful, expect Disney to roll out AR shows and movies on a variety of different platforms and devices, not just iOS.
Indeed, more augmented reality content is a big part of Disneys future plans for Disney+. Disney CEO Bob Chapek said that the company wants to launch what it calls Next-Gen Storytelling on its streaming platform. Next-Gen Storytelling will provide a more interactive streaming experience that will not only include movies and shows, but give subscribers the chance to enjoy virtual experiences like Disney rides that were previously only accessible by visiting a Disney park in person.
Disney+ will not just be a movie-service platform, but its going to become an experiential lifestyle platform, Chapek said. A platform for the whole company to embody both the physical things that you might be able to experience in a theme park, but also the digital experiences that you can get through media.
If test cases like Remembering prove successful, expect to see more augmented reality content hitting Disney+ very soon.
See the original post:
Posted in Virtual Reality
Comments Off on Disney Releases First AR Short Film; Is Virtual Reality the Future of Streaming at Disney+? – The Streamable
History mars ties between queen, ex-colony Cyprus – Breitbart
Posted: at 8:36 am
Queen Elizabeth IIs death has triggered a subdued reaction in Cyprus, where the British monarch is intertwined with the islands painful history of empire, independence and division.
For some Cypriots with long memories, she is the head of state blamed for signing off on the death warrants of freedom fighters against British colonial rule in the late 1950s.
Old wounds reappeared earlier this year during the Queens jubilee celebrations organised by the British military stationed on the island.
In June, a charity concert celebrating the queens platinum jubilee was toned down and relocated to a site within the British bases, after a small but vocal group charged that the event celebrated a killer queen.
The row stemmed from Elizabeth being head of state during the Cyprus independence struggle from British rule from 1955-1959, during which nine young EOKA fighters were executed.
She was a good queen but not for Cyprus She didnt sign to give a life (pardon) the boys fighting for Cyprus, for freedom, and they hung them, said Andreas, an 83-year-old pensioner, declining to give his surname.
But another Greek Cypriot encountered around the capitals busy Ledra Street was less dismissive.
Were sad and we feel sorrow about her death. We wish that the new king will be like her. Long live the king! said Alec Ioannou.
Cyprus has traditionally close ties with its former colonial ruler, but the past sometimes gets in the way.
Although Cyprus is also an active member of the Commonwealth, which the queen headed, she got a mixed reception when visiting in 1993.
Some Greek Cypriots jeered her during an October 1993 visit to Nicosia, the worlds last divided capital.
Royal observers say it was one of the queens worst receptions on her travels.
During her first and only visit to the island to attend a Commonwealth heads of government meeting, the queen was greeted by angry demonstrators and shouts of Go home.
But many Cypriots are also pro-British with a large diaspora community in the UK; many Cypriots choose Britain for higher education, and tourists from Britain are the islands largest source of visitors.
There is also a large British expat community that calls Cyprus home.
Prince Edward and Sophie celebrated the Queens jubilee during their first royal visit to Cyprus in June.
They received a warm reception on the island without a hint of dissent.
We offer our most sincere condolences for the passing of Her Majesty Queen Elizabeth II. At these difficult times, our thoughts are with the Royal Family and the people of the United Kingdom, Cypriot President Nicos Anastasiades posted on Twitter as the world united in mourning her death.
Cyprus marked 62 years since independence from Britain this year, but the small island remains divided and home to foreign bases and a UN peacekeeping force.
Another residue of discontent with Britain is that the country was a guarantor of the islands sovereignty under the treaty of independence, but the UK did not intervene to stop the 1974 Turkish invasion.
The Mediterranean island, now home to a combined population of about 1.2 million, has been a prized strategic possession for a succession of empires through the ages.
-Murder Mile
Modern history has divided it between a Greek-speaking south and a Turkish-speaking north.
Todays busy pedestrian thoroughfare behind the capitals ancient Venetian walls, Ledra Street, was known as the Murder Mile during the bloody Greek Cypriot guerrilla war against the British army.
The islands majority Greek Cypriot community had fought in 1955-1959 for Enosis, a long-yearned union with motherland Greece.
It finally accepted Britains offer of independence in 1960, conditional on London retaining sovereignty over two coastal bases before inter-communal bloodshed and Turkeys 1974 invasion of northern Cyprus.
See the original post:
History mars ties between queen, ex-colony Cyprus - Breitbart
Posted in Mars Colony
Comments Off on History mars ties between queen, ex-colony Cyprus – Breitbart
Mars looks blinding as Webb telescope zooms in on Red Planet for the first time – India Today
Posted: at 8:36 am
After observing Jupiter and revealing a unique set of rings going around it, the James Webb Space Telescope (JWST) has trained its lenses towards Mars. The worlds most powerful observatory has captured its first images and spectra of Mars, which could help better understand churnings happening on the Red Planet.
The telescope, which is equipped to take science back in time and observe the changes and evolution that have shaped planetary objects over millennia, can help in revealing new insights into the planet's dust storms, weather patterns, seasonal changes, and the processes that occur at different times of Martian day.
The telescope joins orbiters and rovers in unraveling the secrets of Mars as humans look to set up colonies on the planet in the near future.
Also Read | Hubble captures spiral arms of a galaxy filled with young suns
The telescope in its first image captured the Red Planet using its Near-Infrared Camera (NIRCam), which shows a region of the planets eastern hemisphere at two different wavelengths. Nasa released the image with a surface reference map and the Mars Orbiter Laser Altimeter (MOLA) on the left, with the two Webb NIRCam instrument fields of view overlaid.
Left: Reference map of the observed hemisphere of Mars from Nasa and the Mars Orbiter Laser Altimeter (MOLA). Top right: NIRCam image showing 2.1-micron (F212 filter) reflected sunlight, revealing surface features such as craters and dust layers. Bottom right: Simultaneous NIRCam image showing ~4.3-micron (F430M filter) emitted light that reveals temperature differences with latitude and time of day. (Photo: Nasa)
The image captured by the NIRCam reveals surface details similar to those apparent in visible-light images. The image shows the rings of the Huygens Crater, the dark volcanic rock of Syrtis Major, and the brightening in the Hellas Basin are all apparent in this image.
Also Read | China unveils Mars mission results, rover travels 1.9 kms on Red Planet
Meanwhile, the NIRCam image captured at a longer wavelength shows off the light given off by the planet as it loses heat. "The brightest region on the planet is where the Sun is nearly overhead, because it is generally warmest. The brightness decreases towards the polar regions, which receive less sunlight, and less light is emitted from the cooler northern hemisphere, which is experiencing winter at this time of year," Nasa said in a release with the image.
Located nearly 1,50,000 kilometers away from Earth, the James Webb telescope is equipped to see light coming from the edge of time. However, Mars is the closest planet to the spacecraft, which adds to new challenges in observing it. The location provides a view of Mars observable disk, which is the portion of the sunlit side that is facing the telescope.
Since Mars is closest to the observatory, the Red Planet is one of the brightest objects in the night sky in terms of both visible light (which human eyes can see) and infrared light. This adds to the difficulty since the observatory was built to detect the extremely faint light of the most distant galaxies in the universe.
To see Mars, the Webb team had to adjust for Mars extreme brightness by using very short exposures, measuring only some of the light that hit the detectors, and applying special data analysis techniques.
Also Read | Jupiter to be closest to Earth in 70 years on this date
--- ENDS ---
Read more here:
Mars looks blinding as Webb telescope zooms in on Red Planet for the first time - India Today
Posted in Mars Colony
Comments Off on Mars looks blinding as Webb telescope zooms in on Red Planet for the first time – India Today
Space cement could be used to build houses on Mars and the Moon – Interesting Engineering
Posted: at 8:36 am
"It's one of those scientific things where it's part of a larger body of work that will continue in many labs. The key here is that the more people that look at this problem from different viewpoints, the better it is,'" Norman Wagner, Unidel Robert L. Pigford Chair of Chemical and Biomolecular Engineering at the University of Delaware, tells IE.
"And the challenges will not only bring new, talented people to the problem but also existing scientists and other engineers who are working in a related field to read about the research and say, 'Oh, I can contribute to this," he continues.
Wagner and his colleagues are also on the bandwagon, with a less peculiar and more feasible concept - using clay-like topsoil materials collected from the moon or Mars as the base for extraterrestrial cement.
This mosaic shows layered sedimentary rocks in the face of a cliff in the delta, as well as one of the locations where the rover abraded a circular patch to analyze a rocks composition.
Space exploration will require infrastructure such as buildings, housing, bases, and rocket landing pads that don't yet exist.
For obvious reasons, including weight and space constraints, we can't take "bags of concrete with us we need to use local resources," Wagner says.
Fortunately, Wagner and his colleagues were already working on a couple of solutions for use on our planet, which proved to be largely helpful in their quest to 'make' concrete in space.
It started with finding a substitute for ordinary Portland cement, which has a "host of problems". "Firstly, it requires limestone, which isn't easy to find. Secondly, and more importantly, converting the limestone into a clinker is used to make concrete, which requires high-temperature processing and oxidation. This releases carbon dioxide. Cement production causes about seven to eight percent of all the carbon dioxide produced by humanity. It's a serious issue," Wagner tells me.
As a sustainable alternative, Wagner considered the idea of geopolymers.
Geopolymers are inorganic polymers formed from aluminosilicate minerals found in common clays everywhere. When mixed with a solvent that has a high pH, such as sodium silicate, the clay can be dissolved, freeing the aluminum and silicon inside to react with other materials and form new solid ceramic-like materials that can be used like cement.
Simultaneously, Wagner was also working with NASA on a couple of projects associated with the lunar and Martian regolith. This refers to a region of loose, unconsolidated rock and dust that sits atop a layer of bedrock - it is found on the Earth, other planets, and asteroids.
"We were working with NASA on regolith from the standpoint of the contamination of the spacesuits, which is a major problem. The Apollo astronauts got a tremendous amount of serious technological and health issues associated with the dust due to the regolith adhering to their clothing. It's very abrasive and is like volcanic ash," he explains.
The Gruithuisen Domes on the Moon are suspected to be formed by a magma rich in silica, similar in composition to granite.
Amid all this, Maria Katzarova, a former associate scientist and member of Wagners lab at UD, wondered if it was possible to activate simulated moon and Martian soils to become concrete-like building materials using geopolymer chemistry. She proposed the idea to NASA and obtained funding via the Delaware Space Grant Consortium. The project included the help and expertise of then-UD doctoral student Jennifer Mills, who studied terrestrial geopolymers for her doctoral dissertation.
"The two of them partnered up and studied the different regolith that you find on the Moon and Mars. And they looked at the literature and realized that there hadn't been a clear scientific sort of standardization of how we approached this problem," says Wagner.
The researchers took a series of the most common materials that NASA has identified through the various missions to the moon. They compared them in a head-to-head manner that hadn't been done before, "as to how we can activate them and how we can create high strength cement structure with the minimum amount of material required because obviously, we can't take a lot with us when we go to the Moon and Mars," says Wagner.
"We realized that the same chemistries we were using here on Earth to create essentially geopolymer cement are the same we need to do on the surface of the Moon and Mars when we go there to build landing pads and habitats," says Wagner, whose team worked on the problem and recently converted simulated lunar and Martian soils into geopolymer cement.
The results were published recently in Advances in Space Research.
A crushed geopolymer cube made from simulated lunar topsoil, inset shows magnification of lunar topsoil particles which have been activated and reacted to form the geopolymer binder.
For their research, the scientists mixed various simulated soils with sodium silicate then cast the geopolymer mixture into ice-cube-like molds and waited for the reaction to occur. After seven days, they measured each cubes size and weight, then crushed it to understand how the material behaves under load. They were intrigued to know if slight differences in chemistry between simulated soils affected the materials strength, according to a press release.
The researchers also calculated how much terrestrial material astronauts would need to take with them to build a landing pad on the surface of the moon or Mars. Fortunately, the estimated amount is well within the payload range of a rocket, anywhere from hundreds to thousands of kilograms.
Most importantly, the samples had to be subjected to different environments, including vacuum and very low and high temperatures.
"Looking at temperature and water are very important aspects of the problem. It is important to understand whether there are significant unexpected problems, or sometimes benefits, of being in an environment that's different than a controlled laboratory environment," Wagner says.
Under vacuum, some of the material samples did form cement, while others were only partially successful. While the geopolymer materials didnt react at all under low temperatures of about -80 degrees Celsius, at high temperatures, of about 600 degrees Celsius, the researchers found that every moon-like sample got stronger.
Based on their results, the researchers figured that chemical composition and particle size were likely to play an important role in material strength.
But, due to the complex chemistry involved, the problem comes with a unique set of challenges every time.
"The molecular chemistry of these materials is so rich, and there are so many variations - a single method could produce two different samples, one of which will never lead to a viable engineering solution. And so we need to use tools like machine learning and artificial intelligence to accurately and rapidly process the materials. Unfortunately, where we are right now, the challenge is that we don't have a Ph.D. understanding of the problem from a scientific perspective, and that's what we're working on," says Wagner.
Wagner's team currently has a partnership with Georgetown University and Northeastern University funded by the National Science Foundation (NSF), under the division of materials research, owing to their work on sustainable materials.
The advances in machine learning and artificial intelligence will aid the researchers in developing rules and engineering solutions to this problem as the science is too "big" and it isn't technologically viable from an economic and techno-economic standpoint.
"If you go anywhere in the world and put a shovel in the ground and dig up clay, you will find different chemistry. The question is how much work do you need to do so that you don't have to do a lot of work to successfully make the best geopolymer cement out of that local material? Also, when the astronauts go to the moon, they won't have a gigantic laboratory or analytical tools to do experimental testing and determine the right way to make the best cement. So we need to have a better understanding of the variations and local chemistry of aluminum silicate materials, such that we can more effectively convert them into cement," explains Wagner.
The researchers will continue to study how to process the materials, including the use of microwaves to enhance the formation of these materials, "which we've already proved. It's interesting because it can aid in the ability to make materials, especially in places where you have extreme environments like on the Moon and Mars," says Wagner.
They're also broadening the understanding in terms of the complex chemistries involved.
"Our collaboration with the NSF is geared towards taking an unknown material and properly converting it to this geopolymer cement with high strength and durability in a sustainable manner, such that we can make a viable material, put it in a 3D printer, and print a house or something. It's not a challenge that can be solved by the traditional methods that have been used in the past - we need new ways of thinking about the problem. And that's what we're trying to do," Wagner continues.
The team hopes that NASA will be interested in the technology and will consider adapting some of it in their actual plans for the habitation of the Moon and Mars.
"But that's ongoing work," Wagner adds.
Read more from the original source:
Space cement could be used to build houses on Mars and the Moon - Interesting Engineering
Posted in Mars Colony
Comments Off on Space cement could be used to build houses on Mars and the Moon – Interesting Engineering
From space to the third world war, these are Nostradamus’s top 5 predictions for 2023 – News Day Express
Posted: at 8:36 am
Talking about predictions in the world, many predictions of the French prophet Nostradamus have come true. Nostradamus wrote 6,338 prophecies before his death in 1566, including when and how our world would end. Many believe that Nostradamus made prophecies that set the contours of our world from revolution to war. People who believe in Nostradamus believe that he had already predicted the rise of Hitler, the Second World War and the terrorist attacks of the World Trade Center in America and Corona. Nostradamus has made many dangerous predictions for the year 2023. Lets know about them.third world war
Nostradamus wrote his prophecy in this way Seven months of great war, people who died of evil deeds. Many consider it to be a world war. People believe that the war between Russia and Ukraine will turn into World War III. At the same time, many people see it by linking it to the conflict between China and Taiwan. They believe that America will come to save Taiwan, which will take the form of a major war.
Nostradamus has predicted about Mars. Nostradamus wrote Light is falling on Mars. Many people believe that Nostradamus has prophesied about the arrival of humans on the Red Planet. At the same time, many people believe that a big success can be achieved this year in the mission related to bringing humans to Mars. SpaceX CEO Elon Musk has spoken about establishing a human colony on Mars. He wants to send humans to Mars by 2029. In such a situation, it may be that in 2023, a mission related to Mars is in Elon Musks mind.
The changing of the Pope is also one of the prophecies of Nostradamus. If this happens, someone else will come in place of Pope Francis. According to Nostradamus, Pope Francis will be the last true Pope. Whoever replaces him will give rise to a scandal.
Nostradamus wrote Celestial fire on the royal building. Many people explain this with the rise of a new civilization. At the same time, many people interpret it as the end of the world, while many people interpret it with the new law of the world.
Nostradamus has interestingly talked about the formation of a new alliance of two great powers together. In the prophecy of Nostradamus, this alliance will be between a strong man and a weak male or female leader. Although he also said that its effects will be good but they will not last long.
Go here to see the original:
Posted in Mars Colony
Comments Off on From space to the third world war, these are Nostradamus’s top 5 predictions for 2023 – News Day Express