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Category Archives: Virtual Reality

Virtual Reality (VR) Leading Technology Company | VIRTALIS

Posted: June 22, 2016 at 11:37 pm

Visionary Render Visionary Render

Visionary Render software allows users to access and experience a real-time, interactive and immersive Virtual Reality (VR) environment created from huge 3D datasets.

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The ActiveWorks range of immersive, interactive 3D visualisation and VR systems set the industry benchmark for both price and performance.

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GeoVisionary was developed by Virtalis in collaboration with the British Geological Survey as specialist software for high-resolution visualisation of spatial data.

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Immerse yourself. Make Virtual a Reality with Virtalis.

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We are a world-leading Virtual Reality (VR) and advanced visualisation company. Our products and systems give you the chance to really understand your information and data, to interact with it, giving every project a new dimension.

Advanced visualisation, simulation and VR offers an immersive experience as well as a valuable return on investment. We will arm you with an essential set of tools to improve your competitive position.

ARE YOU READY TO MAKE VIRTUAL A REALITY?

"LEYLAND TRUCKS PROTOTYPES NOW ROLL OFF THE PRODUCTION LINE DESIGNED ENTIRELY WITH THE USE OF ADVANCED SIMULATION AND VIRTUAL REALITY (VR)."

Ian Cure, CAD System Manager LEYLAND

AT LEYLAND TRUCKS WE HAVE EXPERIENCED SAVINGS IN EXCESS OF 40% WHEN INVESTING IN THE RESEARCH AND DEVELOPMENT STAGE OF BRINGING A NEW TRUCK TO MARKET.

Virtalis Partners With Granite Energy

Siemens UK Deploys Virtalis Technology for Digital Factory

GDP Architects Get a Different Perspective With Virtalis Technology

Virtalis Demo Day -HTC Vive and Virtalis Visionary Render

Industry 4.0 The Next Industrial Revolution

IAM Annual Conference 2016

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Virtual Reality (VR) Leading Technology Company | VIRTALIS

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Virtual Reality Immersion – How Virtual Reality Works …

Posted: at 11:37 pm

In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. He is also able to interact with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence. Computer scientist Jonathan Steuer defined it as the extent to which one feels present in the mediated environment, rather than in the immediate physical environment. In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment.

Jonathan Steuer proposed two main components of immersion: depth of information and breadth of information. Depth of information refers to the amount and quality of data in the signals a user receives when interacting in a virtual environment. For the user, this could refer to a displays resolution, the complexity of the environments graphics, the sophistication of the systems audio output, et cetera. Steuer defines breadth of information as the number of sensory dimensions simultaneously presented. A virtual environment experience has a wide breadth of information if it stimulates all your senses. Most virtual environment experiences prioritize visual and audio components over other sensory-stimulating factors, but a growing number of scientists and engineers are looking into ways to incorporate a users sense of touch. Systems that give a user force feedback and touch interaction are called haptic systems.

For immersion to be effective, a user must be able to explore what appears to be a life-sized virtual environment and be able to change perspectives seamlessly. If the virtual environment consists of a single pedestal in the middle of a room, a user should be able to view the pedestal from any angle and the point of view should shift according to where the user is looking. Dr. Frederick Brooks, a pioneer in VR technology and theory, says that displays must project a frame rate of at least 20 - 30 frames per second in order to create a convincing user experience.

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Virtual Reality Toronto – VRTO – Virtual Reality, Toronto

Posted: at 11:37 pm

Welcome to the official site for the VRTO Meetup Virtual Reality, Toronto.

VRTO is a productivity-oriented think tank and discovery group for innovators, developers, inventors, storytellers, content producers, entrepreneurs, hackers, modders, programmers, pioneers, ontologists and adventurers in virtual, augmented and blended reality technologies, content and their development.

VRTO Meetups include practical, actionable, explorational, philosophical and technical discussions as well as content demos about contemporary virtual and augmented reality, opportunities and threats, blue sky and resource swapping.

Created in April of 2015 by founder Keram Malicki-Sanchez, the meetup has quickly grown into a variety of initiatives, community outreach, networks, festivals and conferences including the FIVARS VR/AR International Stories festival and competition.

VRTO puts on public-facing events in undercovered areas of the market; in 2015 this included:

Toronto is a powerhouse for independent games development, technology and filmmaking and arts and culture. This meetup is targeted towards drawing the brightest and best, the curious and motivated, the adventurous and courageous together with the aim of pushing this paradigm-shifting new medium towards its best and upper limits.

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Virtual Reality Toronto - VRTO - Virtual Reality, Toronto

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Virtual Reality – Virtual Reality

Posted: June 21, 2016 at 6:37 am

Virtual Reality

Welcome to Virtual Reality Society (VRS). A one-stop information and news resource for virtual reality and its related technologies. Here you will find a wide range of information on the exciting world of virtual reality, from comprehensive material for beginners to interesting and deep discussions of virtual realitys problems, implications and applications.

Our mission is to become the definitive source of virtual reality information and we constantly strive to achieve this goal. Be sure to bookmark us and check back regularly for new features and new sections on our site.

Virtual reality is essentially the use of technology to create the illusion of presence in an environment that isnt really there. It works by sending information to various senses, such as sight and hearing, that fool our brains into experiencing something virtual. The illusion is often completed by the presence of interactivity, in other words the virtual world responds in some way to your presence.

Of course, generating such virtual worlds by technological means is quite a complex process and requires advanced computer hardware and software to accomplish, not to mention the complexity of peripheral devices that perform virtual reality specific functions themselves.

Its this historical cost of virtual reality that has confined its application to areas where it is either infeasible to simulate something in another way or the danger of doing so would be too great. Aviation and medicine, for example, have made use of virtual reality to allow pilots and surgeons to train in their respective professions in a highly realistic manner without risking life, limb or infrastructure.

There have been attempts to translate these high-end virtual reality technologies to the consumer space before, but the technological limitations of the day meant that not only were these products not particularly good, but many were actively unpleasant to use. Issues such as motion sickness brought on by slow and laggy visuals, for example, would be enough to put anyone off from trying the technology a second time.

Today however, thanks to the march of technological innovation, virtual reality is set to undergo a renaissance in the consumer world. Virtual Reality (VR) and its close cousin Augmented Reality (AR) are going to become ever more common features in daily life, just like smartphones and the internet. Youll likely find that no matter the area you work in, virtual reality will have some impact on it in the near to medium term. So, dont get caught out by the next big consumer technology revolution! Join us in exploring the state of the art as well as the past and future of virtual reality.

We have series of articles about the various applications of this technology and the equipment used, for example, VR glasses (or goggles as they are sometimes called). This is where you can find out more about the two types of virtual environments:

Both of these result in very different types of experiences.

A virtual environment needs to place the user at its centre and ensure that he or she has a productive experience which they are likely to repeat. But a common problem with virtual reality systems is motion sickness which is caused by poor ergonomics and a lack of awareness of the physical needs of the user. This, as one of the disadvantages of virtual reality, is something which needs to be addressed.

There are many other sections to discover here at VRS, so feel free to explore every part of the site. If you have any questions or comments you can find us on the contact page.

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Virtual Reality - Virtual Reality

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NYT VR: Virtual Reality by The New York Times

Posted: June 19, 2016 at 3:40 am

See for yourself.

Put yourself at the center of our stories in an immersive virtual-reality experience.

Go underwater or on the campaign trail. Experience life through the eyes of a refugee or explore previously unseen worlds. Experience stories reported by award-winning journalists, all told in an immersive, 360-degree video experience.

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Summit the mighty spire of 1 World Trade Center, one of the worlds tallest skyscrapers, in our latest foray into the sphere of 360 immersive storytelling.

2016 The New York Times Company

App Store is a service mark of Apple Inc. Google Play is a trademark of Google Inc.

Photo credits: Seeking Plutos Frigid Heart: The New York Times/Lunar and Planetary Institute/NASA; The Click Effect: Fred Buyle/Nektos.net, Annapurna Pictures, VRSE, Sundance Institute and the John D. and Catherine T. MacArthur Foundation; The Contenders: Gabriella Demczuk/The New York Times. Man On Spire: Jimmy Chin for The New York Times

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NYT VR: Virtual Reality by The New York Times

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How Virtual Reality Works | HowStuffWorks

Posted: June 16, 2016 at 5:46 pm

What do you think of when you hear the words virtual reality (VR)? Do you imagine someone wearing a clunky helmet attached to a computer with a thick cable? Do visions of crudely rendered pterodactyls haunt you? Do you think of Neo and Morpheus traipsing about the Matrix? Or do you wince at the term, wishing it would just go away?

If the last applies to you, you're likely a computer scientist or engineer, many of whom now avoid the words virtual reality even while they work on technologies most of us associate with VR. Today, you're more likely to hear someone use the words virtual environment (VE) to refer to what the public knows as virtual reality. We'll use the terms interchangeably in this article.

Naming discrepancies aside, the concept remains the same - using computer technology to create a simulated, three-dimensional world that a user can manipulate and explore while feeling as if he were in that world. Scientists, theorists and engineers have designed dozens of devices and applications to achieve this goal. Opinions differ on what exactly constitutes a true VR experience, but in general it should include:

In this article, we'll look at the defining characteristics of VR, some of the technology used in VR systems, a few of its applications, some concerns about virtual reality and a brief history of the discipline. In the next section, we'll look at how experts define virtual environments, starting with immersion.

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How Virtual Reality Works | HowStuffWorks

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