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Category Archives: Virtual Reality

Cutting Edge Virtual Reality Classrooms Open at the University of Nottingham Ningbo China – Business Wire

Posted: April 11, 2022 at 6:31 am

NINGBO, China--(BUSINESS WIRE)--The University of Nottingham Ningbo China (UNNC), has officially launched its V-ROOM. The first interactive learning laboratory created by the university, the lab aims to create a more interactive and engaging teaching environment through cutting-edge virtual reality (VR) and augmented reality (AR) technology while also strengthening students' situational learning abilities and long-term memory formation.

The V-ROOM laboratory boasts extensive equipment that supports and enables a number of advanced virtual reality experiences such as a free walking large space, human-computer interaction, multi-person real-time interaction, 360-degree panoramic virtual classrooms along with other virtual reality experiences. A key to opening the door to digital learning, UNNC believes that technology should not determine pedagogy but extend it in a meaningful way.

As a benchmark project for the digital transformation of teaching and learning at UNNC, the V-ROOM lab underscores the universitys commitment to developing students' future skills and for enhancing the learning experience of students.

Dr Sannia Mareta, the head of the laboratory said: the V-ROOM lab allows students to collaborate and explore with each other in an immersive environment, break down the barriers of time and space, and to truly learn by experiencing. The lab has created more than ten VR/AR pilot learning programmes so far, including aircraft investigations, language learning, automated warehouse management and others. It has been found that in virtual reality scenarios, students are able to learn more actively, create a deeper understanding, and remember for longer periods of time, with simulated operations, allowing them to truly grasp studies concepts and consolidate deep long-term memories on the subject.

With the current generation of students largely born in the information age and considered to be digital natives, UNNC has examined what the future of learning looks like and how best to provide an excellent teaching and learning experience for students. Through embracing the VR trend and redefining teaching and learning, UNNC leads the way for the digital transformation of education.

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Is This What the Finished Meta Cambria Headset Will Look Like? – Virtual Reality Times

Posted: at 6:31 am

XR YouTuber Brad Lynch claimed on Twitter to have seen Metas production-ready Cambria headset and commissioned an Industrial Designer to work on a 3D render of the final version of the headset. He subsequently showed renders of the headset on YouTube.

The XR hardware analyst said he had comprehensively handled the new Cambria headset over the last few days. According to Lynch, the Meta Cambria headset is already finished and is production-ready. Lynch also claimed he had details of the final technical features of the headset which he had come to know via a trusted source.

These claims will be confirmed once Meta provides comprehensive details on its new Cambria headset. The company has, so far, only provided a casual official announcement several months ago. Meta Cambria is expected to launch later in the year.

Lynch commissioned an industrial designer and collaborated with them via Virtual Reality to render the entire model. The render was created entirely in virtual reality.

Lynch commissioned the industrial designer because publishing actual pictures of the production-ready Cambria headset is likely to compromise his source. The renders seen here have, therefore, been reconstructed from memory.

Lynch was helped in this quest by the talented industrial designer and 3D artist Marcus Kane. The industrial designer has previously created renders of Apples much-anticipated upcoming virtual reality headset.

Kane created a 3D render of the headset using the enterprise Virtual Reality modeling app Gravity Sketch. Lynch communicated with Kane in virtual reality throughout the design process.

Certain aspects of the Meta Cambria headset are already known. There has been an official video providing a glimpse of the headset as well as several leaks over the past few months. Together, these already provide us with a rough image of what the upcoming Meta Cambria headset will look like.

Lynchs new renders provide details on the front part of the headset which is stuffed with several sensors. Lynch says the arrangement shown in the render will exactly match what will be in the final Cambria model that will go into production.

Lynch says the image of the headset he saw in the pictures featured six sensors including four sensors positioned in the middle and two sensors which are positioned further down close to the edge of the casing.

Lynch thinks these sensors are for hand tracking and LIDAR and also for two passthrough cameras.

According to Lynch, the sensor technology in the production-ready model is more visible in real life compared to that seen in the previous renders of the Cambria headset which previously showed a smooth and opaque shell. He, however, states that the controllers in these images of the production-ready headset look exactly like those seen in the earlier images.

It is likely that the final Meta Cambria headset that will be officially unveiled might have some other technical surprises. When the device was unveiled in 2021, Zuckerberg had stated that the good stuff will be known this year.

You can view Marcus Kanes 3D model of the Cambria headset on Sketchfab.

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Video games and virtual reality prepare soldiers for a new type of warfare – The Telegraph

Posted: at 6:31 am

One of the biggest attractions is cost - the software can use any virtual reality (VR) headset which can cost upwards of a few hundred pounds. Gathering hundreds of soldiers to blow up a bridge is very expensive, particularly compared to donning a headset.

According to research by EY, the training could save the MoD some 1.3bn.

Training in real environments is expensive. This is a way to train across a much broader range of environments, and much more quickly, says Prof Jordan Giddings at University College London, who is also a particle physicist working on Improbable Defences project.

Robinson hopes it will also help speed up training to the minute. The old adage is that the military is very good at fighting the last war, as opposed to the current conflict. And what our technology enables is, is a very rapid update of that data and that information.

Information from the current war in Ukraine can be plugged into the system, for instance, using videos captured by civilians on phones, as well as from media reports and satellite images.

Robinson says this could help everything from understanding new tactics to how to apply anti-tank weapons and use drones. The amount that we're learning from a tactics and techniques and procedures perspective, from watching, you know, this awful conflict unfold in front of our eyes is extraordinary.

Much of the work involves gathering together the kind of data the military may not have realised it could use, he adds: We are working with some of the top academics in the UK, who have a specific expertise, like, for example, population movement in urban areas. And that's something that traditionally you wouldn't get out of the defence industry.

Improbable is one of many companies developing VR training. Farnborough-headquartered Qinetiq, better known for its robotics research, is also developing a successor to its training programme which trained 16,000 British troops in preparation for deployment in Iraq and Afghanistan.

BAE Systems has also created a simulation for landing its F-35 jet on an aircraft carrier, mimicking the volatile pockets of air which pilots will have to contend with if they are to make a successful landing.

But there is also much potential to be tapped, adds Prof Jordan. As with video games, such environments can create a whole world with all of its complexity and randomness.

Improbables Robinson argues that the softwares potential lies in its ability to become part of a broader simulacrum that everyone from politicians to industry leaders can use to try and solve some of the worlds problems such as climate and energy.

Using artificial intelligence, much like the new breed of autonomous car that is in development, the software can also learn and start to offer decisions itself.

This intelligence can then be integrated into some of the computerised control systems used by drones, jets and modern armoured vehicles to make some of the smaller decisions in a battle.

It can also be used for rehearsals in the field, just before a mission, and can ultimately be married up with the real world as an augmented reality, where soldiers can be carrying a gun with blank ammunition around a field with simulated civilians and challenges, blending virtual and field training.

The technology "really isnt just for training anymore" says David Taylor at Qinetiq. It can also be used to visualise data and test designs of new military hardware.

For now, a giant integrated system mimicking the whole world is some way off. A nearer challenge is making the simulation as close as possible to real life, to the point where empathy and compassion can be felt in order to make good decisions.

They're all components in that environment, you've got to make it look and feel as real as possible, says Robinson.

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I went virtual reality gaming in Woking with my niece and nephew and they loved it – Surrey Live

Posted: at 6:31 am

The idea of virtual reality gaming is nothing new. As a kid who was used to the strictly two-dimensional adventures of Italian plumbers and supersonic hedgehogs, I remember seeing features on TV where wearing big clunky helmets and waving their arms around while a presenter dramatically declared that we were witnessing the start of a glorious future.

Three decades later, it still hasn't really taken off. Yes, you can now get VR headsets for your PlayStation and accidentally smash up your living room while you flail around trying to shoot bad guys - but in truth most gamers still play the old-fashioned way, staring at a TV with a controller in their hands.

With that in mind, I was a bit sceptical when I heard that a new "immersive gaming centre" was coming to Woking this month, but having still never actually tried virtual reality for myself I tried to approach it with an open mind. Fully aware that I'm now a grumpy old man who hates anything more complicated than Tetris, I also took along my 10-year-old niece and seven-year-old nephew in order to get a slightly more youthful viewpoint.

READ MORE: The brilliant Surrey adventure park with a fun Easter egg hunt

The gaming centre is in Victoria Place, in the food court of the area that used to be called The Peacocks. Run by VR company Animo Gaming, it certainly looks and sounds the part - dance music pumps from a futuristic looking square rig as you approach the area, with helmets suspended from cords in each of the four corners, and two flat screen TVs that allow spectators to see what's happening under the helmets.

The staff were extremely helpful, and my sister-in-law Becky (who also came with us) was particularly impressed with how much attention was paid to safety, and to making sure that even the younger kids felt comfortable in what could be quite an overwhelming environment.

There are currently a dozen games on offer at the centre, some of which are suitable for kids over the age of six while others are recommended for those aged 12 and over - either because they are more complicated or, in one case, because they involve blasting zombies into oblivion. As much as I actually think my niece and nephew would have quite enjoyed this, their mum was with us so I decided to pretend I am a responsible uncle and settled for the slightly tamer offerings.

We started by playing 'Groove Guardians', where you find yourself standing on an illuminated platform in outer space punching at asteroids that fly at you to the beat of an energetic soundtrack. "Show me what you've got!" screamed the lyrics, as my brain tried to process the psychedelic fever dream it was now encountering. Within five minutes I had quickly learned that "what I've got" is a bad sense of rhythm and very poor cardiovascular health.

Luckily the kids seemed to take to it much more easily, and immediately wanted another go. While I got my breath back, their mum took my place and together they played 'Cold Clash', which involved hovercrafting across a frozen lake collecting coins while firing snowballs at each other from a cannon. I'm pretty sure it was more than my brain could have handled, but they seemed to be having a whale of a time.

After we'd finished and the kids had marched us into the adjacent McDonald's to buy them milkshakes, I asked them both what they thought of the whole experience. My nephew gave it seven out of 10, deducting a few points because he had had some trouble keeping the helmet on his little head and said it rubbed his nose a bit too much, but otherwise he loved it.

My niece gave it an oddly specific 9.776 out of 10, having basically enjoyed every moment of it - and both of us grown-ups agreed. Particularly on a day when the weather wasn't playing ball, we had a memorable indoor adventure, and the price was quite reasonable too.

Animo charges 10 for a five-minute game, but this gives you the entire play area for that time. In other words, if you have a group of four then it only costs 2.50 each. Some of the teens and adults who have been playing apparently paired up with other groups to split the cost and made some new friends in the process. You can book online but they also accept walk-ups.

The centre is going to be in Woking until early July, and is open from 11am every day until Victoria Place closes for the day. It would make for a great Easter holiday or May half-term activity - so great, in fact, that I unexpectedly found myself wondering afterwards whether that long-promised VR future might finally be on the brink of arriving...

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Inside the recruiting pitch to Seiya Suzuki: Virtual reality, Yu Darvishs influence and a vision for The Next Great Cubs Team – The Athletic

Posted: at 6:31 am

Seiya Suzukis representatives wanted him to meet Cubs officials in a warmer, more casual environment than a corporate boardroom inside the Wasserman agencys Los Angeles headquarters. Bar Hayama, a nearby Japanese restaurant that is popular within baseballs international community, is closed on Mondays. But it is a family business, owned and operated by the parents of Dai Sugiura, Wassermans director of Japanese operations and player relations. They made an exception for a night that could ultimately change the trajectory of a big-market franchise and help introduce Major League Baseballs next global star.

The groups pre-ordered from the Hamaya menu, and it is customary for the kitchen staff to over-prepare when special guests visit the restaurant, so it almost looked more like a buffet-style dinner that included sushi, rice bowls, edamame and karaage, a comfort food also known as Japanese fried chicken. The intimate setting reflected Suzukis priorities as a free agent, finding a place where he could grow on the job and feel comfortable with his wife, Airi Hatakeyama, a former Olympic rhythmic gymnast and a current TV personality in Japan. Joel Wolfe, the longtime agent who helps run Wassermans baseball division, recognized that Suzuki, 27, wasnt necessarily focused on signing with the team that offered the most money or the best chance to win the World Series this year. Suzukis advisors at the March 14 meeting also included Sugiura, Yoshi Sawai, Suzukis manager in Japan, and Toy Matsushita, Suzukis interpreter.

The Cubs waited for this moment throughout MLBs 99-day lockout, envisioning Suzuki as an ideal hitter to anchor their lineup.

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Expert warns virtual police may need to patrol metaverse to stop human trafficking – New York Post

Posted: at 6:31 am

Virtual police may need to patrol the metaverse to keep users safe from abuse, according to a human trafficking expert.

International human trafficking expert Matthew Friedman raised his concerns about criminals exploiting virtual reality in a recent article for theSouth China Morning Post.

Friedman wrote: Safeguards must be put in place to prevent vulnerable individuals being harassed, or groomed into exploitative situations.

Users need to be educated about the potential for human trafficking.

For these worlds to be safe, online police might be required to patrol the environments and detect human-rights violations, before confronting the abusers in real life.

Friedman is currently a chief executive officer of The Mekong Club, which fights human trafficking in Asia.

The Hong Kong based-based organization is now looking into how it could help to fight human traffickers in the virtual world of the metaverse.

Friedman claims its essential that organizations like his own are able to aid companies like Meta and Microsoft as they establish virtual worlds.

The Mekong Club has already used virtual reality to allow people to have an eye-opening view into the crimes of sex trafficking and forced labor without being put in any physical danger.

Although you enterthe metaverseas a virtual avatar, experts are concerned that avatars could be groomed.

This grooming could lead to devastating real-life consequences for someone outside of the virtual world.

Concerns about sexual assault inside the metaverse have already been made.

Earlier this year, a woman recounted aharrowing experiencein VR that left her feeling violated and unsafe.

In aMedium blog post, Nina Patel, 43, describes how she was verbally and sexually harassed in Facebooks Metaverse.

Upon entering the Horizon Venues Metaverse experience, Patel says she was accosted within 60 seconds of joining the lobby area.

Her avatar which was made to mirror her real-life appearance was quickly surrounded by three to four male avatars, with male voices.

I was verbally and sexually harassed, she recalls, adding that their inappropriate behavior took a dark turn.

[They] virtually gang-raped my avatar and took photos as I tried to get away they yelled dont pretend you didnt love it and go rub yourself off to the photo.

She describes the ordeal as surreal and a nightmare.

Nina Patel isnt the only one whos experienced sexual harassment and inappropriate behavior in the game.

Thereviews for Horizon Venuespaint a similarly sordid picture, and it currently has 2.5/5 stars as a result.

This article originally appeared on The Sun and was reproduced here with permission.

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Remark Holdings Launches VegasVerz, an Augmented and Virtual Reality App Powered by Remark AI in Conjunction with Upcoming BTS Las Vegas Concerts…

Posted: at 6:30 am

LAS VEGAS, April 7, 2022 /PRNewswire/ -- Remark Holdings, Inc. (NASDAQ: MARK), a diversified global technology company with leading artificial intelligence ("AI") solutions and digital media properties, announced today that it has launched VegasVerz, an Augmented and Reality App Powered by Remark AI in conjunction with the upcoming BTS Shows in Las Vegas April 8-9, 2022 and April 15-16, 2022. VegasVerz delivers the complete Las Vegas BTS Fan Experience, incorporating augmented and virtual reality to create an enjoyable and discoverable adventure that allows fans to collect unique items including NFTs, while participating in special one-of-a-kind experiences in Las Vegas.

Anchored by MGM Resorts International's (NYSE: MGM) properties, which will serve as headquarters for the BTS Fan Army, the VegasVerz App allows fans to explore the world of BTS and collect unique virtual treasures that can be redeemed for discounts and opportunities, by exploring Bellagio, ARIA, MGM Grand, Mandalay Bay, Luxor, Excalibur, and The Mirage, which have all been enhanced by augmented reality.

The VegasVerz App is now available in the Apple App Store (VegasVerz App)and Google Play Store (VegasVerz App).

Shing Tao, Chairman and CEO of Remark Holdings, said, "Remark AI is proud to bring our augmented and virtual reality expertise to a global audience anchored by the BTS Army and MGM Resorts. We first showcased our technology at the Winter Olympics in Beijing 2022 and in partnership with Infinite Prospects Entertainment will continue our footprint into building augmented and virtual experiences for iconic events around the world. This is only the first few steps in showcasing how we continue to leverage our AI platform."

About Remark Holdings, Inc.

Remark Holdings, Inc. (NASDAQ: MARK) delivers an integrated suite of AI solutions that enable businesses and organizations to solve problems, reduce risk and deliver positive outcomes. The company's easy-to-install AI products are being rolled out in a wide range of applications within the retail, financial, public safety and workplace arenas. The company also owns and operates an e-commerce digital media property focused on a luxury beach lifestyle. The company is headquartered in Las Vegas, Nevada, with additional operations in Los Angeles, California and in Beijing, Shanghai, Chengdu and Hangzhou, China. For more information, please visit the company's website (www.remarkholdings.com).

Forward-Looking Statements

This press release may contain forward-looking statements, including information relating to future events, future financial performance, strategies, expectations, competitive environment and regulation. Words such as "may," "should," "could," "would," "predicts," "potential," "continue," "expects," "anticipates," "future," "intends," "plans," "believes," "estimates," and similar expressions, as well as statements in future tense, identify forward-looking statements. These statements involve known and unknown risks, uncertainties and other factors, including those discussed in Part I, Item 1A. Risk Factors in Remark Holdings' Annual Report on Form 10-K and Remark Holdings' other filings with the SEC. Any forward-looking statements reflect Remark Holdings' current views with respect to future events, are based on assumptions and are subject to risks and uncertainties. Given such uncertainties, you should not place undue reliance on any forward-looking statements, which represent Remark Holdings' estimates and assumptions only as of the date hereof. Except as required by law, Remark Holdings undertakes no obligation to update or revise publicly any forward-looking statements after the date hereof, whether as a result of new information, future events or otherwise.

Company Contacts

E. Brian HarveySenior Vice President of Capital Markets and Investor RelationsRemark Holdings, Inc.[emailprotected]702-701-9514

Fay TianVice President of Investor Relations[emailprotected](+1) 626-623-2000(+86) 13702108000(+65) 8715-8007

SOURCE Remark Holdings, Inc.

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Column: Virtual reality isn’t just for gaming – The Aggie – The Aggie

Posted: February 24, 2022 at 2:26 am

Virtual and augmented reality are the future of interacting with technology

By OWEN RUDERMAN opruderman@ucdavis.edu

When many people think of virtual reality (VR), they think of someone with a toaster strapped to their head running into a wall or punching a hole in their television. For augmented reality (AR), its Pokmon GO. At first glance, it seems like VR and AR are just fun gimmicks new ways to play video games that will surely fade away. But that viewpoint couldnt be farther from the truth.

In fact, before VR and AR entered the consciousness of the mainstream, it was already being used as early as the 1970s for things such as flight simulations and military training. Now, with the huge advancements to the technology in recent years, VR and ARs list of potential uses is growing. For example, since 2017, impressive strides have been made in VR-enhanced mental health treatments.

I must admit, however, that the technology is still in its infancy. Despite efforts from Meta with the Oculus, when it comes to affordability and ease of use, VR headsets are still falling flat for the everyday consumer. Additionally, aside from Snapchat and Instagram filters, it seems like AR is a ways away from becoming useful. But once more advancements come, the potential for this technology is scarily limitless.

And more advancements will come, especially as the industry grows. Demand has shot up in recent years, mostly due to the COVID-19 pandemic global spending on AR and VR technology rose to $12 billion in 2020, up 50% from 2019.

Some of the potential of VR and AR is easy to imagine. If the price goes down and the quality goes up, its highly possible that these technologies will dominate the gaming market. Ill never forget the first time I booted up my Oculus Quest 2 and hopped into a multiplayer game, where I met a British kid who offered to show me how to use the sniper rifle. Its a magical gaming experience, and everyone should be able to get their hands on it. As the technology improves and becomes more easily available, and as more games are developed, VR will eclipse all other forms of play. You just cant beat the level of immersion that VR provides. But gaming isnt the only entertainment industry that will shift to VR.

Imagine movies in VR: Instead of sitting in a theater watching a screen, you would quite literally be in the middle of the action as it unfolds. The monster in horror films could actually sneak up behind you, or you could skydive out of a plane with Captain America. But lets not stop there. What about VR music videos, VR interviews and more? Imagine attending an art exhibit that consisted entirely of immersive, VR art pieces. At some point in the not-so-distant future, I predict VR will be the method by which we view almost all entertainment.

AR has even more potential. The Google Glass was quite a flop (wearers of Google Glass were branded Glassholes), but as humans and machines start to become more entwined, seeing the world through a veil of technology is going to become more and more common just look at Neuralink, Elon Musks new brain chip company. Its secretive about its research, but one of its goals is to use brain chips to allow paralyzed people to control technological devices. Once AR technology becomes sufficiently advanced, users will be able to instantly translate foreign text or voice, physical advertisements will be tailored to each viewer and text messages will appear in your peripheral view. The list of practical applications for AR is even longer than for VR.

I know a lot of this sounds Black Mirror-esque, but its the way of the future. The line between humans and computers will continue to blur, and I could even see it disappearing entirely. The future of interacting with technology and entertainment is VR and AR. All thats left for us to do is wait.

Written by: Owen Ruderman opruderman@ucdavis.edu

Disclaimer: The views and opinions expressed by individual columnists belong to the columnists alone and do not necessarily indicate the views and opinions held by The California Aggie.

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Sonys VR2 headset shows virtual reality is growing up – The Next Web

Posted: at 2:26 am

Its been five long years, but Sony has finally revealed the design of its second virtual reality headset.

Unsurprisingly named the VR2 (come on, what else did you expect from the company that brought you the PlayStation 5?), the hardware has been unveiled at an interesting time.

Not only is there a renewed interest in virtual reality tech (thanks, Meta), but its also arriving into a market that has significantly evolved in recent years. In fact, the VR2 serves as an interesting marker to show how the entire sector has changed.

One point to note before we begin: the current announcement only covers the design of Sonys headset. While there was some technical information revealed (weve included that below), this is really Sony showing off how the headset looks. And thats the base were building this article on.

Now thats out of the way, lets start looking at whats new with the PS VR2.

Fundamentally, the VR2 is similar to its predecessor but includes the sort of improvements youd expect considering the original was launched way back in 2016?

The VR2 is lighter and slimmer, has a lens adjustment dial (so you can get the display the perfect distance from your eyes), and a built-in motor for haptic feedback.

It connects to a PS5 console via USB-C (we dont know if it works with the PS4 yet) and can display in 4K with either 90 or 120Hz frame rates.

Basically, the VR2 is faster, better, and lighter than its predecessor. Quelle surprise.

This is where things get interesting.

Lets get the obvious out of the way first. Theres a substantial difference between the design of the VR and VR2. Itd be utterly bizarre if there wasnt.

As stated in the announcement and something you can plainly see from the image above the VR2 is heavily inspired by the look of the PS5 family of products. Its not as though it wouldve been inspired by the Sega Genesis after all.

But theres a more telling quote a few lines down. There, the company says it wants the headset to become an attractive part of [its users] living room decor.

Of course Sony is gonna say this. Whats the alternative? Stating that its created something so ugly and garish that only the unhinged would want it near them? Thatd be a baller move, for sure, but an unlikely one all the same.

Now weve got that clear, onto my thesis. This design change points to how the world of virtual reality has moved on since the launch of the original PS VR back in 2016.

From those goofy, colorful joysticks to the blue lights on the headset, the old device screams gaming as clearly as those sorta chairs. You know the ones I mean. Dont pretend you dont. You do.

Clearly, this isnt the case with the aesthetics of the PS VR2. It is a far more serious-looking piece of kit.

To quote Biggie, in the time between the PS VR and VR2, things done changed.

Lets take Oculus as an example. The Rift was launched the same year as the PlayStation headset, but since then Oculus has released the Rift S, Go, Quest, and Quest 2.

And its not just the hardware that shifted, its use cases have too.

The technology moved from gaming into something more transformative. To put it another way, tech giants are trying to take VR from a games platform into something more akin to a phone.

Much of this but not all has to do with Meta, and the companys recent pivot to the, well, metaverse. Its pumping billions into its attempt to move virtual reality from niche concern to mainstream player. Effectively, out of the basement, into the office.

And I can see this growing up mentality all over the design of the PS VR2. Its sleek and modern, looking more like a futuristic piece of sci-fi hardware, as opposed than the RGB nightmare often associated with gaming.

Id like to make something clear though: Im not suggesting Sony is giving up gaming or even that the VR2 isnt designed with that as its main purpose.

Its vital for Sonys future that the PS VR2 finds its place as the best headset for gaming. And thats because of what its competitors have been up to.

Over the last five years weve seen a major divergence between console makers.

Nintendo has stepped out of the power war and, with the Switch, has focused more on casual gaming. Microsoft has gone on an acquisition binge and appears to be focusing on making its Game Pass service a must-have.

But Sony? Its seemed out of step with these strategies so far. In fact, its been unclear what the companys goal was with its console but the PS VR2 changes that.

If the hardware is good and theres no reason to expect it wont be the company can carve out a niche as being the console for VR experiences.

The PS5 is much cheaper than a gaming PC capable of running virtual reality titles, and far easier to get acquainted with.

Then, consider the fact that consoles also commonly function as household media centers. With this, Sony has an opportunity to provide an entry-point for non-gamers into the world of virtual reality something the VR2s accessible design will help usher in.

Yes, we still need to find out important details about Sonys headset, like the price and release date, but its already gearing up to be one the most significant VR products of 2022 and beyond.

One things for certain though: virtual reality is growing up. And, with the PS VR2, Sony has the opportunity to be at the forefront of this change.

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Virtual Reality: the future of theatre? – Epigram

Posted: at 2:26 am

By Katie Chalk, Arts Editor

An exciting look inside the world of Virtual Reality with Liminas Emma Hughes, and what it means for the future of theatre.

Picture me almost two years ago, fresh out of my first (rather disrupted) year at Bristol, sitting in my parents back garden gaping in awe through a laptop screen. I am partaking, if you can even call it that, in a Zoom call with the brightest minds in immersive theatre and creative technologies, all based in the South West.

How on earth did I end up mixing with these futuristic experts? Im still asking myself how I got so lucky.

Through an internship with a small Bristol-based theatre company, I was involved in the 2020 Bristol and Bath Research and Development Expanded Performance cohort. I spent weeks learning about virtual and augmented reality, binaural sound and immersive performance experiences.

Virtual Reality is a seemingly real, computer-simulated, three-dimensional environment, where a user in a headset can see and often physically interact with the space around them. Add a narrative and passing time element, and it becomes a four dimensional medium akin to gaming and can also be a vessel for an alternative style of theatre. Augmented reality is when computer-simulated objects are layered on top of real spaces, think of Pokmon Go, for example.

It became clear to me that Bristol in particular, really is at the forefront of this industry.

We all know its an exciting place to live and work. In terms of immersive media - Bristol is home to the art and tech hub Pervasive Media studio and the augmented and virtual reality research company Limina. Bristol is also a rich hub of tech start-ups and productions studios which provide the skills and infrastructure to create immersive media. Within the wider South West, there is the South West Creative Technology Network (SWCTN) and educational courses such as UWE's Masters in Virtual and Extended Realities. Also Bristol+Bath Creative R+D, though which I was launched, naive and eager, into this alien world. It is a world which, in light of recent attention on the Metaverse, feels closer to home than ever, and seems like an inevitable, exciting and scary new world for the arts industry.

Or is it so new?

Immersing someone in another world has always been the main goal of any artist, claims Emma Hughes, curator and consultant at Limina. By this logic, prehistoric cave art is a method of drawing viewers into alternative realities. Within the visual arts, therefore, immersion is a practice as old as time.

Emma continues: now technology is enabling us to achieve this in a much more literal and visceral way compared to more traditional mediums. Thats where immersion becomes Virtual Reality.

Long gone are the days of theatre being a one-way experience with the audience being passive consumers. Anyone who took drama at GCSE probably remembers promenade theatre in which the audience are mobile and follow the action through different spaces. Taking the idea even further, audiences have become active participants in game-ified theatre where they either have a hand in choosing the story or partake in the action themselves as characters. Local to Bristol, the Arts and Theatre CIC I have worked with, Brave Bold Drama, produced not one, but two, playable family theatre shows CIA: The Munch Mission and the Midnight Mission in which families choose their own narrative as the show unfolds.

Real-life immersive experiences are also extremely popular among adults. Emma identifies a few notable ones around currently: Monopoly Lifesized, Doctor Who: Time Fracture in London, and Van Gough: The Immersive Experience touring internationally (including to Bristol!) in 2021 and 2022.

She continues, now, virtual reality and other immersive media experiences have entered the mainstream alongside these real world immersive experiences.

So theatre in Virtual Reality is just a natural progression from an already increasingly immersive theatre industry? As to be expected, it is a lot more complicated than that.

Personally, I believe VR and AR should be considered as creative mediums in their own right. Emma asserts. Whilst virtual reality world building requires similar skills to theatre-making, and the technology can be added as an extension to live performance to enhance the experience, she emphasises the Virtual Reality shouldn't be seen as the next version of other art forms and will never fully replace live performance.

As a newer medium in its own right, VR has not benefited from centuries-worth of experimentation and debate like theatre has. This means a few teething-problems are currently being thrashed out by pioneering practitioners in the industry. Catherine Allen, founder of Limina and producer of two of the BBCs first VR experiences, explains the mediums lack of critical distance in the way that Bertolt Brect introduced the idea into theatre a century ago.

Were not looking into a future where all theatre exists in VR, and with post-pandemic audiences itching to experience live-ness and togetherness again, there will always be a place for traditional theatre practice. Virtual reality, as a relatively new medium, can provide an extension to this and a new opportunity for theatre-makers to re-direct their skills, but it is a medium in its own right with an exciting, and challenging future to navigate.

Featured Image: Courtesy of Limina

Have you taken part in any VR/AR experiences? What did you think?

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Virtual Reality: the future of theatre? - Epigram

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