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Category Archives: Virtual Reality

Hot Money Monday: Virtual reality stocks shine bright while BNPL hits the skids – Stockhead

Posted: November 28, 2021 at 9:47 pm

For the better part of a decade, the potential business case for virtual/augmented reality has stayed on the investor radar without many material developments.

But ASX small cap investors have latched onto the theme in November, with two VR-adjacent plays running hot to close out the month.

Each week,Stockheadrecaps ASX stocks that are running hot as deduced by the Relative Strength Index (RSI).

The RSI is a technical gauge which measures how trading momentum is affecting the price action.

A reading of 70 is seen as the level at which a company may have been overbought. If a stock has a reading of 30 or below, it could be undervalued.

Click herefor a more detailed rundown of what the RSI does and how its used.

While theres usually a pretty good reason if a given stock is running hot (or cold), investors are also on the lookout for opportunities where the price action has separated from fundamentals.

Heres a summary of the stocks that were running hot for the two weeks ended Friday, November 26:

Indoor Skydive Australia (ASX:IDZ) has been mooning this month up almost 200% since November 1.

Recent demand for the stock resulted in a red-hot 14-day RSI of 90, and it forms part of what looks like a recent trend among ASX investors to snap up small caps with exposure to the VR/AR (virtual reality/augmented reality) thematic.

Back in August, IDZ announced plans to acquire virtual reality production studio Red Cartel, which built a VR free-roam game for IDZs VR-themed FREAK entertainment business, and also had a military VR training tool under development.

Earlier this month, the company opened its fourth FREAK complex at Macquarie shopping centre in North Ryde, Sydney.

It also announced the appointment for former high-ranking military official Mark Smethurst as a non-executive director, as it targets the global market for military and law enforcement simulation products.

Elsewhere in the VR/AR space, Vection Technologies (ASX:VR1) posted a 14-day RSI of 80 and has almost tripled over the past month.

The company is involved in developing VRs use-case for sectors such as construction and industrial production.

This week the company rolled out its FrameS Metaverse release, as part of its app integration with Webex by Cisco.

The aim of the new features is to enable clients to build out virtual 3D models for new projects, through a platform where people participate from anywhere in the world using Ciscos Webex video conferencing platform.

Vections COO Gianmarco Orgnoni caught up with Stockhead to discuss the latest developments in an interview earlier this week.

Heres a summary of the stocks that were running cold for the two weeks ended Friday, November 26:

Among stocks running cold, semiconductor play Archer Materials (ASX:AXE) shivered after steady declines through the month of October.

AXE made an appearance on the Running Hot list back in August, when the stock mooned as high as $2.66 following a series of patent announcements.

On either side of its AGM presentation last week, the stock continued sliding and closed on Friday at $1.20.

Also running cold was BNPL player Laybuy Holdings (ASX:LBY), as the broader sector comes under a sustained bout of pressure heading into the end of the year.

Shares in LBY have fallen on 14 out of 20 trading days so far in November to close on Friday at 30c.

In September 2020, the New Zealand based company ripped higher on debut after raising $40m from investors at $1.41 per share.

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VR a blast from the past? – Bangalore Mirror

Posted: at 9:47 pm

Bengalurean PhD student, his professor present a study that link virtual reality to developments in the Victorian EraWhat can the Victorian era (1820-1914) seances, postmortem photography, spiritualism have to do with the development of modern virtual reality? A lot if you go by a study condcted by a Bengalurean Ph.D student based in the US and his professor at the Rutgers, State University of New Jersey. The duo explores the developments during the Victorian Era and has proposed that the origins of Virtual Reality can be directly traced to this period.

Shravan Regret Iyer and Professor John V. Pavlik argue that understanding how modern VR began in the 19th century is important as it explains how experiential media in the 21st century came to be.

Pavlik says while some of these technologies the Victorians developed were used to create illusions to entertain or deceive the public, others employed the capacity, as 19th century new media, to generate illusions that had a heretofore unprecedented ability to convey reality, and potentially fuel social change.

Pavlik and Iyer presented their findings in the paper Of Media and Mediums: Illusion and the Roots of Virtual Reality in Victorian Era Science, Social Change and Spiritualism, at the New York State Communication Association Conference.

Stereo photographyAccording to Pavilik, they looked at historical records with regard to early precursors to virtual reality. The Victorians invented stereo photography or stereography. Earlier research has shown the connection between stereography and VR. We looked at archival collections of stereographs in the US Library of Congress to help advance understanding of the content of stereography. We also looked at a collection at the University of Michigan which housed intriguing stereography produced at an African-American photography studio in Saginaw, Michigan at the turn of the century, he says.

Pavlik says they used a qualitative approach to examine the rise of spiritualism during the Victorian Era as it intersected with the invention of mediated illusion in the form of staged fake seances. Victorian scientist Sir W. Crooks invented the cathode ray tube (CRT) and it played a role in the most spectacular staged fake sances. As it turns out, the first VR headset designed in 1962, which was based on the binocular vision in the stereoscope, used a CRT.

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The medium

Some illusionists of the time used the publics interest in postmortem photography as an opportunity to make a profit, and as a result, Pavlik said, they developed sophisticated, technologically-enabled methods of conducting stage seances... that are precursors of modern VR.

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What Is Extended Reality (XR)? How Is It Related To AR And VR? – Fossbytes

Posted: at 9:47 pm

Extended Reality (XR) is anumbrella term that includes all current and future technology for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and everything in between. XR includes all the immersive technologies we have today and the ones we will develop in the future. Even the so-called Metaverse is synonymous with Extended Reality.

But thats not all because it includes the entire spectrum from the real to the virtual. If Mixed Reality is a combination of both VR and AR, then Extended Reality is the combination of VR, AR, MR, Reality, and even the virtual world.

Since XR is a broad term, its use cases can be derived from subsections like AR, VR, and MR. They are currently being used in a variety of different industries for different purposes. Here are a few examples of applications of Extended Reality.

This is the most common application of XR that you can find in your day-to-day life. Even if you were living under a rock, you might have heard of Pokemon GO (AR) or watched a 360-degree video. If you are a high-end user, you might be more familiar with Virtual Reality games that you can play using a VR headset.

Big tech companies like Google, Meta (formerly Facebook), Microsoft, Sony, and Amazon are already building more of these experiences. Under the pretense of making the Metaverse, these companies have released XR tools to help developers build new AR/VR experiences. So you will see more of XR going forward.

You might think VR headsets or AR glasses might be the only thing that can count as XR devices but no. Even your smartphones are XR devices with plenty of uses. Additionally, thanks to the success of the Quest 2 VR headset, VR and AR are becoming more commonplace.

The application of Extended Reality in the real world is endless. A few applications are available such as Ikea, Amazon, and many other apps letting users see how the product they are buying will look at their place. VR meeting spaces also allow users to work together in a virtual environment, which is excellent when working remotely.

Extended Reality can also provide valuable training to pilots, doctors, soldiers by simulating various conditions in VR or AR. Previously, the experiences gained in highly intense situations were invaluable due to how rare they were. However, with XR, trainees could learn so much more right from the beginning.

It is hard to imagine a future world with this kind of technology for the everyday person. Fortunately, A 2016 YouTube video called HYPER-REALITY gives us a glimpse of what a future full of Extended Reality Metaverse could look like.

XR is not a widely used technology and is still in its early phases. Some of the uses for military and medical purposes are still undergoing development. However, some applications of this technology can be seen in education and sports. But for now, we can wait and see where this technology may take us.

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AR and VR in Healthcare is Expected to Grow to US$11.6 Billion by 2028 – Analytics Insight

Posted: at 9:47 pm

The global AR and VR in the healthcare market are projected to grow from US$1.2 billion in 2021 to US$11.6 billion in 2028 at a CAGR of 38.3%. Some of the fundamental factors expected to boost the growth of augmented and virtual reality in the healthcare market include technological advancements and digitalization in healthcare, favorable government initiatives, rising healthcare expenditure, growing usage in surgical procedures, and medical training.

The patient care management application would lead the market for augmented reality in healthcare and virtual reality in healthcare. The use of AR and VR in therapies and rehabilitation would boost augmented reality in healthcare and virtual reality in the healthcare market. The rehabilitation includes brain injury, stroke, and physical therapy among other applications.

Augmented and virtual reality techniques are being increasingly adopted in surgeries and diagnostics. Systems such as touch surgery use virtual reality to provide a view of the patients anatomy and physiology, thereby providing opportunities for surgeons in the operating room. This, in turn, is expected to augment the growth of the market for augmented reality and virtual reality in healthcare. The growing adoption of augmented reality (AR) and virtual reality (VR) technologies in medical surgeries to optimize surgical procedures and increase the efficiency of treatment is one of the key factors driving market growth over the past few years.

Other major factors that drive the global virtual reality in the healthcare market include a rise in incidences of neurological disorders, an increase in demand for innovative diagnostic techniques, and growth in awareness regarding the benefits of virtual reality technologies. Moreover, recent advancements in the field of information technology such as advanced computers, laptops, internet connectivity, and mobile applications would further fuel the market growth.

North America is expected to lead augmented reality in healthcare and virtual reality in the healthcare market in terms of market size, and APAC is likely to witness the highest growth rate by 2023. The increase in research and development and the growing acceptance of newer technologies in APAC are the drivers for augmented and virtual reality in the healthcare market.

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Meta is already working on its first glove to touch virtual reality – Market Research Telecast

Posted: at 9:47 pm

Meta has already advised in its intention to create a metaverse. It is a virtual universe in which many activities can be done, but there is still a lot of development ahead. One of those borders has to do with the senses, something that the Menlo Park company wants to solve little by little and lto the test is this haptic glove the firm is working on.

It is a fact that the metaverse is a space yet to be conquered, but for now it is a place where the senses do not function at all. You can only see and hear, its true, but something as essential as touch comes to nothing. And it is that although there are devices with which you can grab objects, they are not enough to have a feeling of what you have in your hand.

But in Meta they believe that they are capable of reaching the most interesting point so far, which is feeling objects. The glove that you see in the video is the prototype that they have created thinking of using it with an Oculus team. The user can see what is in front of him and with the glove he can grasp and even feel that he is grasping an object.

This is possible thanks to the fact that the glove is equipped with an air flow system that manages to reproduce, according to the company itself, the sensation of holding an object and even giving the glove texture. The tests, as you can see, dare with all kinds of elements of plastic, wood and even a human hand and all carried out through a flow channel that responds to the situation of the hand at all times and the changes that are made. .

This is important because the system reproduces the movement of the hand in virtual space in great detail. From moving your hand in any direction to doing a Chinese pulse with another player and, why not, playing jenga with another person showing that you are capable of preventing the tower from falling.

As you can see, Metas glove for playing virtual reality is in a very early prototype phase, but it lays the foundations of what the firm wants virtual reality to be in the future: a space parallel to reality where you can do almost the same without leaving home.

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The Metaverse is here: What is it? How will people use it? – USA TODAY

Posted: at 9:47 pm

On today's episode of the 5 Things podcast:

The metaverse is here. Hosts of theTalking Tech podcastBrett Molina and Mike Snider join Shannon Rae Green on today's episode to discuss how the virtual worlds that many of us already live in will become much more advanced. There's significant privacy and security risks, plus mental health issues to consider. Microsoft, Facebook and other tech giants are making plans.

Podcasts: True crime, in-depth interviews and more USA TODAY podcasts right here.

Hit play on the player above to hear the podcast and follow along with the transcript below. This transcript was automatically generated, and then edited for clarity in its current form. There may be some differences between the audio and the text.

Shannon Rae Gre...: Hey there. I'm Shannon Rae Green, and this is 5 Things. It's Sunday, November 28th. These Sunday episodes are special. We're bringing you more from in-depth stories that you may have missed.

On today's episode, we're talking about the metaverse. To me, it feels like something I can't quite wrap my head around. It's almost as if it's this other dimension that I can't understand until I experience it. I've used a VR headset, but it doesn't quite feel as immersive as I imagine the metaverse will be. Obviously, there's big risks. What will it mean for society when it could be hard to tell the difference between actual reality and what is happening in an extremely realistic virtual world? So I'm pulling in the experts. I've asked the hosts of USA TODAY's Talking Tech podcast to join me, Brett Molina and Mike Snider. Mike, Brett, thanks so much for being on the show.

Mike Snider: Thanks for having us.

Shannon Rae Gre...: First question, what is the metaverse?

Mike Snider: You want to go Brett, or you want me to go?

Brett Molina: You go.

Mike Snider: Okay. Well, first of all, the metaverse can mean a lot of different things to different people, but the thought is, it's an extension of real life. Just as you now do banking and go to meetings and events virtually, eventually you, your avatar, will be able to do nearly everything in the virtual world that you do now in the real world.

For instance, we're in a virtual world right now. We're on Teams. We're seeing each other, but we're not physically together. In the future, as you mentioned headsets, currently, the thought is you would use a headset for this. I think in the real world, I don't know that everybody is going to be wanting to wear headsets.

But two of the big players, Microsoft and Meta, the company formally known as Facebook, are creating virtual workplaces and other environments where you use a virtual reality headset. Meta has Oculus headsets, and Microsoft has HoloLens, which is a mixed reality headset that blends reality with workplace applications.

The theory is that you will be able to do pretty much everything you do in the real world, in a virtual world. The metaverse is not here yet, but there are visions of it already. I mean, for instance, an online game may have millions of people playing. Brett and I can be playing Call of Duty, and our virtual avatar is running around trying to compete and do things, and we're talking to each other. So if you think of an online multiplayer video game, that is kind of a metaverse, but that's a segment. Right? The thought is, anything in the world you want to do, you would be able to do in the futuristic metaverse. Right now the building blocks are being laid.

Shannon Rae Gre...: How have you both learned about it? What are some stories you've worked on that have dealt with the metaverse?

Brett Molina: Well, we've seen a lot of companies and businesses dive in, in their own ways, just in terms of trying to help people kind of take the first steps toward being involved in a metaverse at some level. Some of the earliest examples that we've seen so far are in video games.

Fortnite is one of the first ones that jumps out. A lot of people know them as a video game and a multiplayer game, but they've actually been experimenting with a lot of different other events within the game itself, so it's not as much a game as more as a larger kind of community, if you will. They've hosted concerts there, with Travis Scott, for example. They've also hosted J.J. Abrams who directed the last Star Wars film. They had him on to talk about the upcoming movie at the time. A lot of the players, instead of playing it as a game as you would, they would go and attend these conversations or attend the concert and be in this moment virtually.

Another game that we've seen do this is Roblox, which is very popular with kids. Roblox is kind of this, not a marketplace, but more of kind of a hub for players to play games, but also for creators to make their own games. We're seeing a lot of companies get involved there, as well, offering their own virtual goods. The shoe company,

Vans, as an example, I wrote about how Vans opened up their own Vans World, where it's like a giant skate park, and players can go in and skate and go to different places across the world and skateboard. But then there are also Vans shops, and you can create your own pair of virtual Vans. There was talk too, about, at some point, being able to have virtual Vans and then having that same matching pair of Vans in the real world. So it really is kind of those first seeds of taking what you do in the real world and kind of making it almost mirror what this virtual metaverse is.

Mike Snider: One of the stories I got to do recently, it was actually back in April when we kind of realized we'd been in this pandemic world for a year or so, and the pandemic has accelerated this, I think it's safe to say. We learned to work and visit each other virtually on things like Zoom. One of the stories I did looking at how companies had kind of moved their plans forward, I got a chance to have an avatar of myself made. This is a company that works with Microsoft, and they basically did a photo scan of me with dozens of cameras, high-res cameras and created a mic that I could take with my cell phone and put it anywhere in the world. Now that was in just a couple minutes, so the thought is that you could have real camera-ready avatars of yourself that could be used in various places when this metaverse comes to be.

For instance, if a art gallery wanted to create a 3D version of, whether it's the Louvre or the National Gallery, whatever, you could, in theory, walk your avatar through the gallery, and then when you get in front of Monet or Pissarro, whoever it is you want to see, then you could click into a 3D representation that would either be on your computer screen, your cell phone, or in your headset. I think as broadband develops and 5G is expanded throughout the nation, we have enough capability to have a metaverse in various ways, whether it's through a headset connected to a game system, a computer, or even on your phone.

Shannon Rae Gre...: It's so interesting. I'm really curious about what you both have learned about things that are coming down the pike five years from now, 10 years from now, and some of the risks that are involved with what I said earlier about how it may be difficult to separate reality from what's happening in these virtual worlds.

Brett Molina: One of the first jokes I thought of when I was thinking about the metaverses is where are the bathrooms? Because it feels like when you talk to a lot of these companies and you see a lot of the stuff being announced, they make it sound like you're going to be just living in this virtual realm most of the time. And so, it almost feels like, are you ever going to get a break from this? Especially now when we've been in the midst of the pandemic, and we really haven't been around a lot of people. It's just interesting to see this pushed by companies wanting us to dive virtually into the metaverse with these headsets. But then we also have this craving just as humans to be around other people, so there's that element to it.

There is also obviously a big privacy security element to it. I know the company [inaudible 00:07:06] Meta, previously known as Facebook, has faced a lot of scrutiny over data and how it handles data. Now they've sort of got this metaverse that they're trying to create and are wanting people to entrust even more of their data, to the point where they're pretty much living their entire lives virtually or most of their lives virtually. And so, this company has all this information they know about you at every turn, and so that becomes another layer of, should I be trusting this company with all of this in depth data about myself?

Mike Snider: To add to that, I mean, even before the pandemic, there are people who didn't want to be out in society, and there are people who couldn't separate reality from fantasy or vice versa. They were in fantasy and they didn't want to deal with reality. Well, we've seen what happens when misinformation runs rampant in society over the last several years. There will be a lot of risks here. I mean, part of this, there's going to be a lot of fun to be had, but there also will be societal ramifications that we don't even know that will happen as this technology becomes deployed.

Shannon Rae Gre...: Yeah, it's pretty sobering. Let's talk about the fun, too. What are you excited about when it comes to the metaverse?

Mike Snider: I'm a big music fan, and I did a lot of streams of concerts during the pandemic. I foresee a time where that is almost like 3D and super high res, whether it's watching it on a better TV or a curve TV screen or something like that. Or I guess you could do a headset, though, again, I'm not really keen on wearing a headset. If you have your wife or your girlfriend, boyfriend, kids with you, are you all going to wear headsets in the living room, watching whatever it is you're watching? I don't see that happening. But as screen technology becomes even higher res, I foresee being able to go to things I would never get to go to. There was this great Pink Floyd concert held in Venice out on the water. I would love to have a VR experience of that to see what it was like to have been there and get as close to experiencing it as I can. That's kind of the fun I see.

I mean, I know Brett and I both, I think, touched on, I think Microsoft works with the NBA in addition to the NFL, there's a lot that could be done with sports to make it put you more in the game versus sitting and watching it on TV. Because each athlete in the NFL is tracked. You could actually rewind the action, see how Patrick Mahomes completed that pass, and how the receiver got free and made it to, whether 10, 20, 30 yards, whatever. So the things we do now to entertain ourselves are going to become more robust as part of the move to the metaverse.

Brett Molina: I think another element of this is going to be interesting, too, is how the hardware for all this evolves. A lot of the companies have been presenting this, as Mike mentioned, in virtual reality, so you have these larger headsets that you're wearing. Facebook, or Meta, rather, has been experimenting with things like smart glasses. They had a partnership with Ray-Ban where they introduced these glasses that had a camera on them. You wore them like regular sunglasses or eyeglasses, but they had a little button, you could take a photo or a video, just take little moments in, in the world around you. I'm interested to see how that evolves, how these devices change and how they're going to look. Because, obviously, it is going to be challenging just to always be on these VR headsets. I'm curious whether there is better technology that comes down the road that makes this stuff more mobile, and therefore, we can feel like we're physically in the world, but also we can pop in to this virtual world at any moment.

Shannon Rae Gre...: I like the sound of hybrid, and I love that you shared that joke about the bathrooms, because it's so strange to think about these two worlds colliding so heavily. How can people keep up with you, Brett and Mike, what's the best way?

Mike Snider: I'm on Twitter @Mike Snider, S-N-I-D-E-R, and, obviously, we would love you to come to Tech.USATODAY.com, or you can go into the USA TODAY app and highlight tech and various story subjects, and you get both our stories.

Brett Molina: Yeah. And don't forget, we also have the Talking Tech podcast, which comes out every day, new episodes, and you can subscribe to the Talking Tech newsletter. Go to Newsletters.USATODAY.com and subscribe to Talking Tech.

Shannon Rae Gre...: Brett you're BrettMolina23 on Twitter?

Brett Molina: That's right. Yep. On Twitter, I'm @BrettMolina23.

Shannon Rae Gre...: That's great. Well, thank you both so much for being on the show today.

Brett Molina: Thank you.

Mike Snider: We'll see you in the metaverse.

Shannon Rae Gre...: You can read Brett and Mike's stories about the metaverse and the links I've included in the episode notes, and definitely make sure to look for the Talking Tech show wherever you listen to your podcast.

If you liked this episode of 5 Things, please write us a review on Apple Podcast. I want to say thanks to Alexis Davies for her help editing this episode. Taylor Wilson will be back tomorrow morning with 5 Things you need to know for Monday. Thanks so much for listening. I'm Shannon Rae Green. I'll see you next time. Until then, you can keep up with me on Twitter, where I'm @ShannonRaeGreen.

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Proven Solution and BSMU Partner to Create Immersive Learning Experience using VR Technology – APN News

Posted: at 9:47 pm

Published on November 28, 2021

Proven Solution and BSMU join forces to foster and scale academic innovation and re-imagine education through the implementation of Immersive Learning technologies

Dubai In line with their continued commitment to innovation across sectors, Proven Solution, a state-of-the-art venture by Proven Arabia, has signed a MOU with Belarusian State Medical University (BSMU) to fully implement immersive learning technology for medical students, using Virtual Reality (VR).

This educational application, built on VR, is a part of Proven Solutions healthcare platform, which houses several applications. It has been developed to teach medical students auscultation the medical method of listening to the internal sounds of the body using a stethoscope. With the help of this technology, students will have the opportunity to experience virtually simulated lab exercises, and real-life patient scenarios, to enhance their learning experience. The technology will also benefit doctors in future by empowering them to examine hearts and lungs in a virtual environment, thereby complementing traditional methods of performing medical tasks.

The Virtual Reality trainings serve to emulate the environment in the doctors office and are highly effective in helping students through the examination process. The technology further gives students several advantages over prior traditional approaches to medicine, particularly in times of Covid-19 which has limited interactions with patients significantly.

Commenting on the announcement, Zaid Al Mashari Group CEO of Proven Arabia said, Immersive learning reflects the emergence of new technologies that are shaping and enhancing learnings across the education sector. We realize that higher education is undergoing a massive transition where new technologies are being used to improve skills. At Proven Solution, we are excited to partner with Belarusian State Medical University to introduce interactive and immersive AR and VR lessons in the curriculum and continuously improve the students knowledge and provide them with newer ways of learning, with the help of VR technologies.

Belarusian State Medical University has always been committed to developing academic models that enhance student experience and outcomes. Our aim is to invest in reshaping the delivery of education so that our students are prepared for a more technologically advanced workplace. Our partnership with Proven Solutions helps strengthen our commitment and enables us to collectively reimagine the use of technology in introducing newer methods of learning, said Eduard Docenko, Head of propaedeutics department at BSMU.

Virtual Reality has emerged as a powerful tool that can give information a new edge and give medical students the advantage of interacting with and simulating real-life scenarios for practicing procedures and techniques. Proven Solution and BSMU plan to incorporate students feedback for new application planning, to augment and expand this partnership further. This will enable future students to conduct full medical checkups for diagnosing.

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Enscape – Architectural Virtual Reality – VR Architecture …

Posted: November 17, 2021 at 12:41 pm

Virtual reality (VR) is a hot topic in architecture and for good reason. Many Enscape users are experimenting with virtual reality in architecture design and are already using it in their daily business. A VR architectural presentation provides you with a full 360 view enabling you to get a feeling for space and design and perceive the actual scale of a project. We started Enscape in 2013 with the vision that one day every architectural project can be experienced in virtual reality.

With virtual reality, you create an immersive 3D experience that touches clients emotionally and presents architectural ideas in the best way possible. Since everyone gets to engage and experience a model in a life-like simulation, its easier to discuss details that may not be so easy to see and comprehend in another format. Its simple to use as well just one click, and the VR headset will start displaying your model in Enscape, allowing everyone to experience a building before its built.

As the cost of headsets such as Oculus Rift, HTC Vive, or Microsoft Mixed Reality have dropped significantly, virtual reality is now a feasible option for all modern architects and designers. Find out more about Enscape-supported headsets for VR architecture here, and all you need to know about virtual reality headsets on ourKnowledge Base.

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Planner 5D – Virtual Reality

Posted: at 12:41 pm

FAQ

Do I need special skills to design?No, using Planner 5D doesnt require any special skills. Whether you are someone who is designing an interiorfor the first time or experienced professional, it is a tool which ensures intuitive and effortless creativeprocess.

Do I need special equipment?To be able to use Planner 5D, all you need is your smart phone and Google cardboard or any other virtualreality glasses.

Can I use my laptop or tablet to design?Yes, you can design your interior on your laptop or any tablet and later check the design through yourcardboard using your phone.

Does Planner 5D show exact view of my apartment?Planner 5D gives you an opportunity to set floor layout exactly as it is in your home and then build it aroundwith furniture, so in the end you get an exact view of your interior.

How much does it cost?You can use basic features of the app and Virtual reality mode for free! If you want to expand particularfunctions, such as HD rendering and full catalog access, find prices on the app.

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Mixed reality – Wikipedia

Posted: at 12:41 pm

Merging of real and virtual worlds to produce new environments

This article needs to be updated. Please help update this article to reflect recent events or newly available information. (April 2019)

Mixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time. Mixed reality does not exclusively take place in either the physical world or virtual world, but is a hybrid of reality and virtual reality.[1] Augmented reality, a related term, takes place in the physical world, with information or objects added virtually.

There are many practical applications of mixed reality, including design,[2] entertainment, military training, and remote working. There are also different display technologies used to facilitate the interaction between users and mixed reality applications.

Mixed reality was first defined in 1994 by Paul Milgram and Fumio Kishino as "...anywhere between the extrema of the virtuality continuum" (VC), where the virtuality continuum extends from the completely real through to the completely virtual environment, with augmented reality and augmented virtuality ranging between. The mediality continuum can be implemented in a welding helmet or eyeglasses that can block out advertising or replace real-world ads with useful information.[3][4] This Mediated Reality Continuum stands as the basis for describing how objects in both the physical and virtual worlds are interacting.[5] Rather than simply relying on reality and virtuality as two entirely separate entities, it has been accepted that there is a continuum between these two concepts and applications of mixed reality can reside anywhere between the two.[5] In their paper that first introduced the term mixed reality, Milgram and Kishino argued that such a term is necessary to refer to "a particular subclass of VR related technologies that involve the merging of real and virtual worlds," a specification previously not given a word.[1]

Mixed reality refers to everything in the reality-virtuality continuum except for applications on the two extremes.[1] This includes virtual reality (VR), augmented reality (AR), and augmented virtuality (AV). On one end of the spectrum lies the real world with no technological overlays. On the other end of the spectrum lies virtual reality, which refers to "an artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment."[6] Augmented reality lies between those two points and refers to "an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device."[7] Mixed reality is unique in that the term usually refers to artificial products that interact with users in the real world.[8] Augmented virtuality (AV) is a subcategory of mixed reality that refers to the merging of real-world objects into virtual worlds.[9]

As an intermediate case in the virtuality continuum, it refers to predominantly virtual spaces, where physical elements (such as physical objects or people) are dynamically integrated into and can interact with the virtual world in real time. This integration is achieved with the use of various techniques, such as streaming video from physical spaces, like through a webcam,[10] or using the 3D digitalization of physical objects.[11] The use of real-world sensor information, such as gyroscopes, to control a virtual environment is an additional form of augmented virtuality, in which external inputs provide context for the virtual view.

In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.[12] A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality.[13] This system has two stable states of motion: a "Dual Reality" state in which the motion of the two pendula are uncorrelated, and a "Mixed Reality" state in which the pendula exhibit stable phase-locked motion, which is highly correlated. The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may be slightly different in other fields, however, it is generally seen as, "bridging the physical and virtual world".[14]

Mixed reality has been used in applications across fields including design, education, entertainment, military training, healthcare, product content management, and human-in-the-loop operation of robots.

By making use of the MR technology, the geometry of 3-dimensional objects can be visualized. Users can also interact with the virtual model through gestures and voice commands.[15] MR can help students or designers not only to comprehend the design of digital models through visualizing 3-D geometry, but also to understand product functions, geometric relationships, and cultivating their creativity.[2] It can be applied from primary to tertiary education.

Simulation-based learning includes VR and AR based training and interactive, experiential learning. There are many potential use cases for Mixed Reality in both educational settings and professional training settings. Notably in education, AR has been used to simulate historical battles, providing an unparalleled immersive experience for students and potentially enhanced learning experiences.[16]

From television shows to game consoles, mixed reality has many applications in the field of entertainment.

The 2004 British game show Bamzooki called upon child contestants to create virtual "Zooks" and watch them compete in a variety of challenges.[17] The show used mixed reality to bring the Zooks to life. The television show ran for one season, ending in 2010.[17]

The 2003 game show FightBox also called upon contestants to create competitive characters and used mixed reality to allow them to interact.[18] Unlike Bamzoomi's generally non-violent challenges, the goal of FightBox was for new contestants to create the strongest fighter to win the competition.[18]

In 2003, PlayStation released the EyeToy as a webcam accessory for the PlayStation 2 gaming console.[19] The EyeToy provided computer vision and gesture recognition support for games.[19] By November 6, 2008, 10.5 million EyeToy units were sold worldwide.[20] The EyeToy was succeeded by the 2007 PlayStation Eye, then the 2013 PlayStation Camera, which is used in the PlayStation 4 and PlayStation 5.[21][22]

In 2009, researchers presented to the International Symposium on Mixed and Augmented Reality (ISMAR) their social product called "BlogWall," which consisted of a projected screen on a wall.[8] Users could post short text clips or images on the wall and play simple games such as Pong.[8] The BlogWall also featured a poetry mode where it would rearrange the messages it received to form a poem and a polling mode where users could ask others to answer their polls.[8]

The 2016 mobile game Pokmon Go gave players an option to view the Pokmon they encountered in a generic 2-D background or use the mixed reality feature called AR mode.[23] When AR mode was enabled, the mobile device's camera and gyroscope were used to generate an image of the encountered Pokmon in the real world.[24] By July 13, 2016, the game reached 15 million global downloads.[25]

Niantic, the creators of mixed reality games Pokmon Go and Ingress, released a new mixed reality game in June 2019 called Harry Potter: Wizards Unite.[26] The gameplay was similar to that of Pokmon Go.

Mario Kart Live: Home Circuit is a mixed reality racing game for the Nintendo Switch that was released in October 2020.[16a-New] The game allows players to use their home as a race track[27] Within the first week of release, 73,918 copies were sold in Japan, making it the country's best selling game of the week.[28]

Other research has examined the potential for mixed reality to be applied to theatre, film, and theme parks.[29]

The first fully immersive mixed reality system was the Virtual Fixtures platform, which was developed in 1992 by Louis Rosenberg at the Armstrong Laboratories of the United States Air Force.[30] It enabled human users to control robots in real-world environments that included real physical objects and 3D virtual overlays ("fixtures") that were added enhance human performance of manipulation tasks. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.[30][31][32]

Combat reality can be simulated and represented using complex, layered data and visual aides, most of which are head-mounted displays (HMD), which encompass any display technology that can be worn on the user's head.[33] Military training solutions are often built on commercial off-the-shelf (COTS) technologies, such as Virtual Battlespace 3 and VirTra, both of which are used by the United States Army. As of 2018[update], VirTra is being used by both civilian and military law enforcement to train personnel in a variety of scenarios, including active shooter, domestic violence, and military traffic stops.[34][35]Mixed reality technologies have been used by the United States Army Research Laboratory to study how this stress affects decision-making. With mixed reality, researchers may safely study military personnel in scenarios where soldiers would not likely survive.[36]

In 2017, the U.S. Army was developing the Synthetic Training Environment (STE), a collection of technologies for training purposes that was expected to include mixed reality. As of 2018[update], STE was still in development without a projected completion date. Some recorded goals of STE included enhancing realism and increasing simulation training capabilities and STE availability to other systems.[37]

It was claimed that mixed-reality environments like STE could reduce training costs,[38][39] such as reducing the amount of ammunition expended during training.[40] In 2018, it was reported that STE would include representation of any part of the world's terrain for training purposes.[41] STE would offer a variety of training opportunities for squad brigade and combat teams, including Stryker, armory, and infantry teams.[42]

Mixed reality allows a global workforce of remote teams to work together and tackle an organization's business challenges. No matter where they are physically located, an employee can wear a headset and noise-canceling headphones and enter a collaborative, immersive virtual environment. As these applications can accurately translate in real time, language barriers become irrelevant. This process also increases flexibility. While many employers still use inflexible models of fixed working time and location, there is evidence that employees are more productive if they have greater autonomy over where, when, and how they work. Some employees prefer loud work environments, while others need silence. Some work best in the morning; others work best at night. Employees also benefit from autonomy in how they work because of different ways of processing information. The classic model for learning styles differentiates between Visual, Auditory, and Kinesthetic learners.[43]

Machine maintenance can also be executed with the help of mixed reality. Larger companies with multiple manufacturing locations and a lot of machinery can use mixed reality to educate and instruct their employees. The machines need regular checkups and have to be adjusted every now and then. These adjustments are mostly done by humans, so employees need to be informed about needed adjustments. By using mixed reality, employees from multiple locations can wear headsets and receive live instructions about the changes. Instructors can operate the representation that every employee sees, and can glide through the production area, zooming in to technical details and explaining every change needed. Employees completing a five-minute training session with such a mixed-reality program have been shown to attain the same learning results as reading a 50-page training manual.[44] An extension to this environment is the incorporation of live data from operating machinery into the virtual collaborative space and then associated with three dimensional virtual models of the equipment. This enables training and execution of maintenance, operational and safety work processes, which would otherwise be difficult in a live setting, while making use of expertise, no matter their physical location.[45]

Mixed reality can be used to build mockups that combine physical and digital elements. With the use of simultaneous localization and mapping (SLAM), mockups can interact with the physical world to gain control of more realistic sensory experiences [46] like object permanence, which would normally be infeasible or extremely difficult to track and analyze without the use of both digital and physical aides.[47][48]

It has been hypothesized that a hybrid of mixed and virtual reality could pave the way for human consciousness to be transferred into a digital form entirelya concept known as Virternity, which would leverage blockchain to create its main platform.[49][50]

Smartglasses can be incorporated into the operating room to aide in surgical procedures; possibly displaying patient data conveniently while overlaying precise visual guides for the surgeon.[51][52] Mixed reality headsets like the Microsoft HoloLens allow for efficient sharing of information between doctors, in addition to providing a platform for enhanced training.[53][52] This can, in some situations (i.e. patient infected with contagious disease), improve doctor safety and reduce PPE use.[54] While mixed reality has lots of potential for enhancing healthcare, it does have some drawbacks too.[52] The technology will may never fully integrate into scenarios when a patient is present, as there are ethical concerns surrounding the doctor not being able to see the patient.[52][55]

Product content management before the advent of Mixed Reality consisted largely of brochures and little customer-product engagement outside of this 2-dimensional realm.[56] With mixed reality technology improvements, new forms of interactive product content management has emerged. Most notably, 3-dimensional digital renderings of normally 2-dimensional products have increased reachability and effectiveness of consumer-product interaction.[57]

Recent advances in mixed-reality technologies have renewed interest in alternative modes of communication for human-robot interaction.[58] Human operators wearing mixed reality glasses such as HoloLens can interact with (control and monitor) e.g. robots and lifting machines[59] on site in a digital factory setup. This use case typically requires real-time data communication between a mixed reality interface with the machine / process / system, which could be enabled by incorporating digital twin technology.[59]

While Mixed Reality refers to the intertwining of the virtual world and the physical world at a high level, there are a variety of digital mediums used to accomplish a mixed reality environment. They may range from handheld devices to entire rooms, each having practical uses in different disciplines.[60][61]

The Cave Automatic Virtual Environment (CAVE) is an environment, typically a small room located in a larger outer room, in which a user is surrounded by projected displays around them, above them, and below them.[60] 3D glasses and surround sound complement the projections to provide the user with a sense of perspective that aims to simulate the physical world.[60] Since being developed, CAVE systems have been adopted by engineers developing and testing prototype products.[62] They allow product designers to test their prototypes before expending resources to produce a physical prototype, while also opening doors for "hands-on" testing on non-tangible objects such as microscopic environments or entire factory floors.[62] After developing the CAVE, the same researchers eventually released the CAVE2, which builds off of the original CAVE's shortcomings.[63] The original projections were substituted for 37 megapixel 3D LCD panels, network cables integrate the CAVE2 with the internet, and a more precise camera system allows the environment to shift as the user moves throughout it.[63]

Head-up display (HUD), as the name implies, is a display projected into a user's field of view that provides them additional information without obfuscating the environment in front of them or forcing them to look away. A standard HUD is composed of three elements: a projector, which is responsible for overlaying the graphics of the HUD, the combiner, which is the surface the graphics are projected onto, and the computer, which integrates the two other components and computes any real-time calculations or adjustments.[64] Prototype HUDs were first used in military applications to aid fighter pilots in combat, but eventually evolved to aid in all aspects of flight - not just combat.[65] HUDs were then standardized across commercial aviation as well, eventually creeping into the automotive industry. One of the first applications of HUD in automotive transport came with Pioneer's Heads-up system, which replaces the driver-side sun visor with a display that projects navigation instructions onto the road in front of the driver.[66] Major manufacturers such as General Motors, Toyota, Audi, and BMW have since included some form of head-up display in certain models.

A head-mounted display (HMD), worn over the entire head or worn in front of the eyes, is a device that uses one or two optics to project an image directly in front of the user's eyes. Its applications range across medicine, entertainment, aviation, and engineering, providing a layer of visual immersion that traditional displays cannot achieve.[67] Head-mounted displays are most popular with consumers in the entertainment market, with major tech companies developing HMDs to complement their existing products.[68][69] However, these head-mounted displays are virtual reality displays and do not integrate the physical world. Popular augmented reality HMDs, however, are more favorable in enterprise environments. Microsoft's HoloLens is an augmented reality HMD that has applications in medicine, giving doctors more profound real-time insight, as well as engineering, overlaying important information on top of the physical world.[70] Another notable augmented reality HMD has been developed by Magic Leap, a startup developing a similar product with applications in both the private sector and the consumer market.[71]

Mobile devices, which primarily include smartphones and tablets, have continued to increase in computing power and portability. While originally displaying a computer-generated interface on an LED screen, modern mobile devices come equipped with a toolkit for developing augmented reality applications.[61] These applications allow developers to overlay computer graphics over videos of the physical world. The first augmented reality mobile game with widespread success was Pokmon GO, which released in 2016 and accumulated 800 million downloads.[72] While entertainment applications utilizing AR have proven successful, productivity and utility apps have also begun integrating AR features. Google has released updates to their Google Maps application that includes AR navigation directions overlaid onto the streets in front of the user, as well as expanding their translate app to overlay translated text onto physical writing in over 20 foreign languages.[73] Mobile devices are unique display technologies due to the fact that they are commonly equipped at all times.

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