Page 9«..891011..2030..»

Category Archives: Virtual Reality

Accelerating the Evolution of the Industrial Metaverse – University of Houston

Posted: September 2, 2022 at 2:36 am

Virtual reality opens new ways to collaborate and problem-solve in todays highly evolving industrial world. The University of Houston College of Technology, in partnership with the AI Consortium, is training upcoming members of the energy workforce in making the best use of the metaverse and its ability to bring together expertise in extended realty systems. Industry partners include NVIDIA and TechnipFMC.

As the energy industry becomes more engaged in emerging technologies, such as virtual reality and artificial intelligence, the University of Houston College of Technology and the AI Consortium, along with industry partners NVIDIA and TechnipFMC, are building extended reality (XR) systems to accelerate the evolution of the industrial metaverse.

The new industrial metaverse initiative is part of the UH digital oilfield laboratory, which focuses on promoting safety and efficiency in the energy industry. Similar to a video game, the metaverse is a virtual environment hosted in the cloud where users have access to digital avatars, machines and equipment that let them create, work and study in real time in the digital internet world. Among the many aspects of the industrial metaverse is the ability to create digital replicas of physical machines, factories, oil wells and pipelines as fully functional simulations that mirror their physical counterparts. The act of creating a functional digital replica of a real-word environment is called digital twinning.

A digital twin is a real-time virtual representation of a real-world physical system or process for purposes such as system simulations, testing, monitoring and maintenance. Often digital twins in the metaverse use artificial intelligence to recreate real world cause and effect environments.

By using virtual reality technology, digital twinning allows workers at energy companies to view, interact and repair sensitive equipment anywhere in the world, according to David Crawley, a professor of practice with UH College of Technology. With extended reality headgear, he says, a worker on a drilling platform in the South Pacific can recognize specific equipment, break out its parts and collaborate with engineers in Houston on how to safely repair the device without disrupting real-world operations.

In the metaverse, the AI technology invites an individual, anywhere, to put on a virtual reality headset and engage in an activity as if they were participating in the real world. Fixing a pipe, for instance, or identifying a problem in a valve, said Crawley. Working with our faculty, students and partners combined resources we enable the energy industry workforce to learn and become part of an interconnected world.

In the metaverse, the real-life lessons learned in diagnosing and problem-solving become tools to train other connected workers. When you put this in the cloud, these digital twinning programs allow one-to-one enrichment that is scalable on a global basis. Anyone with proper credentials from Duluth to Madagascar can virtually go inside a pipe and identify the problem and be guided step by step through the repair, said Konrad Konarsky, director of the AI Innovation Consortium.

Joining the UH College of Technology and the AI Consortium in the program are two commercial partners TechnipFMC, an international technology provider to the oil and gas company industry and NVIDIA, a global AI hardware and software producer.

Our collaboration with the UH College of Technology and AI Innovation Consortium ecosystem is helping to create essential crossroads between technology and industry for artificial intelligence to scale and succeed in industries like oil and gas and manufacturing, said Marc Spieler, NVIDIAs global leader in digital transformation.

TechnipFMC has provided the UH College of Technology and AI Consortium the immersive and virtual reality program known as extended reality, or the XR program.

The purpose of the XR network is to bring together the knowledge, tools and people necessary to leverage XR technologies, achieve business goals and transform industry environments. Our work with the college and the consortium has enabled us to move beyond concept to pilot and implementation, said Adam Berg, manager of learning solutions at TechnipFMC.

Read this article:

Accelerating the Evolution of the Industrial Metaverse - University of Houston

Posted in Virtual Reality | Comments Off on Accelerating the Evolution of the Industrial Metaverse – University of Houston

UTC professor uses virtual reality to shine light on the reality of concussions – WDEF News 12

Posted: at 2:36 am

Gary Wilkerson says concussions may be a reason for more ankle and knee injuries

CHATTANOOGA (WDEF) High school football started a couple of weeks ago.

Colleges Week 1 begins Thursday.

The Vols take on Ball State September 1st, and the Mocs face Wofford on Saturday.

Football brings out more ankle and knee injuries.

One graduate professor at UTC says many of those might actually be due to concussions.

Gary Wilkerson is a graduate professor of Health & Human Performance. Hes also a football fan, and hes seen the injuries that later ended the lives of Junior Seau, Shane Dronett, Ray Easterling and Dave Duerson.

Its CTE, or chronic traumatic encephalopathy. A progressive brain condition thats thought to be caused by repeated blows to the head or episodes of concussions.

Wilkerson says someone whos had a concussion is more likely to suffer more injuries on the field, or even in combat.

Were just beginning to unravel what the effects really are. Its very challenging because there are no symptoms. Its a completely asymptomatic process, which is why we are doing the (virtual reality) training. Because we want to be able to detect if theres something thats not perfectly normal, we want to detect it as soon as we can. We dont know if we can fix it or not, but you certainly cant fix it if you dont know its there.

Wilkerson uses virtual reality to get research on brain processes after concussion symptoms. To show how the test works, Mocs junior running back Ailym Ford was the test subject.

Once he put on the headset, the test is to lunge in either the same or opposite direction a particular shape is going. Depending on your score, Wilkerson can see whether youve had a concussion, and how it may affect you.

I can see characteristic patterns, characteristic profiles in people who have had multiple concussions. Nowcan we fix it? We dont know. We feel pretty confident that wherever you are, we can make you better.

I took the test, too. I wasnt perfect, but I suffered a few concussions in my lifetime.

Ford wasnt perfect either. One thing we noticed was there were times the running back did a stutter-step move to go in a different direction. Wilkerson says that split second may cost him on the field.

Wilkerson: Indecision is very often a part of the susceptibility. The more confident you are in your responses, the more protected you are. Milliseconds matter.

Ford: As soon as you hesitate, thats when you get it wrong. Just like on the field. As soon as you hesitate, you miss the hole. You miss the gap, and thats how you lose.

Concussions are bad enough. Wilkerson says other things, like high intake of sugars and not getting proper amounts of sleep, can exacerbate any concussion symptoms.

The rest is here:

UTC professor uses virtual reality to shine light on the reality of concussions - WDEF News 12

Posted in Virtual Reality | Comments Off on UTC professor uses virtual reality to shine light on the reality of concussions – WDEF News 12

Laws Regulating Advertising Targeted at Minors Apply Equally in Augmented and Virtual Reality – JD Supra

Posted: at 2:36 am

The Childrens Advertising Review Unit (CARU), a BBB National Programs unit that monitors child targeted advertising, issued a compliance warning making clear it intends to enforce its advertising guidelines as equally in augmented and virtual reality (AR/VR) as it would in the real world. Specifically, on August 23, 2022, CARU warned advertisers that it would strictly enforce its guidelines in AR/VR, which generally apply to all advertising, in any medium, directed to children under the age of 13, and specifically require that no advertising be deceptive or unfair to children.

Specifically, CARU expressed that advertisers should be particularly careful and mindful of their AR/VR advertising as follows:

Although the general message of CARUs compliance warning may seem obviousadvertising targeted at children should not be deceptive or misleadingit is a good reminder that advertising laws tend to apply across various mediumseven new mediums that may not have existed in the recent past.

To learn more about CARUs compliance warning, read the full release here.

[View source.]

Read the original:

Laws Regulating Advertising Targeted at Minors Apply Equally in Augmented and Virtual Reality - JD Supra

Posted in Virtual Reality | Comments Off on Laws Regulating Advertising Targeted at Minors Apply Equally in Augmented and Virtual Reality – JD Supra

The cheapest computer to enter the metaverse and play in Virtual Reality – Gearrice

Posted: at 2:36 am

Experiencing Virtual Reality at least once is something that we recommend you all do at least once in your life. Especially in the face of certain genres such as car simulation. A good racing setup combined with a PC capable of running VR games is simply an experience that is day and night. And not only in that genre, but in many more. That is why we have thought to build the cheapest PC for VR todaybut at the same time do not fall short on specifications.

Virtual reality is not a new concept, however, despite multiple attempts, it has not yet managed to take off in the mass market and there is still a long way to go to solve the technological problems it has. This is not to say that it is bad, so were the first 3D cards compared to what we have now. However, the barrier is the price. In a few months, SONY will launch its PS VR 2, which will be the cheapest option to enjoy this medium in a decent way. And yes, we know there are units like the Mets Oculus Quest 2 that work on their own, but are limited by the power of their mobile phone hardware.

From the outset we must think that a virtual reality helmet is literally putting a screen in front of the eyes, this means that if the distance between the pixels is very large, then we are going to see black holes from one pixel to another. What does this imply? Games have to be played at high resolutions, which means having graphics power available. At the same time, there is the concept of photon movement or telepresence, where the entire process from the moment we press a button until we see the image through our retina has to be less than 20 milliseconds.

And as we have said several times, we are not referring to 20 ms in the sense of 50 FPS, but the entire process, including the delivery to the screen. So it is common for VR games to run at 90, 120 and even 240 FPS. Which means sacrificing graphic details in the style of Ray Tracing and special effects. All this to gain the greatest possible immersion when using our Oculus Rift, HTC Vice or Valve Index.

So you should be aware from the outset that despite the fact that we want to build the cheapest PC possible, we have also looked for something that is functional. It is not enough for us that it meets the specifications, since we consider it to be a waste of money. Having said that, lets go to what really interests us.

As for the choice of virtual reality headset, keyboard, monitor and mouse for this PC for VR, we leave it to your choice.

Continued here:

The cheapest computer to enter the metaverse and play in Virtual Reality - Gearrice

Posted in Virtual Reality | Comments Off on The cheapest computer to enter the metaverse and play in Virtual Reality – Gearrice

FN Meka Is Just the Beginning: The Problem With Augmented Reality Artists – Complex

Posted: at 2:36 am

On Aug. 22, Capitol Records announced its newest signee, FN Mekathe worlds first augmented reality (AR) rapper. Two days later, the label severed ties with the rapper, citing relentless online criticism. For our company to approve this shows a serious lack of diversity and resounding amount of tone deaf leadership. This is simply unacceptable and will not be tolerated, Capitol Records wrote in a statement.

FN Meka is the first AR rapper to get signed and subsequently dropped from a major label, but this is just the latest venture in the music industrys string of actions to move into artificial intelligence. FN Meka (and the probable emergence of more characters like him) exacerbates concern about where the music industry is headed, highlighting larger issues of tone deafness, lack of creativity, and the industrys toxic capitalistic infrastructure.

The lean into AI was, at first, the result of necessity. Amid the COVID-19 pandemic, musicians and tech companies partnered to conduct virtual reality concerts in order to counter the loss of live shows. In 2017, CGI influencer and singer Miquela Sousa emerged as one of the industrys first AR artists. Since her inception, she has released a string of singles with moderate success and even dropped a collaboration with Teyana Taylor in 2020. The use of AR across all avenues within the music industry has always raised eyebrows and garnered largely unfavorable feedback. FN Mekas poor design has only brought new eyes to and heightened an anxiety about AR technology that has been bubbling for quite some time now.

Gunna, a Black artist is currently incarcerated for rapping the same type of lyrics this robot mimics.

FN Meka was created by Brandon Le and Anthony Martini of virtual record label Factory New. Since the character emerged in April 2019, he was marketed as a hypebeast cyborg with an extravagant style and nternet presence. He looks like a caricature of an internet rappera match up of Tekashi 6ix9ine and Lil Pump: tan skin, a green braided mohawk, gaudy jewelry, and a tattoo-covered face. Despite lacking originality, FN Meka garnered a hefty following of his own. To date, the rapper has more than 10 million followers on TikTok and over 200,000 on Instagram, and more than 600,000 listeners on Spotify. Hes already released a handful of songs, tooincluding Speed Demon and Internet, which sound like carbon copies of popular songs released by real artists.

Then, on Aug.12, Meka dropped his most notable track yet: Florida Water, a collaboration with YSLs Gunna. In a statement to Capitol Records, nonprofit organization Industry Blackout highlighted how FN Meka is able to escape the legal ramifications and fate that many Black artists have to endure as a result of their music. Gunna, a Black artist who is featured on a song with FN Meka, is currently incarcerated for rapping the same type of lyrics this robot mimics, the statement reads. The difference is, your artificial rapper will not be subjected to federal charges for such.

Generally, although FN Meka is artificially created, his mere image and persona speaks to a prevalent issue in rap right now. FN Meka is a mindless creation designed by two non-Black executives that leans into stereotypes that hurt the real Black artists and the Black community as a whole.

In a now-deleted Instagram post, FN Meka egregiously mocked police brutality and social injustice with an image of the character appearing to be beaten by a police officer in a jail cell. POLICE BRUTALITY What Should I Do ?!?! This Guard keeps beating me w/ his BATON because I wont snitch. I aint no RAT. Life in Prison is so Depressing. I wish I could get out so I could start making music again, the caption read.

Moreover, many onlookers have pointed out FN Mekas use of the N word in his music. On his 2019 song Internet, he used the racial slur seven times. Many believed Meka to be voiced by a white person, but on Aug.23, a Black artist by the name of Kyle The Hooligan revealed on Instagram that the voice behind the character was allegedly his. In the video, he shared that he was approached by FN company about voicing the rapper, but was later ghosted.

I thought it was going to be some collaboration. They promised me equity into the company, percentages, all this stuff, he said. Next thing I know, niggas just ghosted me. Used my voice, used my sound, used the culture, then literally left me high and dry. I didnt get a dime off of nothing and they got record deals I wasnt involved in no meetings.

Kyle The Hooligans video is unfortunate, but not shocking. There is a well-documented history of multi-million dollar companies making money off of the content stolen from Black creatorsan unfortunate trend thats only become easier with the rise of TikTok.

It shouldnt need to be stated in 2022 that stealing from Black creators is unacceptableyet here we are. FN Meka, though allegedly voiced by a Black man, is still a racist and disrespectful attempt to market Black art while undermining the culture its pulling from. But it is also worth noting that creating any augmented reality artist is a blow to authentic artistry and foreshadows a dark future for the music industry.

Artist and music discovery is in more jeopardy than ever. In a 2021 interview with Music Business Worldwide, Anthony Martini stated that the old model of finding talent is inefficient and unreliable. He added, It requires spending time scouring the internet, traveling to shows, flying to meetings, expending resources all in search of the magic combination of qualities that just might translate into a superstar act. Of course, social media has already changed how consumers discover and share new talent, but opting to simply design the next star further eliminates the need for social interaction and communication.

Augmented reality-created music also hinders the quality of the music. Martini confirmed there was a human voice performing the rappers vocals, saying that theyre working towards the ability to have a computer come up with and perform its own words and even collaborate with other computers as co-writers.

This ultimately hurts the other artists who are fighting for more individuality and less control from music companies.

And FN Mekas music isnt quite like other other created artists such as Auxman or virtual band Gorillaz either. Martini also shared that FN Records developed proprietary AI technology that analyzes certain popular songs of a specified genre and generates recommendations for the various elements of song construction: lyrical content, chords, melody, tempo, sounds, etc. We then combine these elements to create the song. Essentially, a gross process that promotes repetitive and unimaginative art. Sure, labels have the idea that if something is selling, theres no need to try something new, but rap doesnt need more of the same. It would actually benefit from more innovation and experimentation.

In addition to curbing artist discovery and expression, Capitol Records eagerness to sign AR musicians raises questions about the music industrys motives: Does signing an AR artist give the music label more control? Does it remove the potential for disagreements between the artist and label? Who reaps the financial benefits and royalties from this music: the virtual record company or the music label?

On one hand, this can be looked at as a positive: there will be less fallouts and disagreements between the artists and their management. On the other (arguably more significant) hand, it would undermine the human artists who are pushing for a different business model.

In May, several musicians including FKA Twigs, Halsey, and Charli XCX spoke about their labels pressuring them to go viral on Tiktok. Ive been in this industry for eight years and Ive sold over 165 million records and my record company is saying that I cant release it unless they can fake a viral moment on TikTok, Halsey said at the time. With AR musicians, though, thats no longer a problem. Instead, their contracts can force them to comply with virtually all of the labels requests. This does no harm to them (they arent real), but ultimately hurts the other artists who are fighting for more individuality and less control from music companies.

Make no mistake: FN Meka may be gone (for now), but he is not the last. FN Meka was a test run that was only pulled because of the publics negative response and the tone-deaf music his creators made. But, if theres anything weve learned from controversial artists like 6ix9ine, its that sometimes controversy only serves as fuel. In a worst case scenario, the controversy may be just what FN Meka needs to succeed independently.

More will come. Another AR rapper with a much more acceptable persona and catchy music will take his place, and if Capitol Records doesnt jump on him, another label likely will, because what sounds better than an obedient artist that can pump out songs on its computer ten times faster than the average artist? From a marketing and commercial standpoint, the music industry is sitting on a gold mine, and itll just take the right company and character to capitalize on this. But at what cost? As we dip our toes further into the AR space, the music industry further loses sight of creativity, originality, quality, and all of the other elements that makes genres like rap so influential and exciting to listen to. Its a slippery slope that simply isnt worth it.

Go here to read the rest:

FN Meka Is Just the Beginning: The Problem With Augmented Reality Artists - Complex

Posted in Virtual Reality | Comments Off on FN Meka Is Just the Beginning: The Problem With Augmented Reality Artists – Complex

MyndVR to bring VIVE Flow VR glasses to long-term care facilities – Auganix

Posted: at 2:36 am

August 31, 2022 MyndVR, a provider of immersive, therapeutic virtual reality (VR) experiences designed for the aging population, and HTC VIVE, a leading VR technology provider, have recently announced the official launch of MyndVR 3.0, exclusively bundled with the all-new HTC VIVE Flow Immersive Glasses.

Since 2016, MyndVR has been pioneering the field of digital, VR-based therapeutics with older adults, said Chris Brickler, CEO, MyndVR. Today, we are thrilled to launch the next generation of the MyndVR platform to include the lightest-weight and most visually stunning immersive glasses ever delivered to a variety of senior healthcare settings, including senior living, skilled nursing, veteran homes and hospice.

At just 189 grams, the VIVE Flow weighs less than a cup of coffee or about a third of the weight of other popular VR headsets. The device offers a 100-degree field of view, 3.2K resolution, 75 Hz refresh rate, and built-in diopter dials allow for older eyes to make adjustments for clearer visuals more easily. VIVE Flow also delivers immersive, 3D spatial audio and can pair with Bluetooth earphones as part of MyndVRs MyndSpatial sound-based therapy.

At HTC, we believe in the power and wonder of VR for people of all generations, said Cher Wang, Co-Founder and Chairwoman of HTC. Our new Flow Immersive Glasses represent a giant leap forward in weight, comfort, sanitization, and visual clarity, and Im delighted to expand our partnership with MyndVR, the pioneers in VR for senior care.

We are embracing the power of virtual reality that allows our residents to shine, thrive, dream, engage, and exercise the mind and body, said Donna Kelsey, CEO of American Senior Communities (ASC). We are proud to incorporate this technology in our Senior Living communities and we are excited to be a part of this innovation.

As part of its strategy, ASC, the largest senior care provider in Indiana, will see an initial rollout that will include 22 communities across a variety of skilled nursing, assisted living and memory care locations. ASC will also receive MyndExplorer, a VR-based interactive map application powered by Google Maps. MyndExplorer allows seniors and their caregivers to virtually visit almost any location on the globe, according to MyndVR. With MyndExplorer, the company aims to help unlock joyful memories of previous trips for seniors and provide a powerful and engaging therapeutic tool designed for reminiscence and socialization therapies.

Brickler continued: Our seniors have earned the opportunity to explore and connect virtually with nature, music, art, science, travel, sports, etc. all worlds that they helped build and enjoy over their long lives.

For more information on MyndVR and its therapeutic virtual reality solutions, click here. To find out more about the HTC VIVE Flow VR headset, click here.

Image credit: MyndVR / HTC VIVE

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he has been covering XR industry news for the past five years.

Original post:

MyndVR to bring VIVE Flow VR glasses to long-term care facilities - Auganix

Posted in Virtual Reality | Comments Off on MyndVR to bring VIVE Flow VR glasses to long-term care facilities – Auganix

Artificial Intelligence, Virtual Reality Or Gamification Lead The Educational Revolution – Nation World News

Posted: at 2:36 am

The use of new technologies in the educational sector has increased since 2020 due to the advent of the pandemic. Tablets and computers have become essential devices, so much so that the latest data from INE indicates that 96% of Spanish households had internet access in 2021. During the same period, The training centers had to reinvent themselves to adapt to the new times and many of them used so called edtechBoth software and hardware tools that allow optimization and improvement of learning processes that yield better results.

The application of technology to education has allowed greater access to knowledge as it has taken learning out of the classroom and, in turn, has provided more tools to create environments where the theoretical and practical work for technologies converge. can be in the same place. Such as artificial intelligence or virtual reality, which are increasingly used in schools to generate better learning experiences.

Innovation in educational systems, understood as the adoption of new services, technologies and skills by educational organizations, contributes to improving learning outcomes, increasing equity and improving efficiency. Similarly, it provides more flexibility to the students and invites more participation, thereby increasing their interest in continuing their studies.

because of this reason, Investment in edtech has not stopped growing from 2020 and institutions such as the European Union are trying to make the educational leap during the current decade and have launched a digital education action plan. (2021-2027) with which it seeks to promote the development of a high-performance digital educational ecosystem and improve digital skills and capabilities for digital transformation with the aim of making better use of digital technology for teaching and learning wants.

As the new school year approaches, plans and investments at all levels of education are expected to see results. From business schools that continue to bet on the hybrid model, to mandated education to try and use new tools such as artificial intelligence in their training, to schools where it is common to see devices such as 3D printers and in which this course will take place in early childhood. , start teaching the topics of programming and robotics in elementary and ESO. On the other hand, hybrid and flexible models, along with virtual experiences, continue to be most in demand by students who are already part of the world of work, but who wish to retrain or update their knowledge, and in these Many want training to get training from. With the change digital and technological which is happening in all fields.

Para Juan Luis Moreno, Partner and Chief Innovation Officer at De the Valley Technology that is well used has many interesting uses in education. Since 2020, the edtech industry is emerging and has already brought surprising uses of educational technology that will be of great benefit to all members of the sector. In addition , it allows people who are already immersed in the world of work to be able to recycle and train and choose where, when and how without disrupting their work, which we at Valley keep.

Bringing together the core benefits of edtech, The Valley has identified todays most attractive:

Read the original here:

Artificial Intelligence, Virtual Reality Or Gamification Lead The Educational Revolution - Nation World News

Posted in Virtual Reality | Comments Off on Artificial Intelligence, Virtual Reality Or Gamification Lead The Educational Revolution – Nation World News

50 Must-Try Video Games You Can Play In Virtual Reality – Bored Panda

Posted: August 23, 2022 at 1:05 am

Its been a long time since the first VR headset was announced by Sega in 1991, and despite being canceled and never released, it gave us a glimpse of what virtual reality could be, gamer or not. While there were some bumps along the road, VR has finally reached the point where it can be enjoyed by anyone who wants to try it out! As technology advances, were going to see more powerful hardware, richer environments, and a whole new way of experiencing video games.

Do you want a game where you can be an astronaut? Covered. Do you want an epic battle against zombies? Covered twice. Do you want to explore abandoned buildings? How about fighting dragons? Or maybe just hanging out with friends on a virtual couch? No matter what kind of experience you want from your VR headset, VR gaming has something for everyone and if it doesnt, some developers out there are probably working on it right now!

Meanwhile, why dont we explore some of the titles already available? From racing simulators to first-person shooters, here are some of the best VR games you can play solo or with friends.

Excerpt from:

50 Must-Try Video Games You Can Play In Virtual Reality - Bored Panda

Posted in Virtual Reality | Comments Off on 50 Must-Try Video Games You Can Play In Virtual Reality – Bored Panda

A randomized trial testing the effectiveness of virtual reality as a tool for pro-environmental dietary change | Scientific Reports – Nature.com

Posted: at 1:05 am

Fauville, G., Queiroz, A. C. M. & Bailenson, J. N. Chapter 5Virtual reality as a promising tool to promote climate change awareness. In Technology and Health (eds Kim, J. & Song, H.) 91108 (Academic Press, 2020).

Chapter Google Scholar

Soliman, M., Peetz, J. & Davydenko, M. The impact of immersive technology on nature relatedness and pro-environmental behavior. J. Media Psychol. Theor. Methods Appl. 29, 817 (2017).

Article Google Scholar

Spangenberger, P., Geiger, S. M. & Freytag, S.-C. Becoming nature: Effects of embodying a tree in immersive virtual reality on nature relatedness. Sci. Rep. 12, 1311 (2022).

ADS CAS PubMed PubMed Central Article Google Scholar

Deringer, S. A. & Hanley, A. Virtual reality of nature can be as effective as actual nature in promoting ecological behavior. Ecopsychology 13, 219226 (2021).

Article Google Scholar

Blascovich, J. & Bailenson, J. Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution (Harper Collins, 2011).

Google Scholar

Ahn, S. J. Incorporating immersive virtual environments in health promotion campaigns: A construal level theory approach. Health Commun. 30, 545556 (2015).

PubMed Article Google Scholar

Spence, A., Poortinga, W. & Pidgeon, N. The psychological distance of climate change. Risk Anal. 32, 957972 (2012).

PubMed Article Google Scholar

Brgger, A., Dessai, S., Devine-Wright, P., Morton, T. A. & Pidgeon, N. F. Psychological responses to the proximity of climatechange. Nat. Clim. Chang. 5, 10311037 (2015).

ADS Article Google Scholar

Ajzen, I. The theory of planned behavior. Organ. Behav. Hum. Decis. Process. 50, 179211 (1991).

Article Google Scholar

Grothmann, T. & Patt, A. Adaptive capacity and human cognition: The process of individual adaptation to climate change. Glob. Environ. Change 15, 199213 (2005).

Article Google Scholar

Witte, K. Putting the fear back into fear appeals: The extended parallel process model. Commun. Monogr. 59, 329349 (1992).

Article Google Scholar

van Valkengoed, A. M. & Steg, L. Meta-analyses of factors motivating climate change adaptation behaviour. Nat. Clim. Change 9, 158163 (2019).

ADS Article Google Scholar

Floyd, D. L., Prentice-Dunn, S. & Rogers, R. W. A meta-analysis of research on protection motivation theory. J. Appl. Soc. Psychol. 30, 407429 (2000).

Article Google Scholar

Lee, K. M. Presence, explicated. Commun. Theory 14, 2750 (2004).

ADS Article Google Scholar

Petersen, G. B., Petkakis, G. & Makransky, G. A study of how immersion and interactivity drive VR learning. Comput. Educ. 179, 104429 (2022).

Article Google Scholar

Cummings, J. J. & Bailenson, J. N. How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychol. 19, 138 (2015).

Google Scholar

Makransky, G., Petersen, G. B. & Klingenberg, S. Can an immersive virtual reality simulation increase students interest and career aspirations in science? Br. J. Educ. Technol. 51, 20792097 (2020).

Article Google Scholar

Mayer, R. E. & Fiorella, L. The Cambridge Handbook of Multimedia Learning Vol. 3 (Cambridge University Press, 2021).

Book Google Scholar

Makransky, G. The immersion principle in multimedia learning. In The Cambridge Handbook of Multimedia Learning Vol. 3 (eds Mayer, R. & Fiorella, L.) 296302 (Cambridge University Press, 2021).

Chapter Google Scholar

Petersen, G. B., Klingenberg, S., Mayer, R. E. & Makransky, G. The virtual field trip: Investigating how to optimize immersive virtual learning in climate change education. Br. J. Educ. Technol. 51, 20982114 (2020).

Article Google Scholar

Meijers, M. H. C. et al. Stimulating sustainable food choices using virtual reality: Taking an environmental vs health communication perspective on enhancing response efficacy beliefs. Environ. Commun. https://doi.org/10.1080/17524032.2021.1943700 (2021).

Article Google Scholar

Springmann, M. et al. Health and nutritional aspects of sustainable diet strategies and their association with environmental impacts: A global modelling analysis with country-level detail. Lancet Planet Health 2, e451e461 (2018).

PubMed PubMed Central Article Google Scholar

Springmann, M., Godfray, H. C. J., Rayner, M. & Scarborough, P. Analysis and valuation of the health and climate change cobenefits of dietary change. Proc. Natl. Acad. Sci. U.S.A. 113, 41464151 (2016).

ADS CAS PubMed PubMed Central Article Google Scholar

Fonseca, D. & Kraus, M. A comparison of head-mounted and hand-held displays for 360 videos with focus on attitude and behavior change. In Proc. 20th International Academic Mindtrek Conference, 287296 (Association for Computing Machinery, 2016). https://doi.org/10.1145/2994310.2994334.

Schultz, P. W., Nolan, J. M., Cialdini, R. B., Goldstein, N. J. & Griskevicius, V. The constructive, destructive, and reconstructive power of social norms: Reprise. Perspect. Psychol. Sci. 13, 249254 (2018).

PubMed Article Google Scholar

Peifer, C., Schnfeld, P., Wolters, G., Aust, F. & Margraf, J. Well done! Effects of positive feedback on perceived self-efficacy, flow and performance in a mental arithmetic task. Front. Psychol. 11, 1008 (2020).

PubMed PubMed Central Article Google Scholar

Trope, Y. & Liberman, N. Construal-level theory of psychological distance. Psychol. Rev. 117, 440463 (2010).

PubMed PubMed Central Article Google Scholar

Shwom, R., Dan, A. & Dietz, T. The effects of information and state of residence on climate change policy preferences. Clim. Change 90, 343358 (2008).

ADS Article Google Scholar

Spence, A. & Pidgeon, N. Framing and communicating climate change: The effects of distance and outcome frame manipulations. Glob. Environ. Change 20, 656667 (2010).

Article Google Scholar

Brgger, A., Morton, T. A. & Dessai, S. Proximising climate change reconsidered: A construal level theory perspective. J. Environ. Psychol. 46, 125142 (2016).

Article Google Scholar

Fox, J., McKnight, J., Sun, Y., Battelle, D. M. & Crawfis, R. Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution. Telemat. Inform. 46, 101320 (2020).

Article Google Scholar

Breves, P. & Schramm, H. Bridging psychological distance: The impact of immersive media on distant and proximal environmental issues. Comput. Hum. Behav. 115, 106606 (2021).

Article Google Scholar

Hsu, W.-C., Tseng, C.-M. & Kang, S.-C. Using exaggerated feedback in a virtual reality environment to enhance behavior intention of water-conservation. J. Educ. Technol. Soc. 21, 187203 (2018).

Google Scholar

Bailey, J. O. et al. The impact of vivid messages on reducing energy consumption related to hot water use. Environ. Behav. 47, 570592 (2015).

Article Google Scholar

Plechat, A., Morton, T., Perez-Cueto, F. J. A. & Makransky, G. Why just Experience the Future when you can Change it: Virtual Reality can Increase Pro-Environmental Food Choices through Self-Efficacy. Technology, Mind, and Behavior (2022).

Plechat, A., Morton, T., Perez-Cueto, F. J. & Makransky, G. Virtual Reality Intervention Reduces Dietary Footprint: Implications for Environmental Communication in the Metaverse. https://doi.org/10.31234/osf.io/3ta8d (2022).

Ahn, S. J., Hahm, J. M. & Johnsen, K. Feeling the weight of calories: Using haptic feedback as virtual exemplars to promote risk perception among young females on unhealthy snack choices. Media Psychol. 22, 626652 (2019).

PubMed Article Google Scholar

Chirico, A., Scurati, G. W., Maffi, C., Huang, S. & Gaggioli, A. Designing virtual environments for attitudes and behavioral change in plastic consumption: A comparison between concrete and numerical information. Virtual Real. https://doi.org/10.1007/s10055-020-00442-w (2020).

Article Google Scholar

Ahn, S. J., Fox, J., Dale, K. R. & Avant, J. A. Framing virtual experiences: Effects on environmental efficacy and behavior over time. Commun. Res. 42, 839863 (2015).

Article Google Scholar

Bandura, A. Self-efficacy: Toward a unifying theory of behavioral change. Psychol. Rev. 84, 191215 (1977).

CAS PubMed Article Google Scholar

Cohen, J. Statistical Power Analysis for the Behavioral Sciences 2nd edn. (Routledge, 1988).

MATH Google Scholar

CONCITO. The Large Climate Database, Version 1 (2021).

Barilla Foundation & Research Unit on Nutrition, Diabetes and Metabolism. A One Health Approach to Food, the Double Pyramid Connecting Food Culture, Health and Climate (University of Naples Federico, 2021).

Google Scholar

Huang, H. Media use, environmental beliefs, self-efficacy, and pro-environmental behavior. J. Bus. Res. 69, 2206 (2015).

Article Google Scholar

R Core Team. R: A Language and Environment for Statistical Computing (2020).

Nisa, C. F., Blanger, J. J., Schumpe, B. M. & Faller, D. G. Meta-analysis of randomised controlled trials testing behavioural interventions to promote household action on climate change. Nat. Commun. 10, 4545 (2019).

ADS CAS PubMed PubMed Central Article Google Scholar

Dimotakis, N., Mitchell, D. & Maurer, T. Positive and negative assessment center feedback in relation to development self-efficacy, feedback seeking, and promotion. J. Appl. Psychol. 102, 15141527 (2017).

PubMed Article Google Scholar

Tschannen-Moran, M. & McMaster, P. Sources of self-efficacy: Four professional development formats and their relationship to self-efficacy and implementation of a new teaching strategy. Elem. Sch. J. 110, 228245 (2009).

Article Google Scholar

Schwenk, G. & Mser, G. Intention and behavior: A Bayesian meta-analysis with focus on the Ajzen-Fishbein model in the field of environmental behavior. Qual. Quant. 43, 743755 (2009).

Article Google Scholar

Ahn, S.J.-G., Bailenson, J. N. & Park, D. Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behaviour. Comput. Hum. Behav. 39, 235245 (2014).

Article Google Scholar

Markowitz, D. M., Laha, R., Perone, B. P., Pea, R. D. & Bailenson, J. N. Immersive virtual reality field trips facilitate learning about climate change. Front. Psychol. 9, 2364 (2018).

PubMed PubMed Central Article Google Scholar

Nielsen, K. S. et al. The motivationimpact gap in pro-environmental clothing consumption. Nat. Sustain. https://doi.org/10.1038/s41893-022-00888-7 (2022).

Article Google Scholar

Au, J., Gibson, B. C., Bunarjo, K., Buschkuehl, M. & Jaeggi, S. M. Quantifying the difference between active and passive control groups in cognitive interventions using two meta-analytical approaches. J. Cogn. Enhanc. 4, 192210 (2020).

Go here to read the rest:

A randomized trial testing the effectiveness of virtual reality as a tool for pro-environmental dietary change | Scientific Reports - Nature.com

Posted in Virtual Reality | Comments Off on A randomized trial testing the effectiveness of virtual reality as a tool for pro-environmental dietary change | Scientific Reports – Nature.com

Virtual reality, autonomous weapons and the future of war: military tech startup Anduril comes to Australia – The Conversation Indonesia

Posted: at 1:05 am

Earlier this month, posters started going up around Sydney advertising an event called In the Ops Room, with Palmer Luckey. Rather than an album launch or standup gig, this turned out to be a free talk given last week by the chief executive of a high-tech US defence company called Anduril.

The company has set up an Australian arm, and Luckey is in town to entice brilliant technologists in military engineering to sign on.

Anduril makes a software system called Lattice, an autonomous sensemaking and command & control platform with a strong surveillance focus which is used on the USMexico border. The company also produces flying drones and has a deal to produce three robotic submarines for Australia, with capabilities for surveillance, reconnaissance, and warfare.

The PR splash is unusual from the normally secretive world of military technology. But Luckeys talk opened a window onto the future as seen by a company transforming US & allied military capabilities with advanced technology.

Unlike most defence tech moguls, Luckey got his start in the world of immersive tech and gaming.

While at college, the Anduril founder had a brief stint at a military-affiliated mixed reality research lab at the University of Southern California, then set up his own virtual reality headset company called Oculus VR. In 2014, at the age of 21, Luckey sold Oculus to Facebook for US$2 billion.

In 2017 Luckey was fired by Facebook for reasons that were never made public. According to some reports, the issue was Luckeys support for the presidential campaign of Donald Trump.

Luckeys next move, with backing from right-wing venture capitalist Peter Thiels Founders Fund, was to set up Anduril.

Since Luckeys departure, Facebook (now known as Meta) has broadened its efforts beyond the virtual and augmented reality market. A forthcoming mixed reality headset plays a key role in its plans for a metaverse being pitched to business and industry as well as consumers.

We can see similar pivots from consumers to enterprise across the immersive tech industry. Magic Leap, makers of a much hyped mixed-reality headset, later imploded and re-emerged focusing on healthcare.

Read more: 'Potential for harm': Microsoft to make US$22 billion worth of augmented reality headsets for US Army

Microsofts mixed-reality headset, the HoloLens, was initially seen at international film festivals. However, the HoloLens 2, released in 2019, was marketed solely to businesses.

Then, in 2021, Microsoft won a ten-year, US$22 billion contract to provide the US Army with 120,000 head-mounted displays. Known as Integrated Visual Augmentation Systems, these headsets include a range of technologies such as thermal sensors, a heads-up display and machine learning for training situations.

Speaking to the Sydney audience on Thursday, Luckey framed his own shift to defence not as one of economic necessity, but of personal fulfilment. He described saying your job is worthless to new recruits in social media companies making games or augmented reality filters.

That kind of work is fun but ultimately meaningless, he says, whereas working for Anduril would be professionally fulfilling, spiritually fulfilling, fiscally fulfilling.

Not all technology workers would agree that defence contracts are spiritually fulfilling. In 2018, Google employees revolted against Project Maven, an AI effort for the Pentagon. Staff at Microsoft and Unity have also expressed consternation over military involvement.

The first audience question on Thursday asked Luckey about the risks of autonomous AI weapons run by software that can make its own decisions.

Luckey said he was worried about the potential of autonomy to do really spooky things, but much more concerned about very evil people using very basic AI. He suggested there was no moral high ground in refusing to work on autonomous weapons, as the alternative was less principled people working on them.

Luckey did say Anduril will always have a human in the loop: [The software] is not making any life or death decisions without a person whos directly responsible for that happening.

This may be current policy, but it seems at odds with Luckeys vision of the future of war. Earlier in the evening, he painted a picture:

Youre going to see much larger numbers of systems [in conflicts] you cant have, lets say, billions of robots that are all acting together, if they all have to be individually piloted directly by a person, its just not going to work, so autonomy is going to be critical for that.

Read more: UN fails to agree on 'killer robot' ban as nations pour billions into autonomous weapons research

Not everyone is as sanguine about the autonomous weapons arms race as Luckey. Thousands of scientists have pledged not to develop lethal autonomous weapons.

Australian AI expert Toby Walsh, among others, has made the case that the best time to ban such weapons is before theyre available.

My own research has explored the potential of immersive media technologies to help us imagine pathways to a future we want to live in.

Luckey seems to argue he wants the same: a use for these incredible technologies beyond augmented reality cat filters and worthless games. Unfortunately his vision of that future is in the zero-sum framing of an arms race, with surveillance and AI weapons at the core (and perhaps even billions of robots acting together).

During Luckeys talk, he mentioned that Anduril Australia is working on other projects beyond the robotic subs, but he couldnt share what these were.

Read more: Australia's pursuit of 'killer robots' could put the trans-Tasman alliance with New Zealand on shaky ground

Read more:

Virtual reality, autonomous weapons and the future of war: military tech startup Anduril comes to Australia - The Conversation Indonesia

Posted in Virtual Reality | Comments Off on Virtual reality, autonomous weapons and the future of war: military tech startup Anduril comes to Australia – The Conversation Indonesia

Page 9«..891011..2030..»