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Virtual reality takes mound in Japan’s bid for softball gold

virtual reality takes mound in japan’s bid for softball gold

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An underground room fitted with high-tech cameras and artificial turf may seem an unlikely setting to practice softball, but it could be a key to Japan’s defense of the Olympic title it won 12 years ago.
Softball was introduced as a women-only Olympic sport before being dropped from the Olympic program after the 2008 Beijing Games, when Japan won its first gold medal, but will be played next summer at the postponed Tokyo Olympics after being added by the local organizing committee.

Researcher Masumi Yamaguchi takes batting practice at NTT Communication Science Laboratories in Atsugi, eastern Japan, on Oct. 7, 2020, wearing virtual reality goggles. (Kyodo)

Since 2017, the Japan Softball Association has been working with the Kashino Diverse Brain Research Laboratory, affiliated with NTT Communication Science Laboratories, to prepare the national team for its date with Olympic destiny — through virtual reality.
In June last year, national team players visited the lab in Atsugi, Kanagawa Prefecture, near Tokyo, to have their in-game movement digitized — something that could prove valuable with the novel coronavirus having put international competition on hold.
“We’re using the big space we used to use for other experiments,” said researcher Masumi Yamaguchi, who, with colleague Dan Mikami, accompanied the softball …

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China Focus: Virtual reality getting more real as industry grows

china focus: virtual reality getting more real as industry grows

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by Xinhua writers Zhao Jiasong, Chen Yushan NANCHANG, Oct. 20 (Xinhua) — In a year that seems more “virtual” than ever, with the world struggling with the COVID-19 pandemic, China is embracing the booming virtual reality (VR) industry and making it more real in terms of integrating this technology in various fields to envision a better-off and safer society. The 2020 World Conference on VR Industry kicked off on Monday in Nanchang, capital of east China’s Jiangxi Province. The two-day event focused on the key and common problems in VR industry development, discussed industry trends and solutions, and illustrated the latest achievements in the field. This year’s conference has prompted businesses to sign projects with contracted amounts totaling 66.2 billion yuan (about 10 billion U.S. dollars), according to organizers. MORE APPLICATIONS, DEEPER INTEGRATION VR technology has been exposed to the public in more fields in the past years, such as gaming, livestreaming, shopping, and tourism. Besides these familiar life scenarios, it is also integrating with other significant industries. More than 160 exhibitors, including Huawei and Microsoft, have presented their products and projects on VR, AR (augmented reality), and MR (mixed reality) technologies at an expo during the conference. Jiangxi Copper Corporation Limited presented its …

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7 investors discuss augmented reality and VR startup opportunities in 2020

7 investors discuss augmented reality and vr startup opportunities in 2020

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For all of the investors preaching that augmented reality technology will likely be the successor to the modern smartphone, today, most venture capitalists are still quite wary to back AR plays.
The reasons are plentiful, but all tend to circle around the idea that it’s too early for software and too expensive to try to take on Apple or Facebook on the hardware front.
Meanwhile, few spaces were frothier in 2016 than virtual reality, but most VCs who gambled on VR following Facebook’s Oculus acquisition failed to strike it rich. In 2020, VR did not get the shelter-in-place usage bump many had hoped for largely due to supply chain issues at Facebook, but VCs hope their new cheaper device will spell good things for the startup ecosystem.
To get a better sense of how VCs are looking at augmented reality and virtual reality in 2020, I reached out to a handful of investors who are keeping a close watch on the industry:

Some investors who are bullish on AR have opted to focus on virtual reality for now, believing that there’s a good amount of crossover between AR and VR software, and that they can make safer bets on VR …

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Charting a Changing World One Loss at a Time

charting a changing world one loss at a time

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When Cao Fei’s Beijing studio was demolished in 2015, the artist relocated to the disused Hongxia Theater: a mid-twentieth-century movie palace decorated in the drab style of the Sino-Soviet alliance, in which institutional pea-green tempers propaganda’s fiery red. At the entrance of her solo show at London’s Serpentine Galleries (her first in the UK), the Hongxia lobby was reproduced at full scale, complete with curving welcome desk. In vitrines, Cao Fei presented movie ephemera collected during her research into the history of the studio building over the last five years: a lone film reel, tickets, a cinema membership card. An outmoded ATM has been refitted to screen the artist’s interviews with locals who recount their memories of the old theater. Sited in Jiuxianqiao, among China’s most productive techno-industrial districts, the former theater and present studio is now slated for demolition.

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The exhibition, titled “Blueprints,” featured themes of building, destroying, and rebuilding, whether in reality or virtuality—although such distinctions blur in twenty-first-century China, where cities and technologies expand in tandem at breakneck speed. The centerpiece was the lushly shot, feature-length film Nova (2019), a retro science-fiction movie about a doomed romance between two computer scientists, …

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Tactile Feedback in Virtual Reality Game Has Potential in Health Care

tactile feedback in virtual reality game has potential in health care

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Technological advancements have changed the face of gaming, providing immersive and realistic video games with virtual reality. Virtual reality allows the player to experience game elements, but with a limitation: most VR systems focus on vision. So, a researcher at Nagoya University developed tactile perception for a new VR game. This integrated the sense of touch with sounds and sights. The study was published in the Journal of Robotics, Networking and Artificial Life.”Tactile sensation has a more significant effect on sensibility than audiovisual,” Yasuhiro Suzuki wrote in an article published by TechXplore.The gameThe player plays the game with a spherical object. This virtual object beats in tandem with the player’s heart. The game sends the beats from the object to the player using visual and sound effects and tactile feedback. The combination of the three effects increases the player’s immersion into the game. During gameplay, the player needs to break multiple targets using the spherical object.The game setup includes a wire that connects the sphere to where the player is standing. After breaking all targets, the player uses a pair of scissors in the game to “cut” the thread. The player will feel a sensation when …

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The VR revolution has been 5 minutes away for 8 years

the vr revolution has been 5 minutes away for 8 years

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What does the future hold? In our new series “Imagining the Next Future,” Polygon explores the new era of science fiction — in movies, books, TV, games, and beyond — to see how storytellers and innovators are imagining the next 10, 20, 50, or 100 years during a moment of extreme uncertainty. Follow along as we deep dive into the great unknown.
Virtual reality is either better than it has ever been, or at least a few years away from mainstream acceptance, depending on who you ask. Both points of view always seem to be true. That’s because VR has been five minutes away from some kind of breakthrough for about eight years.
Which points at one very hard truth: We’re much further away from VR headsets being just another appliance in the home than many in the industry would like to admit. The promised future hasn’t happened yet, but it still feels like it’s right around the corner. What exactly is holding it back?
What’s going on?
Part of the issue, paradoxically, is that VR technology keeps getting better, and less expensive. The first Oculus Kickstarter — in which folks could buy a virtual reality development kit significantly better and much …

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Groove Science Studios Makes World Debut of VR Concert Technology

groove science studios makes world debut of vr concert technology

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DENVER, Oct. 20, 2020 /PRNewswire/ — Groove Science Studios (GSS) is excited to announce the world debut of Artist Link, the start of a new era for musicians globally, unlocking the ability to easily tour from home and delivering state-of-the-art virtual reality production to audiences worldwide. Artist Link is the latest addition to Soundscape VR (SVR), the groundbreaking platform developed by GSS to power immersive, music-based experiences.”Artist Link represents a massive opportunity to change the way live entertainment is produced and consumed,” said creator Eric Alexander, “With the capability to produce live shows directly from your home, Artist Link eliminates the need for costly infrastructure normally associated with presenting a concert experience or tour.” Replicating the concert experience only formulates part of the foundation in Artist Link – “We’ve completely rethought the audience perspective. Attendees are no longer limited to just watching their favorite artist perform, now you can fly above the stage, paint the sky with light, even shoot fireworks from the tips of your fingers!”Artist Link is the latest history-making marvel by Groove Science Studios, adding to a long list of pioneering achievements in the VR arts space since 2014. “We’re very excited to cross this milestone in our …

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It’s Time to Try Virtual Reality. Here’s Where to Start.

it’s time to try virtual reality. here’s where to start.

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If ever there were a year to try games that can drop you into an alternate reality, 2020 would be it. As the coronavirus pandemic restricts our travel and the never-ending news cycle weighs on our minds, a virtual reality headset can provide some relief, escape and distraction (at least for a little bit) from actual reality. It’s one of the best ways to leave home from the comfort of your home.The goggle-like gadgets, which float a screen in front of your eyes to create a virtual 360-degree landscape, offer an immersive way to play increasingly powerful video games, make art, exercise, and even spend time with friends. And it’s a good time to get in on the action: In the past, VR headsets were attached to a computer and were, for most people, prohibitively expensive. But the new generation is surprisingly approachable. Facebook recently launched the Oculus Quest 2, a $300 headset that Wirecutter named its top pick because it doesn’t require cords or a computer — you can slip it on and start playing just about anywhere, though it does require a Facebook account to use. An alternative is Playstation’s PSVR, but with outdated specs and a …

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Immersive Learning with Virtual Reality from ImaginX to Transform Tulsa Public School, Nathan Hale High School

immersive learning with virtual reality from imaginx to transform tulsa public school, nathan hale high school

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This ImaginX VR solution will make a significant impact in the area of innovation for all K12 systems in the U.S.

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 Dr. Riley has envisioned a world where students can leverage the best of what teachers offer and combine it with the latest in what technology and innovation can provide. This combination is a form of blended learning that engages students at a new level. Dr. Riley’s vision is in perfect alignment with ImaginX, who believes that immersive learning does not replace human interaction; rather, it enhances human and social interaction.

Dr. Riley has invested years to create a highly engaging environment with blended learning. After visiting Oral Roberts University in 2019 and testing immersive learning capabilities with augmented and virtual reality, she knew it could meet her vision for personalizing student’s education pathways and learning. Dr. Riley states, “I am elated that technology has evolved to the point that education can be advanced to new levels of engagement while taking blended learning to a new level.” Riley stated, “Oral Roberts University created the perfect environment, where educators can see the depth and breadth of immersive learning, while helping us find the right solutions and partners to make …

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Augmented Reality and Virtual Reality Apps Market, Share, Application Analysis, Regional Outlook, Competitive Strategies & Forecast up to 2025

augmented reality and virtual reality apps market, share, application analysis, regional outlook, competitive strategies & forecast up to 2025

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“ Augmented Reality and Virtual Reality Apps Market Overview 2020 – 2025
This has brought along several changes in This report also covers the impact of COVID-19 on the global market.
The rising technology in Augmented Reality and Virtual Reality Apps Market is also depicted in this research report. Factors that are boosting the growth of the market, and giving a positive push to thrive in the global market is explained in detail.
Get a Sample PDF copy of the report @ https://reportsinsights.com/sample/167990
Key Competitors of the Global Augmented Reality and Virtual Reality Apps Market are:Augmented Pixels Aurasma Blippar Catchoom DAQRI Wikitude AR Circuits SkyView Anatomy 4D Blippar BuildAR.com Virtals EON Reality Inc. Google Zappar Wikitude Reza Mohammady Here
Historical data available in the report elaborates on the development of the Augmented Reality and Virtual Reality Apps on national, regional and international levels. Augmented Reality and Virtual Reality Apps Market Research Report presents a detailed analysis based on the thorough research of the overall market, particularly on questions that border on the market size, growth scenario, potential opportunities, operation landscape, trend analysis, and competitive analysis.
Major Product Types covered are:For Non-Immersive Systems For Semi-Immersive Projection Systems For Fully Immersive …

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