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Archive for the ‘virtual reality’ category: Page 85

Apr 2, 2016

There Are Some Super Shady Things in Oculus Rift’s Terms of Service

Posted by in categories: ethics, virtual reality

This is NOT the way to encourage people to use this device, nor develop anything for it at all. Shame on them!

“By submitting User Content through the Services, you grant Oculus a worldwide, irrevocable, perpetual (i.e. lasting forever), non-exclusive, transferable, royalty-free and fully sublicensable (i.e. we can grant this right to others) right to use, copy, display, store, adapt, publicly perform and distribute such User Content in connection with the Services. You irrevocably consent to any and all acts or omissions by us or persons authorized by us that may infringe any moral right (or analogous right) in your User Content.”


The Oculus Rift is starting to ship, and we’re pretty happy with it. While it’s cool, like any interesting gadget, it’s worth looking through the Terms of Service, because there are some worrisome things included.

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Apr 2, 2016

The Bernie Sanders Phenomenon and Transhumanism

Posted by in categories: business, computing, economics, employment, geopolitics, mathematics, robotics/AI, transhumanism, virtual reality

https://youtube.com/watch?v=9grWo5ZofmA

A lot of transhumanism friends have asked me to write about Bernie Sanders, so here are my thoughts:


The transhumanism movement has been dramatically growing in size—and most of that growth is from millennials and youth joining. Transhumanists want to use science and technology to radically improve the human race, and the onslaught of new gear and gadgets to do that—like virtual reality, robots, and chip implants —are giving them plenty of ammunition to do that.

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Mar 28, 2016

After years of development, the virtual reality headset is finally here… Oculus Rift review — By Chelsea Stark | Mashable

Posted by in category: virtual reality

Oculus-12

“[T]oday, the final, consumer-ready version of the Rift arrives ready to show virtual reality’s promise to the world — as well as the hurdles that consumer VR still has to overcome.”

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Mar 25, 2016

Movie review: Virtual reality blurs the line in ‘Creative Control’

Posted by in categories: augmented reality, entertainment, virtual reality

There are some kernels of brilliance scattered amid the dead spaces of “Creative Control,” a microbudgeted techno-drama.

In a near-future Brooklyn, marketing consultant David (played by Benjamin Dickinson, the film’s director and co-writer) is assigned to create an ad campaign for Augmenta, a new form of augmented-reality glasses that will add a high-tech layer to the viewer’s reality. After deciding to give a pair to a hip artist — in this case, the musician/comedian Reggie Watts, here wittily sending up his own image — David starts noodling with a pair himself.

While he ignores his flighty yoga-instructor girlfriend, Juliette (Nora Zehetner), David starts to create a sexy avatar based on Sophie (Alexia Rasmussen), the fashion-designer girlfriend of his best friend, Wim (Dan Gill), a philandering photographer. David and Sophie start crushing on each other, but it’s nothing to the sparks David feels with her simulated version.

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Mar 24, 2016

Virtual reality devices are the next generation of computing, IDC says

Posted by in categories: computing, virtual reality, wearables

BOSTON — When evaluating wearables, IT can’t leave out augmented and virtual reality devices, which are poised to have a major effect on the enterprise.

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Mar 19, 2016

Virtual reality horror game The Brookhaven Experiment will scare the s**t out of you

Posted by in categories: entertainment, virtual reality

The unholy, skinless, bloody creatures shambled toward me on all sides. My pistol was pitifully inadequate. For the first time ever, I pulled a VR rig off my head in the middle of a demo.

Not even extreme nausea had caused me to do so before Thursday, when I demoed the HTC Vive game The Brookhaven Experiment at Valve Software’s booth at the 2016 Game Developers Conference. I’d always choked down the bile and forced myself to finish the demo rather than bail, even though this is almost always a bad decision. Call it stupid gamer pride.

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Mar 19, 2016

Fun (and Some Nausea) with the First Games for the Oculus Rift Headset

Posted by in categories: entertainment, virtual reality

The first games for Oculus Rift are pretty sweet, though some can cause motion sickness.

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Mar 17, 2016

Facebook in VR!!!

Posted by in category: virtual reality

Facebook video in VR is here!

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Mar 16, 2016

Seeing the Light

Posted by in categories: augmented reality, security, virtual reality

Augmented and Virtual Reality are two areas that tech companies and IT shops can make huge impacts in multiple areas. Enterprise Apps and Services such as with ERP & CRM solutions, Content & Media Management, BI, Security, Testing, Training, etc. List just goes on and on. For Consumers it is everything from theme parks, to movies, to home theaters & streaming TV/ Videos, etc. The real question who will get there 1st on the enterprise apps & services piece as well as who has the most to offer in all areas?

Another concept to think about is how can VR be leveraged in security screening and identity management more as well as leveraged more in electronic currency and transactions in the near future.


Growing numbers of manufacturing professionals in the automotive space are embracing augmented-reality technology, leveraging powerful new tools to optimize efficiency and minimize mistakes.

Continue reading “Seeing the Light” »

Mar 16, 2016

Virtual Reality And Payment Wearables Tee Off At The Arnold Palmer Invitational Presented By MasterCard

Posted by in categories: augmented reality, virtual reality, wearables

MasterCard is bringing the future of commerce to life with virtual and augmented reality commerce experiences and payment enabled wearables at the.
Arnold Palmer Invitational Presented by MasterCard (API) in Orlando, FL. Soon, golf fans may be able to shop for Graeme McDowell’s equipment and G-Mac apparel, while teeing off with him on a virtual fairway. Or, while out on the course, golfers might simply tap their golf glove at the point-of-sale to buy refreshments from the beverage cart—no wallet required.

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