Archive for the ‘virtual reality’ category: Page 87
Feb 23, 2016
LG steps back into VR with new lightweight headset
Posted by Shailesh Prasad in categories: mobile phones, virtual reality
More from Mobile World Congress 2016: http://bit.ly/24mukpB
Forgoing the use of a phone as its display, LG’s VR headset features two independent screens and connects to your handset with a USB Type-C connection.
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Feb 22, 2016
Virtual reality the tool in the quest to end phobias
Posted by Karen Hurst in categories: biotech/medical, virtual reality
Nathalie is agoraphobic and acrophobic, both anxiety disorders, the former involves fear of places or situations that may cause panic, the latter a pathological fear of heights.
To treat her doctors at the Van Gogh hospital in Charleroi, Belgium, are using virtual reality to help her control her fears.
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Feb 22, 2016
This VR Company Helps Soldiers Cope With War Injuries
Posted by Karen Hurst in categories: augmented reality, biotech/medical, neuroscience, virtual reality
MindMaze has received $100 million to further medical research and launch a VR gaming system.
For a soldier who has endured an amputation, severe phantom limb pain can be debilitating.
Virtual reality company MindMaze has designed a medical virtual reality, augmented reality, and motion capture video game system that immerses the amputee in a virtual environment, where moving the existing arm will move the non-existing arm of the avatar. Neuroscientist and MindMaze founder and CEO Tej Tadi says this “mirroring” tricks the brain into believing the severed limb is actually there, and has proven benefits in phantom pain management.
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Feb 22, 2016
Terence Mckenna’s ‘cyberdelic’ predictions for Virtual Reality 25 years on
Posted by Karen Hurst in categories: computing, cyborgs, life extension, neuroscience, transhumanism, virtual reality
Cannot wait to hear Mckenna’s perspective on BMIs for brain connection to all things digital, and microbots used to extend life as well as bionic body parts.
Famed psychonaut Terence Mckenna envisioned a very radical approach of bridging psychedelics with virtual reality to create a supercharged version of consciousness in which language, or rather the meaning behind what we speak, could be made visual in front of our very eyes.
In Mckenna’s “cyberdelic” future of virtual reality, artists and the revival of art, would be at the forefront of innovation, according to a talk he gave to a German audience in 1991.
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Feb 22, 2016
Virtual reality treatment helps depression patients in study
Posted by Karen Hurst in categories: biotech/medical, neuroscience, virtual reality
Here is a concept; “could VR be used to rehabilitate criminals to experience through VR what their victims have experienced?” I do know in the recent 20 yrs a part of rehabilitation has included the criminal facing their victims so that the criminal develops a new level of empathy. However, could VR be a better solution? And, should it be?
LONDON, Feb. 15 (UPI) — Depression patients who interacted with characters in a virtual reality environment were less critical and more compassionate toward themselves, researchers found in a small study in England.
Researchers at University College London found some of the self-directed negativity of people feel in depression can be mitigated through role-playing in virtual reality.
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Feb 22, 2016
Depression Treatment: Virtual Reality A New Therapy To Reduce Depressive Symptoms
Posted by Karen Hurst in categories: biotech/medical, neuroscience, virtual reality
People may soon use virtual reality to treat their depression and to be less critical and more compassionate towards themselves, a new study shows. A new virtual reality therapy has effectively reduced depressive symptoms of patients with some reporting significant drop in depression severity.
In the study, published in the British Journal of Psychiatry Open, patients claim virtual reality therapy changed their response to real-life situations in which they would previously have been self-critical.
The findings come from the analysis of the effect of the therapy to 15 depression patients, aged 23 to 61. Researchers, from University College London (UCL) and ICREA-University of Barcelona, asked the participants to wear a virtual reality headset to see from the perspective of a life-size “avatar” or virtual body.
Feb 22, 2016
Welcome to the age of user-generated virtual reality & 360 video
Posted by Shailesh Prasad in categories: futurism, virtual reality
Yesterday LG and Samsung, two of the world’s largest consumer technology companies, announced the release of consumer-priced 360 cameras that will make it possible for millions of people to create their own virtual reality & 360 videos. Ceci Mourkogiannis, a co-founder of Metta — the first video platform dedicated to user-generated 360 & VR content — looks back to a time just a few months ago when the options for creating 360 videos were limited, and ponders the future of user-generated 360 video in 2016.
Feb 22, 2016
Swiss Startups Delving Into Virtual Reality
Posted by Shailesh Prasad in categories: neuroscience, virtual reality
On the heels of the MindMaze round of $100 million, it is clear that Swiss tech is booming and beginning to tickle the curiosity of international investors.
The startup had already closed an angel funding round of $10 million and recently announced the opening of their Series A round at a $1 billion valuation. The lead investor is multinational conglomerate Hinduja Group, with participation from family offices that haven’t been disclosed yet.
MindMaze is a neuro-rehabilitation platform that helps stroke victims to recover faster by “fooling” the brain through VR/AR technology.
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Feb 22, 2016
Facebook wants to help internet providers get ready for virtual reality
Posted by Shailesh Prasad in categories: engineering, internet, virtual reality
Facebook today announced the launch of the Telecom Infra Project (TIP), which is bringing together a coalition of internet service providers and tech companies to focus on the engineering challenges of delivering high-res video and virtual reality. The group has 30 initial members including T-Mobile, Nokia, Intel, Deutsche Telekom, and SK Telecom. The approach is modeled after the Open Compute Project, which was started by Facebook in 2011 to share designs of data-center products, and has ties to Facebook’s Internet.org initiative to bring connectivity to rural areas and developing countries.
“Every day, more people and more devices around the world are coming online, and it’s becoming easier to share data-intensive experiences like video and virtual reality,” Jay Parikh, Facebook’s global head of engineering and infrastructure, writes in a blog post. “Scaling traditional telecom infrastructure to meet this global data challenge is not moving as fast as people need it to.”
The TIP’s technology companies and hardware makers will work together to contribute designs for products like wireless radios and optical fiber gear to better manage, store, and deliver intensive data, while telecoms can then use those designs in practice. “This will result in significant gains in cost and operational efficiency for both rural and urban deployments,” Parikh adds. The group will also work toward accelerating the development of 5G networks.
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