Feeling news through virtual reality



Oculus Rift might Introduce Virtual Reality Journalism

Virtual reality has mainly revolved around gaming until now. But gradually this technology is being used in other spheres. Oculus Rift, the virtual reality headset by Oculus VR might not have made its commercial entry in the market, but big companies are testing its use for different purpose. Gannet, a leading media and marketing solutions company is trying to use this headset to provide its users the opportunity to not only read but also feel a news story through virtual reality. The company hopes to change the way in which news will be consumed by the readers. They are calling this as a “cutting edge journalistic experience” which will build “factual non-fiction” stories by using the fictional world of gaming. People who are addicted to virtual reality games might find the virtual reality journalism helpful. ….[READ]

How to pick up a virtual skateboard

Mountain Dew Creates Virtual Reality Skate Experience for Attendees

The Toyota City Championship was held in Brooklyn, New York to mark the 10th Anniversary season of Mountain Dew’s Dew Tour. This was the third stop on the 2014 schedule and many of the world’s best skateboard and BMX athletes took part in it. The best thing about this event was that attendees at this event were able to get a feel of a unique virtual reality skate experience. The street-oriented competition was held at the House of Vans and continued for two days. The competitions that took place included skateboard streetstyle, BMX streetstyle, skateboard street and BMX street. The Virtual Reality Skate Experience. Mountain Dew launched this experience during the event. This was a live-action 3D, with 360 degree and binaural audio-branded experience for the users. It was created using the new Oculus Rift DK2 developer headset. ….[READ]

How to motivate students with virtual learning environments


3 ways virtual rewards improve education

As we wrote before, virtual reality is transforming education in many different ways. But one of the most powerful is that it helps students develop a motivation for learning through virtual rewards that provide real value to the learners, a sense of personal or group success, and personal autonomy. Virtual rewards can replace traditional grades and badges and can dramatically improve student motivation when they are aligned with educational goals. “Until recently teachers had moved away from rewards in the classroom, because they are associated with behaviorism and because they are generally not used effectively,” Jane Wilde, an instructor at Marlboro College and an expert in using games and simulations for learning, told Hypergrid Business. …..[READ]

How virtual reality explores the “adjacent possible”

adjacent possible

Our growing addiction to “cognitive ectasy” drives technology’s progress… and that’s okay

Why are humans so damn curious? Because discovery is pleasurable. Jason Silva, in his latest video, says humans don’t care about spectacle—what we care about is ecstatic understanding: “In other words, cognitive ecstasy defined as an exhilarating neurostorm of intense intellectual pleasure.” Maybe you’ve experienced this “cognitive ecstasy” at one time or another. I get a jolt of it after small discoveries in a book, conversation, or after writing an article. Silva notes it happens with great regularity as children, and then tails off. And to a certain extent, I think he’s right. But it isn’t true for everyone. I tend toward the curious and may be more interested in learning and adventure now than ever before. ….[READ]

Ellie, the AI-psychologist


Big Brother is feeling you: The global impact of AI-driven mental healthcare

Big Brother is feeling you—literally. A few months back, I wrote about Ellie, the world’s first AI-psychologist. Developed by DARPA and researchers at USC’s Institute for Creative Technologies, Ellie is a diagnostic tool capable of reading 60 non-verbal cues a second—everything from eye-gaze to face tilt to voice tone—in the hopes of identifying the early warning signs of depressions and (part of the long term goal) stemming the rising tide of soldier suicide. And early reports indicate that Ellie is both good at her job and that soldiers like talking to an AI-psychologist more than they like talking to a human psychologist (AI’s don’t judge). More importantly, Ellie is part of the bleeding edge of an accelerating trend—what we could call the automation of psychology. ….[READ]

Medical virtual reality


Shape the future of medicine at the Exponential Medicine Conference, November 9-12

In the last century, breakthroughs in modern medicine have driven big gains in quality and length of life. Antibiotics, immunization, imaging and radiology, complex surgery, minimally invasive surgery—and more. It’s a long, impressive list. But what will the next hundred years bring? exponential-medicine-5The US spends some 18% of gross domestic product on healthcare and yet ranks last on a list of 17 developed countries by outcome. We face an increasing shortage of providers even as the healthcare burden and number of covered Americans is set to grow. The challenges ahead appear daunting—but there’s reason to believe we can find powerful solutions, perhaps even sooner than imagined. The technological tools at our disposal are advancing as fast or faster than the problems they aim to solve. Many technologies are developing at an exponential pace. ….[READ]

Who is Palmer Luckey?


Meet The Inventor Who Is Finally Making Virtual Reality Real

Last weekend Palmer Luckey hosted a conference in Los Angeles, where several thousand engineers and developers gathered to hear him talk. He unveiled a new prototype version of his company’s product, which observers described in terms ranging from “amazing” to “revolutionary.” He gave dozens of media interviews to outlets from around the world. nd he also turned 22 years old. Engineering prodigy Palmer Luckey started developing his own head-mounted virtual reality displays when he was still attending high school in Long Beach, California. A fan of science-fiction movies like The Matrix and The Lawnmower Man, Luckey marveled over fictional depictions of VR, but was disappointed to realize our real-world tech was far behind. So he scoured eBay sales for outdated and abandoned bits of VR hardware, taught himself electronics and engineering, and began to piece together a VR system that worked like it did in films. ….[READ]