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VR robots are slowly moving into the mainstream with applications that go beyond the usual manufacturing processes. Robots have been in use for years in industrial settings where they perform automated repetitive tasks. But their practical use has been quite limited. Today, however, we see some of them in the consumer sector delivering robotic solutions that require customization.
AI SILK is a Japanese wearable-tech startup that’s set to unveil a new haptic glove at CES 2023 next month which approaches both haptic feedback and finger-tracking in a different way altogether. AI SILK is a Tohoku University spinoff that develops wearable products using their patented technology to produce smooth conductive fiber, turning them into electrodes that can be used for a number of things.
The AR solution must be able to withstand radiation, dust, and extreme temperatures. NASA is exploring the idea of using augmented reality (AR) to help astronauts access important mission information and life-saving statistics that would be delivered through a heads-up display in their space suits in an effort to improve astronaut autonomy in real-time communication situations between Earth and space.
What are best practices for enterprises to implement AR and realize strong ROI? This is the topic of ARtillery Intelligence’s recent report and the focus of the latest AR Briefs episode. We have the video and takeaways. . This post appeared first on AR Insider.
Speaker: Chris Paxton McMillin, President of D3 Training Solutions
To avoid awkward and sometimes disastrous learning content, instructional designers must use authentic translation in the right context to get optimal results. For example, even a simple phrase like “got milk” translates to “are you lactating” in Mexico. Can you imagine what a straight translation might do to your course? With over 317 million people in the US and over 6.7 billion potential customers in the world, personalizing training seems logical.
Today I host another amazing article by the VR ergonomics expert Rob Cole , which has already written on this blog amazing posts, like the series about the ergonomics of the Valve Index or the viral article about the amazing Caliper VR controllers he worked on by himself. A few weeks ago, he wrote here a detailed article on the Vive Trackers , and now he is completing it with this new article, which is a long and detailed story of his experimentations with the Trackers and their use cases , and
Today’s immersive hardware customers have ever-increasing access to sleeker, more engaging virtual Reality (VR) experiences and marketplace statistics reflect that interest. Over the last couple of years, VR has grown so dramatically users see the technology in all areas of life. Thanks to increasing consumer and enterprise brands, the immersive market is growing with use cases that cover retail, tourism, training, and much more.
Today’s immersive hardware customers have ever-increasing access to sleeker, more engaging virtual Reality (VR) experiences and marketplace statistics reflect that interest. Over the last couple of years, VR has grown so dramatically users see the technology in all areas of life. Thanks to increasing consumer and enterprise brands, the immersive market is growing with use cases that cover retail, tourism, training, and much more.
Nonprofit leaders always seek ways to raise funding and spread awareness about their causes. You wouldn’t think technology has anything to do with this since you mostly see commercial companies investing in it. However, times have changed, and technology has become more accessible. Therefore, some nonprofits have started using virtual reality technology to assist them in their fundraising efforts.
John Carmack, legendary programmer and key player in the Oculus gensis story, announced he’s left Meta, writing in a memo to employees that he “wearied of the fight” of trying to push for change at the highest levels of the company. Carmack has never been one to mince words. Outside of bringing industry expertise to Oculus in 2013—notably a year before Meta (ex-Facebook) acquired the VR headset startup for $2 billion—Carmack has been a rare window into the world of consumer VR
Stereoscopic color passthrough, spatial anchoring, and scene understanding will deliver more realistic mixed reality experiences. According to Sarthak Ray, a product manager at Meta, the ability to see and interact with the world around you through mixed reality opens up new opportunities for VR. “You can play with friends in the same physical room or productivity experiences that combine huge virtual monitors with physical tools, and it’s a step toward our longer-term vision for augmented
Building on last week's Behind the Numbers installment on consumer desires for VR content improvements, what types of experiences are they most interested in? We break down the latest survey results. This post appeared first on AR Insider.
With a rapidly changing economy, Avangrid Renewables looked to virtual reality to develop a standardized form of immersive training in order to onboard and upskill technicians faster than ever before.
Here we are… also this year is coming to an end. It started with us hoping for it to finally be a good year after two years of the pandemic, and it ended having a conflict, generally bad economic conditions, still the pandemic, and other huge problems. Even in XR, we saw a stagnation of the market and a decrease in the hype on the “meta-whatever” What I’ve learned in the past 12 months is: never hope that next year will be a good one.
To date, the global tech industry continues to discuss work in the Metaverse. Despite the excitement on the subject, confusion on how it will influence the world remains a problem. Major tech firms have strategically begun developing the Metaverse and have even rebranded to reflect the changes. Meta Platform, NexTech AR, NVIDIA, and many others have joined the growing trend of metaverse firms developing the next stage of the internet.
The metaverse and the NFT space have both had their vocal detractors, but could the secret to their mass adoption lie in their ability to work together? Developers of the first quantum-secure, hyper-realistic gaming metaverse, the Kryptiverse , believe so. Walt Greene, the founder and CEO of QDEx Labs , which developed the Kryptiverse, helps us delve into what NFTs truly are and the role they play in the metaverse.
HTC today unveiled the first official image of the headset it’s been teasing over the past few months. The company is also apparently looking to re-enter the consumer XR space with the unnamed device, which it’s set to further detail at CES on January 5th. As reported in an exclusive by The Verge , HTC is getting ready to stretch outside the enterprise and business sector once again and offer what HTC global head of product Shen Ye calls a “small, light all-in-one headset that
Speaker: Nik Gowing, Brenda Laurel, Sheridan Tatsuno, Archie Kasnet, and Bruce Armstrong Taylor
With 191 country signatories to the Paris Climate Agreement now hard at work in the race to zero carbon by 2050, much of the heavy lifting in ecosystem sustainability falls on the shoulders of the world's densely populated urban centers. This conversation considers how today's AI-enabled simulation media, such as AR/VR, can be effectively applied to accelerate learning, understanding, training, and solutions-modeling to sustainability planning and design.
Go behind the scenes of the culinary world in this beautifully shot episodic series. The Meta Quest TV app features no shortage of immersive 360-degree content to enjoy, from groundbreaking VR series like Space Explorers: An ISS Experience to live concerts featuring popular artists such as the Foo Fighters and Billie Eilish. Available now on Meta Quest TV, Behind the Dish is the latest VR series to hit Meta Quest 2 and Meta Quest Pro VR headsets, offering viewers a mouth-watering look at high-en
There are a few weeks left in 2022, but the eyes of the commerce world are already peeking ahead to 2023, anticipating what challenges, opportunities, and threats lay in the upcoming year. Guest author Katherine McInnes breaks it down. This post appeared first on AR Insider.
These days I’m crunching like hell, so this edition of the newsletter will be with very minimal commentaries. Next week, things should be better… in the meanwhile, send me hugs . (And btw if the header image made you curious… this is a fully modular SteamVR controller built by Rob Cole: [link] ). Top news of the week. John Carmack leaves Meta.
The avatar-based Metaverse is adding a new dimension to the world of social media. Following Facebook’s big reveal at its Connect 2021 and 2022 events, the company announced a series of technological updates. Along with its Meta Quest Pro and Project Aria smart glasses, Meta has also recently pledged to advance its avatar development projects.
Remote meetings are here to stay - and many are BORING. If you are trying to engage your learners (or any audience), compelling content is critical. But trying to create stimulating content with the same tools you’ve always had is hard, right? Thankfully, wrong! Terrific tools in PowerPoint along with visual assets help you create the kind of dynamic content you need to capture your remote audience’s attention, with functions that allow for interactive sequences and navigation.
We’d all like to be safe in social VR experiences. Barring the human race one day waking up and unanimously deciding to be decent to one another, how might this future come about? One potential solution is robust, clear, accessible community guidelines from platforms. But, what might those look like? VR researcher Rafi Lazerson recently published a paper with the University of California Berkeley’s Center for Long-Term Cyber Security , titled “A Secure and Equitable Metaverse: Designing Effecti
Indie publisher Raw Fury says it’s bringing three VR adaptations of popular flatscreen indie titles to Quest: Call of the Sea (2020) , The Signifier (2020) , and Per Aspera (2020). Revealed during UploadVR’s Winter Showcase this week, Raw Fury showed off an updated gameplay trailer for Call of the Sea VR, which was previously announced back in September.
ADHD currently affects roughly six percent of the world’s children. A group of researchers based out of Aalto University, Åbo Akademi Universit, and the University of Helsinki has developed a VR game that can supposedly help diagnose attention-deficit hyperactivity disorder (ADHD) in children. The kid-friendly interactive experience uses a combination of machine learning and eye-tracking to effectively identify a variety of ADHD symptoms.
Creative tools continue to empower individuals at all skill levels to develop advanced content. Meanwhile ,3D and AR are gaining popularity. How will these two trends converge? We break it down in this week's XR Talks. This post appeared first on AR Insider.
Speaker: Treion Muller, Chief Strategy Officer at ELB Learning
Since when has learning and development (L&D) become such a negative experience with its intended learners? Could it be because learners have been conditioned by very poor learning experiences over the past two decades, combined with the kinks of technological innovation? Or is it because learning has typically been designed as a one-size-fits-all solution, despite the fact that humans are not clones?
Welcome to the last newsletter of 2022! It’s been an interesting year for XR, and I’m glad that we did this journey together. Thanks for the trust you are giving me and for reading this column I publish every week… I hope it has been useful for you this year and that it will still be next year. Before we start digging into the news, let me wish you a Merry Christmas (if you celebrate it) and a happy new year!
Thomas Woodrow Wilson, 28th President of the United States, famously said “responsibility is proportionate to opportunity.” This captures the sentiment of Meta Chief Executive Mark Zuckerberg, who aims to develop a responsible metaverse. One cannot underestimate the importance of building such a platform as billions are set to rely on it in the future.
In part 1 I addressed the technical reasons why Ready Player One – customer and user’s expectations – is still years away. But the unrealistic expectations of the public regarding the metaverse involve another field. As co-owner of a small VR company, I find myself quite often obliged to disappoint people that think the metaverse and immersive technologies are cheap.
Adobe’s VR modeling tool, Substance 3D Modeler , is now available on Steam, bringing with it support for Valve’s Index headset and possibly others. Adobe released 3D Modeler as part of its ‘Substance’ suite of applications last year. The application supports VR and non-VR modes. In VR, users can intuitively ‘sculpt’ 3D models to their liking, then pull them into the 2D mode for refinements and use with the rest of the Substance suite (or vice versa).
Speaker: Micah Eppler, Account Executive for Rehearsal of eLearning Brothers
Did you know that companies such as Paychex, 3M, and Honeywell are getting better results by incorporating video-based practice and coaching within their L&D strategy? From sales pitches to soft skills, learners are becoming top performers by applying and validating knowledge transfer using the unique benefits of video. Whether used as a stand-alone application or integrated with a learning platform, video-based practice and coaching platforms give learners the ultimate opportunity to repeatedly
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