How to train students and employees with VR

Originally posted on LAVREB:

Virtual-Reality-in-education

Virtual Reality to Find its use in Education

Whenever we are talking about virtual reality, we tend to associate it with gaming. However, with technological advancement it is finding its use in other sectors like manufacturing, education, etc. As per a report by MarketsandMarkets, by 2018, the VR market is expected to increase to $407.51 million and go up to more than 25 million users. This can be attributed to the fact that more industries outside the gaming world have started to use VR products. VR is being used as a tool for training employees, for industrial design and to even get students fascinated in STEM. Apart from its use in gaming, virtual reality can find its application in different other areas. VR systems are already in use by engineers at companies like General Motors, Caterpillar, etc. for virtually making products for testing out safety, design principles and more. The…

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Smart Cap Is A Fully Functional AR/VR Headset

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Originally posted on MAKE:

Arvind Sanjeev’s DIY Smart Cap features a head-mounted display strapped to a stylish hat. I would like to just carry my Raspberry Pi on my hat... no connectivity.

Arvind Sanjeev’s DIY Smart Cap features a head-mounted display strapped to a stylish hat. I would like to just carry my Raspberry Pi on my hat… no connectivity.

New technology always seems to cost a fortune to buy. Just look at anything released from Apple, and you get the picture. Google is apparently on the same bandwagon with their ‘unofficially released but on the market anyway’ AR head set Google Glass. $1,500 for limited functionality eyewear is preposterous, illogical and ridiculous, unless you actually have that kind of money to spend. To that end, Arvind Sanjeev decided to design a more consumer-friendly AR/VR headset that will set you back less than $80 and even includes a fashionable cap.

Arvind designed his ‘Smart Cap’ using the Raspberry Pi (model B), which does all of the heavy lifting (processing) and data crunching from the forward-mounted IBall USB camera and generic headphones (complete…

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Applications of virtual reality for medical innovation

Originally posted on LAVREB:

virtualmedicine

5 ways virtual reality is already helping medicine

Virtual reality headsets such as the Oculus Rift and Project Morpheus haven’t hit the consumer market yet, but virtual reality is already making a difference in many industries. The medical profession, for one, has been one of the earliest adopters of virtual reality, virtual worlds and simulations. Here are five examples. 1. Enabling medical students practice surgery techniques and hospital procedures. For a surgeon, the jump to real from theoretical is huge. And no patient wants to be a guinea pig. But by operating in the virtual world the student of surgical medicine can practice technique, risk-free. CliniSpace, for example, offers a browser-based environment with virtual operating rooms and other simulations where medical students and other hospital staff can practice skills. Read more about it here. 2. Helping autistic kids. ….[READ]

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The Library of the Future

Originally posted on Teasdale iCentre:

How will the library of the future look?  Changes in technology have seen changes in libraries with online catalogues, e-books and more.  Will the library in the future end up looking different, or remain much as they are?  How will new and emerging technologies be incorporated into libraries?

For a glimpse of the what may happen, the following video clip offers some thoughts.

How do you think that libraries of the future will change?  Leave any thoughts you may have in the comments section.

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News: British Museum rolls out augmented reality games

Originally posted on Indelible Pieces:

British Museum

The British Museum has just launched a new app that sees its artefacts come to life with the help of a new AR app. The technology, developed by technology firm Gamar, triggers interactive, augmented reality gaming experiences that are played through smartphones and tablets and are set to make the museum experience more engaging and interactive.

The software has been developed to enhance the museum-going experience by ‘gamifying’ the learning experience, making it particularly interested to younger museum-goers. The technology allows visitors to superimpose graphics over what they see through the lens of their device so youngsters not only learn about the stories and history behind exhibits, but are also challenged with problem solving games.

Chris Michaels, Head of Digital Media and Publishing at the British Museum, said: “Apps like those produced by Gamar allow a different kind of learning experience whilst remaining rooted in the power of objects to…

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InsideAR Speaker Spotlight: Court Westcott

Originally posted on Augmented Reality Blog:

InsideAR Munich 2014

Welcome to our first edition of our InsideAR Speaker Spotlight series. Over the coming weeks we will be introducing the speakers who will be presenting at InsideAR 2014 in Munich. Our speakers will cover a wide variety of topics related to Augmented Reality, from the technological outlook to social implications. We will be using this spotlight to give you a little more insight into our guest speakers and their role in the world of Augmented Reality.

Court Westcott

Meet Court Westcott of Commodore Partners!

For our first edition of the InsideAR Speaker Spotlight, we are happy to introduce Court Westcott, Managing Partner of Commodore Partners. As Managing Partner at Commodore, Court manages a portfolio of investments in tech companies (including Metaio!). As an investor in cutting edge technology, you can imagine Court has a thing are two to say about the future of tech and how Augmented Reality will play a role.We decided to learn a little…

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A window into Augmented Reality: Q&A with Amplified Robot

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Originally posted on Digital Watches Are A Pretty Neat Idea:

Amplified Robot partnered with Lewisham Libraries to deliver AR and VR experiences on People’s Day.

This is the start of a series of 1-to-1s I am holding with potential partners for the cultural sector, to help you get a handle on what they do and how they could help you deliver your services.

Why did you get into Virtual Reality and Augmented Reality?

We originally got into Virtual Reality and  Augmented Reality six years ago by way of the work we do in Visual Effects (VFX) for Film and Television. We saw AR and VR as a natural extension of this work and of course we could see the enormous potential in the fields of Augmented Reality and Virtual Reality.

How would you describe what you do to someone who knows nothing about it?

That’s always tricky because it is essentially a visual medium, but here goes – An augmented reality…

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Junaio – Now Available For A Moverio BT-200 Near You

Originally posted on junaio Blog:

moverio_junaioYesterday Metaio announced that Junaio became the first Augmented Reality browser to become available on the Moverio BT-200 Apps Market! By using the Moverio’s transparent display technology with Junaio Mirage edition, you can experience one of the purest forms of Augmented Reality.

As one of the most widely used Augmented Reality browsers in the world, Junaio brings a big audience to the Moverio platform. With the “see through” capabilities enabled, Junaio and the Moverio BT-200 make the perfect pair. As Mr. Atsunari Tsuda, General Manager of HMD Business Management Department, Epson, put it “Epson is excited to have one of the most popular AR browsers debut on the Moverio Apps Market. By onboarding the Junaio developer ecosystem, we are confident that the Moverio platform features some of the best and most innovate Augmented Reality content available today.”

For more information on the Epson Moverio BT-200, check out Epson’s website. For more…

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Google Glass and Augmented Reality

Originally posted on Dr Jim (CS) Ang:

Our lab has recently acquired 2 pairs of Google Glass, and I have been having fun learning to program the Glass.

Google_Glass_Official_Wide

Whilst I am not yet convinced that the Glass will be widely used by the general public, I do think there are great potentials in specialised domains of application.  I am particularly keen to explore its use in Augmented reality, with the Vuforia SDK.

Have a look at this video, it is exciting!

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Is virtual reality going to become a mass market?

Originally posted on LAVREB:

Philip Rosedale on How Virtual Reality Can Become as Mass Market as TVs & Smartphones by 2021

A lot of people were skeptical about Philip Rosedale’s prediction that we could get 1 billion virtual reality users by 2021, so I asked Philip to expand. What gives him confidence that VR will be as rapidly adopted as smartphones? After all, I pointed out to him, smartphone adoption was so fast because it combined an intuitive touch interface with two already existing, familiar necessities — calling/texting and web browsing. How’s VR follow that pattern? “My thinking is based partly on looking at graphs like this,” he tells me, passing along a link to the technology adoption chart abbreviated above. “I think what is happening is that when something is created that has great utility to everyone in comparison to its initial cost (like the TV or the smartphone), the overall technology trends…

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