Philip Rosedale's new startup, High Fidelity, hopes to make virtual worlds mainstream by clearing technical hurdles that Second Life stumbled over. Second Life founder Philip Rosedale says he knows why the virtual world failed to achieve mainstream acceptance. He's got a plan to do it again, and do it right this time. You remember Second Life. It's a so-called "virtual world," a three-dimensional digital environment where people drive cartoon-like "avatars" to talk, role play, dance, play music, make art, create virtual landscapes, buildings, and vehicles, do business, make fortunes, and even have cybersex. Second Life Founder Pursues Second Chance
It’s Complicated: Tone (and pettiness) in digital communication Once, many years ago, a friend and I Got Into It via a series of Livejournal comments. Yes, you already know that this is going somewhere good. I’ve long since forgotten what the It was about, though it was probably something exactly as silly as you’d expect. I don’t remember how it resolved itself; that friend and I are not friends anymore and haven’t spoken in nearly a decade, so I can’t ask them without things getting weird. What I do remember was one thing this friend said, which I’ve remembered as long as I have because it might be one of the single most ridiculous things anyone has ever said to me in any setting: I mentioned that I didn’t like their tone, and they responded, “there is no tone on the internet.”
The Telephone: A Highly Deficient Technology via commons.wikimedia.org When my phone rings, it’s almost always my mom, or her mom, or my partner’s mom. It’s always somebody’s mom. For everyone else, the notification is a buzz, a ding, a quick vibration. For all of the not-moms in my life, we communication via text message, Facebook, Twitter, email, chat, or Skype.
7 Things You Should Know About Telepresence Robots December 9, 2013 Most telepresence robots combine a mobile base with a small screen placed roughly at the height of a person —think of a tablet computer atop a mop handle anchored to a rolling platfo… Publications
Mezzanine's technology transforms your workspace, allowing for: Multiple users to bring their own device and share content across multiple screens Mezzanine-to-Mezzanine multi-room shared workspace connectivity Support for web browsers, smartphones, and tablets (iOS and Android supported) Presentation control, on-screen content manipulation, and whiteboard capture via the wand—a spatially-aware input device Control of connected laptops and their applications in the room via the wand and web browser Compatibility with existing videoconferencing and telepresence infrastructure Integration with any size screens, from affordable standard LCDs to high-end, edge-blended display walls. Easy integration with enterprise authentication and cloud services. Mezzanine – oblong industries, inc.
The future of work is rich in technology and drawbacks The nature of work and the workplace itself is changing for most of us. (Phil Noble/Reuters) We check e-mail as soon as we reach home, and sneak a peek at our inboxes along the way. We respond to calls, texts, and messages even while on vacation. At work, we use Cisco Telepresence or Skype to confer with colleagues all over the world.
I tried the Rift, and I liked it Oculus Rift inventor Palmer Luckey was in Cambridge Saturday, at the Microsoft NERD Center, for a recruitment event and mini virtual reality conference. If you couldn’t make it, you missed three different tracks of presentations, running from 3 p.m. to 9 p.m., plus demos of several Oculus Rift games. Most of the focus of the event was on gaming, and probably the majority of those in attendance were in the gaming industry, or studying a related field. But there was also some discussion of the use of virtual reality for training, education, business, and other serious applications. And, of course, for virtual social worlds like Second Life and OpenSim. Talking with Palmer Luckey about OpenSim.
▶ CastAR Kickstarter
Capitalizing on the excitement generated by the Oculus Rift, several other companies, both big and small, are jumping into the virtual reality headset market. There’s a product that projects 3D images onto a special screen in front of you, one that projects 3D virtual reality right into your eyeballs, and one that allows you to slide a smartphone you already own into a head mount creating a kind of Oculus-on-the-cheap. With cheap and fast motion sensors, high-resolution displays, and fast processors, we may finally have reached the beginning of the virtual reality revolution. 3D headset space getting crowded
What's the Latest Development? A company called Avegant has developed a prototype of a head-mounted display that could take virtual reality to a brand-new level: Currently going by the name "Virtual Retinal Display," it works by projecting an image directly onto each of the wearer's retinas. The result, says writer Tim Stevens, is one in which "[p]ixels seem to blend together seamlessly, creating an incredibly bright and vibrant image." The latest prototype looks like two circuit boards set on an eyeglass frame; Avegant CTO and co-founder Allan Evans says the company is working with industrial design experts to create a more attractive version in time for next January's Consumer Electronics Show. "Virtual Retinal Display" Does Exactly What Its Name Implies
▶ Reality Check - What Does the Oculus Rift Do To Your Brain?
The company that powers Google Hangouts wants to radically disrupt all business videoconferencing Video is the new audio. With more emotion, more nuance, and more effective real-time communication, videoconferencing is growing at a 20 percent annual rate in business. But that’s not fast enough for Vidyo, the company that Google tapped for the technology behind Google+ Hangouts. To accelerate growth of the videoconferencing industry — and grab share from market leaders like Cisco and Polycom – Vidyo is employing the traditional web nuclear weapon: free.
Sony's Smartwatch 2 has a fatal flaw: It still looks like a watch. NEW YORK (CNNMoney) This year's iteration boasts a waterproof housing, a few extra pixels in a slightly larger display, and NFC (near-field communication) functionality, but the basic concept is unchanged from the last generation. Smartwatches shouldn't look like watches - Jul. 3, 2013
Background on Wearable Accessories & the Slap Bracelet Accessories for portable computing devices have become quite common. Today typical portable electronic device accessories are passive in nature, the majority of which simply function to protect the screen, or perhaps support the device in some specific orientation. Talk about Timing: Apple's iWatch Patent Arrives
A new brain implant that can record neural activity while it simultaneously delivers electric current has been implanted into a patient for the first time. The new device from Medtronic, a Minneapolis-based medical device company, can also adjust its electrical output in response to the changing conditions of the brain. This automated control could one day improve deep-brain stimulation treatment and even enable doctors to use the device to treat more conditions, say experts. More than 100,000 patients have received deep brain stimulation for treating movement problems associated with Parkinson’s and other movement disorders. The treatment is also being explored for use with patients with epilepsy, severe depression, and other brain disorders. The pacemaker-like devices deliver electric shocks to the brain to correct or prevent disruptive neuronal activity associated with symptoms of these conditions. New Implantable Device Can Manipulate and Record Brain Activity
Communication technology has long strived to recreate the experience of being face-to-face with someone far way from you. But is the feeling of "being there" enough to make communication and collaboration effective, engaging, and efficient? In the Tin Can series, I explore ways of connecting both geographically remote and co-located groups using tablet-based applications to provide better awareness about the interests and attitudes of other people. Tin Can
Here’s what the immersive, 3D computer interface of the future will feel like - Quartz Once kids get their hands on immersive environments, windows and mouse cursors are going to be a hard sell. Rhys George / Bold Park Community School We’re at one of those inflection points in the history of technology. Things that have been bouncing around academia and corporate R&D labs for decades have finally become inexpensive enough to bring experiences to consumers that were previously inaccessible. What’s more, a combination of these technologies has the potential to upgrade an experience all of us have every day. It’s something that hasn’t changed since the advent of the Macintosh and the debut of Windows: the mundane business of getting things done on our computers.
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How Virtual Reality Games Can Impact Society, Encourage Prosperity | PBS NewsHour | July 11, 2013
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