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Spheres | Novelab. Skip to content Spheres Virtual Reality Oculus – CityLights Virtual Reality This three chapter interactive virtual reality journey uncovers the hidden songs of the cosmos. Space is not silent. It is full of sounds. _Credits _ WRITTEN AND DIRECTED BYEliza McNitt_WITH SUPPORT FROMIntel_EXECUTIVE PRODUCERSJessica ChastainKaleidoscope_PRODUCERSJess EngelArnaud ColinartDylan Golden_COMPOSERSKyle DixonMichael Stein_VR TECHNICAL DIRECTORClément Chériot_ART DIRECTORMitch MyersMarkos KayGriffin Fraser_CREATIVE DEVELOPERJulien Daniel-Moliner _ADVISORSLisa WattsNancy Allen _VFX ARTISTSBaptiste PolignéBenjamin LucasDimitri Sourzac_SOUND DESIGN & VR AUDIO INTEGRATORSFlorent DumasThomas Couchard_SCIENTIFIC ADVISORSNational Academy of SciencesDr.

CHAPTER I: Chorus of the Cosmos Narrated by Millie Bobby Brown Planet Earth sings. CHAPTER II: Songs of Spacetime Narrated by Jessica Chastain Dive into the heart of a black hole to uncover the breakthrough discovery of gravitational waves. Narrated by Patti Smith _About. LIGHTSHED | Immersive reality. Real-world change. Impulse – Anagram. HomeForest - SquintOpera. - Virtual Reality. Excurio | Immersive Expeditions. Home - VR2Planets. Microdose VR. Here’s what I made of Snap’s new augmented-reality Spectacles | MIT Technology Review.

Snap CTO Bobby Murphy described the intended result to MIT Technology Review as “computing overlaid on the world that enhances our experience of the people in the places that are around us, rather than isolating us or taking us out of that experience.” In my demo, I was able to stack Lego pieces on a table, smack an AR golf ball into a hole across the room (at least a triple bogey), paint flowers and vines across the ceilings and walls using my hands, and ask questions about the objects I was looking at and receive answers from Snap’s virtual AI chatbot. There was even a little purple virtual doglike creature from Niantic, a Peridot, that followed me around the room and outside onto a balcony. But look up from the table and you see a normal room. The golf ball is on the floor, not a virtual golf course.

The Peridot perches on a real balcony railing. To accomplish all this, Snap packed a lot of tech into the frames. It doesn’t come cheap. It is not, however, a low-profile one. I Tried Snap's New Standalone AR Glasses, Which Do Mixed Reality, AI and Work Outdoors. At a hotel in New York, I stood on a terrace on a warm September day, leaning over and petting an adorable pet that wasn't there. The virtual Peridot buddy jumped around and followed me. It's much like other virtual pets I've tried on phones and even headsets such as the Meta Quest 3. This time, I saw it projected through see-through lenses that auto-dimmed like sunglasses to make sure the virtual experience was clearly seen in bright daylight. All I wore was this pair of chunky but standalone glasses: Snap's new AR Spectacles. Are these the future of something I might wear someday? I saw plenty of viral videos earlier this year of people wearing Apple's Vision Pro headset outside, for skiing, skating, in the park... wherever.

These Snap glasses aren't even made for everyday people. Watch this: I Wore Snap's New Self Contained AR Spectacles and Snap OS Snap's AR Spectacles put all the processing and battery right on the glasses -- nothing else is needed. An extension for phones. Build and Share Augmented Reality for Snapchat | Snap AR. Introducing Orion, Our First True Augmented Reality Glasses | Meta. Five years ago, we announced to the world that we were building AR glasses. We don’t think people should have to make the choice between a world of information at your fingertips and being present in the physical world around you.

That’s why today, we’re unveiling Orion, which we believe is the most advanced pair of AR glasses ever made. Orion bridges the physical and virtual worlds, putting people at the center so they can be more present, connected and empowered in the world. Why Augmented Reality Glasses? There are three primary reasons why AR glasses are key to unlocking the next great leap in human-oriented computing. They enable digital experiences that are unconstrained by the limits of a smartphone screen. This slideshow requires JavaScript. The Evolution of Smart Glasses Ray-Ban Meta glasses have demonstrated the power of giving people hands-free access to key parts of their digital lives from their physical ones. Groundbreaking AR Display in an Unparalleled Form What Comes Next. Palmer Luckey Is Bringing Anduril Smarts to Microsoft’s Military Headset.

Palmer Luckey aims to turn US soldiers into Starship Troopers. Anduril Industries, the military tech company started by Oculus VR founder Palmer Luckey, is teaming up with Microsoft to improve the mixed-reality headsets used by the United States Army. The project announced by Anduril will embed the company’s Lattice software into the Integrated Visual Augmentation System (IVAS), allowing the HoloLens-based goggles to update soldiers with live information pulled from drones, ground vehicles, and aerial defense systems.

The partnership marks a return to the VR headset space for Luckey, having sold Oculus to Meta for $2 billion in 2014. Luckey started Anduril in 2017 with support from venture capitalist Peter Thiel. The Lattice integration with IVAS could alert wearers to incoming threats picked up by an air defense system, for example, even when outside of visual range. Palmer Luckey on the Pentagon’s future of mixed reality | MIT Technology Review. Though few would bet against Luckey’s expertise in the realm of mixed reality, few observers share his optimism for the IVAS program. They view it, thus far, as an avalanche of failures. IVAS was first approved in 2018 as an effort to build state-of-the-art mixed-reality headsets for soldiers.

In March 2021, Microsoft was awarded nearly $22 billion over 10 years to lead the project, but it quickly became mired in delays. Just a year later, a Pentagon audit criticized the program for not properly testing the goggles, saying its choices "could result in wasting up to $21.88 billion in taxpayer funds to field a system that soldiers may not want to use or use as intended.” The first two variants of the goggles—of which the army purchased 10,000 units—gave soldiers nausea, neck pain, and eye strain, according to internal documents obtained by Bloomberg. This is the catastrophe that Luckey’s stepped into. New VR game lets you learn about cells by tossing them - Allen Institute. Since mid-January, the game has also been part of the regular rotation of VR experiences in Pacific Science Center’s What is Reality exhibit. The Allen Institute team wasn’t targeting children when they first made the game, but they have been approached by a number of educators who want to use the app in their classroom.

They’re hoping to eventually develop a mobile version with more self-contained lessons that teachers could use in the classroom without needing to purchase expensive VR equipment. “I’ve seen a lot of people say they understand cells now better than they ever did in any school biology class,” said Hilary Standish, a lead educator at Pacific Science Center. “I think this could be really powerful for classrooms. Turning things into a game is so much better than just reading about in a textbook, and this is a topic that can be notoriously difficult to engage students on.”

Even biologists can learn something from the game. LIVE Environments - Augmented Reality. Cultivating the Overview Effect - resilience. The Overview Effect. That’s a term I’ve wanted to write on for a while. I almost did so after watching the first few episodes of the great documentary series One Strange Rock. Then, again after the news that William Shatner went into space and came back a transformed man.

But only now, as I get a glimpse of the overview effect myself do I feel the inspiration to write this reflection. No, I didn’t take last week off to go out into space (and thanks to those who noticed the first weekly gap in Gaian Reflections since this endeavor started four years ago). I actually took a vacation, a rare occurrence, and while I was going to scramble and write an essay anyway, I then read Vu Le’s most recent Nonprofit AF essay on how taking a break doesn’t mean you’re lazy, which I encourage you to read if you too identify as hard-working or as an overachiever.

While it doesn’t look like much, this might be the most impressive exhibit in Montreal (Image by Erik Assadourian) Connecting with Gaia Exactly. Students Boost Recollection and Engagement With VictoryXR and VIVE. ClipperAR: Europa Clipper Augmented Reality Experience – NASA's Europa Clipper. Explore Jupiter’s moon Europa and the Europa Clipper spacecraft like never before in the immersive ClipperAR (augmented reality) experience.

You can visit Europa, peer through its layers, and learn about Europa’s ingredients for life. After that, you can view the Europa Clipper spacecraft and learn about its individual instruments. Launch Your AR Experience On your desktop computer? Scan this QR code with your supported smartphone or tablet to launch the AR experience. Instructions Scan the QR code above with your supported smartphone or tablet or click the link above if you’re already using your smartphone or tablet. Requirements You’ll need a supported smartphone or tablet. See more Adobe Aero system requirements here. Note: Mention of any particular products or services on these pages does not constitute an endorsement of those products or services from NASA, the Europa Clipper mission team, or NASA’s Jet Propulsion Laboratory.

The Perseus-Taurus Supershell in Augmented Reality. #1237: The VOID’s Curtis Hickman on his book “Hyper-Reality: The Art of Designing Impossible Experiences” – Voices of VR Podcast. The VOID was a location-based entertainment company that shut down during the pandemic and maybe coming back at some point. The VOID Co-founder & Chief Creative Officer Curtis Hickman convinced his partners to allow him to reflect upon and share the many experiential design lessons in a book titled Hyper-Reality: The Art of Designing Impossible Experiences. The book launched on June 15, 2023, and does an amazing job of sharing a ton of theoretical design insights that are grounded in specific examples and anecdotes from The VOID’s backlog of experiences. Hickman is a big fan of lists and frameworks, and he includes lots of theoretical reflections with the primary structure of his 52 Laws of Hyper-Reality Design spanning four categories of Story Laws, World Laws, Guest Laws, and Magic Laws.

Before I wrap up, I wanted to make a quick comment on a definition of experience that Hickman uses from Disney Imagineering legend Joe Rohde: Experience is a record of relationships. Mesle, C. Kai XR | All-in-one Teaching Platform to Prepare Students for the Future. Virtual reality experience aims to raise personal awareness of racism’s effects | Digital Education. A siren wailed. A police car pulled up to the curb. Officers jumped out and shouted at me to get down on my knees, put my hands in the air and look at the ground. With my heart pounding, I immediately dropped into the position. I was in shock. My response was much the same as thousands of others who have taken “1,000 Cut Journey,” an immersive virtual reality experience designed by a team at Columbia University School of Social Work, in collaboration with Stanford’s Virtual Human Interaction Lab.

The program became available this month for free download to millions more, having been adapted to run on the Meta Quest platform thanks to the XR Initiative at the University of Michigan. Unlike the shooter games, exercise routines and interactive sports that make up most of Meta Quest’s offerings, 1,000 Cut Journey isn’t entertainment: It’s a visceral tool to spur awareness about racism and help people to see how it pervades so many aspects of life. And that’s fitting with its ambition. Smithsonian and Meta VR experience lets guests 'walk on moon' The Smithsonian and Meta Immersive Learning are set to open a new virtual reality (VR) experience that allows guests to ‘walk on the moon’ as part of the ‘Futures’ exhibition at the Arts and Industries Building (AIB).

Launching on 4 May, ‘Futures x Meta: Moonwalk’ was created using thousands of archival images, 3D scans of Smithsonian collections, NASA mission audio recordings and VR technology. Available through 6 June, the experience lets visitors ‘land on the moon’ and see the lunar surface through the window of the Apollo 11 landing capsule. Guests will ‘walk on the surface of the moon’ and kick moon dust before returning to Earth. Rachel Goslins, director of the Arts and Industries Building, said the attraction will “give visitors a new groundbreaking experience of moon travel”. “Experiencing ‘Moonwalk’ is going to ignite future dreams of adventure and space travel in our next generation of budding scientists and space explorers,” she added.

Images: Smithsonian/Meta. Educators in VR – Connecting educators and students with education in virtual reality, augmented reality, and extended reality. Estella Tse. ICTUS Audio I Vancouver Music Production. Home | ENGAGE - VR Education & Corporate Training Platform. ILMxLAB – Immersive Entertainment. LensPass | Deliver immersive experiences to your audience. Tree Official. Immotion Group plc | Virtual Reality Solutions. Pulseworks. Home | Future of Immersive Leisure | Las Vegas 2017. DPS-EPSC 2016: François Civet and Stéphane Le Mouélic Awarded Europlanet Prize for Public Engagement | Europlanet Outreach. Immersive VR exploration of Mars: Europlanet honours François Civet and Stéphane Le Mouélic with Prize for Public Engagement with Planetary Science 20 October 2016Europlanet 2020 RI Press Release The 2016 Europlanet Prize for Public Engagement with Planetary Science has been awarded to François Civet and Stéphane Le Mouélic of the CNRS/University of Nantes for their outstanding efforts in the development of immersive visualisation techniques for experiencing the Martian landscape.

They have developed a system that allows both groups and individuals to experience an immersive visit to Mars. The Mars Cave Automatic Virtual Environment (CAVE) is an immersive three-metre cube facility with a four-3D projector system that displays high-resolution imagery from ESA and NASA past and current missions, including Mars Global Surveyor, Mars Express, Mars Reconnaissance Orbiter, and Mars rovers.

Images: Science contacts Media Contacts: 'Google Earth VR' Launches For Free To Let You Fly Around The World. Augmented & Virtual Reality- Game Changers in the Museum Experience. Two of the hot topics amongst museum technophiles are AR and VR. Augmented Reality and Virtual Reality. The terms sometimes get muddled, but they are in fact two distinct forms of technology. Today we’re going to have a look at how AR and VR compare and some of the exciting ways they can be applied at your museum.

What Exactly is Augmented Reality? Augmented Reality could be described as overlaying the view before your eyes with layers of computer generated information. If you’ve ever watched an American football game on television, you’ve seen a basic form of AR. What Exactly is Virtual Reality? Whereas Augmented Reality is simply the addition of computer generated information and graphics to your view of the world, Virtual Reality is a completely synthetic experience. Choosing the Right Gear for Your Museum There are many hardware combinations that can be used to create an AR experience.

So Many AR Headsets to Choose From So Many VR Headsets to Choose From A New and Improved Audio Guide. Björk Shares 360° Virtual Reality "Stonemilker" Video. Back in March, Björk debuted the 360° virtual reality video for "Stonemilker", from this year's Vulnicura, but the only way to see it was to go visit it in person. The video, which was shot on a beach in Iceland, was exhibited at MoMA PS1 in Long Island City and the Rough Trade shops in New York and London. Now, she's shared the video online.

You can check it out below via Dazed, and interact with the video by dragging around the window. The video was directed by Andrew Thomas Huang, who also directed "Black Lake" and the moving album cover featuring "Family"). Read our recent conversation with Björk, The Invisible Woman. Oculus Rift games: A hands-on field guide. XR in Museums: A Review of the Current State of the Field. DICE Guides Decision on When and Why to Use VR for Training : Learning Solutions | The Learning Guild. Augmented Reality. Augmenting Museum Visits: Guiding Families to Share in the Learning – The Lawrence Hall of Science. AR-adapted FF characteristics Table FULL TABLE.pdf - Google Drive. Blank Self Assessment Tool.pdf - Google Drive.