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High Fidelity

High Fidelity

Related:  centreimmersive virtual world environmentsVR EcosystemEntreprise VR à suivre

Virtual reality? Not for me. Then I turn into Wonder Woman and fly over New York My interest in virtual reality was virtually nil – until last month. When I thought of it, I pictured low-budget sci-fi movies with bad special effects. I thought of those pixellated posters, popular in the mid-1990s, the ones where you would stare at the wall and a three-dimensional vision of an underwater city would slowly emerge from a cluster of purple dots. Does fantasy offer mere escapism, or escape? – Damien Walter The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis. A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand. Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned.

Internet Comments and Civility You’re reading a story on the web and your eyes accidentally drift down to the comments. Within moments, lost in a sea of atrocious behavior and even worse grammar, your view of humanity clicks down another few notches. It’s an experience so common it’s spawned a mantra: Don’t Read The Comments. Hybrid » 3D Interaction with Virtual Environments using Body and Mind Hybrid is a research team created January 1, 2013 in Rennes, France, and hosted jointly at Inria and IRISA (UMR CNRS 6074). Hybrid members are affiliated with either Inria, INSA Rennes or University of Rennes 1. The scientific fields of Hybrid are Virtual Reality and 3D interaction with virtual environments. Hybrid research focuses on multiple user inputs, and intends to exploit both motor activity (motion-tracking) and mental activity (brain-computer interfaces). We want to create novel “body-based” and “mind-based” controls of virtual environments, and reach in both cases immersive and efficient 3D user interfaces. We also want to introduce a “hybrid approach” which will mix mental and motor activities in virtual reality.

Promoting motivation with virtual agents and avatars: role of visual presence and appearance Amy L. Baylor1,2,3,* + Author Affiliations * Abstract Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. bil.inria #FIVE #FIVE contains software modules that can be connected with each other and helps in making a interactive and collaborative virtual environment. The user that wishes to create such an application can focus on domain-specific aspects for his/her application (industrial training, medical training, ...) thanks to #FIVE's modules. These modules can be applied to a vast range of domains using virtual reality applications and requiring interactive environment and collaboration, as in training for example. #FIVE is a framework for the development of interactive and collaborative virtual environments.

What Virtual Reality Is About To Mean For Technology and Advertising IN THE 1982 SCIENCE-FICTION NOVEL Software, an elderly character named Cobb Anderson trades in his frail human body for an android avatar and then sets out on an unusual mission: to start a cult. The old man’s new body allows him to alter his appearance at will, which turns out to be handy for gathering disciples. To gain trust and devotion, Anderson meets with his initiates one at a time—and then changes his face to resemble theirs.

Virtual reality U.S. Navy personnel using a mock VR parachute trainer. Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users. Some advanced, haptic, systems now include tactile information, generally known as force feedback in medical, gaming and military applications.