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AFRV, Association Française de Réalité Virtuelle, Augmentée, Mixte et d'Interaction 3D

AFRV, Association Française de Réalité Virtuelle, Augmentée, Mixte et d'Interaction 3D

Related:  mirjanainfomedijiVR__Réalité_Virtuelle/augmentéeRéalité VirtuelleVR

How Digital Nomads Went From Niche to Normal – Backchannel When GitHub launched in 2008 as a digital repository of code for programmers, its handful of employees communicated mostly through instant messenger. There was no office. “Chat was our office,” GitHub founder and former CEO Tom Preston-Werner said in a 2013 interview with PandoDaily. In the beginning, GitHub’s team of remote employees was a cost-cutting strategy. Over time, however, Preston-Werner began to see the setup as a tactical advantage.

January » 2015 It’s CES time and the consumer virtual reality market has gone into ‘double busy’ mode. All the players, large and small, have a presence at CES this year with the big boys (Oculus, Samsung etc) presenting their kit alongside smaller start-ups keen to move into this rapidly growing space. We’ve been tracking the movers and shakers in the consumer VR market for over a year now and shown below is the Q1 2015 update of the ‘Face Race’. This visualization shows all the companies developing headsets for VR as well as those creating devices for Augmented and Mixed Realities. Companies with Red dots have launched consumer versions of their headsets or have developer kits readily available.

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.

360° VR Panoramic Photography & 360° Video Conference General information Prague 2015 is THE annual event of the 360° Panoramic VR industry that you definitely do not want to miss. Whether you are just starting out, interested in learning more, or a seasoned pro, you will return from this great destination with your head full of new ideas. The program will include 5 days of incredible VR Photography Talks, Workshops and Excursions surrounded by many of the most talented members of our community. Prague 2015 Talks will cover a wide range of subjects from 360º panoramas to 360º Video, from hardware to software, from commercial to artistic uses of 360º panoramic imaging. Prague 2015 Workshops will include a hands on tutorial from the masterminds behind some of the best panorama creation software currently available in our industry.

Tech Trends 2016: Introduction Acknowledgements Karen Ambari, Zachary Aron, Doug Bade, Elizabeth Baggett, Andre Barneveld Binkhuysen, Alan Brady, Matthew Budman, Amy Bergstrom, Lynne Calligaro, Ram Chandel, Ami Chitwood, Joseph Cody, Larry Danielson, Alejandro Danylyszyn, Alex Dea, Tony Demarinis, Tim Dickey, Karen Edelman, Scott Fasnacht, Mark Frank, Tom Friedman, Kathy Goria, Trevor Gee, Doug Gish, Jeff Glueck, Casey Graves, Cary Harr, Masa Hasegawa, Erica Holley, Alexis Hui, Lisa Iliff, Ryan Jones, Alexandra Kawecki, Carolyn Kenny, Shehryar Khan, Bruce Laco, Simon Lapscher, Daniel Ledger, Steven Lemelin, Andrew Luedke, Lisa Maine, Karen Mazer, Belinda McConnell, John Mennel, Marlin Metzger, Dottie Morris, Shelly Mortimer, Ashwin Patil, Alison Paul, Ann Perrin, Jay Petersen, Arun Prasad, Turner Roach, Jim Rose, Bill Schick, Omer Sohail, Quinn Solomon, Matthew Spoke, Mark Stern, Terry Stuart, Rupinder Sura-Collins, John Tweardy, Vishveshwara Vasa, Joe Vitale, Jon Warshawsky, Nate Wong, Rajender Y

Europe's virtual reality sector has grown to nearly 300 companies Europe’s booming virtual reality ecosystem now consists of nearly 300 companies, according to the first European Virtual Reality landscape released by The Venture Reality Fund and France’s LucidWeb. Silicon Valley-based venture firm The Venture Reality Fund tracks investments in the augmented reality and VR markets, but most of the action in the past has focused on U.S. companies. But now the VR Fund has created its first graphic showing the region’s growth in the VR ecosystem, its increased investment, and its growing international impact. Augmented Reality Games To Reach Record Numbers By 2019 With virtual reality technology on the rise, it won't be long until the marketplace is flooded with games that take advantage of these headsets, whether it's Sony's Project Morpheus, Facebook's Oculus Rift or a number of other competitors on the market. But will augmented reality-based video games really be as popular as most developers believe? One research company seems to think so. Advanced Television has reported that data provided by Juniper Research indicates augmented reality apps, which place users in a secondary universe that they can look around and, to some extent, interact with, will see a huge rise in popularity in just a few years' time.

Open Source Virtual Reality - Wikipedia The Open Source Virtual Reality or OSVR is an open-source software project that aims to enable headsets and game controllers from all vendors to be used with any games. It is also a virtual reality headset that claims to be open-source hardware and use open-source software,[2] however as of October 2016 electrical hardware and firmware source files have not yet been made available.[3] The hardware source files that have been released so far are under a proprietary, source-available license.[4] The headset is developed by Razer and Sensics. Light fields – the future of VR-AR-MR The world of virtual reality (VR) encompasses immersive head gear experiences such as Oculus Rift and also extends to augmented reality (AR), or as industry experts such as Felix & Paul's Sebastian Sylwan prefers to say, 'Mixed Reality' (MR), which is most identified with Magic Leap and Microsoft's HoloLens. The difference is best illustrated by Google Glass and Magic Leap's as yet unreleased newer devices. The 'screen' of data on the now discontinued Google Glass moves with your head.

Gesture Control Any Computer or Mobile Device Using Gest So much about computers has changed over the years: processors and computing power have grown, and so have screens, mice, and our other gadgets and accessories. Yet, despite all these advances and changes, most of us still use keyboards that look nearly identical to the ones people were using two decades ago. Looking at the way keyboards have lagged behind, the startup team behind Gest decided to put control into the hands of the user — literally. Vomit Reality: Why VR makes some of us feel sick and how to make it stop Did you know that during a flight that experiences turbulence, more than 25 percent of the passengers will experience symptoms of motion sickness? And a fairly big proportion of them will likely throw up? Many of us are used to the symptoms of motion sickness as we travel - nausea, sweating and headaches - but we'll pop an anti-nausea pill, take some ginger or just wait it out, because it's an inevitability.

So When Will Virtual Reality Reach the Masses? The End of 2016? We’ve established that interest in virtual reality is growing, but it’s difficult to say how much. Sales of VR headsets haven’t exactly been through the roof (most aren’t even available to consumers yet), and more content is being announced, it seems, than it is being seen. Still, people can make predictions. Research firm SuperData projected that VR will have 10.8 million users by the end of 2016. That’s a big number…but the end of 2016 is a long time away.