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Archive for the ‘virtual reality’ category: Page 84

Mar 16, 2016

Seeing the Light

Posted by in categories: augmented reality, security, virtual reality

Augmented and Virtual Reality are two areas that tech companies and IT shops can make huge impacts in multiple areas. Enterprise Apps and Services such as with ERP & CRM solutions, Content & Media Management, BI, Security, Testing, Training, etc. List just goes on and on. For Consumers it is everything from theme parks, to movies, to home theaters & streaming TV/ Videos, etc. The real question who will get there 1st on the enterprise apps & services piece as well as who has the most to offer in all areas?

Another concept to think about is how can VR be leveraged in security screening and identity management more as well as leveraged more in electronic currency and transactions in the near future.


Growing numbers of manufacturing professionals in the automotive space are embracing augmented-reality technology, leveraging powerful new tools to optimize efficiency and minimize mistakes.

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Mar 16, 2016

Virtual Reality And Payment Wearables Tee Off At The Arnold Palmer Invitational Presented By MasterCard

Posted by in categories: augmented reality, virtual reality, wearables

MasterCard is bringing the future of commerce to life with virtual and augmented reality commerce experiences and payment enabled wearables at the.
Arnold Palmer Invitational Presented by MasterCard (API) in Orlando, FL. Soon, golf fans may be able to shop for Graeme McDowell’s equipment and G-Mac apparel, while teeing off with him on a virtual fairway. Or, while out on the course, golfers might simply tap their golf glove at the point-of-sale to buy refreshments from the beverage cart—no wallet required.

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Mar 16, 2016

SFCI Archive: Virtual Reality: An Emerging Medium (1993)

Posted by in categories: education, physics, virtual reality

studioforcreativeinquiry.org/projects/the-networked-virtual-art-museum
studioforcreativeinquiry.org/projects/iten-interdisciplinary-teaching-network

Directed by Carl Loeffler, The Networked Virtual Art Museum was a pioneering project that investigated telecommunications and virtual reality, and provided a basis for multiple users located in distant geographical locations to be conjoined in the same virtual, immersion environment. The project employed telecommunication hardware, as well as the hardware associated with virtual reality: data eyephones and multi-directional navigation devices. The immersion environment was an art museum with galleries offering various exhibitions.

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Mar 16, 2016

The revolutionary chipmaker behind Google’s project Tango is now powering DJI’s autonomous drone

Posted by in categories: business, computing, drones, mobile phones, robotics/AI, virtual reality

https://youtube.com/watch?v=hX0UELNRR1I

A few weeks ago DJI unveiled its newest drone, the Phantom 4, the first craft to offer robust obstacle avoidance at a price the average consumer can afford. It relied on computer vision to power its autonomous flight, and since DJI had shown off this kind of tech before, we assumed that all the hardware on the Phantom 4 was homegrown, or backed by a giant like Intel. But today the chipmaker Movidius announced that its latest offer, the Myriad 2, was at the center of the onboard processor powering the Phantom 4’s incredible new abilities.

As it turns out this isn’t the first time Movidius has partnered with a big name to develop cutting edge technology. Back in 2014 its first chip, the Myriad 1, was revealed as the brains inside of Google’s first generation of Project Tango tablets. After a decade toiling in relative obscurity, the small 125 person company is suddenly poised to emerge as a leader at the intersection of several major markets — from drones to phones to virtual reality — which are looking for ways to enable cheap, power-efficient computer vision.

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Mar 14, 2016

Qualcomm brings virtual reality software development kit

Posted by in categories: energy, mobile phones, virtual reality

Chipset maker Qualcomm Technologies has introduced a virtual reality (VR) software development kit (SDK) targeting VR-capable Android smartphone and headset makers.

The Snapdragon VR SDK offers access to optimized VR features, to simplify development and to help developers with attain improved VR performance and power efficiency with the Snapdragon 820 for Android smartphones and upcoming VR headsets.

Qualcomm will be offering the SDK in the second quarter of 2016 through the Qualcomm Developer Network.

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Mar 13, 2016

The Computer Chronicles

Posted by in categories: computing, entertainment, virtual reality

Special thanks to archive.org for hosting these episodes. Downloads of all these episodes and more can be found at: http://archive.org/details/computerchronicles

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Mar 13, 2016

VR Roller Coaster Ride!!!

Posted by in category: virtual reality

Weeeee!

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Mar 11, 2016

The New Revolution at Dare Devil Dive POV

Posted by in category: virtual reality

Here is a cool look at The New Revolution at Dare Devil Dive at Six Flags Over Georgia & Hurricane Harbor with a side-by-side shot of what you will see when wearing the VR headset. Are you looking forward to checking out this new technology?

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Mar 11, 2016

I’m leaving Rackspace to join Upload VR — By Robert Scoble

Posted by in categories: futurism, virtual reality

cropped-coder_photo-1

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Mar 10, 2016

Horizon Media Study Finds Two Thirds of Americans Unaware of Virtual Reality Devices

Posted by in categories: neuroscience, virtual reality

The realities of VR.


NEW YORK, March 7, 2016 /PRNewswire/ — Horizon Media, the largest and fastest growing privately held media services agency in the world, announced today its most recent research on consumer interest in virtual reality devices. The research was fielded in Finger on the Pulse, the agency’s proprietary online research community comprised of 3,000 people reflective of the U.S. population, and with the social media expertise of Horizon’s Distillery social intelligence team. The research shows that despite extensive media coverage of Oculus Rift, Samsung Gear VR, Google Cardboard and other virtual reality devices, fully two thirds of consumers are unaware of the technology.

Virtual reality – often referred to as “VR” – has been readily embraced by the mainstream media as the shiny, new, technological advancement. Marketers are also understandably excited about the possibilities unleashed by VR technology. But while there is interest among consumers, the survey findings suggest that companies would be well served to walk before they run when incorporating virtual reality activations into marketing plans, at least until the technology reaches greater awareness and scale.

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