- Interact: A Mixed Reality Virtual Survivor for Holocaust Testimonies — description of how Nottingham researchers are building a virtual experience to recreate conversation with Holocaust survivors. This has great possibility for preservation of testimony.
- SLOTH — weak hash functions continue to be used in various cryptographic constructions within mainstream protocols such as TLS, IKE, and SSH, because practitioners argue that their use in these protocols relies only on second preimage resistance, and hence is unaffected by collisions. We systematically investigate and debunk this argument.
- DFW Home of Body Modding — Dallas is at the center of two movements that are each trying to bring implants to the mainstream. Tattoo artists and technophiles head one, and well-heeled university neurologists and medical device engineers form the vanguard of the other.
- On the Dangers of a Blockchain Monoculture — Would you use a database with these features? Uses approximately the same amount of electricity as could power an average American household for a day per transaction; Supports 3 transactions / second across a global network with millions of CPUs/purpose-built ASICs; Takes over 10 minutes to “commit” a transaction; […]
"virtual reality" entries
The O’Reilly Hardware Podcast: Virtual reality, robotics, and today’s hardware landscape.
In this new episode of the Hardware Podcast, David Cranor and I talk with Rob Coneybeer, managing director and co-founder of Shasta Ventures, one of the critical first investors in hardware startups including Nest, Fetch Robotics, and Turo (formerly RelayRides).
- Why Nest looked like an appealing investment back in 2010
- Coneybeer’s focus on virtual reality and robotics as the next big things for hardware startups.
- Why it’s essential for hardware startups to have a long-term plan for improving products after they’re in place, and the importance of over-the-air software updates.
- The consumer psychology of selling a compelling hardware product, and when to aim for high price and high value. “People are willing to spend money when there’s something that’s really revolutionary,” says Coneybeer.
- The current state of venture capital investments in hardware startups. While raising later rounds is becoming more difficult, Coneybeer says: “the most interesting, innovative hardware companies will always find capital.”
Can VR become “the ultimate empathy machine?”
Virtual reality (VR) can make the impossible possible — the rules of physical reality need no longer apply. In VR, you strap on a special headset and leave the real world behind to enter a virtual one. You can fly like a bird high above Manhattan, or experience the feeling of weightlessness as an astronaut on a spaceship.
VR is reliant upon the illusion of being deeply engrossed in another space and time, far away from your current reality. In a split second you can travel to exotic locales or be on stage at a concert with your favourite musician. Gaming and entertainment are natural fits for VR experiences. A startup called The Void plans to open a set of immersive virtual reality theme parks called Virtual Entertainment Centers, with the first one opening in Pleasant Grove, Utah by June 2016.
This is an exciting time for developers and designers to be defining VR as a new experience medium. However, as the technology improves and consumer hardware and content become available in VR, we must ask: how can this new technology be applied to benefit humanity?
As it turns out, this question is being explored on a few early fronts. For example, SnowWorld, developed at the University of Washington Human Interface Technology (HIT) Lab in 1996 by Hunter Hoffman and David Patterson, was the first immersive VR world designed to reduce pain in adults and children. SnowWorld was specifically developed to help burn patients during wound care. Read more…
A new reality is coming that will forever change the way we engage with our surroundings.
Register now for Solid Amsterdam, our conference exploring the intersections of manufacturing, design, hardware, software, and business strategy. The event will take place in Amsterdam on October 28, 2015.
Virtual Reality (VR) strives to recreate the physical world in a virtual one. Augmented Reality (AR), on the other hand, can bring the digital into the physical world to create a hybrid reality. AR offers new ways of applying technology to immerse ourselves in our physical reality (rather than being removed from it), and even enhance it.
Interacting with screens is a big part of our everyday modern reality. We spend a great amount of time engaging with our world and each other through two-dimensional screens, whether via a smartphone, tablet, or computer. The world we live in, however, is three-dimensional and not flat: it is physical and involves the use of multiple senses. AR presents the opportunity to design beyond the screens we use today and create new experiences that better embody the full human sensorium.
In my last Radar article, I looked at how AR, wearable tech, and the Internet of Things (IoT) are augmenting the human experience. I highlighted how computer vision and new types of sensors are being combined to change the way we interact with and understand our surroundings. Here, I’ll look at how this can be extended by integrating the human senses beyond the visual — such as touch, taste, and smell — to further augment our reality. Read more…
The O'Reilly Data Show Podcast: Poppy Crum explains that what matters is efficiency in identifying and emphasizing relevant data.
Like many data scientists, I’m excited about advances in large-scale machine learning, particularly recent success stories in computer vision and speech recognition. But I’m also cognizant of the fact that press coverage tends to inflate what current systems can do, and their similarities to how the brain works.
During the latest episode of the O’Reilly Data Show Podcast, I had a chance to speak with Poppy Crum, a neuroscientist who gave a well-received keynote at Strata + Hadoop World in San Jose. She leads a research group at Dolby Labs and teaches a popular course at Stanford on Neuroplasticity in Musical Gaming. I wanted to get her take on AI and virtual reality systems, and hear about her experience building a team of researchers from diverse disciplines.
Understanding neural function
While it can sometimes be nice to mimic nature, in the case of the brain, machine learning researchers recognize that understanding and identifying the essential neural processes is much more critical. A related example cited by machine learning researchers is flight: wing flapping and feathers aren’t critical, but an understanding of physics and aerodynamics is essential.
Crum and other neuroscience researchers express the same sentiment. She points out that a more meaningful goal should be to “extract and integrate relevant neural processing strategies when applicable, but also identify where there may be opportunities to be more efficient.”
The goal in technology shouldn’t be to build algorithms that mimic neural function. Rather, it’s to understand neural function. … The brain is basically, in many cases, a Rube Goldberg machine. We’ve got this limited set of evolutionary building blocks that we are able to use to get to a sort of very complex end state. We need to be able to extract when that’s relevant and integrate relevant neural processing strategies when it’s applicable. We also want to be able to identify that there are opportunities to be more efficient and more relevant. I think of it as table manners. You have to know all the rules before you can break them. That’s the big difference between being really cool or being a complete heathen. The same thing kind of exists in this area. How we get to the end state, we may be able to compromise, but we absolutely need to be thinking about what matters in neural function for perception. From my world, where we can’t compromise is on the output. I really feel like we need a lot more work in this area. Read more…
The data model of augmented reality is likely to be a series of layers, some of which we consent to share with others.
A couple of days ago, I had a walking meeting with Frederic Guarino to discuss virtual and augmented reality, and how it might change the entertainment industry.
At one point, we started discussing interfaces — would people bring their own headsets to a public performance? Would retinal projection or heads-up displays win?
One of the things we discussed was projections and holograms. Lighting the physical world with projected content is the easiest way to create an interactive, augmented experience: there’s no gear to wear, for starters. But will it work?
Among other things we discussed what Inbar calls his three rules for augmented reality design:
- The content you see has to emerge from the real world and relate to it.
- Should not distract you from the real world; must add to it.
- Don’t use it when you don’t need it. If a film is better on the TV watch the TV.
To understand the potential of augmented reality more fully, we need to look at the notion of consensual realities. Read more…
A chat with Tony Parisi on where we are with VR, where we need to go, and why we're going to get there this time.
Consumer virtual reality (VR) is in the midst of a dizzying and exhilarating upswing. A new breed of systems, pioneered by Oculus and centered on head-worn displays with breakthrough quality, are minting believers — whether investors, developers, journalists, or early-adopting consumers. Major new hardware announcements and releases are occurring on a regular basis, game studios and production houses big and small are tossing their hats into the ring, and ambitious startups are getting funded to stake out many different application domains. Is it a boom, a bubble, or the birth of a new computing platform?
Underneath this fundamental quandary, there are many basic questions that remain unresolved: Which hardware and software platforms will dominate? What input and touch feedback technologies will prove themselves? What are the design and artistic principles in this medium? What role will standards play, who will develop them, and when? The list goes on.
For many of these questions, we’ll need to wait a bit longer for answers to emerge; like smartphones in 2007, we can only speculate about, say, the user interface conventions that will emerge as designers grapple with this new paradigm. But on other issues, there is some wisdom to be gleaned. After all, VR has been around for a long time, and there are some poor souls who have been working in the mines all along. Read more…
Like the Internet in 1994, virtual reality is about to cross the chasm from core technologists to the wider world.
When you’re an entrepreneur or investor struggling to bring a technology to market just a little before its time, being too early can feel exactly the same as being flat wrong. But with a bit more perspective, it’s clear that many of the hottest companies and products in today’s tech landscape are actually capitalizing on ideas that have been tried before — have, in some cases, been tackled repeatedly, and by very smart teams — but whose day has only now just arrived.
Virtual reality (VR) is one of those areas that has seduced many smart technologists in its long history, and its repeated commercial flameouts have left a lot of scar tissue in their wake. Despite its considerable ups and downs, though, the dream of VR has never died — far from it. The ultimate promise of the technology has been apparent for decades now, and many visionaries have devoted their careers to making it happen. But for almost 50 years, these dreams have outpaced the realities of price and performance.
To be fair, VR has come a long way in that time, though largely in specialized, under-the-radar domains that can support very high system costs and large installations; think military training and resource exploration. But the basic requirements for mass-market devices have never been met: low-power computing muscle; large, fast displays; and tiny, accurate sensors. Thanks to the smartphone supply chain, though, all of these components have evolved very rapidly in recent years — to the point where low-cost, high-quality, compact VR systems are now becoming available. Consumer VR really is coming on fast now, and things are getting very interesting. Read more…