🟣 SC 🌀 DTech 🔴 HCI
Notably, the platform doesn’t require coding or advanced design expertise, allowing users to design, drop, and share interactive AR experiences across mobile devices, headsets, and AR glasses.
Read more🟣 SC 🌀 DTech 🔴 HCI
Notably, the platform doesn’t require coding or advanced design expertise, allowing users to design, drop, and share interactive AR experiences across mobile devices, headsets, and AR glasses.
Read more🟣 SC 🌀 DTech 🔴 HCI
Highlights include the fact that 27 percent of U.S. adults have used VR – up from 25 percent in Wave 8 of the research. 32 percent of those engage monthly, 25 percent do so weekly, and 26 percent daily. However, the engaged behavior of VR users is contrasted by non-users, who signal low interest. Specifically, only 20 percent of non-users report a desire to try VR in the near term.
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Surface electromyography (sEMG) technology at the wrist represents the next groundbreaking way for people to control devices throughout their day. This non-invasive wrist device senses and interprets muscle activations that can be used as computer inputs in the form of a human-computer interface (HCI). This will enable people to control their devices “on-the-go” using simple, easy, and expressive input—without needing to shift their attention to a touchscreen or another physical input device.
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Avantis is the creator of ClassVR, an all-in-one VR/AR headset and content platform designed specifically for K-12 classrooms. Used by more than 2 million students in 200,000 classrooms in 90 countries, it includes all hardware, software, tools, training, support and implementation services needed to deploy VR/AR in the classroom. It also provides access to the Eduverse platform, ClassVR’s library of content which gives teachers access to hundreds of thousands of pieces of VR and AR content and resources to enhance lessons and engage students more deeply in their learning.
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Saga's Holobike offers an interesting solution for immersive indoor cycling with its 3D hologram technology. Instead of a VR headset, the trainer uses a 27-inch screen that protrudes from the handlebars. This projects stereoscopic holograms that are visible to the naked eye and create a feeling of actually being out on the trail.
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VR studio and label Creature announced Starship Home, a plant-filled mixed reality adventure that turns your living room into a spacecraft on a mission to save alien flora. In it, we get a look at the virtual windows, control panels, and other components, which are placed strategically around your room to make it feel like you’ve blasted off into space.
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at Disney Quest VR in the 1990s, to being an early backer of the Oculus Rift DK1 on Kickstarter in 2013, to leading the Oculus VR/AR team at Meta from 2017 to 2020 (and getting to work alongside VR legends like John Carmack, Brendan Iribe and Jason Rubin), and always testing every VR product or experience I can get my hands on.
Read more🔘 Arch 🟣 SC 🌀 DTech
Officially named "The Sphere," this massive theater in Las Vegas is set to open in late September with a 25-show run from rock legends U2. Visitors to the strip got a preview on July 4th as the exterior fully lit up for the first time, displaying stars and stripes, fireworks, and other patriotic images.
Read more🟣 SC 🔵 FS 🟠 Des-fi
Transmedia Storytelling through VR, AI, and Participatory Design
Ioana Mischie is a Romanian born artist, writer and director, researching transmedia storytelling — mostly film and virtual reality — for a PhD, and in practice for more than a decade.
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For most people, the chance to walk through a re-creation of early 20th-century Chinatown in Los Angeles or page through a 15th-century Christian devotional book known as a Book of Hours is the stuff of fantasy. But faculty at the USC Dornsife College of Letters, Arts and Sciences aim to bring historical objects into people’s laps — sometimes literally — through innovations in virtual reality (VR) and augmented reality (AR).
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