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Perhaps better than medication.


Summary: Inexpensive, commercial video games may help those suffering from anxiety and depression to combat their symptoms. Researchers found that, in addition to conventional games, virtual reality games could help people overcome mental health problems.

Source: Lero

Popular video games have the potential to provide low-cost, easy access, effective and stigma-free support for some mental health issues, researchers at Lero, the Science Foundation Ireland Research Centre for Software, have found.

The team at Lero, a world leader in connected-health research, said video games could be used where conventional therapies are not available because of cost or location, or as an addition to traditional therapeutic treatments for depression or anxiety.

Despite years of hype, virtual reality headsets have yet to topple TV or computer screens as the go-to devices for video viewing.

One reason: VR can make users feel sick. Nausea and eye strain can result because VR creates an illusion of 3D viewing although the user is in fact staring at a fixed-distance 2D display. The solution for better 3D visualization could lie in a 60-year-old technology remade for the digital world: holograms.

Holograms deliver an exceptional representation of 3D world around us. Plus, they’re beautiful. (Go ahead — check out the holographic dove on your Visa card.) Holograms offer a shifting perspective based on the viewer’s position, and they allow the eye to adjust focal depth to alternately focus on foreground and background.

The head scientist of the US Space Force has an unusual idea for how to maintain military dominance: augmenting and upgrading human soldiers.

Speaking at an Air Force Research Laboratory event, Space Force chief scientist Joel Mozer suggested that we’re entering an era during which soldiers can become a “superhuman workforce,” according to Metro, thanks to new tech including augmented and virtual reality, sophisticated AI, and nerve stimulation.

“In the last century, Western civilization transformed from an industrial-based society to an information-based society,” Mozer said, “but today we’re on the brink of a new age: the age of human augmentation.”

Despite virtual reality (VR) technology being more affordable than ever, developers have yet to achieve a sense of full immersion in a digital world. Among the greatest challenges is making the user feel as if they are walking.

Now, researchers from the Toyohashi University of Technology and The University of Tokyo in Japan have published a paper to the journal Frontiers in Virtual Reality describing a custom-built platform that aims to replicate the sensation of walking in VR, all while sitting motionlessly in a chair.

“Walking is a fundamental and fun activity for human in everyday life. Therefore, it is very worthwhile to provide a high-quality walking experience in a VR space,” says Yusuke Matsuda.

Summary: Computer-generated, or virtual humans, prove to be just as good as humans in helping people practice leadership skills.

Source: Frontiers.

A virtual human can be as good as a flesh-and-blood one when it comes to helping people practice new leadership skills. That’s the conclusion from new research published in the journal Frontiers in Virtual Reality that evaluated the effectiveness of computer-generated characters in a training scenario compared to real human role-players in a conventional setting.

Take my micro-transaction.


We may be on track to our own version of the Oasis after an announcement yesterday from Epic Games that it has raised $1 billion to put towards building “the metaverse.”

Epic Games has created multiple hugely popular video games, including Fortnite, Assassin’s Creed, and Godfall. An eye-popping demo released last May shows off Epic’s Unreal Engine 5, its next-gen computer program for making video games, interactive experiences, and augmented and virtual reality apps, set to be released later this year. The graphics are so advanced that the demo doesn’t look terribly different from a really high-quality video camera following someone around in real life—except it’s even cooler. In February Epic unveiled its MetaHuman Creator, an app that creates highly realistic “digital humans” in a fraction of the time it used to take.

So what’s “the metaverse,” anyway? The term was coined in 1992 when Neal Stephenson published his hit sci-fi novel Snow Crash, in which the protagonist moves between a virtual world and the real world fighting a computer virus. In the context of Epic Games’ announcement, the metaverse will be not just a virtual world, but the virtual world—a digitized version of life where anyone can exist as an avatar or digital human and interact with others. It will be active even when people aren’t logged into it, and would link all previously-existing virtual worlds, like an internet for virtual reality.

What’s New: Intel today announced that it has signed an agreement with Defense Advanced Research Projects Agency (DARPA) to perform in its Data Protection in Virtual Environments (DPRIVE) program. The program aims to develop an accelerator for fully homomorphic encryption (FHE). Microsoft is the key cloud ecosystem and homomorphic encryption partner leading the commercial adoption of the technology once developed by testing it in its cloud offerings, including Microsoft Azure and the Microsoft JEDI cloud, with the U.S. government. The multiyear program represents a cross-team effort across multiple Intel groups, including Intel Labs, the Design Engineering Group and the Data Platforms Group, to tackle “the final frontier” in data privacy, which is computing on fully encrypted data without access to decryption keys.

“Fully homomorphic encryption remains the holy grail in the quest to keep data secure while in use. Despite strong advances in trusted execution environments and other confidential computing technologies to protect data while at rest and in transit, data is unencrypted during computation, opening the possibility of potential attacks at this stage. This frequently inhibits our ability to fully share and extract the maximum value out of data. We are pleased to be chosen as a technology partner by DARPA and look forward to working with them as well as Microsoft to advance this next chapter in confidential computing and unlock the promise of fully homomorphic encryption for all.” – Rosario Cammarota, principal engineer, Intel Labs, and principal investigator, DARPA DPRIVE program

Dr. Shawna Pandya MD, is a scientist-astronaut candidate with Project PoSSUM, physician, aquanaut, speaker, martial artist, advanced diver, skydiver, and pilot-in-training.

Dr. Pandya is also the VP of Immersive Medicine with the virtual reality healthcare company, Luxsonic Technologies, Director of the International Institute of Astronautical Sciences (IIAS)/PoSSUM Space Medicine Group, Chief Instructor of the IIAS/PoSSUM Operational Space Medicine course, Director of Medical Research at Orbital Assembly Construction (a company building the world’s first rotating space station providing the first artificial gravity habitat), clinical lecturer at the University of Alberta, podcast host with the World Extreme Medicine’s WEMCast series, Primary Investigator (PI) for the Shad Canada-Blue Origin student micro-gravity competition, member of the ASCEND 2021 Guiding Coalition, Life Sciences Team Lead for the Association of Spaceflight Professionals, sesional lecturer for the “Technology and the Future of Medicine,” course at the University of Alberta, and Fellow of the Explorers’ Club.

Dr. Pandya also serves as medical advisor to several space, medical and technology companies, including Mission: Space Food, Gennesys and Aquanauta, as well as the Jasper Dark Sky Festival Advisory Committee.

Dr. Pandya holds a Bsc degree in neuroscience from University of Alberta, a MSc in Space Studies from International Space University, an MD from University of Alberta, and a certification in entrepreneurship from the Graduate Studies Program at Singularity University.

Dr. Pandya is currently completing a fellowship in Wilderness Medicine (Academy of Wilderness Medicine), was granted an Honorary Fellowship in Extreme and Wilderness Medicine by the World Extreme Medicine organization in 2021, and was one of 50 physicians selected to attend the 2021 European Space Agency Space Medicine Physician Training Course. Dr. Pandya was named one of the Women’s Executive Network’s Top 100 Most Powerful Women in Canada in 2021, and a Canadian Space Agency Space Ambassador in 2021.

Dr. Pandya was part of the first crew to test a commercial spacesuit in zero-gravity in 2015. Dr. Pandya earned her aquanaut designation during the 2019 NEPTUNE (Nautical Experiments in Physiology, Technology and Underwater Exploration) mission. She previously served as Commander during a 2020 tour at the Mars Desert Research Station. Her expeditions were captured in the Land Rover short, released with the Apollo 11: First Steps film. She previously interned at ESA’s European Astronaut Center and NASA’s Johnson Space Center.

“The quality of VR headsets has improved exponentially since the 1990s. These graphs illustrate how the rapid improvement is likely to continue in the coming decades, with graphical resolutions practically indistinguishable from real life by 2040.”


Virtual reality – future trends.

The quality of virtual reality (VR) headsets has improved exponentially since the 1990s. These graphs illustrate how the rapid improvement is likely to continue in the coming decades, with graphical resolutions practically indistinguishable from real life by 2040.

Early concepts of alternative realities presented to a viewer had emerged as far back as the 19th century. However, it was not until the late 20th century that head-mounted display systems began to see practical and widespread use. Philosopher and computer scientist Jaron Lanier popularised the term “virtual reality” in the 1980s, and the first consumer headsets emerged in the 1990s.