Audience viewing “Seeking Home: Life Inside the Calais Migrant Camp,” a VR experience placing viewers at the center of the migrant camp via Samsung Gear VR. (AP Photo)
Years ago while I was still in college, I was able to experience what it was like working hands on in operations and logistics in retail. And, one of the most frustrating points was having to step away and log things on a desktop or try to locate your scanner to scan things in. I thought how wonderful it would be to be able to scan in receivables with my eyes and how much faster logistics would be. Although this article is from November; it highlights how VR really does improve things for companies, employees, and the quicker turn around time to customers.
A VR supply chain allows manufacturers to design and architect in 3-D, evaluate designs and make critical decisions about new products and customer buying decisions.
Agree with Zuckerberg it’s a bad move on all tech fronts to ignore the developing countries and other less connected areas of 1st & 2nd world countries which is usually lower income areas. Also, VR & AR are going to be the experience that is going to be the platform where applications (including enterprise apps & platform services such as BI, etc.) are going to be and want to be in order to make the user experience and productivity more effective.
Facebook chief Mark Zuckerberg has warned the mobile industry not to ignore the unconnected, as he laid out plans use artificial intelligence to help bring remote parts of the world online.
The enigmatic CEO used a keynote speech at Mobile World Congress in Barcelona to express “disappointment” that the mobile industry was focused on areas like 5G rather than connecting those lacking in connectivity.
He warned that there was a danger of providing “faster connections” for rich people, and that there was a likelihood that when the Congress meets in 2020 the industry will have only made a small dent in the world’s number of unconnected users.
Like where VR is heading in the near future.
Unexpected convergent consequences…this is what happens when eight different exponential technologies all explode onto the scene at once.
This post (the third of seven) is a look at virtual and augmented reality. Future posts will look at other tech areas. And be sure to read the first two posts if you haven’t already:
When the World Is Wired: The Magic of the Internet of Everything.
More from Mobile World Congress 2016: http://bit.ly/24mukpB
Forgoing the use of a phone as its display, LG’s VR headset features two independent screens and connects to your handset with a USB Type-C connection.
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Nathalie is agoraphobic and acrophobic, both anxiety disorders, the former involves fear of places or situations that may cause panic, the latter a pathological fear of heights.
To treat her doctors at the Van Gogh hospital in Charleroi, Belgium, are using virtual reality to help her control her fears.
Scientists are using virtual reality to treat bipolar disorder and phobias http://t.co/qR95oeCzLL pic.twitter.com/tWkJpUp5fl — Dave Asprey (@bulletproofexec) August 6, 2015
MindMaze has received $100 million to further medical research and launch a VR gaming system.
For a soldier who has endured an amputation, severe phantom limb pain can be debilitating.
Virtual reality company MindMaze has designed a medical virtual reality, augmented reality, and motion capture video game system that immerses the amputee in a virtual environment, where moving the existing arm will move the non-existing arm of the avatar. Neuroscientist and MindMaze founder and CEO Tej Tadi says this “mirroring” tricks the brain into believing the severed limb is actually there, and has proven benefits in phantom pain management.
Cannot wait to hear Mckenna’s perspective on BMIs for brain connection to all things digital, and microbots used to extend life as well as bionic body parts.
Famed psychonaut Terence Mckenna envisioned a very radical approach of bridging psychedelics with virtual reality to create a supercharged version of consciousness in which language, or rather the meaning behind what we speak, could be made visual in front of our very eyes.
In Mckenna’s “cyberdelic” future of virtual reality, artists and the revival of art, would be at the forefront of innovation, according to a talk he gave to a German audience in 1991.
Does this not still ring true 25 years on? Are not computer programmers and virtual cartographers the modern artists who are pushing the boundaries of our understanding of reality and ourselves?
Here is a concept; “could VR be used to rehabilitate criminals to experience through VR what their victims have experienced?” I do know in the recent 20 yrs a part of rehabilitation has included the criminal facing their victims so that the criminal develops a new level of empathy. However, could VR be a better solution? And, should it be?
LONDON, Feb. 15 (UPI) — Depression patients who interacted with characters in a virtual reality environment were less critical and more compassionate toward themselves, researchers found in a small study in England.
Researchers at University College London found some of the self-directed negativity of people feel in depression can be mitigated through role-playing in virtual reality.
Dropping people into an immersive electronic world using a virtual reality headset gives them an opportunity to experience different scenarios — in this case, by embodying either somebody comforting a distressed child or by receiving the comfort as the distressed child.