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Davos Open Forum 2008 - Virtual Worlds - Fiction or Reality?Jan 19, 2012 www.weforum.org 26.01.2008 Open Forum - Virtual Worlds - Fiction or Reality? Second Life is one of the new ways of extending life to the virtual space, for example, allowing us to attend Wimbledon while standing next to one of the players or living out our social desires anonymously without restraints or risk of sanctions. More and more people are turning to virtual reality to establish who they are, what they know, who they interact with and how. This will influence how society is structured in the future and how real or fictive this virtual world will be. 1) In the context of the virtual worlds we are creating, what is the difference between fiction and reality? 2) With the ease of access to these virtual worlds, how do different generations react? 3) How does this world of immediate access, limitless social skills and unrestrained behaviour influence our moral framework? 4) Should the focus be on the technological or human side of progress? Philip Rosedale, Founder and Chief Executive Officer, Linden Lab, USA Florence Develey, Pastor, Switzerland Rafael Capurro, Professor, Information Management and Information Ethics, Stuttgart Media University, Germany Joseph Weizenbaum, Former Professor of Computer Sciences, Massachusetts Institute of Technology, USA Reid Hoffman, Chairman and President, LinkedIn Corporation, USA Moderator Loïc Le Meur, Founder and Chief Executive Officer, Seesmic, USA; Young Global Leader
Testers Wanted - Nintendo Virtual RealityJan 26, 2012 This is a live-action performance from the annual Carnegie Mellon University Entertainment Technology Center's (www.etc.cmu.edu) Building Virtual Worlds Show. The performance is from December 6th, 2006, and students have TWO weeks to brainstorm, develop, and implement a virtual world, which in this case, was required of us to make an entertaining experience for a large audience. The performance is given in McConomy Auditorium in Carnegie Mellon, via the technology of the Playmotion (http The playmotion is a motion sensor technology that receives data on the user's head and two hands. Members of the team include: Paul Capriolo (programmer), PaulCapriolo.com ME Chung (designer/props/fx), lizchung.com Carlos Pineda (audio/stage/script), pinedsman.com Jake Rheinfrank (artist), imagecubed.com
Brainwave power frees disabled people into a virtual worldJan 11, 2012 Japanese scientists have created new technology that allows paralysed people to move around freely in a virtual world.
NextWorld - Living in a Virtual WorldDec 13, 2011 Alternate reality games like Sim City appeal to the human need to play. See the virtual reality yourself.
JellyJan 21, 2012 Created by Patrick Donnelly, Kyle Gabler, Vivek Jawa, Josh Johnson in the Fall of 2003 for the Building Virtual Worlds class in Carnegie Mellon University.
Virtual Reality: Wave of the FutureDec 27, 2011 Created by Kyle Gabler, Ellen Juhlin, Bill Schott, Brad Stokan, Salim Zayat in the Fall of 2003 for the Building Virtual Worlds class in Carnegie Mellon University.
Jon NEVERDIE Jacobs' - Virtual World War IJan 18, 2012 Virtual reality mixed with real life video edited to Jon "NEVERDIE" Jacobs' song "Virtual World War I". I traveled to Hollywood and took green screen videos of NEVERDIE Studios crew Jon, Joe, Michael,Todd and Paul Inder on guitar to incorporate into the virtual world Entropia Universe. I was more than happy to have worked on this project. Thanks for the opportunity and for the help guys, it was fun! Dedicated to all Virtual World Players out there! ENJOY!!
World's First Desktop Virtual Reality Design Kit - Leonar3Do Demo at CES 2012Jan 23, 2012 The Leonar3do software brings artistic expression in to the digital world. It's the world's first desktop virtual reality design kit and offers easy 3D image sculpting, as well as augmented reality. PRODUCT: Leonar3do COMPANY: Leonar3do AVAILABLE: Available Now PRICE: $1350 ----------- Subscribe for free! www.youtube.com Hak5 on Revision3 www.revision3.com Hak5 on Twitter www.twitter.com Darren Kitchen on Twitter www.twitter.com Shannon Morse on Twitter www.twitter.com Facebook www.facebook.com ABOUT HAK5 Hak5 isn't your typical tech show. It's hacking in the old-school sense, covering everything from network security, open source and forensics, to DIY modding and the homebrew scene. Damn the warranties, it's time to Trust your Technolust.
Tactile Sensations in a 3D Virtual World : DigInfoJan 08, 2012 DigInfo - www.diginfo.tv Kawasaki&Mouri Laboratory, Gifu University 3D Haptic Display System
"Second Life" Virtual Reality Pedo MatrixDec 25, 2011 Imagine 100 years from now, what this game might be like. Notice the Logo? Looks a lot like the all seeing eye to me. But hey, I'm sure it's just a harmless video game, right? You be the Judge Second Life (SL) is a virtual world developed by Linden Lab launched on June 23, 2003, and is accessible on the Internet. A free client program called the Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life has an internal currency, the Linden dollar (L$) (which is traded with real currency). L$ can be used to buy, sell, rent or trade land or goods and services with other users. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. Services include "camping", wage labor, business management, entertainment and custom content creation Second Life is used as a platform for "education" by many institutions, such as colleges, universities, libraries and government entities. Residents express themselves creatively, sexually, emotionally ect, through virtual world actions and adaptations of art exhibits, live music, live theater ect. Second Life does not enforce any standards of role-play or suspension of ...
Soldiers Get Virtual Reality Therapy for Burn PainJan 24, 2012 Produced by Joyce Gramza Edited by James Eagan It's pain you wouldn't wish on your worst enemy, lets alone our veterans. But now soldiers enduring treatment for severe burns are being offered a high-tech way of fighting the pain. University of Washington researcher Hunter Hoffman has developed a cool virtual reality game that has actually been shown to make the excruciating rehabilitation fun. Paul Simon's music from the album "Graceland" is played during the game. www.sciencentral.com
Aurasma Virtual Browser and virtual world hands-onJan 13, 2012 Watching Aurasma in action is very impressive, it is tech that looks like magic. Aurasma is software that picks out objects, shapes, symbols -- which are called triggers -- with its Virtual Browser and understands what they are. Once the trigger is recognized, relevant content gets pushed across to the user using enhanced reality. For example, we have a look at a $20 bill during our demo and the bill in the phone display starts to deconstruct ending in some pretty serious rah rah sis boom bah. Aurasma is getting traction in advertising and we can only see this growing, it is really addictive fun. Users can grab the app free on either iOS or Android -- another mobile platform is coming with a name that doesn't rhyme with BlackBerry -- and get playing and creating. Aurasma also has a pro version -- also free -- with much more serious development tours for folks that really want to stretch its boundaries. Aurasma has been around for a while now but this is the first chance we've had a demo and we were very impressed.
"Virtual Hallucinations", a virtual reality simulation of scJan 25, 2012 PMS Microdesign, Inc. ABC News 20/20 "Virtual Hallucinations", a virtual reality simulation of schizophrenia Check out potboiler.freehostia.com
Infinite Reality: Avatars, Eternal Life and New WorldsJan 26, 2012 (April 29, 2011) Jeremy Bailenson shares his research on virtual reality, avatars, transformed social interaction, and related communication and psychological theories, as well as implications for citizens living in the digital age. Stanford University: www.stanford.edu Stanford Center for Professional Development: scpd.stanford.edu Human-Computer Interaction Seminar: cs547.stanford.edu Stanford Virtual Human Interaction Lab vhil.stanford.edu Stanford University Channel on YouTube www.youtube.com
Strolling Virtual World, SecondLife, by Using BrainwavesNov 20, 2011 Brain-Computer Interface technology with non-invasive recording of brainwaves allows users to controll an avatar in a virtual reality environment, SecondLife (Linden Lab.).
New Book on Virtual Worlds Describes Using Avatars to Fight Terrorism
Massive Virtual World for Kids Promotes History, Culture, Creativity and Awareness for the Environment
Habbo Hotel and Facebook are Now Connected
New Massive Virtual World For Kids Opens For Beta
ICIDO and Virtual Reality Applications Center at the Iowa State University cooperate on Virtual Reality applications
Smarter Security Systems Introduces Biometric Authentication Solution
Koinup Launch the 1st Second Life Comics Competition
VT MÄK Announces Availability of VR-Vantage 3D Visual Solution
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