- Welcome to the Synthetic Decade.
- You’ll soon have augmented hearing and sight.
- A.I.-as-a-Service and Data-as-a-Service will reshape business.
- China has created a new world order.
- Home and office automation is nearing the mainstream.
- Everyone alive today is being scored.
- We’ve traded FOMO for abject fear.
- It’s the end of forgetting.
- Our new trust economy is being formed.
XRHealth launches first virtual reality telehealth clinic — from wearable-technologies.com by Sam Draper
Excerpt:
XRHealth (formerly VRHealth), a leading provider of extended reality and therapeutic applications, announced the first virtual reality (VR) telehealth clinic that will provide VR therapy to patients. VR telehealth clinicians providing care are currently certified in Massachusetts, Connecticut, Florida, Michigan, Washington D.C., Delaware, California, New York, and North Carolina and will be expanding their presence in additional states in the coming months. The XRHealth telehealth services are covered by Medicare and most major insurance providers.
Concept3D introduces wheelchair wayfinding feature to support campus accessibility — from concept3d.echoscomm.com with thanks to Delaney Lanker for this resource
System makes wheelchair friendly campus routes easy to find and follow
Excerpt:
Concept3D, a leader in creating immersive online experiences with 3D modeling, interactive maps and virtual tour software, today announced the launch of a new wheelchair wayfinding feature that adds a new level of accessibility to the company’s interactive map and tour platform.
With the new wheelchair accessible route functionality, Concept3D clients are able to offer a separate set of wayfinding routes specifically designed to identify the most efficient and easiest routes.
Concept3D’s wayfinding system uses a weighted algorithm to determine the most efficient route between start and end points, and the new system was enhanced to factor in routing variables like stairs, curb cuts, steep inclines, and other areas that may impact accessibility.
Also see:
Wayfinding :: Wheelchair Accessible Routes — from concept3d.com
From DSC:
I wonder if this patent — or these types of technologies — might enable remote learners to select/control more of their preferred viewing angles?!
Apple Seeks Patent For AR/VR Video Recording With Multi-angle Playback — from uploadvr.com by Jeremy Horwitz
Excerpt (emphasis DSC):
If you’ve watched YouTube streams of conventional 2D videos — such as commentaries on games, TV shows, movies, or trailers — you know that the streams are visually flat: video of the content, sometimes with a person’s face superimposed in the corner for added discussion. But Apple appears set to change that paradigm for augmented and virtual reality streaming. A just-published patent application reveals that it’s been working on compositing multiple streams in a way that could let AR and VR viewers watch streamed content from their choice of angles.
Explore Revit models in VR with Unity Reflect — from by Nick Davis
Unity Reflect makes it easy to bring Building Information Modeling (BIM) data into virtual reality (VR). Learn how you can use the Unity Reflect VR Viewer to conduct immersive design reviews with Autodesk Revit models.
Excerpt (emphasis DSC):
The value of VR in the architecture, engineering, and construction (AEC) industry is well documented. It provides an unrivaled medium for gathering rich feedback, catching design flaws, and reducing the need for physical mockups. Studies have shown construction professionals are twice as likely to spot design errors when reviewing designs in VR versus PCs.
Today, 60% of AR and VR content is powered by Unity. Unity’s AEC customers use VR for a wide range of use cases, from conducting immersive walkthroughs that help their clients catch errors pre-construction and save hundreds of thousands of dollars on individual projects, to creating immersive training programs that lead to safer job sites.
XR for Teaching and Learning — from educause
Key Findings
- XR technologies are being used to achieve learning goals across domains.
- Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
- Integration of XR into curricula faces two major challenges: time and skills.
- The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
- The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.