Some applications of VR from vrxone.com

Education
Virtual Reality to teach the skills needed for the future by enabling learners to explore, play, work as a team, compete, and be rewarded for their achievements through interactive lessons.

  • Virtual Field Trips
  • Immersive VRXOne Lab
  • VR for Arts & Design
  • Safe Laboratory Practicals through VR
  • Game based Learning
  • Geography, Marine Life VR Exploration
  • Astronomy & Space Research through VR
  • Architecture & Interiors
  • VR for Sports & Games
  • VR to improve Public Speech

Corporate Training
Virtual reality (VR) enhances traditional training methods through a new, practical and interactive approach. Improve Knowledge Retention by doing things in an immersive Environment.

* VR based Induction/ Onboarding
* Improving Health & Safety through VR
* Increase Knowledge Retention
* Hands-on VR Training Simulations
* Customer interactivity through VR
* VR to improve Marketing Strategy
* Special purpose training in VR
* High Risk Environment VR Simulation
* Critical National Infrastructure brief on VR
* VR for Business Planning

Healthcare
Virtual Reality has proven great results with 34% of Physical Health and 47% of Mental Health Improvements through various applications and learning programs.

* 360° Live streaming of Surgical Procedure
* Medical & Nursing Simulation
* Emergency Drill Scenario
* VR for pain & anxiety relief
* Assistive Technology for Special Education.
* Interactive Anatomy Lessons
* Yoga, Meditation and Recreational Therapy
* Virtual Medical Consultation
* Motivational Therapy for Aged Citizens
* VR for Medical Tourism

 

 

 

Oculus Education Pilot Kicks Off in 90 California Libraries — from oculus.com

Excerpt:

Books, like VR, open the door to new possibilities and let us experience worlds that would otherwise be beyond reach. Today, we’re excited to bring the two together through a new partnership with the California State Library. This pilot program will place 100 Rifts and Oculus Ready PCs in 90 libraries throughout the state, letting even more people step inside VR and see themselves as part of the revolution.

“It’s pretty cool to imagine how many people will try VR for the very first time—and have that ‘wow’ moment—in their local libraries,” says Oculus Education Program Manager Cindy Ball. “We hope early access will cause many people to feel excited and empowered to move beyond just experiencing VR and open their minds to the possibility of one day joining the industry.”

 

 

Also see:

Oculus Brings Rift to 90 Libraries in California for Public Access VR — from roadtovr.com by Dominic Brennan

Excerpt:

Oculus has announced a pilot program to place 100 Rifts and Oculus Ready PCs in 90 libraries throughout the state of California, from the Oregon border down to Mexico. Detailed on the Oculus Blog, the new partnership with the California State Library hopes to highlight the educational potential of VR, as well as provide easy access to VR hardware within the heart of local communities.

“Public libraries provide safe, supportive environments that are available and welcoming to everyone,” says Oculus Education Program Manager Cindy Ball. “They help level the playing field by providing educational opportunities and access to technology that may not be readily available in the community households. Libraries share the love—at scale.”

 

 

 
 

From DSC — in regards to the below item involving Intel:

In the future, will we be able to bring remote students into our face-to-face-based classrooms using technologies similar to what Intel is working on? If so, that would offer some serious opportunities for learners worldwide. More choice, more control.

 



How Intel is using VR to try to change sports viewing now and into the future — from fastcompany.com by Daniel Terdiman

The tech giant has grand ambitions, and thinks that fully immersive live sports is the key to giving fans what they want–someday.

Excerpt (emphasis DSC):

There are hundreds of millions, if not billions, of passionate sports fans around the world. And yet, according to Intel, no more than 1% of those people will ever get to see their favorite team in person.

That massive experience gap is at the center of Intel’s ambitious live-sports virtual reality efforts, a series of initiatives that over the next couple of years should solidify the company’s “as if you’re there” philosophy about sports, said Jeff Hopper, the business strategy lead at Intel Sports Group.

In the short term, those efforts will focus on single-user, individual experiences. But over time, Intel plans on making it possible for fans to be right in the middle of their favorite team’s action, create personalized 3D highlights, and share them with friends.

Fans watching the games—via Intel’s True VR app on Samsung’s Gear VR headset—will be able to choose from multiple camera angles around a stadium, each of which will give them a wide, immersive view of the action.

 



 

 

 

 



 

 

From Apple itself:

 

  • HomePod reinvents music in the home
    San Jose, California — Apple today announced HomePod, a breakthrough wireless speaker for the home that delivers amazing audio quality and uses spatial awareness to sense its location in a room and automatically adjust the audio. Designed to work with an Apple Music subscription for access to over 40 million songs, HomePod provides deep knowledge of personal music preferences and tastes and helps users discover new music.

    As a home assistant, HomePod is a great way to send messages, get updates on news, sports and weather, or control smart home devices by simply asking Siri to turn on the lights, close the shades or activate a scene. When away from home, HomePod is the perfect home hub, providing remote access and home automations through the Home app on iPhone or iPad.

 

 

 

 



Also see:



 

The 8 biggest announcements from Apple WWDC 2017 — from theverge.copm by Natt Garun

Excerpt:

Apple introduced a new ARKit to let developers build augmented reality apps for the iPhone. The kit can help find planes, track motion, and estimate scale and ambient lighting. Popular apps like Pokémon Go will also use ARKit for improved real-time renders.

Rather than requiring external hardware like Microsoft’s HoloLens, Apple seems to be betting on ARKit to provide impressive quality imaging through a device most people already own. We’ll know more on how the quality actually compares when we get to try it out ourselves.

 

 

Everything Apple Announced Today at WWDC — from wired.com by Arielle Pardes

Excerpt:

On Monday, over 5,000 developers packed the San Jose Convention Center to listen to Tim Cook and other Apple execs share the latest innovations out of Cupertino. Over the course of two and a half hours, the company unveiled its most powerful Mac yet, a long-awaited Siri speaker, and tons of new software upgrades across all of the Apple platforms, from your iPhone to your Apple Watch. Missed the keynote speech? Here’s a recap of the nine biggest announcements from WWDC 2017.

 

 

Apple is launching an iOS ‘ARKit’ for augmented reality apps — from theverge.com by Adi Robertson

Excerpt:

Apple has announced a tool it calls ARKit, which will provide advanced augmented reality capabilities on iOS. It’s supposed to allow for “fast and stable motion tracking” that makes objects look like they’re actually being placed in real space, instead of simply hovering over it.

 

 

Apple is finally bringing virtual reality to the Mac – from businessinsider.com by Matt Weinberger

Excerpt:

Apple is finally bringing virtual reality support to its Mac laptops and desktops, bringing the company up to speed with what many see as the next phase of computing.

At Monday’s Apple WWDC event in San Jose, the company announced that with this fall’s MacOS High Sierra update, the Mac will support external graphics hardware — meaning you can plug in a box and greatly increase your machine’s graphical capabilities.

In turn, that external hardware will give the Mac the boost it needs to support virtual reality headsets, which require superior performance to create an immersive experience.

 

 

Complete Guide to Virtual Reality Careers — from vudream.com by Mark Metry

Excerpt:

So you want to jump in the illustrious intricate pool of Virtual Reality?

Come on in my friend. The water is warm with confusion and camaraderie. To be honest, few people have any idea what’s going on in the industry.

VR is a brand new industry, hardly anyone has experience.

That’s a good thing for you.

Marxent Labs reports that there are 5 virtual reality jobs.
UX/UI Designers:
UX/UI Designers create roadmaps demonstrating how the app should flow and design the look and feel of the app, in order to ensure user-friendly experiences.
Unity Developers:
Specializing in Unity 3D software, Unity Developers create the foundation of the experience.
3D Modelers:
3D artists render lifelike digital imagery.
Animators:
Animators bring the 3D models to life. Many 3D modelers are cross-trained in animation, which is a highly recommended combination a 3D candidate to possess.
Project Manager:
The Project Manager is responsible for communicating deadlines, budgets, requirements, roadblocks, and more between the client and the internal team.
Videographer:
Each project is captured and edited into clips to make showcase videos for marketing and entertainment.

 

 

Virtual Reality (VR) jobs jump in the job market — from forbes.com by Karsten Strauss

Excerpt:

One of the more vibrant, up-and-coming sectors of the tech industry these days is virtual reality. From the added dimension it brings to gaming and media consumption to the level of immersion the technology can bring to marketing, VR is expected to see a bump in the near future.

And major players have not been blind to that potential. Most famously, Facebook’s Mark Zuckerberg laid down a $2 billion bet on the technology in the spring of 2014 when his company acquired virtual reality firm, Oculus Rift. That investment put a stamp of confidence on the space and it’s grown ever since.

So it makes sense, then, that tech-facing companies are scanning for developers and coders who can help them build out their VR capabilities. Though still early, some in the job-search industry are noticing a trend in the hiring market.

 

 

 

 

 

Ed Dept. Names Finalists for Virtual and Augmented Reality Competition — from campustechnology.com by Sri Ravipati

Excerpt:

The finalists are:

  • Case Western Reserve University, which developed “Holographic Anatomy to Transform Healthcare,” a simulation that provides an alternative to using cadavers to teach medical anatomy. Combining the Microsoft HoloLens and the VR experience, medical students can practice dissection techniques in a virtual environment.
  • Embodied Labs for a series of VR patient experiences called “The Alfred Lab,” designed to teach students how to take better care of elderly populations.
  • Octothorpe, the creator behind “The Irregular: Sherlock Holmes,” which challenges students to work together on chemistry and psychology problems.
  • Osso VR, for its realistic, hands-on orthopaedic surgical training platform; and
  • Smart Sparrow, an education company that created “LifeCraft,” which explores life on Earth through various archaeology, biology and astronomy expeditions.

 

 

EON CREATOR AVR

The EON Creator AVR Enterprise and Education content builder empowers non-technical users to create compelling AR and VR applications in minutes, not weeks.

ENTERPRISE
With no programming required, EON Creator AVR Enterprise empowers workers to accelerate learning and improve performance, safety, and efficiency in the workplace.

EDUCATION
Teachers and students can create, experience, and share AVR learning applications with EON Creator AVR and quickly add them to their current classroom, seamlessly.

 

 

 

 

Also see:

 

 

 

Also see:

 

 

 
 
 

109 ways companies are using virtual & augmented reality right now — from metavrse.com by Alan Smithson

Excerpt:

By 2035, Citi Financial Estimates the vCommerce industry to be worth $1.3 trillion.  Yes, that is trillion with a “T”, we’re talking 4 comma club!  Now that is a massive number and surely not all of this is from virtual and augmented reality… or is it.  According to VR evangelist and author of the Fourth Transformation, A book about the transformative potential of VR/AR, Robert Scoble suggests ‘Users will start expecting brands to have mixed reality experiences in 2018.

 

 

 

Lithodomosvr.com: Archaeology Virtual Reality Content for Tourism, Education and Entertainment

 

 

 

An excerpt from their website:

Head mounted virtual reality devices have an enormous potential to provide non-destructive immersive experiences for visitors to archaeological sites and museums as well as for researchers and educators. By creating a model that suggests an anastylosis of a building, the user can simply put on a headset and view the streetscape and its suggested reconstruction.

VR simulations are a much cheaper and more flexible solution than on-site physical reconstruction. Of course, necessary checks and measures are important to signify what is certain and what is guesswork, and as such, Lithodomos adheres to section 2.4 of the ICOMOS Charter for the Interpretation and Presentation of Cultural Heritage Sites.

By using photogrammetry, texturing and mesh modelling, Lithodomos VR creates immersive experiences of the Greek and Roman worlds for viewing on Virtual Reality Head Mounted devices, for example: the Oculus Rift, Samsung Gear VR, Google Cardboard and many others. Unlike many VR content creators, our point of difference is that we specialse in VR content for the Greek and Roman worlds. Our reconstructions stem from years of research and firsthand knowledge, and they reflect the best academic practices to ensure that the end product is both as accurate as can be possible and informative for the viewer.

 

 

 

 

 

The 82 Hottest EdTech Tools of 2017 According to Education Experts — from tutora.co.uk by Giorgio Cassella

Excerpt:

If you work in education, you’ll know there’s a HUGE array of applications, services, products and tools created to serve a multitude of functions in education.

Tools for teaching and learning, parent-teacher communication apps, lesson planning software, home-tutoring websites, revision blogs, SEN education information, professional development qualifications and more.

There are so many companies creating new products for education, though, that it can be difficult to keep up – especially with the massive volumes of planning and marking teachers have to do, never mind finding the time to actually teach!

So how do you know which ones are the best?

Well, as a team of people passionate about education and learning, we decided to do a bit of research to help you out.

We’ve asked some of the best and brightest in education for their opinions on the hottest EdTech of 2017. These guys are the real deal – experts in education, teaching and new tech from all over the world from England to India, to New York and San Francisco.

They’ve given us a list of 82 amazing, tried and tested tools…


From DSC:
The ones that I mentioned that Giorgio included in his excellent article were:

  • AdmitHub – Free, Expert College Admissions Advice
  • Labster – Empowering the Next Generation of Scientists to Change the World
  • Unimersiv – Virtual Reality Educational Experiences
  • Lifeliqe – Interactive 3D Models to Augment Classroom Learning

 


 

 

 

 

From DSC:
The use of virtual reality in industries such as architecture, construction, and real estate is growing. Below are some articles that speak to this trend.

In the future, it’s highly likely we’ll be able to get a nice VR-based tour of a space before building it, or renting it, or moving into it. Schools and universities will benefit from this as well, as they can use VR to refine the vision for a space with the appropriate stakeholders and donors.

 


 

 

Coming Soon: A Virtual Reality Revolution — from builderonline.com by Jennifer Goodman
American consumers will soon expect homes to be viewable before they are built. Are you ready?

Excerpt:

In what ways are builders using VR today?
There are two primary uses of the panoramic style VR that I mentioned above being used: 1) photography based experiences and 2) computer generated (CG) experiences. The former is getting quite a bit of traction right now through technologies like Matterport. They are what I consider a modern version of iPix, using a camera to photograph an existing environment and special software to move through the space. But it is limited to real world environments. The CG experiences don’t require the environments to be built which gives builders a huge advantage to pre-market their properties. And since it is computer generated, there is a tremendous amount of flexibility in what is presented, such as various structural options or cabinet selections. And not only homes! Developers are using the technology to market the amenities of a new master planned community.

 

 

Local builders step further into virtual reality — from richmondbizsense.com by Jonathan Spiers

Excerpt:

While 3D modeling and online virtual tours have become more commonplace in the home design industry, at least one local builder is taking the custom home building and buying process into a new dimension.

At a recent preview event for this year’s Homearama, an annual home design showcase to be held this May at Chesterfield County’s NewMarket Estates, Midlothian-based Lifestyle Home Builders let attendees virtually walk through and look around a completed version of the house it is building – while standing within the same unfinished home under construction.

Participants were invited to wear virtual reality (VR) headsets for a full immersion, 360-degree experience, or they could navigate the finished product via a virtual tour on a computer screen. LifeStyle is using the technology, which it adapted from building information modeling (BIM) and off-the-shelf software, to allow homebuyers a chance to see their custom home before it is built and make any changes prior to construction starting.

 

 

How Virtual Reality Could Revolutionize The Real Estate Industry — from forbes.com by Azad Abbasi

Excerpt:

Consider the top two hurdles of the average real estate agent:

  • Agents have to manage the time it takes to go from one visit to the other, dealing with traffic among other elements out of their control.
  • The most commonly heard phrase in real estate is, “It doesn’t look like the pictures.”

Virtual reality can help immediately resolve both of these issues. It offers the possibility to virtually visit a lot more homes in a lot less time. This will naturally increase sales efficiency, as well as allow the ability to see more potential buyers.

Here are three different options you can explore using virtual reality to heighten real estate experiences:

 

 

From DSC:
After reviewing the article and video (below), it will be interesting to see how machine-to-machine (M2M) communications will be used in combination with augmented reality — and perhaps with virtual reality and mixed reality as well. That is, get to within a certain range of an object, and something automatically happens on your mobile device or your head mounted device. Perhaps that’s the sort of thing Apple is building into their next smart phone. It would sure open up some interesting learning and entertainment-related experiences — as such new affordances could help foster anticipation and curiosity, while grabbing someone’s attention.

This type of thing could easily become a piece of the future of art and creativity.


 

Mini-Mirages Emerge in an Augmented Reality Art Exhibition — from creators.vice.com by Nathaniel Ainley
Adrien M and Claire B’s latest series of installations basically looks like Harry Potter magic come to life.

Excerpt:

Even in its early beta stages, the new live exhibition from digital artists Adrien M and Claire B will have you rubbing your eyes in disbelief. Throughout their Mirages & Miracles display, the artist duo uses wondrous applications of augmented reality to create an orchestra of new installations, both small and large. Much like their live dance performance work at BAM, the new bundle merges the digital with the material, blurring the lines between what is real and what is fake. The multi-pronged ensemble uses augmented drawings, holographic illusions, virtual-reality headsets, and large-scale projections to create a number of unbelievable scenarios “that take root in both the mirage and the miracle,” according to the duo.

 

 

Mirages & miracles, premier aperçu… from Adrien M & Claire B on Vimeo.

 

 

 
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