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Experts created robotic arms to conduct essential medical triage in perilous situations like humanitarian disasters and conflict zones.


Developed by researchers at the University of Sheffield, this revolutionary technology has the potential to be a life-saving intervention in high-risk places.

Examining victims within 20 minutes

Built upon the innovative “medical telexistence (MediTel) solution,” this state-of-the-art mobile robotic-controlled uncrewed ground vehicle (UGV) incorporates virtual reality (VR) technology.

Generative AI provoked a lot of discussion last year around images, text and video, but it may soon affect the gaming industry as well. Square Enix said it plans to be “aggressively applying” AI and other cutting-edge tech in 2024 to “create new forms of content,” according to president Takashi Kiryu’s New Year’s letter.

“Artificial intelligence (AI) and its potential implications had for some time largely been subjects of academic debate,” he said. “However, the introduction of ChatGPT, which allows anyone to easily produce writing or translations or to engage in text-based dialogue, sparked the rapid spread of generative AIs. I believe that generative AI has the potential not only to reshape what we create, but also to fundamentally change the processes by which we create, including programming.”

The company will start by using it to improve productivity in development and assist in marketing. “In the longer term, we hope to leverage those technologies to create new forms of content for consumers, as we believe that technological innovation represents business opportunities,” Kiryu added. Square Enix also plans to build more immersive AR and VR experiences, including “new forms of content that fuse the real world and virtual worlds.”

A new patent granted to Apple details how the company is thinking of using the Vision Pro’s external display to show what the wearer is looking at inside the device.

The patent, which includes Jony Ive as an inventor, details ways an outside screen on a generic head-mounted display could be used to indicate what the wearer is seeing to people around them. While the patent isn’t specifically about the Vision Pro and its “EyeSight” display feature, it’s clear that some of the ideas here informed the features in the final headset.

For example, Apple has talked publicly about how the outer screen on the Vision Pro can let outsiders see the eyes of the person wearing the headset or display a colorful pattern that indicates the wearer is fully immersed in VR. But pictures in the patent detail how an external display could be used for a few sillier-looking applications, like displaying the weather, sunglasses on your face, a DO NOT DISTURB sign, or even replacing the wearer’s eyes with Zoom icons.

Researchers from Cornell and Brown University have developed a souped-up telepresence robot that responds automatically and in real-time to a remote user’s movements and gestures made in virtual reality.

The robotic system, called VRoxy, allows a remote user in a small space, like an office, to collaborate via VR with teammates in a much larger space. VRoxy represents the latest in remote, robotic embodiment from researchers in the Cornell Ann S. Bowers College of Computing and Information Science.

Despite the company’s commitment to making its founder’s dream come true, the virtual reality market is contracting.

Sales of VR headsets and augmented reality glasses in the U.S. plummeted nearly 40% to $664 million in 2023, as of Nov. 25, according to data shared with CNBC by research firm Circana. That’s a much steeper drop than last year, when sales of AR and VR devices slid 2% to $1.1 billion.

The two-year decline underscores Meta’s continuing challenge in bringing the immersive technology out of a niche gaming corner and into the mainstream. While Zuckerberg said, in announcing Facebook’s pivot to Meta in late 2021, that it would likely take a decade to reach a billion users, he may need to start showing more optimistic data to appease a shareholder base that’s been critical of the company’s hefty and risky investments.

Virtual reality, or VR, is not just for fun-filled video games and other visual entertainment. This technology, involving a computer-generated environment with objects that seem real, has found many scientific and educational applications as well.

Sean Preins, a doctoral student in the Department of Physics and Astronomy at the University of California, Riverside, has created a VR application called VIRTUE, for “Virtual Interactive Reality Toolkit for Understanding the EIC,” that is a game changer in how particle and nuclear physics data can be seen.

Made publicly available on Christmas Day, VIRTUE can be used to visualize experiments and simulated data from the upcoming Electron-Ion Collider, or EIC, a planned major new nuclear physics research facility at Brookhaven National Lab in Upton, New York. EIC will explore mysteries of the “strong force” that binds the atomic nucleus together. Electrons and ions, sped up to almost the speed of light, will collide with one another in the EIC.

The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes-“the hard problem of consciousness”-and instead consciousness should be regarded in itself as a primary force in nature. This view attempts to derive, for example, the laws of physics from models of consciousness, instead of the other way around. While as scientists we can understand and have an intuition for the first paradigm, it is very difficult to understand what “consciousness is primary” might mean since it has no intuitive scientific grounding. Here we show that worlds experienced through virtual reality (VR) are such that consciousness is a first order phenomenon. We discuss the Interface Theory of Perception which claims that in physical reality perceptions are not veridical and that we do not see the “truth” but that perception is based on evolutionary payoffs. We show that this theory may provide an accurate description of perception and consciousness within VR, and we put forward an experimental study that could throw light on this. We conclude that VR does offer an experimental frame that provides intuition with respect to the idea that “consciousness is first” and what this might mean regarding the perceived world. However, we do not draw any conclusions about the veracity of this notion with respect to physical reality or question the emergence of consciousness from brain function.

Keywords: consciousness; interface theory of perception; perception; presence; real vs. virtual; virtual reality.

Copyright © 2022 Slater and Sanchez-Vives.

In a new study published in Scientific Reports, researchers have uncovered a phenomenon known as the “phantom touch illusion,” where individuals experience tactile sensations without actual physical contact in a virtual reality (VR) setting. This intriguing discovery raises questions about how the brain processes sensory information.

Previous research has shown that our nervous system can differentiate between self-generated touch and touch from external sources, a process often described as tactile gating. This ability helps us understand our interactions with the world around us.

When you perform an action that results in self-touch, your brain anticipates this contact. It knows that the sensation is a result of your own movement. Because of this anticipation, the brain ‘turns down the volume’ on the sensory response. Essentially, it partially “cancels” or gates out the sensation because it’s expected and self-generated. This is why you can’t effectively tickle yourself – your brain knows the touch is coming and reduces the response.

In the exercise, an engineer equipped with a set of virtual reality (VR) goggles is orchestrating the robot’s actions.


Advanced proposition.

Nadia, a cutting-edge humanoid robot, is engineered with a focus on achieving a remarkable power-to-weight ratio and extensive range of motion. This is made possible by leveraging innovative mechanisms and advanced composite materials.

The robot draws its namesake from the renowned gymnast Nadia Comăneci, reflecting the ambitious aim of replicating human range of motion. Funding for Nadia’s development is derived from various sources, encompassing support from the Office of Naval Research (ONR), Army Research Laboratory (ARL), NASA Johnson Space Center, and TARDEC. This diverse funding base underscores the broad interest and recognition of Nadia’s potential applications across military, space exploration, and technological research domains, according to IHMC.