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Archive for the ‘virtual reality’ category: Page 41

Dec 23, 2020

2020 in Neuroscience, Longevity, and AI—and What’s to Come

Posted by in categories: bioengineering, biotech/medical, robotics/AI, space, virtual reality

Honorable Mentions

One more scientific brilliance this year is the use of light in neuroscience and tissue engineering. One study, for example, used lasers to directly print a human ear-like structure under the skin of mice, without a single surgical cut. Another used light to incept smell in mice, artificially programming an entirely new, never-seen-in-nature perception of a scent directly into their brains. Yet another study combined lasers with virtual reality to dissect how our brains process space and navigation, “mentally transporting” a mouse to a virtual location linked to a reward. To cap it off, scientists found a new way to use light to control the brain through the skull without surgery—though as of now, you’ll still need gene therapy. Given the implications of unauthorized “mind control,” that’s probably less of a bug and more of a feature.

We’re nearing the frustratingly slow, but sure, dying gasp of Covid-19. The pandemic defined 2020, but science kept hustling along. I can’t wait to share what might come in the next year with you—may it be revolutionary, potentially terrifying, utterly bizarre or oddly heart-warming.

Dec 22, 2020

FEELREAL Multisensory VR Mask

Posted by in category: virtual reality

Smell the virtual reality.

Feelreal simulates hundreds of smells to immerse you into virtual world.


Feelreal is the world’s first Multisensory Mask that releases smells, vibrates, and blasts your face with air or mist to make VR experiences even more immersing.

Dec 19, 2020

AGI: How to Ensure Benevolence in Synthetic Superintelligence (Part III: Conclusion)

Posted by in categories: robotics/AI, singularity, virtual reality

Devising an effective AGI value loading system should be of the utmost importance. Interlinking of enhanced humans with AGIs will bring about the Syntellect Emergence which could be considered the essence of the Cybernetic Singularity. Future efforts in programming and infusing machine morality will surely combine top-down, bottom-up and interlinking approaches. #AGI #FriendlyAI #Cybernetics #BenevolentAI #SyntheticIntelligence #CyberneticSingularity #Superintelligence


A simple solution to achieve this might be to combine select human minds (very liberal, loving, peaceful types) with brain computer interfaces in a virtual environment. Work to raise an AGI who believes itself to be human and who believes in self sacrifice and putting the good of others above its own self. When this is achieved, let it sale they a virtual door to join humanity online.

Dec 11, 2020

Stretchable sensor gives robots and VR a human touch

Posted by in categories: augmented reality, robotics/AI, virtual reality

It’s not a stretch to say that stretchable sensors could change the way soft robots function and feel. In fact, they will be able to feel quite a lot.

Cornell researchers have created a fiber-optic sensor that combines low-cost LEDs and dyes, resulting in a stretchable “skin” that detects deformations such as pressure, bending and strain. This sensor could give soft robotic systems – and anyone using augmented reality technology – the ability to feel the same rich, tactile sensations that mammals depend on to navigate the natural world.

Nov 29, 2020

VR mask lets you smell the action

Posted by in category: virtual reality

Meet the FeelReal mask. Using nine aroma capsules inserted into the masks, a catalogue of smells can be sprayed at your face.

Nov 23, 2020

The Economic Singularity: From Capitalism’s Unplanned Obsolescence to the New Transcendent Economy

Posted by in categories: economics, nanotechnology, singularity, sustainability, virtual reality

What if with the new wave of technologies, such as nanotechnology which would enable us to reprogram matter at a molecular level, we can overcome scarcity once and for all? Design would then become the most important part from start to end product which can be freely shared or have a premium in the marketplace. At any rate, this will dismantle the current social, economic, and political system, because it will become irrelevant; every institution, every value system, every aspect of our lives have been governed by scarcity: the problem of distributing a finite amount of “stuff.” There will be no need for any of today’s social institutions. In other words, when nanotech and ultra-realistic VR are commonplace, the system built on scarcity will crumble and that would herald the forthcoming “economic singularity.” #EconomicSiingularity


The current faltering economic model is suboptimal, hinders economic growth, and is not sustainable going forward.

Nov 22, 2020

Virtual Reality to the Rescue: Innovative pilot program transcends remote learning

Posted by in categories: biotech/medical, education, virtual reality

When COVID-19 reared its ugly head, wreaking havoc on education for students all over the world, CSU’s human virtual reality program stepped up to meet the moment.

“We knew that teaching an entire human gross anatomy class remotely with only pictures would not be ideal for students,” said Tod Clapp, an associate professor in the Department of Biomedical Sciences and head of its human anatomy program.

Moving BMS 301, Human Gross Anatomy, to online-only instruction this summer meant that students would not only miss out on the chance to work with and learn from real human cadavers, they would also miss getting to experience the new 100-person virtual reality lab Clapp’s team built last fall.

Nov 20, 2020

Voxon’s US$10,000 hologram table – no glasses required

Posted by in categories: augmented reality, holograms, virtual reality

Interactive 3D images that appear to float in the air, above a table that a group of people can stand around without needing any special headsets or glasses: that’s what South Australian company Voxon Photonics has built with its US$10,000 VX1 table.

Fiction has promised us holograms for decades, with one of the most famous examples appearing in 1977’s Star Wars: A New Hope. On board the Millennium Falcon, R2D2 and Chewbacca play some sort of digital board game, interacting with figures built out of light hovering in the air above a table.

Such things have been a long time coming to the real world. VR and AR can both somewhat replicate the experience, but they require headsets. In the best case, these are a bit antisocial, stopping you from looking others in the eye. In the worst case, they completely remove the wearer from the real world to immerse them in virtual space.

Nov 15, 2020

Cave_Intro15s_MASTER_v013_11.9.20_720p

Posted by in category: virtual reality

Get ready to dive into the Virtual Cave Worlds next Tuesday 11/17. Watch as 16 teams navigate the virtual environments with natural terrain and dynamic rock falls — all from the comfort of your home! www.subtchallenge.com.

Nov 12, 2020

UK’s first 6G innovation centre launches at University of Surrey

Posted by in categories: biotech/medical, virtual reality

It will allow for near-instantaneous virtual interactions, allowing people to send a hug to a loved one or shake hands with a colleague online. Its increased capacity and speed will revolutionise virtual reality and allow for wholesale ‘teleportation of senses’, researchers claim.

Potential applications include doctors monitoring patients remotely, embracing and holding hands with a loved one who may be thousands of miles away, and having virtual meetings with no lag…

Continue reading “UK’s first 6G innovation centre launches at University of Surrey” »

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