<![CDATA[Gizmodo: virtual reality]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: virtual reality]]> http://gizmodo.com/tag/virtualreality http://gizmodo.com/tag/virtualreality <![CDATA[Take a Virtual Tour Through Google Street View On a Stationary Bike]]> Using a Vuzix headset, a laptop, Arduino and a bike sensor, Aki Mimoto was able to rig up his wife's stationary bike to transport himself through a virtual Google Street View environment.

Of course, that means you wouldn't have to sit staring at a wall or a TV while exercising—you could virtually travel down roads anywhere in the world. Unfortunately, the design needs some tinkering to be really usable—but it's a fantastic concept that's really worth pursuing. If there was a commercial product that got this right, I would probably be all over it. Hit the following link to learn how to do something like this at home. [Bako via Make]

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<![CDATA[The Desperate Puppy in the Window, Digitized]]> Projected against a shop window in New York, Sniff is a 3D animated dog. He's just a computer-generated rendering, sure, but he's got personality—he reacts to your gestures, follows you around, and presented with a group, chooses favorites.

The sidewalk in front of the store has been fitted with small infrared lights, and the installation with infrared cameras; this is how Sniff, an art project designed by Karolina Sobecka and Jim George, knows where its audience is, and can anticipate which direction they're moving.

Some might see a playful interactive exhibit here, but I see something more insidious. Walking by confused, platter-eyed puppies every once in a while is a part of city life—each time you do it, you make an easy—but still present—decision not to buy that dog that evidently loves you more than anything, for some reason. With Sniff, you don't have a choice: he seems to like you, but you physically can't take him home; likewise, there no risk that your walkby buddy is going to get incinerated at a shelter, because he isn't real. Technology, you've stolen the richness from our relationships to dogs that aren't ours. Thanks. [Sniff via Urlesque via Neatorama]

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<![CDATA[Design Epcot's Newest Roller Coaster Each Time You Ride]]> Opening today, Epcot's Sum of All Thrills ride will change every time you ride. That's because you'll draw your design on a touchscreen computer before hopping on.

Using prerendered chunks of track and a digital ruler, you can shape the path of their virtual roller coaster, bobsled track or jet flight. (Should you draw something that's impossible to perform, the system will guide and correct you.)

As for the simulation itself, your fate is in the hands of an industrial robot arm from Kuka Robotics, like you've seen in car plants. We can only assume that the robot shakes you at high velocities until you feel dizzy or sick, all while fans occasionally blow air at your face to simulate velocity.

Several years back, I tested a similar build-your-own coaster ride at DisneyQuest. Some effects were actually pretty wonderful, but the customization was fairly limited and the simulators were far more typical. Knowing my well-being is in the grasp of a robot that could literally destroy me makes the whole prospect sounds a lot more exciting. [CNN]

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<![CDATA[Robotic Walking Tiles Would Have Made For An Even Better "Billie Jean" Video]]> Virtual reality researcher Hiroo Iwata has developed cubes that utilize a pressure-sensitive fabric and ultrasonic sensors to predict movement, analyze positions and shuffle accordingly. Essentially, this creates an "infinite" walkway.

As you can see in the video, the walking pace is a little on the slow side, but Iwata believes that refinement of the technology could lead to more realistic virtual simulations. Throw some lights in there and I smell an awesome redux of "Billie Jean" for the 21st century. [Technabob via Popular Science]

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<![CDATA[Holograms Are Ready for Your Groping]]> The premise of a realistic hologram is no longer so far-fetched, but what about actually touching the thing? Researchers from The University of Tokyo have found a way.

The clip explains things better than we can, but researchers have essentially combined motion tracking, like you see in the Wii, with holograms, like you see on CNN, with ultrasonic waves, like we've seen before but can't really be seen.

Basically, these waves can pinpoint locations with incredible precision, and they're flexible enough to simulate varying textures. So you could interact with a virtual object that you could actually feel, a major hurdle in creating the fabled Holodeck (you know we couldn't get through this entire post without making the comparison).

Things are finally getting interesting, folks. [via CrunchGear]

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<![CDATA[Virtusphere Combines Virtual Reality With the Hamster Ball, Adds Broken English]]> I think I and quite a few others have had this idea before, but some crazy Russians have actually built a 10-foot, stationary hamster ball for humans that translates movement to on-screen action.

Given the oft-hilarious Russian inventors, their equally staid and awkward American partner and the fact that this is on Vice Magazine's video site, a part of me thinks this might be a joke, but it actually looks like they've gotten the thing to work. It's essentially one of those giant American Gladiator balls, but placed on a stand equipped with wheels, so whoever's inside can run in any direction. The users are equipped with goggles and what looks like a plastic laser gun for the first-person shooter demo, and the game picks up movement pretty nicely. We imagine it'd be tougher than they think to change direction on a dime, and of course not that many people have room for a 10-foot metal ball in their family room, but it's worth a look. Best line: "It really is a locomotion simulator. And just to define locomotion, it doesn't have anything to do with trains [dude does his best to hold back a vigorous guffaw at this pun] but with the movement of people." [VBS.tv]

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<![CDATA[Dinosaurs to Storm Japan Through Augmented Reality Exhibit]]> Japan just can't help but to tempt fate. First they produced the Godzilla movies. Now they're voluntarily bringing dinosaurs back from the dead.

As part of a 260-specimen dinosaur exhibit in Chiba, Japan, visitors will be able to see moving, life-sized dinosaurs right on the museum floor.

Running from July through September, the "Dinosaurs over time!" exhibit uses Canon video scopes to offer a "site-wide view" of 3D CG dinosaurs. Useful for both enhancing the museum-going experience and scaring children away from learning, the result is a "mixed reality" experience (also known as augmented reality) in which the analog and digital worlds combine to begin man's inevitable fall into the purely digital realm.

Sounds fun, but when Japan is crushed by a giant reptilian beast before the country uploads its collective consciousness into the Matrix, I'm gonna be the first to say I told you so. [Museum and Canon via DVICE]

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<![CDATA[Our Augmented Reality Future]]> io9 was busy this weekend detailing detailing how the future might look as "augmented reality" takes off in the next decade or so. Personally, I can't wait for the information overload. It's just too bad spam will follow us into 2020. [io9]

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<![CDATA[When Your Prescription Is Beyond Contacts]]> The best part of this photo is not the chunky plastic design or the model's subtly agape mouth. It's that fatty, curlicue phone cord hanging out the back. [Flickr via bbGadgets]

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<![CDATA[The Holodeck, As Re-Imagined in 2009]]> Star Trek TNG's holodeck is a staple of geek lore, but its interface was designed 20 years ago. Bruce Branit's World Builder is a short much along the same technological theme, but made today.

After one day of shooting, World Builder was in post production for 2 years. Despite its extremely small artistic team (essentially one guy), the first half of the piece deploys some really believable visual effects to establish a sort of virtual reality version of Illustrator or Maya.

The clip, be it a tad long for internet perusal, is a real pleasure to watch. Load it up when you have a few minutes to dedicate to your imagination. [Thanks Helen!]

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<![CDATA[The Virtual Cocoon Headset Promises to Feel as Real as Real Life]]> Today, university scientists spanning the UK unveiled a special project: A virtual reality headset said to mimic all five senses to offer a user experience that's indistinguishable from the real world.

Now obviously the claim is at least a slight exaggeration, as the peripheral only covers your head. Regardless...

The Cocoon is pitched as a portable VR device that can work for both entertainment and learning, taking viewers from their couch to the African savanna or Pyramids of Egypt. It's obvious that the helmet contains a unique, semi-circular screen that will fill the entirety of your vision. But researchers on the project are still working out other engineering problems, like how specific smells can be reproduced (which is, in itself, a worldwide scientific conundrum that's spawned many not-so-portable prototypes) .

If all goes according to plan, the Virtual Cocoon will be on the market in three years for about $2,000. But something tells us that even if the device makes it to stores, and even if it works perfectly, the human neck will lack the structural integrity to appreciate the experience. [Mail Online]

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<![CDATA[CirculaFloor Autonomous Floor Tiles Drag the Ground from Under Your Feet in Virtual Reality]]> CirculaFloor—360° autonomous floor tiles—reposition themselves to make walking in virtual reality one step closer to being more realistic. However, walk a little too fast, and you'll fall flat on your ass.

Designed in 2004, CirculaFloor will let you walk everywhere from left to right, diagonally, forwards and backwards—it will even lift you up, simulating the feeling of climbing stairs. While you're walking, the tiles move around to anticipate your next step, all the while sliding backwards so you actually don't travel anywhere at all. For those of you who want to check it out for yourself, the CirculaFloor will be on display at the Science Museum in Odaiba, Tokyo, starting May 11. [Robot Watch via BotJunkie via DVice]

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<![CDATA[Japanese Media Vehicle is Virtual Reality in a Capsule]]> This “media vehicle,” recently shown at an IT exhibition in Tokyo, looks like something out of Ghost in the Shell and is the coolest thing I've seen all day.

Riders enter the vehicle by popping open the top and entering what looks like a futuristic cockpit. A large spherical display covers the upper body while a bottom area allows your legs to move freely on a special track.

The machine, which is a prototype, can only handle a weight of up to 60kg (132 pounds). According to the reporter, being inside felt like living in a large video game. Uh, where can I sign up to try this thing out? [Robot Impress]

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<![CDATA[Vuzix Wrap 920AV Video Sunglasses Feature "See-Thru" Quantum Optics]]> A few weeks back, Vuzix teased us with an image of their upcoming Wrap 920AV virtual reality sunglasses, and today they followed up with the details.

So what is "see-thru" quantum optics anyway?

The stylish Wrap 920AV functions with any media playing device with a video output and projects a virtual 60-inch screen, as viewed from 9-feet. The state-of-the-art lens technology also allows users for the first time to view 3D video content while seeing and interacting with the real world. This incredible blend of reality and computer generated content will transform the world of portable video while opening up the consumer to previously impossible “location aware” applications. An optional 6-Degree of Freedom tracking sensor and/or Stereo Camera Pair will enable users to upgrade their Wrap 920AV to experience virtual, augmented and mixed reality environments.

If the glasses work as advertised, interacting with 3D digital content within a real world landscape might be a big step towards decent, workable virtual reality. Plus, the battery life has been bumped up to around six hours (not to mention a significant reduction in the Geordi factor of the design). The glasses are slated for release in Spring of 2009 at an undisclosed price.

Update: Resolution and aspect ratio are consistent with previous Vuzix versions at 640X480 and 4:3.

Vuzix Announces World’s First Fashionable Sunglass-Style Video Eyewear with Revolutionary “See-Thru” Quantum Optics

Provides a 60-inch private video display complete with Virtual Reality and Augmented Reality capabilities and built-in noise-isolating earphones all in less than 3 ounces

Rochester, NY – January 5th, 2009 – Vuzix Corporation is thrilled to announce a ground-breaking addition to the video eyewear market: the Wrap 920AV. As the demand for mobile access to digital entertainment and information skyrockets, Vuzix has once again pushed the envelope. This portable big screen solution with Vuzix’ proprietary Quantum optics technology allows for a “see-thru” video experience in the form of a functional pair of sunglasses and is upgradeable with optional accessories.

The stylish Wrap 920AV functions with any media playing device with a video output and projects a virtual 60-inch screen, as viewed from 9-feet. The state-of-the-art lens technology also allows users for the first time to view 3D video content while seeing and interacting with the real world. This incredible blend of reality and computer generated content will transform the world of portable video while opening up the consumer to previously impossible “location aware” applications. An optional 6-Degree of Freedom tracking sensor and/or Stereo Camera Pair will enable users to upgrade their Wrap 920AV to experience virtual, augmented and mixed reality environments.

“The Wrap 920AV will not just change the portable video industry, but how consumers view and interact with information,” said Vuzix CEO Paul Travers. “From watching a Civil War video reproduction battle reenactment on the actual battleground to walking through the streets of New York City with an animated virtual tour guide, the possibilities are endless,” added Travers.

“As listed in 2008 at the Gartner Emerging Trends and Technologies Roadshow, Augmented Reality promises a paradigm shift in how consumers interact with news, entertainment and information,” said Vuzix Consumer Division Product Manager Ron Haidenger. “The Wrap 920AV is the first product at a consumer price point to deliver this game changing technology to the masses,” added Haidenger.

Additionally, Vuzix will be offering low cost optional prescription lens inserts to provide the perfect solution for consumers wearing prescription eyeglasses. A patent pending electronic Inter-Pupillary Distance system enables eye separation adjustment, ensuring that all users will have an optimal viewing experience. Amazingly, the entire system weighs less than 3 ounces.

The Wrap 920AV’s features include:

• Virtual 60-inch screen viewed from 9-feet
• 2D and 3D video formats
• Quantum Optics Technology
• Twin high-resolution AMLCD displays
• Ultra low power electronics
• High-quality noise-isolating and removable comfort fit earphones
• Up to 6 hours of battery life on two AA batteries
• On screen display settings control
• For use with or without eyeglasses
• Optional prescription lens inserts
• Optional Bluetooth 6-Degree of Freedom head tracking system
• Optional USB-powered Stereo Camera Pair

Compatible devices include:

• All iPod/iPhone models with video output
• Portable media players
• Video cameras
• Cellular phones with video output
• Console video game systems
• Digital cameras
• DVD players
• PCs & laptops with S-Video

The Wrap 920AV will be available on Vuzix.com and through various other distribution channels in Spring 2009.

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<![CDATA[Vuzix Teases Us With Awesome Virtual Reality Wrap 920AV Video Sunglasses]]> The full details won't be available until CES this year, but Vuzix is already teasing us with this image of their Wrap 920AV video glasses.

Apparently, the Wrao 920AV will be "the first to actually function as sunglasses or portable video eyewear. It’ll combine virtual reality (VR) capabilities as well as augmented reality (AR) features." Holy crap that is awesome. We have enjoyed Vuzix products in the past, but these things have us giddy with excitement. [Vuzix]

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<![CDATA[TN Games HTX Helmet Delivers Virtual Headshots, Lawsuits With Force Feedback]]> Joining the TN Games force feedback vest is the HTX Helmet, which will allow kids to be the first on their block to receive physical head wounds from a virtual headshot in Gears 2.

Much like the TN Gaming Vest, the HTX Helmet delivers sensations and body blows that reflect what's happening to your character in-game.

The HTX Helmet is worn in conjunction with the 3rd Space Gaming Vest and delivers blows to the head when you are fired upon. Feel bullets whizzing by your helmet or the impact of getting shot in the head. The helmet will communicates with compatible games to give precise, 3 dimensionally accurate impacts where it happens, as it happens.

Hopefully there's a sensitivity setting on this device so TN has a sliver of a fighting chance when the lawsuits start pouring in. The helmet arrives in 2009 and has not been priced. [TN Games]

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<![CDATA[3D Force Field Opens Door for Holodeck, Virtual Touchable Leia]]> Here's the video of the Airborne Ultrasound Tactile Display, one of those technologies that will probably change entertainment forever: A high-fidelity 3D force field on the air that allows you to actually touch virtual objects with your bare hands. Initially, this technology could find its way into virtual keyboards, but in the future—as the size and resolution increases—there are endless possibilities. And with "endless possibilities" I really mean "virtual sex." Don't believe me? See what the developer has to say about it:

This tactile display enables tactile feedback superimposed over 3D graphics projected in free space, which provides more intuitive handling of 3D "touchable" graphics. For example, users could touch Princess Leia projected in the air.

...

Again:

This tactile display enables tactile feedback superimposed over 3D graphics projected in free space, which provides more intuitive handling of 3D "touchable" graphics. For example, users could touch Princess Leia projected in the air.

...

Yes. Users can touch Princess Leia projected in the air. In her metal bikini. Oiled. OK, that's just me, but you get the idea.

How is this force field produced? The Airborne Ultrasound Tactile Display uses multiple ultrasound transducers to project waves into the air. Without gloves or attachments, and without risk of penetration in the body, the device takes advantage of a nonlinear ultrasound phenomena called acoustic radiation pressure. This allows for the creation of spatial shapes of acoustic ultrasound radiation pressure, which is what gives you the sensation of touching Princess Leia's breasts for real, even feeling the nature of the material: The authors of the device say that eventually you will be able to "probe the surface of an object to measure the visc-oelastic properties of the object from a distant point." Paraphrasing Hank Moody, I think I got my manhood back and got hungry at the same time.

This version produces a 3D force field "that is sufficient for handling virtual objects with hands. The force field designed to be effective within a 30 cm3 region, with 10 gf, 1 kHz bandwidth, and 1cm spatial resolution." Holodeck, here we go. [University of Tokyo]

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<![CDATA[UCSD's StarCAVE Is a Real 3D Super-High-Def Danger Room]]> UC at San Diego has the closest thing to an X-Men-style Danger Room in its new StarCAVE, a small room that entirely surrounds you, hurtling 68 million pixels at your eyeballs at near-perfect resolution. Pop on polarized glasses and the whole thing goes 3D. Grasping a wireless "wand," you can walk through tall buildings, fly over cities, pick apart tiny cell structures or embrace entire galaxies. All the while pretending to do actual academic research, of course. Here's how to build your own for under $1 million:

The room—the third and by far best generation of the "Cave Automated Virtual Environment" pioneered in Chicago in the early 1990s—is pentagon shaped. Each wall has three panels, the top and bottom of which are angled 15 degrees inward for an immersive (and slightly Roddenberry-esque) experience. Each individual panel gets two of its own 2K-resolution (2048 x 1536) projectors, providing a discrete experience for each eye when viewing in 3D. Even the floor gets a pair of projectors. The effect is a better-than-HD view—the equivalent of 20/40 vision—anywhere you turn.

Previous generations of VR CAVE used those powered shutter glasses for 3D; the StarCAVE is the first to let you use the basic lightweight polarized glasses to add that more enjoyable, natural-feeling third dimension.

Lest you were worried about an appropriately complementary sound system, fear not. There are three five-speaker arrays hidden behind the panels for all kinds of surround-sound configurations, and there's a subwoofer built into the floor, too.

As you may have guessed, each panel gets its own serious processing muscle: a quad-core Linux-based PC with dual Nvidia GPUs and gigabit ethernet (in some cases 10-gigabit). Besides the higher resolution, it's the networking that makes this the most powerful VR room in existence—it ain't real unless you can tie it all together.

The room was designed to be earthquake proof, but also wheel-chair accessible. (Hear that, Dr. Hawking?) The entrance itself is hidden: One of the walls, including six projectors and three computers, rolls aside so that users can get in and out. As I mentioned, the crazy thing is that the StarCAVE cost less than $1 million to build. I am assuming that doesn't include the grad-student slave labor. (Don't worry, kids, if this kind of thing takes off, you'll all be rich soon enough.)

I can guess what you, dear Gizmodo reader, would use the StarCAVE for (Halo? Spore? WoW? Tiger Woods Golf?) but what the UCSD people are up to is a tad more educational. As you can see in the gallery (complete with UCSD's helpful captions), applications for visual research in biology, archaeology, structural engineering and architecture are already underway at the StarCAVE. Our hope is to pop by and burn some of this amazingness into our retinas, maybe plug in something a little less edutaining and more entertaining while we're at it. Regardless, if you currently go to UCSD, you are a lucky bastard.

Note: Photos taken in 2D mode so that that they didn't look like double-vision. Obviously, normal 3D view would look a tad different. [UCSD; Also PhysOrg.com via KurzweilAI.net]

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<![CDATA[Scientists Say Virtual Imaging Colonoscopy As Good As Real Thing, With Less Probing]]> According to the results of a new study, a virtual-reality 3D-graphic colonoscopy is about as good as the real thing for screening for colon cancer. The virtual procedure is made by image processing the results of an abdominal CT scan, then a doctor views the results in a sort of first-person-shooter "fly through" of the patient's inner tubes, looking for abnormalities to shoot examine. The graphical technology is of course less invasive *ahem*, more convenient and preferred by patients...though it'll likely come down to a dollars-based calculation before you start seeing this in your local medical facility. [Medgadgets]

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<![CDATA[Iowa State Researchers Turn UAVs into Virtual Reality Simulator]]> Iowa State University researchers further blurred the line between wartime operations and video games this week when they revealed a "next generation control interface" for military UAVs. The $4.2 million system, currently under development at the university's Virtual Reality Applications Center, will provide ground control UAV stations with views of the drones, the surrounding terrain, and overall battlefield. If the program sees complete success, it will allow a single operator to control multiple UAVs, and monitor each of their on-board instruments, cameras and, naturally, weapons. The system does this using a combination of eye-tracking, voice control and interactive large screen displays—in other words, the kind of rig many uber geeks already use to play an online FPS.

VRAC officials have seen early success with the program thanks, in part, to the ass-backwards approach they've taken to remote UAV control:

This approach inverts the typical paradigm for conveying information to UAV jockeys, according to VRAC. Because rather than augmenting the real-time camera picture with sensor generated information, the new interface works more like a virtual operating theater-one that's constantly fed by a myriad array of spatial and temporal information sources.

"We're also developing and measuring the effectiveness of new human interface techniques, which will enable operators to effectively control multiple, semi-autonomous aircraft," said research director Dr. James Oliver. "Already, up to 230 persons can be interfaced to participate in the system simultaneously."

Again, that sounds like a kick ass LAN party to me. A deadly LAN party, that is. [CNET]

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