Archived Content - 2017

 

Immerse Yourself in New Worlds With Augmented and Virtual Reality
The Institute - December 2017

IEEE Transmitter features ways the technologies can be used to explore outer space and to treat medical conditions

To get a closer look at an archeological dig or to take a trip to Mars, visit the immersive experiences on IEEE Transmitter. There you can learn about the many applications of augmented and virtual reality, including how they’re being used for health care.

Read more at The Institute

 

Q&A with Skip Rizzo
Beyond Standards - December 2017

"Psychologist Albert “Skip” Rizzo conducts research on the design, development, and evaluation of virtual reality (VR) systems targeting the areas of clinical assessment, treatment, rehabilitation, and resilience. This work spans the domains of psychological, cognitive and motor functioning in both healthy and clinical populations. Rizzo, whose work using VR-based exposure therapy to treat post-traumatic stress disorder (PTSD) received the American Psychological Association’s 2010 Award for Outstanding Contributions to the Treatment of Trauma, is the director for medical virtual reality at the University of Southern California (USC) Institute for Creative Technologies. He also holds research professor appointments with the USC Department of Psychiatry and Behavioral Sciences and at the USC Davis School of Gerontology."

Read more at Beyond Standards

 

Regal Memories
IEEE Transmitter - December 2017

"The medical applications and healthcare benefits of virtual reality (VR) have long been the subject of research studies, and now The Wayback project is using it to help patients suffering from Alzheimer’s."

Read more at IEEE Transmitter

 

Using Hand Gestures to Enhance Movement in VR Environments
IEEE Transmitter - November 2017

"Users taking part in VR experiences tend to rely on a head-mounted display, making it challenging for the person to navigate and walk-through the experience. With the addition of hand-gesture interaction, virtual reality experiences are becoming even more immersive."

Read more at IEEE Transmitter

 

Using VR-Based Psychotherapy For PTSD Helps Traditional Therapy Effects: Experts
International Business Times - November 2017

IEEE member Todd Richmond discusses how virtual reality will change the way in which people with PTSD are treated in the future.

Read more at International Business Times

 

Professor Vikram Kapila Explains the Integration of Mixed Reality/Augmented Reality/Virtual Reality into Various Technologies
IEEE Transmitter - November 2017

IEEE Senior Member Vikram Kapila, Professor, Department of Mechanical and Aerospace Engineering Director, Mechatronics, Controls, and Robotics Laboratory New York University, Tandon School of Engineering.

Read more at IEEE Transmitter

 

HaptX Inc Reveals New Haptic Glove for Virtual Reality
IEEE Spectrum - November 2017

"In early October, I showed up at an old firehouse on Staten Island for a glimpse into the future of virtual reality. That future depends largely on haptics. Now that we can use VR headsets to transport ourselves to another world, the thinking goes, we need systems to recreate sensations to bring those virtual experiences to life."

Read more at IEEE Spectrum

 

Making AR/VR Affordable and Accessible
IEEE Transmitter - November 2017

"We are living in the age of increased virtual reality and augmented reality experiences, but these technologies are not readily accessible and affordable for everyone. In order for people to have a great experience in either AR or VR, they need to have a headset and that can be cost prohibitive, which is a barrier to integrating these emerging technologies into education programs and underserved communities all around the world."

Read more at IEEE Transmitter

 

3 Ways AR/VR Are Improving Autonomous Vehicles
Robotics Trends - November 2017

IEEE member Todd Richmond shares his thoughts on how AR/VR are improving, and will continue to improve, autonomous vehicles.

Read more at Robotics Trends

 

AR/VR Technologies: The Future of Research, Education and Exploration
IEEE Transmitter - November 2017

"Augmented Reality (AR) and Virtual Reality (VR) were created initially for entertainment purposes, allowing users to experience alternate worlds that came alive through the use of cameras and digital displays. Since then, the field has grown into education, training and exploration uses."

Read more at IEEE Transmitter

 

Mixed Reality Research at NYU Brings Robots Under Control With a Smartphone Swipe
Robotics Business Review - November 2017

IEEE Senior member Vikram Kapila discusses his work at NYU, using mixed reality to control multi-robot systems.

Read more at Robotics Business Review

 

What Are Holographic Calls? Technology May Replace Voice Calling In The Future
International Business Times - November 2017

IEEE member Todd Richmond and IEEE Senior member Dr. Vikram Kapila discuss how holographic calls will change the future of voice calling for the consumer.

Read more at International Business Times

 

AI Startup Embodied Intelligence Wants Robots to Learn From Humans in Virtual Reality
IEEE Spectrum - November 2017

"Depending on who you ask, robotic grasping has been solved for a while now. That is, the act of physically grasping an object, not dropping it, and then doing something useful is a thing that robots are comfortable with. The difficult part is deciding what to grasp and how to grasp it, and that can be very, very difficult, especially outside of a structured environment."

Read more at IEEE Spectrum

 

AR-VR Technology in Education
WPTF-AM (Raleigh, NC) - October 2017

IEEE Fellow Ming Lin discusses AR/VR’s use in higher education. (Audio, 1:26)

Read more at WPTF-AM

 

Augmented Reality: Are the Glasses that Make Everything Else Look Good Making You Look Weird?
IEEE Computer Graphics and Applications - October 2017

"While eyeglasses have improved the lives of millions of people, many wearers are painfully aware of how weird glasses can make their eyes look. The eyes of near-sighted wearers appear smaller through the lens, while the eyes of far-sighted wearers appear larger."

Read more at IEEE Computer Graphics and Applications

 

Will Virtual Reality Disrupt Retail? You Bet
U.S. World and News Report - October 2017

IEEE Senior member Vikram Kapila discusses the ways in which virtual reality will disrupt the world of retail.

Read more at U.S. World and News Report

 

Using VR to Diagnose Concussions
IEEE Spectrum - September 2017

"Jamshid Ghajar once asked a NFL football “spotter”—a person who watches games for possible brain injuries—how he recognized a player with a concussion. The spotter replied, “Well, if he kneels down and shakes his head, he may have a concussion.”"

Read more at IEEE Spectrum

 

Museums Aim to Wow Visitors With High-Tech Exhibits
The Institute - August 2017

A VR tour and immersive experiences bring history to life

"For many, visiting a museum can feel more like a chore than an adventure.

A report from the U.S. National Endowment for the Arts noted an 8 percent drop in the number of adults who visited art museums in the past two decades. The sharpest decline was among people in their 20s and 30s. Museums are now trying new ways to engage and excite visitors. Here are some of the ways they’re modernizing their exhibitions."

Read more at The Institute

 

Virtual Reality Platform Created For Lab Animals
IEEE Spectrum - August 2017

"Scientists have devised a virtual reality platform for lab animals. Let that sink in. Zebrafish have swum with the aliens from the video game Space Invaders, mice were afraid of virtual heights, and fruit flies circled illusory obstacles."

Read more at IEEE Spectrum

 

TV Shows Experiment With Virtual Reality
The Institute - August 2017

‘Star Trek’ and ‘Breaking Bad’ fans can become immersed in their favorite program

"Imagine being a character inside your favorite TV show, immersing yourself in a virtual world in which the decisions you make affect the outcome of the plot.

Producers of three TV shows are using virtual reality technology—games, platforms, and headsets—to transport viewers into the scene they’re watching."

Read more at The Institute

 

Startup Neurable Unveils the World's First Brain-Controlled VR Game
IEEE Spectrum - August 2017

"Imagine putting on a VR headset, seeing the virtual world take shape around you, and then navigating through that world without waving any controllers around—instead steering with your thoughts alone."

Read more at IEEE Spectrum

 

Nine IEEE Virtual and Augmented Reality Standards Projects in the Works
The Institute - August 2017

They cover video quality, user interfaces, and file formats

"The IEEE Standards Association is developing a family of standards for virtual and augmented reality that address aspects such as safety, how different technologies should be defined, and how virtual and real objects should work together."

Read more at The Institute

 

IEEE P2048 Standards Paving the Road for Virtual Reality and Augmented Reality
IEEE Standards University - May 2017

"IEEE P2048 Working Group is developing twelve standards for virtual reality (VR) and augmented reality (AR). Having attracted participants from over 200 companies and institutions all over the world, the working group now is one of the largest forces dedicated to VR/AR standardization. The working group participants already include device manufacturers, content providers, service providers, technology developers, government agencies and other parties relevant to VR/AR, constituting an excellent mixture for the standards to be widely adopted."

Read more at IEEE Standards University

 

3 Facts To Know About Virtual Reality’s Future
Beyond Standards - May 2017

"Virtual reality (VR), something to only dream about or experience in major movies not too long ago! Now you can go to a local store, or online, and pick up a VR headset within minutes, with prices ranging from anywhere between $5 to $1500 the quality and performance of your device will be very much down to how much you’re willing to spend on it."

Read more at Beyond Standards

 

Adding Touch to Virtual Reality
IEEE Transmitter - May 2017

"Engineers have found a way to make a virtual reality experience even more real. Using devices worn on the fingers, users can “feel” virtual objects while still being able to hold actual objects."

Read more at IEEE Transmitter

 

Adding Scent to Virtual Reality
IEEE Transmitter - March 2017

"Researchers want to make virtual reality even more immersive by incorporating scent into the experience. They are testing the interactions we have in VR by incorporating smells, as well as touch."

Read more at IEEE Transmitter

 

Remarkable Ways Virtual Reality is Improving Society
Epics in IEEE - March 2017

"Virtual reality is creating a lot of buzz and has plenty of people talking and businesses examining how they can implement this immersive technology into their product lines."

Read more at Epics in IEEE

 

Bringing Technology Closer to the Body Helps Get It Out of the Way
Beyond Standards - March 2016

Q&A with Thad Starner, director/founder of Georgia Tech’s Contextual Computing Group

Read more at Beyond Standards

 

The Music Industry and Virtual Reality
IEEE Transmitter - February 2017

"With virtual reality experiences popping up everywhere, it was only a matter of time until the music industry embraced the technology. From interactive music videos to live concerts, listening to your favorite songs has become a more immersive experience."

Read more at IEEE Transmitter

 

If You're Hoping to Watch All of the Super Bowl in VR, Sorry
CNET - February 2017

IEEE member Todd Richmond shares his thoughts on the impact of VR on sporting events.

Read more at CNET

 

The Road Ahead for Virtual Reality
Beyond Standards - February 2017

"Is 2017 the year for Virtual Reality (VR)? You don’t have to look far to see researchers, analysts, and bloggers sharing their ideas and forecasts for VR in 2017 and beyond. In fact, it is likely to see Virtual – Augmented – Mixed Reality (VAMR) become part of our everyday landscape, impacting many industries."

Read more at Beyond Standards

 

A Look into Clinical Virtual Reality
Beyond Standards - January 2017

"Over the last decade demand has grown rapidly for innovative digital technologies and behavioral healthcare researchers and providers have not overlooked the opportunities these technologies, such as virtual reality (VR) afford. In fact, Clinical VR got started in the early-to-mid 90’s as clinical scientists dissatisfied with old school methods of medical practice saw promise and power in new technology. In Engadget’s recent Public Access article, The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016, Skip Rizzo, Ph.D., Director of the Medical Virtual Reality Lab, University of Southern California Institute for Creative Technologies, provides insight into the development and use cases for Clinical VR."

Read more at Beyond Standards