Virtual/Augmented/Mixed Reality News & Discussions

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Yuli Ban
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The number of virtual reality and augmented reality products released at CES this year indicate the trend will continue. According to Fortune Business Insights, the global virtual reality market could grow from $6 billion in 2021 to over $80 billion by 2028.

Other industry analysts project the mobile augmented reality sector will grow from roughly $12 billion in 2020 to nearly $200 billion by the end of the decade.

For decades, augmented and virtual reality languished as tech novelties, even at tech events like CES. Devices were often clumsy, with low fidelity screens and poor software. But this year's showcase suggest that VR and AR are the future of consumer technology.

"Consumers can expect software to deliver seamless experiences that make it feel like you're in the real-world," HTC's Shen Ye promised. "There will be no discernible latency, and the hardware will be so portable that you'll be able to access these immersive experiences anywhere."
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Recent rumors indicated that Microsoft’s next-generation Hololens 3 mixed reality headset could be dead, but now there’s a chance that might not be true at all. In a tweet, Alex Kipman, who invented HoloLens and is currently a technical fellow at Microsoft, seemed to indicate that the product could still be alive.

As a recap, the whole saga started after a Business Insider report revealed the state of internal disarray and uncertainty within the HoloLens Team. The report also indicated that Microsoft could be working with Samsung on a next-generation headset, and HoloLens 3 was canceled in the middle of last year when that project began. Kipman, though, says not to “believe what you read on the internet,” and that “HoloLens is doing great.”
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Whether you’re a VR traditionalist, refusing to let go of the Oculus Quest 2, or a modernist readily embracing the newly dubbed Meta Quest 2, there’s no denying the device’s popularity. In fact, the latest monthly Steam hardware survey shows that nearly half of all VR users on Valve’s platform are using Meta’s headset to power the best VR games.

The Oculus Quest 2 boasts a staggering 46% market share, up by a strong 6% from last month’s survey. Looking back at January 2021 reveals a healthy year-on-year growth of 29%, with the headset accounting for just 17% of Steam’s user base at the time.

This is all the more impressive considering that its biggest competitor, the Valve Index, controls a noticeably smaller 14% of the Steam user base. As much as the Index is one of the best VR headsets you can pair with your gaming PC, it’s clear that the much lower cost of the Oculus Quest 2 has worked in Meta’s favour to establish market dominance.
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Treatment for Spatial Neglect Based on Immersive Virtual Reality Offers Advantages Over Traditional Therapies
February 11, 2022

https://www.eurekalert.org/news-releases/943153

Introduction:
(Eureka Alert) East Hanover, NJ. February 11, 2022. Kessler Foundation experts in stroke rehabilitation proposed a new paradigm for improving treatment of spatial neglect, a disabling condition that hinders recovery for at least 30 percent of stroke survivors. They outlined their approach in their recent article, “Immersive virtual reality treatment for spatial neglect: An agile user-centered development process,” (DOI: 10.1016/j.rehab.2021.101592), published online on November 15, 2021, by the Annals of Physical Medicine & Rehabilitation…

Spatial neglect impairs the neural networks supporting spatial attention and related cognitive and motor functions. People experience altered spatial orientation, which can cause problems with balance and navigation, as well as with memory, reading, and other cognitive processes. While progress has been made in detecting post-stroke spatial neglect, treatment strategies have lagged. To address the need for effective neurorehabilitation, the authors developed a treatment approach based on immersive virtual reality (VR), which allows standardized delivery of intensive, repetitive therapy in a flexible, engaging environment.

To develop the Kessler Foundation Spatial Re-Training Therapy (KF-SRT™), which employs a head-mounted display and hand-tracking technology, the Foundation team worked closely with Virtualware, an award-winning VR technology company based in Spain. “During user testing, we were able to communicate the need for revisions to Virtualware and adapt the software according to feedback from therapists and patients,” said Dr.(Peli) Chen (senior research scientist in the Center for Stroke Rehabilitation Research). “The resultant system has a user interface that accommodates creation of a patient profile, a calibration module, a choice of four game-like treatment modules, and a spreadsheet for data collection and export, enabling therapists to review progress across sessions.”

In the virtual treatment environments, patients wear a head-mounted display and hand-tracking technology to engage in a variety of challenging motor tasks. “The scoring algorithm rewards correct responses, with higher scores awarded for tasks completed successfully in the neglected space,” explained Dr. (Denise) Krch (senior research scientist in the Center for Traumatic Brain Injury Research).

The team reported that therapists were unanimously satisfied with the KF-SRT user interface, and patients preferred the VR experience to conventional therapy. “The next step is to conduct pilot studies of feasibility, limitations, and preliminary efficacy,” they concluded, “while continuing to update the system’s software and technology.”
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Rising popularity of VR headsets sparks 31% rise in insurance claims

Sat 12 Feb 2022 18.27 GMT

A man landing an upper-cut on the ceiling fan, a woman slamming into furniture, a guy smashing through a lighting fixture: gamers are learning, virtual reality headsets can often cause havoc at home.

The trend of crashing into furniture while in the metaverse provoked a 31% jump in home contents claims involving VR headsets last year, insurer Aviva said, marking a 68% overall increase since 2016.

“As new games and gadgets become popular, we often see this playing through in the claims made by our customers,” said Kelly Whittington, Aviva’s UK property claims director. “In the past we’ve seen similar trends involving consoles with handsets, fitness games and even the likes of rogue fidget spinners.”

Aviva said the average VR-related claim for accidental damage in 2021 was about £650, often from broken TVs smashed by overenthusiastic gamers.

[...]

The Reddit forum “VR to ER” features of videos of people using VR headsets falling over, bumping into furniture or accidentally punching loved ones.

https://www.theguardian.com/technology/ ... nce-claims
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And remember my friend, future events such as these will affect you in the future
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And remember my friend, future events such as these will affect you in the future
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