Virtual Reality News

You're walking along a street in Roman Pompeii at the start of the first millennium when you notice a spectacular stone building. You reach out towards it and your guide informs you it's a temple to the god Jupiter, built in 200 BC. With a flick of your wrist you save the data and, school assignment complete, you step out of your Cocoon and back into your living room.

Educational historical journeys are just one possible use of the Immersive Cocoon, a walk-in virtual-reality pod being developed by NAU, an international design collective that aims to revolutionize the way we interact with computers.

When complete, the Immersive Cocoon will be a sleek and shiny human-sized dome. Step inside and you'll be enveloped by a 360° display screen and full surround sound.

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When the software boots up, instead of using a joystick or mouse to navigate the screens, motion-tracking cameras will follow the movement of your arms, legs and face, and a motion-sensitive platform will detect if you're walking or jumping.

"You've got display, sound and interaction all combined to create this fully immersed digital experience," explains Tino Schaedler, the architect-turned-film designer who is one third of NAU.

"It is completely different from me sitting in front of a screen, looking at a little picture and typing something in -- almost like the experience is reduced to my brain and my fingers. In the Cocoon we have the whole body immersed inside."

Videogame players will immediately recognize the Cocoon's gaming potential. The motion-tracking cameras and wrap-around visuals could make for an incredibly realistic gaming experience, where you use your whole body to fight off enemies who approach from all directions. But the Cocoon's potential extends far beyond gaming.

Imagine having a Cocoon in your home, connected to the Internet. Its unique interface means that rather than inputing commands with a keyboard or a moving a cursor with a mouse, you can simply reach out and 'grab' information from all around you.

If that sounds like science fiction, it may be because the 3D motion-tracking system was originally developed by John Underkoffler, whose work at Massachusetts Institute of Technology inspired similar 'reach out and grab' technology in the sci-fi movie "Minority Report."

NAU sees the technology as part of a trend away from traditional interfaces towards more intuitive ways of interacting with technology, a trend they say has already begun with existing mainstream devices such as the motion-sensitive controls of Nintendo's Wii gaming system or the touch-sensitive display on the iPhone.

Schaedler says the Cocoon could re-shape our working environments, allowing home working and virtual meetings where you could talk with virtual versions of your co-workers in detailed virtual environments. He also envisages enhanced online shopping, with Web sites offering 3D shopping environments.

"Imagine Amazon.com being fully 3D. We could walk through a 3D space where you have all the books lined up, and you could walk right up to a book," he says. Virtual shoppers might be able to take books off their shelves and read a sample, or even ask other virtual customers for recommendations.

The Cocoon also could be the perfect medium for interacting with virtual public spaces -- 3D renderings of libraries, museums and art galleries that can be visited online. Blazing a trail in the development of these spaces are New York architects Asymptote, who developed the New York Stock Exchange's 3D trading floor and have designed a virtual Guggenheim Museum.

Asymptote co-founder Hani Rashid explained to CNN that the Guggenheim Museum wanted its artworks to be viewable via the Internet. But rather than use a standard web site layout, the Guggenheim wanted to create a virtual space as striking as the architecture of its New York museum.

Asymptote came up with a futuristic design that Rashid describes as "a perfect hybrid of electronic space and physical space." Although the project is currently on hold, it offers a tantalizing glimpse of a future in which virtual spaces are designed with the same attention to detail as real physical buildings.

Rashid and Schaedler are a new breed of architect who are as comfortable in the virtual world as the physical, and they agree that as the Internet develops into a 3D medium, it will be architects who design the interactive virtual spaces.

Rashid says, "Ultimately, architects think spatially and where there's a spatial issue we're the ones trained historically to figure out how to make people understand and feel the emotional, physical and artistic side of a space."

cocoon-diagram

NAU hopes to complete its prototype Cocoon by October 2009, with models commercially available by 2014. Initially, it's intended to be used in public spaces or to be leased by companies, until the technology becomes cheap enough for the consumer market. But where NAU are creating an escape from the real world, others are working on ways of merging virtual information with the real world.

Scott Fisher is the Chair of the Interactive Media Division at the University of Southern California. In the 1980s he helped develop the archetypal 'glove and goggles' virtual reality system at NASA's Ames Research Center. Since then he has worked with Japanese mobile communications giant NTT Docomo on a kind of technology known as "augmented reality." Where virtual reality immerses you in an artificial world, augmented reality lets you go about your normal life, seeing the real world with additional information superimposed on it.

"You might be walking down a street in Tokyo and you could see information about a restaurant that you're walking by, or you might walk by a store and see information about what's on sale there," explains Fisher. This kind of technology has been used for years in pilots' heads-up displays, but a personal augmented reality system requires some sort of portable display, such as a headset.

Prototype headsets were once cumbersome things you wouldn't want to wear in public, but modern designs are moving towards something resembling a regular pair of glasses and researchers are working on incorporating the technology into cell phones.

Fisher says "This kind of augmented reality is still pretty much in the research stage, but there are a few companies that are about to start marketing, so we'll see things coming out commercially in the next few years."

Whether our future reality turns out to be virtual or augmented, it certainly promises to be interesting.

Via - CNN

School has virtual reality class

Child

A school installs a virtual reality studio to bring studies into the 21st Century A Bournemouth girls school has started holding "virtual reality" lessons - with life-like studies including a tour of the Mount St Helens volcano. Avonbourne School has installed a virtual reality studio for the studies, which include wandering through a virtual Tudor town. The studio is part of the school's new £750,000 creative technology suite, funded by Bournemouth Borough Council.

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Headteacher, Debbie Godfrey, said schools need to respond to change. "It's wonderful, a wonderful opportunity," she said. "The world is changing and we need to respond in how we are educating our young people today."

One Year 10 pupil said: "It's really exciting because you can go and see nearly anywhere in the world." The creative technology block also includes a video conferencing centre, a projection room and a laptop suite.

Via - BBC

Virtual reality tackles 'shell shock'

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The soldiers are able to relive the sights, the sounds and even the smells of warfare. In a small windowless room a US marine puts on a 3D headset and picks up a dummy rifle. Sergeant Robert Butler has been a marine for nearly 20 years and done two tours of Iraq. After his last stint he returned with post traumatic stress disorder - what was once called shell shock. Now he can finally deal with painful memories of the horrors of war.

Sergeant Butler believes his psychological problems stem from a patrol in 2005 where he witnessed the death of a father and his teenaged son who were killed after being caught up in a fire fight. His son was about the same age as the boy who died.

"When I first came back I was just a complete recluse and avoided outside contact," he said. Initially he was reluctant to join the virtual Iraq programme. "I thought PTSD was something the doctors dreamed up for job security," he said.

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"But I'd hit the point in my life where I felt I had zero control and was about to lose the one thing in my life that meant the most which was my family, so I was prepared to try anything." Sergeant Butler demonstrates the computer scenario which was used to help him.

On a computer screen I can see the same image projected onto Sergeant Butler's visor. He is in the front seat of a Humvee armed vehicle patrolling the streets of Iraq; each time he turns his head, the viewpoint on the screen changes.

An explosion ahead cracks the front windscreen and you see that the virtual soldier sitting alongside him is wounded, blood streaming down his arm. The platform, on which Sergeant Butler is sitting, vibrates, to add to the sense of reality. And there are not just the sights, sounds and vibrations of war, there are also the smells.

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These come from a machine which can release the scent of burning rubber, Middle Eastern spices, cordite, diesel fuel - even body odour. Commander Scott Johnston, a clinical psychologist, runs the programme at the Naval Medical Center San Diego. He said: "Our different senses are very powerful cues to our memory.

"Instead of allowing the person to continue to avoid these memories and haunt them, if we bring them out into the daylight and really face them we can decrease the negative effects on the individual."

"Am I 100%? No, because PTSD will always be part of my life; those memories never go away. "But it definitely has helped me to take steps and file that information. "It does come up, it gets processed like any other memory and I'm able to do the things a lot more now than before the war."

Commander Johnston says the preliminary results are exciting.

"We found that 30 out of 40 of our subjects were able to return to full duty so we are now starting to implement it across the different services for our returning warriors."

Many British as well as American troops have suffered psychiatric problems after serving in the Middle East. But the Ministry of Defence in London has yet to be convinced by the virtual Iraq programme.

It says for some years it's been exploring the possible uses of virtual reality in treating mental health conditions, but this is still very much "work-in-progress".

Via - BBC