Tuesday, April 7, 2015

Finding actual tranquility in virtual reality

Finding actual tranquility in virtual reality

After decades of technological and economic barriers, the long-touted promise of virtual reality finally appears to be attaining some real world viability.
As consumer-level VR headsets like the Sony Morpheus, the Samsung Gear VR, and the Oculus Rift all edge closer to their mainstream consumer launches over the next year, and as content production for these devices ramps up — from VR-enhanced cinematic experiences, to immersive video games, to applications in fields ranging from construction, design, and commerce — it’s becoming clear that virtual reality isn’t simply the next-fancier digital entertainment platform. The bounds of this technology, its versatility and functional range, are only beginning to be charted.
One of the aspects of VR that’s hardest to convey without actually strapping on a headset and diving in is the immersive, transportive quality of the experience. A fine-tuned system of stereoscopic imaging, motion and depth detection, and enough CPU horsepower to convincingly bestow a sense of “presence” all combine to create what feels like an entrance to a distinct, and distinctly different, environment — that is, VR is less about conveying a sense of realism than it is about carving out new realities.
This distinction is especially important in the advance of an intriguing realm of VR development, the treatment of mental disorders such as anxiety and depression.
According to figures from the Anxiety and Depression Association of America, chronic anxiety affects more than 40 million adults, with only about a third of them receiving treatment. The sources of anxiety are many and varied — genetics, brain chemistry, personality, and life events all play contributing roles — and the treatments are similarly diverse. Alongside advances in medical and pharmaceutical treatments, we’ve seen a rise in holistic measures over the past few decades: yoga, meditation, deep breathing, and if a burgeoning trend among developers bears out, virtual reality.
Techniques like virtual reality exposure therapy, employed to treat post-traumatic stress disorder, alcoholism, as well as various phobias and anxiety disorders by immersing patients in various simulated environments, have been in development among medical professionals since the early ’90s. And a wave of VR experiments in meditation are emerging: A selection of calm-inducing environments are ready for download via the Guided Mediation VR portal, and Babson College student Nina Vir, a competitor in last October’s HackingArtshackathon at MIT, presented a similar VR meditation concept called NiVRana.
One of the most promising extensions of this movement toward virtual tranquillity is “Deep,” a game (of sorts) developed by Dublin-based game designer Owen Harris, in collaboration with Dutch artist Niki Smit. Using a VR headset in combination with a strap-on peripheral controller that wraps around the belly like a belt, “Deep” measures a player’s diaphragmatic breathing and uses it as a controlling mechanism. Players navigate various virtual environments by breathing in and out, concentrating on expanding and contracting their diaphragms — a long practiced technique for gaining control over anxiety and panic attacks. On screen, these breaths are represented both by a growing and shrinking ring, and activate a fluid, floating movement through calming underwater vistas. Users are both controlling their breath, and using their breath as a control.
For Harris, 34, “Deep” is “my first electronics project and my first sewing project,” but it’s also been an intergral step toward addressing his own problems with anxiety, which extend back “as far as I can remember.”
“The first things I tried in VR were things that I made myself,” he tells me from Dublin in a Google Hangout. “I knew what I wanted to create, I wanted to re-create a floatation tank. So the first things I made were just star fields to sit within. I was captivated by the transporting nature of VR, how it could place you within another place.”
“Deep,” while currently in beta exclusively as a festival installation game due to its homespun hardware demands, gives users an accessible, immersive avenue toward claiming agency over their own bodies (anxiety attacks can often feel like a loss of physical as well as mental control). Harris himself uses it to defuse his own stressful situations. “In the same way the floatation tank was able to give people a glimpse into these states of consciousness really quickly, with really no barrier to entry,” he says, “‘Deep’ can be that for other people.”
Harris doesn’t see “Deep” or similar approaches through VR as a replacement for medication or clinical treatment, but he does see virtual reality as a potentially revelatory tool to add to the arsenal of treatments. There’s a lot less stigma surrounding the epidemic of anxiety in America, and as more and more sufferers come to terms with how widespread it is, VR offers a unique opportunity to nudge treatment more toward the mainstream.
“I should say that it doesn’t work for everybody,” says Harris, who has tested the game on attendees of various VR conferences to striking results, with some users moved to tears. “Twenty percent of people just really don’t like it, 60 percent like it and think it’s neat and interesting and cool, and 20 percent really, really love it. It’s those people, when they take it off and they look at you with this really intense look, like you’ve given them something, they’ve had an experience but there’s no way to communicate it, that’s really gratifying.”
Michael Andor Brodeur can be reached at mbrodeur@globe.com. Follow him on Twitter @MBrodeur.

Saturday, March 21, 2015

Thursday, March 5, 2015

To Bring Virtual Reality to Market, Furious Efforts to Solve Nausea

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Virtual reality headsets from companies like Sony, pictured, and Oculus VR had to overcome the threat of making users physically ill. CreditJae C. Hong/Associated Press
SAN FRANCISCO — Few technologies have generated more attention than virtual reality, which promises to immerse people in 3-D games and video.
Yet for the last couple of years, the companies building virtual reality headsets have begged for patience from content creators and the public. The companies’ biggest concern: that unpolished virtual reality products could make people physically sick.
The public’s wait for virtual reality is nearing an end. In recent days, several of the most prominent companies making headsets offered rough timetables for consumer versions of their products, ending the guessing game about when virtual reality would get its first real test.
The most closely watched of those companies, Oculus VR, which is owned by Facebook, said it expected to begin widely selling a product before the end of the year. Oculus has teamed up with Samsung on the product, a headset that uses a mobile phone as a screen.
“We’re going to hang ourselves out there and be judged,” John Carmack, chief technology officer of Oculus, said on Wednesday in a speech at theGame Developers Conference here, where virtual reality was the talk of the show.
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Oculus says it will begin shipping its products, shown here, this year, and Sony says it will do so next year.CreditJae C. Hong/Associated Press
Sony said this week that it planned to ship its own virtual reality headset for the PlayStation 4 console, known as Project Morpheus, during the first half of next year. And Valve, an influential game maker and online game retailer, said HTC would start selling a virtual reality headset designed by the two companies before the end of this year. The device will be called Vive.
In his frank speech at the conference, Mr. Carmack did not sugarcoat his explanation for why Oculus has moved slowly to ship a public version of its virtual reality technology. It is well known that virtual reality headsets can cause motion sickness and eyestrain in people who use them, though the severity varies by person, the type of game being played and the length of time a game is played.
Oculus and other companies are still making technical modifications to their products to avoid those effects. They are encouraging game developers to avoid creating virtual environments that tend to cause nausea, like roller coaster rides. Mr. Carmack said Oculus would still allow virtual reality games that could make people uncomfortable into the online store for its headset, but it will label them as such.
In the meantime, they are keeping access to the products limited. Oculus has released a version of its headset that connects to PCs for developers only. Gear VR, the mobile phone headset Samsung makes, has been on sale since late last year, but only in limited quantities and without broad distribution in wireless stores and other retail locations.
In explaining why Oculus has gone slow, Mr. Carmack described what he called a “nightmare scenario” that has worried him and other Oculus executives. “People like the demo, they take it home, and they start throwing up,” he said.
“The fear is if a really bad V.R. product comes out, it could send the industry back to the ’90s,” he said.
In that era, virtual reality headsets flopped, disappointing investors and consumers. “It left a huge, smoking crater in the landscape,” said Mr. Carmack, who is considered an important game designer for his work on Doom and Quake. “We’ve had people afraid to touch V.R. for 20 years.”
This time around, the backing for virtual reality is of a different magnitude. Facebook paid $2 billion last year to acquire Oculus. Microsoft is developing its own headset, HoloLens, that mixes elements of virtual reality with augmented reality, a different medium that overlays virtual images on a view of the real world. Google was the lead investor in a $542 million funding round in Magic Leap, a company developing an augmented reality headset.
Some longtime game industry executives say the excitement around virtual reality could easily dissipate. “The challenge is there is so much expectation and anticipation that that could fall away quite quickly if you don’t get the type of traction you had hoped,” said Neil Young, chief executive ofN3twork, a mobile games start-up.
At least one company, Valve, believes it has solved the discomfort problem with headsets. In an interview at the developer conference, Gabe Newell, the president and co-founder of Valve, said he, too, had reacted badly to most headset demonstrations, describing them as the “world’s best motion sickness inducers.”
Mr. Newell said the company had worked hard on its virtual reality technology to eliminate the discomfort, saying that “zero percent of people get motion sick” when they try its system. Part of its solution is a motion tracking system that uses lasers to accurately reproduce a person’s real-world movements in the virtual world. Mr. Newell said Valve would offer the tracking system, called Lighthouse, free to hardware manufacturers.
During a 15-minute demonstration of the Valve headset, it caused no discomfort for a reporter. In one segment of the demonstration, a colossal whale comes precariously close to the viewer, who is standing on the prow of a wrecked ship.
Tim Sweeney, founder of Epic Games, a game publisher, said the development of virtual reality technology was accelerating. He compared the industry’s stage of development to the time of the iPhone’s release. Many consumers did not see the usefulness of the device at first, but early adopters flocked to it, and eventually, it transformed how people thought about their phones.
He said the initial market for virtual reality gear would be the many millions of people who have bought Xbox and PlayStation game consoles. But there are many other uses, from virtual tours of buildings to immersive films. Epic showed off a demo at the conference, created with Weta Digital, that puts the viewer in a scene from the movie “The Hobbit: The Desolation of Smaug.”
“It’s going to be a little bit rocky,” Mr. Sweeney said about the development of virtual reality. “Some people are going to ship products that won’t be good. But there is so much momentum behind this that V.R. is an inevitability.”
Correction: March 5, 2015 
An earlier version of this article misstated Google’s role in a funding round for Magic Leap. It was the lead investor, not the only one.

Monday, March 2, 2015

JEREMY BAILEY is coming to lecture this Friday-


Reminder!!!!  JEREMY BAILEY is coming to lecture this Friday-
Jeremy is considered to be the most famous artist working with AR at this time. He is showing in the ARMORY show and has made time to come and visit NYU.

http://jeremybailey.net/

***Please be extremely respectful

I don't want to hear you typing or see you texting while he is presenting. 
If you are not into what hes doing and have to text / use the internet / etc
please leave the room-

Please think of questions you can ask Jeremy for big bonus points-

This should be a lot of fun!