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The Capital Region ARVR Accelerator announced its inaugural Demo Day to be held on Thursday, April 18, 2019 at the McClatchy New Ventures Lab in Sacramento. CRARVRAccelerator is the only program in the nine county area exclusively dedicated to the advancement of virtual, augmented and mixed reality.

Demo Day will showcase live virtual reality (VR) and augmented reality (AR) innovations by the seven startups in its first cohort and will feature a panel discussion with leaders in the VR and AR markets. In addition, a presentation on the state of VR/AR will be given by Amy Peck, CRARVRAccelerator Venture Partner and CEO of EndeavorVR.

VR in education, social gaming and hardware are among the live demonstrations that will be available to experience on site. Each startup in the cohort will deliver their pitches to a panel of esteemed judges from companies heavily invested in VR and AR such as HTC, Samsung Next, Flextronics, Applied Materials and McClatchy.

The winning pitch will be announced during the Networking Reception hosted by Five Star Bank. The VR and AR demonstrations will be available throughout the event.

“Capital Region ARVR Accelerator is built on existing relationships with sports and entertainment corporations, venture capital funds, healthcare institutions, technology companies and governmental entities, all of whom, provide unique testing grounds for participating cohort startups as they look to secure early pilot customers or partners,” said Jon Gregory, General Partner at CRARVRAccelerator.

CRARVRAccelerator is an intensive 12-week program that incorporates on-site and virtual components with investment capital, mentors and strategic partners to the VR and AR startups in the program.

The afternoon will kick off at 1:30 p.m with the panel discussion and end with the announcement of the winning startup pitch during the Five Star Bank Networking Reception, which starts at 5 p.m.

McClatchy New Ventures Lab is located at 401 I Street in Sacramento 95814. People interested in attending CRARVRAccelerator Demo Day can contact Jon Gregory or Lesley Chinen.

Participating CRARVRAccelerator Partners include: Capital Region-based Five Star Bank, Sacramento Kings, Haptic.al, Clark Pacific, Haney Biz, Tech Futures Group, McClatchy and Moneta Ventures.

Here are the startups in the first cohort:

SAMA Learning: SAMA Learning is a platform providing interactive, engaging and fun academic lessons for students in virtual reality. SAMA Learning combines VR, artificial intelligence and the science of learning to disrupt the current education system, encouraging more problem solvers and inventors in the future.

Adventure Lab: Adventure Lab is redefining entertainment through VR. Adventure Lab is a platform for online creators such as Twitch streamers, YouTube influencers and others to host and monitor group events for fans, followers and friends. It takes community building by digital natives to a new, virtual level.

Altwork: Altwork is a patented workstation combining the comforts of a chair, desk and monitors all in one convenient footprint. With the push of a button, users can seamlessly utilize their computers, mobile devices and game consoles in any of four key positions. It is a business class experience for the home or office.

Cognivive: Cognivive, founded by an accomplished neuroscientist and an experienced game designer, is angling to disrupt the neurorehabiliation market for patients, insurers and providers. Cognivive’s brand of digital medicine uses proprietary VR games and experiences to aid survivors of strokes and other neurological trauma in their rehabilitation.

Meedia: Meedia is a mobile app and platform with the functionality of a high cost public relations firms but made for anyone on a tight budget. Meedia is a tool for individuals in the public space who want full control over their brand messaging.

Observer Analytics: Observer Analytics is an analytics platform devoted to VR and AR. Observer Analytics gathers valuable data on user engagement in immersive experiences such as 3D interactions and eye tracking to inform content creators and managers on users’ behavior in applications such as gaming and employee training.

Tesuji: Tesuji’s VRumble combines VR and AR on its mobile device platform to redefine social experiences across live streams, gaming and group chat in realtime. Users can video chat in a group while playing interactive games and livestreaming simultaneously on their mobile phones.

CRARVRAccelerator Judges and Panelists include:

  • Jim Sperlazza, John Peters and Bret Engelkemier of Sacramento Angels
  • Jeff Smith of Tech Futures Group
  • Jordan Lafaro of McClatchy
  • Sabya Das of Moneta Ventures
  • Jack Crawford of Impact Venture Capital
  • David Anderman, Formerly of Lucas Film
  • Joe Hill of Lucid,
  • Wayman Harris of Applied Materials
  • Gil Alvarado of Sierra Health Foundation
  • Scott Armanini of Samsung Next
  • Frank Black and Praveen Gupta of HTC Vive
  • Alexander Haque of Lumiere VR
  • Jay Shukla of Nivagen Pharmaceuticals
  • Fred Penney of Penney and Associates
  • Robert Meyer of California Employment Training Panel
  • Geene Alhady of Clark Pacific
  • Kevin Atkin, private investor.

Disclaimer: Haptical is a CRARVRAccelerator partner.

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Capitol Region AR VR Accelerator to host inaugural demo day was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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The event will take place on May 22 -23, 2019 in Alexandria, VA.

Defense Strategies Institute has announced the 3rd annual Military Virtual Training & Simulation Summit. The two-day event will take place on May 22 and 23, 2019 at the Mary M Gates Learning Center in Alexandria, VA.

This year’s summit is designed to bring together senior DoD officials, military leaders, academia and solution providers to focus on the theme “Enhancing Warfighter Readiness for a Multi-Domain Battlefield”.

The objective of DSI’s Military Virtual Training & Simulation Summit is to explore emerging concepts and capabilities in Virtual Training and Simulation technologies, emphasizing the use of VT&S to improve warfighter readiness while also increasing safety and reducing cost. Session discussions will allow for open and honest dialogue to solve the nation’s most difficult technical and strategic challenges.

Defense Strategies Institute’s Military Virtual Training & Virtual Simulation Summit will cover important military training topics, such as: ‘Delivering Leap ahead Technology Simulation Capabilities. Developing Live, Virtual, constructive and Gaming Replications to Support the Operational Environment. Employing Simulation to Deliver Realistic Near-Peer OPFOR. Increasing Soldier Lethality through use of Modeling and Simulation. Integrating M&S Solutions to Reduce Overhead Cost of Traditional Training Methods. Leveraging Innovative M&S Technologies to Supplement Military Medical Training.

The event will feature senior-level speakers including:

  • COL Joseph Nolan, USA, Deputy Director, US Army Modeling and Simulation Office
  • Col Russell Driggers, USAF, Commander, 80thFlying Training Wing
  • COL John Ferrell, USA, Director, Directorate of Simulation U.S Army Aviation Center of Excellence
  • Dennis Reed, M&S Deputy, Department of Navy
  • LTC Dylan Morelle, USA, Director, Synthetic Training Environment Training Innovation Facility
  • Joseph Lomangino, M&S Branch, Deputy, MAGTF Staff Training Program
  • Joseph Rauguth, Chief, Simulations Operations, National Simulation Center

Those interested in participating in the 3rdAnnual Military Virtual Training & Simulation Summit can visit Defense Strategies Institute’s website. Active military, government and state personnel attend complimentary. Summit will be closed to the press and no recordings will be allowed.

Sponsoring opportunities available

DSI is welcoming Modeling and Simulation Technologies as Sponsor and Exhibitors for the forum. To learn more about the sponsoring opportunities you can email Thomas Engelman or call him at 201–918–3477. For general inquiries about the event or for more questions you can email Erica Noreika or call 201–896–7802.

Disclaimer: Haptical is an official media partner of The 2019 Military Virtual Training & Simulation Summit.

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Defense Strategies Institute announces the third annual Virtual Training & Simulation Summit was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Real News on Virtual Reality™ — Newsletter #107

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In a surprise announcement, Nintendo is bringing The Legend of Zelda: Breath of the Wild and Super Mario Odyssey — two of its biggest games on the Nintendo Switch — into virtual reality.

Both games will be getting updates on April 25 that will make them playable in VR. Nintendo says that the virtual reality update for “Super Mario Odyssey” will offer three new “mini-missions”.

Players will need the $80 Nintendo Labo VR Kit to experience these games in virtual reality. The VR kit comes with an alien shooter game and hits the shelves on April 12. Nintendo’s latest move suggests an attempt to mass market an affordable VR headset.

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Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

Nintendo is bringing Super Mario and Zelda into virtual reality was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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StoryUP, a Missouri company that makes biometrically-controlled virtual escapes to fight compassion fatigue took home top honors recently in two national events including a 1st place finish in the XR category at SXSW 2019, and a top prize at CES’s pitch competition.

Healium also received a prestigious Webby nomination for “Best Use of Augmented Reality”. The Webby’s winners will be announced on April 23rd and public voting continues through April 18th.

StoryUP Studios makes Healium, a virtual and augmented reality mindfulness platform powered by the user’s heart and mind via their wearables. The three-year old therapeutic media company is harnessing the power of the body’s electricity to heal virtual worlds for areas of emotional pain and situational stress.

“We developed Healium originally so a group of aging Veterans could virtually visit their memorials.” said Sarah Hill, CEO of StoryUP. “After seeing how VR positively impacted their mood, we added a feedback loop that allows the user to see their feelings control virtual worlds. It’s a powerful metaphor that our thoughts have power to control things not only in the virtual world but the real world as well.” she added.

Two published studies in Frontiers in Psychology and the Journal of Neuroregulation showed Healium reduced moderate anxiety and increased feelings of positivity in as little as four minutes.

These mindfulness-in-nature escapes have the option to be powered by EEG and heart rate data from the user’s wearables like a smartwatch or meditation headband. Positive or calm memories are empowered to change the environments with either just a mobile device or inside VR goggles.

For years, VR has been used as a sophisticated method of exposure therapy in the treatment of phobias, such as post-traumatic stress disorder (PTSD) or fear of needle.

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Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

Virtual mindfulness platform wins first-place prize at SXSW was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Real News on Virtual Reality — Newsletter #106

The Bellevue, Washington, game maker famous for making hit shooting games like Half-Life and Portal is building a virtual reality headset. The teaser site spotted by Ars Technica offers no information other than that the Index’s supposed release date is May 2019.

TRENDING NOW

Inside Magic Leap’s secret headquarters

The long guarded veil of mystery surrounding Magic Leap for years was finally lifted last year when the company revealed its Magic Leap One device. We now have a better view of what the daily workday world looks like for Magic Leap engineers and executives thanks to images received from the award-winning, Florida-based architecture firm Glavovic Studio… (Next Reality)

Oculus, Facebook, and the virtual reality revolution with author Blake J. Harris

Blake J. Harris, the best-selling author of “Console Wars,” has turned his attention to virtual reality with a new book. In “The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality” Harris dives into the dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality. And in this podcast, he discusses how he got his hands on the story, the twists and turns he encountered, and what’s next for virtual reality.

Rovio CEO — Taking Angry Birds to movies, augmented reality, and beyond

Since 2009, Angry Bird games have been downloaded more than four billion times. That’s about half the people on the planet, but it’s not enough for Rovio. That’s why the company is experimenting with new technologies and new ways to make Angry Birds more accessible to the rest of the world… (Venturebeat)

EDUCATION

University libraries using virtual reality technology to preserve the past

In this TEDx talk, University of Nevada presenter and University Libraries Multimedia Production Specialist Michelle Rebaleati talks about the range of uses for virtual and augmented reality technologies to identify and preserve important objects, art work and moments in time… (University of Nevada)

Teaching with NYT virtual reality across subjects

Virtual reality journalism, can serve as a powerful educational tool to grab students’ attention and get them excited about a range of complex subjects. These VR experiences created by The New York Times combine the power of immersion with compelling first-person narratives and storytelling to allow users to explore a range of scientific, cultural and global themes… (New York Times)

How VR enhances the business school experience

MIT Sloan is part of a growing number of graduate business schools worldwide that have integrated different virtual reality tools into their curricula. These can range from virtual escape rooms that teach leadership and collaboration to customized programs that can change interiors of retail environments as part of marketing exercises… (US News)

RESEARCH

Virtual reality ‘could help to treat autism’, experts say

Researchers at the University if Waterloo say that VR can help alter people’s perceptions of time, meaning it could be a potential treatment for people with neurological disorders such as autism, schizophrenia and Parkinson’s disease… (Yahoo)

Virtual reality helps radiologists speed procedures

Interactive virtual reality (VR) could help improve the efficiency of interventional radiology treatments, as well as increasing portability and patient access, according to a new study by the University of Washington Medical Center… (Health Care IT News)

HOW TO?

In this Medium post, Stanford Journalism students Andrea Yu-Chieh Chung and Barna Szász share their experiences about crafting an immersive way of telling journalistic stories and the things they learned about 360-degree videos in general.

APPS

Posemoji use your body to create augmented reality emojis

The Posemoji app, which is available for free on Apple’s App Store, lets you send and record videos in which AR content tracks your hand and body movements to create special effects… (Next Reality)

NBA’s Magic Leap app lets you watch basketball in augmented reality

Basketball fans can now experience the game in augmented reality. The NBA now has a mixed-reality app for the Magic Leap One headset that will allow for a wide range of immersive features… (Engadget)

Augmented reality takes museum-goers inside Rembrandt painting

The app offers visitors a virtual reality experience of the anatomical dissection that took place in 1632, as depicted by the artist, in a bid to explore new ways of interacting with historic artworks using technology… (Dezeen)

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Disclaimer: If you purchase a product by clicking any of the affiliate links, we may receive a small commission to support our services. We are an independent publisher committed to inform our readers about the latest trends, products and services on Virtual / Augmented Reality.

Valve unveils Index, a new virtual reality headset was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Your weekly guide to Virtuality — Newsletter #105

Photo Credit: CES

Although industry heavyweight Oculus took a back seat at CES, its chief rival HTC stepped up to the plate with two major hardware announcements. And many small companies showed up with new VR and AR headsets, including models that are much lighter and wider-angled than their predecessors. The real question is whether anyone’s going to be willing to pay for the innovations that were on display. Most of the new AR headsets are targeting $1000 price tags, still above what consumers will pay for the technology… (Venturebeat)

COOL EXPERIENCES

Tesla Suit unveiled at CES 2019, takes virtual reality to new heights

Featured at this year’s CES, whoever wears this suit feels like they are actually in whatever environment they see and hear… (WCPO)

Virtual reality gets real in the operating room

A few days before tugging on surgical gloves to slice open a patient’s brain, doctors at Stanford University slip on virtual reality goggles to help prepare for the risky procedure… (Fortune)

Holoride’s in-car VR solution is the best thing at CES 2019

The technology comes from a small startup recently spun out of Audi in a play to put VR in every car. The founders have been working on the technology behind the in-car VR system for several years… (Techcrunch)

Virtual reality shoes are exhausting to use

A pair of shoes has been demoed that tracks the wearer’s movements in real life and mirrors their steps in virtual worlds. BBC Click’s Omar Mehtab tried out the footwear at the CES tech trade show in Las Vegas last week for as long as he could manage… (BBC)

AARP trialing virtual reality for remote healthcare

Can virtual reality serve as a remote medical diagnostic tool for seniors, who often have difficulty accessing quality healthcare? An ongoing collaboration between VRHealth, a healthcare technology company specializing virtual reality solutions and data analysis, and AARP Innovation Lab is testing the concept… (ZD Net)

Virtual reality is helping surgeons

VR is not all fun and games. It can also have very serious applications, for example, in the operating theater. An IT specialist has developed VR and Augmented Reality goggles that are designed to assist surgeons… (Deutsche Welle)

Virtual reality brings Rembrandt’s ‘The Night Watch’ to life

VR and AR artist, Estella Tse, recreated Rembrandt’s The Night Watch in three-dimensional VR. “From a creative perspective, VR painting is a game changer. The experience of walking into a painting is completely immersive and evokes childlike wonder,” said Tse. “I believe we’re only at the beginning of a new chapter, where the lines between computers and art, reality and augmented realities, will blend more and more.”… (Forbes)

NEWS

Facebook moves hundreds of employees to new augmented reality glasses division

The company built the new division by splitting Facebook Reality Labs in half, one source told the news outlet. That source estimated about 400 people were being moved to the new AR group… (Bizjournals)

DEBATE

Virtual reality lets you escape the world. Augmented reality improves it

Five years ago, virtual reality was the future, and augmented reality was a joke. But now, AR is suddenly experiencing a resurgence in interest and innovation. Thanks to strong support from both iOS’s ARKit and Android’s ARCore, the smartphone has suddenly become a place for app developers to experiment in new ways with a device that nearly every American carries in their back pocket… (New York Magazine)

RESEARCH

Michigan cancer center tries virtual reality on patients

A unique study is underway at a Michigan cancer center. They’re using virtual reality devices to calm patients undergoing chemotherapy treatment. The study began in December at the Marie Yeager Cancer Center at Spectrum Health Lakeland in St. Joseph, Michigan… (Wane)

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Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

CES 2019: VR and AR took small but meaningful steps forward was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Your weekly guide to Virtuality — Newsletter #104

Scientists in Cambridge have built a virtual reality (VR) 3D model of cancer, providing a new way to look at the disease. The tumor sample, taken from a patient, can be studied in detail and from all angles, with each individual cell mapped. Researchers say this will increase our understanding of cancer and help in the search for new treatments… (Read more on BBC)

COOL EXPERIENCES

This museum in Paris turned Monet’s iconic water lilies into a virtual reality experience

Through a VR headset, viewers will experience a digital studio experience and be transported to Monet’s garden in Giverny which inspired his obsession with water lilies… (Forbes)

Marriott invites hotel guests to redecorate — using AR and a bottle of water

Guests can scan the LIFEWTR tag on in-room water bottles at participating locations and then open Facebook, where the AR experience takes place inside Facebook Camera… (Digital Trends)

Astronauts are using virtual reality to study perception in space

The results of the experiment could be used to enhance the safety of operations aboard the ISS, and also help future astronaut crews working on the moon or on Mars… (Seeker)

British Airways deploys virtual reality to tempt passengers to upgrade

British Airways is trialling virtual reality technology at Heathrow Terminal 5 check-in desks to encourage passengers to upgrade to long-haul business class. Travellers are being given a 360° tour of the airline’s Club World cabin so they can choose to upgrade their seat… (Travel Weekly)

Aronofsky’s VR series ‘Spheres’ opens to the public in NYC

Screenings will start in January and will last until March. Tickets are already available for purchase for $50 each, and some of the first screenings are nearly out of slots… (Engadget)

Snapchat offers augmented reality filters for dogs

Unveiled on Christmas Eve, the company is calling the offering “a new treat for you and your best friend.” Positioning the effort partly as a philanthropic endeavor, Snap launched the new lenses in partnership with Wags & Walks, a Los Angeles-bases animal advocacy and rights group… (Mediapost)

RESEARCH

Virtual reality is used to treat nightmares

Boston University School of Medicine researchers developed a Virtual Reality treatment that may be able to reduce the frequency and intensity of nightmares. The therapy was associated with a significant reduction in anxiety levels, nightmare distress, and nightmare frequency. The study, “Virtual Reality-Enabled Treatment of Nightmares“, was authored by Patrick McNamara, Kendra Holt Moore, Yiannis Papelis, Saikou Diallo, and Wesley J. Wildman.

Augmented Reality helps researchers to understand how animals “actively sense” the world around them

“This study has allowed us to explore feedback in ways that we have been dreaming about for over 10 years,” Eric Fortune, associate professor of biology, who led the study, said. The research is published in the Current Biology journal.

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Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

Scientists build a VR model of cancer to see the disease in a new way was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Interactive training project is aiming to help recognize dogs displaying signs of aggression.Photo Credit: Virtual Engineering Centre (VEC)

A virtual dog could soon be used as an educational tool to help prevent dog bites, thanks to an innovative project led by the University of Liverpool’s Virtual Engineering Centre (VEC).

In collaboration with Dogs Trust and University of Liverpool animal behavior researchers, the VEC has created a proof of concept virtual reality (VR) experience in which people can approach and interact with a dog displaying signs of aggression in a safe and controlled way.

The experience aims to help adults and children recognize specific behaviors displayed by dogs, which could potentially lead to an attack or incident if not correctly identified.

6,740 hospital admissions for dog bites and strikes were recorded in the UK in 2013 and University of Liverpool research suggests that the burden of dog bites is considerably larger than those estimated from hospital records.

As part of a desire to better educate children and adults about dog bite prevention, Dogs Trust wanted to explore whether a digital tool could help people identify a range of stress and threat behaviors typically exhibited by dogs, which have the potential to lead to a bite.

20+ nonfiction virtual and augmented reality books to expand your mind

In response to this challenge, a team animal behavioral specialists and psychologists from the University worked closely with the VEC to make certain that the body language and detail shown in the virtual environment was both realistic and a truthful reflection of real-world canine behavior.

As the user approaches the dog, the behavior and body language of the dog gradually changes, the dog’s behavior begins to display signs of aggression including licking its lips, lowering of the head and body, front paw lifting, growling, and showing of teeth. These behaviors are referenced from the ‘Canine Ladder of Aggression’ which shows how a dog may behave when it does not want to be approached.

Iain Cant, VEC Visualization Team Leader said: “This was a really interesting project to work on with a lot of exciting potential for the future.

“The next steps will look to enhance the detail within the immersive environment to ensure the simulation is as realistic as possible. Future developments will also show a wider range of dog behaviors and the dog’s reactions to user behavior.”

“More broadly the project highlights how immersive experiences can be used by organizations such as Dogs Trust as a valuable educational tool.”

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Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

Meet the virtual puppy that could prevent dog bites was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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Digital Preservation: Remembering Who We AreLaser scanning technology and photogrammetry enable us to retain important moments in our history.

We like to capture moments; to grab them out of the air by taking pictures and videos in order to preserve them for future enjoyment. It’s a way of reminding us of where we’ve been, what we’ve done and how we’ve become who we are today. Digital preservation is a way of saving the ever- fleeting moments of our lives so we can remind ourselves of our past.

Architecture is similar in that each significant building acts as a time portal into the minds, pleasures and lifestyles of those from a previous time. From the historical sites left from bygone eras, we can learn about what previous civilizations may have been like and paint a picture in our imaginations of what it might have been like to live in those times.

Significant sites such as ancient Mayan temples and those containing Neolithic cave paintings provide us with a narrative to the history of our species, and pieces of the puzzle that lead us to the present day. With the technologies we have today, we can look to digitally preserve not only moments in our lives but also important moments in our history.

CyArk digitally documented Laas Geel, Dhagah Nabi Galay and Dhagah Kureh rock shelters in Somalia

California based independent non-profit organisation, Cyark, describes itself as a digital archive of the world’s heritage sites with its goal to ensure that these collective human memories are not lost. Through modern dissemination tools like the internet and mobile platforms, Cyark make complete digital copies of these sites available online through the Google Arts & Culture online platform.

Cyark was founded in 2003 with its primary focus being to document and preserve ancient and historical architecture that is being threatened by the destruction by human conflict and natural disasters. After 15 years in operation they have manged to record over 200 monuments on all 7 continents.
Process of 3D scanning in ancient Mesoamerican city Teotihuacán

The company uses state of the art laser scanning technology and photogrammetry to create 3D models of the sites so they can be preserved and viewed digitally. For the surrounding landscapes and hard to access areas, drones are used to ensure that every single aspect of the site is digitally recorded.

The accumulated data points create what is called a cloud point; a geometrically accurate representation of the object or field. Individual laser scans are then stitched together creating a highly geometrically point specific model. From these models, it is possible to create photorealistic 3D representations which can be viewed in virtual reality for educational purposes and research.

3-D point cloud scan of El Castillo in Chichén Itzá, Mexico

Lithodomos VR is another company with a similar train of thought who are bringing the ancient world back to life with virtual experiences. Formed by a team of archaeologists, Lithodomos have created a platform that works as a supplement to existing tours to enhance them with accurate 3D models of sites prior to deterioration.

All that’s needed is a simple VR portable viewer, like the Google Cardboard, that you use when prompted to see the sites in all their former glory. Once you come back out into reality you have a new perspective of what lies in front of you, a digital imprint in your mind that allows you to form a before and after comparison.

LithodmosVR’s experience of Bath. The statue of Minerva in front of the temple was reconstructed using the original head of a statue found on site.

Software available now makes it extremely easy to create digital 3D models from 2D photographs. It’s as simple as taking photos of an object from different angles and uploading them into photogrammetry software to generate a complete 3D model. This marks a shift in how easy it is has become to grab objects from the physical world and transfer them into the digital realm.

We now have the technology capable of accurately capturing and re-creating parts of the world in front of us. If the accumulation of 3D models continues to be made publicly available online through initiatives like Cyark’s partnership with Google Arts and Culture, then an ever-expanding library of content will continue to be available for preserving our history, virtual tourism, education and art.

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Please help Haptical continue bringing you quality content. Support us on Amazon and do your shopping by first visiting bit.ly/shophaptical

Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.

Digital Preservation: Remembering Who We are was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.

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