VR/AR

Displaying 181 - 189 of 189

Using VR to transform cancer education in Africa

Using VR to transform cancer education in Africa
  Using virtual reality technology, Vertual (a University of Hull-based company) is helping to transform the quality of cancer education in Africa.
15th March 2016

First code of conduct for the use of VR established

Researchers from Johannes Gutenberg University Mainz (JGU) in Germany have prepared a list of ethical concerns that might arise with the use of VR by researchers and the general public. Along with this list, Dr. Michael Madary and Professor Thomas Metzinger have produced concrete recommendations for minimising the risks. According to Madary and Metzinger in their article in Frontiers in Robotics and AI, additional focused research is urgently needed.
4th March 2016

Smart physical training in VR

Smart physical training in VR
A new system in a virtual training room is helping users practice and improve sports exercises and other motor activities: six research groups from the Cluster of Excellence Cognitive Interaction Technology (CITEC) at Bielefeld University are working on the ICSPACE project to develop this virtual coaching space. CITEC is funding this large-scale research project with 1.6 million Euro and it will run until 2017.
18th February 2016


Orion, the latest hand-tracking software for virtual reality

Orion, the latest hand-tracking software for virtual reality
Leap Motion announced Orion, an entirely new software and hardware product. Orion makes it possible for VR developers and headset makers to tap into the full power of natural hand and finger input for virtual and augmented reality. Leap Motion is making a beta of the Orion software along with new demo experiences and development tools. The company plans to offer Orion software alongside its new embeddable hardware for VR & AR headset manufacturers. 
18th February 2016

Using VR neurofeedback to help stroke patients recover

Using VR neurofeedback to help stroke patients recover
Imagine wanting to take a sip of your morning coffee. To accomplish this, your brain must send a signal that will pass from neuron to neuron all the way down your arm, to your hand, to your fingers. Your fingers will then grasp the coffee and bring it to your lips and then you can enjoy the caffeine fix.
2nd February 2016

Virtual Reality UK Festival makes debut in London

Virtual Reality UK Festival makes debut in London
Virtual Reality UK, a two-day festival that explores the creative and technological potential of virtual reality, makes its debut this year with an exciting and ambitious programme. Brought to you by Ravensbourne, the London-based University sector college, in partnership with Virtual Umbrella, the event will be held on 10th-11th February at its campus on the Greenwich Peninsula.
27th January 2016

Gesture recognition bought to embedded virtual reality platforms

Gesture recognition bought to embedded virtual reality platforms
Inuitive have announced a collaboration to bring gesture recognition to embedded virtual reality platforms. The first stage of this collaboration will be demonstrated by both companies at CES 2016 in Las Vegas. “Using today’s head-mounted VR displays, my hands are either not visible, or the tracking is so slow and inaccurate that the hands feel more like a robot’s and not my own,” says Moritz v. Grotthuss, CEO, gestigon.
6th January 2016

Keeping an eye on the future of VR and AR

Keeping an eye on the future of VR and AR
SMI has formed an alliance with OmniVision that will see SMI’s virtual reality (VR) and augmented reality (AR) eye tracking platform integrated with OmniVision’s global shutter CameraCubeChip.
5th January 2016

3D image sensor chips bring virtual reality to the smartphone

In the future, mobile devices will be able to quickly and realistically detect their surroundings in 3D. When they do, it will be thanks to the 3D image sensor chips from Infineon Technologies and pmdtechnologies. REAL3 will enable extremely realistic virtual and augmented reality game experiences that involve the interaction of the gamer’s own hands and his living environment within the game via head-mounted devices.
17th December 2015


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