Increased Success A 'Virtual' Certainty For Rugby Players

Training

From this Science Daily article: "Rugby players worldwide could benefit from a new virtual reality training programme created at Queen's University Belfast.

Team members from Ulster Rugby have been working with researchers in the School of Psychology at Queen's on a range of virtual training scenarios that test expert players' perceptual skills.


Blue Brain Computer Interface

Neural Interfaces

Imagine your motor cortex fully activated while you have full muscle tone but both what your cortex says you are experiencing and what you are actually experiencing are not what you body is actually doing. You were trained to do this on a brain computer interface. Highly Skilled lucid dreamers in intense sessions and brain tomography on the level of seismic tomography make this all possible. Accessing the brain thru non-invasive means is vital in Berlin where Brain Computer Interfacers and the Locked-in are moving things with only their minds; however, one might say that all this research is treading water awaiting advances in Neuro-surgery. I’m pitching the thoroughly developed non-invasive technique as a necessary prelude to the invasive interface. I’m just looking for sympathetic places to post the story I’m telling in the form of a fictitious photo journal. http://deepcomputedbciashortstory.blogspot.com/


'Visual Walkman' Offers Augmented Reality

Augmented Reality

From this Science Daily article: " "Augmented reality" involves mixing the real world with computer-generated images. The result is a kind of visual Walkman. Jurjen Caarls developed a prototype, which is the subject of a doctoral dissertation that he recently defended at Delft Univesity of Technology (The Netherlands).

One example of augmented reality is a special helmet, in which images are projected into the wearer’s eyes, thereby creating the illusion that these images are part of reality. It is as if extra elements are being added to reality.


New protocol enables interoperability among telesurgical systems

Research

This ZDNet article reports: "The growth in teleoperation systems has achieved a critical mass that has led researchers to explore ways to collaborate, share facilities and access each others’ telerobotic devices.

Nine research teams from universities and research institutes around the world recently collaborated on the first successful demonstration of multiple biomedical robots operated from different locations in the U.S., Europe, and Asia.


Coffey and Virtalis team up to bring Virtual Reality to EXPOSIBRAM 2009

Press Release

This Virtalis press release reports "The Brazilian operation of leading global professional services consultancy Coffey International Limited has entered into a preliminary strategic partnership with the UK’s Virtalis, one of the world’s leading Virtual Reality (VR) companies.

Virtalis will be showcasing its GeoVisionary software, the 3D landscape visualising software that it developed jointly with the British Geological Survey, at Coffey’s booth during EXPOSIBRAM 2009 in Brazil, which is the largest international mining conference in Latin America.


Sony Ericsson introduces Motion Activated Headphones MH907

Tracking

From the Physorg.com website: "Sony Ericsson today unveils the world's first ever motion activated headphones that sense the user. The clever MH907 headphones mean users simply plug in two earphones to start listening to music and pause by removing one earbud. To start listening again simply plug it back in. Do exactly the same to answer and end calls - simple as 1,2,3.


The sensitivity of a virtual reality task to planning and prospective memory impairments

Medical

From the Positive Technology Journal website: "The sensitivity of a virtual reality task to planning and prospective memory impairments: Group differences and the efficacy of periodic alerts on performance."

Neuropsychol Rehabil. 2009 Aug 26;:1-25

"Executive functions have been argued to be the most vulnerable to brain injury. In providing an analogue of everyday situations amenable to control and management virtual reality (VR) may offer better insights into planning deficits consequent upon brain injury.


Reactivity to cannabis cues in virtual reality environments

Paper

J Psychoactive Drugs. 2009 Jun;41(2):105-12

Authors: Bordnick PS, Copp HL, Traylor A, Graap KM, Carter BL, Walton A, Ferrer M

Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments.


Interactive Visualisation at Birmingham City University

Medical

This Virtalis Press Release is in the form of a case study about the use of a pioneering use of VR for radiotherapy training at Birmingham City University. "2008 saw the national roll out by the Department of Health of a revolutionary approach to radiotherapy training. Called VERT, and drawing on Virtual Reality (VR) technology from Virtalis, it has been successfully installed in 10 universities and dozens of cancer centres all over England. Birmingham City University was a development partner on VERT and one of the first to have the system installed and is now putting the System to far more varied uses than it originally anticipated.


Virtual Reality at SIGGRAPH

Discussion

From the Singularity Hub website: "With the amazing video recording and production systems commercially available, how hard can it be to create a realistic virtual reality environment? I mean, all we really need are some cameras, some computers, and a video screen, right? Well, Virtualization Gate, a new project from the INRIA and Grenoble University in France, debuted at SIGGRAPH in early August.


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