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Tuesday, August 28, 2018

Blurring the Lines Between Virtual and Reality

In EPFL News.  Could be a way to transfer gaming, and thus gaming engagement to real spaces.  Say offices, but perhaps also to industrial spaces. Possible then also for use with data, or analytic  solutions to data.  We examined some possibilities related to this before tech existed.    Note also the real-time aspects of such interactions.
Blurring the Lines Between Virtual and Reality 

Swiss Federal Institute of Technology in Lausanne

A next-generation virtual reality (VR) headset created by Hugo Hueber at the Swiss Federal Institute of Technology in Lausanne, Switzerland (EPFL) enables wearers to manipulate both real and virtual objects with tactile sensations, using hand avatars that replicate even the slightest movements. Hueber says an enhanced VR video game he is designing "combines the latest technology with the [three-dimensional] interactive research we're carrying out at the lab. That will let video gamers interact physically with a virtual environment that can be transferred to any location—a living room, office, or even classroom—instantly." Real-world objects are modeled and calibrated in the game, and then players can use them at the same time they physically touch them. In addition, players can see and precisely move virtual versions of fingers, and wear bodily sensors to see themselves move within the game in real time.  ... "

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