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Last month, we showed an earlier version of this robot where we’d trained its vision system using domain randomization, that is, by showing it simulated objects with a variety of color, backgrounds, and textures, without the use of any real images.

Now, we’ve developed and deployed a new algorithm, one-shot imitation learning, allowing a human to communicate how to do a new task by performing it in VR. Given a single demonstration, the robot is able to solve the same task from an arbitrary starting configuration.

Caption: Our system can learn a behavior from a single demonstration delivered within a simulator, then reproduce that behavior in different setups in reality.

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Startup Vivid Vision said today it has raised $2.2 million in a seed round to build VR tools that could be used to treat eye problems known as “lazy eye.”

San Francisco-based Vivid Vision raised the money from SoftTech VC’s Jeff Clavier, as well as The Venture Reality Fund (The VR Fund), CRCM Ventures, SOS Ventures, Anorak Ventures, and Liquid 2 Ventures, a seed-stage venture capital firm cofounded by Hall of Fame NFL quarterback Joe Montana.

The company’s VR treatment for binocular vision disorders is now available at more than 90 clinics across the world. More than 10 percent of Americans suffer from one or more binocular vision disorders, such as amblyopia, strabismus, or convergence insufficiency. These disorders, commonly known as “lazy eye” and “crossed eyes,” can cause issues with driving and playing sports, and can even limit career choices.

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The “Watchsense” prototype uses a small depth camera attached to the arm, mimicking a depth camera on a smartwatch. It could make it easy to type, or in a music program, volume could be increased by simply raising a finger. (credit: Srinath Sridhar et al.)

If you wear a smartwatch, you know how limiting it is to type it on or otherwise operate it. Now European researchers have developed an input method that uses a depth camera (similar to the Kinect game controller) to track fingertip touch and location on the back of the hand or in mid-air, allowing for precision control.

The researchers have created a prototype called “WatchSense,” worn on the user’s arm. It captures the movements of the thumb and index finger on the back of the hand or in the space above it. It would also work with smartphones, smart TVs, and virtual-reality or augmented reality devices, explains Srinath Sridhar, a researcher in the Graphics, Vision and Video group at the Max Planck Institute for Informatics.

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https://youtube.com/watch?v=kPJ0dKCGBg8

Security analysts could soon become the first employees asked to show up to work inside virtual reality.

Thanks to a new virtual reality tool built by the Colorado-based startup ProtectWise, cybersecurity professionals may soon be patrolling computer networks — like real world beat cops — inside a three-dimensional video game world.

Scott Chasin, CEO and co-founder of ProtectWise, sees a future in which companies might even have war-rooms of Oculus Rift-wearing security analysts who patrol their networks in VR. “I see an opportunity in the not-too-distant future in which a large organization who has a lot of IT infrastructure might have rooms full of security analysts with augmented reality and VR headsets on,” he told me.

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Hardly a day has gone by this month without the announcement of a new virtual reality (VR) camera system. Facebook, Google and GoPro all aim to make VR more immersive with new cameras, some of which won’t be commercially released for the foreseeable future. However, researchers at Adobe believe that you may not need new camera hardware at all for a big leap in immersion.

Adobe’s head of research Gavin Miller is going to present new cutting-edge technology at NAB in Las Vegas this Tuesday that could one day be used to turn flat, monoscopic 360-degree videos shot with consumer-grade spherical cameras into fully immersive VR video, complete with the ability to lean into the video — something that’s being called six degrees of freedom (6DoF) among industry insiders.

The difference between monoscopic 360-degree video and VR experiences offering six degrees of freedom is especially important for users of high-end VR headsets like the Oculus Rift and HTC Vive. These headsets offer room-scale tracking, which means that the headset knows where in the room the viewer is, accurately translating a motion like “leaning forward” into corresponding visuals.

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Ridley Scott Associates (RSA), the film production company of famed director Ridley Scott, is launching RSA VR, a new division dedicated to the production of high-end immersive films using VR, AR, and mixed reality. Scott and co. is known for work on acclaimed films such as Alien (1979), Blade Runner (1982), Gladiator (2000), Black Hawk Down (2001), and more throughout his career as a director now going on 40 years.

RSA today announced the launch of RSA VR, a formalization and expansion of RSA’s recent work in VR space which has included the production of The Martian VR Experience (2016) and a forthcoming Alien: Covenant experience.

In a prepared release, the studio calls RSA VR, “a new division dedicated exclusively to the creative development and production of VR, AR and mixed media.”

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In case you missed it, Facebook’s annual developer conference started today. At the event, CEO Mark Zuckerberg revealed key details about where the company is going next, specifically focusing on what Facebook is working on in relation to bots, virtual reality, augmented reality, and new communication methods (such as advances they are working on in Messenger).

Oh, and he also said that key details are going to be revealed tomorrow about Facebook’s “direct brain interface.”

The work comes from Facebook’s mysterious “Building 8 (B8),” which has apparently been working on brain-computer technologies for some time. In their recent call for an engineer, B8 states that they are seeking “an experienced Brain-Computer Interface (BCI) Engineer who will be responsible for working on a 2-year B8 project focused on developing advanced BCI technologies.”

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