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The office today for some and near future for others.


Vodafone says collaboration and gaming will fuel future office design.

Young people coming into employment in the next five years will work in a virtual reality office in the future, according to Vodafone.

Speaking at a keynote speech at the UC Expo in London, Peter Terry-Brown, head of product management at Vodafone, said 14-to-16-year-olds worked together in a virtual environment better than an older group did in a traditional office, when the telco decided to compare them.

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That astounding sum is especially noteworthy because Magic Leap has not released a beta version of its product, not even to developers. Aside from potential investors and advisers, few people have been allowed to see the gear in action, and the combination of funding and mystery has fueled rampant curiosity. But to really understand what’s happening at Magic Leap, you need to also understand the tidal wave surging through the entire tech industry. All the major players—Facebook, Google, Apple, Amazon, Microsoft, Sony, Samsung—have whole groups dedicated to artificial reality, and they’re hiring more engineers daily. Facebook alone has over 400 people working on VR. Then there are some 230 other companies, such as Meta, the Void, Atheer, Lytro, and 8i, working furiously on hardware and content for this new platform. To fully appreciate Magic Leap’s gravitational pull, you really must see this emerging industry—every virtual-reality and mixed-reality headset, every VR camera technique, all the novel VR applications, beta-version VR games, every prototype VR social world.

Like I did—over the past five months.

Then you will understand just how fundamental virtual reality technology will be, and why businesses like Magic Leap have an opportunity to become some of the largest companies ever created.

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NYU-X Holodeck (credit: Winslow Burleson and Armanda Lewis)

In an open-access paper in the Journal of Artificial Intelligence Education, Winslow Burleson, PhD, MSE, associate professor, New York University Rory Meyers College of Nursing, suggests that “advanced cyberlearning environments that involve VR and AI innovations are needed to solve society’s “wicked challenges*” — entrenched and seemingly intractable societal problems.

Burleson and and co-author Armanda Lewis imagine such technology in a year 2041 Holodeck, which Burleson’s NYU-X Lab is currently developing in prototype form, in collaboration with colleagues at NYU Courant, Tandon, Steinhardt, and Tisch.

“The “Holodeck” will support a broad range of transdisciplinary collaborations, integrated education, research, and innovation by providing a networked software/hardware infrastructure that can synthesize visual, audio, physical, social, and societal components,” said Burleson.

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My new story for The Huffington Post on the virtue of reason and asking: Why?.


2016-04-15-1460696511-7718468-futureimage.jpg Image of the future — By Smart Gadget Technology

The human race is on the threshold of so much revolutionary change. It’s mostly due to the emerging field of transhumanism: a social movement that aims to use science and technology to radically modify the human body—and modify the human experience. I get asked all the time: What is the best way to handle such changes—like the merging of humans with machines to make cyborgs? Or spending more time in virtual reality then normal reality? Or biohacker brain implants that let us use telepathy with one another (which eventually will lead us all to be connected via a hive mind)?

I think it’s easiest to let Jethro Knights—protagonist of my philosophical, Libertarian novel The Transhumanist Wager—answer. Below is a modified and condensed version of a speech he gives to the world, near the end of the book:

There are two all-important ways to navigate a correct path in the new transhuman future: The first is to constantly use the utmost reasoning of which our brains are capable while negotiating our way through life; the second is to incessantly question everything.

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Virtual Reality is awesome, but having to wear a huge headset isn’t fun.

Facebook knows that, so while unveiling its roadmap for the next 10 years, Mark Zuckerberg said future VR headsets would basically be the size of a normal pair of glasses.

Some of the biggest names in tech are coming to TNW Conference in Amsterdam this May.

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Hmmm; not sure if I can watch given my tolerance level of seeing blood.


Cutting-edge technology has a way of snaking itself into the medical field. Over the past few years, for example, we’ve seen 3D printers used to create prescription medication, prosthetic limbs, casts, replacement bones, homemade cosmetic braces and even cartilage implants.

Now, we’re beginning to see some of the ways that virtual reality will impact modern medicine with a company by the name of Medical Realities leading the way.

Co-founded by Dr. Shafi Ahmed, Medical Realities is a medical training firm that specializes in virtual reality, augmented reality and serious games using consumer-level devices like the Oculus Rift. In just a few days, he and his team of medical professionals will be livestreaming the removal of a tumor from the colon of a man in his 70s.

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Munich. BMW has become the first car manufacturer to introduce a mixed reality system into vehicle development that has been devised entirely using components from the computer games industry. This offers some significant advantages over the VR systems that have existed to date, and is the first step towards making virtual reality a very real part of many developer workstations in the not-too-distant future.

The adoption of this computer system makes it possible to save a great deal of time and effort, especially during the early stages of development. VR investigations could previously only be conducted at costly specialised facilities. By incorporating consumer electronics, the developers gain an unprecedented degree of flexibility, because any modifications can be implemented and tested very quickly. In addition to this, developers around the globe will be able to take part in the decision-making process from their own office without having to travel too far. Only once the draft designs have been approved with the help of the 3D headsets will they actually be built for further testing.

BMW has been employing VR systems in the development process since the 1990s. It is now reaffirming its pioneering status by systematically implementing technology from a sector which has not previously been the focal point of industrial applications. Since this spring, components from the computer games industry have been allowing engineers and designers to immerse themselves more and more often in virtual worlds that are increasingly realistic. The shorter innovation cycles of consumer electronics result in a far wider scope of functions together with lower costs. This thereby enables more vehicle functions to be translated to a VR model in ever more realistic fashion. It is furthermore possible to scale the system to many different developer workstations with little effort.

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