Is it possible to turn the virtual into reality? This is the theme we drew on for the Virtually Real project which will open to the public at the Royal Academy on 12th January. Faramawy, a Royal Academy Schools alumni and Jetpacks, a current student reveal our experiences creating the world's first 3D printed artwork, made in virtual reality:
There is still the odd zombie shooter, and zombies jumping up on you in virtual reality is very, very frightening. Beyond slaughtering undead hordes, are there more constructive applications of virtual reality technology? Yes, and the possibilities are endless....
2016 has arguably been a breakthrough year for virtual reality (VR). Some retailers have already spotted an opportunity here by investing in great brand experiences in store for their customers which are beneficial for awareness and loyalty. But I'd argue none have successfully harnessed the technology to improve online sales.
The days of chalkboards and dusty textbooks in classrooms are long gone. Over the past two decades, technology has slowly crept into the classroom, changing the way students study and access information, and also opened up a whole new world of resources for teachers to utilise.
Technology has extended the human experience past the limits of biology and physiology. VR gives the viewer an immersive experience; it lets you be in the place rather than a passive viewer looking through a 2D window. In today's world of hyper-connectivity, our sense of space and our desire for meaningful experiences has undergone a revolution.
I was flicking through the i newspaper the other day when one particular article grabbed my attention. According to a new 12-month study for the National Citizen Service, almost half of teenagers in Yorkshire and the Humber (48%) think the area they live in will negatively influence their chances in life. This was the highest rate in the country.
MediaMonks Games unlocked its own achievement this November, as the most playful proposition in the global creative production company celebrated turning ten. During this time the industry has gone through its own transformation.
What we're seeing increasingly is less about getting lost in the connected world, and more about counterbalancing our connectivity - that we actually need physical objects to touch more than we envisaged when we dreamt of our future digitised lives
For the majority of the employed population, life at work begins and ends in an office environment. Whether that be a social and open plan community or a glass booth for your MacBook and pot plant, Virtual Reality (VR) is offering to transform them all.
If you move in a virtual environment in a way that doesn't match what your body experiences, you'll trigger motion sickness. But unlike seasickness or car sickness VR doesn't require motion, it can make you vomit in your living room.
In contrast to the delirious consumer market, Virtual Reality (VR) has quietly crept into the workplace without much more than the occasional "oh, that's cool"... Has the corporate world forgotten how to be enthralled by technology, or are they just slow off the mark?
It's not hard to see why new Virtual and Augmented Reality technologies could shake up everything from marketing and gaming to commerce and education. But while one offers a closed and fully immersive experience and the other is open and only partly immersive, does either have a chance of moving beyond the hype to enter the mainstream?
Steady work on developing the tech throughout recent years has bought us to today, where companies like Oculus Rift can offer incredibly impressive virtual reality experiences through their gear. Augmented reality, (where we add to our existing world rather than 'escaping' to another) has also hit the mainstream, thanks to Pokemon GO and snapchat filters.
Virtual Reality (VR), a technology which lets users experience replications of real life events and scenarios through a headset which displays computer generated images, is looking to become a strong tool in the battle against mental illness.
Created by leading VR filmmaker and poster boy Chris Milk in partnership with the UN, it is one of the most widely distributed VR films to date. The film was praised for helping boost donations at a fundraising conference by over 70% to $3.8billion.
In my opinion virtual reality looks like a neat planning tool whilst augmented reality can potentially be used in the OR. AR has potential to support surgical workflow, patient safety and help create better patient outcomes