Sunday, 1 January 2017
Starbreeze's StarVR device
Owlchemy Labs' mixed reality approach
Saturday, 31 December 2016
Google's Daydream View
PS VR dominating the market?
This work was carried out by 01consulting and you can read it in more detail here in this Venturebeat article.
It is left to be seen what 2017 brings for this device, as well as the competition.
Oculus Touch now released
You can read more about this in a snapshot on the official Oculus blog here, the biggest innovation here for me (as can be seen above) is the fact that the Touch appears to do finger tracking.
Wireless Vive
Sunday, 31 May 2015
Minecraft and Game of Thrones
Sunday, 9 February 2014
The Omni and the Virtualizer
The Omni (seen above) is already available for pre-order and is a product of successful crowdfunding via Kickstarter. The Virtualizer on the other hand is demonstrated in the video below, in a demo which places the player in Skyrim with the help of both the aforementioned Rift but also two Wiimotes for interaction.
Sunday, 3 November 2013
Oculus Rift/Razer Hydra/Emotiv EPOC prototype
Monday, 18 October 2010
Bloodhound project
The education programme of the project is dedicated to bringing the project into the UK’s classrooms while the demo car itself is currently in final build phase of the programme and will be rolled out at the end of 2011 with an initial run in the UK. The car will then be reviewed and packaged for shipping to South Africa, aiming for the final 1,000 mph run in 2012.Partners include EPSRC and Intel (amongst others) and the initiative can be checked out here. I also saw a simulator of the Bloodhound vehicle in use which was indeed incredibly impressive!
Friday, 13 March 2009
Using online games to study human behaviour
The research team analyzed three years of data (over 60 terabytes) from the complete server logs and click-streams of Sony's popular PC game EverQuest 2. The data tracked every action performed in one of the world's most popular massively multiplayer online (MMO) games. Everquest 2 has more than 300,000 players who average 26 hours per week playing the game. Because of the intense level of involvement and multi-player environment of the game, the researchers were able to study human behavioral dynamics using the game as a proxy.
The researchers used the virtual world to model the social and behavioral dynamics of individuals, groups, and networks within large communities. Their study presented evidence that the social sciences are at the threshold of a fundamental shift not only in our understanding of the social and behavioral sciences, but also the ways in which we study them.
This interdisciplinary research project was funded by the National Science Foundation and the U.S. Army with cooperation from Sony. Multiplayer online games and virtual worlds have become increasingly popular and have communities comprising millions. They allow social scientists to study, theorize and model the social and behavioral dynamics of individuals, groups, and networks within large communities. The researchers described how this research offers new insights as well as challenges and opportunities for advancing social, behavioral, and computational science.
Saturday, 7 March 2009
Virtual Reality technology to let you see, hear, smell, taste and touch
Monday, 16 June 2008
Highest-ever accuracy virtual world model of central London?
Monday, 17 March 2008
Predicting Crowd Behavior In Dense Urban Settings
Tuesday, 1 January 2008
Sony's Home: the answer to Second Life?

Monday, 17 December 2007
Virtual worlds and the US elections

Thursday, 1 November 2007
Virtual worlds a threat to values?

Friday, 13 July 2007
Microsoft's Virtual Earth and Brighton
Speaking of coverage, it is, at the moment at least, definitely not as good as Google's application (for example only a handful of 3D UK cities are available at the moment). However, Virtual Earth seems to be somewhat more better-suited to 3D virtual city models because of the automatic modelling approach Microsoft seems to favour. Seeing that Microsoft's product is also newer it will be very interesting to see in the next year or so which application will be prevalent over the other.
Meanwhile I will continue to feature updates on Virtual Earth (of interest to 3D urban modelling mostly) but till then here is a YouTube flythrough vid of the 3D model of the city I live in (and one of the first two cities uploaded for it a couple of months ago), the seaside-located Brighton (the seaside adjective is definitely a bit ill-suited considering the awful weather we've had this summer but anyway!)...
Sunday, 8 July 2007
Virtual Tokyo & Second Life
However, what I really find interesting in this is that, as Mizuguchi puts it: "The Tokyo we are trying to create is based on the image of city. How do people in Tokyo perceive the city? How about foreigners? That's what we want to express". In other words the model produced will not be an exact replica but something far more creative...
Mizuguchi also adds: "I hope to make Virtual Tokyo like a museum of Japanese pop culture. My friends abroad have told me often that there's so much material and it's never preserved. This might be the perfect place for it". It goes without saying that it will be interesting to witness the final outcome (and its eventual visualisation) of this project...








