Swapping bodies with another person would have a profound effect on the subject's behaviour and even their personality, a new study has revealed. Scientists at the Karolinska Institutet in Sweden discovered a way to allow people to experience the effect of swapping bodies, through a perceptual illusion, in order to understand the relationship between a person's psychological and physical sense of self. They found that when pairs of friends "switched bodies", each friend's personality became more like the other. "Body swapping is not a domain reserved for science fiction anymore," said Pawel Tacikowski, a postdoctoral researcher at the institute and lead author of the study. In order to create the illusion that the study's subjects had switched bodies, Dr Tacikowski and his team fitted them with virtual reality goggles showing live feeds of the other person's body from a first-person perspective.
Samsung has revealed its plans for 6G technology, outlining its vision for "digital twins" of our physical selves. In a research paper published on Wednesday, the South Korean smartphone giant stated that there will be three key 6G services: Immersive extended reality (XR); high-fidelity mobile hologram; and digital replicas. "With the help of advanced sensors, AI, and communication technologies, it will be possible to replicate physical entities, including people, devices, objects, systems, and even places, in a virtual world," the white paper states. "In a 6G environment, through digital twins, users will be able to explore and monitor the reality in a virtual world, without temporal or spatial constraints. Users will be able to observe changes or detect problems remotely through the representation offered by digital twins."
The graph represents a network of 4,223 Twitter users whose tweets in the requested range contained "#VR", or who were replied to or mentioned in those tweets. The network was obtained from the NodeXL Graph Server on Tuesday, 07 July 2020 at 18:36 UTC. The requested start date was Tuesday, 07 July 2020 at 00:01 UTC and the maximum number of days (going backward) was 14. The maximum number of tweets collected was 5,000. The tweets in the network were tweeted over the 1-day, 19-hour, 33-minute period from Sunday, 05 July 2020 at 04:27 UTC to Tuesday, 07 July 2020 at 00:01 UTC.
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With the advent of consumer-grade products for presenting an immersive virtual environment (VE), there is a growing interest in utilizing VEs for testing human navigation behavior. However, preparing a VE still requires a high level of technical expertise in computer graphics and virtual reality, posing a significant hurdle to embracing the emerging technology. To address this issue, this paper presents Delayed Feedback based Immersive Navigation Environment (DeFINE), a framework that allows for easy creation and administration of navigation tasks within customizable VEs via intuitive graphical user interfaces and simple settings files. Importantly, DeFINE has a built-in capability to provide performance feedback to participants during an experiment, a feature that is critically missing in other similar frameworks. To demonstrate the usability of DeFINE from both experimentalists' and participants' perspectives, a case study was conducted in which participants navigated to a hidden goal location with feedback that differentially weighted speed and accuracy of their responses. In addition, the participants evaluated DeFINE in terms of its ease of use, required workload, and proneness to induce cybersickness. Results showed that the participants' navigation performance was affected differently by the types of feedback they received, and they rated DeFINE highly in the evaluations, validating DeFINE's architecture for investigating human navigation in VEs. With its rich out-of-the-box functionality and great customizability due to open-source licensing, DeFINE makes VEs significantly more accessible to many researchers.
The world never changes quite the way you expect. But at The Verge, we've had a front-row seat while technology has permeated every aspect of our lives over the past decade. Some of the resulting moments -- and gadgets -- arguably defined the decade and the world we live in now. But others we ate up with popcorn in hand, marveling at just how incredibly hard they flopped. This is the decade we learned that crowdfunded gadgets can be utter disasters, even if they don't outright steal your hard-earned cash. It's the decade of wearables, tablets, drones and burning batteries, and of ridiculous valuations for companies that were really good at hiding how little they actually had to offer. Here are 84 things that died hard, often hilariously, to bring us where we are today. Everyone was confused by Google's Nexus Q when it debuted in 2012, including The Verge -- which is probably why the bowling ball of a media streamer crashed and burned before it even came to market.
To grasp how artificial intelligence will play out in higher education, and how we can strategically address these changes, we should think about how artificial intelligence might unfold over the next few years. In late 2019, professors research, create, critique, and teach various forms of artificial intelligence. Students, staff, and faculty increasingly experience artificial intelligence in digital devices, ranging from autonomous vehicles to software-guided computer game opponents, that are unsupported by the campus IT department. AI capabilities are gradually infusing the services, used by all in the campus community, of powerful computing enterprises such as Google, Amazon, Facebook, and Microsoft. Homegrown experiments are under way on our campuses, while vendors offer AI tools for us to purchase and implement.
The new-age technologies are changing the overall scenario of the business world and defining the true essence of'Innovation'. These technologies are changing the workspace functionalities and client engagements alongside rolling out a vast array of opportunities for the youngsters of today and tomorrow. From banking to healthcare, these technology advancements are taking the center stage and helping every sector to withstand the changing times. The way of doing business is changing and so is the career space. It is an era where tech-trends are redefining entrepreneurship to its best.
By the time today's youth retire, or perhaps sooner, they might see artificial intelligence and machine learning change just about everything in the fab shop. There's an old saying in manufacturing: Automation is only as good as what you tell it to do. Richard Boyd has spent a career proving this statement wrong. Boyd has worked with Hollywood studios and computer gaming companies; launched Virtual World Labs that concentrated on virtual reality, augmented reality, and artificial intelligence; and then sold that company to Lockheed-Martin, where he worked for a time before striking out on his own again. A speaker at this year's FABTECH show in Chicago, Boyd is founder and CEO of Tanjo (rhymes with "bongo"), a Carrboro, N.C., company specializing in AI and machine learning.
CHIBA – At this year's Tokyo Game Show, the big draw was next-generation 5G networking -- setting pulses racing with the prospect of a radically more immersive gaming experience. Offering data transmission speeds around 100 times faster than 4G, 5G is expected to enable more seamless imagery -- particularly lower latency, more vivid images -- and sharper motion. Industry experts say it will dramatically improve the quality of augmented and virtual reality games. "It was very smooth, responsive and consistent," said Omar Alshiji, a 23-year-old game designer from Bahrain, after trying out the fighting game Tekken at the NTT Docomo Inc. booth. The major mobile carrier installed 5G base stations at its booth this year, making the high-speed network available at the show.