<![CDATA[Kotaku: Virtual reality]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Virtual reality]]> http://kotaku.com/tag/virtual reality http://kotaku.com/tag/virtual reality <![CDATA[ Is Virtual Sex Really Cheating? ]]> 41ppdfp5qBL._SS500_.jpgWith all the talk about sexuality in games following the Mass Effect drama, it's interesting to see discussions centering around purposeful sex in games, such as Second Life. Author Tim Guest's new book, Second Lives: A Journey Through Virtual Worlds, takes a close look at the alternate lives, including sexuality, lived by people in Second Life. He spent months investigating virtual worlds and the people who inhabit them, from part-time virtual escorts, to a very serious virtual hitman, and many other personalities. In a Q&A with Nerve.com's Screen Digest, Guest reveals some of the interesting questions of morality, legality, and love that arise from the experience:

The people who get married in Second Life, the idea there seems to be that love is purely a product of the mind, and that just seems insane to me. The body has such a central role in our sexual lives, in our physical lives, that you can't just leave it behind.
Guest also addresses some of the other sexual experiences people seek in Second Life, and their motivation behind their actions. From people in long term relationships who want to find out what it's like to have a different sexual partner, to people who are physically unable to participate in real world activities for a whole host of reasons, Guest tries to delve into the minds of these people and provide some insight for the rest of us. From the Q&A, I get the impression that Guest approached his subject matter from very much an outsider's point of view, in the sense he didn't want to become too closely associated with the people he was watching, which make the ramifications of his book more interesting. Did he really get into the minds of the people who "live" in these virtual worlds, or was it more like trying to understand how a monkey in the zoo thinks? Either way, it should make for a thought-provoking read. The book is available on Amazon now.

Q&A with author Tim Guest [Nerve]

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Kotaku-366400 Tue, 11 Mar 2008 15:40:40 MDT torif http://kotaku.com/index.php?op=postcommentfeed&postId=366400&view=rss&microfeed=true
<![CDATA[ VR Head Tracking For The PS3 ]]> Sony Computer Entertainment America programmer Thomas Miller has pulled a Johnny Lee, throwing together a working demonstration of head tracking virtual reality on the PlayStation 3 using the PlayStation Eye, a filter made from exposed and developed film, and a pair of cobbled together infrared glasses. Using the filter to block out all light but infrared, the PlayStation Eye can track the location of the light coming from the glasses, moving the viewpoint according to the position of the beam. The results are pretty damn amazing - pretty much a WiiMote for your face. The potential for this sort of technology for console gaming is near endless, from simple menu navigation to full on head tracking for an FPS title. Miller has uploaded the tech so PS3 programmers can fool around with it. Hopefully some enterprising developer will pick up this ball and run with it. Awesome stuff. ]]> Kotaku-351539 Fri, 01 Feb 2008 08:40:03 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=351539&view=rss&microfeed=true <![CDATA[ Virtual Crack House Aids Drug Rehab ]]> crackhouse.jpgAs a gamer, I've been through many virtual-reality crack houses in my time, usually with guns blazing. Duke University professor Zach Rosenthal, however, has an entirely different way of dealing with crackheads in virtual reality - curing them.
"What we're trying to do is take people into a virtual crack-related neighborhood or crack-related setting and have them experience cravings, just like they would in the real world," Rosenthal said.
Therapists then wait for the cravings to subside and associate it with a trigger such as a specific sound, conditioning the addicts to associate said sound with the cessation of cravings. The idea is that when the addict encounters real-world sensations they can call a phone number to hear the tone, and the cravings go away.

It's all a form of classical conditioning, a phenomenon first explored by Ivan Petrovich Pavlov. Pavlov conditioned dogs to salivate when a sound occurred, commonly believed to be the ringing of a bell. By ringing the bell before feeding the animal it began to associate the bell with the anticipation of food.

The main difference here is the use of virtual reality to provide the stimulus, rather than actually putting crack cocaine on a table and hitting the addicts with rolled-up newspaper whenever they reach for it. "Bad crackhead!"

While the program has had some success, Rosenthal doesn't see his work as merely a way to help addicts recover their lives.

"This isn't about cocaine, and this isn't really about substance use," He said. "This is about creating new learning and extending that learning to the real world."


Virtual Reality Game Helps Drug Addicts Recover
[ABC News via GamePolitics]
Image courtesy of ABC News

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Kotaku-319413 Tue, 06 Nov 2007 09:20:31 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=319413&view=rss&microfeed=true
<![CDATA[ Out Of Body Gaming ]]> outofbody.jpgEver have a dream where you are watching yourself in third person? The out of body experience is a well documented phenomenon in the science world, generally associated with trauma or near-death experiences, but now scientists in Sweden and Britain have begun inducing the sensation, and the gaming implications of the technology are intriguing indeed. Here's how it works: Scientists fit a customer with goggles that contain video screens. Two cameras film the subject left and right, feeding the images into the corresponding eyes to create a three dimensional image behind them. The scientists then provide a stimulus...say touching a plastic rod to their chest, while at the same time performing a similar motion to the 3D image. In the UK study, Dr. Henrik Ehrsson reports that 18 of the 19 subjects said they felt as if the 3D image they were watching was the real person.

In another experiment a hammer was swung towards the neck of the 3D construct, causing subjects to start to sweat, feeling as if they were about to be struck.

"This was a bizarre, fascinating experience for the participants - it felt absolutely real for them," Dr. Ehrsson says.

"This is essentially a means of projecting yourself, a form of teleportation. If we can project people into a virtual version of themselves, just imagine the implications. The experience of playing video games could reach a whole new level."

Could you imagine? Theoretically a virtual reality booth could be set up with cameras tracking your movement, projecting you directly into the action. A tactile suit with pressure motors could provide sensations...sure it would be damn expensive, but damn cool at the same time.

My one worry about the technology used in gaming applications is that it could be far too real. I've been scared out of my wits playing horror games in the past. What if it were so real I felt I was in the game itself? I could easily see gaming-induced panic attacks occurring. How real do we want to get?

How to be in two places at once [globeandmail.com - Thanks Julian!]

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Kotaku-293136 Fri, 24 Aug 2007 10:40:46 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=293136&view=rss&microfeed=true
<![CDATA[ Second Life Wiimote Training ]]> secondlifewiimote.jpgTake the innumerable possibilities present in the world of Second Life and combine them with the motion-sensing capabilities of the Nintendo Wiimote, and what do you get? If you're MIT research fellow David E. Stone, you get a highly customizable training simulator. Calling the controller "one of the most significant technology breakthroughs in the history of computer science," Stone is using the Wiimote in conjunction with Second Life to create training simulators for companies such as Orkin Pest Control. Companies that classically have trouble finding training methods the truly engage the user. Within the world of Second Life the company could potentially run employees through checking a house for moisture or mixing chemicals.
"This isn't the kind of technology, or model, that this industry — or Orkin — is used to considering," notes David Lamb, Orkin's vice president of learning and media services. He's working with senior officers in the company to build a business case for such training, and, given the potential savings the company could eventually realize across its 400 branch offices, "there's a very high probability we'll move into this arena."

Stone's other clients include a medical devices firm, a global energy company looking to train power plant employees in a safe environment, and a major logistics company that he's created a driving simulation for using the Wiimote in a plastic steering wheel assembly.

But why the Wiimote, when other motion sensing devices have been around for years?

The advantage of the Wiimote is that it's a "human-centric device," says Eric Klopfer, a professor at MIT. A gyroscopic mouse, by contrast, "maps well onto the computer's interface, but not to the person's. The Wiimote fits the user. ... People know intuitively what to do with it when they pick it up because we use it like devices we are familiar with — bats, rackets, wands, etc."

The potential applications are staggering, really. Right now Stone is talking to a group of European Universities looking to create a virtual cancer lab. Could you imagine Second Life and the Wiimote contributing to the cure for cancer?

Hit up the link below for a deeper look at what Brown can do for you. Comments about the sexual applications of the Wiimote in Second Life are sure to follow.


Wii + Second Life = New Training Simulator [Wired]

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Kotaku-283262 Fri, 27 Jul 2007 10:20:46 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=283262&view=rss&microfeed=true
<![CDATA[ Nintendo Takes Wii To The Streets ]]>

Limpit over at WiiDs found this outdoor Wii kiosk in his home town of London. Two young gentlemen in white puffy Wii coats and hats demoed Wii Sports outdoors to an adoring crowd of onlookers on a Samsung HD TV.

This could really add a whole new level of realism to Wii Sports. Imagine dragging your Wii and your big ole TV outside and playing a round of Wii baseball in the rain, just like the professionals do! Your neighbors could pull up lawn chairs and boxes of popcorn and coolers full of beer that they can throw at you when you make a particularly terrible play. It would be the ultimate in virtual reality.

Wii Outdoors ?! [WiiDs]

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Kotaku-228563 Sat, 13 Jan 2007 14:00:27 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=228563&view=rss&microfeed=true
<![CDATA[ Second Life Interview Wanged ]]>

CNET's Second Life bureau was assaulted the other day during an interview with virtual land magnate Anshe Chung. As the interview was set to begin, the CNET theater was set upon by a horde of animated flying penises.

Ladies and gentlemen, welcome to the future.

I believe this is exactly what William Gibson was envisioning when he wrote Neuromancer. I can just picture his editor calling him up. "Yeah, the story is great...very innovative, cutting-edge stuff. Could use a few less airborne dicks."

Unfortunately CNET has no screenshots of the attack, or the one that followed, eventually crashing the server. I'd look harder, but I don't think my coworkers here would appreciate me doing a Google image search on "flying penis".

Update - Thanks to commentors, we've found the video, and you can see it after the jump!

Sometimes there's so much beauty in the world I feel like I can't take it, like my heart's going to cave in.

CNET interviewer assaulted by flying wang [The Register, via Valleywag]

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Kotaku-223542 Thu, 21 Dec 2006 12:40:51 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=223542&view=rss&microfeed=true
<![CDATA[ Street Fighter 2: The Virtual Reality Ride! ]]>

This may very well be the lamest thing to ever come out of the Street Fighter franchise: a Virtual Reality ride through Bisonopolis. What's the point of putting Street Fighter and VR together if you're not going to use it to zoom up Chun Li's vagina in first person?

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Kotaku-204164 Fri, 29 Sep 2006 13:40:10 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=204164&view=rss&microfeed=true
<![CDATA[ Virtual Reality Mario Continues Kotaku's 'Too Much Mario' Day! ]]>

We're calling bullshit on this. The tiny man-child playing Mario gives the world a convincing bit of thespianism, but there are too many parts where the action doesn't quite match up. We know that for some people, the Nintendo ON is the gamer's wet dream, but everytime we look at VR, we can't help but think how much of a pain in the ass it all looks. Thanks, Josh!

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Kotaku-187764 Mon, 17 Jul 2006 12:40:24 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=187764&view=rss&microfeed=true
<![CDATA[ Rumor: Primesense Promises VR PS3 ]]>

Evil Avatar spotted a rumor as juicy as it is implausible about an upcoming PS3 peripheral designed by Primesense:

In conclusion, we have a very reliable source that claims Sony will have a PS3 peripheral which will recognize a user and his entire environment as well as his movements and will incorporate them into useful, in-console actions. The applications of this tech to gaming are obvious and if this story is proved right, Sony may yet manage to steal Nintendo's thunder in this generation of the console wars.

Ha ha. Yeah, right. Nintendo ON, anyone? Crecente thinks this could be for real — however, a shoddily designed site proclaiming a full virtual reality space for the PS3 is a bit hard to swallow, especially when even MIT grads who are merely the physical projections into our dimension of hovering astral brains have barely been able to get the tech to work right.

PS3 Secret Hardware Revealed (via Evil Avatar)

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Kotaku-183300 Mon, 26 Jun 2006 08:40:15 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=183300&view=rss&microfeed=true
<![CDATA[ Virtual Reality as Therapy ]]>

Very serious website Serious Games Source has a feature on VR being used as therapy for those suffering from Post-Traumatic Stress Disorder:

In ongoing research projects the Veterans Administration, the US Army, and the Office of Naval Research are using VR Exposure therapy to treat soldiers afflicted with PTSD. We are developing a number of Middle East conflict simulations that include such common elements as sniper attacks, improvised explosive devices (IEDs), and rocket propelled grenade (RPG) attacks. These applications include functionality that allows therapists to dynamically control the intensity of the experience for the patient, increasing or decreasing the level of stimulation and tension according to the level of anxiety.

This goes along with the traditional treatment for PTSD, which has the patient re-imagining the event while in a safe environment with a mental health professional, and then reworking it over and over until it's been processed. This is a simplistic and hamhanded explanation, but you get the idea.

The problem is that those suffering from traumatic memories will generally do anything to avoid them, making the therapy difficult. Having a simulation do the "imagining" for the patient seems to shortcut this issue.

The article is long and complicated (and very serious) and full of graphs, but a good read anyway.

Playing Games with Painful Memories:
Designing VR Exposure Therapy Simulations for PTSD
[Serious Games Source]

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Kotaku-177530 Wed, 31 May 2006 20:40:00 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=177530&view=rss&microfeed=true
<![CDATA[ The Kick Arse Kung Fu Game ]]>

Kick Ass Kung-Fu is a virtual reality (soooo 1990's) installation that gives players a chance to really, well, kick ass. Players' physical movements correspond to the in-game character. In the above clip, a bunch of black belts show off just how the game works and demonstrate a smorgasboard of kicks, flips and punches. Uh, this looks kinda hard. —Brian Ashcraft

More Here [Kahsoon]

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Kotaku-175574 Tue, 23 May 2006 05:22:01 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=175574&view=rss&microfeed=true
<![CDATA[ Trimersion Virtual Reality HRD for Gamers and Hospitals! ]]>

GamesFirst has posted a look at one of those quasi-virtual-reality doodads, the Trimersion Head Mounted Display.

It sounds pretty swank. The gyroscopic head gear plots your head's movements and maps them to the appropriate d-stick for looking around in the game you are playing. High-quality stereo sound pumps through the headset and the player holds a gun with all the buttons that you'd find on a PS2 or XBox. Obviously, you can't control which direction you are pointing your gun independently of which way you are facing in an FPS like Halo — your gun is just a graphic rooted to the bottom of the screen.

The entire system is wireless and Trimersion expects to be moving about 100,000 units a month by late this year, not only to gaming enthusiasts, but to organizations like hospitals. One mentioned use for the technology is overlaying three-dimensional MRIs over a patient's body. A tad expensive for this gamer at $395, but hell, that's still cheaper than the PS3. - Florian Eckhardt

Trimersion: The Next Phase in VR HMDs [Gamesfirst]

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Kotaku-174953 Fri, 19 May 2006 08:40:45 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=174953&view=rss&microfeed=true