Intel acquires VR startup Voke for immersive sports Intel has acquired VR startup Voke as it strives to provide consumers new and immersive sports experiences. The company describes Voke as a leader in delivering live, virtual reality experiences to audiences. Intel Sports Group General Manager James Carwana wrote in a news release that the Voke acquisition will help them accelerate their efforts in immersive sports. "Together, we can innovate and scale our new immersive sports business faster to bring fans the most personalized, fully immersive VR experience ever imagined and change the way networks, sports leagues and teams engage with their audiences," Carwana wrote. Before the Voke acquisition, Intel has been involved in revolutionizing
My name is Kerry Huxley, I am a recent graduate of Prosper High School. It has come to my attention that there is a debate whether or not we should accept or deny an offer made by Virtuosity regarding there new virtual reality system. I believe we should not accept this offer due to the flaw that technology can provide.
Legal consultants would be hired to guide the CTO and the IVRT team with knowledge in the technological and media industry, specifically the virtual reality area. The reason for this is to ensure that everyone on the team working for the project understand the potential risks involved in developing an application in the virtual reality realm. Moreover, they would be able to define strategies to mitigate such risks.
In the past, virtual reality technology was thought of by many as a gimmick, and the hope for it to become a mainstream technology was discarded as products did not work as how the public envisioned. However, the proper technology is now available to make virtual reality just that: a reality. The entertainment industry is on the verge of a monumental paradigm shift that will completely transform the way these entertainment mediums are experienced.
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
Virtual reality, also known as VR or computer simulated reality, is a new computer technology that mimic an real or imagined environment, VR simulates a user's physical presence and environment.it does this in a way that allows the person to touch and interact with it. VR aims artificially create a sensory experience for the user, which can include touch, Sight, Smell, and Hearing.
Much of what is being focused on for VR is the sense of realism. This presence of realism is what will sell VR to its various users. The biggest drive for acquiring VR will come from its interactivity to each other, and to the devices.
Information technology has influenced sports in many ways. Not only has it influenced sports in North America but also sports across the world. “In 1988, Stan Honey, Jerry Gepner, and Bill Squadron—three former executives at News Corp. and Fox Sports—founded Sportvision (http://www.sportvision.com). They used their extensive technology, sports production, and broadcast experience to create an innovative company that focuses on developing technology-based enhancements for the Internet, sports television, and new media platforms” (Shapiro). Sportvision has impacted sports like football, baseball, basketball, auto racing, horse racing, hockey, and a wide variety of
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Oculus VR is a company that is working to develop a virtual reality for video
Momentum Worldwide created a campaign for Verizon customers, a virtual reality experience prototype which has allowed customers to interact with a “virtual” version of American football wide receiver, Odell Beckham Jr. When the customers removed the virtual reality goggles, they had discovered his actual presence. Customers reactions were captured to showcase how Verizon brings Better Matters to life, representing their brand image.
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
Technology always interests us. When something new comes out, like drones or the iPhone - everyone wants one. VR will be no different. Walking through school before the bell and seeing people (sadly) at restaurants and out with their family, all of them on their new iPhone 6s’. We can see this has already happened with other products, but although VR isn’t here yet and won’t be common for years to come, the craze has already
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
(376) Some people would argue that VR began in 1838 with the Stereoscope by Charles Wheatstone, this device was made by 'two images photographed representing the view seen by each eye '[ http://jaredjared.com/wp-content/uploads/2011/10/Bendis-Stereoscopy.pdf] placed inside a 3D headset giving the viewer depth and immersion. The first mention of VR in science fiction was in a 1930s short story called Pygmalion 's Spectacles written by Stanley G. Weinbaum, he describes a goggle based system projecting a holographic image which activates certain senses such as sound and touch[ http://www.gutenberg.org/files/22893/22893-h/22893-h.htm]. In the 1950s with Morton Heilig created The Sensorama, a machine creating sound, smells, and even wind to accompany the visuals completely mechanically. VR became more popular in theatre such as Tron (1982) and The Lawnmower Man
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.