Early Scaling of Immersive Technology Within the Veterans Health Administration


Hero illustration of a person wearing virtual reality goggles. Circling their head is a depiction of what they are looking at in 3D: a mix of charts, an Rx symbol, a medical symbol, an icon of a physician with a stethoscope, and the letters VA, which stand for Veterans Health Administration.

Abstract

Over the past several years, accelerated by the Covid-19 pandemic, immersive technologies — including virtual reality and augmented or mixed reality, also known collectively as extended reality — have shown mounting promise in their ability to enhance clinical care delivery and support clinical staff. These immersive systems can be used alongside standard of care in several areas and, at minimum, be used as additional ways to augment evidence-based therapies. These noninvasive and easy-to-use tools have demonstrated the ability to effectively channel patient experience into therapeutic activities, facilitate home-based care, provide valuable longitudinal patient data, and enhance treatment adherence. Given this promise, immersive health care applications have spread across the U.S. Veterans Health Administration (VA), building additional evidence for efficacy and laying implementation groundwork. To date, VA has documented more than 40 indications for immersive technology utilization within the organization, with more in the pipeline. Early exploration of immersive technology in VA began with 5 sites and 10 staff engaged in a Community of Practice and has now grown to 172 sites and more than 2,400 engaged VA staff. The most uptake and impact have been seen in pain management, physical rehabilitation, and mental health care, including anxiety, depression, and posttraumatic stress disorder. Crucial to further scaling the use of immersive technology, VA has developed standardized resources, such as knowledge networks, implementation guides, electronic health record templates, and standard operating procedures. VA continues to offer opportunities for more heads in headsets, because this is an effective way to demonstrate to veterans and staff how immersive technology can enhance care. Key to future success in VA will entail increasing equitable access, growing the scope of content, standardizing training for staff and patients, and improving processes for synthesizing and analyzing relevant data to optimize these tools. Through these activities and continued planning, VA is poised to define the landscape of immersive technology in health care and inform adoption beyond VA.

The dark side of #Facebook’s new avatar #Meta


The dark side of Facebook’s new avatar Meta https://tfipost.com/2021/11/the-dark-side-of-facebooks-new-avatar-meta/

Walk this way: Novel method enables infinite walking in VR


In the ever-evolving landscape of virtual reality (VR) technology, a number of key hurdles remain. But a team of computer scientists have tackled one of the major challenges in VR that will greatly improve user experience — enabling an immersive virtual experience while being physically limited to one’s actual, real-world space.

A user wears the researchers’ experimental setup — a Vive HMD augmented with SMI gaze tracking. Superimposed are the top view of the recorded movements of the physical path in a 3.5 m × 3.5 m real room and the virtual path in a much larger 6.4 m × 6.4 m synthetic space. The team demonstrates that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. Their new method can be applied to large, open virtual spaces and small physical environments for room-scale VR.
 

In the ever-evolving landscape of virtual reality (VR) technology, a number of key hurdles remain. But a team of computer scientists have tackled one of the major challenges in VR that will greatly improve user experience — enabling an immersive virtual experience while being physically limited to one’s actual, real-world space. The research team will present their work at SIGGRAPH 2018.

Computer scientists from Stony Brook University, NVIDIA and Adobe have collaborated on a computational framework that gives VR users the perception of infinite walking in the virtual world — while limited to a small physical space. The framework also enables this free-walking experience for users without causing dizziness, shakiness, or discomfort typically tied to physical movement in VR. And, users avoid bumping into objects in the physical space while in the VR world.

To do this, the researchers focused on manipulating a user’s walking direction by working with a basic natural phenomenon of the human eye, called saccade. Saccades are quick eye movements that occur when we look at a different point in our field of vision, like when scanning a room or viewing a painting. Saccades occur without our control and generally several times per second. During that time, our brains largely ignore visual input in a phenomenon known as “saccadic suppression” — leaving us completely oblivious to our temporary blindness, and the motion that our eyes performed.

“In VR, we can display vast universes; however, the physical spaces in our homes and offices are much smaller,” says lead author of the work, Qi Sun, a PhD student at Stony Brook University and former research intern at Adobe Research and NVIDIA. “It’s the nature of the human eye to scan a scene by moving rapidly between points of fixation. We realized that if we rotate the virtual camera just slightly during saccades, we can redirect a user’s walking direction to simulate a larger walking space.”

Using a head- and eye-tracking VR headset, the researchers’ new method detects saccadic suppression and redirects users during the resulting temporary blindness. When more redirection is required, researchers attempt to encourage saccades using a tailored version of subtle gaze direction — a method that can dynamically encourage saccades by creating points of contrast in our visual periphery.

The team who authored the research, titled “Towards Virtual Reality Infinite Walking: Dynamic Saccade Redirection,” will present their work at SIGGRAPH 2018, held 12-16 August in Vancouver, British Columbia. The annual conference and exhibition showcases the world’s leading professionals, academics, and creative minds at the forefront of computer graphics and interactive techniques.

To date, existing methods addressing infinite walking in VR have limited redirection capabilities or cause undesirable scene distortions; they have also been unable to avoid obstacles in the physical world, like desks and chairs. The team’s new method dynamically redirects the user away from these objects. The method runs fast, so it is able to avoid moving objects as well, such as other people in the same room.

The researchers ran user studies and simulations to validate their new computational system, including having participants perform game-like search and retrieval tasks. Overall, virtual camera rotation was unnoticeable to users during episodes of saccadic suppression; they could not tell that they were being automatically redirected via camera manipulation. Additionally, in testing the team’s method for dynamic path planning in real-time, users were able to walk without running into walls and furniture, or moving objects like fellow VR users.

“Currently in VR, it is still difficult to deliver a completely natural walking experience to VR users,” says Sun. “That is the primary motivation behind our work — to eliminate this constraint and enable fully immersive experiences in large virtual worlds.”

Though mostly applicable to VR gaming, the new system could potentially be applied to other industries, including architectural design, education, and film production.

Gear Up: How to Watch the Olympic Winter Games PyeongChang 2018 in Virtual Reality


For the first time in history, fans can experience the drama and excitement of the XXIII Olympic Winter Games in live or on-demand VR.

From the breath-holding tension of ski jumping to the intricacy of pairs ice dancing and the drama of speed skating, PyeongChang 2018 brings the ultimate display of excellence in winter sports.

For the first time in history, fans watching at home can experience the XXIII Olympic Winter Games in live virtual reality (VR). More than 30 events will be broadcast live and via video on demand (VOD) from PyeongChang, South Korea via the NBC Sports VR app (in the U.S.), powered by Intel True VR.

“This will give fans across the globe the opportunity to sit front row at the Olympic Winter Games PyeongChang 2018,” said James Carwana, vice president and general manager of Intel Sports.

“You now have an opportunity to virtually sit right there and watch those moments happen.”

The 17 days of games in South Korea will represent the biggest VR event ever.

Viewers will be able to choose from up to a half dozen different viewpoints, including angles that were previously unavailable, and immerse themselves in the action, whether in the snow or on the ice.

To capture the Olympic events in VR, Intel’s True VR team set up camera “pods” around nine Olympic venues. Each pod is equipped with six pairs of lenses (or 12 cameras) that capture a stereoscopic view – capturing 180 degrees of action, but also depth, so viewers feel like they’re at the event.

“It’s a full 3D stereoscopic experience with graphics and data that immerses fans,” said Carwana. “They get to experience the intensity and amazement of the events up close and from different angles.”

True VR will broadcast marquee events such as alpine skiing (Downhill, Slalom and Super-G), ice hockey, figure skating, snowboarding and “big air” events, speed skating, curling and many of the sliding events.

 

Viewers can sit back and watch the director’s cut, which will switch between camera angles, based on the judgment and expertise of the broadcast team. Or they can pick and choose angles to track a favorite hockey player or focus on a particularly treacherous portion of the slope.

And, with picture-in-picture available, it’s not necessarily an either-or choice.

Additional information will help viewers understand what they’re watching.

“Things like athlete names and results will appear over our VR video, to provide context to what you’re viewing and identify the athletes on the screen,” said Blake Rowe, Intel True VR implementation manager at the Olympic Winter Games. The app will send notifications when events are airing live, so you never miss a key heat or hockey game.

Fans can watch the events live or after the fact via full-event replays and highlight reels.

How to Watch

The VR Olympic experience will be available across multiple platforms on a variety of devices via several different apps. What app to download depends on where viewers are in the world. In the U.S., the VR content will be part of NBC’s Olympics coverage, available via the NBC Sports VR app. NBC will also have 2D, 180-degree panorama content available to anyone with a smartphone.

Winter Olympics virtual reality: Four speed skaters move gracefully around track.

“The best way to experience the content is through a head-mounted display, such as the Samsung GearVRGoogle Daydream or Windows Mixed Reality,” said Rowe.

“But we are aware that some people don’t necessarily want a headset or haven’t purchased one yet,” Rowe said. “To meet that need, we are also providing an IOS and Android app that fans can download specifically for the Winter Olympics and access the same content.”

Rowe said that people can turn their smartphone into a low-tech VR headset by making an inexpensive homemade cardboard viewer.

“If you have a phone and a cardboard viewer, you can view through the stereoscopic lenses of that cardboard device to get the 3D experience on your mobile phone.”

T-Minus Two Months

True VR has been used at several other sporting events.

Whether Olympic Winter Games fans are seasoned VR users or are new to VR, they can immerse themselves in the PyeongChang 2018 experience without ever pulling on a winter coat.

The Top Transformative Tech Trends From CES 2018


IN BRIEF

The Consumer Electronics Show sets the tone for tech trends in the following year. CES 2018 was dominated by AI assistants, virtual reality, and health gadgets.

At the annual Consumer Electronics Show (CES), technology companies from around the world unveil and showcase their latest and greatest inventions. This year, Intel announced a new 49-qubit chip, HTC released a new virtual reality (VR) headset, and Fisker revealed an electric car with a 644-km (400-mi) range. In addition, home assistants, health improvement gadgets, and domestic help robots dominated the scene in Las Vegas. CES is the genesis of many transformative tech trends, and 2018 is no exception.

HOME ASSISTANTS

This year the CES venue was inundated with Amazon’s Alexa devices. Refusing to be outdone, Google ensured its own Assistant was aptly showcased at a mammoth CES display and announced that its Assistant would getting a new addition — a screen. Lenovo, LG, and Sony will be producing Google Assistant speakers with screens in 2018.

Samsung also showcased an updated version of its own assistant named Bixby. This artificially intelligent (AI) assistant is similar in many ways to Siri, Alexa, and the Google Assistant. But Bixby might be a part of more than just your phone. Samsung plans to incorporate this tech into other technologies like televisions, and even refrigerators.

RETROFUTURISM

One surprising trend from CES this year was a throwback to “retrofuturistic” robots that combine contemporary tech with 20th-centrury aesthetics. Laundry-folding robotsrobot dogs, and even a robotic smart home manager named CLOi all made an appearance.

Companies might be trying to tap into feelings of nostalgia — perhaps home assistants don’t have to be sleek and unseen, but could be visible and humanoid, like a new-age Robby the Robot.

TO YOUR HEALTH

Gadgets that focus on improving users’ health and well-being were in ample supply this year at CES. Philips launched a wearable headband to enhance sleep. Prevent Biometrics released a mouthguard that could detect concussions. Swim.com and Spire Health Tag collaborated to design a “smart swimsuit” that could help swimmers track their water workouts. Neutrogena unveiled its SkinScanner, which attaches to an iPhone and syncs with the Skin360 app to help users assess their skin health from home.

VIRTUAL REALITY

Virtual reality (VR) was once again front and center at CES. HTC unveiled its Vive Pro headset with integrated audio and a 2880 x1600 high-resolution display. Upgraded headsets aside, the Irish company Design Partners revealed its ‘smart glove,’ a haptic human-computer interface system for VR and augmented reality (AR). The glove integrates touch and physical sensation into the VR experience, a major milestone in the quest to make VR more realistic.

Google also unveiled a line of  VR180 cameras that allow users to conveniently and easily capture their own VR content, a partnership with Lenovo and Yi Technology.

These trends are by no means the only innovations showcased at CES 2018. But they do indicate where technologies will likely be heading in the coming year. As AI assistants, VR tech, and health gadgets take center stage at CES, they offer clues to the future of consumer electronics.

Scientists Create the Highest Quality Hologram Device Ever Made


IN BRIEF
  • A researchers from Australian National University were able to develop a hologram device that gives the highest quality images to date.
  • According to the study, the compact device is made up of millions of tiny silicon pillars, which are up to 500 times thinner than human hair.

HIGH QUALITY

Holograms are a staple of almost every science fiction movie or TV show out there – from Star Wars to Star Trek. Now, thanks to researchers from the Australian National University (ANU), we may be a step closer to achieving just that — and sending messages to Obi Wan Kenobi.

The ANU team was able to develop a hologram device that gives the highest quality images to date. “As a child, I learned about the concept of holographic imaging from the Star Wars movies. It’s really cool to be working on an invention that uses the principles of holography depicted in those movies,” said lead researcher Lei Want, from ANU’s Research School of Physics and Engineering. The team published their research in the journal Optica.

Wang’s device is able to create high-quality hologram images in infrared, using “transparent metaholograms based on silicon metasurfaces that allow high-resolution grayscale images to be encoded,” according to the study. The device is also quite small. It’s made up of millions of tiny silicon pillars, which are up to 500 times thinner than human hair.

 “This new material is transparent, which means it loses minimal energy from the light, and it also does complex manipulations with light,” said co-researcher Sergey Kruk. “Our ability to structure materials at the nanoscale allows the device to achieve new optical properties that go beyond the properties of natural materials. The holograms that we made demonstrate the strong potential of this technology to be used in a range of applications.”

 

 

DEFINING HOLOGRAPHIC IMAGES

The real-life applications of such a hologram device aren’t too far from the sci-fi counterparts. “While research in holography plays an important role in the development of futuristic displays and augmented reality devices, today we are working on many other applications such as ultra-thin and light-weight optical devices for cameras and satellites,” Wang said.

Furthermore, because of its size, this device is very portable. This significantly reduces the size and weight of the usually bulky components used in other imaging devices. This can cut the cost for space missions, for example, where heavier loads translate to higher rocket fuel consumption. Apart from these, holograms can also be used to aid medical research and develop treatments for various diseases.

Holography isn’t very different from what augmented or virtual reality (AR/VR) technology is enabling us to do. Essentially, this technology allows us to see and interact with our environment in a much deeper way, so to speak. This tech can even let us see something as if we were really there, in the moment, with added empathy. This could change the way we enjoy news, documentaries, or even live events from afar. Soon, we may be able to send messages that capture emotion or urgency much better than a phone call ever could.

Source:futurism.com

Sex robots and virtual reality could stop paedophiles offending against real-life children say experts


In the fight to treat sexual offenders against kids, child sex doll technology could be the key to satisfying their dark desires.

Japanese company manufactures lifelike child sex dolls for paedophiles

Trottla creates childlike sex dolls for those with paedophile tendencies

Paedophiles could be treated with sex robots and virtual reality to help stop them from offending against real live children, say experts.

The controversial opinion was floated by Japanese sex doll manufacturer Trottla, when the company founder said the dolls were part of accepting that there was no way to ‘change a person’s fetish’.

Shin Takagi’s solution was to create dolls resembling children as young as five for those who, like him, struggle with an ongoing sexual attraction towards children.

Academic Dr Kathleen Richardson from the Campaign Against Sex Robots has rubbished claims the dolls help deter offenders from targeting real children, claiming they actually exacerbate the problem because they ‘become proxy for paedophiles’.

But now one technology expert has claimed that offering dolls and robots like those described on prescription would be a way of protecting children.

Japanese company manufactures lifelike child sex dolls for paedophiles
Some believe that the use of dolls and robots for sexual activity will save real children. 

New Scientist reporter Aviva Rutkin has explored the arguments and says that there’s nothing to say such treatment couldn’t help stop paedophiles from committing crimes.

She attended a debate at the Massachusetts Institute of Technology Media Lab where robotics engineer at the Georgia Institute of Technology Ron Arkin said the provision of such dolls could offer an ‘outlet’ for the desires felt by sex offenders who target children.

It’s a new way of looking at treatment for those who are dealing with the urges, with many keen to seek help to stop themselves from offending.

According to Patrice Renaud – a psychologist at the University of Montreal, Canada – that institute’s experiments with people having sexual urges are best conducted using virtual reality ‘pornography’.

Japanese company manufactures lifelike child sex dolls for paedophiles
Those who are against the measures believe dolls and robots may soon not satisfy the sexual appetites of paedophiles

“Subjects are hooked up to an eye-tracker, an EEG brain monitor and a device that measures blood flow to the genitals, and then exposed to a sexual stimulus,” writesRutkin.

Those attracted sexually to children are shown the related VR, replacing morally questionable images which were supplied from police files and latterly audio descriptions, which proved to lack the intensity required for research.

“Paedophilia is something that’s very difficult to treat,” Renaud says. “You cannot change this sexual preference in itself as you can change a bad habit like smoking.”

An attendee wears an Oculus Rift HD virt
Virtual reality gadgets like Oculus Rift HD could be used to treat offenders

VR has been used to treat PTSD and phobias as well as schizophrenia, and Renaud has stated that it could be used – along with CBT (cognitive behavioural therapy) to treat paedophiles.

Another researcher, Michael C Seto, told Rutkin that it might prove successful.

The director of the Forensic Research Unit at the Royal Ottawa Health Care Group in Canada said: “It is possible that virtual child pornography content or other simulations such as child sex dolls or robots might be a safer outlet for at least some individuals who are sexually attracted to children.”

Experiments to find whether substituting tech alternatives help to quell paedophile desire are complex, not least because of the moral reaction against the topic, and the difficulty in finding those with desires involving children to take part.

“”I don’t believe for one second that producing child sex dolls will do anything to stop paedophilia, and I know this because there’s already evidence for it,” she told Women’s Liberation Radio News.

“There are already so many child abuse images and they don’t stop, because it’s a perpetual desire to have control.”

What virtual reality looks like


Virtual reality is incredibly exciting, but it’s tough to grasp just how exciting this new medium is unless you’ve actually tried it — and not many people have.

virtual reality animated GIF

Thankfully, HTC and Valve, which make the excellent Vive VR headset that finally started shipping on Tuesday, released a video to coincide with the Vive launch that shows exactly what it’s like to use VR.

HTC and Valve brought in a group of people to try the Vive headset and filmed their experiences, but they cleverly used green screens so you can see exactly what it’s like to play these VR games and demos in real-time. It’s probably the first time we’ve seen a video that actually shows what it’s like to use VR, which should help more people understand its wide appeal.
This girl playing with a virtual robot dog is cool, but you really need to see it in action.

Go get the stick! Go get it!

Here’s what it’s like to cook in VR! Just don’t burn the bacon!

VR can make you feel like a hero as you protect your friends and family from bloodthirsty zombies.

Robots invading your apartment? Take cover and find the right time to strike!

Or just throw them around!

You can even fend off your own castle from invaders using a virtual bow and arrow.

This game looks kinda like if “Mad Max: Fury Road” took place on Mars.

Here’s another shooting game. This one takes place in space.

Don’t feel like conquering space? No problem, you can just explore in your own spaceship.

Physics-based games look great in VR.

But they can also be terrifying.

Want to take a break from all the action? Just light up a virtual campfire and hang out for a bit.

Maybe set off some fireworks — they’re much safer in VR than they are in real life!

There are really no limits to what VR can accomplish.

Watch the video. URL:https://youtu.be/qYfNzhLXYGc

Virtual Reality Is Not Just For Entertainment Anymore; How It Will Improve Health Care


You may have heard of virtual reality (VR) in terms of media and gaming. The term became mainstream in 2014 when Facebook acquired the VR headset company Oculus Rift for $2 billion. Media trade publication Variety wrote soon after that every major studio was experimenting with the technology. “The new medium could spawn its own version of I Love Lucy , which some say accelerated the adoption of television.”

So far in 2016, VR has been the darling of Austin’s South by SouthWest, where the top creative minds from film, media and music convened last month. HTC, Oculus, and Playstation will all be releasing headsets this year in the race to conquer this emerging market; a market that Goldman Sachs predicts will be bigger than TV in the next 10 years, generating $125 billion in revenues by 2025.

Oculus Rift

But as VR coverage focuses on entertainment and gaming opportunities, its most important applications may come in the health care space. In fact, VR is already playing a role in a number of important medical areas.

Virtual Surgery

It’s not just pilots who are getting better training through VR. These tools are being used to simulate medical situations ranging from brain surgery to CPR. By creating immersive experiences for students, instructors can dramatically increase information retention. One study within the Miami Children’s Health System showed that students trained using VR retained 80 percent of the information they learned, while those trained in a traditional setting retained a mere 20 percent.

But it’s not just training that could benefit. Imagine an integrated VR program that allows a surgeon to ask “What will happen if I do this?” and then display an accurate simulation of the outcome. Or what if doctors could simulate procedures on a virtual model of their patient before having to physically cut into them? The possibilities are endless.

Amputees

Phantom limb pain, the sensation of experiencing pain in a part of the body that has been amputated, may occur in well over half of amputees. A patient who has lost a hand might have a sensation of that hand being painfully clenched up, with no way to release that feeling. One attempted solution to this problem has been mirror boxes; a patient places their non-amputated limb into a box that reflects its image, as if to show that the amputated limb is still there. But there’s been little evidence regarding the effectiveness of this treatment.

VR may finally offer an effective alternative. A treatment at Chalmers University of Technology in Sweden places electrodes on the stump of a patient’s limb to pick up signals meant for the amputated area. The VR headset then converts these signals into a visual that simulates what the patient would otherwise control the limb to do, such as using their arm to drive a car. The patient involved in this study not only had less pain, but experienced prolonged pain-free periods during treatment.

Burn victims

The idea of distracting someone to take their mind off of their pain isn’t new. But by allowing users to feel as though they are “present” in another world, VR achieves a level of distraction well beyond ordinary video games. SnowWorld, developed by cognitive psychologist Hunter Hoffman, places burn patients in a virtual world of snow and ice. For patients who used the game, the amount of time they spent thinking about pain dropped from 76 percent to 22 percent. The next step, Hoffman predicts, will be creating customized worlds that allow patients to tap into their happiest memories and experience them all over again.

Mental health

VR has already been widely used for exposure therapy, allowing patients to slowly face their worst fears in a simulated environment. Imagine someone with a crippling fear of flying being able to slowly conquer the fear in a simulated environment before having to step foot on an actual plane.

For those suffering from post-traumatic stress disorder, eye movement desensitization and reprocessing (EMDR) holds promise . This process asks patients to recall the traumatic memory while following a moving object with their eyes, combining memory recall and eye movement to tax the brain and make these memories less clear and vivid.

For those looking for a meditative experience, VR games like Deep use biofeedback, such as a user’s breathing, to control the virtual environment. This then teaches the user to use his breathing to control the world he experiences, reinforcing a positive technique for relaxation that has been around for millennia.

These technologies are just the beginning. We can only imagine what the future holds. And thanks to VR, we are no longer limited in what we can imagine.

Virtual reality girds for test in marketplace


An Israeli grandmother glimpses herself as a Palestinian teen. A star athlete experiences what life would be like in a wheelchair.

These are not plots of dystopian movies. They are experiences that take place in , which technologists believe will be the next major platform for everything from gaming to social interaction and perhaps even global diplomacy.

Marketers predict VR headsets will soon top wish lists for kids and young adults from the Silicon Valley to Hong Kong.

The computer-generated images beamed to devices strapped around a person’s head allow users to experience “presence”—the sense that they’re entering video games or movies, climbing a treacherous Vietnamese mountain or scuba diving at a coral reef.

Potential benefits include hands-on teaching with a classroom of far-flung students, or holding a business meeting whose global participants sense they’re rubbing elbows.

The upcoming rollout of the Oculus Rift—a $599 headset offering studio-quality VR to the general public—is expected to jump-start industry sales.

The upcoming rollout of the Oculus Rift—a $599 headset offering studio-quality virtual reality to the general public—is expected
The upcoming rollout of the Oculus Rift—a $599 headset offering studio-quality virtual reality to the general public—is expected to jump-start industry sales

Sony meanwhile announced at this week’s Game Developers Conference in San Francisco it would launch its PlayStation VR headgear priced at $399 in October. Many others have VR equipment hitting the market.

Along with its cousin, augmented reality, VR is forecast as a huge market that could push aside smart phones and computer tablets.

From a California garage

VR has been a dream of futurists and tech geeks for decades. But until recently, devices were relegated to research labs because of their exorbitant cost, clunky construction and quality issues that included motion sickness.

At Stanford University’s Virtual Human Interaction Lab, experiments were done until 2014 with a $40,000 device that gave users neck aches; now the lab uses a lightweight Rift at a fraction of the cost.

“I believe in virtual reality and I believed it could be amazing, but that was not a view that was shared by everyone,” Rift inventor Palmer Luckey said.

The Rift, created in 2011 by Luckey in his parents’ California garage when he was 18, uses images and sounds (smell and touch may come later) to convince users’ brains they are flying over a city or standing on a skyscraper.

At the San Francisco conference, users pivoted to shoot would-be attackers and flinched at imaginary flying objects.

“Vision is really important. You rely on it for a majority of your senses,” said Jason Rubin, who as head of worldwide studios oversees content development for Oculus.

Oculus, bought by Facebook in 2014 for $2 billion, is competing with companies such as Google, Samsung and Sony in creating virt
Oculus, bought by Facebook in 2014 for $2 billion, is competing with companies such as Google, Samsung and Sony in creating virtual reality devices, with analysts expecting sales of 12 million headsets by the end of this year

“So if we can take over your eyes, we can get control of your belief system.”

Oculus, bought by Facebook in 2014 for $2 billion, is competing with companies such as Google, Samsung and Sony in creating VR devices, with analysts expecting sales of 12 million headsets by the end of this year.

‘Bigger, more disruptive’

But Tim Merel, founder of technology advisory firm Digi-Capital, says VR will be eclipsed by augmented reality, or AR, within a few years.

VR is fully immersive, meaning a user can’t walk down a street wearing a headset. AR is partly immersive: a person can do everyday tasks while augmenting them with virtual images, using holograms (such as flying dinosaurs) superimposed on the user’s field of vision.

While Merel thinks VR will cannibalize video games and become a $30 billion market by 2020, he sees AR as taking over the smartphone and tablet market and accounting for $90 billion in annual sales in the same period.

“Our broad view is that AR will be bigger, more disruptive and faster in terms of its effects than mobile was compared to the original Internet,” Merel said.

While most VR content now focuses on gaming, it has the potential to impact everything from architecture to military training to travel.

Developers envision its use in dealing with phobias and addiction, or in helping youngsters combat bullying. The United Nations is using a VR film to give people a sense of living in a Syrian refugee camp. The New York Times and others are using VR films for immersive news reports.

Jeremy Bailenson, a Stanford professor of communication who founded the lab, said school children might use VR for empathy training. But he acknowledged limits.

“Could this work in the Mideast conflict? I don’t know,” he said. “It’s not a magic bullet or anything.”

There also are potential risks, such as overuse or people discovering they’re more comfortable in a virtual world.

“When porn feels like sex, how does that affect reproduction rates?” Bailenson asked.

The Rift, about the size of a brick but considerably lighter, will be shipped March 28 to customers who pre-ordered it. Oculus is not yet saying when the device will be available in stores. Many users will need a new computer to run the Rift, potentially tripling the $599 price.

Luckey, who attended the developers conference in a Hawaiian shirt, shorts and flip-flops, acknowledged the Rift is still too expensive and limited in its capabilities, but that with improvements “it is going to go well beyond being a toy.”

“I think it’s going to be the next smartphone and the last smartphone. Once you perfect virtual reality, there’s no reason to create anything else,” he said. “I see people continuously moving between the real world and the virtual world.”