EON Reality and ORU Open Dedicated AR/VR Learning Facility

EON Reality and ORU Open Dedicated AR/VR Learning Facility

Though the entertainment possibilities of augmented and virtual reality are the more immediately intriguing experiences, both forms of tech present a lot of potential in many other industries as well. Augmented reality overlays our surroundings with data and digital imagery, bringing additional layers of information in a convenient way. Virtual reality offers near limitless virtual space to recreate almost anything you can imagine and immerses users into environments they may not be able to experience otherwise. If you combine both of those, you have a malleable palate for education and a new facility in Tulsa, Oklahoma will be taking advantage of this.

EON Reality, a company who’s spin-off sports division is helping NFL teams to incorporate VR into training, collaborated with Oral Roberts University to create a dedicated facility for augmented and virtual learning. Opening its doors last November, The Global Learning Center (GLU) contains 8 classrooms, a performance hall that seats 700, a recording studio, and a dedicated VR space.

“We like working with universities that have a forward-looking approach to education,” said CEO of EON Reality Mats W. Johansson in a press release. “They’re the perfect match for the transformative power of Augmented Reality and Virtual Reality education. As the demands of students change, EON Reality’s AVR platform and software will help match their needs by empowering professors and administrators in delivering innovative and relevant interactive Virtual Reality and Augmented Reality content to the classroom.” Utilization of AVR also provides an opportunity to reach out to students that can’t make it to the physical location for whatever reasons.

The facility will be powered by EON’s AVR, a learning library that utilizes gamified VR and AR modules across various subjects. As noted in an article about two teachers’ breaking down a VR curriculum, there are legitimate benefits to having a facility centered on immersive tech. Mathews claims that AVR is the first digital and mediated-technology proven to impact students at every level so it will be interesting to see what the long-term effects of the GLU will be as EON Reality also works to establish new facilities in New York and the Dominican Republic.

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The Possible’s Second Episode on Within Tackles Something Einstein Got Wrong

The Possible’s Second Episode on Within Tackles Something Einstein Got Wrong

Virtual reality continues to be an incredible platform for creators to innovate when telling stories and there are plenty of groups taking advantage of this, large and small. Hulu has taken to the medium for news and comedy shows along with the Life brand’s shift into documentary-like VR content, but Within is an entity that was named entirely with VR storytelling in mind.

Continuing its trend of producing high-quality immersive content, Within unveiled a new episode of their science and engineering documentary series called The Possible.

Founded by filmmaker Chris Milk, Within collaborates with companies like Apple, NBC, Vice, and many more to create experiences across a collection of genres. The Possible, made with financial backing from GE, will place viewers face to face with cutting edge technology and discoveries across the life of the serial series. Its second episode is named Listening to the Universe and tackles something that Einstein actually got wrong:

A century ago, Einstein predicted the existence of gravitational waves—ripples in spacetime—but believed they were so small that humans would never observe them.

More recently, an MIT physics professor did the math and concluded that Einstein was wrong. So he built the Laser Interferometer Gravitational-Wave Observatory (LIGO), which measures almost infinitesimally small disturbances in spacetime—smaller than anything that’s been measured before. And in 2016, LIGO succeeded, detecting gravitational waves from a massive, faraway collision between black holes.

Pakistani-American astrophysicist Nergis Mavalvala PhD is the MIT physics professor mentioned in the episode’s summary and she’s also known for her pioneering experiments on laser cooling of macroscopic objects and in the generation of squeezed quantum states of light.

If this new episode is any testament to the future stories, The Possible is going to be a very deep dive into science and tech and include collaborations with some of the greatest minds in the world. Listening to the Universe is available in the Within app for iOS, Android, Steam VR, Oculus Home, and PS VR and it’s available to watch on their website as well.

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Science Teachers Report Benefits Of A VR Curriculum

Science Teachers Report Benefits Of A VR Curriculum

Virtual reality can be a gateway to spaces and interactions that would otherwise be out of reach in normal circumstances, and two science teachers at Alta Vista School in San Francisco, Elizabeth Kramar and Toni Setteducato, took advantage of the technology for their classrooms and shared their findings.

“Learning comes to life at the moment the VR headset is placed on the student’s head,” the teachers observed in a document developed in partnership with Lifeliqe, creators of a VR curriculum they used. “Students will find themselves comfortably strolling through ancient ruins, peering into the animal cell or floating in space with an astronaut on the International Space Station.”

The two teachers developed a curriculum built on the Lifeliqe VR Museum application. The educators noted the applicaiton helped with the introduction to difficult new concepts, experiencing what was previously impossible and creating an emotional connection, among other benefits.

The concepts and previously impossible experiences are fairly standard as VR constantly immerses users in visuals with a new and more personal perspective which, in turn, creates a more emotional connection. That connection is enhanced with the freedom to move (students used HTC Vive for the app) which supplies a kinesthetic benefit. Students quickly engage when given a sense of agency or control which “increases their self-confidence in their learning ability,” as the teachers put it. Finally, inspiring such confidence opened up the doors to expression from the students and they started to be more vocal about their passions.

Liveliqe VR Museum is currently available on Steam for HTC Vive and it is free to play.

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The Virtual Arena: Into The Classroom for VR

In his latest column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, starts his New Year coverage with a look at the deployment of VR beyond consumer, in the teaching and educational scene, at one of the largest exhibitions for this sector.

Deploying virtual reality (VR) beyond the hoped living-rooms gets little coverage in the spate of the latest upheavals within the consumer adoption. But our readers will be surprised by the developments being made with VR into the education.

The British Educational Training and Technology Show (BETT) took the floor of the ExCel exhibition space, filled with the latest technology employed in the classroom and teaching the international curriculum. Along with the latest electronic-tables, connected wipe boards, programmable robots, and new 3D-printing systems, the digital classroom is also seeing the inclusion of immersive technology.

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The exhibitor AVANTIS showed their world’s first VR headset aimed squarely at the education market, one of a number seen on the show floor – the ClassVR system offering a means for 360’ visualization and VR content delivery. Sold as eight, toughened, wireless, all-in-one VR headsets, specially tailored for deployment in classrooms.

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The use of immersive visualisation that is affordable, but also accessible for the whole school; this was illustrated by Google, who promoted the importance of their cost-effective VR solution, with a vending machine distributing Google Cardboard units too interested educationalists.

 

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Google was also promoting their new approach to the classroom, with the first presentation of Google Expeditions – a brand new approach to allowing a class to simultaneously experience exploration of historical and educational virtual environments viewed through mobileVR platforms. The company promoting the

Expeditions Pioneer Programme, for selected UK schools to receive a visit from the team to promote their platform, (offering a virtual-fieldtrip).

As seen with the AVANTIS ClassConnect approach; the Google Expeditions system allows the teacher to direct the students to significant elements of the virtual environment, and can even start and stop the experience simultaneously for a class of users, as well as other elements to steer the narrative, (a unique aspect of the social VR experience, bound to gain traction in the consumer approach).

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The exhibitor VEATIVE promoted their approach to the VR Classroom, with both a VR Station and a MR Station, this position using the Microsoft Hololens, promoting the educational curriculum software content.

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The company was one of several exhibitors that also presented a simulation of what a VR classroom setup would resemble with a dedicated VR educational experience presented to teachers. The VR headset vying to be as essential in the classroom as the connected tablet.

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The creation of educational content that supports current teaching methodology was also a major element on display. The school curriculum has embraced the use of film and video narrative to aid teaching. The use of 360’ degree video content for teach was seen from Discovery Education, with their Discovery VR service. Examples of natural history and national geographic content presented on Gear VR’s.

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Developers of award winning video and digital teaching and learning resources for the classroom are also turning their hand to the deployment of 360’ and full virtual experiences – exhibitors such as Twig. The company using several equipped Viewmaster VR headsets, demonstrating a simple solution for content for educational establishments.

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This was only a small selection of the many immersive AR, VR and MR technology on display at BETT 2017 – including the latest developments in 3D projection mapping allowing students movements to be represented in floor and wall projected experiences. All this and a greater need to engage with pupils born into the digital revolution; it seems that no matter the stumbling steps in consumer application – the enterprise and education sector are grasping the opportunity of VR with both hands.

Following this brief report, the next big coverage comes hot on the heels of the BETT event, with VR playing a major part in the Gambling and Gaming industry. Europe’s biggest casino and gaming show scheduled to take place this month, with many exclusive launches of VR based applications for this sector – Watch this space for VRFocus exclusive coverage of these developments.

Into The Black: A Stunning Look At The Infamous 1988 Yellowstone Wildfire

Into The Black: A Stunning Look At The Infamous 1988 Yellowstone Wildfire

A couple of film students are making one of the more visually striking and thought-provoking VR games out there. The UK’s National Film And Television School (NFTS) is taking a shot at this new technology by letting a couple of Masters students tell the tragic story of Yellowstone National Park’s 1988 disastrous wildfires like never before with Into the Black.

Into The Black is a third-person adventure set in Yellowstone that has players assume the role of a spirit guide that aids a red fox and a grizzly bear as the unlikely pair try to work together and escape this disastrous event. On top of trying to simply survive, the two animals also have to deal with humans that are, sadly, taking advantage of the situation. By letting you witness this wildfire through the eyes of two innocent animals directly affected by it, Into the Black tells a poignant story in VR about the importance of taking care of your environment.

The Dangers of Wildfires

Andrew Oldbury, one of the Masters students and Producers working on Into the Black felt inspired to make a game about Yellowstone Park due to his fascination with one of the United States’ biggest national preserves.

“Into the Black stemmed from a couple of inspirations,” Oldbury said. “My love of animals and nature was one, and how we need to be a part of the protection of the places that try and conserve both. Influences for the characters were a couple of drawings I had done the summer before that were of a bear and a fox and also the general unlikely pairing of two natural predators in the wild. And finally I have always had a fascination with Yellowstone.”

Oldbury and the rest of the students working on this project want to nail the educational aspect of Into the Black, hoping players will gain valuable knowledge about the 1988 wildfire and the lessons both learned and not learned from that event. The main goal for the team was to not only make a gorgeous and enjoyable VR game to play, but also one with a story that impacts players and stays with them long after the credits roll, hopefully changing their relationship with nature for the better.

“There’s a strong educational aspect to Into the Black,” Oldbury said. “We hope that it’ll encourage players to think about the importance of nature and the dangers of illegal hunting, how wildfires in Yellowstone and in other areas affect the wildlife and particularly what we may potentially lose in the near future if fracking is allowed on national reserves and global warming continues to affect the planet. We hope that through VR the player can form a close bond with the characters.”

Choosing to Tackle VR

Into the Black has you swap between the two characters — a red fox and a bear — and explore Yellowstone before and during the chaotic wildfires. You have to make tough decisions and make both animals work in harmony to survive. For many players, Into the Black can remind them of developer Starbreeze Studios’ fantastic and emotional adventure game Brothers: A Tale of Two Sons. It also has you control two different characters and the game tells a impactful and poignant story about family and death.

Oldbury and the rest of the NFTS team could’ve easily made Into the Black a regular console title, similar to Brothers, without having to learn the ins-and-outs of VR.  It’s unfamiliar territory and a huge risk for the team to tackle such heavy subject matter in a successful way while also trying to figure out how to make the experience work on a VR headset. Especially considering that, since Into the Black is a third-person adventure, it might’ve been just as impactful just playing it on PlayStation 4 and Xbox One without having a headset strapped to your face.

But, Oldbury and the rest of the development team felt that they needed to take that risk with VR, and push the boundaries with what they can do for several reasons.

“We wanted to make Into the Black as a VR game because the immersive nature of the story and art style lends itself better to VR,” Oldbury said. “When people think of Virtual Reality they immediately think of first person games, and we wanted to explore what could be done with a highly stylized third person experience. As students we were extremely lucky that the NFTS has great links to the industry and they were able to offer us the chance to develop for the Oculus [Rift]. The games department encourages students to really push the boundaries and take risks. Making mistakes is actually encouraged as it allows you to learn far more when developing games and can often lead you to finding great ideas and inspiration.

“In particular, the defining aspect of VR is how it creates empathy within the player, and we wanted to use that to put them right at the heart of animals in Yellowstone park would have felt and experienced during the wildfires.”

Making Yellowstone Come to Life

Once it was decided that VR was the only way to go, it was time to overcome some well known challenges associated with this new tech. For example, the development team had to design the levels around the limitations of a third-person VR camera.

“This means avoiding uncontrolled turns, otherwise you risk making the player disorientated and potentially causing motion sickness,” Oldbury said. “All the levels were designed in a straight line, with the terrain design creating the illusion that you’re actually making some turns. The design was inspired by Edge of Nowhere. After testing out camera movements and rotations, we decided that the best option was to lock the camera to strafe only.”

A particular issue Oldbury and his team discovered was just how unfamiliar game development was, and still is, for many of the students working on Into the Black. NFTS is a film school where students mostly only work on TV and Movie projects, and so it was a herculean for these student to learn how games are designed and developed.

Oldbury’s “sound designer had to learn Unity and Fmod to be able to implement the sound as he uses Pro Tools on a day to day basis. I think I even taught him a small bit of programming as well. My 3D artists also had to understand how modelling for games is different than it is for creating CGI for film.”

The development team also decided to veer away from the realistic art style found in most VR games, and instead create a world that looks like it’s made out of paper and have the characters feel like they came from a children’s book.

“Paper has a fragility to it that certainly reflected the danger our characters were in due to the wildfires and hunters,” Oldbury said. “Due to time constraints the art style was pulled back a little for the demo to just appear stylized and somewhat low poly until we could perfect the paper texture look. We wanted the colors to be striking in the headset but also not too cartoony so we kept to a semi-realistic color palette, using Firewatch, The Long Dark, and other stylized games and artwork as an influence.”

Players will be able to experience Into the Black’s stunning paper-like aesthetic sometime in 2017.

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MIT Launches Play Labs VR Accelerator For Students and Alumni

MIT Launches Play Labs VR Accelerator For Students and Alumni

MIT is partnering up with Bayview Labs and early stage VC firm the Seraph Group to launch a new accelerator dedicated to “Playful Technologies” such as VR and AR. The program starts in the summer and will offer mentorship, facilities and funding to selected start-ups looking to enter that space.

Applications are now open for this first Play Labs cohort, but only if you’re a MIT-affiliated start-up – meaning that at least one founder has to be an MIT alumni, student, or faculty member. Other than that, the criteria stipulated is pretty broad, with consideration being given to companies at any stage (pre-founding, pre-seed, seed, etc.) which come under the scope of what they define as “Playful Technologies”.

So although the focus of the program is certainly on Virtual and Augmented Reality and their related applications, they will also be considering start-ups looking to develop relevant technologies in areas such as Artificial Intelligence, Machine Vision and 3d Modeling, with potential applications across Gaming, Healthcare, Education, Manufacturing, Data Visualization, eSports and many others.

“MIT students thrive on innovation and creative exploration, and through Play Labs we will help them move their most imaginative ideas into the realm of the possible,” says Scot Osterweil, Managing Director for Ludus, the MIT Center for Games, Learning, and Playful Media.

Once applications close on Feb. 20th, a number of start-ups will be selected (somewhere between 5 and 10, although the exact number is “not set in stone” according to their website) to embark on an intensive 3-month stint based at MIT’s campus in Cambridge, MA. Each will receive an initial $20,000 in funding in return for 6 percent common equity, followed by a potential further $80,000 for qualifying graduates.

The program will be led by Rizwan Virk, executive director at Bayview Labs. He will mentor the start-ups alongside other faculty and staff from the MIT Game Lab, which is hosting the program together with Ludus – the MIT Center for Games, Learning, and Playful Media which coordinates all the various research groups in the institution exploring games and play. It will also have input from the VR@MIT group, a student organization on campus dedicated to fostering VR/AR entrepreneurship at the institution.

Virk, who is an entrepreneur and angel investor, says he wishes this type of program had been available when he himself graduated from MIT and was looking to embark on his first start-up.

“That’s why I designed the program in this way, with support from both MIT staff and industry entrepreneurs and mentors,” he explains. “MIT has been the starting point for many successful start-ups over the years, and although recently a lot of focus on playful and gaming technologies  – particularly VR/AR – has been on the West Coast, I believe that the ecosystem around MIT in Boston has great talent and start-up ideas in these areas.”

This is just the latest in a series of VR-focused accelerators and incubators that have been cropping up over the past year or so. These include Vive X (HTC Vive’s own program), Samsung NEXT, our own Upload Collective, and the SXSW Accelerator, which this year has a dedicated category for Augmented and Virtual Reality pitches. And considering the ever-growing interest that VR and related technologies is attracting, it’s probably safe to assume we’ll be seeing more of these in 2017.

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Google Is Using Tango In Museums To Add An Extra AR Layer to Exhibits

Google Is Using Tango In Museums To Add An Extra AR Layer to Exhibits

Tango is Google’s augmented reality platform that has the malleability to fit many different types of applications and purposes. With ideas of a more informative discipline, AR technology seems like a sure thing when it comes to museums and mobile exhibits of some sort by showing us more information than physical space may allow or by just adding a new layer with animation of some kind.

Now, Google is partnering up with museums around the world to bring their artifacts to life with Tango technology.

Museums are home to historic keepsakes and windows into monumental events in our world’s past. As interesting as they already are, augmented reality is going to be harnessed through Tango in a variety of different ways to make visits more dynamic.

Google showed the feature shown with the capability to overlay enhanced versions of artifacts untouched by time through your Tango-enabled mobile device, or using one requested at the museum itself.

For example, you could see paint restored on weathered limestone reliefs or even digital replacements for architecture long missing from the Ishtar Gate (shown above). Details are currently scarce, but the museum application will also reportedly include quizzes and games.

AR in this capacity is becoming a more regular occurrence with these types of experiences, as we recently reported on a Hidden Figures influenced AR exhibit where you have to travel to find all the information and even an AR recreation of the Reagan assassination attempt. While this is a very interesting use for Tango, Google hasn’t really put their full force behind the technology just yet. They only have a handful of devices available for purchase that are Tango-enabled, but hopefully partnerships like this will inspire a bit more movement.

The only known current partner for this is the Detroit Institute of Arts with more to be revealed over time.


h/t: The Verge

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Dr. Oz is Using VR to Create The ‘Google Maps’ of the Human Body

Dr. Oz is Using VR to Create The ‘Google Maps’ of the Human Body

Dr. Mehmet Cengiz Öz, better known by the simplified monicker, “Dr. Oz,” has quite the extensive resume. He is a cardiothoracic surgeon and professor at Columbia University as well as an author, speaker and television promoter. Now, you can add “virtual reality evangelist” to that list as well.

Öz recently co-founded a company called ShareCare — a web platform designed to help users create profile based, data driven hubs for their online medical records. In September of this year, ShareCare acquired a VR company by the name of BioLucid. BioLucid’s tech has now led to ShareCare’s creation of You VR. 

You VR is, at its core, a visualization tool for physicians and patients alike. The app lets you choose a part of the body and then explore it immersively and in three dimensions. Users begin in You VR with a normal model of a human being. By clicking and dragging with the Vive controller on an in-game tablet you can then stratify that woman into her core physical components (nervous system, skeleton, cardiovascular, etc). Individual organs and body parts can then be selected to be enlarged, rotated and studied up-close.

You VR’s most interesting feature is a button that, when pressed, shrinks you down and transports you inside the organ you are examining. You can stand in front of the chambers of the heart as they open and close or examine a blood vessel as if its the size of a highway.

There are hundreds of “scenarios” that You VR can visualize as well. Doctors can display exactly what a clogged artery looks like and can even demonstrate how a procedure such as a stent would look and work in real time. Öz believes that the ability to see our bodies in an entirely new way is what makes VR so important for medicine.

“The human has has been forbidden from human eyes for thousands of year,” Öz said during an interview at CES in Las Vegas. “A few special individuals called doctors are allowed to peek inside but for most people they never truly get to know what’s happening inside of them. With VR that can change.”

Öz demonstrates a visualization of a stent being placed inside an artery.

Öz wants to incorporate You VR into the ShareCare ecosystem and give users the opportunity to understand exactly what is happening inside of their bodies. There will eventually be a feature built into the site itself that allows patients to instantly jump into VR visualizations of their own bodies. Right now, You VR cannot depict the unique anatomy of your individual heart or liver, but Öz says that the team is constantly looking to make the experience more personal.

“The real medical crisis happening right now isn’t about what happens in an operating room, it’s about access to data,” Öz said. “What we want to do is do for medical science what Google Maps has done for navigation. We’re going to harness millions of data points for patients and convert that into simple, understandable information.”

For Öz, VR is not just a helpful tool for patients. In his estimation, physicians in general are eager to embrace new technologies and they should pay particular attention to VR.

“What I love about [You VR] is that it actually makes my life easier,” Öz explained. “Sometimes when a hospital administrator knocks on my door I groan knowing how little benefit some new device will actually provide. But this is actively improving our ability to see and understand our patient’s anatomy.”

One example Öz points to is with X-Rays. Despite years of breakthroughs in medical imaging technologies, black and white translucent X-Rays are still in heavy use. Medical professionals need to be specially trained to read these unique images but Öz believes VR can make the process infinitely more efficient.

“I hurt my knee playing touch football recently and my colleague was able to show me an actual 3D model of my injury rather than an X Ray and I could instantly see the problem,” Öz said. “Why should we spend so much time interpreting something like an X-Ray? Why can’t we just look at something and analyze it naturally.”

This change in perspective, if it can work as smoothly as Öz describes, would be key in helping physicians prepare for and accept procedures that were previously untenable. For example, Öz believes that conjoined twins or congenital heart defects are two conditions that VR could instantly help address.

“The first thing any surgeon does with a difficult procedure is get more light onto the area,” Öz explains. “Seeing is everything in surgery both before and during the operation. VR is very powerful tool for doctors in that respect.”

Öz has begun sharing You VR with physicians for feedback and his teams at BioLucid are actively iterating on the product to prepare it for its eventual release with more scenarios, models, and interactions. Currently, BioLucid is providing You VR strictly to pharmaceutical or medical companies, healthcare systems, consumer-facing healthcare companies, and educational institutions.

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‘Hidden Figures’ AR Experience Takes You Around The US To Learn About STEM Innovators

‘Hidden Figures’ AR Experience Takes You Around The US To Learn About STEM Innovators

Hidden Figures is an upcoming feature film that chronicles the lesser-known story of African American women at NASA and their crucial role into positioning the US at the forefront of the Space Race. The film is a critically acclaimed and pivotal sharing of an untold story and it’s getting a deep augmented experience to accompany it.

Powered by IBM and New York Times, Outthink Hidden is inspired by the film and seeks to shed light on lesser known historical figures around the nation. You’ll have to do some actual traveling though to uncover all that the app has to offer.

The application is an AR first for New York Times and highlights the main characters of the Hidden Figures film, Katherine Johnson, Mary Jackson, and Dorothy Vaughan. However, it also takes the educational experience a step further.  The twist on this AR app is that the different figures featured in this virtual museum are attached to locations across the US. Reminiscent of the Pokestops of Pokemon Go, you’ll have to go to static locations (there are over 150) where you activate sensors to initiate the AR renderings. Once you find them, the app offers audio and visual narratives that accompany 3D renderings of innovators in science, technology, engineering, and mathematics.

Experiences like Outhink Hidden and Pokemon Go, both on opposite ends of education and entertainment, may inspire developers to create more content that inspires users to get up, get out, and share in the experience with others. Ultimately for Outthink Hidden though, users do not have to actually travel to see all the figures available in the program. The AR content can be activated on a mobile device at a special IBM webpage, through select print editions of The New York Times, or even at physical plinths at CES 2017 in Las Vegas.

The experience is now available through the T Brand Studio AR app which can be downloaded for free on iTunes and Google Play.

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Second Chances: How Virtual Reality Could Be used To Rehabilitate Convicted Criminals

Second Chances: How Virtual Reality Could Be used To Rehabilitate Convicted Criminals

The concept of rehabilitation is a fundamental part of the prison system, especially in the United States. Most criminals are, ideally, educated and rehabilitated before returning to society — assuming they don’t have a life sentence. For the most part, we operate under the premise that convicted criminals can learn the errors of their ways and go on to lead a better life for both themselves and society at large. That’s the idea, anyway.

But the reality is that an overwhelming majority of convicted criminals are repeat offenders. In fact in the United States, the National Institute of Justice found that within five years of release, over 75 percent of individuals in a study that contained over 400,000 subjects, were rearrested. According to the International Centre for Prison Studies this year, the global prison population consists of over 10.5 million individuals, 2.2 million of which are in the United States.

So, crime rates are a problem. Growing prison populations are a problem. And current rehabilitation efforts don’t seem to be working very well. What’s virtual reality got to do with any of that?

Revolutionizing Rehabilitation

“At Virtual Rehab, we are developing a powerful tool that would rehabilitate rather than just punish,” says Dr. Raji Wahidy, Founder and CEO of Virtual Rehab. “We believe that putting a kid in the corner does not teach them how to be a better person but rather teaches them not to get caught.”

Through the use of a combination educational initiatives, reenactments, simulations, correctional programs, skill building, and more, the initiative is designed to be both far-reaching and effective. We’ve already seen how VR is being used to try and make a difference for homelessness, abortion, domestic abuse awareness, and making people feel real emotions. It’s even being used now to revolutionize education, with the U.S. Department of Education contributing over half a million dollars in funding for a simulation challenge contest. The uses for VR in the prison system are already being reported on in some cases as well, with Virtual Rehab helping spearhead the concept.

“Every person in life deserves a second chance,” explains Dr. Wahidy. “Prisoners are no exception to this rule. In fact, they are the ones that are in most dire need for help, support, and development to become improved citizens upon their release. This can only be realized through correctional and rehabilitation programs that will prepare them to lead their future lives in a positive manner in order to avoid the possibility of repeated offenses.”

To understand how Virtual Rehab aims to improve things, it’s important to have a grasp on the current situation. For the most part, current efforts are monotonous, tedious, and downright boring.

“From a practical perspective, we all have sat in classes, where we got training for a certain subject (whether back in university, at a job, in a seminar, or any other means of learning), it is only when we get to the laboratory or practical part of the course that we start to better comprehend what is being taught,” says Dr. Wahidy. “Unfortunately, for inmates, sitting in a room or with a psychiatrist who tells them what they did wrong is not always the most productive way of getting the point across.”

That’s where VR has the ability to matter. Instead of just sitting in a classroom or talking with a therapist, inmates can have experiences. They can see a reversal of roles and see things from their victim’s perspective. They can learn actionable vocational skills that could be put to use in the real world once they get out. The premise is that reading a book and listening to a lecture just simply aren’t as effective as getting up and feeling like you’re actually doing something.

“Let’s take Automotive Body Repair as an example,” begins Dr. Wahidy. “Within the VR environment, the inmate will have several task options that he/she will need to fix. The inmate will select the task to proceed forward with and the real-life environment will then be built based on the selection made. Let’s say in this case, it is for replacing a car battery.”

He then goes on to explain how the act of replacing a car battery could be broken down into each of its core steps and recreated inside of an interactive VR environment. Locate the tools, open the hood, turn off the car, unhook the old battery, replace it with the new battery, and so on. The same could be applied to changing tires, changing oil, and various other tasks.

This marks a monumental shift for rehabilitation efforts not just because it opens up the possibilities in prisons, but it limits safety risks and cuts down on expenses. By creating a single interactive VR environment, every inmate can interact with the content in their own way, individually, without the need for additional supplies or instructors.

Going Behind Bars

This could be a good move for both the rehabilitation side of governments and prison institutions, as well as the VR industry as a whole. As the technology continues to evolve and become more immersive and powerful, these sorts of use cases should become more prominent as well.

“We are determined that this will introduce positive results based on the fact that VR therapy has for many years been used in clinics for the treatment of phobias and other anxiety disorders,” says Dr. Wahidy. “As part of our team, we will also have psychiatrists and health professionals (along with continuous consultation with government authorities as well as private prisons) who will be assisting us in further tailoring the tool to the patterns in prisoners’ behavior and psychological mindset.”

Anyone that has spent any length of time inside a VR headset knows how transformative an experience it can be, so it’s no wonder that Virtual Rehab has their sights set on such a lofty goal.

“The objective of Virtual Rehab is to educate rather than reprimand,” says Dr. Wahidy. “Leveraging Virtual Rehab, inmates will better learn the correct actions that they should take when confronted with the same scenarios that got them in trouble (since Virtual Rehab will allow them to experience such real-life scenarios). These actions taken as part of this virtual reality will even help in determining whether the inmate is ready for release or not. It is important that inmates are also prepared to face reality upon their release, and more importantly, it is in our best interest, as a community, that we train them professionally (if needed), so that they can become a productive part of our community.”


Dr. Wahidy is joined by Amal Azzeh as Chief Financial Officer, John Lester as Chief Technology Officer, and Courtney Couch as the Director of Marketing and Communications. While the program is not being used on any actual inmates yet, they did have their soft launch last month and are planning to officially launch in June of 2017 for U.S. locations. The team is said to have spoken with government officials and private prison operators about the prospect of being used in actual rehabilitation programs.

You can find out more information on the official Virtual Rehab website.

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