Maya: The Convergence of Open World Gaming and Virtual Reality Technologies

Author(s):  
Abhay Saxena ◽  
Manan Singh

With the simultaneous exponential advances in various Computing fields, world is evolving at a pace unlike ever before. Virtual Reality (VR) is quite old field, but it has gained an unprecedented momentum in recent years. Despite this, the vision of the present (and the future) of virtual reality is very blurred. It is mostly made up of imaginations, and inspirations from science-fiction movies & novels, not the present truth. In this research, we try to clear that vision by throwing light on the current status of Virtual reality, and the imminent future. We describe Virtual reality, its need, immersion, and some unofficial meanings of the term. Then, we observe the future of VR as the convergence of Open World video gaming, and the VR Technologies. We derive the components of a true VR system, as the union of the essential-components of the two, and also propose a model of Virtual Reality. Finally, we compare these components of VR system with the components of Maya (i.e. our real world as a system). Surprisingly, there is sheer resemblance between the both.

Author(s):  
Teresa López-Pellisa

En este artículo se reflexiona sobre las posibilidades de las narrativas del futuro a partir de tres textos de ciencia ficción: El cielo de la Tierra (1997) y La novela perfecta (2006) de Carmen Boullosa, y la película Sleep Delaer (2008) de Álex Rivera. Estos autores proponen narraciones de realidad virtual en las que el autor es el protagonista de una autobiografía multimedia que le permite exhibir sus vivencias en la Red (síndrome de Narciso). Y los lecto-usuarios se conectan a los avatares de estos autores para vivir en primera persona sus narraciones. El lenguaje literario se transforma en un lenguaje polisensorial proponiendo otro tipo de literatura ¿del futuro? This article reflects on the possibilities of future narratives from three science fiction texts: El cielo de la Tierra (1997) and La novela perfecta (2006) by Carmen Boullosa, and the film Sleep Delaer (2008) by Álex Rivera. These authors propose stories of virtual reality in which the author is the protagonist of a multimedia autobiography that allows him to exhibit his experiences on the Net (Narcissus syndrome). And the lecto-users connect to the avatars of these authors to live their stories in first person. Literary language is transformed into a polisensorial language proposing another type of literature ¿from the future?


2021 ◽  
Vol 4 (2) ◽  
pp. 102-111
Author(s):  
Olivia Jean-Baptiste

Augmented reality (AR) refers to a type of technology in which a digital overlay can be added to the real world in order to present the viewer with aspects of both reality and a virtual world. Virtual reality (VR) environments consist of a computer-generated, three-dimensional, virtual world. However, in contrast to augmented reality technology these environments are self-contained, and do not allow users to interact directly with the real world around them. 1 This article will explore the current status of protection for AR and VR art in relation to moral rights drawing from three jurisdictions: France, the United Kingdom and the United States.


Author(s):  
Michael Szollosy

Public perceptions of robots and artificial intelligence (AI)—both positive and negative—are hopelessly misinformed, based far too much on science fiction rather than science fact. However, these fictions can be instructive, and reveal to us important anxieties that exist in the public imagination, both towards robots and AI and about the human condition more generally. These anxieties are based on little-understood processes (such as anthropomorphization and projection), but cannot be dismissed merely as inaccuracies in need of correction. Our demonization of robots and AI illustrate two-hundred-year-old fears about the consequences of the Enlightenment and industrialization. Idealistic hopes projected onto robots and AI, in contrast, reveal other anxieties, about our mortality—and the transhumanist desire to transcend the limitations of our physical bodies—and about the future of our species. This chapter reviews these issues and considers some of their broader implications for our future lives with living machines.


2017 ◽  
Vol 84 (1) ◽  
pp. 1-8 ◽  
Author(s):  
Ramanitharan Manikandan ◽  
Oscar Rodriguez ◽  
Rubén Parada ◽  
Joan Palou Redorta

Purpose Nonmuscle-invasive bladder cancer (NMIBC) is a challenging disease to manage primarily due to its varied clinical course. The management of NMIBC has witnessed a widespread change with respect to its diagnosis and treatment. Although transurethral resection (TUR) and adjuvant bacillus Calmette–Guerin (BCG) stills remain the cornerstone, newer protocols has come into vogue to achieve optimal care. On the basis of a literature review, we aimed to establish ‘what changes has already occurred and what is expected in the future’ in NMIBC. Methods A Medline search was performed to identify the published literature with respect to diagnosis, treatment and future perspectives on NMIBC. Particular emphasis was directed to determinants such as the quality of TUR and the newer modifications, Re-TUR, current status of newer macroscopic and microscopic imaging, role of urinary biomarkers, clinical, histologic and molecular predictors of high-risk disease, administration of intravesical agents, salvage therapy in BCG recurrence and the current best practice guidelines were analyzed. Results and Conclusions Optimal TUR, restaging in select group, incorporation of newer endoscopic imaging and judicious administration of intravesical chemo-immunotherapeutic agents can contribute to better patient care. Although there is a plethora of urinary markers, there is insufficient evidence for their use in isolation. The future probably lies in identification of genetic markers to determine disease recurrence, nonresponders to standard treatment and early institution of alternative/targeted therapy.


2021 ◽  
Vol 10 (7) ◽  
pp. 1511
Author(s):  
Katherine Nameth ◽  
Theresa Brown ◽  
Kim Bullock ◽  
Sarah Adler ◽  
Giuseppe Riva ◽  
...  

Binge-eating disorder (BED) and bulimia nervosa (BN) have adverse psychological and medical consequences. Innovative interventions, like the integration of virtual reality (VR) with cue-exposure therapy (VR-CET), enhance outcomes for refractory patients compared to cognitive behavior therapy (CBT). Little is known about the feasibility and acceptability of translating VR-CET into real-world settings. To investigate this question, adults previously treated for BED or BN with at least one objective or subjective binge episode/week were recruited from an outpatient university eating disorder clinic to receive up to eight weekly one-hour VR-CET sessions. Eleven of 16 (68.8%) eligible patients were enrolled; nine (82%) completed treatment; and 82% (9/11) provided follow-up data 7.1 (SD = 2.12) months post-treatment. Overall, participant and therapist acceptability of VR-CET was high. Intent-to-treat objective binge episodes (OBEs) decreased significantly from 3.3 to 0.9/week (p < 0.001). Post-treatment OBE 7-day abstinence rate for completers was 56%, with 22% abstinent for 28 days at follow-up. Among participants purging at baseline, episodes decreased from a mean of one to zero/week, with 100% abstinence maintained at follow-up. The adoption of VR-CET into real-world clinic settings appears feasible and acceptable, with a preliminary signal of effectiveness. Findings, including some loss of treatment gains during follow-up may inform future treatment development.


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