This Virtual Reality Suite Enables Carmakers in Three Cities to Collaborate

ST Engineering Antycip drives Renault with a VR solution for its teams in India, South Korea and Brazil.

ST Engineering Antycip has partnered with Renault Group to design and integrate a powerful virtual reality suite for one of the world’s largest automotive manufacturers.

Building on the companies’ previous collaborations in the VR world, and after a competitive tender process, ST Engineering Antycip was selected by Renault to develop a collaborative, 4K, powerwall-based solution which could be installed at Renault’s facilities in South Korea, India and Brazil.

“Renault France contacted ST Engineering Antycip as they are a historical client of ours in the automotive industry,” explained Johan Besnainou, ST Engineering Antycip’s regional director for France and Spain, recalling the genesis of the project. “We got involved in the request for a quotation and won the tender thanks to our VR expertise, experience of working to budgets and track record of delivering high-performance AV equipment, as well as our international network of strong local partners, including in South Korea, India and Brazil.”

The trio of installations, in Busan (South Korea), Chennai (India) and São José dos Pinhais (Brazil), utilize three identical systems comprising one powerwall, one high-end 5×2.5-meter screen and one plinth-mounted Christie 4K10-HS laser projector(opens in new tab). A PC cluster, monitor, desk, cabling, 5.1 audio system and wireless presentation hardware (Barco ClickShare) complete the solution, which was entirely sourced, designed and implemented by ST Engineering Antycip.

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Your next job interview could take place in virtual reality

How would you like to have a job interview conducted in virtual reality by a computer?

By Elizabeth Hotson

Going for a job interview is the stuff of nightmares for many people, while for others it is a chance to shine.

Either way you are typically still interviewed by other human beings, either after walking into a scary office with one or more bosses sitting behind a desk, or via an equally nerve-wracking Zoom call.

Yet thanks to advances in artificial intelligence (AI) and virtual reality (VR) technology, you may soon be interviewed for that job you really want… by a computer.

Earlier this year students at Sandwell College in West Bromwich put on VR headsets to do some mock interviews.

Their avatars – cartoon-like, 3D representations of themselves – were put through their paces by another talking avatar representing the AI software system.

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Stable Diffusion VR is a startling vision of the future of gaming

A glimpse into “Real-time immersive latent space.”

By Katie Wickens

A while ago I spotted someone working on real time AI image generation in VR and I had to bring it to your attention because frankly, I cannot express how majestic it is to watch AI-modulated AR shifting the world before us into glorious, emergent dreamscapes. 

Applying AI to augmented or virtual reality isn’t a novel concept, but there have been certain limitations in applying it—computing power being one of the major barriers to its practical usage. Stable Diffusion image generation software, however, is a boiled-down algorithm for use on consumer-level hardware and has been released on a Creative ML OpenRAIL-M licence. That means not only can developers use the tech to create and launch programs without renting huge amounts of server silicon, but they’re also free to profit from their creations.

I was awoken in the middle of the night to conceptualize this projectScottie Fox – Stable Diffusion VR dev

ScottieFoxTTV(opens in new tab) is one creator who’s been showing off their work with the algorithm in VR on twitter. “I was awoken in the middle of the night to conceptualize this project,” he says. As a creator myself, I understand that the Muses enjoy striking at ungodly hours.

What they brought to him was an amalgamation of Stable Diffusion VR and TouchDesigner app-building engine, the results of which he refers to as “Real-time immersive latent space.” That might sound like some hippie nonsense to some, but latent space is a concept fascinating the world right about now. 

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Space Force’s digital push focuses on ‘Spaceverse’

Goal is to create virtual, immersive environments that train Guardians and rapidly develop systems

By Courtney Albon

WASHINGTON — Last fall, the U.S. Space Force gave defense companies an unprecedented look at its initial plan to make missile warning satellites more resilient against potential threats from China.

The business fair was unique in a few ways. It offered industry a deeper understanding of the challenges the service expects to face over the next few decades as adversaries advance space and missile technology and test on-orbit weapons. It also paired that analysis with a roadmap of the capabilities the Space Force thinks it needs to protect against these growing threats — work the service doesn’t typically reveal until much later in the acquisition process.

Perhaps the most significant feature of that October 2021 meeting was that the models it shared with industry to show its analysis of the space environment and the counter-space threats were all digital.

Speaking at the Air and Space Force Conference in National Harbor, Md., last month, Chief of Space Operations Gen. Jay Raymond said the meeting and those models were a first step toward creating what the service calls a “digital thread,” which is essentially a virtual record of a product that continues throughout its lifecycle.

The idea, he said, is for programs to have that thread from the beginning, making it easier to define capability gaps, build a system, test it, inject into a simulated training environment and operate it over time.

“If we do this right, we can take everything from force design to requirements . . . to acquiring the capabilities and testing the capabilities and training our Guardians on those systems — all using the same digital thread,” Raymond said Sept. 20. “That’s nirvana. We’re not close to that. But we’ve taken a good step. We’ve done the digital design, we’re figuring out what that digital requirements process is, and I think it’s going to pay significant dividends for us as we move forward.”

While the thread is central to the Space Force’s vision to be the world’s first fully digital military branch, it’s only one piece. Last May, the service released a vision document that laid out its priorities in this area, which include developing a “digitally fluent” workforce, connecting its field commands in a virtual environment and ensuring that decision-making is informed by data.

Lisa Costa, the Space Force’s Chief Technology and Innovation Officer, told C4ISRNET in an interview that as the service’s leader on implementing this digital vision, her team is focused on three critical areas: creating virtual, immersive environments to train Guardians and develop systems; working with industry to procure digital infrastructure; and identifying future problem sets and capabilities to inform technology and research investments.

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Holograms have previously been mainly restricted to the sci-fi scene, but now that Cisco is introducing them into Webex, they are indeed on the cusp of moving into the real world.

At a recent presentation held at Cisco Toronto’s Innovation Lab, a group of media experienced the Webex Hologram in action, as work on the product continues to the point where there will be a full-fledged launch that delivers what the company describes as “photorealistic, real-time holograms of actual people.”

Aruna Ravichandran, senior vice president and chief marketing officer of Webex, said that “with this particular technology, we now have the ability to basically hologram a live person in regardless of where they are located on the planet. It’s not an avatar, you actually see a live person.”

According to the Webex Hologram fact sheet, a presenter can “share both physical content and digital content that allows users to co-create and truly collaborate.


Digital Twin Multi Network Models Could Aid Personalized Therapy, Biomarker, and Drug Discovery

An international team of researchers has developed advanced computer models, or “digital twins,” of diseases that can identify dynamic genome- and cellulome-wide, disease-associated changes in cells across time. Developed with the goal of improving diagnosis and treatment, the research, published in Genome Medicine, underlines the complexity of disease and the necessity of using the right treatment at the right time. The scientists, headed by Mikael Benson, PhD, at Linköping University, and Karolinska Institutet, reported on the development of one model to identify the most important disease protein in hay fever.

In their published paper, titled, “A dynamic single cell‑based framework for digital twins to prioritize disease genes and drug targets,” the investigators concluded, “We propose that our framework allows organization and prioritization of UR [upstream regulator] genes for biomarker and drug discovery. This may have far-reaching clinical implications, including identification of biomarkers for personalized treatment, new drug candidates, and time-dependent personalized prescriptions of drug combinations.”

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Forget VR headsets – Apple now has a patent for a VR car

By Hamish Hector 

Apple’s ready to take us on a wild ride

A new Apple patent hints at how the company could use VR to entertain passengers traveling in an autonomous car — while also helping reduce motion sickness to boot.

The released schematics reveal how a driverless car and a VR headset could work together to keep travelers entertained on their journeys. VR headset wearers could be dropped into a game, or they could invite friends and celebrities to be their virtual travel companions.

On the business side, the patent (first mentioned on PatentlyApple) also showed how users could attend a business meeting while on the move – on the back of a flatbed truck no less. Rather than being confined to a virtual meeting room, you’d be able to look out at passing scenery, so you’d be less likely to become disoriented and motion-sick.

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Building Scientifically Accurate Digital Twins Using Modulus with Omniverse and AI

By Bhoomi Gadhia 

From physics-informed neural networks (PINNs) to neural operators, developers have long sought after the ability to build real-time digital twins with true-to-form rendering, robust visualizations, and synchronization with the physical system in the real world by streaming live sensor data. The latest release of Modulus brings us closer to this reality.

Modulus 22.03, the cutting-edge framework for developing physics-based machine learning models, offers developers key capabilities such as novel physics informed and data-driven AI architectures, and integration into the Omniverse (OV) platform.

This release takes a major step toward building precise simulations and interactive visualization capabilities for engineers and researchers with the Modulus OV extension. This enhancement is bolstered by new AI architectures that can learn from data using neural operators. Additional enhancements to facilitate precise modeling of problems such as turbulence have been added in this latest version of Modulus, as well as features to improve training convergence.

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Holoride’s in-car VR tech arrives in Audi vehicles this summer | Engadget

Virtual reality is coming to Audi vehicles. On Saturday, the automaker announced it would support Holoride’s in-car VR technology starting this summer.

In June, select Audi models with the company’s MIB 3 infotainment system, including the A4, A6, A8, Q5 and , will ship with the necessary software to sync with Holoride-compatible headsets, with the company planning to support the feature first in Germany, the UK and US before making it available in other markets.

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HTC aims to turn your carpool into a VR roller coaster

By Andy Zahn

Boring carpool got you down? Road trips with the family turning your hair prematurely gray? Holoride and HTC might have just the solution to make you look forward to your daily commute, and to turn unruly passengers into quiescent drooling zombies. They intend to bring VR to your car.

More specifically, the concept they’re pitching involves XR (Extended Reality), which includes a wider selection of sci-fi goggle-based content than just VR. The tech being debuted today takes advantage of the new HTC Vive Flow VR headset, which Digital Trends mobile editor Ajay Kumar got to test out last fall. This device differs from your garden-variety VR headset in that it’s more like wearing a big pair of sunglasses.

It’s quite expensive, and limited in some ways compared to other stand-alone and PC-connected headsets, but it solves the weight and bulk issues that have been a part of what’s held back mainstream VR popularity. Where other headsets are designed to stay at home, the Vive Flow is designed for life on the go.

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Scientists are developing interactive holograms you can touch and feel

21st century, holograms are already being used in a variety of ways.

The TV show “Star Trek: The Next Generation” introduced millions of people to the idea of a holodeck: an immersive, realistic 3D holographic projection of a complete environment that you could interact with and even touch.

In the 21st century, holograms are already being used in a variety of ways such as medical systems, education, art, security and defense. Scientists are still developing ways to use lasers, modern digital processors, and motion-sensing technologies to create several different types of holograms which could change the way we interact.

My colleagues and I working in the University of Glasgow’s bendable electronics and sensing technologies research group have now developed a system of holograms of people using “aerohaptics,” creating feelings of touch with jets of air. Those jets of air deliver a sensation of touch on people’s fingers, hands and wrists.

In time, this could be developed to allow you to meet a virtual avatar of a colleague on the other side of the world and really feel their handshake. It could even be the first steps towards building something like a holodeck.

To create this feeling of touch we use affordable, commercially available parts to pair computer-generated graphics with carefully directed and controlled jets of air.

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‘Virtual surgeons’ to be able to join operations anywhere

A company pioneering technology to allow surgeons to virtually ‘scrub in’ to any operating room in the world is partnering with Vodafone to speed up adoption in Europe.

The Proximie platform was developed with funding from UK Research and Innovation (UKRI), as part of the medicines manufacturing challenge’s Digital Health Technology Catalyst.

It will help reduce variations in care and ensure every patient receives the best healthcare every single time.

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