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Facebook’s Oculus Rift is Going to Change Everything

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The Oculus Rift headset is well on its way to revolutionize Virtual Reality (VR) and immersive gaming. Earlier this year Oculus VR was acquired by Facebook for US$2 billion in cash and Facebook stock, leading to speculations that Facebook may soon launch VR applications and virtual worlds.

When you put the headset on, you step into an immersive VR world where you are surrounded by computer-generated scenery and sound. Plenty of immersive video games already exist in which you can move around entire cities and interact with hundreds of characters. The Oculus interface is powerful enough to persuade the user to suspend disbelief and accept the virtual world as real. If the virtual world is well designed, users feel a powerful sense of “being there.”

Writing on Business Insider, Nicholas Carlson describes his experience with the newest version of the Oculus Rift and says that it is going to change everything. In the next decade or so, Oculus, or a similar product from another company, is going to radically change gaming, commerce, education, sports, narrative, sex, and even aging and sense of self.

How can a gadget change all that?

Oculus porn is going to be far more immersive than the static images people used to look at in magazines or even videos on the internet. Not everyone is going to be comfortable with how immersive. [S]ometime in the not-too-distant future, you will be able to put on a headset, a pair of gloves, and a body suit and feel as if you are a different person in a different place.

Virtual Reality Will Be Used for All Sorts of Activities from Gaming to Business and Education

Oculus VRIn the science fiction novel Ready Player One (2011), Ernest Cline imagines OASIS – a massively multiplayer, high fidelity virtual world used by most of the world’s population for all sorts of activities from gaming to business and education. Palmer Luckey, the main creator of the Oculus Rift, recommended that everyone working at Oculus read Ready Player One. “I’d love to see us build something quite similar to what [Ready Player One] describes,” said Second Life creator Philip Rosedale.

Rosedale is developing his next project, the next-generation VR platform High Fidelity, currently in alpha testing, which will support the Oculus Rift.

Images from Barone Firenze and Shutterstock.

Important: Never invest (trade with) money you can't afford to comfortably lose. Always do your own research and due diligence before placing a trade. Read our Terms & Conditions here. Trade recommendations and analysis are written by our analysts which might have different opinions. Read my 6 Golden Steps to Financial Freedom here. Best regards, Jonas Borchgrevink.

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Big? Little? It's all Endian




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  1. Bitcoins and Gravy

    December 14, 2014 at 5:08 am

    I’ve got two work benches and a lot of great old and new tools. I’d rather be hammering, drilling, sawing, shaping and fabricating real world materials into beautiful or useful items.
    You can keep your rift if you catch my drift. Using your hands is using your gift!

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Entrepreneurship

We attended the Terra Virtua pre-ICO launch in London: here’s what you need to know about decentralized VR

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We attended the pre-ICO launch event for Terra Virtua at BAFTA in London last Thursday to find out from the team themselves exactly what they are about.

Their coin will utilize the TERRA ‘TVT’ handle, and it will be used to support a disruptive consumer and social platform and marketplace Virtual Reality (VR) entertainment software.

Terra Virtua incorporates decentralised blockchain technology for their ecosystem to fulfil their goal of delivering a Netflix-style subscription service for VR experiences. They promise to offer a wide selection of titles: from video games, to movies and other types of entertainment.

A Partnership of Epic Proportions

Video game developer Epic games solidified their support for Terra Virtua’s platform with their presence on the day of the pre-ICO launch, with graphics card manufacturer Nvidia (who provided the high-tech hardware and software used for VR demonstration at the event).

One of the experiences on display was ‘Robo-Recall’, which is a virtual reality video-game in which the player is tasked with destroying an army of enemy robots using a variety of guns. It takes place in a stunningly realistic semi-futuristic metropolis setting, and the immersion were results of advanced high frame-rate eyeball-tracking systems. Advanced controllers combined with accurate hand movement synchronisation & dynamic software coding meant that combat and in-world interactions felt almost real.

Epic Games cut their teeth developing early PC video game titles in the 90s, and more recently have released internationally successful titles like Fortnight, along with the extremely prolific Unreal Engine. This development suite has been licensed for use by Terra Virtua for their eponymous ‘virtual platform’ – used for player navigation and social interaction between VR games and experiences.

The Speakers and Speeches

Many of the Terra Virtua senior leadership team were present on the day. Several delivered words to the crowd regarding the platform, and their roles in its development. Additional speakers included a handful of the team’s partners and associates.

The series of speakers was preceded by Jawad Ashraf, Terra Virtua’s Founder. His ability to draw a team together should speak for itself, however he has significant experience in the industry as well. In addition to working as Head of Technology at the Entertainer in Dubai (strategic leadership for high profile mobile applications in the Middle East), Ashraf is currently known best for his investments and professional contributions in both mobile application companies, as well as VR.

After this introduction, we were introduced to the company’s CEO Gary Bracey, an accomplished player in the video and computer gaming industry for over 35 years, with his early prominent successes including the foundation of seminal development/publishing house Ocean Software

Chief Technology Officer Kish Hirani (ex-Sony PlayStation, BAFTA VR advisory group) did not make a formal speech on the day; however, he made a strong presence networking amongst the various journalists, investors and others present.

Peter Bergstrom is the head cryptocurrency expert on the team, acting in the capacity as Chief Strategy Officer. His portfolio of experiences and successes in across the blockchain scene goes as far back as 2011 where his enthusiasm towards cryptocurrencies began with personal investment and evangelism of the Bitcoin ecosystem. Other key speakers included Nick Button-Brown, the chairman of BAFTA Games.

If you would like to see the full set of speeches – they are currently online over here on Facebook. Furthermore, you can find out more on the upcoming ICO event as well as the platform and coin themselves on the official website. They also have an active presence on Twitter and Facebook.

The Terra Virtua ICO is set to launch later this month. Check out their official media for the latest updates.

BAFTA Terra Virtua Launch Event

Posted by Terra Virtua on Thursday, March 29, 2018

Featured image courtesy of Shutterstock. 

Important: Never invest (trade with) money you can't afford to comfortably lose. Always do your own research and due diligence before placing a trade. Read our Terms & Conditions here. Trade recommendations and analysis are written by our analysts which might have different opinions. Read my 6 Golden Steps to Financial Freedom here. Best regards, Jonas Borchgrevink.

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4.5 stars on average, based on 12 rated posts




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Artificial Intelligence

Students Create Doom AI Which Learns Visually and Kills Humans in Deathmatch

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Two students from Carnegie Mellon University recently placed second in an artificial intelligence competition for their submission of a program that was able to learn the game Doom the same way humans do – by playing.

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Important: Never invest (trade with) money you can't afford to comfortably lose. Always do your own research and due diligence before placing a trade. Read our Terms & Conditions here. Trade recommendations and analysis are written by our analysts which might have different opinions. Read my 6 Golden Steps to Financial Freedom here. Best regards, Jonas Borchgrevink.

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5 stars on average, based on 2 rated postsP. H. Madore has covered the cryptocurrency beat over the course of hundreds of articles for Hacked's sister site, CryptoCoinsNews, as well as some of her competitors. He is a major contributing developer to the Woodcoin project, and has made technical contributions on a number of other cryptocurrency projects. In spare time, he recently began a more personalized, weekly newsletter at http://ico.phm.link




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Communication

Sony Introduces 2FA for PlayStation Users

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In a long-awaited and overdue move, Sony has finally introduced two-factor authentication to PlayStation users who can now enable the security feature on their PlayStation Network (PSN) accounts.

Five years after suffering a devastating hack that compromised the user details of some 77 million PlayStation Network users, Sony has introduced two-factor authentication (2FA) on PSN accounts. Sony confirmed the news with a tweet last night, explaining how the feature works.

“By requiring two forms of identification for sign-in, your account and personal information will be better protected.” Sony wrote in its blog.

Users will be asked to provide a verification code that will be texted to their mobile phones at the time of signing into their PSN account. While the feature isn’t hack-proof (nothing is, really), it provides a much-needed extra layer of protection that a large platform like the PlayStation Network, with over 100 million uses, deserves.

Sony PS 2FA

Sony added:

Passwords can be compromised if you use the same password for multiple accounts, click on malicious links, open phishing emails and other methods.

If your password is compromised and becomes known to someone other than yourself, your account will still require a verification code to gain access when you activate 2-Step Verification.

With the feature, Sony caught up with its console rival Microsoft. The Redmond-based software giant had introduced 2FA for Xbox back in 2013, during the days of Xbox 360. Other platforms which sees millions of users such as Google, Apple, Facebook, Twitter and others have been offering 2FA security for years.

It is perhaps baffling that Sony took as long as it did to introduce 2FA security, after the 2011 breach. At the time, the hack had Sony admitting that names, email addresses, billing addresses, account passwords and some credit card numbers were all exposed. The fallout saw Sony fined by the UK government. Furthermore, Sony also agreed to a settlement in a class action lawsuit, worth millions, granting PSN users in the United States the means to claim damages if they suffered identity theft as a result of the data breach.

Featured image from Shutterstock.

Important: Never invest (trade with) money you can't afford to comfortably lose. Always do your own research and due diligence before placing a trade. Read our Terms & Conditions here. Trade recommendations and analysis are written by our analysts which might have different opinions. Read my 6 Golden Steps to Financial Freedom here. Best regards, Jonas Borchgrevink.

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4 stars on average, based on 1 rated postsSamburaj is the contributing editor at Hacked and keeps tabs on science, technology and cyber security.




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