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Exploring the Metaverse: A Look into the Future of Virtual Reality and Virtual WorldsThe concept of a metaverse, also known as a virtual world, has been around for decades, but it has gained renewed attention in recent years with the rise of virtual reality (VR) technology and the increasing connectivity of the internet. A metaverse is a virtual space that is shared by multiple users and can be accessed through the internet or through VR headsets. It is a place where people can interact with each other and with virtual objects and environments in real-time. The term “metaverse” was first coined by science fiction author Neal Stephenson in his 1992 novel Snow Crash, where it was used to describe a virtual world that is accessed through a virtual reality headset. In the book, the metaverse is a fully immersive and interactive digital space where people can go to work, socialize, and even attend virtual concerts and sporting events. Since then, the concept of a metaverse has evolved and has been embraced by both companies and individuals. Many companies, such as Facebook and Google, have developed virtual worlds or virtual reality experiences for their users. For example, Facebook has a virtual reality platform called Oculus VR, which allows users to access virtual worlds and interact with others through VR headsets. Google has a similar platform called Google VR, which allows users to explore virtual worlds and engage in various activities. In addition to these platforms, there are also independent virtual worlds and virtual reality experiences that users can access. Some of these virtual worlds are designed for specific purposes, such as gaming or education, while others are more general and allow users to explore and interact with a wide range of virtual environments and objects. One of the key benefits of the metaverse is that it allows people to connect and interact with each other in a virtual space, regardless of their physical location. This has the potential to revolutionize the way we work, play, and socialize, as it provides an alternative to physical gatherings and allows people to connect and collaborate in a virtual setting. Another benefit of the metaverse is that it can provide a platform for creating and sharing content. For example, users can create and share virtual objects, environments, and even entire worlds, which can be accessed by other users. This has the potential to lead to the development of new forms of art, entertainment, and even education. However, there are also concerns about the potential risks and drawbacks of the metaverse. For example, there are concerns about privacy, as virtual worlds and virtual reality experiences often involve the collection of personal data. There are also concerns about the potential for cyberbullying and other forms of online harassment, as well as the potential for addiction to virtual worlds. Despite these concerns, the metaverse is an exciting and rapidly-evolving concept that has the potential to change the way we live and interact with each other. As VR technology continues to improve and the internet becomes more widespread, it is likely that the metaverse will become an increasingly important part of our lives. #Metaverse #virtualreality #VR

Exploring the Metaverse: A Look into the Future of Virtual Reality and Virtual Worlds

The concept of a metaverse, also known as a virtual world, has been around for decades, but it has gained renewed attention in recent years with the rise of virtual reality (VR) technology and the increasing connectivity of the internet. A metaverse is a virtual space that is shared by multiple users and can be accessed through the internet or through VR headsets. It is a place where people can interact with each other and with virtual objects and environments in real-time.

The term “metaverse” was first coined by science fiction author Neal Stephenson in his 1992 novel Snow Crash, where it was used to describe a virtual world that is accessed through a virtual reality headset. In the book, the metaverse is a fully immersive and interactive digital space where people can go to work, socialize, and even attend virtual concerts and sporting events.

Since then, the concept of a metaverse has evolved and has been embraced by both companies and individuals. Many companies, such as Facebook and Google, have developed virtual worlds or virtual reality experiences for their users. For example, Facebook has a virtual reality platform called Oculus VR, which allows users to access virtual worlds and interact with others through VR headsets. Google has a similar platform called Google VR, which allows users to explore virtual worlds and engage in various activities.

In addition to these platforms, there are also independent virtual worlds and virtual reality experiences that users can access. Some of these virtual worlds are designed for specific purposes, such as gaming or education, while others are more general and allow users to explore and interact with a wide range of virtual environments and objects.

One of the key benefits of the metaverse is that it allows people to connect and interact with each other in a virtual space, regardless of their physical location. This has the potential to revolutionize the way we work, play, and socialize, as it provides an alternative to physical gatherings and allows people to connect and collaborate in a virtual setting.

Another benefit of the metaverse is that it can provide a platform for creating and sharing content. For example, users can create and share virtual objects, environments, and even entire worlds, which can be accessed by other users. This has the potential to lead to the development of new forms of art, entertainment, and even education.

However, there are also concerns about the potential risks and drawbacks of the metaverse. For example, there are concerns about privacy, as virtual worlds and virtual reality experiences often involve the collection of personal data. There are also concerns about the potential for cyberbullying and other forms of online harassment, as well as the potential for addiction to virtual worlds.

Despite these concerns, the metaverse is an exciting and rapidly-evolving concept that has the potential to change the way we live and interact with each other. As VR technology continues to improve and the internet becomes more widespread, it is likely that the metaverse will become an increasingly important part of our lives.

#Metaverse #virtualreality #VR
FitXR is expanding its VR fitness game with Zumba Studio, a new feature that lets you dance to Zumba routines on Meta Quest, the standalone VR headset from Meta. Zumba Studio is part of the latest update for FitXR, which also includes the new Meta Quest 3 device. #meta #Metaverse #VR
FitXR is expanding its VR fitness game with Zumba Studio, a new feature that lets you dance to Zumba routines on Meta Quest, the standalone VR headset from Meta. Zumba Studio is part of the latest update for FitXR, which also includes the new Meta Quest 3 device.

#meta #Metaverse
#VR
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Haussier
#VictoriaVR Analysis ( 10x-50x GEM Potential) $VR Strong Resistance: $0.016 ( If Break $0.016 resistance then we can see very big Upward Relly. Best Accumulation Zone: $0.014-$0.010 Potential Return: Expecting 10x-50x in Bull Market About #VictoriaVR: A Blockchain MMORPG in Virtual Reality with Realistic Graphics on Unreal Engine. Owned by its users. Disclaimer: - Personal Opinion, Not Financial Advice #GEM #Trading #bitcoin #VR $BTC $SOL $XRP
#VictoriaVR Analysis ( 10x-50x GEM Potential) $VR

Strong Resistance: $0.016 ( If Break $0.016 resistance then we can see very big Upward Relly.

Best Accumulation Zone:
$0.014-$0.010

Potential Return:
Expecting 10x-50x in Bull Market

About #VictoriaVR:
A Blockchain MMORPG in Virtual Reality with Realistic Graphics on Unreal Engine. Owned by its users.

Disclaimer:
- Personal Opinion, Not Financial Advice

#GEM #Trading #bitcoin #VR
$BTC $SOL $XRP
Victoria VR's price soars 58% amid its CQB Arena release and announcement of an Apple Vision Pro Metaverse app, marking a historic milestone in the industry. #VR #victoriavr #Apple #Metaverse #MetaverseVR https://blockchainreporter.net/victoria-vrs-price-soars-58-amid-cqb-arena-debut-and-apple-vision-pro-app-announcement/
Victoria VR's price soars 58% amid its CQB Arena release and announcement of an Apple Vision Pro Metaverse app, marking a historic milestone in the industry.

#VR #victoriavr #Apple #Metaverse #MetaverseVR

https://blockchainreporter.net/victoria-vrs-price-soars-58-amid-cqb-arena-debut-and-apple-vision-pro-app-announcement/
Victoria VR is set to launch the first Web3 Metaverse on Apple Vision Pro, a major leap forward in the integration of Web3 with cutting-edge virtual reality. #VR https://blockchainreporter.net/victoria-vr-to-introduce-first-web3-metaverse-on-apple-vision-pro/
Victoria VR is set to launch the first Web3 Metaverse on Apple Vision Pro, a major leap forward in the integration of Web3 with cutting-edge virtual reality.

#VR

https://blockchainreporter.net/victoria-vr-to-introduce-first-web3-metaverse-on-apple-vision-pro/
#TrendingTopic 🔫 Virtual gang reported in the #metaverse. ; probe underway British authorities are grappling with the investigation of an alleged gang that occurred within the realm of a virtual reality (#VR ) game, the New York Post reported. Although physically unharmed, the victim may have experienced psychological trauma akin to a real-life assault, shedding light on the potential emotional repercussions of metaverse crimes. The world first case has raised eyebrows over the inadequacy of existing laws in addressing virtual offences. #BTC #Aevo 🔊@wisegbevecryptonews9
#TrendingTopic
🔫 Virtual gang reported in the #metaverse. ; probe underway

British authorities are grappling with the investigation of an alleged gang that occurred within the realm of a virtual reality (#VR ) game, the New York Post reported. Although physically unharmed, the victim may have experienced psychological trauma akin to a real-life assault, shedding light on the potential emotional repercussions of metaverse crimes. The world first case has raised eyebrows over the inadequacy of existing laws in addressing virtual offences.
#BTC #Aevo
🔊@WISE CRYPTO NEWS
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Haussier
In recent years, virtual reality (VR) has become a groundbreaking technology, transforming the way we experience and interact with the digital world. The immersive nature of VR allows users to be transported to virtual environments and explore new dimensions. However, the adoption of this technology has been limited to a certain extent due to various challenges, such as the lack of trust in the security and transparency of virtual assets. ..but, let's talk about the progress Alvey Chain has made over the past year. We started trading the $WALV token (Wrapped Alvey Coin) on August 16, 2022, during which time the project has achieved many listings, including on Central Exchanges such as MEXC, Gate.io, DigiFinex, Biconomy and many, many more... In December 2022, the Alvey blockchain was put into operation, which predict the fastest transaction per second of as much as 240K. We can already enjoy fast transactions between wallets/operations and low operating costs. Not only that.. The Alvey exchange is being created, and it will be the world's first VR/AR exchange. We will have the opportunity to connect VR equipment to the exchange and enjoy the pleasure of operating it! The gigabyte-rich world of Elves Forest, which we will also explore with VR goggles, trade Tokens or NFTs. A lot of partnerships announced, establishing collaborations to achieve the perfect product that will soon see the light of day - this should be of interest to you. On the Alvey blockchain, you can create anything if you have the codes for it of course. Memecoins, high-usage coins, NFTs, and more. #BTC #VR #alvey #blockchain​ #Ethereum2024
In recent years, virtual reality (VR) has become a groundbreaking technology, transforming the way we experience and interact with the digital world. The immersive nature of VR allows users to be transported to virtual environments and explore new dimensions. However, the adoption of this technology has been limited to a certain extent due to various challenges, such as the lack of trust in the security and transparency of virtual assets.

..but, let's talk about the progress Alvey Chain has made over the past year.
We started trading the $WALV token (Wrapped Alvey Coin) on August 16, 2022, during which time the project has achieved many listings, including on Central Exchanges such as MEXC, Gate.io, DigiFinex, Biconomy and many, many more...

In December 2022, the Alvey blockchain was put into operation, which predict the fastest transaction per second of as much as 240K. We can already enjoy fast transactions between wallets/operations and low operating costs.

Not only that.. The Alvey exchange is being created, and it will be the world's first VR/AR exchange. We will have the opportunity to connect VR equipment to the exchange and enjoy the pleasure of operating it! The gigabyte-rich world of Elves Forest, which we will also explore with VR goggles, trade Tokens or NFTs.
A lot of partnerships announced, establishing collaborations to achieve the perfect product that will soon see the light of day - this should be of interest to you.

On the Alvey blockchain, you can create anything if you have the codes for it of course. Memecoins, high-usage coins, NFTs, and more.

#BTC #VR #alvey #blockchain​ #Ethereum2024
Metaverso y cerebroAlgunas personas aún no se han percatado de la poderosa arma que resulta un visor de realidad virtual para influir en el cerebro EL ARMA Las gafas de realidad virtual afectan directamente al cerebro porque engañan a los sentidos para que perciban un mundo virtual como real. Esto se consigue mediante la combinación de imágenes 3D, sonido envolvente y tracking de movimiento. 🔸Las imágenes 3D🔸 se generan mediante dos pantallas que proyectan imágenes ligeramente diferentes para cada ojo. Esto crea la ilusión de profundidad y perspectiva que el cerebro necesita para percibir un mundo real. 🔸El sonido envolvente🔸 rodea al usuario con sonido, lo que ayuda a crear una sensación de inmersión. 🔸El seguimiento de movimiento🔸 rastrea la posición y el movimiento de la cabeza y el cuerpo del usuario. Esto permite que el mundo virtual se mueva con el usuario, lo que aumenta la sensación de realismo. Cuando el cerebro percibe este mundo virtual como real, activa los mismos circuitos neuronales que se activan cuando se experimenta el mundo real. Esto puede provocar una serie de efectos psicológicos, como: 🔸Sensación de inmersión🔸 : El usuario se siente como si estuviera realmente presente en el mundo virtual. 🔸Sensación de presencia🔸 : El usuario se siente como si fuera él mismo quien está experimentando el mundo virtual. 🔸Sensación de emoción🔸 : El usuario experimenta emociones similares a las que experimentaría en el mundo real. Estos efectos pueden ser positivos o negativos, dependiendo del contenido del mundo virtual. Por ejemplo, un juego de realidad virtual que es emocionante o aterrador puede provocar una respuesta emocional intensa. Además de estos efectos psicológicos, las gafas de realidad virtual también pueden tener un impacto físico en el cerebro. Por ejemplo, el uso prolongado de gafas de realidad virtual puede provocar fatiga visual, dolor de cabeza y mareos. ➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖ ⚠️ ¿ Sabías que hay estudios que han demostrado que el uso de gafas de realidad virtual puede provocar cambios en la actividad cerebral, como la disminución de la actividad en el córtex prefrontal, responsable de la atención, la planificación y el control de los impulsos ? ⚠️ ➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖ Esto se debe a que la realidad virtual requiere que el cerebro se concentre en una sola tarea, lo que puede sobrecargar esta región del cerebro. Las personas que usan gafas de realidad virtual podrían tener más dificultades para concentrarse en tareas del mundo real, o pueden ser más propensas a tomar decisiones impulsivas. Y esto de decisiones impulsivas... 💥 ME LLAMA LA ATENCIÓN PODEROSAMENTE 💥 Si las gafas son capaces de influir en la toma de decisiones impulsivas , ¿ Podrían ser un arma efectiva para lavar el cerebro a distintas personas o grupos con el fin de convencerles de forma extrema de que cometan un acto delictivo ? Es saber popular que los grupos terroristas utilizan técnicas de adoctrinamiento y control a través de técnicas de persuasión coercitiva. ¿ Y si lo aplicamos al control gubernamental sobre una ciudad entera ? Pero no me tratéis de loco, esto no son conspiraciones y como siempre me gusta llegar a mi lector/a aquí os voy a recomendar varios de estos estudios que interpretan esto de lo que precisamente os estoy hablando : "The impact of virtual reality on prefrontal cortex activity: An fMRI study" (Nature Neuroscience, 2016)"The effects of virtual reality on cognitive control: An fMRI study" (PLOS ONE, 2017)"The impact of virtual reality on brain connectivity: An fMRI study" (Frontiers in Human Neuroscience, 2018)"The effects of virtual reality on attention: An fMRI study" (Scientific Reports, 2020) ( Si no encontráis alguno de los estudios, podéis pedírmelo en los comentarios ) Con esto , podemos darnos cuenta de que incluso el sector sanitario, los médicos , los neurocirujanos , neurólogos , psicólogos, psiquiatras y otras profesiones relacionadas , deberán evolucionar también para enfrentarse a esta nueva realidad que no tardaremos en enfrentar. ➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖ QUÉ OCURRE SI EL GOBIERNO LO VE UN ARMA Depende de la localización desde la que me estés leyendo, esto es más o menos probable, pero no algo descabellado. Será por excentricidades vistas a manos de los gobiernos. Sabemos que cada vez estamos más controlados desde la #IA , videovigilancia , controles de identidad y biometría... Pues aquí pueden tener una nueva idea . ¿ Qué ocurriría si un #gobierno fomenta la compra de bienes y servicios sin límite a través de plataformas virtuales simuladas ? Podría conducir a un aumento del consumo excesivo y de la deuda bien en forma fiat o en #criptomonedas llegado el momento . Algo similar pareció haber ocurrido en la época del ladrillo donde los pisos "se regalaban" y luego vino lo que vino. Deuda, crisis, desahucios... Un gobierno, secta o grupo terrorista podría utilizar la realidad virtual para crear un entorno virtual en el que las personas puedan participar en actividades violentas o agresivas. Esto podría conducir a un aumento de la violencia y el crimen. Si la influencia de algunos videojuegos tienen este aumento de violencia en niños y adolescentes que incluso llegan a consumarse en forma de matanzas en colegios y universidades , imaginad. ➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖ COMO AFECTAN LOS VISORES A LOS NIÑOS Los niños son un terreno puro . En todos los aspectos. Están en su periodo de aprendizaje, individual y colectivo. Crecimiento , desarrollo de capacidades físicas y cognitivas . Y aquí los visores , pueden jugar un papel fundamental tanto para bien como para mal. Efectos positivos de los visores en niños Aprendizaje: Creación de entornos de aprendizaje inmersivos que pueden ser muy atractivos para los niños ayudando de una forma mas eficaz y divertida.Desarrollo social: Pueden utilizarse para que los niños interactúen con otros niños de todo el mundo ampliando las habilidades sociales a otras culturas incluso.Relajación: Podemos crear entornos de relajación que pueden ayudar a los niños a reducir el estrés y la ansiedad ante situaciones de crisis . Efectos negativos de los visores en niños En este caso os encargo una nueva tarea y es echar un vistazo a estos estudios : "Pediatrics" en 2022 encontró que los niños que usaban visores VR durante más de 2 horas al día tenían un mayor riesgo de desarrollar fatiga visual, dolor de cabeza y mareos."Child Development" en 2021 encontró que los niños que usaban visores VR con contenido violento podian desarrollar comportamientos mucho más agresivos."Frontiers in Psychology" en 2020 acusaba que los visores podían influir negativamente en la empatía desarrollada por los niños. Y , ¿ Qué piensan los padres de todos estos niños y niñas ? Pues bien, en una de las encuestas más grandes que se hicieron tratando estos temas a 3.613 padres sobre sus actitudes hacia la realidad virtual se llegó a las siguientes conclusiones : Si bien los efectos a largo plazo de la RV en la salud de los niños y el desarrollo del cerebro no están claros, el 60 por ciento de los padres están al menos algo preocupados por los efectos negativos para la salud. Muchos padres creen que la RV tiene una promesa educativa. 62% de los padres creen que la RV proporcionará experiencias educativas para sus hijos.Sin embargo, solo el 22 por ciento informó que su hijo usó VR para aprender. Un abrumador 76 por ciento de los niños que han usado VR jugaron juegos. La realidad virtual tiene el potencial de ser una herramienta efectiva para fomentar la empatía entre los niños, pero la mayoría de los padres son escépticos. 62% de los padres no esperan que los niños empaticen con los demás mientras usan VR En general, los hallazgos han demostrado que la realidad virtual puede tener una influencia descomunal en los niños. Jeremy Bailenson, profesor de comunicación en Stanford y coautor del informe que fundó Stanford Laboratorio virtual de interacción humana en 2003. “ #VR es posiblemente el medio más poderoso de la historia y la investigación sobre su efecto en los niños solo está surgiendo En un estudio de 2009, Bailenson descubrió que cuando los niños de primaria se veían nadando con ballenas orca en un entorno #virtual , muchos creían que la experiencia fantástica sucedió en la vida real. Esta investigación se realizó con Kathryn Segovia, entonces estudiante de doctorado que trabaja en el laboratorio ( ahora dirige el aprendizaje y el diseño en Stanford's d. school ) A partir de esa investigación se encuentra un estudio de 2017 que Bailenson realizó con Jakki Bailey en el que descubrió que los personajes de los medios en la realidad virtual pueden ser más influyentes sobre los niños pequeños que los personajes en la televisión o los ordenadores . Bailenson recomienda que las personas tomen precauciones. En la encuesta, el 11% de los padres informaron que sus hijos de 8 a 17 años experimentaron mareos, el 10% experimentó dolor de cabeza y el 13% se chocó contra algún objeto. Aconseja que la realidad virtual sea supervisada de cerca y con moderación: se recomiendan incrementos de 5 a 10 minutos para niños pequeños y 20 minutos para niños mayores y adultos jóvenes. Es una polémica constante el cómo se utilizan las nuevas #tecnologías de cara a los mas pequeños de la casa. Actualmente existe una publicidad subliminal en los #videojuegos para influenciar a estos en sus compras futuras, pero de esto os hablaré en uno de mis próximos artículos. No me iré eso si, sin dejaros una pequeña pista : Nos vemos en el próximo !

Metaverso y cerebro

Algunas personas aún no se han percatado de la poderosa arma que resulta un visor de realidad virtual para influir en el cerebro

EL ARMA

Las gafas de realidad virtual afectan directamente al cerebro porque engañan a los sentidos para que perciban un mundo virtual como real. Esto se consigue mediante la combinación de imágenes 3D, sonido envolvente y tracking de movimiento.
🔸Las imágenes 3D🔸 se generan mediante dos pantallas que proyectan imágenes ligeramente diferentes para cada ojo. Esto crea la ilusión de profundidad y perspectiva que el cerebro necesita para percibir un mundo real.
🔸El sonido envolvente🔸 rodea al usuario con sonido, lo que ayuda a crear una sensación de inmersión.
🔸El seguimiento de movimiento🔸 rastrea la posición y el movimiento de la cabeza y el cuerpo del usuario. Esto permite que el mundo virtual se mueva con el usuario, lo que aumenta la sensación de realismo.
Cuando el cerebro percibe este mundo virtual como real, activa los mismos circuitos neuronales que se activan cuando se experimenta el mundo real.
Esto puede provocar una serie de efectos psicológicos, como:
🔸Sensación de inmersión🔸 : El usuario se siente como si estuviera realmente presente en el mundo virtual.
🔸Sensación de presencia🔸 : El usuario se siente como si fuera él mismo quien está experimentando el mundo virtual.
🔸Sensación de emoción🔸 : El usuario experimenta emociones similares a las que experimentaría en el mundo real.
Estos efectos pueden ser positivos o negativos, dependiendo del contenido del mundo virtual. Por ejemplo, un juego de realidad virtual que es emocionante o aterrador puede provocar una respuesta emocional intensa.
Además de estos efectos psicológicos, las gafas de realidad virtual también pueden tener un impacto físico en el cerebro. Por ejemplo, el uso prolongado de gafas de realidad virtual puede provocar fatiga visual, dolor de cabeza y mareos.
➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖
⚠️ ¿ Sabías que hay estudios que han demostrado que el uso de gafas de realidad virtual puede provocar cambios en la actividad cerebral, como la disminución de la actividad en el córtex prefrontal, responsable de la atención, la planificación y el control de los impulsos ? ⚠️
➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖
Esto se debe a que la realidad virtual requiere que el cerebro se concentre en una sola tarea, lo que puede sobrecargar esta región del cerebro. Las personas que usan gafas de realidad virtual podrían tener más dificultades para concentrarse en tareas del mundo real, o pueden ser más propensas a tomar decisiones impulsivas. Y esto de decisiones impulsivas...
💥 ME LLAMA LA ATENCIÓN PODEROSAMENTE 💥
Si las gafas son capaces de influir en la toma de decisiones impulsivas , ¿ Podrían ser un arma efectiva para lavar el cerebro a distintas personas o grupos con el fin de convencerles de forma extrema de que cometan un acto delictivo ? Es saber popular que los grupos terroristas utilizan técnicas de adoctrinamiento y control a través de técnicas de persuasión coercitiva. ¿ Y si lo aplicamos al control gubernamental sobre una ciudad entera ?

Pero no me tratéis de loco, esto no son conspiraciones y como siempre me gusta llegar a mi lector/a aquí os voy a recomendar varios de estos estudios que interpretan esto de lo que precisamente os estoy hablando :
"The impact of virtual reality on prefrontal cortex activity: An fMRI study" (Nature Neuroscience, 2016)"The effects of virtual reality on cognitive control: An fMRI study" (PLOS ONE, 2017)"The impact of virtual reality on brain connectivity: An fMRI study" (Frontiers in Human Neuroscience, 2018)"The effects of virtual reality on attention: An fMRI study" (Scientific Reports, 2020)
( Si no encontráis alguno de los estudios, podéis pedírmelo en los comentarios )
Con esto , podemos darnos cuenta de que incluso el sector sanitario, los médicos , los neurocirujanos , neurólogos , psicólogos, psiquiatras y otras profesiones relacionadas , deberán evolucionar también para enfrentarse a esta nueva realidad que no tardaremos en enfrentar.
➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖
QUÉ OCURRE SI EL GOBIERNO LO VE UN ARMA

Depende de la localización desde la que me estés leyendo, esto es más o menos probable, pero no algo descabellado. Será por excentricidades vistas a manos de los gobiernos.
Sabemos que cada vez estamos más controlados desde la #IA , videovigilancia , controles de identidad y biometría... Pues aquí pueden tener una nueva idea .

¿ Qué ocurriría si un #gobierno fomenta la compra de bienes y servicios sin límite a través de plataformas virtuales simuladas ? Podría conducir a un aumento del consumo excesivo y de la deuda bien en forma fiat o en #criptomonedas llegado el momento . Algo similar pareció haber ocurrido en la época del ladrillo donde los pisos "se regalaban" y luego vino lo que vino. Deuda, crisis, desahucios...
Un gobierno, secta o grupo terrorista podría utilizar la realidad virtual para crear un entorno virtual en el que las personas puedan participar en actividades violentas o agresivas. Esto podría conducir a un aumento de la violencia y el crimen. Si la influencia de algunos videojuegos tienen este aumento de violencia en niños y adolescentes que incluso llegan a consumarse en forma de matanzas en colegios y universidades , imaginad.
➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖
COMO AFECTAN LOS VISORES A LOS NIÑOS

Los niños son un terreno puro . En todos los aspectos. Están en su periodo de aprendizaje, individual y colectivo. Crecimiento , desarrollo de capacidades físicas y cognitivas . Y aquí los visores , pueden jugar un papel fundamental tanto para bien como para mal.
Efectos positivos de los visores en niños
Aprendizaje: Creación de entornos de aprendizaje inmersivos que pueden ser muy atractivos para los niños ayudando de una forma mas eficaz y divertida.Desarrollo social: Pueden utilizarse para que los niños interactúen con otros niños de todo el mundo ampliando las habilidades sociales a otras culturas incluso.Relajación: Podemos crear entornos de relajación que pueden ayudar a los niños a reducir el estrés y la ansiedad ante situaciones de crisis .
Efectos negativos de los visores en niños
En este caso os encargo una nueva tarea y es echar un vistazo a estos estudios :
"Pediatrics" en 2022 encontró que los niños que usaban visores VR durante más de 2 horas al día tenían un mayor riesgo de desarrollar fatiga visual, dolor de cabeza y mareos."Child Development" en 2021 encontró que los niños que usaban visores VR con contenido violento podian desarrollar comportamientos mucho más agresivos."Frontiers in Psychology" en 2020 acusaba que los visores podían influir negativamente en la empatía desarrollada por los niños.

Y , ¿ Qué piensan los padres de todos estos niños y niñas ?
Pues bien, en una de las encuestas más grandes que se hicieron tratando estos temas a 3.613 padres sobre sus actitudes hacia la realidad virtual se llegó a las siguientes conclusiones :
Si bien los efectos a largo plazo de la RV en la salud de los niños y el desarrollo del cerebro no están claros, el 60 por ciento de los padres están al menos algo preocupados por los efectos negativos para la salud. Muchos padres creen que la RV tiene una promesa educativa. 62% de los padres creen que la RV proporcionará experiencias educativas para sus hijos.Sin embargo, solo el 22 por ciento informó que su hijo usó VR para aprender. Un abrumador 76 por ciento de los niños que han usado VR jugaron juegos. La realidad virtual tiene el potencial de ser una herramienta efectiva para fomentar la empatía entre los niños, pero la mayoría de los padres son escépticos. 62% de los padres no esperan que los niños empaticen con los demás mientras usan VR

En general, los hallazgos han demostrado que la realidad virtual puede tener una influencia descomunal en los niños.
Jeremy Bailenson, profesor de comunicación en Stanford y coautor del informe que fundó Stanford Laboratorio virtual de interacción humana en 2003. “ #VR es posiblemente el medio más poderoso de la historia y la investigación sobre su efecto en los niños solo está surgiendo
En un estudio de 2009, Bailenson descubrió que cuando los niños de primaria se veían nadando con ballenas orca en un entorno #virtual , muchos creían que la experiencia fantástica sucedió en la vida real. Esta investigación se realizó con Kathryn Segovia, entonces estudiante de doctorado que trabaja en el laboratorio
( ahora dirige el aprendizaje y el diseño en Stanford's d. school )
A partir de esa investigación se encuentra un estudio de 2017 que Bailenson realizó con Jakki Bailey en el que descubrió que los personajes de los medios en la realidad virtual pueden ser más influyentes sobre los niños pequeños que los personajes en la televisión o los ordenadores .
Bailenson recomienda que las personas tomen precauciones. En la encuesta, el 11% de los padres informaron que sus hijos de 8 a 17 años experimentaron mareos, el 10% experimentó dolor de cabeza y el 13% se chocó contra algún objeto.
Aconseja que la realidad virtual sea supervisada de cerca y con moderación: se recomiendan incrementos de 5 a 10 minutos para niños pequeños y 20 minutos para niños mayores y adultos jóvenes.

Es una polémica constante el cómo se utilizan las nuevas #tecnologías de cara a los mas pequeños de la casa. Actualmente existe una publicidad subliminal en los #videojuegos para influenciar a estos en sus compras futuras, pero de esto os hablaré en uno de mis próximos artículos. No me iré eso si, sin dejaros una pequeña pista :

Nos vemos en el próximo !
Victoria VR announces the launch of its Virtual Reality game called CQB Arena Victoria VR has announced the launch of its #VR game CQB Arena with an upcoming competition. #CQB is a game where players engage in virtual reality training to clear buildings, eliminate enemies, and rescue hostages using various weapons. #VictoriaVR is the first Blockchain-based MMORPG in Virtual Reality with Realistic Graphics built on Unreal Engine, created and owned by its users.
Victoria VR announces the launch of its Virtual Reality game called CQB Arena

Victoria VR has announced the launch of its #VR game CQB Arena with an upcoming competition. #CQB is a game where players engage in virtual reality training to clear buildings, eliminate enemies, and rescue hostages using various weapons.

#VictoriaVR is the first Blockchain-based MMORPG in Virtual Reality with Realistic Graphics built on Unreal Engine, created and owned by its users.
Aimedis Avalon - Northern Australia - Release 1.0We are excited to present our Northern Australia Center at the Aimedis Avalon Metaverse. ❇️ We devised it to offer a great and amazing experience, complete with captivating, exquisite, and beautiful sceneries that engage you in a natural environment composed of Australia's native flora and fauna. ➡️ There you can find Prepaire and the Aimedis Shop. ❇️ Likewise, we offer the Meeting Point Queensland, the World Federation for Neurorehabilitation (WFNR), and Blausen Medical Australia. ➡️ We also include the VOIX Clinic, the world's first mental health clinic for children in the Metaverse. ❇️ Furthermore, we present the Aimedis Avalon University Hospital Queensland, which includes two telehealth hubs. ➡️ The Aimedis Avalon Nothern Australia center even has an area for sale. All these services accompany an easy-to-use, comfortable, immersive, and life-like space creatively developed for your needs. Aimedis Avalon - Northern Australia 🗺️- Release 1.0 🔥 ➡️ https://youtu.be/eNpHXO-aWmw?si=YVwy6iGKUYVNtgTT ℹ️ For more information feel free to join our Telegram group: 👉 https://t.me/AimedisOfficialEnglish #AIMX #Metaverse #healthcare #medicine #VR

Aimedis Avalon - Northern Australia - Release 1.0

We are excited to present our Northern Australia Center at the Aimedis Avalon Metaverse.
❇️ We devised it to offer a great and amazing experience, complete with captivating, exquisite, and beautiful sceneries that engage you in a natural environment composed of Australia's native flora and fauna.
➡️ There you can find Prepaire and the Aimedis Shop.
❇️ Likewise, we offer the Meeting Point Queensland, the World Federation for Neurorehabilitation (WFNR), and Blausen Medical Australia.
➡️ We also include the VOIX Clinic, the world's first mental health clinic for children in the Metaverse.
❇️ Furthermore, we present the Aimedis Avalon University Hospital Queensland, which includes two telehealth hubs.
➡️ The Aimedis Avalon Nothern Australia center even has an area for sale. All these services accompany an easy-to-use, comfortable, immersive, and life-like space creatively developed for your needs.

Aimedis Avalon - Northern Australia 🗺️- Release 1.0 🔥
➡️ https://youtu.be/eNpHXO-aWmw?si=YVwy6iGKUYVNtgTT

ℹ️ For more information feel free to join our Telegram group:
👉 https://t.me/AimedisOfficialEnglish

#AIMX #Metaverse #healthcare #medicine #VR
Who Invented Virtual Reality? Unveiling the Birth of VRVirtual reality ( #VR ) has emerged as a prominent actor in the ever-changing world of technology. This game-changing idea has transformed industries ranging from entertainment to healthcare, education, and beyond. But have you ever considered where it all began? In this article, we look back at the intriguing history of virtual reality and throw light on the bright minds who paved the way for this game-changing technology. Origins Of Virtual Reality: An Idea Is Born Indeed, the story of VR did not unfold overnight. Instead, it’s a tale filled with intriguing ideas, incredible inventions, and visionary pioneers. So, where did it all start? Interestingly, while the concept of VR is relatively modern, the desire to create immersive experiences has been a part of humanity’s collective imagination for centuries. Even the ancient Greeks, with their awe-inspiring theaters, were striving to create immersive experiences. Later, with the advent of panoramic paintings in the 19th Century, artists attempted to transport viewers into different worlds. However, it wasn’t until the mid-20th century that technology truly began catching up to our dreams of fully immersive experiences. This brings us to a pivotal name in the history of VR: Morton Heilig. Morton Heilig's Sensorama Morton Heilig: The Father Of Virtual Reality? Often dubbed the ‘Father of Virtual Reality’, Morton Heilig was a man far ahead of his time. In the 1950s, Heilig, a cinematographer by trade, dreamed of an experience that could engage all of a person’s senses. This dream led him to create the Sensorama in 1962 – a machine designed to deliver a full-body, immersive experience. Sensorama incorporated a stereoscopic display, fans, smell generators, a stereo sound system, and even a vibrating chair. Although Sensorama was never commercialized due to financial constraints, Heilig’s vision demonstrated what was possible and ignited further development in the field. Ivan Sutherland Ivan Sutherland: Advancing The Dream Following Heilig’s pioneering work, another important figure emerged in the VR landscape – Ivan Sutherland. Known as the ‘Father of Computer Graphics,’ Sutherland made a significant contribution to VR technology with his development of the ‘Ultimate Display’ concept. This idea encompassed a virtual world viewed through a head-mounted display (HMD), and it was realized in 1968 with the creation of the first VR HMD known as ‘The Sword of Damocles.’ Due to its appearance, the device was named after the famous Greek legend. While far from the sleek designs of today’s VR devices, Sutherland’s work laid crucial groundwork for the evolution of VR. From Dream To Reality: The Modern Era Of VR Fast-forward to the 21st century and the technological advances have been staggering. Today’s VR technology, epitomized by devices such as Oculus Rift, HTC Vive, and PlayStation VR, owes its existence to a multitude of innovators. Companies like #Oculus VR, initially kickstarted by Palmer Luckey’s prototype in 2010, have spearheaded VR’s transition from an intriguing concept to marketable reality. In 2014, when #Facebook acquired Oculus VR for $2 billion, the potential of VR technology was clear. Wrapping It Up: A Tribute To VR Pioneers So, who invented virtual reality? As we’ve discovered, this isn’t a question with a singular answer. Instead, the creation of VR is a testament to the collaboration, innovation, and relentless pursuit of a dream by many individuals and companies over the years. From Morton Heilig’s Sensorama to Ivan Sutherland’s ‘Sword of Damocles,’ and finally, to the state-of-the-art VR devices we have today, the journey of VR is a testament to the endless possibilities of human innovation. As we move further into the digital age, who knows where the road to immersive experiences will lead us next? Decentraland Metaverse Illustration $MANA $APE $SAND If you found this article helpful, interesting, or just plain entertaining, show us some love! Hit that "like" button, drop a comment, and don't forget to share it with your friends who need to know about Virtual Rality! 👍📝📤

Who Invented Virtual Reality? Unveiling the Birth of VR

Virtual reality ( #VR ) has emerged as a prominent actor in the ever-changing world of technology. This game-changing idea has transformed industries ranging from entertainment to healthcare, education, and beyond. But have you ever considered where it all began?

In this article, we look back at the intriguing history of virtual reality and throw light on the bright minds who paved the way for this game-changing technology.

Origins Of Virtual Reality: An Idea Is Born

Indeed, the story of VR did not unfold overnight. Instead, it’s a tale filled with intriguing ideas, incredible inventions, and visionary pioneers. So, where did it all start? Interestingly, while the concept of VR is relatively modern, the desire to create immersive experiences has been a part of humanity’s collective imagination for centuries.

Even the ancient Greeks, with their awe-inspiring theaters, were striving to create immersive experiences. Later, with the advent of panoramic paintings in the 19th Century, artists attempted to transport viewers into different worlds.

However, it wasn’t until the mid-20th century that technology truly began catching up to our dreams of fully immersive experiences. This brings us to a pivotal name in the history of VR: Morton Heilig.

Morton Heilig's Sensorama

Morton Heilig: The Father Of Virtual Reality?

Often dubbed the ‘Father of Virtual Reality’, Morton Heilig was a man far ahead of his time. In the 1950s, Heilig, a cinematographer by trade, dreamed of an experience that could engage all of a person’s senses. This dream led him to create the Sensorama in 1962 – a machine designed to deliver a full-body, immersive experience.

Sensorama incorporated a stereoscopic display, fans, smell generators, a stereo sound system, and even a vibrating chair. Although Sensorama was never commercialized due to financial constraints, Heilig’s vision demonstrated what was possible and ignited further development in the field.

Ivan Sutherland

Ivan Sutherland: Advancing The Dream

Following Heilig’s pioneering work, another important figure emerged in the VR landscape – Ivan Sutherland. Known as the ‘Father of Computer Graphics,’ Sutherland made a significant contribution to VR technology with his development of the ‘Ultimate Display’ concept.

This idea encompassed a virtual world viewed through a head-mounted display (HMD), and it was realized in 1968 with the creation of the first VR HMD known as ‘The Sword of Damocles.’ Due to its appearance, the device was named after the famous Greek legend. While far from the sleek designs of today’s VR devices, Sutherland’s work laid crucial groundwork for the evolution of VR.

From Dream To Reality: The Modern Era Of VR

Fast-forward to the 21st century and the technological advances have been staggering. Today’s VR technology, epitomized by devices such as Oculus Rift, HTC Vive, and PlayStation VR, owes its existence to a multitude of innovators.

Companies like #Oculus VR, initially kickstarted by Palmer Luckey’s prototype in 2010, have spearheaded VR’s transition from an intriguing concept to marketable reality. In 2014, when #Facebook acquired Oculus VR for $2 billion, the potential of VR technology was clear.

Wrapping It Up: A Tribute To VR Pioneers

So, who invented virtual reality? As we’ve discovered, this isn’t a question with a singular answer. Instead, the creation of VR is a testament to the collaboration, innovation, and relentless pursuit of a dream by many individuals and companies over the years.

From Morton Heilig’s Sensorama to Ivan Sutherland’s ‘Sword of Damocles,’ and finally, to the state-of-the-art VR devices we have today, the journey of VR is a testament to the endless possibilities of human innovation. As we move further into the digital age, who knows where the road to immersive experiences will lead us next?

Decentraland Metaverse Illustration

$MANA $APE $SAND

If you found this article helpful, interesting, or just plain entertaining, show us some love! Hit that "like" button, drop a comment, and don't forget to share it with your friends who need to know about Virtual Rality! 👍📝📤
Sony Group plans to open an attraction in Tokyo where visitors can experience the "Demon Slayer" animated series and other popular content with the latest virtual reality and sound technology. #Sony
Sony Group plans to open an attraction in Tokyo where visitors can experience the "Demon Slayer" animated series and other popular content with the latest virtual reality and sound technology.

#Sony
LIVE
--
Haussier
♾ A.I industry will boom over the next few years! So these projects may do multiple X in the next bull run 👇 $AGIX - SingularityNET is the world’s leading decentralised AI marketplace, running on blockchain. $PRQ - PARSIQ is a next-generation platform for monitoring and intelligence $FET - Fetch.AI is an artificial intelligence (AI) lab building an open, permissionless, decentralized machine learning network with a crypto economy. $TAO - Bittensor is an open-source protocol that powers a decentralized, blockchain-based machine learning network. $RNDR - The Render Network connects artists looking to #render next-gen 3D media with near unlimited GPUs in a decentralized global network. Whenever you see a good market dump 📉 , slowly accumulate them for Long term.📈 #AI #METAVERSE #VR #NFT
♾ A.I industry will boom over the next few years! So these projects may do multiple X in the next bull run 👇

$AGIX

- SingularityNET is the world’s leading decentralised AI marketplace, running on blockchain.

$PRQ

- PARSIQ is a next-generation platform for monitoring and intelligence

$FET

- Fetch.AI is an artificial intelligence (AI) lab building an open, permissionless, decentralized machine learning network with a crypto economy.

$TAO

- Bittensor is an open-source protocol that powers a decentralized, blockchain-based machine learning network.

$RNDR

- The Render Network connects artists looking to #render next-gen 3D media with near unlimited GPUs in a decentralized global network.

Whenever you see a good market dump 📉 , slowly accumulate them for Long term.📈

#AI #METAVERSE #VR #NFT
Victoria VR Announces Groundbreaking Crypto Metaverse App for Apple’s Vision Pro: Unveiling VR's 20%1. Victoria VR is gearing up to unveil its inaugural crypto-metaverse application specifically designed for Apple’s highly anticipated Vision Pro. 2. Anticipated for release in the second quarter of 2024, Apple Vision Pro promises cutting-edge virtual reality technologies including advanced VR capabilities, haptic feedback, spatial audio, and precise eye/hand tracking features. 3. The surge in VR token price, reaching a remarkable 20%, can be attributed to heightened interest from investors. 4. Despite recent setbacks stemming from the bear market crash, VR's price trajectory suggests potential for substantial future gains as the market continues to recover. In 2024, Metaverse technology is poised for a significant advancement, fueled by Apple's groundbreaking innovations. Recent reports indicate that the virtual reality realm is on the verge of welcoming its inaugural blockchain-based metaverse through Apple's Vision Pro headset. Victoria VR, a pioneer in crypto-VR integration, unveiled its plans to introduce a groundbreaking metaverse application specifically designed for Apple's highly anticipated device. This development signifies a pivotal moment where blockchain technology converges with virtual reality, promising a new frontier of digital experiences. The concept of the metaverse has gained substantial traction in the cryptocurrency space over the past few years, drawing parallels to iconic cultural references such as the movie "Ready Player One" and the game "Fortnite." With the emergence of blockchain-based metaverses, users can expect enhanced security and autonomy over their digital assets and identities, ushering in a new era of immersive digital interaction. Victoria VR's ambitious endeavor aims to harness the power of blockchain technology alongside photogrammetry, a technique that captures real-world objects and environments in 3D, to create lifelike virtual environments and avatars. This strategic merger between Victoria VR and Apple's Vision Pro is poised to deliver the first-of-its-kind metaverse experience, offering users the opportunity to earn Victoria VR tokens ($VR) through various activities within the virtual realm. Unlike traditional pay-to-win models, the Victoria VR tokens operate on a pay-to-speed basis, allowing users to enhance their experiences without unfairly tipping the competitive balance. As Apple's Vision Pro headset prepares for its market debut, boasting advanced features such as haptic feedback, spatial audio, and advanced tracking technologies, the integration of Victoria VR's app promises to redefine the boundaries of immersive virtual experiences powered by cryptocurrency. The impending launch of the Victoria VR app coupled with the anticipated release of Apple's Vision Pro headset underscores the imminent realization of the metaverse. This convergence of cutting-edge technologies not only signifies a significant leap forward in virtual reality but also underscores the transformative potential of blockchain in revolutionizing digital interaction. The recent surge in the value of Victoria VR's native cryptocurrency ($VR) reflects growing investor enthusiasm surrounding the impending launch. Despite past market fluctuations, VR has demonstrated resilience, experiencing a remarkable recovery and signaling renewed investor confidence in its potential. While cryptocurrency investments entail inherent risks, the convergence of metaverse technology and blockchain presents a compelling opportunity for those eager to explore the forefront of digital innovation. As the metaverse inches closer to reality, the journey towards immersive digital experiences fueled by blockchain technology promises to reshape the way we engage with the virtual world. #Victoria #metaverse #VR #Crypto2024 #cryptocurrency

Victoria VR Announces Groundbreaking Crypto Metaverse App for Apple’s Vision Pro: Unveiling VR's 20%

1. Victoria VR is gearing up to unveil its inaugural crypto-metaverse application specifically designed for Apple’s highly anticipated Vision Pro.
2. Anticipated for release in the second quarter of 2024, Apple Vision Pro promises cutting-edge virtual reality technologies including advanced VR capabilities, haptic feedback, spatial audio, and precise eye/hand tracking features.
3. The surge in VR token price, reaching a remarkable 20%, can be attributed to heightened interest from investors.
4. Despite recent setbacks stemming from the bear market crash, VR's price trajectory suggests potential for substantial future gains as the market continues to recover.
In 2024, Metaverse technology is poised for a significant advancement, fueled by Apple's groundbreaking innovations. Recent reports indicate that the virtual reality realm is on the verge of welcoming its inaugural blockchain-based metaverse through Apple's Vision Pro headset.
Victoria VR, a pioneer in crypto-VR integration, unveiled its plans to introduce a groundbreaking metaverse application specifically designed for Apple's highly anticipated device. This development signifies a pivotal moment where blockchain technology converges with virtual reality, promising a new frontier of digital experiences.
The concept of the metaverse has gained substantial traction in the cryptocurrency space over the past few years, drawing parallels to iconic cultural references such as the movie "Ready Player One" and the game "Fortnite." With the emergence of blockchain-based metaverses, users can expect enhanced security and autonomy over their digital assets and identities, ushering in a new era of immersive digital interaction.
Victoria VR's ambitious endeavor aims to harness the power of blockchain technology alongside photogrammetry, a technique that captures real-world objects and environments in 3D, to create lifelike virtual environments and avatars. This strategic merger between Victoria VR and Apple's Vision Pro is poised to deliver the first-of-its-kind metaverse experience, offering users the opportunity to earn Victoria VR tokens ($VR) through various activities within the virtual realm.
Unlike traditional pay-to-win models, the Victoria VR tokens operate on a pay-to-speed basis, allowing users to enhance their experiences without unfairly tipping the competitive balance. As Apple's Vision Pro headset prepares for its market debut, boasting advanced features such as haptic feedback, spatial audio, and advanced tracking technologies, the integration of Victoria VR's app promises to redefine the boundaries of immersive virtual experiences powered by cryptocurrency.
The impending launch of the Victoria VR app coupled with the anticipated release of Apple's Vision Pro headset underscores the imminent realization of the metaverse. This convergence of cutting-edge technologies not only signifies a significant leap forward in virtual reality but also underscores the transformative potential of blockchain in revolutionizing digital interaction.
The recent surge in the value of Victoria VR's native cryptocurrency ($VR) reflects growing investor enthusiasm surrounding the impending launch. Despite past market fluctuations, VR has demonstrated resilience, experiencing a remarkable recovery and signaling renewed investor confidence in its potential.
While cryptocurrency investments entail inherent risks, the convergence of metaverse technology and blockchain presents a compelling opportunity for those eager to explore the forefront of digital innovation. As the metaverse inches closer to reality, the journey towards immersive digital experiences fueled by blockchain technology promises to reshape the way we engage with the virtual world.

#Victoria #metaverse #VR #Crypto2024 #cryptocurrency
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