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Researchers at the University of California, San Diego, have created a new, relatively low-cost virtual reality device that allows users not only to see a 3D image, but “feel” it, too.

The Heads-Up Virtual Reality device (or HUVR, pronounced “hover”) couples a consumer 3D HDTV panel with a half-silvered mirror to project any graphic image onto the user’s hands and/or into the space surrounding them. With his or her head position tracked to generate the correct perspective view, the user maneuvers a touch-feedback (haptic) device to interact with the generated image, literally touching the image’s angles and contours as if it was a tangible three-dimensional object.

HUVR is ideal for tasks that require hand-eye coordination and is well-suited to training and education in structural and mechanical engineering, archaeology, and medicine. The device could be used, for example, to visualize and manipulate a 3D image of a person’s brain taken from an MRI, or an artifact too fragile or precious to be physically handled.

“By using HUVR’s touch-feedback device — which is similar to a commercial game control — a physician could actually feel a defect in the brain, rather than merely see it,” explained Research Scientist Tom DeFanti. DeFanti, who is affiliated with the UC San Diego division of the California Institute for Telecommunications and Information Technology (Calit2), created the device with Calit2’s Virtual Reality Design Engineer Greg Dawe. And, DeFanti added, “this can be done over the networks, sharing the look and feel of the object with other researchers and students.”

A re-engineering of work done by Bell Labs’ Ken Knowlton more than 30 years ago (as well as later systems made by many researchers with 21” cathode ray tube monitors), HUVR also evolved from PARIS, a system created 12 years ago by DeFanti, Dawe and their colleagues and students at the Electronic Visualization Laboratory, University of Illinois, Chicago.

PARIS, or Personal Augmented Reality Interactive System, used a projection technology similar to HUVR, but was low-resolution, too big to move, and expensive. It required the Silicon Graphics, Inc. computers of the time to render the images and cost upwards of $100,000 (PARIS is still in operation today, but is now driven by a game PC).

The recent availability of 55-inch active stereo panel TVs was the key to making HUVR, which is essentially a more lightweight, portable, and — at about $7,000 (without head tracking) — a much cheaper version of the PARIS-based technology. Constructed from a $2300 Samsung 3DTV panel available at most retail electronics stores, HUVR also offers better brightness, contrast, and visual acuity than PARIS, all of which increase user satisfaction.

Although passive stereo 3D HDTVs have been available for about a year — allowing DeFanti and Dawe to build a new VR device called NexCave — active stereo is needed for HUVR. Active stereo generates separate left- and right-eye images that can bounce off mirrors and are separated into left- and right-eye views by the user’s active eyewear, which blink in synchrony with the 3D HDTV’s 120Hz images. The polarization used in passive stereo will not stay polarized when reflected off a mirror, hence the need for active stereo in HUVR and its precedents.

The next step in HUVR’s evolution is to create a less expensive, reasonable quality head tracker suited to a desktop device (commercially available trackers currently range from $5,000 to $20,000).

The research and development of HUVR is supported by Calit2 collaborator King Abdullah University of Science and Technology, as well as funding from the Calit2 Strategic Research Opportunities Program.

via Dr. Dobb's

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In a plan which Nokia announced late last year, the flagship store on 57th between 5th and Madison Avenue officially shut its doors on May 23rd. The stores closure has been a result of competitors such as Apple which is only a few blocks away. Another reason is the lack of interest/popularity of Nokia products. When cell phones first started to achieve unthought capabilities, such as color screen and a camera, Nokia had pioneered the mobile market. Practically 4 out of 5 Americans owned a Nokia phone in their past.

via Engadget

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With things all hectic, following Toyota's massive recall, Infiniti finds itself with a problem of its own. The issue at hand with Infiniti is the failure of airbag deployment in its popular model, the G35 Coupe and Sedan. According to the National Highway Traffic Safety Administration, just over 134,000 Infiniti G35 coupes and sedans sold in the mid-2000s are affected by a problem in which wire harnesses for the airbags may wear down to the point of not functioning properly, meaning that the airbags may not deploy in a crash. When times couldn't be more tough for the auto industry, Infiniti is faced with having to recall 2005-06 model year G35 sedans and 2005-07 model year G35 coupes sold around the world due to this problem. There hasn't been any reported accidents stemming from this defect but Infiniti's parent company, Nissan, is working hard to develop a solution for this potentially dangerous situation.

via Automotive News

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Following the long anticipated launch of the iPad, Apple managed to sell over 1,000,000 units of this device in the first month. 28 days after its introduction, the iPad has sold more than any of Apple's other products in a short period. Such tremendous demand triggered the download of 1.5 million ebooks from the new iBookstore, along with the download of over 12 million apps. Capabilities of the iPad allows users to browse the web, read and send email, enjoy and share photos, watch HD videos, listen to music, play games, read ebooks and much more, all using iPad's revolutionary Multi-Touch™ user interface. The iPad is 0.5 inches thin and weighs just 1.5 pounds-thinner and lighter than any laptop or netbook-and delivers up to 10 hours of battery life.

via Engadget

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Just when you thought the world of e-books couldn't get bigger, Google decides to get in on the digital editions market. Launching in late June or July, Google is going to start up an online e-book store. This service will allow customers to buy digital copies of books they find through Google's existing book search service. Google is also in talks with publishers about a potential third party reseller service which will allow publishers to sell digital editions of their books on their website, with a predetermined fee. Plans are to have between 400,000 and 600,000 books available with prices set by the publishers. In hopes of gaining an edge on the e-book market, Google plans to make this service available on a wide variety of applications, websites and devices.

via The Wall Street Journal

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