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Resource Database > Pure Research
Virtual Reality technology is commonly used for matters purely dedicated to research purposes. This research often is not ready for practical use for the near-future, but is often important long-term. The sheer power of simulation is an invaluable tool, becoming more and more invaluable as technology advances. Self-creative neural networks, planetary-scale weather prediction, organic virus emulation, tornado recreation, even traffic pattern analysis. Every aspect of the academic and research worlds is using simulation for part of irts work, and the pace of uptake is quickening


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Future worlds (4)

Virtual world(lets) continue to evolve at an increasing pace. There are many hurdles in their way, but the rate of development across different fields is staggering. What might the future eventually hold?

Here, in our 'future worlds' section, we strive to bring you realistic visions of the future of truly escapist realities.

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Being-There, Later...
Given the ability to mathematically replicate natural physical laws, and the ability to handle all variables in a given situation, the logical future of all research-simulation is the prediction of future events.

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Bypassing the Silicon Speed Barrier
There is a fundamental physical barrier in the continuing improvement in computer speed. Silicon, the semiconductor material computer chips are made from, has a finite limit, a finite speed at which it can transmit electrical signals. This maxes out at around 100Ghz, at absolute best. Is there any way around it? Surprisingly, yes.

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JCB Virtual Nanoscopy Viewer is not "Google Earth" for Cell Biologists but is a Good Start
At the start of August 2012, the Journal of Cell Biology (JCB) proclaimed in a press release that their new JCB Data Viewer was a major breakthrough, and the equivalent of the mirror world “Google Earth” for cell biologists. Well, the capabilities of the viewer are a breakthrough all right, but they are not yet up to the standards expected of a mirror world program.

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Virtual Human Interaction Lab uses VR to Study Human Social Behaviour
The Virtual Human Interaction Lab (VHIL) at Stanford University is engaged in using VR to observe how humans interact when within non-physical realms.



The Nature of the Universe (4)

Decoding Reality is very much a Simulation Argument book. In its pages, physicist Vlatko Vedral argues that we should regard the entire universe as a gigantic quantum computer.



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Non virtual, Virtual Simulator
Researchers at the Max Planck institute for Quantum Optics in Garching, Germany, have created a first of its kind: A virtual reality simulator that does not actually create simulations in VR-space. Instead, they exist in physical dimensions, just not exactly normal matter.

Programming the Universe is a Simulation Argument book. Lloyd, a professor at MIT, works in the vanguard of research in quantum computing: using the quantum mechanical properties of atoms as a computer. He contends that the universe itself is one big quantum computer producing what we see around us, and ourselves, as it runs a cosmic program.




This resource list houses links to all simulation argument resources housed on this site, or linked in from elsewhere. Its purpose is to aid and simplify your research.




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Timeline of Developments (11)

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A Simple Plan to ID Every Creature on Earth
Adapted and rewritten in part from a Wired article plus other sources on the same subject, this short article takes a look at one of the many quiet revolutions occuring under the radar, thanks mostly to computing power and augmented reality thinking.

This book was originally produced in 1962, heralding Arthur?s predictions of the future of mankind, from a technological standpoint, across all sectors of industry and life. The updated version has a chapter dedicated to VR, robotics, and the post human world.




A chronicle of some of the major advances in Augmented Reality hardware and software which took place in 2005.



2005 was an impressive year for Virtual Reality growth. This chronicle maps the timeline of some of the major events which either advanced the hardware, or radically changed the issues surrounding VR, in the past year.



A chronicle of some of the major advances in direct brain connection to computer systems which were developed, or significantly refined during 2006.



Taking a look at some of the truly revolutionary developments in Augmented Reality systems occurring in 2007.



Chronicling and cataloguing some of the greater breakthroughs in Brain-Computer interfaces to occur in 2007.



AS 2007 draws to a close, this timeline chronicles some of the most landmark developments in prosthetic implants and prosthetic limb technology in 2007.



A listing of the proceedings of the International Association of Science and Technology for Development conferences, from 2002 to present day. Where possible, individual papers have been included, and links to purchase bound versions.



The Electronic Entertainment Expo, E3, one of the most major computer-based entertainment (read: Mainstream) events in the calendar year, starts on the 10th of May 2006. Here, we track the events and announcements from the big guns, and the little guns, as the event unfolds.


The Numerati takes us into the deep dark world of data mining, a world familiar to any fan of cyberpunk novels, although all too real. A world where stray pieces of information, perhaps revealed by yourself over the net, are enough for someone to narrow down your home address.





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Transportation (3)

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Changing the Streets through Virtual Reality
Industry News

Before this month, the most helpful data computational models of traffic flow could produce, consisted of a two dimensional view of the roads with little green and red dots indicating vehicles in motion under different conditions. Very computational, and very accurate, but this sort of output is not very easy for the layperson to understand.

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Podcast: Robert Full: Learning from the gecko's tail
An interesting tale of bioengineering - by combining engineering and biology into a symbiotic relationship with the two fields pushing one another, a type of robot the engineers 'knew' to be impossible, was created, whist the gecko was shown to have capabilities the biologists 'knew' to be impossible.

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Pure Research > VALIDATE
The VALIDATE project, is a German efficiency initiative, funded by the German federal ministry of research, with the aim of using virtual reality simulation to train drivers on how to reduce fuel consumption and CO2 emissions.



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Sensory Research (1)

New developments and thought processes, directions and funding efforts destined to create new ways to sense, from improved vision to SimStim
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Sheets of Stretchable Silicon
Researchers have shown that ultrathin sheets of silicon can stretch in two dimensions--opening up the possibility of electronic eyeballs and smart surgical gloves.



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Visualisation in Research (3)

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Mathematica
When even industry insiders think of virtual reality systems, and of the data visualisation sector in particular, it's the larger, multi-user data worlds with relatively exotic hardware that tend to leap straight into mind, as opposed to the single user software suites that process and display data in 2D or 3D form.

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Podcast: Tour the AlloSphere
A short presentation from TED 2009, in which JoAnn Kuchera-Morin introduces a new scientific visualisaton VR environment: The Allosphere.

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VR for Research: Not the Medium, but Delivering the Message
We have heard before about VR based schools, VR based colleges and informal institutions. Now, the first formal scientific organization, the Meta Institute for Computational Astrophysics or MICA, has formed, entirely within the bounds of virtual environments.