Author name: Shannon Garcia

spanish-surgeons-perform-world’s-first-fully-robotic-lung-transplant

Spanish surgeons perform world’s first fully robotic lung transplant

Spanish surgeons perform world’s first fully robotic lung transplant

Siôn Geschwindt

Story by

Siôn Geschwindt

A Spanish hospital has successfully completed what is believed to be the world’s first fully robotic lung transplant. 

Surgeons at the Vall d’Hebron University Hospital in Barcelona used a four-arm robot dubbed ‘Da Vinci’ to carry out the procedure. The patient was a 65-year-old man called Xavier, requiring a lung transplant due to pulmonary fibrosis, a life-threatening lung disease.  

Typical lung transplants are highly invasive: a 30 cm incision must be made in the chest and multiple ribs broken. This allows surgeons to access a patient’s lung, remove it, and replace it with a healthy lung from a donor. 

But thanks to Da Vinci, the surgeons were able to cut a much smaller access route in the chest without having to break any bones. The new lung was deflated so that it could enter through the tight incision, which was only 8 cm wide. Smaller cuts were made in the side of the ribs to accommodate the robot’s arms and 3D cameras — which give surgeons a 360-degree view inside the lung.   

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how-large-retail-brands-are-using-augmented-reality

How Large Retail Brands Are Using Augmented Reality

Over 83 million people in the US alone used augmented reality on a monthly basis in 2020. By the end of 2023, it is projected that the number will grow by over 30%, to over 110 million people.

With the pandemic having accelerated the evolution of digital shopping, retail and e-commerce brands are looking for new ways to engage with their consumers and to bridge the online-offline experience gap that exists today while shopping.

How Big Brands Leverage Augmented Reality

Immersive AR experiences are increasingly being leveraged in stores, to create memorable and personalized relationships between the brand and its customers. Through augmented reality, retailers can not only engage the otherwise passive customers but also provide the context needed for them to make a decision and significantly improve the likelihood of the customer making a purchase.

Lego, for instance, used an augmented reality digital box in its stores for parents/kids to put up the physical boxes in front of the screen and see different scenes being built and come to life. This allowed parents and kids to find the right set and also proved to be a fun way to engage with consumers.

Other retailers use augmented reality to specifically drive sales for products that typically need the in-person context to make a buying decision. Houzz’s AR-powered app offers consumers the ability to view their rooms from their phone camera and ‘drop in’ true-to-scale 3D furniture items superimposed on their physical reality, for them to make a more informed buying decision.

Converse’s AR app lets consumers try shoes at home by simply pointing the camera at their feet. They can then evaluate multiple models with varying colors within minutes from the comfort of their home. The app is also integrated with their e-commerce platform, creating a seamless flow from discovery to intent to making the final purchase.

The Future of Retail Is 3D

While all these examples use AR in slightly different ways, they all have one commonality: the buyer is at the center of the experience and the camera has become the new home page. Replacing 2D images with interactive 3D products gives the shoppers the context through visualizations that they need, to be confident in their decisions.

The experience boosts consumers’ confidence, allowing them to make the right choice because AR provides the level of real-life context missing from a flat, 2D product image online. It’s a win-win for the customers and the retail brands, who experience a big increase in conversion rates and a lower product return rate by leveraging augmented reality.

Consumers are coming to expect this experience. Augmented reality adoption is following a similar pattern to mobile phone adoption of the 2000s. And as the mobile-first Gen Z cohort continually gains more buying power beyond the $360 billion they already have in disposable income, we will see large retailers transforming their traditional online and in-person shopping experiences into more immersive, 3D retail experiences to reshape online browsing and buying behavior as we know it.

Guest Post


About the Guest Author(s)

Aluru Sravanth

Aluru Sravanth

A technology enthusiast and a student for life, Sravanth started Avataar in 2014, with a vision to uncover untapped potential from the confluence of self-learning AI and computer vision.

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FitXR Boosts Its VR Fitness Offerings With Pico and Strava Collaborations

The global VR fitness app FitXR is expanding its horizons through exciting recent collaborations with Pico, a VR company focusing on all-in-one VR technology, and Strava, a tracking physical exercise company. These partnerships aim to offer a more comprehensive and accessible fitness experience to users across the globe.

FitXR Partners With Pico to Reach New Audiences

Demonstrating FitXR’s commitment to making VR fitness available to everyone, the VR fitness app is extending its reach to the UK, EU, and Asian markets through a new partnership with Pico VR headsets. As VR gains mass market appeal, FitXR’s multi-platform offerings will become increasingly desirable.

FitXR on Pico

FitXR’s offers a myriad of workout options in a single app. Earlier this year, FitXR launched Sculpt, a workout suite inspired by isometric strength training, and Combat, a workout suite influenced by various martial arts. These two new training alternatives expand the VR fitness app’s current suite of workout options, which include HIIT, Dancing, and Box. FitXR emphasizes its mission to create the most diversified training experiences in the metaverse through this expansion.

FitXR is now broadening its reach by introducing its at-home virtual fitness experience to Pico headsets. Now Pico headset users can enjoy participating in multiplayer workouts for some friendly competition or choose to work out individually when they prefer to control their speed.

VR fitness FitXR on Pico

New users can experience fresh music, diverse classes, and innovative workout styles as the VR fitness app consistently introduces updates. And individuals who install FitXR on their Pico 4 or Pico Neo 3 Link headset can take advantage of a 30-day free membership until the end of April.

New Partnerships Aim for a Fun, Consistent Fitness Journey

Taking fitness to heart, the company’s CEO and co-founder, Sam Cole, commented on the new partnership, stating, “We already offer the most diverse and unique fitness experience, and by expanding to the new Pico headset, we’re furthering our aim to provide this to every person, in every household, in every geography, and on any hardware device.”

Peter Li, Pico’s Head of Gaming Partnerships, emphasized Pico’s dedication to delivering a wide variety of high-quality fitness experiences to its users.“For Pico, launching FitXR as a subscription app on our platform underlines our commitment to bring the widest variety of high-quality and customizable fitness experiences to our customers,” Li said in a press release shared with ARPost.

The collaboration highlights the increasing appetite for amalgamating new tech and gaming to create optimal fitness experiences. FitXR enables clients to visit various fitness studios and tailor their workouts to meet their goals. With fully immersive 3D workout environments, they can enjoy fun, engaging, and result-driven fitness experiences. “We never forget to bring the fun. The fun matters just as much as the results,” said FitXR’s CMO, Lisa Raggiri.

Furthermore, FitXR also collaborated with Olympic Boxing Champion Nicola Adams to launch the “Box Like a Pro” training program, covering boxing basics for all skill levels. Adams aims to promote active lifestyles by demonstrating that fitness can be enjoyable.

FitXR Integrates With Strava for Comprehensive Progress Tracking

Apart from the new partnership with Pico, FitXR has also recently teamed up with Strava, a connected fitness subscription platform. By merging data from both platforms, this partnership aims to provide FitXR users with a more comprehensive view of their exercise journey. The partnership reflects FitXR’s drive to offer a more enriched and inclusive digital experience, allowing users to establish and attain fitness goals more efficiently.

FitXR on Strava

Kelly Cosentino, FitXR’s Fitness Chief, stated that as more and more people aim to manage their health and fitness goals, there is a heightened demand for simple access to crucial data across platforms. “FitXR’s integration with Strava provides our members with a holistic digital solution that easily fits into their lifestyles,” Cosentino said in a press release shared with ARPost. The collaboration intends to support individuals of all fitness levels by allowing them to monitor every step, action, and motion in both virtual and real environments.

With the free companion app for FitXR, users can easily send their workout data to Strava after every session. FitXR users can now join Strava’s dynamic community of over 100 million users in 190 nations. Additionally, this partnership allows them to set goals and key milestones, monitor improvement, and share their virtual accomplishments with fellow fitness enthusiasts worldwide.

Pairing a user’s FitXR mobile app with their Strava account is a straightforward task that requires only a few clicks. To initiate the syncing procedure, the user must launch the FitXR app and select the profile icon located at the bottom right-hand corner of the screen. Next, they should proceed by selecting the “Connected Apps” option from the menu and then choose “Strava.” After that, the user will be presented with a prompt to select the types of data they wish to sync with Strava, with the ability to modify their selections later. Once the user completes this quick setup, their workout information will automatically synchronize with Strava after each session.

This strategic collaboration of FitXR with Strava is pushing the company’s goal to offer a customizable virtual health club experience. The enhanced data connectivity will allow FitXR users to maximize the potential of the virtual activities and accompanying apps that encourage them to stay active.

New Partnerships Drive the Demand for a More Holistic VR Fitness Approach

FitXR’s recent partnerships with Pico and Strava highlight the increasing impact of virtual reality technology in the fitness industry and its potential to transform how individuals approach their health and wellness objectives.

By expanding the accessibility of its immersive training programs to a wider range of users, regardless of their hardware preferences, FitXR is reinforcing its dedication to providing a comprehensive and user-friendly digital experience. Consequently, FitXR empowers people of all fitness levels to track their progress more efficiently and stay motivated in their pursuit of a healthier lifestyle.

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co-op-vr-shooter-‘gambit!’-coming-to-quest-2-&-steamvr-next-week

Co-op VR Shooter ‘Gambit!’ Coming to Quest 2 & SteamVR Next Week

XREAL Games, the Budapest-based studio behind Zero Caliber VR (2018), announced that its upcoming co-op shooter Gambit! is finally set to release on Quest 2 and PC VR headsets next week.

Update (March 31st, 2023): After a long wait, XREAL Games today announced that Gambit! is now set to launch on April 6th, releasing simultaneously on SteamVR headsets and Quest 2.

The cross-platform game is said to offer “hours to plunder, 4-player co-op, dozens of guns, a myriad of attachments, skins, masks, deathmatch, tournament ladders, minigames, leaderboards, climbing, graffiti, hidden rewards, the GNOP, bossfights, free updates, dedicated customer support, and so on.”

Check out the latest gameplay trailer below:

Original Article (February 9th, 2022)Gambit! was first revealed around a year and half ago, promising a campaign-driven adventure full of guns, gangs, mayhem, and rock and roll. Although originally hoping to launch in 2021, now the team says it’s coming in Q2 2022.

Back then we only had a brief teaser to go on (seen below), however the game’s more recent Steam page shows off a bit more of what to expect, including a few new images.

XREAL says Gambit! will feature “20+ hours” of gameplay, that span nine levels across three chapters.

The four-player co-op missions are also said to include “dozens of guns, a myriad of attachments, skins, masks, deathmatch, tournament ladders, minigames, leaderboards, climbing, graffiti, hidden rewards, the GNOP, bossfights, free updates, dedicated customer support, and so on.”

We’re still waiting for the big gameplay reveal, although with the start of Q2 coming on April 1st, we may be getting a peek sometime soon. In the meantime we’ll be keeping our eyes peeled on the game’s Twitter for more info as it arrives.

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vr-takes-center-stage-at-dubai’s-deal-2023-expo:-highlights-and-takeaways

VR Takes Center Stage at Dubai’s DEAL 2023 Expo: Highlights and Takeaways

So, in the past few weeks we have seen big tech, including Meta and Microsoft, announce massive layoffs, mostly to their XR division and at the same time, pivoting towards artificial intelligence and generative content.

Despite the news, this year’s DEAL expo was as busy as ever. Teeming with an array of VR devices, games, contraptions, and a myriad of other VR-related gizmos that filled the halls, it, quite frankly, surpassed expectations.

It’s clear that there’s an appetite for virtual reality and that the VR industry as a whole has no intention of slowing down. Here’s a short rundown of the most interesting things that caught my eye.

Meta4 Interactive

Meta4 Interactive were on the floor showcasing their arena player vs. player battler based on the well-known Transformers IP. I had the chance to battle it out with the CBDO of Meta4, Sylvain Croteau, as well as other members of the team.

They were all great at the game, which might seem obvious since it’s their product after all, but you would be surprised how often management is actually disconnected from their games or brands. It was nice to see that in this case the team is not only up to speed with their products, but also plays Transformers: VR Battle Arena for fun.

The hardware consisted of blue HTC Vive Pros connected to the gaming PCs above. This kept the headsets tethered without me actually feeling the tether as the cables were suspended from above. Also, the game is stationary, as you teleport from platform to platform (not unlike Tower Tag). I dodged bullets and turned in all directions without any issues.

Meta4 Interactive booth
Meta4 Interactive booth

Transformers VR: Battle Arena was originally developed in 2019 but I only had a chance to try it out recently. On their website, Meta4 claims their games run at a 90hz refresh rate, but it felt like less. Perhaps more like 60fps or 45fps with reprojection to 90hz?

The HTC Vive Pros were tethered, so there was no latency but the game did have a peculiar dense, dreamlike aspect to it, which often stems from lower refresh rates. I would gladly play a slightly stripped-down version of the game if it meant running it at 120hz native.

PvP arenas are very engaging thanks to their competitive aspect but it also means they work best for groups of friends, gamers, and people who want to compete and see who’s the best. All in all, I had fun and can’t wait to see what Meta4 has in store next.

VEX Solutions

VEX Solutions showcased two turnkey solutions side by side. The first one, “VEX Adventure,” offered a more comprehensive LBE-type experience with a motorized floor, wind and heat, onboarding, and full cooperative plot-driven gameplay. The other one, “VEX Arena,” is a lighter, less premium version, aimed at higher throughput.

VEX Arena and VEX Adventure
VEX Arena (front) and VEX Adventure (back)

Both setups used haptic vests but otherwise, the hardware differed significantly. VR Arena used a Vive Focus 3, while the more premium VR Adventure opted for some kind of hybrid setup. It looked like Pico Neo 3, combined with SteamVR tracking, hand tracking, and Pico 3 controllers that were mounted into the guns. A true patchwork of all the different technologies.

VEX Adventure
Pico Neo 3 together with Vive trackers, hand tracking, and Pico 3 controllers 

The VEX representative declined to discuss hardware aspects, which I can understand. When it works, it works. However, having a multitude of varying components increases the number of potential failure points, which is not desirable. To that end, their other less premium offering, VR Arena, seemed a bit more manageable, but again I didn’t have the chance to ask about any specifics.

WARPOINT

For those looking to get into VR arenas on the cheap, WARPOINT had their own super basic solution. All it requires is 10 Meta Quest 2 headsets and a tablet. This must be the most affordable turnkey solution I saw at DEAL 2023. You could even forgo buying brand-new headsets and instead opt for second-hand ones to lower the costs even further.

WARPOINT
WARPOINT: Meta Quest 2s equipped with power banks are waiting their turn 

All the Meta Quests operate in standalone mode using software developed by WARPOINT themselves. All the modes and maps are designed for PvP combat and marketed as a form of e-sport.

WARPOINT VR
WARPOINT booth in action

Moviemex3D

Moving on, I encountered Moviemex3D. It’s a company that specializes in VR movies and VR simulators, but they also offer an arena experience called VR Labyrinth. It’s a popup box that features redirected walking, gaming elements, and even some motorized rumble effects.

Moviemex3d
Yours truly, stepping onto a VR elevator (with rumble effects) 

If you ever tried TraVRsal or Tea For God, you will know what the deal is. Even if the pop-up box looks small, the VR game area is much larger thanks to redirected walking, elevators, and so on. Expect traps, action, and shooting. Overall it’s a fun single-player experience.

From a hardware perspective, Moviemex3D used a Pico Neo 3 headset streaming from a PCVR computer. It’s not a bad solution but again, just like with the Transformers VR, I felt like the game wasn’t running at high enough refresh rates, making the entire experience feel heavy and dreamlike.

FuninVR

FuninVR had this pretty, eye-catching centerpiece.

FuninVR
UFO-shaped VR simulator (FuninVR)

It’s a massive UFO-shaped VR simulator. Not exactly a VR arena, but I had to try it out. The team was running a variety of experiences. People before me tried some kind of moon landing. In my case, it was a fantasy-themed rollercoaster.

Unfortunately, the VR simulator was out of sync with the roller coaster animation. Sometimes the track would turn left but the UFO didn’t – forcing me to either turn my head 90 degrees or face the walls. This left many participants nauseous.

There were also other questionable elements, like sudden impacts that made the roller coaster stop in place — basically, it’s like the developers deliberately broke every established rule on what not to do. I have strong VR legs, but still felt queasy.

Each participant had buttons on each side of the seat, which we used to shoot enemies, dragons, and other baddies. Aiming was done with head-tracking and it was a fun interactive element that I enjoyed, even if the shooting was only done for theatrical purposes — we were all running separate instances of the roller-coaster animation and there was no way to stop the simulator from progressing further.

Perhaps it would be better if I had tried the moon landing demo because, unfortunately, the roller-coaster had too many sync and motion issues to be enjoyable.

Hero Zone VR

One last turnkey VR solution worth mentioning is Hero Zone VR. It’s another fully standalone arena experience, this time running on a Vive Focus 3. This allowed the developers to take advantage of the headset’s larger resolution and higher-clocked XR2+ chipset.

Hero Zone VR
Participants getting ready to try out Hero Zone VR

There was a queue of people waiting to try out Hero Zone VR, so I didn’t get the chance to try it myself, but it looked like there was a selection of both cooperative and PvP games. I spoke briefly to one of the team members and he seemed to be quite proud of what they managed to achieve by going full standalone.

No Beat Saber?

There were also a lot of usual suspects: VR cabinets, VR kiosks, and VR arcades. Notably, Beat Saber was nowhere to be found. I wonder if it became too expensive to license or perhaps it has lost a bit of its novelty value. Instead, Synth Riders came in to fill the void, along with other fast-paced games like Zombieland VR.

Synth Riders Kiosk
Synth Riders. By all accounts a great rhythm game. 

One arcade cabinet I really enjoyed was VR Shotgun by VR 360 Action. You step into a minigun cart and it’s basically laser shooting reinvented. Spooks and baddies come from left and right and you just have to blast away.

VR Shotgun
VR Shotgun by VR 360 Action

The minigun prop felt heavy and it had some nice haptic feedback to it. I was also happy with the decision to use the HP Reverb G2  headset, which still presents a very high bar when it comes to clarity and resolution. The game was running buttery smooth. Of course, the gameplay was pretty unsophisticated and there was no locomotion (it would be nice to have some kind of on-rails movement to break the mold), but VR Shotgun did make me wish all the arena and LBE software would have this level of visual comfort and fluidity.

Summary and Takeaways

So, what are my main takeaways from this year’s DEAL?

» Even if the early days are behind us, we’re still in the days of rapid innovation and prototyping. This makes it hard for VR arcades and arenas to keep up. I saw almost every kind of headset this year, from the oldest Oculus Rift CV1s, through Vive Pro, Windows Mixed Reality, Quest 2, Pico 4, and Vive Focus 3, running standalone, streaming, and wired.

» Meta presence in the amusement and entertainment sector could be stronger. Despite spending egregious amounts, most of the money went towards metaverse and mixed reality — both of which do not gel very well with the arcade environment. The Quest Pro was nowhere to be seen but maybe because it’s such a fresh headset.

» Virtual reality is becoming more and more normalized. At least 30-40% of the booths were virtual reality oriented. With everyone around wearing and trying headsets, people have stopped feeling insecure about how they look with a headset on and instead enjoy their experiences, treating VR like any other tech.

Have fun and keep on rocking in the virtual world!

About the Guest Author(s)

Mat Pawluczuk

Mat Pawluczuk

Mat Pawluczuk is an XR / VR writer and content creator.

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