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RealGo is a controller for transmitting movement in virtual space. Created by ITMO University students, in the future, the device has the potential to make VR devices cheaper and more convenient for regular users. More on the technology, investments and the project’s uniqueness in this article by ITMO.NEWS.
Last week at the Tochka Kipenia event space was marked by the Majorov International Conference on Software Engineering and Computer Systems, a part of ITMO University’s 120th anniversary celebrations. The topics of the conference included software engineering development, computer systems and cyber-physical systems. One of the key presentations on the first day of the conference was given by Dmitry Kirillov, the president of VR solution company Modum Lab. He described the potential application of VR to educate children and adults alike. Read on for the highlights of his talk.
This summer, as part of the international cross-border cooperation program “Interreg Baltic Sea Region 2014-2020”, city councils, universities, industrial plants and R&D companies have joined efforts to solve the problem of accessibility for older people in the Baltic region. To improve the situation, participants of the program want to create a range of accessible public spaces for seniors in the cities of the Baltic region. ITMO University, a participant of the BaltSe@nioR 2.0 international project, is responsible for creating VR/AR content for older people, as well as developing special furniture pieces that will allow seniors and people with disabilities to safely use modern technologies (such as VR, videos in the 360 format, etc.) for socializing.
Konstantin Malyshev, a Master’s student at ITMO’s Educational Center for Graphic Technologies, created a prototype of a device that provides scents in virtual reality. With the help of this invention, one can transport themselves into Vincent van Gogh’s painting The Night Café, where the air is filled with the scent of port and coffee. Read on to learn more about the device.
In 2016 the company Cerevrum Inc, which creates VR-based educational content for the corporate sector, attracted one million USD in investments from the co-founder of Oculus. Three years later, the company has now been granted another million by the Russian venture firm LETA Capital. A year earlier, Cerevrum became a resident of ITMO University’s Technopark; just recently, the company bought out its 7% share from the Internet Initiatives Development Fund (IIDF). We’ve previously written about the project in detail here. Read on to learn how Cerevrum earned the investment and what it means for the company’s future.
The startup Cerevrum Inc is creating a new standard for education using virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) technologies. Major companies and corporations these days are becoming increasingly interested in staff training and boosting their sales. Cerevrum’s products allow businesses to not only hone their employees’ skills, but also see the results reflected in their revenue data. In 2016, Facebook invested one million dollars in the company, and today Cerevrum works with some of Russia’s biggest businesses. ITMO.NEWS spoke with its founder Natalia Floksi to learn what made her project so unique.
A group of ITMO students together with the TAU Tracker company released their Shadow Samurai game, which uses motion capture gloves. The game demonstrates the technology’s efficiency: using a VR helmet and TAU Tracker gloves, you can interact with the virtual world without any gamepads and controllers. The project was presented for the first time at the annual Consumer Electronics Show (CES) that was held in Las Vegas in January. According to the developers, apart from the gaming industry, the technology has some other applications, for example, in such fields as medicine, car manufacturing, and robotics. ITMO.NEWS met with the director of ITMO’s Master’s program ‘Game Development Technologies’, Andrey Karsakov, and asked him about the project and its prospects for the future.
Modern technologies make our life way easier: credit cards, smartwatches, robots, virtual reality, and functional foods are no longer a novelty, but part and parcel of our daily routine. In this article, we’ll tell you about how people’s life and the world around us have changed over the last decade.
At the end of the year, tech companies look back on 2018 and make predictions for 2019. The past year was marked by advances in AI, major data privacy scandals and countless ups-and-downs of bitcoin. But what about the near future? Let’s take a look at the key predictions for the digital world of 2019.
In late October, the St. Petersburg Stieglitz State Academy of Art and Design hosted the Fourth International Animation Assembly. One of this year’s main topics of roundtable discussions, lectures and workshops was the use of digital technologies. ITMO University showcased virtual reality tech in a special demo area at the event. ITMO.NEWS learned how students create thesis projects at the intersection of art and science, and put down the highlights from a lecture by digital artist Rinat Khabirov.