ISPR Presence News

Monthly Archives: June 2018

Call: Neuroscience & Society: Ethics, Law, and Technology

NEUROSCIENCE & SOCIETY: Ethics, Law, and Technology
24-25 August 2018
Sydney, NSW, Australia
http://neuroethicsconference.org.au/

Abstracts due: 7 June 2018

Advances in brain scanning and intervention technologies are transforming our ability to observe, explain, and influence human thought and behaviour. Potential applications of such technologies (e.g. brain-based pain detection in civil lawsuits, medications to help criminal offenders become less impulsive, prediction of future behaviour through neuroimaging) and their ethical, clinical, legal, and societal implications, fuel important debates in neuroethics.

However, many factors beyond the brain – factors targeted by different emerging technologies – also influence human thought and behaviour. Sequencing the human genome and gene-editing technologies like CRISPR Cas-9 offer novel ways to explain and influence human thought and behaviour. Analysis of data about our offline and online lives (e.g. from fitness trackers, how we interact with our smartphone apps, and our social media posts and profiles) also provides striking insights into our psychology.… read more. “Call: Neuroscience & Society: Ethics, Law, and Technology”

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New technique tricks the brain to enlarge walkable virtual worlds

[This story from Inverse describes a clever new way to manipulate VR users’ perceptions to create more natural walking (and thus presence) experiences in virtual worlds. –Matthew]

[Image: Source: Digital Trends]

VR Worlds Where You Can Actually Walk Around Are on the Way

Goodbye, room-limited HTC Vive games!

By Mike Brown
May 30, 2018

Ready to go on an infinite journey through virtual reality? Researchers at Stony Brook University, working with Nvidia and Adobe, announced on Tuesday that they’ve taken a big step toward making virtual worlds feel vast and expansive. By manipulating the eye’s natural movements, the researchers say the breakthrough could enable more fully immersive experiences where users can walk around without running into walls or other objects.

“I do believe it will get into VR devices and games in the near future,” Qi Sun, lead author of the work, tells Inverse.… read more. “New technique tricks the brain to enlarge walkable virtual worlds”

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