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Submission + - Fusion Propulsion for Spacecraft Edging Closer (washington.edu)

imikem writes: University of Washington researchers and scientists at a Redmond-based space-propulsion company are building components of a fusion-powered rocket aimed to clear many of the hurdles that block deep space travel, including long times in transit, exorbitant costs and health risks.
"Using existing rocket fuels, it's nearly impossible for humans to explore much beyond Earth," said lead researcher John Slough, a UW research associate professor of aeronautics and astronautics. "We are hoping to give us a much more powerful source of energy in space that could eventually lead to making interplanetary travel commonplace."

Maybe this will be powered by fusing all the unsold copies of Windows 8.

Displays

Submission + - USC Launches 3D Printed VR Headset Library (roadtovr.com)

Hesh writes: "The University of Southern California has launched a website (http://projects.ict.usc.edu/mxr/diy/) that contains the blueprints for many of their custom VR headsets as well as new mods to the much anticipated yet unreleased Oculus Rift (http://oculusvr.com). Some are helping push DIY VR forward through custom sensor mounts to support, for example, stereo cameras (http://projects.ict.usc.edu/mxr/diy/oculus-sensor-mount/) and others add more functionality like new eye cups (http://projects.ict.usc.edu/mxr/diy/eye-cups-for-oculus-rift/) to help increase the already large FOV of the headset. This is truly an exciting time for VR and by GDC developers will already have Rifts in hand and tinkerers can 3D print their own designs now as well!"
Games

Submission + - Build Your Own Oculus Virtual Reality Headset Guide (roadtovr.com)

Hesh writes: "With the impending arrival of the first batch of Oculus Rift (http://oculusvr.com) VR headsets in the hands of developers, Rod Furlan put up a very detailed guide (http://www.roadtovr.com/2013/03/12/build-your-own-diy-oculus-rift-guide-3927) on how to build your very own headset with off the shelf parts and a few hours of spare time based off of the original design of the headset from the forums where it all started. This is a very exciting time for VR, and DIY headsets will allow everyone to try out new tricks and form factors while finally being able to test with a whole new world of compatible software that is about to be released very soon. Check it out!"
Games

Submission + - Modder proves SimCity can run offline indefinitely (geek.com)

An anonymous reader writes: Ever since SimCity launched, there has been a suspicion that the need for the game to always be connected to a server was mainly a form of DRM, not for social game features and multiplayer. Then a Maxis developer came forward to confirm the game doesn’t actually need a server to function, suggesting the information coming out of EA wasn’t the whole truth. Now EA and Maxis have some explaining to do as a modder has managed to get the game running offline indefinitely.

Submission + - US National Vulnerability Database Down Following Malware Infestation (paritynews.com)

hypnosec writes: The US government's National Vulnerability Database (NVD) maintained by National Institute of Standards and Technology (NIST) is offline since a few days because of malware infestation. The public facing site has been taken offline since last Friday because traces of malware were found on two of the web servers that house the NVD. A post on Google+ containing an email from Gail Porter details the discovery of suspicious activity and subsequent steps taken by NIST. As of this writing the NVD website is still serving a page not found message.
Games

Submission + - Inside the Project Holodeck VR Game World, First Impressions (roadtovr.com)

Hesh writes: "The space-pirates themed Project Holodeck game (http://www.ProjectHolodeck.com) out of USC is a VR game that is initially targeted for the Oculus Rift and will marry VR with a world so interactive and immersive that it feels like you can almost reach out and touch it. Ben Lang over at RoadToVR recently got a chance to sit down with the team and try it out and came out extremely impressed with how immersive the experience was: '...at one point I needed to set the Razer Hydra controllers down to adjust my helmet and I nearly tried to set them down on a virtual table next to me. There was no table in real life — had I not quickly realized what I was about to do, I would have dropped the controllers straight onto the floor below.'"

Comment Re:... Virtual reality on a Mac? (Score 1) 52

It is a flat desktop because that is the most reasonable and quickest way to get up and running productively. I can scale it up and let users work as usual without inventing a new way for them to interact with their windows. Also, X windows and OSX don't give us the full tree of Windows so we can't accurately associate popups for example with their parent, so you'd have to have new windows and popups show up somewhere else. I did initially render the windows individually, so it is doable, but we'd still need a means of isolating input to each window, it's a definite possibility for Linux, and a weak one for OSX and Windows unless better support from the OS is released.

Comment Re:Qt5 Wayland compositor looks much more impressi (Score 1) 52

True, but Ibex also supports Quake3 levels on Linux and Ogre3D levels exported from Blender 3D on Linux so it doesn't seem that much more impressive visually honestly (eg: http://hwahba.com/ibex/files/page5-ibex-irrlicht-quake3-movement-done.png). The Wayland compositor is more impressive due to the Wayland support on the backend that lets one individually separate windows and manage them separately as a group, something that can only be done as a hack on Linux and OSX (possibly Windows, not sure yet). I'll add Wayland support to Ibex once it has proper 3D acceleration on non-Intel hardware, otherwise it would be a tad slow for most users. The Linux client lets you run full 3D programs like Blender and videos in realtime and that would be an issue without 3D accelerated surfaces from the underlying windowing system.

Comment Re:... Virtual reality on a Mac? (Score 1) 52

Honestly, I don't have a good answer as to how well this will work in practice. I think we'll need much higher resolution VR glasses for this to be of any use, but I'm keeping my fingers crossed that it will be slightly useable with the first iteration. This is more of a proof-of-concept in that it lets us even try out a virtual desktop and see what it looks like on consumer hardware, who knows what systems if any exist for research or military headsets? certainly not Linux and OSX. If this is found to be useful it should be trivial to add the right kinds of anti-aliasing and economies of scale should help bring high enough resolution displays to the market.

For your second point, you're right, it would get exhausting moving one's head around all the time to switch desktops. There is a keyboard interface so you can switch desktops (currently only supports one, but you can walk around with this interface as well), an iPhone client that will be updated to act as a remote control for motion and probably have gestures to switch workspaces, and lastly, the Leap Motion (http://leapmotion.com), highly recommend you check it out. The leap will basically be a tiny kinect for your laptop, the plan is to integrate hand gestures with that for motion and app switching, etc... that's the main goal as of right now.

Comment Re:... Virtual reality on a Mac? (Score 1) 52

I've looked at Open Croquet as well, but it is much more complex than what I need and isn't as cross-platform. One of the cool Open Croquet features is remote desktop sharing for example, I'm actually going for compositing your local desktop for as much speed as possible.

Also, if you check out the pictures and descriptions on http://hwahba.com/ibex you'll notice that it supports 2 3D engines in addition to the simple one from the screenshot: Irrlicht and Ogore3D which means you will be able to load up more complex worlds (Quake 3 levels and levels made in Blender 3D) and walk around them. I haven't gotten around to posting videos of those nor have I gotten around to porting them from Linux to the Mac yet. In time though once more work is done and a plugin system is completed.

Comment Re:... Virtual reality on a Mac? (Score 5, Insightful) 52

Step one is to get a virtual environment that works, this works. Step two is to get a virtual reality headset, the Oculus will help with that. Step three is to write whatever programs you want that fit into that world rather than have every single VR program be its own separate entity requiring one to leave the experience just to even switch to another app. It is important that there be a beginning.

Comment Re:... Virtual reality on a Mac? (Score 5, Interesting) 52

On Linux it is actually a compositor. On the Mac you use the built-in compositor to render the desktop to a virtual desktop then allow full interaction with it from the virtual world.

It also adds the ability to work with the Oculus Rift (http://oculusvr.com) so that you actually look around and the companion iPhone app (and as it is open-source any other platform really) will let you navigate. The plan is also to add support for the Leap Motion (https://leapmotion.com) so that you can navigate the world using gestures, look around anywhere you want, and if you want, still get work done.

Imagine you are on a plane, instead of using your puny laptop screen you can use a giant virtual one (or many giant virtual ones). This is just the beginning.

Desktops (Apple)

Submission + - Ibex Virtual Reality Desktop Beta for Mac Released (roadtovr.com)

Hesh writes: "Ibex, the first cross-platform VR desktop of its kind, that was previously released for Linux has finally been updated to work on Mac OS X Mountain Lion. Running at a silky smooth 60fps it is nearing final release and awaiting delivery of the developer Oculus Rift kits for final integration testing. A Windows version may be released in time. The source can be found on bitbucket for the Linux version and iPhone orientation sensor client while the Mac source is to follow soon at the same location."

Submission + - 2.4M Kickstarted Oculus Rift Delayed until March/April (oculusvr.com)

An anonymous reader writes: After an amazing Kickstarter campaign garnering over 2.4M in backers, VR headset Manufacture OculusVR has announced manufacturing details and also a shipping delay until March or April 2012. Oculus claims that due to the number of backers, mass manufacturing would be required. Additional details are included on their 1000hz 9DOF head tracker and 7" screen. It looks like the VR revolution will have to wait a little bit longer.

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I've never been canoeing before, but I imagine there must be just a few simple heuristics you have to remember... Yes, don't fall out, and don't hit rocks.

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