Working together, eLearning Studios, Facesoft and Emteq are creating a platform designed to allow the museum and arts sector to rapidly and easily create immersive content. To deliver a platform which fulfils the needs of these institutions, we are carrying out a programme of user needs and UX research.
Whilst that particular step by Neil Armstrong was one of the most important in history, counting steps in modern times has become routine thanks to low-cost accelerometers inside our smartphones and fitness devices. As this week marks the 50th anniversary of the moon landing, it’s fitting to hark back to the era when accelerometers weighed kilograms and cost tens of thousands of dollars each. Today accelerometers, which are used to measure movement in space (and which are often combined with a gyroscope to measure rotation and are collectively called inertial measurement units or IMUs) are only a little larger than a large grain of salt and costing pennies.
Virtual reality is offering a new way to treat mental health disorders that impact 25% of the UK. The success of Clinical VR may be due to its ability to simulate the fundamental properties of the human brain, surrounding you with a safe, controlled version of your world. Continuing advances in VR technology will mark the way for new innovative treatments, changing the lives of many people. In this article we explore the application of immersive virtual reality as a treatment medium for mental health disorders and the concept of Predictive Coding.
A recent study published by Digital Catapult highlights the need for a better way to monitor emotional response in VR market research. There is no doubt that VR can revolutionise market research for products and experiences with a high emotional connection such as vehicles, apparel or retail. Until now the solutions have lacked the accuracy required, Emteq is pioneering the measurement of affect, engagement and arousal in VR. We are currently trialling a prototype device that can be inserted into a VR headset, contact us for more information firstname.lastname@example.org
Using questionnaires and interviews for market research is subject to bias and often fails to capture the emotions that were felt at the time. VR brings a fresh angle to market research by immersing people into the product they are exploring. As opposed to looking at images of a car prototype, VR can be used to literally put people in the driving seat – or at least feel as though they are.
Emteq announces a collaboration with Canadian company Quantum Capture to deliver facial performance capture in real-time without cameras, wires or bulky headgear.
Charles Nduka, CSO at Emteq Ltd, discusses the evolution of inputs and interaction in VR and AR and how Emteq are innovating for the future.
Here at Emteq we have recently completed a survey of respected research organisations for their thoughts on the use of VR technology in their work. The response was fantastic, with 87 responses from researchers in 12 different countries. The responses lead us to believe that the cost of current eye tracking and emotion measurement solutions is a barrier to widespread adoption, coupled with the fact that the current range of packaged solutions are complex and lack key features. At Emteq, we are creating a simple solution to sense human emotions from the face, with VR being the perfect use-case for our technology. If you would like to understand more about how Emteq can improve the quality of research in VR visit www.emteq.net
Emteq is developing technology that allows computers to read your facial expression and emotions. This technology - named Facial Remote Activity Monitoring Eyewear (FRAME) is part of an £800,000 project funded by the National Institute for Health Research Invention for Innovation Programme. FRAME is being developed by a consortium led by Nottingham Trent University in collaboration with Queen Victoria Hospital in West Sussex, Brighton-based technology company Emteq, Coventry University, and the Facial Palsy UK charity.
Vote for emteq in the AWE2017 awards
An exciting opportunity to minimise reliance on pharmacological garments for mental health lies in Virtual Reality. Advances in Virtual Reality technology allow you to enter a world that is authentic enough to trigger your mind and body to behave as if it’s the real world.
"The addition of this new and exciting science to the surgical armamentarium is an important step and is a virtual certainty"
The quote above is not in response to the recent ground-breaking live VR surgery performed by Shafi Ahmed. In fact I wrote these lines in the British Journal of Surgery 22 years ago. Re-reading the article now, I cringe at my gushing enthusiasm - "it may be five or even 10 years before computers are capable of producing convincing images...". I glossed over the fact that the Silicon Graphics computers required to run the system cost $60,000 or more and the upper end of performance was 15 frames per second.
To many, the current excitement about VR may seem equally overblown, but as I've previously grazed my knees falling off the Hype Cycle, I know that this time it's different...