'A 2011 study with 54 children in burn units found an up to 44 percent reduction in pain during VR sessions—with the bonus that these injured kids said they had “fun.”'https://twitter.com/StanfordVR/status/1091771672577765376 …
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Replying to @imranm
I think there is a tremendous opportunity for a team to bring a mobile AR product to market to combat chronic pain, amputee rehabilitation, stroke therapy etc.
2 replies 0 retweets 2 likes -
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Replying to @imranm @magicleap
My limited understanding makes me think
@magicleap will be cost prohibitive for the average consumer. Most Android/iOS phones will have depth cameras and enough horsepower to run convolutional neural networks in the near future. Phone + slide-in VR headset like Samsung Gear.2 replies 0 retweets 1 like -
We
@magicleap have a consumer roadmap.5 replies 2 retweets 16 likes
It's ideally a virtuous cycle: build dev hardware & tools, enable 3rd party ecosystem of software & hardware, then when there's enough consumer value in the ecosystem, build devices for consumers (early adopters & niches 1st). Leads to more software, which leads to more devices.
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