Inside VR & AR

Inside VR & AR (Sep 15th, 2017)

It’s that time of year again, and we’re bringing you a special “Back to School” edition of Inside VR & AR. Virtual and Augmented Reality technology is more than just fun and games; there are a lot of apps and tools that are meant to educate and help people learn in an immersive environment. Today’s issue highlights some of the newest educational apps.



 

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Addendums on 9/18/17:



 

 

 

 

 

 

Microsoft Enters Into Blockchain Contract with Hapoalim — from finance.yahoo.com

Excerpt (emphasis DSC):

Microsoft Corp. is fast gaining traction in blockchain technology. The company has made impressive progress in recent times through its deal with Accenture Plc ACN and the launch of Coco Framework for making blockchain-based systems faster and secure.

Microsoft is now bringing the technology mainstream for the financial industry. The company is reportedly collaborating with an Israeli lender, Bank Hapoalim for blockchain technology based digital bank guarantees.

Bank guarantees are a declaration of assurance from a bank that a debtor’s liabilities will be met if an obligation is not fulfilled. Notably, this combination of blockchain with bank guarantee will be the first of its kind in the Israel banking sector. This application, once deployed, will not require clients to visit the bank physically. The documentation process will be less time consuming and secure.

 

 



 

Also see:

Blockchain technology is moving into the shipping industry — with Microsoft and Maersk on board — from finance.yahoo.com by Ryan Browne

Excerpt:

The distributed ledger will be used to capture information about shipments, risk and liability, and to help firms comply with insurance regulations.It will also ensure transparency across an interconnected network of clients, brokers, insurers and other third parties. EY explained that its decision to secure marine insurance data with blockchain was due to a “complete inefficiency” in the sector.

 

Who Will Build the Health-Care Blockchain? — from technologyreview.com by Mike Orcutt
Decentralized databases promise to revolutionize medical records, but not until the health-care industry buys in to the idea and gets to work.

 

 



 

 

 

 

Samsung to develop VR mental health diagnosis tools for hospitals — from by Cho Mu-Hyun
Samsung Electronics will work with Gangnam Severance Hospital and content maker FNI to develop mental health diagnosis tools that use virtual reality.

Excerpt:

Cognitive behaviour therapies for suicide prevention and psychological assessment will be the focus, it said.

The companies will make chairs and diagnosis kits as physical products and will develop an application for use in psychological assessments using artificial intelligence (AI).

 

 

 

Augmented reality 101: Top AR use-cases — from wikitude.com by Camila Kohles

Excerpt:

Before we proceed, let’s make one thing clear: AR is not just about dog face filters and Pokémon GO. We kid you not. People are using this technology to bring ease to their lives and many forward-thinking companies are working with augmented reality to improve their workflow and businesses. Let’s see how.

 

 

 

The Top 9 Augmented Reality Companies in Healthcare — from medicalfuturist.com with thanks to Woontack Woo for the resource

Excerpt:

When Pokemon Go conquered the world, everyone could face the huge potential in augmented reality. Although the hype around the virtual animal hunting settled, AR continues to march triumphantly into more and more industries and fields, including healthcare. Here, I listed the most significant companies bringing augmented reality to medicine and healing.


Brain Power
The Massachusetts-based technology company, established in 2013, has been focusing on the application of pioneering neuroscience with the latest in wearable technology, in particular, Google Glass. The start-up builds brain science-driven software to transform wearables into neuro-assistive devices for the educational challenges of autism. Their aim is to teach life skills to children and adults on the autism spectrum. They developed a unique software suite, the “Empowered Brain” aiming to help children with their social skills, language, and positive behaviors. The software contains powerful data collection and analytic tools allowing for customized feedback for the child.

 

 

How VR Can Ease the Transition for First-Time Wheelchair Users — from vrscout.com by Presley West
Designers at innovation and design company, Fjord, have created a VR experience that teaches brand new wheelchair users how to safely maneuver their environment in a safe, empowering way.

 

 

 

How Eye Tracking is Driving the Next Generation of AR and VR — from vrscout.com by Eric Kuerzel

 

 

WebVR: Taking The Path Of Least Resistance To Mainstream VR — from vrscout.com by Vanessa Radd

Excerpt:

Content and Education
In the midst of a dearth of content for VR, WebVR content creators are coming together to create and collaborate. Over a million creators are sharing their 3D models on Sketchfab’s 3D/VR art community platform. Virtuleap also organized the first global WebVR hackathon.

“For application domains such as education and heritage, developing VR scenes and experiences for the Web is highly important,” said Stone. “[This] promotes accessibility by many beneficiaries without the need (necessarily) for expensive and sophisticated computing or human interface hardware.”

This democratized approach opens up possibilities in education far beyond what we’re seeing today.

“I also think that WebVR, as a JavaScript API, also enables a wide range of future students and young developers to ‘dip their toes into the water’ and start to build portfolios demonstrating their capabilities, ultimately to future employers,” said Stone. “I remember the promise of the days of VRML and products such as SGI’s Cosmo and Cortona3D (which still available today, of course). But the ability to be able to open up interactive—and quite impressive—demos of VR experiences that existed in higher quality form on specialised platforms, became an amazing marketing tool in the late 1990s and 2000s.”

 

 

 

 

 

Making a MOOC — from harvardmagazine.com by Jonathan Shaw

Excerpts:

Now, as one of a small number of Harvard faculty members each year whose course is selected to become a MOOC (a massive, online, open course), he is about to go global. Just 20 new courses are chosen by a faculty review committee annually, all of them ultimately offered to learners in at least one free version—part of Harvard’s commitment to improve access to education globally through HarvardX (HX), the University’s online course initiative. Hernán’s course is based on Epidemiology (EPI) 289: “Models for Causal Inference,” the core offering he’s taught for 14 years at the Harvard Chan School of Public Health (HSPH). Harvard Magazine accompanied Hernán during the making of his MOOC to find out what it takes to produce one, and how that compares to creating a traditional course.

Faculty members typically spend 96 to 142 hours helping produce and run an eight-week MOOC, according to HarvardX estimates. …But when complete, it will free him from much of the time and expense of traveling to teach this fundamental introductory material.

It takes a team of skilled professionals—HX employs a staff of about 45, including managers, videographers, graphic designers, digital editors, and even a copyright attorney and an accessibility coordinator (who helps make the materials usable for sight- and hearing-impaired learners)—to make each MOOC, at a cost that ranges widely, depending on the nature of the course and the sites of location shoots. This one cost about $100,000 to make.

Among the University’s goals in supporting the production of courses like Hernán’s is maximizing their “reach” as part of “Harvard’s contribution to a rising tide of education globally,” says HX faculty director Robert Lue.

A video lecture therefore becomes a short unit in which to make one point, “not five. Because if I try to make five points, I need 50 minutes.” The hooks—the real-world applications—mean that “I start each lesson by telling students why this is important, why they should keep watching….You are in a competition for attention…

 

“For example, it seems obvious, but there’s only one Miguel Hernán. And he can either teach a class of 70” once a year, “or develop this course that reaches many more around the world and across different disciplines.”

 

 

 

 

 

More Than Just Cool? — from insidehighered.com by Nick Roll
Virtual and augmented realities make headway in courses on health care, art history and social work.

Excerpt:

When Glenn Gunhouse visits the Pantheon, you would think that the professor, who teaches art and architecture history, wouldn’t be able to keep his eyes off the Roman temple’s columns, statues or dome. But there’s something else that always catches his eye: the jaws of the tourists visiting the building, and the way they all inevitably drop.

“Wow.”

There’s only one other way that Gunhouse has been able to replicate that feeling of awe for his students short of booking expensive plane tickets to Italy. Photos, videos and even three-dimensional walk-throughs on a computer screen don’t do it: It’s when his students put on virtual reality headsets loaded with images of the Pantheon.

 

…nursing schools are using virtual reality or augmented reality to bring three-dimensional anatomy illustrations off of two-dimensional textbook pages.

 

 

 



 

Also see:

Oculus reportedly planning $200 standalone wireless VR headset for 2018 — from techcrunch.com by Darrell Etherington

Excerpt:

Facebook is set to reveal a standalone Oculus virtual reality headset sometime later this year, Bloomberg reports, with a ship date of sometime in 2018. The headset will work without requiring a tethered PC or smartphone, according to the report, and will be branded with the Oculus name around the world, except in China, where it’ll carry Xiaomi trade dress and run some Xiaomi software as part of a partnership that extends to manufacturing plans for the device.

 



Facebook Inc. is taking another stab at turning its Oculus Rift virtual reality headset into a mass-market phenomenon. Later this year, the company plans to unveil a cheaper, wireless device that the company is betting will popularize VR the way Apple did the smartphone.

Source



 

 

 

Everyday Life in the Future — from hpmegatrends.com by Andrew Bolwell

 

Technology will play an increasingly vital role in our lives as we move into the future. Four major Megatrends — Rapid Urbanization, Changing Demographics, Hyper Globalization, and Accelerated Innovation — will have a sustained and transformative impact on businesses, societies, economies, cultures, and our personal lives.

 

 

 
 

Winner takes all — from by Michael Moe, Luben Pampoulov, Li Jiang, Nick Franco, & Suzee Han

 

We did a lot of things that seemed crazy at the time. Many of those crazy things now have over a billion users, like Google Maps, YouTube, Chrome, and Android.

— Larry Page, CEO, Alphabet

 

 

Excerpt:

An alphabet is a collection of letters that represent language. Alphabet, accordingly, is a collection of companies that represent the many bets Larry Page is making to ensure his platform is built to not only survive, but to thrive in a future defined by accelerating digital disruption. It’s an “Alpha” bet on a diversified platform of assets.

If you look closely, the world’s top technology companies are making similar bets.

 


 

 

Technology in general and the Internet in particular is all about a disproportionate gains to the leader in a category. Accordingly, as technology leaders like Facebook, Alphabet, and Amazon survey the competitive landscape, they have increasingly aimed to develop and acquire emerging technology capabilities across a broad range of complementary categories.

 

 

 

Some applications of VR from vrxone.com

Education
Virtual Reality to teach the skills needed for the future by enabling learners to explore, play, work as a team, compete, and be rewarded for their achievements through interactive lessons.

  • Virtual Field Trips
  • Immersive VRXOne Lab
  • VR for Arts & Design
  • Safe Laboratory Practicals through VR
  • Game based Learning
  • Geography, Marine Life VR Exploration
  • Astronomy & Space Research through VR
  • Architecture & Interiors
  • VR for Sports & Games
  • VR to improve Public Speech

Corporate Training
Virtual reality (VR) enhances traditional training methods through a new, practical and interactive approach. Improve Knowledge Retention by doing things in an immersive Environment.

* VR based Induction/ Onboarding
* Improving Health & Safety through VR
* Increase Knowledge Retention
* Hands-on VR Training Simulations
* Customer interactivity through VR
* VR to improve Marketing Strategy
* Special purpose training in VR
* High Risk Environment VR Simulation
* Critical National Infrastructure brief on VR
* VR for Business Planning

Healthcare
Virtual Reality has proven great results with 34% of Physical Health and 47% of Mental Health Improvements through various applications and learning programs.

* 360° Live streaming of Surgical Procedure
* Medical & Nursing Simulation
* Emergency Drill Scenario
* VR for pain & anxiety relief
* Assistive Technology for Special Education.
* Interactive Anatomy Lessons
* Yoga, Meditation and Recreational Therapy
* Virtual Medical Consultation
* Motivational Therapy for Aged Citizens
* VR for Medical Tourism

 

 

 

2017 Internet Trends Report — from kpcb.com by Mary Meeker

 

 

Mary Meeker’s 2017 internet trends report: All the slides, plus analysis — from recode.net by Rani Molla
The most anticipated slide deck of the year is here.

Excerpt:

Here are some of our takeaways:

  • Global smartphone growth is slowing: Smartphone shipments grew 3 percent year over year last year, versus 10 percent the year before. This is in addition to continued slowing internet growth, which Meeker discussed last year.
  • Voice is beginning to replace typing in online queries. Twenty percent of mobile queries were made via voice in 2016, while accuracy is now about 95 percent.
  • In 10 years, Netflix went from 0 to more than 30 percent of home entertainment revenue in the U.S. This is happening while TV viewership continues to decline.
  • China remains a fascinating market, with huge growth in mobile services and payments and services like on-demand bike sharing. (More here: The highlights of Meeker’s China slides.)

 

 

Read Mary Meeker’s essential 2017 Internet Trends report — from techcrunch.com by Josh Constine

Excerpt:

This is the best way to get up to speed on everything going on in tech. Kleiner Perkins venture partner Mary Meeker’s annual Internet Trends report is essentially the state of the union for the technology industry. The widely anticipated slide deck compiles the most informative research on what’s getting funded, how Internet adoption is progressing, which interfaces are resonating, and what will be big next.

You can check out the 2017 report embedded below, and here’s last year’s report for reference.

 

 

Deep learning-based bionic hand grasps objects automatically — from kurzweilai.net
“Hands with eyes” offer new hope to amputees

Excerpt:

The hand’s camera takes a picture of the object in front of it, assesses its shape and size, picks the most appropriate grasp, and triggers a series of movements in the hand — all within milliseconds.

 

 

 

From DSC:
Going in a slightly different direction…what might this mean for robots that can begin to “see” things and take action based upon what they “see?”

Again, I can picture where this type of application could be useful and positive…and I can see how certain applications of these technologies could be used negatively/destructively as well.

 

 

 

 

 

Ed Dept. Names Finalists for Virtual and Augmented Reality Competition — from campustechnology.com by Sri Ravipati

Excerpt:

The finalists are:

  • Case Western Reserve University, which developed “Holographic Anatomy to Transform Healthcare,” a simulation that provides an alternative to using cadavers to teach medical anatomy. Combining the Microsoft HoloLens and the VR experience, medical students can practice dissection techniques in a virtual environment.
  • Embodied Labs for a series of VR patient experiences called “The Alfred Lab,” designed to teach students how to take better care of elderly populations.
  • Octothorpe, the creator behind “The Irregular: Sherlock Holmes,” which challenges students to work together on chemistry and psychology problems.
  • Osso VR, for its realistic, hands-on orthopaedic surgical training platform; and
  • Smart Sparrow, an education company that created “LifeCraft,” which explores life on Earth through various archaeology, biology and astronomy expeditions.

 

 
 

 

The Stanford Virtual Heart – Lucile Packard Children’s Hospital Stanford

Published on Mar 28, 2017
Pediatric cardiologists are using immersive virtual reality (VR) technology to explain complex congenital heart defects, which are some of the most difficult medical conditions to teach and understand.

 

 

 

 

From DSC:
Surgeons could also use this type of application to better explain — and help visualize — problems for their patients.

 

 

 

 

From DSC:
As our population gets older, providing the types of devices (as listed below) to employees would create WIN-WIN situations for all involved — employees, employers, and the aging parents or loved ones. Doing so could:

  • Reduce time away from work — i.e., less travel, less overnights, etc.
  • Reduce stress and ease the employees’ minds — i.e., have the peace of mind that one’s parent(s) is (are) doing ok
  • Allow some mobility around the apartment, home, or nursing home to see that everything is ok
  • Allow for some limited conversations with employees and their parents if the parents needed something

 

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