2018 TECH TRENDS REPORT — from the Future Today Institute
Emerging technology trends that will influence business, government, education, media and society in the coming year.

Description:

The Future Today Institute’s 11th annual Tech Trends Report identifies 235 tantalizing advancements in emerging technologies—artificial intelligence, biotech, autonomous robots, green energy and space travel—that will begin to enter the mainstream and fundamentally disrupt business, geopolitics and everyday life around the world. Our annual report has garnered more than six million cumulative views, and this edition is our largest to date.

Helping organizations see change early and calculate the impact of new trends is why we publish our annual Emerging Tech Trends Report, which focuses on mid- to late-stage emerging technologies that are on a growth trajectory.

In this edition of the FTI Tech Trends Report, we’ve included several new features and sections:

  • a list and map of the world’s smartest cities
  • a calendar of events that will shape technology this year
  • detailed near-future scenarios for several of the technologies
  • a new framework to help organizations decide when to take action on trends
  • an interactive table of contents, which will allow you to more easily navigate the report from the bookmarks bar in your PDF reader

 


 

01 How does this trend impact our industry and all of its parts?
02 How might global events — politics, climate change, economic shifts – impact this trend, and as a result, our organization?
03 What are the second, third, fourth, and fifth-order implications of this trend as it evolves, both in our organization and our industry?
04 What are the consequences if our organization fails to take action on this trend?
05 Does this trend signal emerging disruption to our traditional business practices and cherished beliefs?
06 Does this trend indicate a future disruption to the established roles and responsibilities within our organization? If so, how do we reverse-engineer that disruption and deal with it in the present day?
07 How are the organizations in adjacent spaces addressing this trend? What can we learn from their failures and best practices?
08 How will the wants, needs and expectations of our consumers/ constituents change as a result of this trend?
09 Where does this trend create potential new partners or collaborators for us?
10 How does this trend inspire us to think about the future of our organization?

 


 

 

Virtual reality technology enters a Chinese courtroom — from supchina.com by Jiayun Feng

Excerpt:

The introduction of VR technology is part of a “courtroom evidence visualization system” developed by the local court. The system also includes a newly developed computer program that allows lawyers to present evidence with higher quality and efficiency, which will replace a traditional PowerPoint slideshow.

It is reported that the system will soon be implemented in courtrooms across the city of Beijing.

 

 

 

Watch Waymo’s Virtual-Reality View of the World — from spectrum.ieee.org by Philip Ross

From DSC:
This is mind blowing. Now I see why Nvidia’s products/services are so valuable.

 

 

Along these same lines, also see this clip and/or this article entitled, This is why AR and Autonomous Driving are the Future of Cars:

 

 

 

The Legal Hazards of Virtual Reality and Augmented Reality Apps — from spectrum.ieee.org by Tam Harbert
Liability and intellectual property issues are just two areas developers need to know about

Excerpt:

As virtual- and augmented-reality technologies mature, legal questions are emerging that could trip up VR and AR developers. One of the first lawyers to explore these questions is Robyn Chatwood, of the international law firm Dentons. “VR and AR are areas where the law is just not keeping up with [technology] developments,” she says. IEEE Spectrum contributing editor Tam Harbert talked with Chatwood about the legal challenges.

 

 

 

This VR Tool Could Make Kids A Lot Less Scared Of Medical Procedures — from fastcompany.com by Daniel Terdiman
The new app creates a personalized, explorable 3D model of a kid’s own body that makes it much easier for them to understand what’s going on inside.

Excerpt:

A new virtual reality app that’s designed to help kids suffering from conditions like Crohn’s disease understand their maladies immerses those children in a cartoon-like virtual reality tour through their body.

Called HealthVoyager, the tool, a collaboration between Boston Children’s Hospital and the health-tech company Klick Health, is being launched today at an event featuring former First Lady Michelle Obama.

A lot of kids are confused by doctors’ intricate explanations of complex procedures like a colonoscopy, and they, and their families, can feel much more engaged, and satisfied, if they really understand what’s going on. But that’s been hard to do in a way that really works and doesn’t get bogged down with a lot of meaningless jargon.

 

 

Augmented Reality in Education — from invisible.toys

 

Star Chart -- AR and astronomy

 

 

The state of virtual reality — from furthermore.equinox.com by Rachael Schultz
How the latest advancements are optimizing performance, recovery, and injury prevention

Excerpt:

Virtual reality is increasingly used to enhance everything from museum exhibits to fitness classes. Elite athletes are using VR goggles to refine their skills, sports rehabilitation clinics are incorporating it into recovery regimes, and others are using it to improve focus and memory.

Here, some of the most exciting things happening with virtual reality, as well as what’s to come.

 

 

Augmented Reality takes 3-D printing to next level — from rtoz.org

Excerpt:

Cornell researchers are taking 3-D printing and 3-D modeling to a new level by using augmented reality (AR) to allow designers to design in physical space while a robotic arm rapidly prints the work. To use the Robotic Modeling Assistant (RoMA), a designer wears an AR headset with hand controllers. As soon as a design feature is completed, the robotic arm prints the new feature.

 

 

 

From DSC:
How might the types of technologies being developed and used by Kazendi’s Holomeeting be used for building/enhancing learning spaces?

 

 

 

 

AR and Blockchain: A Match Made in The AR Cloud — from medium.com by Ori Inbar

Excerpt:

In my introduction to the AR Cloud I argued that in order to reach mass adoption, AR experiences need to persist in the real world across space, time, and devices.

To achieve that, we will need a persistent realtime spatial map of the world that enables sharing and collaboration of AR Experiences among many users.

And according to AR industry insiders, it’s poised to become:

“the most important software infrastructure in computing”

aka: The AR Cloud.

 

 

 

 

5 benefits of using Augmented & Virtual Reality Technologies in eLearning — from elearningindustry.com by Christoper Pappas
Are you looking for ways to make your eLearning course stand out from the crowd? What if I told you there is technology that can help you achieve not only that but also increase online learner engagement and motivation? In this article, I’ll share the most notable benefits of using Augmented and Virtual Reality technologies in your eLearning course.

Excerpt:

Although their full implications are yet to be explored, alternate reality technologies make eLearning more engaging and productive. They are here to stay, and who knows what benefits they will bring to future learners. As the technology evolves, so too will the applications in eLearning. Which is why it’s essential for eLearning pros to keep up with cutting-edge tech and think of new and innovative uses for AR and VR tools.

 

 

 

National Museum of Finland Offers Virtual Time Travel — from vrfocus.com by
Visitors can step into the world of Finland in 1863 with the power of virtual reality.

 

National Museum of Finland Offers Virtual Time Travel

 

 

Every type of AR and VR explained, from Rift to HoloLens and beyond — from t3.com by David Nield
Know your augmented from your virtual

 

 

 

 

 

 

Augmented reality lets doctors peer inside the body like never before — from nbcnews.com by Tom Metcalfe
New devices will end ‘historic disconnect’ in doctors’ treatments of patients.

Excerpt:

Augmented reality (AR) technologies that blend computer-generated images and data from MRI and CT scans with real-world views are making it possible for doctors to “see under the skin” of their patients to visualize bones, muscles, and internal organs without having to cut open a body.

Experts say AR will transform medical care by improving precision during operations, reducing medical errors, and giving doctors and patients alike a better understanding of complex medical problems.

 

 

 

Healthcare VR innovations are healing patients — from cio.com by Peter Nichol
Virtual reality is healing patients with augmented technologies. The patient experience has been transformed. Welcome to the era of engaged recovery — the new world of healing.

Excerpt:

Three emerging realities will change the hospital experience with unparalleled possibilities:

  • Virtual reality (VR): full immersion, a simulated reality.
  • Mixed reality: partial immersion, virtual objects in a real world.
  • Augmented reality (AR): information overlay, simulated information on top of the real world.

Today, we’ll explore how advances in virtual reality are creating worlds that heal.

The next generation of clinical education
The list of possibilities for VR is endless. Augmented and virtual reality medical solutions are removing distractions, improving the quality of critical thinking, and maturing learning solutions, saving time and money while supercharging the learning experience. Explosive developments in 3D virtual and augmented reality have taken clinical education and hands-on learning to the next level.

Innovation is ever present in the virtual reality space for healthcare.

  • Mindmaze has developed a breakthrough platform to build intuitive human-machine interfaces combining virtual reality, computer graphics, brain imaging and neuroscience.
  • MindMotionPRO is a healthcare product offering immersive virtual reality solutions for early motor rehabilitation in stroke patients.
  • Live 360 uses consumer-level virtual reality devices such as the Oculus Rift.
  • Medical Realities offers systems designed to reduce the cost of training.
  • ImmersiveTouch is a surgical virtual reality technology that offers a realistic surgical touch and feel. It also brings patient images to life with AR and VR imaging.
  • BioFlight VR offers a broad range of medical VR and AR services, including VR training and simulations, AR training, behavior modification and 360-degree video.
  • Zspace is an immersive medical learning platform, virtualizing anatomical representations into complete procedural planning. zSpace brings a new dimension to medical learning and visualization across three spaces: gross anatomy VR lab (13,000 plus anatomical objects), teaching presentation view (share the teaching experience with the class via HD TV) and DICOM Viewer (volumetrically render 2D DICOM slices).

 

EyeSim

 

 

 

Digital reality A technical primer — from deloitte.com

Excerpt:

Digital reality is generally defined as the wide spectrum of technologies and capabilities that inhere in AR, VR, MR, 360° video, and the immersive experience, enabling simulation of reality in various ways (see figure 1).

 

 

 

 

Key players in digital reality

In terms of key players, the digital reality space can be divided into areas of activity:

  • Tools/content—platforms, apps, capture tools, etc.
  • Application content—information from industry, analytics, social, etc.
  • Infrastructure—hardware, data systems, HMDs, etc.

Increasing investment in infrastructure may drive the growth of software and content, leading to new practical applications and, possibly, an infusion of digital reality software development talent.

 

 

 

 

This All-Female Founders Pitch Event Was Held in VR — from vrscout.com by Malia Probst
Hailing from 26 countries across the world, people came together in virtual reality to cheer on these top female founders in the XR industry.

 

 

 

 

 

How AR, VR and MR can Revolutionise Consumer Tech — from kazendi.com by Pauline Hohl

Excerpt:

Enterprise leading consumer tech adoption
Concerning the need for a VR/AR eco system Max referred to the challenge of technology adoption: people need to be able to try different use cases and be convinced about the potential of AR ,VR and MR. In order to become available (and affordable) for consumers, the technology would have to be adapted by businesses first as the story of 3D printing shows as one example.

He also highlighted the importance of the right training for users to reduce the general learning curve for immersive technology. Poor instructions in the first instance can lead to bad user experiences and cause doubt and even a dismissall of ‘new’ technologies.

We see this firsthand at Kazendi when users try out Microsoft HoloLens for the first time. Max commented that: ‘When people try to make the basic hand gestures and fail they often take the device off and say it’s broken.’

We do have a robust entry demo process to combat this but at the consumer level, and this is as true for VR as much as it is for MR and AR, there is little room for error when learning curves are concerned.

 

 

 

 

What really is the difference between AR / MR / VR / XR? — from medium.com by North of 41

Excerpt:

Extended Reality (XR)
Extended Reality (XR) is a newly added term to the dictionary of the technical words. For now, only a few people are aware of XR. Extended Reality refers to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. Extended Reality includes all its descriptive forms like the Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR). In other words, XR can be defined as an umbrella, which brings all three Reality (AR, VR, MR) together under one term, leading to less public confusion. Extended reality provides a wide variety and vast number of levels in the Virtuality of partially sensor inputs to Immersive Virtuality.

Since past few years, we have been talking regarding AR, VR, and MR, and probably in coming years, we will be speaking about XR.

 

Summary: VR is immersing people into a completely virtual environment ; AR is creating an overlay of virtual content, but can’t interact with the environment; MR is a mixed of virtual reality and the reality, it creates virtual objects that can interact with the actual environment. XR brings all three Reality (AR, VR, MR) together under one term.

 

 

 

Audi AR App Brings Advertising Into Your Living Room — from vrscout.com by Joe Durbin

Excerpt:

Audi has released a new AR smartphone application that is triggered by their TV commercials. The app brings the cars from the commercial out of the screen and into your living room or driveway.

According to a release from the company, the Audi quattro coaster AR application “recognizes” specific Audi TV commercials. If the right commercial is playing, it will then trigger a series of AR events.

 

From DSC:
How might this type of setup be used for learning-related applications?

 

 

 

Will Augmented and Virtual Reality Replace Textbooks? — from centerdigitaled.com by Michael Mathews
Students who are conceptual and visual learners can grasp concepts through AVR, which in turn allows textbooks to make sense.

Excerpt:

This past year, Tulsa TV-2, an NBC News affiliate, did a great story on the transition in education through the eyes of professors and students who are using augmented and virtual reality. As you watch the news report you will notice the following:
  • Professors will quickly embrace technology that directly impacts student success.
  • Students are more engaged and learn quicker through visual stimulation.
  • Grades can be immediately improved with augmented and virtual reality.
  • An international and global reach is possible with stimulating technology.

 

 

How augmented and virtual reality will reshape the food industry — from huffingtonpost.com by Jenny Dorsey

Excerpt (emphasis DSC):

Within the food industry, AR and VR have also begun to make headway. Although development costs are still high, more and more F&B businesses are beginning to realize the potential of AR/VR and see it as a worthwhile investment. Three main areas – human resources, customer experiences, food products – have seen the most concentration of AR/VR development so far and will likely continue to push the envelope on what use cases AR & VR have within the industry.

 

 

 

The Future of Education Can Be Found Within This AR Tablet — from futurism.com

Excerpt:

Hologram-like 3D images offer new ways to study educational models in science and other subjects. zSpace has built a tablet that uses a stylus and glasses to allow students to have interactive learning experiences. Technology like this not only makes education more immersive and captivating, but also can provide more accurate models for students in professional fields like medicine.

 

 

Architecture, Engineering and Construction Embrace VR — from avnetwork.com

 

 

 

The Washington Post’s latest augmented reality game brings the Winter Olympics into your living room — from journalism.co.uk by Caroline Scott
The publisher hopes the game will help audiences better engage with the different sports while becoming more familiar with AR technology

 

 

 

 

Augmented Reality Skates into New York Times Coverage of Winter Olympics — from mobile-ar.reality.news by Tommy Palladino

Excerpt:

Just days after previewing its augmented reality content strategy, the Times has already delivered on its promise to unveil its first official AR coverage, centered on the 2018 Winter Olympic Games in PyeongChang. When viewed through the NYTimes app for iPhones and iPads, the “Four of the World’s Best Olympians, as You’ve Never Seen Them Before” article displays AR content embedded at regular intervals as readers scroll along.

 

 

AR Magic Portal—The Beginning Of Your Next New Adventure — from invisible.toys

 

 

 

Tokyo Government uses VR to Promote Tourism — from vudream.com

 

 

 

Is VR the Next Big Thing in Retail? — from virtualrealitypop.com by Sophia Brooke

Excerpt:

Retail IT is still in its infancy and is yet to become general practice, but given the popularity of video, the immersive experience will undoubtedly catch on. The explanation lies in the fact that the wealth of information and the extensive range of products on offer are overwhelming for consumers. Having the opportunity to try products by touching a button in an environment that feels real is what can make the shopping experience more animated and less stressful. Also, through VR, even regular customers can experience VIP treatment at no additional cost. Sitting in the front row at the Paris Fashion Week without leaving your local mall or, soon, your own house, will become the norm.

 

 

 

 

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