Augmented Reality: The Future of Medicine— from interestingengineering.com by Susan Fourtané Augmented Reality can change brain surgery thanks to powerful diagnostic platforms, revolutionize radiology, and open new doors to reconstructive surgery.
Excerpt:
Augmented Reality (AR), also known as spatial computing — a merging of digital and physical spaces — is one of the current technology trends that, together with Virtual Reality (VR) and Mixed Reality (MR), is changing all industries, including healthcare and medical education.
AR is the go-to engagement method of choice when it comes to product and category exploration. A label on a product on a shelf can only do so much to convey product and brand information, vs. AR, which can easily tap into a wealth of digital information online and bring it to life as an overlay on a product or on the label itself.
From DSC: Applying this concept to the academic world…what might this mean for a student in a chemistry class who has a mobile device and/or a pair of smart goggles on and is working with an Erlenmeyer flask? A burette? A Bunsen burner?
Along these lines...what if all of those confused students — like *I* was struggling through chem lab — could see how an experiment was *supposed to be done!?*
That is, if there’s only 30 minutes of lab time left, the professor or TA could “flip a switch” to turn on the AR cloud within the laboratory space to allow those struggling students to see how to do their experiment.
I can’t tell you how many times I was just trying to get through the lab — not knowing what I was doing, and getting zero help from any professor or TA. I hardly learned a thing that stuck with me…except the names of a few devices and the abbreviations of a few chemicals. For the most part, it was a waste of money. How many students experience this as well and feel like I did?
Will the terms “blended learning” and/or “hybrid learning” take on whole new dimensions with the onset of AR, MR, and VR-related learning experiences?
“It is conceivable that we’re going to be moving into a world without screens, a world where [glasses are] your screen. You don’t need any more form factor than [that].”
Some 10 million manufacturing jobs will likely be needed in the coming decade, yet many of those will likely go unfilled, according to Deloitte and the Manufacturing Institute. Somewhat ironically, one of the biggest factors holding back a strong American manufacturing segment in 2019 may not be cheap foreign labor but unqualified U.S. labor.
Augmented reality, which is still trying to find its stride in the enterprise, could help by serving as a conduit for on-the-job knowledge transfer.
“We are excited to offer industrial enterprises a new way to use AR to leverage the tribal knowledge of subject matter experts (SMEs) and help alleviate the skills gap crisis threatening today’s industrial enterprise,” says Mike Campbell, EVP, augmented reality products, PTC.
But what if there was a way to visualize huge data sets that instantly revealed important trends and patterns? What if you could interact with the data, move it around, literally walk around it? That’s one of the lesser talked about promises of mixed reality. If developers can deliver on the promise, it just may be one of the most important enterprise applications of those emerging technologies, as well.
Higher education is on the cusp of major changes. Enrollments are on the decline—both online and on campus—and the trend is expected to accelerate.[1] Graduates are laboring under substantial college loan debts totaling more than $1.5 trillion.[2] Employers are demanding that applicants possess soft and hard skills that many college graduates do not hold.[3] At the same time new and emerging technologies are changing the way credentials are shared and work is done.
It is in this context that continuing, professional and online programs have been imported from the periphery to the center of traditional universities. Students and employers alike have made clear that their top priority is relevance to the rapidly changing workplace. Artificial intelligence, blockchain, augmented/virtual reality and other technologies are driving the changes. Professional and Continuing Education (PCE) has long been the leader in providing relevant courses, certificates and degrees that connect students with the needs of employers.
…the Online Master’s Science in Computer Science degree at Georgia Tech is now the largest computer science program in the world. And the degree costs less than $9,000.
Also see:
Interview with Hunt Lambert – What is the 60-year curriculum?
Colleges and universities used to be primarily responsible for a four-year learning experience. We now need to envision a 60-year curriculum, whereby educational institutions partner with learners at all stages of their professional career, providing skills and knowledge as needed.
An exact digital replica of the real world is an essential infrastructure, but it’s only part of the meaning of the new spatial computing platform. Unless you are Snow White’s step mother (or Lord Farquaad), the mirror is merely a reflection of the real world; it doesn’t enhance it. The Augmented content overlaid on top of the world’s digital replica is what’s really interesting: “context, meaning, and function” in Kelly’s words. Without it — it’s like the Internet before the Web — great potential, used by few. Hence my initial instinct to include Augmented Reality in the moniker. So should we keep looking for a better term that captures the “augmented” sauce on top of the mirror ? Can’t we simply settle on “Spatial Computing”…?
… Ask any millennial and she’ll confirm: “I need info about what’s in front of me right now” — what’s this Restaurant, this object, that person? And she is sick of searching it the old fashioned way. …
The New Spatial Economy
Changing how information is organized will profoundly disrupt the Web economy. A handful of companies became giants thanks to the current model. No wonder they are all contenders in the battle for AR Cloud dominance. The Web Economy was defined by “clicks on links” (CPM/CPC). The AR Cloud-based spatial economy will transition to what I like to call “clicks on bricks” — a punning rhyme that captures a new world where everything is driven by digital interaction with the physical world.
From DSC: Hmmm….where everything is driven by digital interaction with the physical world.
Not necessarily because everything will be made of “smart matter,” with chips, motors, sensors, and radios (although this is happening). But increasingly because we are starting to digitally paint over default reality, layering on data, insights, and entertainment in virtual or augmented layers. When we shift from smartphones to smartglasses over the next decade, this will only accelerate.
From games to street directions to metadata, from industrial heads-up displays to virtual gamescapes to workspace information, these new augmented, virtual, and extended realities will be aware, data-rich, contextual, and interactive.
But there is a core enabling technology required.
And I’m not just talking about smartglasses hardware with great functionality, good usability, and a reasonable price, which are probably at least three to five years away.
DC: I agree that we neeed those smart glasses to free up our hands. For example, if #AR was a tool used by technical communicators to show us how to put a piece of furniture together, we need our hands free to do so.https://t.co/yKU0q7yUkv
It is already under construction. Deep in the research labs of tech companies around the world, scientists and engineers are racing to construct virtual places that overlay actual places. Crucially, these emerging digital landscapes will feel real; they’ll exhibit what landscape architects call placeness. The Street View images in Google Maps are just facades, flat images hinged together. But in the mirrorworld, a virtual building will have volume, a virtual chair will exhibit chairness, and a virtual street will have layers of textures, gaps, and intrusions that all convey a sense of “street.”
The mirrorworld—a term first popularized by Yale computer scientist David Gelernter—will reflect not just what something looks like but its context, meaning, and function. We will interact with it, manipulate it, and experience it like we do the real world.
Swiss packaging and label equipment supplier Bobst has launched a new augmented reality smart headset to help answer customer questions.
Rapid problem solving thanks to a new augmented reality helpline service introduced by Swiss packaging and label equipment supplier Bobst stands to save printers time and money, the company says.
The Helpline Plus AR innovation provides a remote assistance service to Bobst’s customers using a smart headset with augmented reality glasses. The technology is being gradually rolled out globally, Bobst says.
Customers can use the headset to contact technical experts and iron out any issues they may be having as well as receive real time advice and support.
How can museums use augmented reality?
There are many possibilities for the use of AR in museums. The most straightforward way is to use it to add explanations of pieces. This means visitors will get more information when they view exhibitions using AR. Museums could even use it to display digital versions of artists next to their work. These 3D personas are then able to provide a narration. AR gives an opportunity to add a third dimension to displays, bringing objects or scenes to life. There are already many institutions around the world using AR. These projects bring something new to existing collections and attract wider audiences. Here are some interesting ways that museums are using augmented reality.
What is 5G? 5G networks are the next generation of mobile internet connectivity, offering faster speeds and more reliable connections on smartphones and other devices than ever before.
Combining cutting-edge network technology and the very latest research, 5G should offer connections that are multitudes faster than current connections, with average download speeds of around 1GBps expected to soon be the norm.
The networks will help power a huge rise in Internet of Things technology, providing the infrastructure needed to carry huge amounts of data, allowing for a smarter and more connected world.
With development well underway, 5G networks are expected to launch across the world by 2020, working alongside existing 3G and 4G technology to provide speedier connections that stay online no matter where you are.
So with only a matter of months to go until 5G networks are set to go live, here’s our run-down of all the latest news and updates.
From DSC: I wonder…
What will Human Computer Interaction (HCI) look like when ~1GBps average download speeds are the norm?
What will the Internet of Things (IoT) turn into (for better or for worse)?
How will Machine-to-Machine (M2M) Communications be impacted?
What will that kind of bandwidth mean for XR-related technologies (AR VR MR)?
Today, language teaching developer Rosetta Stone is taking the next step forward by adding augmented reality and machine learning to its iPhone app, enabling users to identify and translate the names of real-world objects…
OpenSight specifically utilizes the Microsoft HoloLens headset that allows simultaneous visualization of the 3D patient images in AR and the actual patient and their real-world surroundings. The technique may decrease operative times and improve surgical planning and the understanding of anatomic relationships.
“Kids love to engage with [VR] lessons,” said Guido Kovalskys, chief executive and co-founder of US-based edtech company Nearpod. “One minute, they are learning about Roman history, and the next, they are transported to ancient Rome and are exploring the Colosseum.”
From DSC: Ok, so the title is on the overhyped side, but I do think XR will positively impact learning, understanding.
VR & AR 2018: A year in review— from vrscout.com by Kyle Melnick Excerpt:
If 2016 was the birth of modern VR/AR technology, than 2018 was its elementary school graduation. While this past year may have seemed like a quiet one when compared to the more exciting releases featured in 2017 and 2016, these past 12 months have been crucial in the development of the immersive entertainment sector.
Major hardware releases, vast improvements to software, and various other integral advancements have quietly solidified VR & AR as viable, long-term technological platforms for years to come. So while there may not have been any bombshell announcements or jaw-dropping reveals per sey, 2018 will still go down as a key, if not climactic, year for VR & AR technology regardless.
With a new year full of exciting possibilities ahead of us, let’s hang back a second and take a look back at 2018’s most pivotal moments.
Indeed, if you haven’t yet heard of the “AR Cloud”, it’s time to take serious notice. The term was coined by Ori Inbar, an AR entrepreneur and investor who founded AWE. It is, in his words, “a persistent 3D digital copy of the real world to enable sharing of AR experiences across multiple users and devices.”
“It’s not about how virtual reality functions. It’s about, ‘How does history function in virtual reality? How does biology function in virtual reality? How does psychology function with these new tools?’” he said.
The school hopes to prepare student for careers in a field with a market size projected to grow to $209.2 billion by 2022, according to Statista. Still at its advent, Whelan compared VR technology to the introduction of the personal computer.
From DSC: But even in that posting the message is mixed…some pros…some cons. Some things going well for XR-related techs…but for other things, things are not going very well.
…but on the other hand,
some things don’t look so good…
Four years later, things are starting to look decidedly bleak. Yes, there are about 5 million Gear VR units and 3 million Sony Playstation VR headsets in market, plus probably a few hundred thousand higher-end Oculus and HTC Vive systems. Yes, VR is still being demonstrated at countless conferences and events, and big corporations that want to seem innovative love to invest in a VR app or two. Yes, Facebook just cracked an important low-end price point with its $200 Oculus Go headset, theoretically making VR affordable for mainstream consumers. Plus, there’s even more hype about Augmented Reality, which in a way could be a gateway drug to VR.
But it’s hard to ignore a growing feeling that VR is not developing as the industry hoped it would. So is that it again, we’ve seen this movie before, let’s all wrap it up and wait for the next wave of VR to come along about five years from now?
There are a few signs that are really worrying…
From DSC:
My take is that it’s too early to tell. We need to give things more time.
Ever wish you could step into a hot air balloon, travel back in time to 320 A.D., and soar over the streets of Ancient Rome? Well, that oddly specific fantasy is achievable in a new virtual reality experience called “Rome Reborn.”
The ambitious undertaking, painstakingly built by a team of 50 academics and computer experts over a 22-year period, recreates 7,000 buildings and monuments scattered across a 5.5 square mile stretch of the famed Italian city. The project, according to Tom Kington of the Times, is being marketed as the largest digital reconstruction of Rome to date.
While the application of VR to core academics remains nascent, early returns are promising: research now suggests students retain more information and can better synthesize and apply what they have learned after participating in virtual reality exercises.
And the technology is moving within the reach of classroom teachers. While once considered high-end and cost-prohibitive, virtual reality is becoming more affordable. Discovery VR and Google Expeditions offer several virtual reality experiences for free. Simple VR viewers now come in relatively low-cost DIY cardboard view boxes, like Google Cardboard, that fit a range of VR-capable smartphones.
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Still, teachers may remain unsure of how they might implement such cutting-edge technology in their classrooms. Their concerns are well founded. Virtual reality takes careful planning and implementation for success. It’s not simply plug-and-play technology. It also takes a lot of work to develop.
From DSC: Reduced costs & greater development efficiencies needed here:
“In our case, to create just 10 minutes of simulation, a team of six developers logged almost 1,000 hours of development time.”
See the results of a months-long effort to create a HoloLens experience that pays homage to Mont-Saint-Michel, in Normandy, France, in all its forms – as a physical relief map and work of art; as a real place visited by millions of people over the centuries; and as a remarkable digital story of resilience. In this three-part Today in Technology series, they examine how AI and mixed reality can open a new window into French culture by using technology like HoloLens.