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Monthly Archives: November 2023
Immerse yourself in new, augmented worlds – University of Miami: News@theU
Posted: November 28, 2023 at 12:44 pm
Care to attend a symphonic art exhibit? Or to visit a health care facility to witness innovative cancer therapies?
Both are possible today with the convenience of virtual reality headsets.
And storytellers around the world are embracing the technology to create and share content in a whole new way.
To showcase these and many other visually stimulating projects, Miami-based FilmGate is holding its 10th annual immersive media festival, Regenerate X, on the University of Miamis Coral Gables Campus this Thursday, Nov. 30, through Saturday, Dec. 2, at Lakeside Village.
By partnering with the University and its Frost Institute for Data Science and Computing (IDSC), FilmGate organizers hope to draw an international audience of researchers, filmmakers, educators, and industry leaders working to create and improve the latest applications of extended reality (XR), an umbrella term for virtual reality (VR), augmented reality (AR), and mixed reality. Participation in the festivals three days of panels and exhibits on campus is free for University of Miami students and faculty and staff members.
We want to make audiences feel as if they are in the entirely new digital world, or in a world augmented by almost magical layers, said Diliana Alexander, executive director and co-founder of FilmGate. We are leaping into a universe first imagined by science fiction writers, and everyonefrom Apple and Microsoft to independent creatorsis exploring what that means. We are bringing it to Miami for everyone to experience, firsthand.
The festival will highlight more than 30 new interactive media projects, including 10 XR experiences created by faculty members at the University. In addition, at least 12 University faculty members from a range of disciplines will participate in panels to talk about some of the immersive reality experiences they have used or created to advance their research or enrich their classes.
We are trying to drive the utilization of immersive technology across all of the schools and colleges at the University, said Tom Merrick, senior project manager of XR initiatives at the University and interactive media lecturer at the School of Communication. So with this festival, we are providing all of our schools and colleges the opportunity to showcase the things they have been doing, but we are also educating faculty about whats happening with these XR technologies.
In addition to Merrick, other faculty members from the School of Communication joining the festival includeChing-Hua Chuan, Lindsay Grace, Lorena Lopez, Rafal Sokolowski, Sanjeev Chatterjee, and Kim Grinfeder. From the College of Arts and Sciences, the conference will include art historian Karen Mathews and psychology assistant professor Yanerys Leon. Greta Mitzova-Vladinov from the School of Nursing and Health Studies will join one panel, and Frost School music engineer Tom Collins will also be participating, along with Dr. Giselle Ricur, ophthalmologist and executive director of virtual care at Bascom Palmer Eye Institute, which is part of the Miller School of Medicine.
Panels will explore topics such as how virtual reality transforms museum experiences; the role of mixed reality in enhancing research outcomes and fostering equity; the educational benefits of immersive games in simplifying complex subjects and contributing to global improvement; how extended reality can impact health care and the music industry; the influence of films in driving social change; and the future prospects of immersive technologies.
Additionally, faculty and staff members from the University will showcase their own XR projectsincluding video games and VR and AR experiencesat the Lakeside Expo Center Friday. Members of the University community are encouraged to come and experience these demonstrations firsthand. These include:
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Who are the leading innovators in vehicle digital twins for the … – just-auto.com
Posted: at 12:44 pm
According to GlobalDatas Technology Foresights, which uses over one million patents to analyze innovation intensity for the automotive industry, there are 300+ innovation areas that will shape the future of the industry.
Vehicle digital twins is a key innovation area in virtual and augmented reality
A vehicle digital twin is a virtual representation or simulation of a physical vehicle. It is created by integrating various types of data and information related to the vehicle, such as its design, manufacturing specifications, real-time sensor data, operational performance, and maintenance history.
GlobalDatas analysis also uncovers the companies at the forefront of each innovation area and assesses the potential reach and impact of their patenting activity across different applications and geographies. According to GlobalData, there are 20+ companies, spanning technology vendors, established automotive companies, and up-and-coming start-ups engaged in the development and application of vehicle digital twins.
Key players in vehicle digital twins a disruptive innovation in the automotive industry
Application diversity measures the number of applications identified for each patent. It broadly splits companies into either niche or diversified innovators.
Geographic reach refers to the number of countries each patent is registered in. It reflects the breadth of geographic application intended, ranging from global to local.
Source: GlobalData Patent Analytics
Flex is one of the leading patent filers in vehicle digital twins. The company's vehicle digital twin technology is a virtual representation of a physical vehicle that is used to simulate and optimize its performance in real-time. The digital twin is created using data from the vehicle's design, manufacturing, and operation. This data includes information about the vehicle's components, systems, and software. Some other key patent filers in the space include Samsung Group, Toyota Motor, and Cox Enterprises.
In terms of application diversity, Continental leads the pack, while Robert Bosch Stiftung and Nippon Steel stood in the second and third positions, respectively. By means of geographic reach, Flex held the top position, followed by Nippon Steel and Samsung.
To further understand the key themes and technologies disrupting the automotive industry, access GlobalDatas latest thematic research report on Augmented Reality (AR) in Automotive.
From
Blending expert knowledge with cutting-edge technology, GlobalDatas unrivalled proprietary data will enable you to decode whats happening in your market. You can make better informed decisions and gain a future-proof advantage over your competitors.
Be better informed
GlobalData, the leading provider of industry intelligence, provided the underlying data, research, and analysis used to produce this article.
GlobalDatas Patent Analytics tracks patent filings and grants from official offices around the world. Textual analysis and official patent classifications are used to group patents into key thematic areas and link them to specific companies across the worlds largest industries.
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How Virtual and Augmented Reality Are Redefining Construction – TimesTech
Posted: at 12:44 pm
Imagine walking onto a construction site and seeing a holographic representation of the building, complete with all its interior and exterior details, which can be zoomed in to read accurate data of walls, beams, columns, and other components. Or imagine architects, engineers, and contractors sitting in diverse locations finding themselves in a shared virtual space, able to make real-time decisions while having a full 3D view of the building that is yet to be constructed. These visions are today finally brought to life with the integration of Virtual Reality (VR) and Augmented Reality (AR) technologies in modern construction workflows.
Using advanced AR and VR tools such as headsets, smart glasses, or even mobile devices, users can view and manipulate digital content in their actual surroundings. This fusion offers an immersive experience that goes beyond traditional screen-based interaction. These immersive technologies have been instrumental in redefining the landscape of smart construction, enhancing design precision, and revolutionizing collaboration among stakeholders.
The fundamental promise of using AR and VR in construction is to enable architects, structural engineers and even contractors to see in vivid detail how the finished structure will look like and use this future vision to guide present actions and decision-making, so that the construction process is fully aligned with the completed structure throughout its various stages. The technologies ultimately help mitigate costly deviations from the models or other errors and the resulting rework, all of which are painfully common in construction and extract huge penalties in time, money, and materials.
Today, AR and VR tech promises to make a significant contribution towards realising a safer, sustainable, and more efficient future of our built environment, from planning and design to fabrication or actual construction, and even post-handover operations and maintenance.
One of the key benefits of AR and VR technologies is the ability to create immersive and interactive experiences that bridge the gap between the digital and physical worlds. Architects and designers today use AR or VR to transform their 2D or 3D drawings and models into realistic virtual representations that can be digitally manipulated.This immersive experience of interacting with digital models or drawings facilitates a much better understanding of spatial relationships, scale, and design elements, ultimately leading to more informed and refined design decisions.
VR or AR also facilitate quick and cost-effective design iterations. Designers can modify and visualize different design options in real-time, receiving immediate feedback. This iterative process enhances creativity and helps in finding the most efficient and aesthetically pleasing designs.
A virtual image of the building design also allows the designers and architects to identify flaws and modify them virtually and allows stakeholders to visualise how the project will be built. Furthermore, holographic models through AR/VR allow virtual walkthroughs in the construction space, allowing them to navigate the built environment before it is constructed.
This also allows engineers, contractors, and other stakeholders to view the design and provide their feedback in real-time, shrinking the design and engineering process timelines. This level of involvement also ensures that all parties have a clear understanding of the project and can address concerns early in the design phase.
Another important benefit of using VR and AR in construction is the enhancement of collaboration and communication among various project stakeholders. AR and VR have the power to break down communication barriers by providing a common platform where all parties can interact with the project in a highly intuitive and immersive manner.
VR tools can enable remote stakeholders, even sitting halfway around the world, to participate in immersive virtual walkthroughs of the construction site. This is especially valuable in large-scale projects where stakeholders are typically geographically dispersed.
Improved collaboration paves the way for interactive design reviews and feedback, that can be held in a shared virtual environment. This creates a faster feedback system which optimises the time spent on the project. This leads to a more cohesive and collaborative project environment, while simultaneously enabling richer quality control, faster decision-making, and increased transparency among all stakeholders.
Onsite safety is a paramount concern in the construction industry, and VR and AR technologies are making noteworthy contributions in this regard as well. Seasoned construction professionals know that before any physical work begins on a construction site, it is crucial to identify potential safety hazards and develop mitigation strategies. Here, VR and AR tools provide a safe and controlled environment for training workers and conducting safety simulations in a more realistic, immersive manner.
Workers wearing VR or AR headsets can undergo safety training that simulates real-life construction scenarios and familiarize themselves with potential risks and the correct safety procedures, reducing the likelihood of accidents on the actual site.
In addition, AR can be used on-site to provide real-time safety information and warnings. Workers equipped with AR headsets can receive visual cues and alerts about hazards in their immediate vicinity, such as moving machinery or restricted areas. This enhances situational awareness and contributes to a safer work environment.
Project management in the construction industry involves complex coordination of resources, schedules, and budgets. Here too, VR and AR tools streamline project management processes, resulting in more efficient and cost-effective construction projects.
VR-based project management platforms allow project managers to visualize the entire construction site in 3D. They can track the progress of work, identify bottlenecks, and optimize resource allocation. This real-time visibility into the projects status enables proactive decision-making and minimizes delays.
AR can also assist in project management by providing augmented data overlays on construction sites. Project managers can use AR headsets to access information such as blueprints, schedules, and inventory levels directly on-site. This eliminates the need to carry physical documents and reduces the risk of errors due to outdated information.
Also, given that the construction industry is widely recognised as one of the biggest contributors to carbon emissions, it is under immense pressure to adopt more sustainable practices. VR and AR tools play a role in promoting sustainability by optimizing resource usage and minimizing waste.
Through VR simulations, construction teams can analyze the environmental impact of their projects before construction begins. They can assess factors like energy consumption, water usage, and material choices to make informed decisions that reduce the projects carbon footprint.
AR can assist in the efficient use of construction materials. By overlaying virtual models onto the real world, contractors can visualize how components fit together and ensure precise measurements, reducing material waste. Additionally, AR can guide workers in the correct assembly of complex structures, reducing errors and rework.
Finally, the benefits of VR and AR extend beyond the construction phase and into the maintenance and facility management of completed buildings.
VR-based facility management systems allow users to virtually explore every corner of a building. This is particularly useful for identifying maintenance needs, such as HVAC system inspections or structural assessments. Facility managers can schedule maintenance tasks more efficiently, reducing downtime and operational disruptions.
AR can be used for real-time maintenance support. Technicians equipped with AR headsets can access digital manuals and schematics while performing repairs, ensuring that they follow the correct procedures. This improves the accuracy and speed of maintenance work, prolonging the lifespan of building systems and reducing costs.
As virtual and augmented reality technologies continue to evolve, the potential applications in smart construction are boundless. The seamless integration of these transformative technologies into construction hardware and software by companies like Trimble
promises to further streamline construction processes, enhance collaboration, and improve project outcomes. As more and more construction professionals increasingly embrace these technologies, they will not only benefit from cost savings and time efficiencies but also contribute to the industrys overall evolution towards smarter, more sustainable, and safer practices.
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Virtualware Appoints VRARA’s John A Cunningham to Advisory Board – XR Today
Posted: at 12:44 pm
European virtual reality (VR) solutions provider Virtualware announced on Monday it had appointed John A Cunningham to its International Advisory Board.
The move aims to greatly expand Virtualwares operations across markets in the United States, the company said in a press release.
Cunningham currently serves as the Chief Operating Officer of the VR/AR Association (VRARA) and is the former Head of Government and Aerospace Business for Unity Technologies.
He is also the Chief Executive of Spatial Synergy and has served as a key leader for some of the worlds top firms like Motorola, HP, Verizon, and Aruba Networks, among others.
Cunningham has also led Unitys operations across the government and defence sectors, in addition to increasing the San Francisco-based firms digital twin, spatial computing, and training capacities.
This has significantly boosted XR adoption across the industry and led to the setting of new standards for real-time 3D (RT3D) tools and technologies leveraged by industries worldwide.
An accomplished leader in business, he has also worked with numerous academic institutions such as Carnegie Mellon Universitys iCarnegie Global Learning programme. While there from 2013 to 2017, he was the Managing Director and Vice President, Global Sales.
He also holds extensive professional knowledge in extended reality (XR) and artificial intelligence (AI), leading to innovative best practices and industry standards.
Furthermore, Cunningham launched the VRARAs Central Florida Chapter, leading to massive contributions and collaborations between the US Department of Defense and the global XR industry.
Finally, the executive is also the Director of Special Programs, US Space Force Association (SFA), where he aims to help build a world-leading Space Force with top-tier scientific and technological capabilities.
Unai Extremo, Chief Executive, Virtualware, said,
We are fortunate to have John join our international board. His vast experience, particularly in XR and AI, aligns perfectly with our vision for the future of Virtual Reality. His appointment is part of Virtualwares strategic initiative to establish a robust presence in the U.S. market.
Virtualware hosts offices in Hamilton, Ontario, Canada for its activities in North America, but will deepen its cooperation with the United States with the new executive appointment.
The announcement of John A Cunninghams appointment to Virtualwares advisory board comes just weeks after the firm sponsored Unitys Education Summit.
As part of the Unite Summit 2023, Virtualwares sponsorship of the Education Summit will allow it to facilitate immersive technologies across industries and education.
Additionally, Virtualware aims to help Unity instructors and workforce development. It also allowed Virtualware to demo its VIROO VR platform at Unitys flagship event in early November.
In addition to education, Virtualware joined Unitys Unite Industry Executive Summit to liaise with global firms and demo Unitys RT3D solutions and integrations.
The Bilbao, Spain-based enterprise has also reached a major milestone across its operations. For example, it recently struck a huge partnership with a major multi-million dollar US energy firm.
This has led to Virtualware inking a five-year renewable contract, where it will provide its services to quickly train and upskill remote workers for the companys on-site employees.
VIROO, the companys VRaaS platform, offers enterprises a comprehensive solution for deploying, developing, and training employees and professionals in crucial skill sets.
Virtualware currently serves more than 40 institutions and firms. These have included the Spanish ADIF, GE Hitachi Nuclear Energy, Ontario Power Generation, the Spanish Ministry of Defense, and many others.
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University Project Aims to Dissolve Borders Between Virtual and … – XR Today
Posted: at 12:44 pm
The University of Glasgow has won funding for a project that aims to eradicate awkward virtual meetings by better portraying non-verbal cues.
The FUSION project has been awarded 1.75m to create meeting spaces that will incorporate both virtual and physical spaces. People will interact with each other in these spaces both physically and as avatars.
Over the course of the next five years, the project will utilise cameras and sensors to observe volunteers as they interact with each other, both in person and online, while wearing headsets. These observations will help to develop models of social signals, including voice, gestures, and positions, between individuals and across different realities. The aim is to make avatars better represent non-verbal cues.
Dr Julie Williamson from the University of Glasgow (pictured), who is leading the project, said: Many of us became very familiar with virtual meeting software like Zoom and Skype to help us maintain contact with friends, family and co-workers during covid lockdowns.
While those tools can be very useful, they can also be frustrating experiences. People talk over each other or dont make consistent eye contact with their cameras, for example, and its impossible to see non-verbal cues like body language if youre restricted to only seeing peoples faces.
More advanced technologies like virtual reality headsets can allow users to feel more present together, but theyre still very crude approximations compared to face-to-face interactions.
Social signals like gestures, eye contact and personal space are currently very difficult to recreate in virtual spaces, which often prevents interactions with other people from feeling realistic. What were aiming to do with FUSION is dissolve the barriers between virtual and physical realities to create social experiences that accurately capture the nuances of human behaviour.
Analysis of social cues allows for a new database of behavioural patterns that persist across virtual and in-person spaces. This will help create software that improves mixed-use communications and stabilises interactions for more immersive experiences, the university said.
For instance, users positions can be subtly adjusted to create more effective group set-ups or their eye lines could be tweaked to better simulate face-to-face eye contact. Additionally, in cases where multiple people are talking at once, the software may manipulate the audio to focus the groups attention on a single speaker.
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Are real cadavers better than virtual ones? – Slate
Posted: at 12:44 pm
Cadavers have been used in medical training for centuries, and dissections are a rite of passage for first-year students in medical school. Traditionally, the cadavers being dissected were real human beings who donated their bodies to science before their death, and the process of dissectingor at least inspectinga cadaver gives students a physical representation of human anatomy.
Over the past decade, however, medical schools have been experimenting with ways of teaching anatomy without the body, supplementing or replacing real cadavers with virtual ones. In 2019 Case Western Reserve University debuted its HoloAnatomy program, which runs on Microsofts mixed-reality HoloLens headset.* During the height of the coronavirus pandemic, many other schools were forced to implement digital options. And despite the return to in-person learning, body shortages could make virtual anatomy more of a necessity.
Morgan Wiley is an aspiring OB-GYN who is currently in his fourth year at a medical school in Kentucky. Like most med school students, he had to take a semester of anatomy. Its meant to teach you anatomy in a spatial fashion, he explained. Its supposed to help you study the different structures, how they are in the body, so you can have a better idea of how everything is incorporated.
Wileys program used prosectionscadavers already dissected by a professionalbut the course also integrated all sorts of virtual tools. There was an app in which students could play with pictures of the human body, with an overlay of color so they could identify the structures on the picture of the cadaver. And there was Wileys favorite app, Anatomy Atlas, which presented a 3D rendering of the body. You can take out certain structures of the body. You can look at only the bones or only the muscles or only the lymphatic [system] or all three at the same time. You can twirl it around and frame it however you want to.
Michael Denham, a medical student at Columbia University, used a similar software as Wiley in his first year of medical school. Although cadavers were still very much a part of the curriculum, the software functioned as a supplement. We would go through some of the 3D models together to try and understand how all the structures were related to one another spatially, in a way that you cant do with a physical body on the table, Denham said.
As Mark Griswold, a radiology professor atCase Western, explained, physical cadaver labs are expensive to run. There are biohazards, and its costly to create a lab thats up to modern environmental regulations. There are other compelling reasons not to use physical cadavers, including the fact that its difficult to see anatomy like lymph nodes, certain blood vessels, and the pancreas on a physical cadaver. These were the primary motivations for Case Westerns integration of HoloAnatomy into its anatomy program. Students use virtual reality headsets that project 3D models of either the male or female bodyaccording to studies, this has been a relative success.
Ohio State University also uses similar reality toolsbut as a supplement to physical cadaver instruction. It really helps the students build that spatial 3D relationship in the body that you can only really do in the lab, hands-on, said Derek Harmon, a professor at OSU. No other resource really gives you that mental map.
Using virtual anatomy doesnt just make it easier to see certain structures. It also standardizes the process. Its consistent for everybody, said Marc J. Kahn, the dean of the Kirk Kerkorian School of Medicine at the University of Nevada, Las Vegas. If you have human cadavers, theyre all different in some way, shape, or form. With the virtual, theyre all looking at the same body. The arteries are in the same place. The veins are in the same places.
Some virtual tools provide students the ability to mimic surgical proceduressomething that isnt realistic with cadavers. Using virtual cadavers also allows more time for other important aspects of medical school training. For Wiley, that meant spending more time in radiology and looking at imagingexperience that, as he points out, is applicable to every field, not just procedural subspecialties. If adding more virtual things means we can learn more information in our first and second year, Im all for it, he remarked.
Some are more skeptical about the feasibility of these tools on their own. Since its inception eight years ago, UNLV has used solely virtual tools. But this semester, it introduced a physical cadaver program into its medical school curriculum, citing the importance of sensory input for anatomical education. Seeing it in books or seeing it in pictures or on virtual cadavers is always nice and neat, in a sense, UNLV anatomy instructor Owen McCloskey explained. But in the actual human body, its not as pretty.
Others highlighted the importance of being able to feel the body during dissection in anatomy education. When you get to have the ability to be hands-on and actually explore this area yourself as a learner, its one of those things that those memories are engrained in your head, Harmon, the OSU professor, said. You can only get so much at looking at an image or drawing. By being hands-on, in person, and manipulating the tissues, students gain this very valuable 3D spatial map.
The University of Texas at San Antonio has also stuck to a more traditional head-to-toe anatomy experience for that reason. The school offers a digital anatomy lab as an enhancementnot a replacementbut the primary focus is on the physical cadaver.
Theres no way, at least right now with this day and age, its impossible to have the same complexity that a human body presents, explained Omid Rahimi, director of the Human Anatomy Program of the UT Health Science Center at San Antonio. A future surgeon, you would want them to have their hands on the real person before they do any procedure on anyone.
Beyond its practical role in teaching students about anatomical structures, there are additional intangible lessons wrapped up in cadaver educationabout death, the frailty of life, and how to respect bodiesthat cant always be replicated with virtual tools. A cadaver is the first patient students encounter, Griswold says, and its the students first encounter with death. Because of this, students at Case Western spend the first two weeks doing conventional cadaver dissection, writing reflections about death and their first patient.
I dont think its an inferior way to do things, Wiley said about using virtual cadavers. The bigger question is: How much do we value tradition? Is that enough to keep something going? Its a huge resource burden to do a cadaver lab. If we cant prove that its better, is it worth doing simply for tradition? I think thats a question we need to answer as a field.
Correction, Nov. 27, 2023: This article originally misidentified the name of Case Western Reserve University.
Future Tense is a partnership of Slate, New America, and Arizona State University that examines emerging technologies, public policy, and society.
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Samsung Glasses could be the name of a new pair of Samsung … – TechRadar
Posted: at 12:44 pm
Rumors of some kind of Samsung smart glasses have been swirling for years at this point, but it looks as though the wait for an actual device might soon be over: Samsung has filed to register "Samsung Glasses" as a trademark in the UK.
This comes from UploadVR (via Android Central), and the filing comes with a description of the categories the product covers: virtual reality headsets, augmented reality headsets, headphones, smartphones, and smart glasses.
That covers a lot of ground. Virtual reality or VR means fully enclosed digital experiences, augmented reality or AR means looking at the real world with digital graphics overlaid on top, mixed reality or MR is enhanced AR where the digital elements and real elements interact, and extended reality or XR is used to mean VR, AR and MR all together.
Exactly which category the Samsung Glasses might fall into remains to be seen, but we know that the company is working on several different products offering these technologies, after previously being responsible for the Samsung Gear VR.
Samsung itself has confirmed that it has an XR headset in the pipeline to rival the Apple Vision Pro, but it's not expected to appear until later in 2024, so that Samsung has time to get features such as display sharpness as good as they can be.
The term "glasses" really doesn't sound like a headset, anyway. Could it be that Samsung is also working on a pair of AR specs? We've seen suggestions of this in previous years, though no confirmation from Samsung itself.
Or, we might be talking about more basic smart glasses: able to take photos and videos, an on-board smart assistant, but no fancy augmented reality. See our Ray-Ban Meta Smart Glasses review for Meta's recent entry in this product category.
Right now it's not clear exactly what to expect but it looks very much like Samsung will soon launch a device that you can wear on your face. Its next big launch event should be for the Samsung Galaxy S24 phone, sometime in January.
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The Best Augmented Reality Accessories for AR Immersion – XR Today
Posted: at 12:44 pm
Augmented reality accessories are intuitive tools, add-ons, and extras designed to enhance user experiences when adopting smart glasses and AR headsets.
Demand for these solutions is increasing as the market for augmented reality continues to grow, predicted to reach a value of $1,109.71 billion by 2030. AR accessories dont just give AR fans an opportunity to personalize their experience. They can also improve innovative AR solutions functionality, comfort, and performance.
Today, were looking at some of the most impressive and valuable augmented reality accessories, ideal for consumers and business users.
Augmented reality accessories come in a range of different forms.
Some solutions are simple and designed to address common problems, like keeping devices charged and ready for use. For instance, Microsoft has dedicated USB chargers for its HoloLens 2, while other vendors offer comprehensive charging stations.
Others are more advanced. For instance, rumors suggest Apple may begin embedding AR solutions into its Airtag productsas it invests in the XR world with the Vision Pro and VisionOS.
Here are just some of the augmented reality accessories we recommend considering today.
Spatial computing and augmented reality often go hand-in-hand. Thats particularly true now that innovators like Apple are embracing the broad capabilities of spatial systems to enhance their headsets. One evolving aspect of spatial computing is spatial sound.
Many AR headsets and smart glasses already have their own spatial audio systems. These tools are designed to enhance the XR immersion, helping to position sound around the user wherever it makes the most sense.
However, for headsets that dont have the most intuitive spatial sound capabilities, accessories are an excellent alternative. For example, the Rokid AR Studio spatial computing platform can be enhanced with omnidirectional speakers for cinematic audio.
Apples AirPod Pros and AirPod Max earbuds can also bring spatial sound to various environments. They use Dolby Atmos technologies, internal gyroscopes, and accelerometers to reposition and optimize sound waves.
The hype around haptic technologies, capable of simulating physical sensations for XR users, has died down somewhat in recent years. However, these accessories could be valuable in specific settings. Haptic gloves, body suits, and belts can all transform our interactions with digital content.
These augmented reality accessories have incredible potential, particularly in the enterprise and business environment, boosting collaboration and creativity.
They can allow consumers to feel what theyre interacting with in a virtual or augmented reality space, allowing for better training simulations. Fluid Reality recently introduced an enhanced set of haptic feedback gloves compatible with a range of headsets.
Elsewhere, companies like Subpac produce haptic backpacks, which generate vibrations based on audio signals. There are even organizations like Woojer investing in developing vests and haptic belts which cause immersive haptic sensations for most AR and VR headsets.
In the world of augmented reality accessories, controllers are less common than they are in the VR space. Many of the top AR and mixed reality headsets dont require physical controllers at all. The Apple Vision Proand the Microsoft HoloLens 2 use hand and eye tracking to process user input.
This means you can interact with content without having to press any buttons or interact with a keyboard. However, there are still controllers that can enhance the user experience. Apples Vision Pro solution can work alongside your Mac devices to give you more control over content.
Additionally, innovators like Tap have created strap-style solutions that users can wear on their knuckles to interact with virtual keyboards and other tools. These augmented reality accessories track which fingers you tap to help input commands quickly.
Though they may not be necessary for lightweight smart glasses, protective covers and masks are extremely useful for full AR headsets. Designed to improve user comfort, minimize feelings of VR sickness, and even protect hardware, these augmented reality accessories come in various styles.
There are disposable eye covers for AR and VR headsets, which protect the hardware from sweat and create a more hygienic experience for teams. These solutions can reduce the spread of bacteria and germs, ideal if more than one of your employees needs to use the same headset.
Memory foam faceplates can also increase the comfort of users wearing AR headsets for long periods. Apple has even crafted a modular and customizable system for the Apple Vision Pro to reduce light leakage and minimize pressure on the users face.
Microsoft also has brow pad options for its HoloLens headset, designed for everyday and industrial use.
One of the users biggest challenges when adopting AR, VR, and MR headsets is ensuring these technologies adapt to their visual requirements. Wearing standard eyeglasses under an AR headset or a pair of smart glasses makes the whole experience less comfortable.
This has prompted companies to invest in solutions that allow users to swap the lenses of their smart glasses with solutions tailored to their visual needs. In the VR world, Meta has partnered with the Zenni company to offer custom prescription lenses to consumers.
In augmented reality accessories, Apple is taking a similar approach, allowing users to customize their headsets with prescription lenses. This not only makes AR devices more accessible to a broader range of users, but it can also improve comfort and reduce VR sickness.
Another of the top augmented reality accessories specifically intended for larger AR/VR or MR headsets, durable head straps offer a range of benefits to users.
They ensure consumers get the best possible fit from their wearable device, reducing slippage and unnecessary pressure on their heads and face. Microsoft introduced a high-quality overhead strap for the HoloLens 2, which promises to make wearing a headset more comfortable for extended periods.
Similarly, rumors indicate Apple plans to develop a secondary strap for the Apple Vision Pro. This overhead strap will help evenly distribute the headsets weight for wearers, making it feel more comfortable and balanced.
As advanced technology continues to make AR devices heavier, additional straps will help to reduce some of the strain on users, allowing for a more natural experience.
As mentioned above, some of the top augmented reality accessories address major challenges consumers and businesses have when adopting XR innovations. Even the best AR headsets often have limited battery power, mainly wirelessly.
This has led developers and innovative vendors to invest in developing new power solutions for their headsets. The Apple Vision Pro, for instance, will have a separate power bank removed from the headset to minimize weight. This power bank can be charged externally, and there may even be an option for companies to buy several extra batteries for long-term use.
Microsoft is also apparently working on developing hot-swappable batteries for AR smart glasses. Companies are working with third-party vendors and developers to create charging stations and docks to simplify the charging process.
Finally, some of the best augmented reality accessories are also the simplest. Though AR headsets and smartglasses are becoming more affordable, thanks to evolutions in advanced technology, theyre still expensive investments. Companies and consumers must ensure they keep their headsets and other devices safe, particularly during transportation.
Carrying cases, offered by leading XR brands like Microsoft and third parties, are a great way to protect a headset from dust, damage, and scratches. Heavy-duty cases can also help to make your technology easier to transport (to and from the office).
Alongside carry cases, some brands invest in other solutions to help maintain XR gear. For instance, cleaning pens and microfiber lens cleaning clothes are low-cost, convenient tools for minimizing wear and tear.
The demand for innovative augmented reality accessories and add-ons will only grow as this market continues to evolve. Vendors will continue to innovate as businesses embrace augmented and mixed reality solutions to empower workers, unlock new levels of productivity, and boost creativity.
From intuitive haptic solutions to spatial audio systems and even simple charging docks, countless augmented reality accessories can enhance user experience. While you might not need all the options above, some of these tools will surely take your AR adventure to the next level.
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How playing on an online casino platform is shaping the future of … – Times of Malta
Posted: at 12:43 pm
Online casinos have taken the gambling industry by storm and added a whole new level of excitement and experience to players all around the world. With technology always growing, there are always new updates that are shaking up each online casino platform with more and more exciting additions to online gambling. There is more choice than ever when it comes to choosing an online casino platform to play on.
Online casinos have helped to drive innovations in the iGaming industry. Many casinos have created and introduced features and technologies that have created an immersive experience and transformed the way people gamble. Features will vary between each online casino platform but range from live dealers to virtual reality.
One of the biggest innovations brought by online casinos is mobile gaming. This has completely changed online gambling and added a whole new level of accessibility. Gamers can now play online through a tablet or smartphone from anywhere in the world, at any time of day. This has introduced a whole new market for iGaming that has attracted a younger generation of players who prefer the convenience of playing on their mobile devices.
With the rising popularity of playing on an online casino platform, there have been new opportunities created for game developers, software providers, and even affiliate marketers. The online casino market is growing rapidly, and with the introduction of new technologies and innovations, it is expected to continue its upward trajectory and play a huge role in improving the iGaming industry as a whole.
Online casinos have also played a huge role in responsible gambling initiatives and have developed technology to create tools and resources that can help players set limits on their spending, take breaks and seek help if they need it. These services will vary between each online casino platform but are having a huge impact as it's helping to fight against the narrative of gambling being addictive and negative and support its players as much as possible.
In short, the future of iGaming is constantly changing thanks to the innovative features transforming the gambling experience of players and the neverending expanding reach of the industry. With more advancements in technology to come, these platforms will continue to revolutionize the way players gamble. You can expect to see even more rampant growth in the iGaming industry in the years to come.
Disclaimer: Play responsibly. Players must be over 18. For help visit https://www.gamcare.org.uk/
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Supreme Court to consider giving First Amendment protections to social media posts – The Conversation
Posted: at 12:43 pm
The First Amendment does not protect messages posted on social media platforms.
The companies that own the platforms can and do remove, promote or limit the distribution of any posts according to corporate policies. But all that might soon change.
The Supreme Court has agreed to hear five cases during this current term, which ends in June 2024, that collectively give the court the opportunity to reexamine the nature of content moderation the rules governing discussions on social media platforms such as Facebook and X, formerly known as Twitter and the constitutional limitations on the government to affect speech on the platforms.
Content moderation, whether done manually by company employees or automatically by a platforms software and algorithms, affects what viewers can see on a digital media page. Messages that are promoted garner greater viewership and greater interaction; those that are deprioritized or removed will obviously receive less attention. Content moderation policies reflect decisions by digital platforms about the relative value of posted messages.
As an attorney, professor and author of a book about the boundaries of the First Amendment, I believe that the constitutional challenges presented by these cases will give the court the occasion to advise government, corporations and users of interactive technologies what their rights and responsibilities are as communications technologies continue to evolve.
In late October 2023, the Supreme Court heard oral arguments on two related cases in which both sets of plaintiffs argued that elected officials who use their social media accounts either exclusively or partially to promote their politics and policies cannot constitutionally block constituents from posting comments on the officials pages.
In one of those cases, OConnor-Radcliff v. Garnier, two school board members from the Poway Unified School District in California blocked a set of parents who frequently posted repetitive and critical comments on the board members Facebook and Twitter accounts from viewing the board members accounts.
In the other case heard in October, Lindke v. Freed, the city manager of Port Huron, Michigan, apparently angered by critical comments about a posted picture, blocked a constituent from viewing or posting on the managers Facebook page.
Courts have long held that public spaces, like parks and sidewalks, are public forums, which must remain open to free and robust conversation and debate, subject only to neutral rules unrelated to the content of the speech expressed. The silenced constituents in the current cases insisted that in a world where a lot of public discussion is conducted in interactive social media, digital spaces used by government representatives for communicating with their constituents are also public forums and should be subject to the same First Amendment rules as their physical counterparts.
If the Supreme Court rules that public forums can be both physical and virtual, government officials will not be able to arbitrarily block users from viewing and responding to their content or remove constituent comments with which they disagree. On the other hand, if the Supreme Court rejects the plaintiffs argument, the only recourse for frustrated constituents will be to create competing social media spaces where they can criticize and argue at will.
Two other cases NetChoice LLC v. Paxton and Moody v. NetChoice LLC also relate to the question of how the government should regulate online discussions. Florida and Texas have both passed laws that modify the internal policies and algorithms of large social media platforms by regulating how the platforms can promote, demote or remove posts.
NetChoice, a tech industry trade group representing a wide range of social media platforms and online businesses, including Meta, Amazon, Airbnb and TikTok, contends that the platforms are not public forums. The group says that the Florida and Texas legislation unconstitutionally restricts the social media companies First Amendment right to make their own editorial choices about what appears on their sites.
In addition, NetChoice alleges that by limiting Facebooks or Xs ability to rank, repress or even remove speech whether manually or with algorithms the Texas and Florida laws amount to government requirements that the platforms host speech they didnt want to, which is also unconstitutional.
NetChoice is asking the Supreme Court to rule the laws unconstitutional so that the platforms remain free to make their own independent choices regarding when, how and whether posts will remain available for view and comment.
In an effort to reduce harmful speech that proliferates across the internet speech that supports criminal and terrorist activity as well as misinformation and disinformation the federal government has engaged in wide-ranging discussions with internet companies about their content moderation policies.
To that end, the Biden administration has regularly advised some say strong-armed social media platforms to deprioritize or remove posts the government had flagged as misleading, false or harmful. Some of the posts related to misinformation about COVID-19 vaccines or promoted human trafficking. On several occasions, the officials would suggest that platform companies ban a user who posted the material from making further posts. Sometimes, the corporate representatives themselves would ask the government what to do with a particular post.
While the public might be generally aware that content moderation policies exist, people are not always aware of how those policies affect the information to which they are exposed. Specifically, audiences have no way to measure how content moderation policies affect the marketplace of ideas or influence debate and discussion about public issues.
In Missouri v. Biden, the plaintiffs argue that government efforts to persuade social media platforms to publish or remove posts were so relentless and invasive that the moderation policies no longer reflected the companies own editorial choices. Rather, they argue, the policies were in reality government directives that effectively silenced and unconstitutionally censored speakers with whom the government disagreed.
The courts decision in this case could have wide-ranging effects on the manner and methods of government efforts to influence the information that guides the publics debates and decisions.
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