MICROSOFT SHOWS HOLOLENS’ AUGMENTED REALITY IS NO GIMMICK

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Augmented Reality in a Contact Lens

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Photos: University of Washington

A new generation of contact lenses built with very small circuits and LEDs promises bionic eyesight

By Babak A. Parviz

Posted 1 Sep 2009 | 20:35 GMT

The human eye is a perceptual powerhouse. It can see millions of colors, adjust easily to shifting light conditions, and transmit information to the brain at a rate exceeding that of a high-speed Internet connection.

But why stop there?

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MINI Augmented Vision

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Exclusive prototype of augmented reality eyewear underlines the innovative flair and creativity of the MINI brand.

Munich, Germany,  April 9, 2015.  MINI is revealing the shape of things to come at the Auto Shanghai show with a pioneering innovation. “MINI Augmented Vision gives an insight into how intelligent connectivity between a MINI car and eyewear into which relevant content is projected might work in the future,” explains Dr. Jörg Preißinger, project-manager MINI Augmented Vision, BMW Group research and technology. “Working with several Qualcomm companies, we have created an interlinked system and augmented reality eyewear with a characteristic MINI design that revolutionise the experience both in and outside the vehicle. This prototype with its customised, interactive functions succeeds in fusing augmented reality with the brand’s trademark sense of lifestyle.” Using see-through technology, the AR eyewear shows relevant information in the driver’s direct field of vision but without concealing other road users, thereby serving to increase safety and comfort while driving. The following functions will be projected into the field of view with MINI Augmented Vision:

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Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020

REPOST FROM http://techcrunch.com

 

Editor’s note: Tim Merel is the managing director of Digi-Capital.

Virtual reality and augmented reality are exciting – Google Glass coming and going, Facebook’s $2 billion for Oculus, Google’s $542 million into Magic Leap, not to mention Microsoft’s HoloLens. There are amazing early-stage platforms and apps, but VR/AR in 2015 feels a bit like the smartphone market before the iPhone. We’re waiting for someone to say “One more thing…” in a way that has everyone thinking “so that’s where the market’s going!”

A pure quantitative analysis of the VR/AR market today is challenging, because there’s not much of a track record to analyze yet. We’ll discuss methodology below, but this analysis is based on how VR/AR could grow new markets and cannibalize existing ones after the market really gets going next year.

AR is from Mars, VR is from Venus

VR and AR headsets both provide stereo 3D high-definition video and audio, but there’s a big difference. VR is closed and fully immersive, while AR is open and partly immersive – you can see through and around it. Where VR puts users inside virtual worlds, immersing them, AR puts virtual things into users’ real worlds, augmenting them.

You might think this distinction is splitting hairs, but that difference could give AR the edge over not just VR, but the entire smartphone and tablet market. There are major implications for Apple, Google, Microsoft, Facebook and others.

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Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers

Kurt D. Squire  and Mingfong Jan1
School of Education, Curriculum & Instruction, University of Wisconsin-Madison, 544B TEB, 225 N. Mills St., Madison, WI 53706, USA
Abstract
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students’ thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments.

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What is going on in augmented reality simulation in laparoscopic surgery?

Sanne M. B. I. Botden and Jack J. Jakimowicz

Abstract
Background
To prevent unnecessary errors and adverse results of laparoscopic surgery, proper training is of paramount importance. A safe way to train surgeons for laparoscopic skills is simulation. For this purpose traditional box trainers are often used, however they lack objective assessment of performance. Virtual reality laparoscopic simulators assess performance, but lack realistic haptic feedback. Augmented reality (AR) combines a virtual reality (VR) setting with real physical materials, instruments, and feedback. This article presents the current developments in augmented reality laparoscopic simulation.
Methods
Pubmed searches were performed to identify articles regarding surgical simulation and augmented reality. Identified companies manufacturing an AR laparoscopic simulator received the same questionnaire referring to the features of the simulator.
Results
Seven simulators that fitted the definition of augmented reality were identified during the literature search. Five of the approached manufacturers returned a completed questionnaire, of which one simulator appeared to be VR and was therefore not applicable for this review.
Conclusion

Several augmented reality simulators have been developed over the past few years and they are improving rapidly. We recommend the development of AR laparoscopic simulators for component tasks of procedural training. AR simulators should be implemented in current laparoscopic training curricula, in particular for laparoscopic suturing training. Continue reading