Students in Edmonton, Alberta, Canada are refining a new technology that allows clinicians to see inside a patient’s body using augmented reality. The system, named ProjectDR, has functionality reminiscent of fictional “x-ray goggles,” given its ability to overlay medical images onto a patient’s body while properly adjusting those images when a patient moves. The technology, which consists of infrared cameras and markers placed on the patient’s body as well as a projector, is being co-developed by graduate students Ian Watts and Michael Feist at the University of Alberta. Proposed uses of ProjectDR span a wide range of education, therapeutic, and medical applications. Pilot studies in
Although 2017 has come and gone, its impact on the augmented/virtual reality industry will undoubtedly be felt for decades to come. While it remains to be seen if 2017 will be recognized as the year AR/VR finally made its first real push into the mainstream, there were a veritable plethora of events that occurred last year that will continue to influence the industry. After substantial contemplation, we have picked what we at VRWorld believe to be the Top Ten VR/AR Stories of 2017. Here they are, counting down from #10: #10 – Pimax 8k First discussed by VRWorld last January, the Pimax 8k would go
When talking about senior citizens, especially the ones living alone – it’s important to be as empathic as possible. Cats are known as cuddly little creatures, and there are scientific proofs that by just cuddling the cat – you minimize your risk of heart attack. However, as every living creature, cats need to be taken care off. This little kitty doesn’t. An artificially intelligent ‘robo-cat’ that would keep elderly people company, is currently being developed by scientists. That’s the vision of toymaker Hasbro and scientists at Brown University, who have received a three-year, $1 million grant from the National Science Foundation to find ways to add artificial intelligence to
Nokia has partnered with OP Financial Group, a Finland-based financial services group, to use blockchain technology to establish more trust in managing health data. According to a Nokia blog, the purpose of the pilot project, which involves 100 people, is to provide individuals more control over their personal health data. “Nokia’s experimental blockchain platform used in the pilot puts the focus on privacy and giving users full control over their data” is said from the company. To achieve this, they say any data that the users decide to share are encrypted, and can only be read by the intended participant on the platform, in this case OP. The
Although many tend to focus on gaming and entertainment when thinking about VR technologies, virtual reality is proving transformative in technical and industrial applications, too. Three recent announcements illustrate how VR can directly improve safety: Osso VR In October, the US Department of Education announced the winner of their EdSim Challenge, which saw 249 immersive simulation submissions vie for a grand prize of $430,000 in cash and prizes from IBM and Microsoft. Osso VR won this year’s competition with a surgical training system that allows new surgical techniques to be practiced on virtual patients. Michael E. Wooten, a deputy assistant secretary at the US Department
We’ve covered VR and how it relates to health quite a few times before, but this is one of the first times in recent memory that we’ve covered a negative concern. As covered by The Guardian, researchers at Leeds University have performed a study on twenty children aged between 8 and 12. These children were tasked with playing a virtual reality game for 20 minutes, after which they were physically examined for signs of problems with eyesight, nausea and so on. The results indicated a short-term disruption in “stereo-acuity”, which describes the ability to perceive depth. At least one child also suffered a brief case
Virtual reality is seemingly constantly up in the news for surprising utilizations outside of gaming, and today’s story on the Eye-Sync headset is no different. The Eye-Sync headset comes from the business SyncThink, which focuses on eye-tracking technology to supplement existing VR implementations. Eye-tracking isn’t a new concept to the world of virtual reality: businesses like Tobii and FOVE have been known for quite a while for working on eye-tracking tech, but usually for gaming implementations. With the introduction of the Eye-Sync, however, eye-tracking has taken a decidedly different direction: the diagnosis of head injury, particularly concussion. Those who have undergone head trauma and suffered
As VR’s influence continues to be felt across all industries, its rise to prominence in healthcare could be seen by many as a foregone conclusion. After all, medical and scientific fields have long been fans of the latest, greatest computing technologies, especially for working with advanced sets of data. Virtual Reality has two particular applications in healthcare: treatment and training. In the context of treatment, Virtual Reality is being used to relieve pain, to assist in treatments for Parkinson’s, and even to help people work through anxiety and PTSD. Virtual Reality is particularly effective for psychologists who want to have an easier time guiding their
After being named as the 2016 most ethical company in the world a few weeks ago, Dell is on point with yet another human enlightenment project. The company is teaming up with The Commonwealth Scientific and Industrial Research Organisation (CSIRO), Australia’s national science agency, to help combat post-childbirth complications in women now. Dell will deliver the newest high performance computing cluster (HPC), named Pearcey. The Pearcey cluster supports CSIRO research activities in a broad range of areas such as Bioinformatics, Fluid Dynamics and Materials Science. One of these areas is part of helping combat post-childbirth complications, ensuring women get a better chance of avoiding post-birth related surgeries. One CSIRO
In this interview with LifeBEAM, creator of embedded bio-sensing devices, we learn that wearables should not be intrusive. Instead, wearable device makers should design with a great user experience in mind.
LifeQ uses bio-mathematical models to turn physiological data into information to improve health by employing computational systems biologists and a wearable device.
There is no denying that Apple (NASDAQ: APPL) is a different company from the days when Steve Jobs walked the halls of the company’s Cupertino headquarters. Apple is now run by Tim Cook, Steve’s operations guru that managed to enable Apple’s ruthless efficiency and even more importantly their absolute profit margins. It comes as little surprise that Apple comes off as feeling dull to many since Jobs’ death in four years ago in 2011. Sure, four years is a long time in the tech world, but when it comes to a company like Apple, it takes time for someone’s impact to wane, like Jobs’. Let’s not forget that
Apple has been pushing heath and fitness heavily with their most recent campaign for the iPhone. This can be most noticeable in their recent ad campaign featuring Apple’s iPhone and a series of fitness applications and accessories, which include a multitude of wearables. Their campaign states, “You’re more powerful than you think.” So, what is Apple getting at here, exactly? That the iPhone, and Apple, can be at the very core of your physical and health success. Surely, there are plenty of people that are already using many of these devices on both their Android and iOS devices, so that doesn’t necessarily set Apple apart from