Thursday, April 23, 2015

AUGMENTED REALITY GLASSES ARE COMING TO THE BATTLEFIELD

AUGMENTED REALITY GLASSES ARE COMING TO THE BATTLEFIELD

MARINES WILL CONTROL A HEAD-UP DISPLAY WITH A GUN-MOUNTED MOUSE
  
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Osterhout Design Group
Using a pair of augmented reality glasses, a Marine signals intelligence (SIGINT) specialist monitors web traffic while he lies on the ground, his assault rifle trained on a nearby building. Amid the cacophony of cyber-noise in the city -- the thousands of simultaneous, harmless Skype sessions, movie streams, and Internet searches -- the Marine has zeroed in on a possible insurgent, who is currently flipping through financial data on a spreadsheet. Perhaps the suspect will make a mistake, and open up a mapping application that will show where he's planning to meet an arms dealer to buy plastique.
The Marine glances at the vital statistics on the heads-up display. The heart rate of his point man has suddenly spiked up to 110. Using a mouse mounted on the handguard of his M-16, the SIGINT specialist silently clicks open the video feed from the point man's head-mounted camera. A convoy of enemy pickups is headed directly towards the platoon. The Marine pushes out an alert to the rest of the platoon and then switches from dual-display mode to left-only as he raises his weapon to his eye.
This is what the Office of Naval Research (ONR) is working on with its ongoing AR Glasses project; when the project comes to fruition, instead of having his face in a phone or glued to a laptop, the Marine will be able to keep his gaze on the battlefield, increasing what the military calls "situational awareness." And they can also facilitate commands and information between ordinary soldiers.
The glasses have already been demonstrated at cyber-intelligence exercises in November, January, and March. Modified versions of X-6 prototypes made by the San Francisco-based Osterhout Design Group (ODG), the ONR glasses allow SIGINT soldiers to monitor a variety of enemy waveforms, indicating Internet traffic, 2G/SMS, VHF/push-to-talk radio systems, and satellite communications.
The tool emerged out of brainstorming between Marine modeling and simulation expert Major Christian Fitzpatrick and a signals intelligence instructor and staff sergeant named Nicholas Lannan. Lannan, who served two tours in Afghanistan, found he couldn't monitor his Android device and hold a weapon at the same time.
"He was patrolling with an infantry unit, and he used to stick out like a sore thumb," says Fitzpatrick. "He had the Android device, plus different antenna systems coming out of his backpack. So we talked about it, and if he had a heads-up display, he could hold a weapons system, keep his head about him, and still get some streaming data."
Virtual Objective
Osterhout Design Group
A virtual military objective as seen through a pair of R-6 augmented reality glasses. The 3-D virtual image can be keyed to any symbol, a word like "Objective 1" or a particular geographic location.
Having eyes glued to a screen can cause a SIGINT Marine not to see real-world objects that might be relevant. For example, an amplitude decrease in the signal getting tracked as the Marine moves around a building may be due to interference by the metal fire escape above his head, not because he's moving away from the target.
Still, Fitzpatrick says the 1.5-GHz dual-core glasses are still several years from readiness for the field, mainly due to the physical rigors of battle. The glasses aren’t totally waterproof, can be hard to read when the Marine moves between bright sunlight and the shade of a building, and may not survive getting roughly handled.
“For a plainclothes guy surveying an environment, they would be OK. But in a military environment, where they might get stepped on or dropped, and they’re prototypes that cost roughly $20,000 apiece?” says Fitzpatrick. “When we talk to MARSOC (Marine Corps Special Operations Command), they’re very interested in the spectrum data [from the glasses]. But they said ‘If someone’s shooting at me, the first thing I’m doing is ripping these off and tossing them!’
Pete Jameson, chief operating officer at ODG, points out that the company’s R-6 glasses, commercially available for just under $5,000, have an ambient light sensor and swappable photochromic shields for handling glare.
"The glasses had to pass military spec standards," says Jameson. "They're pretty robust. In real-life situations, we have very few returns."
Still, Fitzpatrick does not want to overpromise, particularly given the pickiness of his constituency.
“I like to be an early adopter,” says Fitzpatrick. “But that’s not the way at D.O.D. (Department of Defense), where we like to be extremely comfortable with our gear.”
Part of getting “comfortable” with the gear was testing out the AR glasses in a simulated attack called “Exercise Bold Alligator,” involving 11,000 Marines in ships floating off the coast of North Carolina and the urban terrain training facility at Camp Lejeune. An MIT computer program called Lincoln Adaptable Real-time Information Assurance Testbed (LARIAT), simulated the electronic activity of thousands of innocent civilians as well as a criminal network working to buy a large weapons system to use on the ships. Amidst all of the electronic buzz, SIGINT Marines had to suss out details of the rapidly-unfolding plot.
Fitzpatrick says the particular point of this exercise was for Marines to practice analyzing different enemy electronic tactics. In the heat of battle, insurgents may switch between a variety of modes of communications.
“What if they’re in a position where[the enemy] can’t get to their Gmail accounts? What is the next form of communication? Do they use their phones to send a text– do they use Twitter? ” says Fitzpatrick. “We’re trying to build scenarios so when [Marines] are actually forward-deployed, it’s not the first time they’re overwhelmed with a number of different signal sets and a sophisticated enemy.”
The public isn't ready for computerized glasses for everyday wear.
“It looks like something your grand-dad might wear,” says Fitzpatrick. The battery (which lasts 4-6 hours) sits above the top of the lenses, giving the 4.5-ounce glasses a bulky look.
ODG’s Jameson says that the backlash against the form factor of Google Glass shows that the public is not ready for computerized glasses for everyday wear.
"You'd use the R-6 for a particular job -- not for 24-hours-a-day activity,” says Jameson. He thinks people will be more receptive to wearables incorporated into a core job function. "There's a big future in the corporate and industrial world. That's where it'll start, and things will go from there."
And if the AR glasses make intelligence collection as efficient as hoped, Marines won't be worried about looking a little silly.
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Wednesday, April 8, 2015

Blog - All latest news about Augmented Reality and Visual Search

Blog - All latest news about Augmented Reality and Visual Search

Augmented reality is the future of computing, says Facebook CEO Mark Zuckerberg

Augmented reality is the future of computing, says Facebook CEO Mark Zuckerberg
Facebook co-founder and CEO Mark Zuckerberg has made his predictions about the direction in which social media is headed over the next few years, and they include much more augmented reality. Speaking at a Q&A in a public town hall in Bogota, Columbia, Zuckerberg cited his three predictions for social networking trends as:
1. Many, many more people online
2. More photo and SMS messaging than via the old web interface
3. The future of computing in general is augmented reality
augmented reality visual browser blippar
He said: ‘In another 10 to 15 years, you can imagine that there will be another platform, which is even more natural and even more built into our lives than mobile phones. I think it’s pretty easy to imagine that in the future we will have something that we can either wear - and it’ll look like normal glasses (so it won’t look weird like some of the stuff that exists today). And you’ll just be able to have context with what’s going on around you in the world and communicate with people and not have to disrupt your conversations by looking down.’
Zuckerberg also mentioned that virtual reality company Oculus – which Facebook bought for $2 billion in 2014 - could also play a crucial role in the future of augmented reality.
Commenting on Zuckerberg’s trend forecasting, Blippar CEO and co-founder Ambarish Mitra said: ‘Predictions are often overestimated in the short-term and underestimated in the long run. Augmented reality will, in the long run, have a bigger impact on our lives than Internet and web-based browsing did.
'Due to an overload of information our lives have become more complicated, hence unlimited computing power and simple solutions have become necessary. Image-recognition and augmented reality will significantly simplify how people access everyday information from the world they see. It'll truly make seeking information more pervasive, predictive and personalised than ever before.’
Watch Zuckerberg’s full Q&A video via Facebook here, and read more about the entrepreneur’s predictions for the future of social media via Venture Beat.

Tuesday, April 7, 2015

Finding actual tranquility in virtual reality

Finding actual tranquility in virtual reality

After decades of technological and economic barriers, the long-touted promise of virtual reality finally appears to be attaining some real world viability.
As consumer-level VR headsets like the Sony Morpheus, the Samsung Gear VR, and the Oculus Rift all edge closer to their mainstream consumer launches over the next year, and as content production for these devices ramps up — from VR-enhanced cinematic experiences, to immersive video games, to applications in fields ranging from construction, design, and commerce — it’s becoming clear that virtual reality isn’t simply the next-fancier digital entertainment platform. The bounds of this technology, its versatility and functional range, are only beginning to be charted.
One of the aspects of VR that’s hardest to convey without actually strapping on a headset and diving in is the immersive, transportive quality of the experience. A fine-tuned system of stereoscopic imaging, motion and depth detection, and enough CPU horsepower to convincingly bestow a sense of “presence” all combine to create what feels like an entrance to a distinct, and distinctly different, environment — that is, VR is less about conveying a sense of realism than it is about carving out new realities.
This distinction is especially important in the advance of an intriguing realm of VR development, the treatment of mental disorders such as anxiety and depression.
According to figures from the Anxiety and Depression Association of America, chronic anxiety affects more than 40 million adults, with only about a third of them receiving treatment. The sources of anxiety are many and varied — genetics, brain chemistry, personality, and life events all play contributing roles — and the treatments are similarly diverse. Alongside advances in medical and pharmaceutical treatments, we’ve seen a rise in holistic measures over the past few decades: yoga, meditation, deep breathing, and if a burgeoning trend among developers bears out, virtual reality.
Techniques like virtual reality exposure therapy, employed to treat post-traumatic stress disorder, alcoholism, as well as various phobias and anxiety disorders by immersing patients in various simulated environments, have been in development among medical professionals since the early ’90s. And a wave of VR experiments in meditation are emerging: A selection of calm-inducing environments are ready for download via the Guided Mediation VR portal, and Babson College student Nina Vir, a competitor in last October’s HackingArtshackathon at MIT, presented a similar VR meditation concept called NiVRana.
One of the most promising extensions of this movement toward virtual tranquillity is “Deep,” a game (of sorts) developed by Dublin-based game designer Owen Harris, in collaboration with Dutch artist Niki Smit. Using a VR headset in combination with a strap-on peripheral controller that wraps around the belly like a belt, “Deep” measures a player’s diaphragmatic breathing and uses it as a controlling mechanism. Players navigate various virtual environments by breathing in and out, concentrating on expanding and contracting their diaphragms — a long practiced technique for gaining control over anxiety and panic attacks. On screen, these breaths are represented both by a growing and shrinking ring, and activate a fluid, floating movement through calming underwater vistas. Users are both controlling their breath, and using their breath as a control.
For Harris, 34, “Deep” is “my first electronics project and my first sewing project,” but it’s also been an intergral step toward addressing his own problems with anxiety, which extend back “as far as I can remember.”
“The first things I tried in VR were things that I made myself,” he tells me from Dublin in a Google Hangout. “I knew what I wanted to create, I wanted to re-create a floatation tank. So the first things I made were just star fields to sit within. I was captivated by the transporting nature of VR, how it could place you within another place.”
“Deep,” while currently in beta exclusively as a festival installation game due to its homespun hardware demands, gives users an accessible, immersive avenue toward claiming agency over their own bodies (anxiety attacks can often feel like a loss of physical as well as mental control). Harris himself uses it to defuse his own stressful situations. “In the same way the floatation tank was able to give people a glimpse into these states of consciousness really quickly, with really no barrier to entry,” he says, “‘Deep’ can be that for other people.”
Harris doesn’t see “Deep” or similar approaches through VR as a replacement for medication or clinical treatment, but he does see virtual reality as a potentially revelatory tool to add to the arsenal of treatments. There’s a lot less stigma surrounding the epidemic of anxiety in America, and as more and more sufferers come to terms with how widespread it is, VR offers a unique opportunity to nudge treatment more toward the mainstream.
“I should say that it doesn’t work for everybody,” says Harris, who has tested the game on attendees of various VR conferences to striking results, with some users moved to tears. “Twenty percent of people just really don’t like it, 60 percent like it and think it’s neat and interesting and cool, and 20 percent really, really love it. It’s those people, when they take it off and they look at you with this really intense look, like you’ve given them something, they’ve had an experience but there’s no way to communicate it, that’s really gratifying.”
Michael Andor Brodeur can be reached at mbrodeur@globe.com. Follow him on Twitter @MBrodeur.