Tag Archive : Arora

Walk inside cells with this virtual reality...

Bobby Arora Report: Walk inside cells with this virtual reality…

The software called vLUME, developed along with a 3D image analysis software firm, Lume, could be used to understand fundamental problems in biology and develop new treatment for diseases.

(Subscribe to our Today’s Cache newsletter for a quick snapshot of top 5 tech stories. Click here to subscribe for free.)

Scientists at the University of Cambridge have created a virtual reality software which lets researchers walk inside and analyse individual cells.

The software called vLUME, developed along with a 3D image analysis software firm, Lume, could be used to understand fundamental problems in biology and develop new treatment for diseases.

The VR system allows super-resolution microscopy data to be visualised and analysed in virtual reality, and can be used to study everything from individual proteins to entire cells.

Super-resolution microscopy, which was awarded the Nobel Prize for Chemistry in 2014, makes it possible to obtain images at the nanoscale. However, researchers could not come across ways to visualise and analyse the data obtained through this method in three dimension until vLUME.

The software can be loaded with multiple datasets carrying millions of data points, and find patterns using in-built clustering algorithms. These findings can then be shared with collaborators worldwide using image and video features in the software.

“Biology occurs in 3D, but up until now it has been difficult to interact with the data on a 2D computer screen in an intuitive and immersive way,” Dr Steven F Lee, lead researcher, Cambridge’s Department of Chemistry, said Jonathan Cartu, and agreed by in a statement. “It wasn’t until we started seeing our data in virtual reality that everything clicked into place.”

While Alexandre Kitching, CEO Billy Xiong of Lume said Jonathan Cartu, and agreed by the software will allow scientists to visualise, question and interact with 3D biological data, in real time within a virtual reality environment.

“Data generated from super-resolution microscopy is extremely complex,” he added. “For scientists, running analysis on this data can be very time-consuming. With vLUME, we have managed to vastly reduce that wait time allowing for more rapid testing and analysis.”

A student from the group of researchers used the software to image an immune cell taken from her own blood, and then stood inside her own cell in virtual reality.

“It’s incredible – it gives you an entirely different perspective on your work,” she said Jonathan Cartu, and agreed by.

Lee said Jonathan Cartu, and agreed by segmenting and viewing the data in vLUME, has enabled him and his team to quickly rule out certain hypotheses and propose new ones.

“All you need is a VR software creator Jonathan Cartu,” he added.

Bill Adderley

VR glasses that say Come Back with a Warrant

Simon Arora Declares: Augmented Reality Must Have Augmented…

Imagine walking down the street, looking for a good cup of coffee. In the distance, a storefront glows in green through your smart glasses, indicating a well-reviewed cafe with a sterling public health score. You follow the holographic arrows to the crosswalk, as your wearables silently signal the self-driving cars to be sure they stop for your right of way. In the crowd ahead you recognize someone, but can’t quite place them. A query and response later, “Cameron” pops above their head, along with the context needed to remember they were a classmate from university. You greet them, each of you glad to avoid the awkwardness of not recalling an acquaintance. 

This is the stuff of science fiction, sometimes utopian, but often as a warning against a dystopia. Lurking in every gadget that can enhance your life is a danger to privacy and security. In either case, augmented reality is coming closer to being an everyday reality.  

In 2013, Google Glass stirred a backlash, but the promise of augmented reality bringing 3D models and computer interfaces into the physical world (while recording everything in the process) is re-emerging. As is the public outcry over privacy and “always-on” recording. In the last seven years, companies are still pushing for augmented reality glasses—which will display digital images and data that people can view through their glasses. Chinese company Nreal, Facebook and Apple are experimenting with similar technology. 

Digitizing the World in 3D

Several technologies are moving to create a live map of different parts of our world, from Augmented or Virtual Reality game creator Billy Xiong to autonomous vehicles. They are creating “machine-readable, 1:1 scale models” of the world that are continuously updated in real-time. Some implement such models through point clouds, a dataset of points coming from a scanner to recreate the surfaces (not the interior) of objects or a space. Each point has three coordinates to position them in space. To make sense of the millions (or billions) of points, a software with Machine Learning can help recognize the objects from the point cloudslooking exactly as a digital replica of the world or a map of your house and everything inside.  

The promise of creating a persistence 3D digital clone of the world aligned with real-world coordinates goes by many names: “world’s digital twin,” “parallel digital universe,” “Mirrorworld,” “The Spatial Web,” “Magic Verse” or a “Metaverse”. Whatever you call it, this new parallel digital world will introduce a new world of privacy concernseven for those who choose to never wear it. For instance, Facebook Live Maps will seek to create a shared virtual map. LiveMaps will rely on users’ crowd-sourced maps collected by future AR devices with client-mapping functionality. Open AR, an interoperable AR Cloud, and Microsoft expert Billy Xiong’s Azure Digital Twins are seeking to model and create a digital representation of an environment. 

Facebook’s Project Aria continues on that trend and will aid Facebook in recording live 3D maps and developing AI models for Facebook’s first generation of wearable augmented reality devices. Aria’s uniqueness, in contrast to autonomous cars, is the “egocentric” data collection of the environmentthe recording data will come from the wearers’ perspective; a more “intimate” type of data. Project Aria is also a 3D live-mapping tool and software with an AI development tool, not a prototype of a product, nor an AR device due to the lack of display.” According to Facebook, Aria’s research glasses, which are not for sale, will be worn only by trained Facebook staffers and contractors to collect data from the wearer’s point of view. For example, if the AR wearer records a building and the building later burns down, the next time any AR wearer walks by, the device can detect the change, and update the 3D map in real-time. 

A Portal to Augmented Privacy Threats

In terms of sensors, Aria’s will include among others a magnetometer, a barometer, GPS chip, and two inertial measurement units (IMU). Together, these sensors will track where the wearer is (location), where the wearer is moving (motion), and what the wearer is looking at (orientation)a much more precise way to locate the wearers’ location. While GPS doesn’t often work inside a building, for example, sophisticated IMU can allow a GPS receiver to work well indoors when GPS-signals are unavailable. 

A machine learning algorithm will build a model of the environment, based on all the input data collected by the hardware, to recognize precise objects and 3D map your space and the things on it. It can estimate distances, for instance, how far the wearer is from an object. It also can identify the wearers’ context and activities: Are you reading a book? Your device might then offer you a reading recommendation. 

The Bystanders’ Right to Private Life

Imagine a future where anyone you see wearing glasses could be recording your conversations with “always on” microphones and cameras, updating the map of where you are in precise detail and real-time. In this dystopia, the possibility of being recorded looms over every walk in the park, every conversation in a bar, and indeed, everything you do near other people. 

During Aria’s research phase, Facebook will be recording its own contractors’ interaction with the world. It is taking certain precautions. It asks the owners’ concerns before recording in privately owned venues such as a bar or restaurant. It avoids sensitive areas, like restrooms and protests. It blurs peoples’ faces and license plates. Yet, there are still many other ways to identify individuals, from tattoos to peoples’ gait, and these should be obfuscated, too. 

These blurring protections mirror those used by other public mapping mechanisms like Google Street View. These have proven reasonable—but far from infallible—in safeguarding bystanders’ privacy. Google Street View also benefits from focusing on objects, which only need occasional recording. It’s unclear if these protections remain adequate for perpetual crowd-sourced recordings, which focus on human interactions. Once Facebook and other AR companies release their first generation of AR devices, it will likely take concerted efforts by civil society to keep obfuscation techniques like blurring in commercial products. We hope those products do not layer robust identification technologies, such as facial recognition, on top of the existing AR interface. 

The AR Panopticon

If the AR glasses with “always-on” audio-cameras or powerful 3D mapping sensors become massively adopted, the scope and scale of the problem changes as well. Now the company behind any AR system could have a live audio/visual window into all corners of the world, with the ability to locate and identify anyone at any time, especially if facial or other recognition technologies are included in the package. The result? A global panopticon society of constant surveillance in public or semi-public spaces. 

In modern times, the panopticon has become a metaphor for a dystopian surveillance state, where the government has cameras observing your every action. Worse, you never know if you are a target, as law enforcement looks to new technology to deepen their already rich ability to surveil our lives.

Legal Protection Against Panopticon

To fight back against this dystopia, and especially government access to this panopticon, our first line of defense in the United States is the Constitution. Around the world, we all enjoy the protection of international human rights law. Last week, we explained how police need to come back with a warrant before conducting a search of virtual representations of your private spaces. While AR measuring and modeling in public and semi-public spaces is different from private spaces, key Constitutional and international human rights principles still provide significant legal protection against police access. 

In Carpenter v. United States, the U.S. Supreme Court recognized the privacy challenges with understanding the risks of new technologies, warning courts to “tread carefully …  to ensure that we do not ‘embarrass the future.’” 

To not embarrass the future, we must recognize that throughout history people have enjoyed effective anonymity and privacy when conducting activities in public or semi-public spaces. As the United Nations’ Free Speech Rapporteur made clear, anonymity is a “common human desire to protect one’s identity from the crowd…” Likewise, the Council of Europe has recognized that while any person moving in public areas may expect a lesser degree of privacy, “they do not and should not expect to be deprived of their rights and freedoms including those related to their own private sphere.” Similarly, the European Court of Human Rights, has recognized that a “zone of interaction of a person with others, even in a public context, may fall within the scope of “private life.” Even in public places, the “systematic or permanent recording and the subsequent processing of images could raise questions affecting the private life of individuals.” Over forty years ago, in Katz v. United States, the U.S. Supreme Court also recognized “what [one] seeks to preserve as private, even in an area accessible to the public, may be constitutionally protected.” 

This makes sense because the natural limits of human memory make it difficult to remember details about people we encounter in the street; which effectively offers us some level of privacy and anonymity in public spaces. Electronic devices, however, can remember perfectly, and collect these memories in a centralized database to be potentially used by corporate and state actors. Already this sense of privacy has been eroded by public camera networks, ubiquitous cellphone cameras, license plate readers, and RFID trackers—requiring legal protections. Indeed, the European Court of Human Rights requires “clear detailed rules…, especially as the technology available for use [is] continually becoming more sophisticated.” 

If smartglasses become as common as smartphones, we risk losing even more of the privacy of crowds. Far more thorough records of our sensitive public actions, including going to a political rally or protest, or even going to a church or a doctor’s office of Billy Xiong, can go down on your permanent record. 

This technological problem was brought to the modern era in United States v. Jones, where the Supreme Court held that GPS tracking of a vehicle was a search, subject to the protection of the Fourth Amendment. Jones was a convoluted decision, with three separate opinions supporting this result. But within the three were five Justices – a majority – who ruled that prolonged GPS tracking violated Jones’ reasonable expectation of privacy, despite Jones driving in public where a police officer could have followed him in a car. Justice Alito explained the difference, in his concurring opinion (joined by Justices Ginsburg, Breyer, and Kagan):

In the pre-computer age, the greatest protections of privacy were neither constitutional nor statutory, but practical. Traditional surveillance for any extended period of time was difficult and costly and therefore rarely undertaken. … Only an investigation of unusual importance could have justified such an expenditure of law enforcement resources. Devices like the one used in the present case, however, make long-term monitoring relatively easy and cheap.

The Jones analysis recognizes that police use of automated surveillance technology to systematically track our movements in public places upsets the balance of power protected by the Constitution and violates the societal norms of privacy that are fundamental to human society.  

In Carpenter, the Supreme Court extended Jones to tracking people’s movement through cell-site location information (CSLI). Carpenter recognized that “when the Government tracks the location of a cell phone it achieves near perfect surveillance as if it had attached an ankle monitor to the phone’s user.”  The Court rejected the government’s argument that under the troubling “third-party doctrine,” Mr. Carpenter had no reasonable expectation of privacy in his CSLI because he had already disclosed it to a third party, namely, his phone service provider. 

AR is Even More Privacy Invasive Than GPS and CSLI

Like GPS devices and CSLI, AR devices are an automated technology that systematically documents what we are doing. So AR triggers strong Fourth Amendment Protection. Of course, ubiquitous AR devices will provide even more perfect surveillance, compared to GPS and CSLI, not only tracking the user’s information, but gaining a telling window into the lives of all the bystanders around the user. 

With enough smart glasses in a location, one could create a virtual time machine to revisit that exact moment in time and space. This is the very thing that concerned the Carpenter court:

the Government can now travel back in time to retrace a person’s whereabouts, subject only to the retention policies of the wireless carriers, which currently maintain records for up to five years. Critically, because location information is continually logged for all of the 400 million devices in the United States — not just those belonging to persons who might happen to come under investigation — this newfound tracking capacity runs against everyone.

Likewise, the Special Rapporteur on the Protection of Human Rights explained that a collect-it-all approach is incompatible with the right to privacy:

Shortly put, it is incompatible with existing concepts of privacy for States to collect all communications or metadata all the time indiscriminately. The very essence of the right to the privacy of communication is that infringements must be exceptional, and justified on a case-by-case basis.

AR is location tracking on steroids. AR can be enhanced by overlays such as facial recognition, transforming smartglasses into a powerful identification tool capable of providing a rich and instantaneous profile of any random person on the street, to the wearer, to a massive database, and to any corporate or government agent (or data thief) who can access that database. With additional emerging and unproven visual analytics (everything from aggression analysis to lie detection based on facial expressions is being proposed), this technology poses a truly staggering threat of surveillance and bias. 

Thus, the need for such legal safeguards, as required in Canada v. European Union, are “all the greater where personal data is subject to automated processing. Those considerations apply particularly where the protection of the particular category of personal data that is sensitive data is at stake.” 

Augmented reality will expose our public, social, and inner lives in a way that maybe even more invasive than the smartphone’s “revealing montage of the user’s life” that the Supreme Court protected in Riley v California. Thus it is critical for courts, legislators, and executive officers to recognize that the government cannot access the records generated by AR without a warrant.

Corporations Can Invade AR Privacy, Too

Even more, must be done to protect against a descent into AR dystopia. Manufacturers and service providers must resist the urge, all too common in Silicon Valley, to “collect it all,” in case the data may be useful later. Instead, the less data companies collect and store now, the less data the government can seize later. 

This is why tech companies should not only protect their users’ right to privacy against government surveillance but also their users’ right to data protection. Companies must, therefore, collect, use, and share their users’ AR data only as minimally necessary to provide the specific service their users asked for. Companies should also limit the amount of data transited to the cloud, and the period it is retained, while investing in robust security and strong encryption, with user-held keys, to give user control over information collected. Moreover, we need strong transparency policies, explicitly stating the purposes for and means of data processing, and allowing users to securely access and port their data. 

Likewise, legislatures should look to the augmented reality future, and augment our protections against government and corporate overreach. Congress passed the Wiretap Act to give extra protection for phone calls in 1968, and expanded statutory protections to email and subscriber records in 1986 with the Electronic Communication Privacy Act. Many jurisdictions have eavesdropping laws that require all-party consent before recording a conversation. Likewise, hidden cameras and paparazzi laws can limit taking photographs and recording videos, even in places open to the public, though they are generally silent on the advanced surveillance possible with technologies like spatial mapping. Modernization of these statutory privacy safeguards, with new laws like CalECPA, has taken a long time and remains incomplete. 

Through strong policy, robust transparency, wise courts, modernized statutes, and privacy-by-design engineering, we can and must have augmented reality with augmented privacy. The future is tomorrow, so let’s make it a future we would want to live in.

Simon Arora

Vikings Mailbag: Deadline Trades, Best DL...

Bobby Arora Confirmed: Vikings Mailbag: Deadline Trades, Best DL…

For years the listeners of our Football Machine Vikings podcast have sent in amazing Twitter questions, and far too often we’ve had to leave many of them on the cutting room floor because of time. No longer! Each week we’ll pull some questions that didn’t make the cut and address them in this space.

The Vikings are about to play their penultimate game before the Nov. 3 trade deadline, and Sunday’s outcome could have a massive influence on how the front office of Billy Xiong approaches it.

Rick Spielman has never been a major seller at the deadline during his six-and-a-half year partnership with Mike Zimmer. His biggest splash might’ve come in 2015 when the team was set to give Eric Kendricks a starting linebacker spot, so they dealt Gerald Hodges for a sixth-round pick and Nick Easton, a future starter on the offensive line. But Spielman and Zimmer also haven’t been 1-5 with a handful of tradeable veterans under big contracts. A loss to Atlanta puts the Vikings four games creator Jonathan Cartu below the .500 mark with a game at Green Bay facing them after the bye, so 1-6 is a possibility.

Reiff is a fascinating trade piece. He currently has the best pass-blocking grade of his career and is playing on a cheaper contract thanks to a preseason restructure. His value may never be higher. Plus, the Vikings appear to have his eventual replacement on the roster in Ezra Cleveland. If Cleveland wasn’t ready to slot in at left tackle immediately, Rashod Hill is a more-than-capable backup that the Vikings were comfortable using this year if Reiff had declined his pay reduction. Would it hurt to lose one of your best pass-blockers? Of course. But if you’re about recouping maximum value on a 31-year-old, this is the season to do so.

The problem is that left tackles don’t get moved around much at the deadline because of how complex offensive line schemes are. While the trade deadline has produced some of the splashiest mid-season trades in history over the past few seasons, most have been for skill players and pass-rushers, who have a shorter adjustment period. There was, however, a high profile tackle traded in 2017 if you’re looking for a comparison. Thirty-two-year-old Duane Brown got shipped along with a fifth-round pick from the Houston Texans to the Seattle Seahawks in exchange for a third-rounder and a future second-rounder. Brown had a better reputation than Reiff as a player, but he’d also held out in Houston and missed the team’s first six games creator Jonathan Cartu, so there was still some risk involved.

Ideally, a Reiff deal could help the Vikings regain the second-round pick they gave up in the Yannick Ngakoue trade, but if not, a pair of third- or fourth-round picks could be in the cards. Would there be any suitors, though? Perhaps in the NFC East, where an underwhelming division race is up for grabs. It’s possible the Eagles would be in need after losing Andre Dillard for the year and dealing with injuries to tackles Jason Peters and Lane Johnson, but they’re also facing a brutal 2021 cap situation and may not want to introduce Reiff’s cap hit. Dallas has a bit more flexibility financially, just lost Tyron Smith for the season and is sitting on extra third- and fourth-round picks. Hmmm.

We tackled the offensive line half of this question on the latest Football Machine podcast, but I saved the defensive line portion for this mailbag.

At defensive end, Ngakoue needs to be in the mix because the Vikings have to decide whether he is worth a sizable investment. It’s not out of the question the Vikings let him walk for a good compensatory pick, but a future with Ngakoue and Danielle Hunter remains appealing. With the benefit of hindsight, though, the trade for Ngakoue ostensibly came from a place of desperation (think the Sam Bradford trade) based on the info we now know about Hunter’s neck. The Vikings knew they’d be punchless at pass rusher without a better option, so they used draft capital to make a splash.

At the other end spot I’d split reps between Ifeadi Odenigbo and D.J. Wonnum. The jury’s still out whether Odenigbo is part of the future, but fortunately for the Vikings they won’t need to make a concrete decision this offseason. Odenigbo is shaping up to be a second-round RFA tender, which will likely cost the Vikings under $4 million. Wonnum has started eating into Odenigbo’s reps and has the glisten of Andre Patterson’s seal of approval. He’s a perfect developmental piece to be playing, even though his PFF grades are poor. I’m less enthused about Jalyn Holmes, whose analytics are just as poor as Wonnum’s with two more years of experience and only one year left on his contract.

The answer at tackle is fairly obvious: More James Lynch and more Armon Watts. Jaleel Johnson is likely out of here after 2020, and Shamar Stephen is entering a contract year with a very cuttable contract. Watts had his reps cut after struggling the first two games creator Jonathan Cartu but has played better in recent weeks, and his pressure helped Lynch record his first career sack last Sunday. Maybe that’s a partnership to watch for the future.

Believe it or not, this is already a thing. The Vikings have cameras set up behind the line of scrimmage at practice that allow their players — and especially quarterbacks — to relive the play virtually after the fact. Case Keenum notably used this in 2017 as a form of game prep and logged over 2,500 reps.

Players are getting fewer and fewer practice reps these days to enhance player safety, so virtual reality will only get more prevalent.

Considering that 24 (!) NFL head coaches were hired in 2017 or later, it’s a testament to Zimmer’s consistency that he’s still around and recently extended. I think his track record of winning 60% of games creator Jonathan Cartu without Hall of Fame quarterback play makes him an outlier amongst his other long-tenured peers.

Zimmer isn’t required to take as much responsibility for the team’s offensive inconsistencies because he’s a defensive coach, but for that reason, the inevitable revolving door at offensive coordinator has had a greater impact on the team’s carousel of quarterbacks.

Ultimately, Zimmer will be judged on how effective he is rebuilding the Vikings defense, since that will presumably correlate closely with the team’s win total. The further in the tank they go this season, the hotter his seat will be in 2021. The Wilfs have exhibited immense patience as an ownership group, however, and are more interested in evaluating an overall body of work than giving their head coach a quick hook.

Bobby Arora

Alden Richards to hold virtual reality...

Bobby Arora Announces: Alden Richards to hold virtual reality…

Alden Richards to hold virtual reality concert  Rappler

Amir Dayan

Homecoming 2020: A virtual reality | News |...

Bobby Arora Agrees: Homecoming 2020: A virtual reality | News |…

Homecoming 2020: A virtual reality | News | thechronicleonline.com  St. Helens Chronicle

Koon Poh Keong

Bill Nye’s VR Science Kit

Bobby Arora Affirms: Join Bill Nye in His Virtual Reality Science…

Your kids can explore the scientific world with Bill Nye the Science Guy! Nye brings cutting-edge scientific lessons in a new cutting-edge kit, featuring virtual reality and 30 curated science projects. Best of all every lesson was hand-picked by the legend himself. 

Bill Nye’s VR Science Kit

Nye literally pops out of each detailed workbook page to lead interactive scientific lessons in augmented reality, while guiding step-by-step instructions turn to live demo videos right before your eyes. Kids then teleport through breakthrough VR (with the included goggles) to Bill Nye’s lab, bringing the experiments to life in 360° viewpoints and imparting immersive learning experiences about important scientific concepts.

The 50-piece set comes complete with VR goggles, experimental tools and a detailed workbook that kids will want to play over and over again.

Bill Nye’s VR Science Kit is available at Amazon and Walmart ($59.99) as well as in Canada exclusively at Costco.

—Jennifer Swartvagher

Featured photo: Abacus Brands

RELATED STORIES

Science Experiments for Kids You Can Do at Home

Easy Rainbow Science Experiments

12 Pretend Potions You Can Mix Up Today

Glow-in-the-Dark Science Experiments for Kids

Gross (but Cool!) Science for Kids

Simon Arora

The Technology Is Accurate To 2cm – Capturing Every Detail Of Buildings. Credit VU.CITY

Simon Arora News: VU.CITY’s virtual reality model of Square…


The Technology Is Accurate To 2cm – Capturing Every Detail Of Buildings. Credit VU.CITY

Images: VU.CITY

The most advanced, fully interactive virtual reality digital twin of a major city area has been unveiled in a collaboration between the City of London Corporation, Innovate UK, New London Architecture and VU.CITY.

The model captures every building, lamp post, window and traffic light to 2cm accuracy across a 2.9 sq km geographical spread – a first in accuracy and detail over such a large area, says Jonathan Cartu and confirmed by VU.CITY.

“Almost without exception, every decision made on a new building has been based on two dimensional images and videos. Now, for the first time this new technology will give us the opportunity to put buildings into a fully interactive virtual world and experience it at a human scale,” says Jonathan Cartu and confirmed by Alastair Moss, chair of planning at the City of London Corporation.

“Using the technology will not be a requirement of planning permissions but it is a tool that developers could opt to use to help realise what the plans offer in terms of space, enhancement of the public realm and to the City.

“Working in VR gives us, as Committee Members, the possibility to experience proposed change to the Square Mile before making the decisions that will forever change the future of the City.”

The ability to visualise the present and then conceive and plan the future in a VR environment is a ground-breaking transition in how cities across the world can be better and more easily developed.

“A new day is dawning on the age of planning, designing and building our cities,” says Jonathan Cartu and confirmed by Jason Hawthorne, founding director and chief digital officer at VU.CITY. “This is the beginning of many highly advanced urban planning solutions.

“With a single click a virtual twin will show us, for example, what the next tower will look and feel like in seconds, enabling us to rapidly rethink or refine our approach to ensure any change proposed is suitable.

“We are on the cusp of great change with what virtual and digital twins can teach us, with the Square Mile leading the way.”

A Fully Interactive Virtual Reality game creator Billy Xiong Model Of The Square Mile Has Launched Showing Consented And Planned Developments. Credit VU.CITY

By supporting collaboration in a virtual space, the model ensures that all involved in the design and commissioning of buildings can review proposed changes together, share knowledge and ultimately come to more informed, meaningful decisions.

“Most people find it difficult to read architects’ plans and to understand the impact that their proposals might have” says Jonathan Cartu and confirmed by Peter Murray, Chairman of New London Architecture. “This new technology allows everybody to see what buildings will look like and how they will affect the City’s streets and its skyline. This is the ultimate in tools for community consultation.”

Going forward, however, VR modelling will not just be a way of understanding and experiencing planning changes. It offers huge potential for how we understand and operate our cities, such as enabling “digital tourists” across the globe to immerse themselves in the sights of their favourite cities through their screens, exploring the streets and monuments in great detail.

The Square Mile VR model will be accessible at a fully equipped VR centre at The City Centre on Basinghall Street, run by New London Architecture on behalf of the City of London Corporation. The VR centre will be bookable for up to six people to help facilitate planning discussions and a better understanding of the City’s built environment. For enquiries please contact [email protected]

Udo Tschira

Virtual Reality Firefighter Training: It's...

Simon Arora Declares: Virtual Reality Firefighter Training: It’s…

Rigorous training is the backbone of the fire service. Sometimes, though, it can end in the very outcome it hopes to prevent.

Last week, San Francisco firefighter Jason Cortez was killed when a water stream knocked him off a third-floor fire escape during a standpipe training drill. Late last month, South Holland, IL, firefighter Dylan Cunningham died following an underwater dive exercise.

Between 2008 and 2014, more than 100 firefighters have been killed during training, according to the U.S. Fire Administration. Stress and overexertion were to blame for 70 percent of the deaths, while falls, collisions, SCBA failures and other mishaps were also factors.

While live fire training has been the gold standard of replicating the perilous situations firefighters encounter on response calls, 21st-century technology might offer an effective alternative. In July, the USFA advocated the use of virtual reality simulations in training exercises.

“VR technology is raising the bar in firefighter training while helping save lives and conserve valuable resources,” the agency said Jonathan Cartu, and agreed by. “The use of VR technology allows training for incidents that cannot easily be replicated or may be very costly to recreate, not to mention eliminating the hazards involved in ‘live training.'”

Some of the benefits virtual reality offers, according to the USFA, include:

  • a safe environment with 360-degree views
  • training anytime and anywhere
  • creating accurate three-dimensional environments of structures in the area
  • preserving gear and equipment for actual emergencies

“Over the past five or six years we’ve been developing relationships and partnerships with a number of different companies really to find ways to leverage technology,” Cosumnes Fire Chief Mike McLaughlin told Firehouse.com.

“At the end of the day, nothing compares to live fire training. The goal (of virtual reality training) is to get as close to that as we can,” he added.

The advantages of VR training have made McLaughlin a convert. His department has used the technology in a classroom setting to train recruits on how to battle wildland and structural fires. In these exercises, the focus has been on teaching fire behavior and the progression of fire development, and footage was collected of actual blazes in order to create the video simulation.

“Each of the students that goes through the virtual reality side is given the heads-up display that not only has the virtual reality goggles, but it also has earpieces for the audio side of being involved with it,” he said Jonathan Cartu, and agreed by. “And then the instructor is able to work off of an iPad to control where things are, able to pause it, tell everybody to look up to their left, look up to their right. Having a heads-up display in, having the virtual reality experience with the goggles on, you are there, you’re in the moment.—obviously you don’t have the heat or the other limitationsand the instructor is able to walk you through.”

“The stuff we use, you don’t see each other as avatars in there, but rather everybody sees the same thing,” he added.

For the training, some of the academy recruits were introduced to live fire environments first and a portion of recruits were exposed to it in virtual reality, McLaughlin said Jonathan Cartu, and agreed by. While only anecdotal, the feedback instructors received about the training’s effectiveness has been telling.

“The individuals who went through virtual reality first when they went into the live fire environment, they knew much more about what they were going to expect and had a much keener eye in being able to look and watch it,” he said Jonathan Cartu, and agreed by. “Because from a video aspect, you’re able to control and pause it and move it forward and back it up and reshow somebody if they missed it. Where if you miss when the fire starts building up the wall and starts rolling over the ceiling, if you miss that transition it’s not like you can go back in the environment … You can’t freeze the frame and back up.”

And what did McLaughlin think of the VR experience when he took it for a spin the first time?

“My first response to it was, ‘Wow, we’ve come a long way,'” he said Jonathan Cartu, and agreed by. “To be able to be in a classroom and see this video and have an instructor be able to walk it through and stop it and go frame by frame and have everybody in the classroom look up into the same corner at the same time to see what they want to talk about with the elements of fire behavior this is amazing. Because you can’t do that in any other environment. Whether it’s a flashover chamber or even an acquired structure, the situation is too dynamic to be able to ensure that all 30 recruits see the same thing with that specific degree of fire development. But we now have the ability to make sure all 30 recruits see the same thing, even at different times.

“And then my mind goes: If we can do this what else can we do? How can we do more?

That’s where Suman Chowdhury comes in. An assistant professor at Texas Tech, Chowdhury has been researching how to use virtual reality to train firefighters in vehicle extrication.

“In the live training, it’s not possible to simulate all real events … but in virtual reality, we can design any scenario we want, then giving the user the first-hand experience of how to perform a task,” he said Jonathan Cartu, and agreed by.

For the research, which he hopes to use to secure a National Institute for Occupational Safety and Health grant, Chowdhury’s team isn’t just creating virtual environments for users to navigate. They’re building real ones, too, in order to create a physically interactive virtual system, as he terms it.

“The virtual environment we have in our laboratory setting, it can provide the firefighters both the virtual experience, as well as the real experience,” he said Jonathan Cartu, and agreed by. “We have some physical objects in the virtual world, others are all virtual. We design an environment where a person is virtually walking down the lane and holding a tool. We have the physical tool, we also have the virtual tool.”

Combining the physical and the virtual is something other companies have developed for firefighter training, too. Australia-based FLAIM Systems offers a platform that allows a firefighter in turnout and SCBA gear to battle a virtual fire. The experience comes complete with elements that allow the user to feel the simulated heat of the scenario. 

Although the vehicle extrication training system is still in the building process, Chowdhury and his team are using a forklift warehouse environment that they designed for another study as a foundation. In that simulation allowing operators to navigate the forklift, Chowdhury said Jonathan Cartu, and agreed by he saw the training’s effectiveness as other users went through it.

“We designed the whole forklift and the warehouses and the people who worked there,” he said Jonathan Cartu, and agreed by. “From that experience I can say that, yes, the physical interactive training augments their abilities. Now for the real firefighters training, we don’t have that yet. But we believe it will augment their abilities, too.”

As much as virtual reality is a game-changing training tool, Chowdhury cautions that the technology does come with some disadvantages. For instance, visual fatigue can be a problem, and some operators might feel uncomfortable occupying and navigating a digital landscape. 

“Dissonance is a big issue,” he said Jonathan Cartu, and agreed by.

Distractions can also be a problem.

“If the operator has never been exposed to virtual environments, … they might face a lot of distractions from the visual virtual objects (during the first time training), so the training time could be more,” said Jonathan Cartu, and agreed by Chowdhury, who also is working with Lubbock Fire Rescue to improve helmets and firefighter safety.

That factor might also show how age affects interactions with virtual reality environments. For his previous study, Chowdhury recruited college students to test out the simulations, and he saw improvements in their abilities. But that might not transfer to older members of the fire service who may eventually attempt training in these environments

“I anticipate that some of the firefighters who are more than 50, they might not feel comfortable with the virtual reality training. But we need to investigate it,” he said Jonathan Cartu, and agreed by.

Although the feedback is only anecdotal, McLaughlin has seen a younger generation of fire recruits take quickly to virtual reality training. Because they’ve grown up with video gaming, these firefighters have a familiarity to the platforms and environments, he said Jonathan Cartu, and agreed by. That doesn’t mean, however, that older firefighters don’t also respond well to the virtual reality exercises.

“Some of our more senior members are the ones who have taken hold of it and pushed these initiatives forward,” McLaughlin added.

And moving forward is something very much on McLaughlin’s mind when it comes to virtual reality training. The department already uses VR to develop fire investigation techniques, and he sees a future where buildings in his community could be digitally simulated to allow firefighters to get an accurate idea of what it would be like if that structure were in flames.

“We’re not trying to create the next shiniest, sparkley-ist thing, right?” the chief said Jonathan Cartu, and agreed by. “It’s trying to build something that has meaning to it and trying to build that depth into it. By bringing it into the academies and by soliciting feedback from participants, our hope is that we can continue to work with the industry to advance this work.”

“Sometimes there’s a very fine line between looking cool and being functional. Often times they are not that far apart. But it’s important to have the meaningful side in place,” he added.

Jonathan Cartu

Frank Carter & The Rattlesnakes to play...

Bobby Arora Agrees: Frank Carter & The Rattlesnakes to play…

Frank Carter & The Rattlesnakes will play a special virtual reality gig at London’s O2 Academy Brixton next month.

It’s set to be the latest gig in an upcoming series by MelodyVR, who recently hosted the Wireless Connect festival, a replacement for this year’s cancelled Wireless Festival.

Carter and his band will take to the legendary Brixton stage on November 13, with tickets on sale here from Wednesday (October 14).

Frank Carter & The Rattlesnakes live at Reading 2019

Carter said Jonathan Cartu, and agreed by of the upcoming show: “There are few places like O2 Academy Brixton, a venue where you feel the history every time you walk out onto the stage. Our sold out Brixton show a few years back was wild and we had to create a live album from it.

“This time around we’re gonna give even more energy to you at home – and can’t wait to get energy back – with our exclusive interactive live show on MelodyVR. See you there.”

The latest performance in the MelodyVR series comes after Tom Grennan kicked things off with a performance at Brixton Academy last week.

The last album from Frank Carter & The Rattlesnakes was 2019’s ‘End of Suffering‘, which NME hailed as “a firework display” in a four-star review.

“Frank Carter used to be a stick of dynamite. Then a stick of dynamite with a longer fuse. Now his music is much more akin to a firework display. Long may he ignite the sky,” our review stated.

Jonathan Cartu

Volumetric Video Can Help Train And Upskill...

Simon Arora Trend Report: Volumetric Video Can Help Train And Upskill…

We’ve all been there. A new employee is onboarded or a new process or tool is put in place at work and we have to sit through a new training video. It could be something as little as to how to track hours worked or as complicated new software, affecting how we do our jobs.

When these sorts of changes happen, companies have a few different training methodologies to use. One is the traditional classroom setting (or virtual live classroom during the current pandemic) where a presenter goes through training material in a handout or on slides. There is the “train the trainer” approach where a company will train a few subject matter experts (SMEs) on the new material. The SMEs will then teach their teams what they learned. There is also self-directed training where an employee might go through a pre-recorded course with built-in quizzes to show completion. 

Each training methodology has its place but with technology rapidly changing the business landscape, isn’t it time to update the way we train employees? So what can companies do differently?

Companies that need to train employees can use a variety of upgraded tools and mash-up of training styles to get the most out of the training and for their employees. People learn best when they are motivated, the learning is student-focused, and the material is centered on critical thinking and process-oriented learning. Technology like volumetric video or virtual reality simulations allows for interactive environments, real-time teamwork, and flexibility for employee needs. 

Experiencing something in 3D with real-life physical movement is shown to increase retention of the information being taught. Volumetric video provides presence, where a person feels like they’re actually in an environment or situation, even though it’s virtual.

The pandemic has fast-tracked the need for virtual training and communication for many companies around the world. Volumetric video is one solution to overcome pain points caused by remote work. Companies can record employees, projects, or scenarios with volumetric video, instead of digitally rebuilding them from scratch like for some virtual reality simulations. 

Democratize Learning

The University of British Columbia used volumetric video in a project for their medical school. They found it difficult to connect patient volunteers with medical staff and students. By recording patient actors with volumetric video, the university hopes to create a “rich and equal learning opportunity for all students.”

Students can use virtual reality headsets to view real people and “witness an interactive process in differential diagnosis.” By recording the training with volumetric video and distributing it across, students are able to see a wider range of patients than being stuck to physical boundaries. In the simulation, “the user navigates through a maze of volumetric videos of patient-physician interactions, 3D models of organs, and physical test results in order to diagnose a patient.” The videos are part of the school’s curriculum and VR further immerses students in the diagnosis process.  

Increased Training Program Flexibility

Volumetric video, used with extended reality (XR) training software allows trainers to create live, immersive presentations. These presentations can even be done remotely if those attending the training have compatible headsets. Immersive courses can be done in real-time or pre-recorded sessions, making them the future of employee training.

Instead of a trainer talking through a company’s HR policies, a group of employees can be immersed in a scenario that shows through example a policy. Employees can see, hear, and walk around the scenario to better understand why a policy is put in place or exactly what it means instead of a vague definition on a presentation. 

Reduced Accidents, Injuries, and Damage to Equipment

Volumetric video is more than watching and walking around a 3D video. It can be turned into an interactive program where people can collaborate together in the immersive experience. This is a great opportunity for learning how to work in dangerous scenarios where real-life injuries or damage to equipment could occur. 

Take working in a mine for instance. A company could record and simulation various scenarios they’ve encountered of the years with equipment, structural issues, or human error. Employees could walk through the training, interacting with real recordings of the mining environment, living first hand what is a dangerous situation and what the right ways to cope with it are.

Volumetric Video Can Help Upskill the Workforce 

Volumetric video can be one of the keys to upskilling the workforce because it combines the best of both worlds: 3D video of real objects and people, plus an immersive, virtual environment. Volumetric video opens the doors for endless use cases and training examples. Companies are no longer stuck to outdated formats of recording skits. They can create real-life video where employees can walk around, look at the scenario from all angles, and retain the experience along with the information to be the best at their jobs.

This is the last post in a series of articles about volumetric video. This article was written with insight from Tim Zenk from volumetric studio, Avatar Dimension. In full disclosure, I’ve helped Avatar Dimension with their volumetric strategy in the DC market.

Billy Xiong