Unit - 5
Future Trends
Augmented Reality
Augmented reality overlays digital content and information onto the physical world as if they’re actually there with you, in your own space. AR opens new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world. It lets you search things visually, simply by pointing your camera at them. It can put answers right where your questions are by overlaying visual, immersive content on top of your real world.
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.
Virtual Reality and Augmented Reality are two sides of the same coin. Augmented Reality simulates artificial objects in the real environment; Virtual Reality creates an artificial environment to inhabit.
Types:
1. Projection based AR
As the name clearly says this type of AR projects digital images on physical objects in the physical space. It can be interactive and project a digital keyboard on your desk, or a dialer on your hand. It might be non-interactive and it can be used to create projection of objects that you can position and see in depth – for example, it might show you if your future fridge will fit into that space you have near the oven by projecting the fridge in front of you.
2. Recognition based AR
Whenever you scan a QR code, or scan an image and it comes to live you are actually using a recognition- based AR. This how iGreet works – the AR app detects and recognizes something called AR marker. Once it recognizes the marker, it replaces it with a corresponding object. Another type of recognition -based AR tech is the one that translates words seen through the camera. This type of AR also seems to be the most widely used one – along with the next one.
3. Location based AR
Location based AR is taking advantage of the smart devices’ location detection features. If you’re a traveller and you want to discover new great places, this method will use your location by reading your smart device’s GPS, compass and accelerometer and give you relevant information about what you’re looking for on your screen.
4. Outlining AR
The line here is a bit blurry – outlining AR uses object recognition to work, and might look a bit like a projection- based AR. For example, whenever you are parking your modern car in the dark, outlining AR recognizes the boundaries of the road and outlines them for you. This method can also be used in architecture and engineering to outline buildings and their supporting pillars.
5. Superimposition based AR
Superimposition based AR also uses object recognition in order to replace an entire object or a part of it with an augmented view. For example, if you’ve ever played FPS games, you know how your soldier may have advanced military equipment showing infrared view, night vision, radioactive view, etc. – this is all superimposition-based AR. Also, in medicine, a doctor can use this technology to superimpose an X-ray view of a patient’s broken arm bone on a real image to provide a clear understanding of what the bone’s damage actually is.
Augmented reality work:
Augmented Reality turns the environment around you into a digital interface by placing virtual objects in the real world, in real-time. Augmented Reality can be seen through a wide variety of experiences. We distinguish 3 main categories of Augmented Reality tools.
Augmented Reality 3D viewers, like Augment, allow users to place life-size 3D models in your environment with or without the use of trackers. Trackers are simple images that 3D models can be attached to in Augmented Reality.
Augmented Reality browsers enrich your camera display with contextual information. For example, you can point your smartphone at a building to display its history or estimated value.
The last way that Augmented Reality is generally experienced is through gaming, creating immersive gaming experiences that utilize your actual surroundings.
Virtual Reality
Fundamental Concept
Virtual reality (VR) refers to a computer-generated simulation in which a person can interact within an artificial three-dimensional environment using electronic devices, such as special goggles with a screen or glove fitted with sensors. In this simulated artificial environment, the user can have a realistic-feeling experience.
Three I’s of Virtual Reality and Classic Components of VR Systems
Three I’s of virtual reality
Virtual reality is based on following three I’s:
Immersion:
It helps to feel the real audience as virtually. As the immersion helps in visualization or branded projects to adjust formatting and to find exciting way to take into new world for people. Immersion gives the real time perception of being present physically in virtual environment. It also helps to interact with or without disruption.
It translates directly into increased comfort. The immersion shows the sympathy towards the brand providing such a real experience.
Immersion is the simulation of computer graphics. It creates the real world realistic and becomes interactive. It is the part of screen where action performs.
Interaction
Interaction is the action that performs on the user’s input. Interaction is found with functionality such as user’s input with gesture, verbal commands, head movement tracking, etc. As example, the product in virtual clothing store can be interacted and manipulated using controllers or by gazing at certain points in the created environment. By interaction the experience goes to the next level. It works from passive observation to active participation. The device tracks the interaction of user in virtual world from which the tool understand user’s needs and it influence user in buying decision process. Interaction becomes synthesized not static.
Imagination
In virtual reality the imagination used to perceive non-existent things and creates illusion of them being real. Virtual reality is the medium to tell story and experience it. It also helps in marketing to show the number of possibilities. The human imagination occurs in virtual environment. It creates the virtual world in front of human mind. As the imagination occurs the problems solving ability is also increasing in virtual environment.
Components of VR Systems
Following are the components that are used in VR system.
Hardware
The hardware of VR works on the human motion then hardware produce stimuli which overrides the senses of the user. This process is occurred by sensors for tracking motions of user such as button presses, controller movements, and eye and other body part movement, etc. It also considers the physical surrounding world as it is engineered hardware and software which not constitutes the complete VR system.
The user’s interaction and user both are equally important for hardware. The hardware of VR is sensor which converts the energy from signal to electrical circuit. Hence it is acting like a transducer. The sensor are receptors to collect the energy for conversion where user get sense about his eyes and ears for the same purpose. The user moves with physical world which is having his own configuration space which can be transformed or configured correspondingly.
VR Device
The device that is hardware product used for VR technology to happen. Basically, the inputs are received by the user and his surrounding with appropriate view of the world which renders to display for VR experiences. Some kinds of key components are used for VR system as given below:
Personal Computer/ Console/ smartphone
The PC or console or smartphone is required for creation of content and production of significant computing power. As the inputs and outputs are collected sequentially by the computer. Therefore, the PCs are important for the VR system.
The VR content is perceived by the user or user that view inside so it is equally important other hardware.
Input device
Input devices are used to give the immersion to the user. It determines the way of user communication with computer. The input devices are helping user to interact with VR environment to make it intuitive and natural as possible.
Following are some input devices used in VR system.
Output device
It is a device that can actually sense organs. It creates an immersive feeling in VR environment. It is used to present the VR world to the user. It uses the visual, auditory or haptic displays to present the VR system. In current situation the output devices are also underdeveloped due to the current state of art VR system is not allow to stimulate human senses perfectly. Some are the devices are used for audio or the haptic information.
Software
After the coordination of input output devices, the underlying software is also equally important. It helps to manage I/O devices, analysing incoming data and also to generate proper feedback. As the applications are complex or time critical then software must be there to manage it. The input must be handled timely and sent to the output display to prompt the feeling of immersion in VR system.
The process is start with SDK (Software Development Kit) from VR headset vendor and build their own VWG from scratch. SDK includes the basic drivers, an interface to access tracking data and call graphical rendering libraries. The readymade VWG are used for particular VR experiences and has option to add high level scripts.
Audio
It is equally important as uses senses and to achieve immersion. It is technically may not be complex as visual components. Mostly virtual reality provides the headsets to users with option to use their own headsets in conjunction with headset.
The audio in VR works as positional or multispeaker audio which gives the 3D world immersion. Positional audio is the way of seeing with ears used in VR to gain the attention of users and to give the information that cannot be shown visually.
Human Perception
To achieve the human perception, it needs to understand the physiology of human body. Optical illusion is important to achieve maximum human perceptual without side effects. There are different stimulus, receptor and sense organ of human are used to sense a human.
In VR the human senses are fooled is important to create immersion or stimulate the real world in front of human. The human touch, hearing and other senses are followed by the human brain which gives the most of information to the VR to create a vision.
In VR, the system synchronization of all stimuli with user’s actions are responsible for proper functioning of VR.
Applications of VR Systems
The Virtual Reality is described as the computer-generated environment where user can interact and explore with. The user immersed in that world and the brain is triggered to think about the what someone is seeing in virtual world is real.
Following are some applications of VR used in various fields:
History:
5G is the 5th generation mobile network. It is a new global wireless standard after 1G, 2G, 3G, and 4G networks. 5G enables a new kind of network that is designed to connect virtually everyone and everything together including machines, objects, and devices.
5G wireless technology is meant to deliver higher multi-Gbps peak data speeds, ultra-low latency, more reliability, massive network capacity, increased availability, and a more uniform user experience to more users. Higher performance and improved efficiency empower new user experiences and connects new industries.
First generation - 1G
1980s: 1G delivered analog voice.
Second generation - 2G
Early 1990s: 2G introduced digital voice (e.g., CDMA - Code Division Multiple Access).
Third generation - 3G
Early 2000s: 3G brought mobile data (e.g., CDMA2000).
Fourth generation - 4G LTE
2010s: 4G LTE ushered in the era of mobile broadband.
1G, 2G, 3G, and 4G all led to 5G, which is designed to provide more connectivity than was ever available before.
5G is a unified, more capable air interface. It has been designed with an extended capacity to enable next-generation user experiences, empower new deployment models, and deliver new services.
With high speeds, superior reliability, and negligible latency, 5G will expand the mobile ecosystem into new realms. 5G will impact every industry, making safer transportation, remote healthcare, precision agriculture, digitized logistics — and more — a reality
Objective:
Network era development:
Broaden a comprehensive 5g architecture that contains (i) the enabling technologies of the 5g-eve ict-17 platform, (ii) the fundamental enablers of the segment-2 5gppp initiatives 5g-monarch and 5g-xcast, and (iii) novel device studying functionalities advanced inside 5g-tours for the operation of big-scale networks; the architecture will consider safety and privacy by using design necessities.
Measurable consequences: the structure developed by way of the mission could be deployed in 3 completely operational web sites in Europe demonstrating the abilities of the technology comprised within this goal.
Carrier layer layout:
Design and expand a singular carrier layer that provides verticals and provider companies with an interface to automate their service requests, translating these requests into the corresponding network orchestration primitives with a view to deploy and control the network slice for the carrier company.
Measurable outcomes:
The service layer might be deployed within the 3 5g-excursions trials and evaluated via the consortium vertical clients; furthermore, a software program development kit (sdk) for the service layer will be developed and supplied as open source to outside stakeholders for its evaluation.
Service layer design:
Design and expand a novel service layer that gives verticals and provider providers with an interface to automate their carrier requests, translating those requests into the corresponding community orchestration primitives so as to set up and manage the network slice for the service issuer.
Vertical solutions improvement:
Develop the set of vertical answers and packages enabled by way of 5g technology which can be wanted for the anticipated use cases; this accommodates, amongst others, media distribution programs, media production answers, a linked robot, e-fitness-associated merchandise and mobility structures. These answers require the network offerings supplied via 5g, to be able to be delivered through the 5g cell terminals or chipsets supplied through 5g-excursions.
Trial’s deployment:
Set up three big-scale area-trials comprising indoor and outside deployments and concerning actual end-users and vertical operational offerings in three unique European towns: Turin, Rennes, and Athens. The deployments can be based totally on the present infrastructure supplied with the aid of the 5g-eve venture; in an initial section, deployments are planned to cover localized areas even as in a latter segment they'll cover a whole lot large spaces, such as excessive density areas eventually concerning high records volumes.
Use instances deployment:
Set up 13 use instances of interest for tourists and citizens across the themes of the touristic metropolis, the safe metropolis and the mobility-efficient city, and trial them in an actual environment related to all the applicable players of the ecosystem and presenting an operational provider to the applicable vertical client in every case.
Network services’ kpis:
Meet the extraordinarily challenging necessities of the use instances addressed by means of 5g-tours in terms of the provider provided by using the community.
Vertical services’ kpis
Enhance the excellent perceived by the customers of the offerings addressed by using 5g-tours use cases. Certainly, the network kpis cited in objective 6 aren't a final intention via themselves, however as an alternative a way to offer better services to clients. As a result, the remaining objective of 5g-tours use instances is to deliver higher services by using counting on 5g era, and as a result increase clients’ pride.
Financial effect:
Foster new business models around cell networks that deal with new enterprise segments now not successfully included via 4g and offer new sales streams, establishing a greater proportion of business to business (or b2b) sales opportunity, with specific emphasis at the enterprise verticals. In line with [E17], the envisioned sales increases resulting from this version are above 30%.
Societal advantages:
Installation use instances that convey blessings to society inside the areas of accessibility, lifestyle, education, protection, sustainability, emergency care in rural areas and far-flung health monitoring of aged humans.
5G in India
5G is set to have a hugely beneficial impact on India – and it on its way to becoming a reality. According to the Ericsson reports, 5G business potential industry revenues for service providers in India will be USD 17 billion by 2030. Add to this the fact that India is the highest consumer of mobile data as per the Ericsson Mobility Report, and the potential that 5G can unlock it tremendous.
However, to truly capitalize on 5G’s value, it is important to fast track the development of 5G in India. To enable this, we are working closely with communications service providers to develop 5G use cases for India & are collaborating with institutions such as the India Institute of Technology to bringing together telecom ecosystems, academia, industry and start-ups from across the country.
IoT applications
Early 5G applications have focused on enterprise and high-speed industrial networking, customer premise equipment (CPE), mobile computing, video broadcasting, and fixed wireless access (FWA).
As adoption grows with more network rollouts, they will evolve and be used to stream augmented reality and 3D video (which requires high bandwidth) and for critical communications like factory automation, UAVs and more.
5G IoT will improve everyday users’ quality of life from personal application to fundamentally changing how we work and how we live.
With 5G IoT, facilities will continue improving to send critical upgrades to entire networks without freezing functionality, halting operations or overloading servers.
Current industries that will continue benefiting from these 5G IoT enhancements include:
Use cases:
Smart homes, synced watch and phone devices, and fitness apps are commonplace now and will grow with the speed and performance capabilities of 5G. With a heavy reliance on mobile IoT on such a grand scale today, the next 20 or so years, we can see the large-scale automation of vehicles and utility services like waste management and energy production through smart grids and smart environmental engineering to cut down greenhouse gases and pollution.
Imagine being able to park a smart car in a parking garage and gain wireless charging through the city grid while you work and then messaging your vehicle to drive itself from the parking garage to your office door.
Farmers in rural areas will be able to monitor and track crops, livestock and machinery more easily through drones and super-dense sensor networks.
Home users will be able to fully integrate the COVID-led work-from-home paradigm, which will very likely survive the pandemic as a new corporate norm. Additionally, home users will be capable of optimizing power usage and streaming their favourite entertainment from anywhere.
Society will be more efficient, smart cities will live up to their name, and users can expect personalized streams of information catered to their liking.
Brain-Computer Interface (BCI): devices that enable its users to interact with computers by mean of brain-activity only, this activity being generally measured by Electroencephalography (EEG).
Various forms of BCI are already available, from ones that sit on top of your head and measure brain signals to devices that are implanted into your brain tissue.
They are mainly one-directional, with the most common uses enabling motor control and communication tools for people with brain injuries. In March, a man who was paralysed from below the neck moved his hand using the power of concentration.
Application
The main applications of the Brain–Computer Interface (BCI) have been in the domain of rehabilitation, control of prosthetics, and in neuro-feedback. Only a few clinical applications presently exist for the management of drug-resistant epilepsy. Epilepsy surgery can be a life-changing procedure in the subset of millions of patients who are medically intractable. Recording of seizures and localization of the Seizure Onset Zone (SOZ) in the subgroup of “surgical” patients, who require intracranial-EEG (icEEG) evaluations, remain to date the best available surrogate marker of the epileptogenic tissue. icEEG presents certain risks and challenges making it a frontier that will benefit from optimization.
Brain–Computer interface (BCI) has the potential of enabling the processing of a large amount of data in a short period of time and providing insights that are not possible otherwise by human expert readers. Implementation of BCI and Real-Time processing of EEG data is possible and suitable for most standard clinical applications, in fact, often the performance is comparable to a highly qualified human readers with the advantage of producing the results in real-time reliably and tirelessly.
Modal and Global Market:
The technological developments in the field of human-machine sensing and extensive application of brain-computer interface (BCI) technology in entertainment, gaming, and communication are expected to drive the growth of the global brain-computer interface (BCI) market.
The brain-computer interface (BCI) is also known as a neural control interface, direct neural interface, brain-machine interface, and mind-machine interface. The brain-computer interface (BCI) is a communication bridge between wired enhanced brain and external devices. The brain-computer interface (BCI) technology is often used for researching, assisting, mapping, augmenting, or repairing human sensory-motor functions. In simple terms, the brain-computer interface (BCI) acquires brain signals and analyse them. Then it is further translated into commands which re later related to output devices that carry out desired actions. The primary focus of the brain-computer interface (BCI) is to restore critical functions of people disabled by neuromuscular disorders.
BCI technology allows a human brain and an external device to talk to one another—to exchange signals. It gives humans the ability to directly control machines, without the physical constraints of the body.
Binnendijk and her colleagues analysed existing and potential BCI tools that vary in terms of accuracy and invasiveness, two qualities that are closely related. The greater the proximity of an electrode to the brain, the stronger the signal—like a cerebral cell phone tower.
Non-invasive tools often use sensors applied on or near the head to track and record brain activity, just like the swim cap the ASU student used. These tools can be placed and removed easily, but their signals may be muffled and imprecise.
Invasive BCI would require surgery. Electronic devices would need to be implanted beneath the skull, directly into the brain, to target specific sets of neurons. BCI implants currently under development are tiny and can engage up to a million neurons at once. For example, a research team at the University of California, Berkeley, has created implantable sensors that are roughly the size of a grain of sand. They call these sensors “neural dust.”
References:
1. Internet of Things(IoT): Systems and Applications: Mehmet R. Yuce, Jamil Y. Khan
2. Cloud Computing – Concepts, Technology and Architecture Pearson Thomas Erl
3. Block Chain: Blueprint for a New Economy, O’Reilly, Melanie Swan
4. Designing Reality: How to Survive and Thrive in the Third Digital Revolution by Prof. Niel Gershenfeld.
5. Simon Haykin, “Communication Systems”, 4th Edition, Wiley India