Given that we are currently in the age of digital transformation, technological trends stand out among all others. The digital mesh will consist of automated devices, robots, humans, services and content, all driven by disruptive technological trends. We are here to discuss the top trends of IT in 2019 that are going to shape the future of business operations for the rest of the year. Artificial intelligence (AI) essentially involves harnessing the power of algorithms and machine learning to teach machines to identify, comprehend and mimic human behavior. Though it has been around for quite some time, this year we have witnessed AI combined with machine learning (ML) entering into the business platform to enable smart business operations.
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the application of motion sensor input devices and virtual reality equipment for rehabilitation of motor impairment an issue typical of patient's of traumatic brain injuries. We highlight how advances in procedural content generation and player modelling can stimulate development in this area by improving quality of rehabilitation programmes and measuring patient performance.
Industrial robots are primarily known from the automotive industry's production lines. The goal of this class is to present robots instead as multifunctional and flexible interfaces between the digital and the physical world that can be used for anything from innovative, large-scale fabrication to immersive virtual reality (VR) simulators. This extension beyond the robots' initial scope is enabled by new software developments that facilitate a seamless workflow from design to machine through Dynamo software and KUKA prc. Utilizing parametric design tools lets us use robots for mass customization and small lot sizes, rather than mass fabrication. The class will provide an overview on how to utilize industrial robots through Dynamo and Fusion 360 software, and present realized projects by both small to medium-size enterprises as well as international corporations.
The last five years have been the, "coming of age," period for technologies like the Internet of Things (IoT), machine learning, mixed reality (MR), and blockchain. By late 2017, these technologies gained enough maturity and stability for use in industrial settings. As such, 2018 is shaping-up to be a pivotal year for these promising technologies to be applied in several realms of supply chain, such as end-to-end visibility, product tracking, fraud, settlements, compliance, productivity, worker safety, and delivery speed. Here are seven key trends that are driving innovation, change and agility in today's supply chains.
A version of this essay was originally published at Tech.pinions, a website dedicated to informed opinions, insight and perspective on the tech industry. By now you've undoubtedly read or viewed several different CES stories across a wide range of publications and media sites. So there's no need to rehash the details about all the cool, crazy or just plain interesting new products that were introduced at or around this year's show in Las Vegas. But it usually takes a few days to think through the potential impact of what these announcements mean from a big-picture perspective. The impact of technology on nearly all aspects of our lives continues to grow.
After two days of media-only events, the Consumer Electronic Show officially began with thousands of innovative gadgets from both well known names and emerging brands. Smart assistants have so far been a major theme of the show, but the first day also brought video-recording glasses, adorable robots, and lots of virtual reality. Depending on Olly's mood, its face will light up in different colors. It also swivels around on its base to look at you when you're speaking to create a more personal experience, the Olly team told Dailymail.com Among the many devices on display today was the'emotional' Olly smart assistant.
This piece, written by MWD Advisors' lead analysts Angela Ashenden, Neil Ward-Dutton and Craig Wentworth, provides an overview of the key trends we see organisations facing in 2017 (and beyond). If you're in a technology leadership role, you should be exploring how these trends will impact the ways you plan, design, deliver and support services and capabilities. At MWD Advisors, our research program is focused, at a high level, on how digital technology changes work. The core of our scope of research is the systems and platforms organisations use to share knowledge, make decisions and co-ordinate work; we look at how new technologies are changing the picture, and what distinguishes successful organisations that reap the benefits of new technologies from those that struggle to drive meaningful change. The three trends we outline below are fundamentally changing the relationship between technology and business.
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the application of motion sensor input devices and virtual reality equipment for rehabilitation of motor impairment: an issue typical of patients of traumatic brain injuries. We highlight how advances in procedural content generation and player modelling can stimulate development in this area by improving quality of rehabilitation programmes and measuring patient performance.