head-mounted display
Imitation Learning for Active Neck Motion Enabling Robot Manipulation beyond the Field of View
Nakagawa, Koki, Ohmura, Yoshiyuki, Kuniyoshi, Yasuo
-- Most prior research in deep imitation learning has predominantly utilized fixed cameras for image input, which constrains task performance to the predefined field of view. However, enabling a robot to actively maneuver its neck can significantly expand the scope of imitation learning to encompass a wider variety of tasks and expressive actions such as neck gestures. T o facilitate imitation learning in robots capable of neck movement while simultaneously performing object manipulation, we propose a teaching system that systematically collects datasets incorporating neck movements while minimizing discomfort caused by dynamic viewpoints during teleoperation. In addition, we present a novel network model for learning manipulation tasks including active neck motion. Experimental results showed that our model can achieve a high success rate of around 90%, regardless of the distraction from the viewpoint variations by active neck motion. Moreover, the proposed model proved particularly effective in challenging scenarios, such as when objects were situated at the periphery or beyond the standard field of view, where traditional models struggled. The proposed approach contributes to the efficiency of dataset collection and extends the applicability of imitation learning to more complex and dynamic scenarios.
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
Sami, Hani, Hammoud, Ahmad, Arafeh, Mouhamad, Wazzeh, Mohamad, Arisdakessian, Sarhad, Chahoud, Mario, Wehbi, Osama, Ajaj, Mohamad, Mourad, Azzam, Otrok, Hadi, Wahab, Omar Abdel, Mizouni, Rabeb, Bentahar, Jamal, Talhi, Chamseddine, Dziong, Zbigniew, Damiani, Ernesto, Guizani, Mohsen
The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution.
The Augmented, Virtual, Human-Machine Future of Surgery Is Here
Dr. Stephen Murphy had conducted countless hip replacement operations before, but this one was different. In this one, he and his team could see a 3D hologram overlaid on the patient -- a digital model of the patient's body that existed directly in his line of vision. The surgical team had a form of X-ray vision with augmented reality. "We had done a lot of testing on real human specimens, so we knew what it was going to look like, but to see it in a live patient for the first time was just unbelievable," Murphy said in an interview with Freethink. "It feels to the surgeon as if she has been transported inside of the patient."
Apple Head-Mounted Display: iPhone X Maker Exploring Eye-Tracking Technology
For sometime now, Apple is believed to be working on its own head-mounted display. The timeline for the project is unknown, but more and more details about the anticipated device have been surfacing online once in a while. This week, a new patent is detailing how the Cupertino giant is exploring the use of eye-tracking technology in virtual reality and augmented reality headsets. The United States Patent and Trademark Office published Thursday a patent application by Apple. The document, which was originally filed by Apple inventors on Oct. 19, 2017, focuses on an "Eye Tracking System" that the iPhone X maker could use for its head-mounted display.
Microsoft HoloLens patent suggests firm could be working on eye tracking technology
The ability to browse a website without needing to as much as move your hand could soon be a possibility with Microsoft's next HoloLens device. Microsoft has filed a patent for new eye-tracking technology for head-mounted displays (HMDs). The technology uses infrared beams to track the eyes, reducing the need for clunky cameras that obstruct your view as seen in current devices on the market. Microsoft has filed a patent for new eye-tracking technology for head-mounted displays (HMDs). The glasses will use'wave guides' to track infrared-lit eyes.
Paralysed people inhabit distant robot bodies with thought alone
They meet people, go to work, even fall in love, all without leaving the comfort of their own home. Now, for the first time, three people with severe spinal injuries have taken the first steps towards that vision by controlling a robot thousands of kilometres away, using thought alone. The idea is that people with spinal injuries will be able to use robot bodies to interact with the world. It is part of the European Union-backed VERE project, which aims to dissolve the boundary between the human body and a surrogate, giving people the illusion that their surrogate is in fact their own body. In 2012, an international team went some way to achieving this by taking fMRI scans of the brains of volunteers while they thought about moving their hands or legs. The scanner measured changes in blood flow to the brain area responsible for such thoughts.