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My doctor needs one of these.


CAE Healthcare announced the release of CAE VimedixAR, an ultrasound training simulator integrated with the Microsoft HoloLens, the world’s first self-contained holographic computer. The announcment marks CAE Healthcare as the first company to bring a commercial Microsoft HoloLens application to the medical simulation market.

VimedixAR delivers an unprecedented simulation-based training experience, allowing learners to interact and move freely within a clinical training environment that is augmented with holograms. For the first time, students will be able to examine 3D anatomy inside the body of the Vimedix manikin. As learners practice scanning an animated heart, lungs or abdomen, they will observe in real-time how the ultrasound beam cuts through anatomy to generate a ultrasound image.

Learners can elevate the VimedixAR hologram above the body to gain an understanding of human anatomy and how its circulatory, respiratory and skeletal structures are integrated. The hologram of the heart, for example, can be isolated and enlarged, rotated, and turned as it floats at eye level. If a learner is struggling to understand a concept, he or she will be able to walk around the hologram to gain a different perspective.

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Microsoft’s HoloLens hologram headset systems are already being used in the Australian, Ukrainian and Israeli military forces, and now the US military is also finding a use for Microsoft’s most advanced technology.

In recent exercises, forces from the Marines held a weeklong exercise called Spartan Emerging Technology and Innovation Week at North Carolina. The event featured various training technologies – from quadcopters to augmented reality developed with support from the Office of Naval Research (ONR) to accelerate the development of decision-making skills.

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According to her profile, “She is a comforting character that is great to those living alone. She will always do all she can just for the owner.” How thoughtful and sweet. Except she comes with a $2,600 price tag (and her US version will be sold for $3,000). So, caring for her “owner” is the least she can do, right?


The hologram bot is based on a Japanese anime character, but she isn’t going to be the only character for Gatebox. From the looks of the website, the company is going to make other characters available, presumably also from anime.

Azuma’s hologram appears inside the main tube body of Gatebox, projected at a 1280 × 720 resolution. The hardware itself weighs 5kg, has stereo speakers, a microphone, and a camera mounted on top. Azuma is built with a machine learning algorithm, that helps her recognize her “master’s” voice, learn his sleeping habits, and send him messages through Gatebox’s native chat app.

Perhaps Azuma will work for some, but she might not cut it for others — going home to a cartoonish AI hologram could take some getting used to. Anyway, Gatebox is certainly trying to disrupt the virtual assistant space. However, we still seem to be far from that holographic projection that we’re really be looking for.

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For the first time, a team including scientists from the National Institute of Standards and Technology (NIST) have used neutron beams to create holograms of large solid objects, revealing details about their interiors in ways that ordinary laser light-based visual holograms cannot.

Holograms—flat images that change depending on the viewer’s perspective, giving the sense that they are three-dimensional objects—owe their striking capability to what’s called an interference pattern. All matter, such as neutrons and photons of light, has the ability to act like rippling waves with peaks and valleys. Like a water wave hitting a gap between the two rocks, a wave can split up and then re-combine to create information-rich interference patterns (link is external).

An optical hologram is made by shining a laser at an object. Instead of merely photographing the light reflected from the object, a hologram is formed by recording how the reflected laser light waves interfere with each other. The resulting patterns, based on the waves’ phase differences (link is external), or relative positions of their peaks and valleys, contain far more information about an object’s appearance than a simple photo does, though they don’t generally tell us much about its hidden interior.

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Human civilization has always been a virtual reality. At the onset of culture, which was propagated through the proto-media of cave painting, the talking drum, music, fetish art making, oral tradition and the like, Homo sapiens began a march into cultural virtual realities, a march that would span the entirety of the human enterprise. We don’t often think of cultures as virtual realities, but there is no more apt descriptor for our widely diverse sociological organizations and interpretations than the metaphor of the “virtual reality.” Indeed, the virtual reality metaphor encompasses the complete human project.

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Virtual Reality researchers, Jim Blascovich and Jeremy Bailenson, write in their book Infinite Reality; “[Cave art] is likely the first animation technology”, where it provided an early means of what they refer to as “virtual travel”. You are in the cave, but the media in that cave, the dynamic-drawn, fire-illuminated art, represents the plains and animals outside—a completely different environment, one facing entirely the opposite direction, beyond the mouth of the cave. When surrounded by cave art, alive with movement from flickering torches, you are at once inside the cave itself whilst the media experience surrounding you encourages you to indulge in fantasy, and to mentally simulate an entirely different environment. Blascovich and Bailenson suggest that in terms of the evolution of media technology, this was the very first immersive VR. Both the room and helmet-sized VRs used in the present day are but a sophistication of this original form of media VR tech.

Read entire essay here