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Dr. Shawna Pandya MD, is a scientist-astronaut candidate with Project PoSSUM, physician, aquanaut, speaker, martial artist, advanced diver, skydiver, and pilot-in-training.

Dr. Pandya is also the VP of Immersive Medicine with the virtual reality healthcare company, Luxsonic Technologies, Director of the International Institute of Astronautical Sciences (IIAS)/PoSSUM Space Medicine Group, Chief Instructor of the IIAS/PoSSUM Operational Space Medicine course, Director of Medical Research at Orbital Assembly Construction (a company building the world’s first rotating space station providing the first artificial gravity habitat), clinical lecturer at the University of Alberta, podcast host with the World Extreme Medicine’s WEMCast series, Primary Investigator (PI) for the Shad Canada-Blue Origin student micro-gravity competition, member of the ASCEND 2021 Guiding Coalition, Life Sciences Team Lead for the Association of Spaceflight Professionals, sesional lecturer for the “Technology and the Future of Medicine,” course at the University of Alberta, and Fellow of the Explorers’ Club.

Dr. Pandya also serves as medical advisor to several space, medical and technology companies, including Mission: Space Food, Gennesys and Aquanauta, as well as the Jasper Dark Sky Festival Advisory Committee.

Dr. Pandya holds a Bsc degree in neuroscience from University of Alberta, a MSc in Space Studies from International Space University, an MD from University of Alberta, and a certification in entrepreneurship from the Graduate Studies Program at Singularity University.

Dr. Pandya is currently completing a fellowship in Wilderness Medicine (Academy of Wilderness Medicine), was granted an Honorary Fellowship in Extreme and Wilderness Medicine by the World Extreme Medicine organization in 2021, and was one of 50 physicians selected to attend the 2021 European Space Agency Space Medicine Physician Training Course. Dr. Pandya was named one of the Women’s Executive Network’s Top 100 Most Powerful Women in Canada in 2021, and a Canadian Space Agency Space Ambassador in 2021.

Dr. Pandya was part of the first crew to test a commercial spacesuit in zero-gravity in 2015. Dr. Pandya earned her aquanaut designation during the 2019 NEPTUNE (Nautical Experiments in Physiology, Technology and Underwater Exploration) mission. She previously served as Commander during a 2020 tour at the Mars Desert Research Station. Her expeditions were captured in the Land Rover short, released with the Apollo 11: First Steps film. She previously interned at ESA’s European Astronaut Center and NASA’s Johnson Space Center.

“The quality of VR headsets has improved exponentially since the 1990s. These graphs illustrate how the rapid improvement is likely to continue in the coming decades, with graphical resolutions practically indistinguishable from real life by 2040.”


Virtual reality – future trends.

The quality of virtual reality (VR) headsets has improved exponentially since the 1990s. These graphs illustrate how the rapid improvement is likely to continue in the coming decades, with graphical resolutions practically indistinguishable from real life by 2040.

Early concepts of alternative realities presented to a viewer had emerged as far back as the 19th century. However, it was not until the late 20th century that head-mounted display systems began to see practical and widespread use. Philosopher and computer scientist Jaron Lanier popularised the term “virtual reality” in the 1980s, and the first consumer headsets emerged in the 1990s.

All of which would be nice and handy, but clearly, privacy and ethics are going to be a big issue for people — particularly when a company like Facebook is behind it. Few people in the past would ever have lived a life so thoroughly examined, catalogued and analyzed by a third party. The opportunities for tailored advertising will be total, and so will the opportunities for bad-faith actors to abuse this treasure trove of minute detail about your life.

But this tech is coming down the barrel. It’s still a few years off, according to the FRL team. But as far as it is concerned, the technology and the experience are proven. They work, they’ll be awesome, and now it’s a matter of working out how to build them into a foolproof product for the mass market. So, why is FRL telling us about it now? Well, this could be the greatest leap in human-machine interaction since the touchscreen, and frankly Facebook doesn’t want to be seen to be making decisions about this kind of thing behind closed doors.

“I want to address why we’re sharing this research,” said Sean Keller, FRL Director of Research. “Today, we want to open up an important discussion with the public about how to build these technologies responsibly. The reality is that we can’t anticipate or solve all the ethical issues associated with this technology on our own. What we can do is recognize when the technology has advanced beyond what people know is possible and make sure that the information is shared openly. We want to be transparent about what we’re working on, so people can tell us their concerns about this technology.””


When augmented reality hits the market at full strength, putting digital overlays over the physical world through transparent glasses, it will intertwine itself deeper into the fabric of your life than any technology that’s come before it. AR devices will see the world through your eyes, constantly connected, always trying to figure out what you’re up to and looking for ways to make themselves useful.

Facebook is already leaps and bounds ahead of the VR game with its groundbreaking Oculus Quest 2 wireless headsets, and it’s got serious ambitions in the augmented reality space too. In an online “Road to AR glasses” roundtable for global media, the Facebook Reality Labs (FRL) team laid out some of the eye-popping next-gen AR technology it’s got up and running on the test bench. It also called on the public to get involved in the discussion around privacy and ethics, with these devices just a few scant years away from changing our world as completely as the smartphone did.

A new method called tensor holography could enable the creation of holograms for virtual reality, 3D printing, medical imaging, and more — and it can run on a smartphone.

Despite years of hype, virtual reality headsets have yet to topple TV or computer screens as the go-to devices for video viewing. One reason: VR can make users feel sick. Nausea and eye strain can result because VR creates an illusion of 3D viewing although the user is in fact staring at a fixed-distance 2D display. The solution for better 3D visualization could lie in a 60-year-old technology remade for the digital world: holograms.

Holograms deliver an exceptional representation of 3D world around us. Plus, they’re beautiful. (Go ahead — check out the holographic dove on your Visa card.) Holograms offer a shifting perspective based on the viewer’s position, and they allow the eye to adjust focal depth to alternately focus on foreground and background.

TOWARDS a METAMATERIALLY-BASED ANALOGUE SENSOR FOR TELESCOPE EYEPIECES jeremy batterson.

(NB: Those familiar with photography or telescopy can skip over the “elements of a system,” since they will already know this.)

In many telescopic applications, what is desired is not a more magnified image, but a brighter image. Some astronomical objects, such as the Andromeda galaxy or famous nebulae like M42 are very large in apparent size, but very faint. If the human eye could see the Andromeda galaxy, it would appear four times wider than the Moon. The great Orion nebula M42 is twice the apparent diameter of the Moon.

Astrophotographers have an advantage over visual astronomers in that their digital sensors can be wider than the human pupil, and thus can accommodate larger exit pupils for brighter images.

The common three-factor determination of brightness of a photograph (aperture, ISO, and shutter speed) should actually be five-factor, including what is often left out since it had already been inherently designed into a system: magnification and exit pupil. The common factors are.

Elements of a system: 1 )Aperture. As aperture increases, the light gain of a system increases by the square of increased aperture, so a 2-inch diameter entrance pupil aperture has four times gain over a 1-inch diameter entrance pupil and so on.

Today, at a special AR/VR focused event held inside its virtual reality community platform Altspace, Microsoft showcased a new product aiming to provide their AR HoloLens platform and VR Windows Mixed Reality platform with a shared platform for meetings.

The app is called Microsoft Mesh and it gives users a cross AR/VR meeting space to interact with other users and 3D content, handling all of technical hard parts of sharing spatial multi-player experiences over the web. Like Microsoft’s other AR/VR apps, the sell seems to be less in the software than it is in enabling developers to tap into one more specialization of Azure, building their own software that builds on the capabilities. The company announced that AltspaceVR will now be Mesh-enabled.

In the company’s presentation, they swung for the fences in showcasing potential use cases, bringing in James Cameron, the co-founder of Cirque du Soleil and Pokémon Go developer Niantic.