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Virtual Reality (VR), system that enables one or more users to move and react in a computer-simulated environment. Various types of devices allow users to sense and manipulate virtual objects much as they would real objects. This natural style of interaction gives participants the feeling of being immersed in the simulated world. Virtual worlds are created by mathematical models and computer programs.
It is basically an advanced version of computer graphics designed on the basis of real life or imaginary situations.
Flight simulators that allow pilot trainees to learn flying without ever leaving the ground also create a virtually real environment of the cockpit of an actual aeroplane.
Thus all conditions of an actual flight are duplicated so that a trainee can gain experience without taking the risk of flying a real aeroplane.
Virtual reality can lead to new and exciting discoveries in these areas which impact upon our day to day lives. Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks in order to gain real world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies, continuing the trend of humanizing our technology.
Military uses of virtual reality-these include flight simulation, battlefield simulation, medic training and vehicle simulation. Virtual reality is designed to be used as an additional aid and will not replace real life training.
Virtual Reality and Education-It is able to present complex data in an accessible way to students which is both fun and easy to learn. For example, astronomy students can learn about the solar system. This is useful for students who have a particular learning style, e.g. creative or those who find it easier to learn using symbols, colours and textures.
Virtual Reality in Healthcare- allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment. Plus it allows this without causing any danger to the patients.
Virtual robotic surgery-where surgery is performed by means of a robotic device – controlled by a human surgeon, which reduces time and risk of complications. Virtual reality has been also been used for training purposes and, in the field of remote telesurgery in which surgery is performed by the surgeon at a separate location to the patient. The main feature of this system is force feedback as the surgeon needs to be able to gauge the amount of pressure to use when performing a delicate procedure.
Virtual Reality in Sport- used as a training aid in many sports such as golf, athletics, skiing, cycling etc. It is used as an aid to measuring athletic performance as well as analyzing technique and is designed to help with both of these. It also used in clothing/equipment design and as part of the drive to improve the audience’s experience.
Virtual Reality and Scientific Visualization-This field is based upon using computer graphics to express complex ideas and scientific concepts, for example molecular models or statistical results.
Branch of science concerned with creating computer programs that can perform actions comparable with those of an intelligent human. Current AI research covers such areas as planning (for robot behaviour),language understanding, pattern recognition, and knowledge representation. The possibility of artificial intelligence was first proposed by the English mathematician Alan Turing in 1950.
It is now thought that intelligent behaviour depends as much on the knowledge a system possesses as on its reasoning power. Present emphasis is on knowledge-based systems, such as expert systems, while research projects focus on neural networks, which attempt to mimic the structure of the human brain.
On the Internet, small bits of software that automate common routines or attempt to predict human likes or behaviour based on past experience are called intelligent agents or bots.
The most important fields of research in this area are information processing, pattern recognition, game-playing computers, and applied fields such as medical diagnosis.
In medicine, programs have been developed that analyze the disease symptoms, medical history, and laboratory test results of a patient, and then suggest a diagnosis to the physician.
The diagnostic program is an example of so-called expert systems—programs designed to perform tasks in specialized areas as a human would.
Many scientists remain doubtful that true AI can ever be developed. The operation of the human mind is still little understood, and computer design may remain essentially incapable of analogously duplicating those unknown, complex processes.
Various routes are being used in the effort to reach the goal of true AI. One approach is to apply the concept of parallel processing—interlinked and concurrent computer operations. Another is to create networks of experimental computer chips, called silicon neurons, that mimic data-processing functions of brain cells. Using analog technology, the transistors in these chips emulate nerve-cell membranes in order to operate at the speed of neurons.
Highlights of Artificial Intelligence Task Force Report
The task force on AI constituted under the Department of Industrial Policy and Promotion(DIPP) submitted its report recently (August 2017). The vision guiding this report is AI as a socio-economic problem solver at a large scale rather than only a booster of economic growth. The report attempts to answer three policy questions:
1) What are the areas where the government should play a role?
2) How can AI improve quality of life and solve problems at scale for Indian citizens ?
3) What are the sectors that can generate employment and growth by the use of AI technology?
Highlights:
i) According to report, Artificial Intelligence "is the science and engineering of making intelligent machines, especially intelligent computer programs."
ii) The report identifies 10 specific Domains for rapid AI incorporation such as: Manufacturing; Fintech; Healthcare; Agriculture/Food Processing; Education; Retail/Customer Engagement; Aid for Differently abled; Environment; Public Utility Services; National Security.
iii) The report has argued that AI will in all likelihood create more jobs than it will destroy. It claims that AI has the potential to assist in different sectors which will in turn create new jobs
iv) To further the cause of AI in India, it recommends creation of "National Artificial Intelligence Mission (N-AIM)" as an inter-ministerial body with funds allocated under Union Budget. It has recommended allocation of RS 1200 crores for a period of 5 years.
v) It has also recommended setting up of Digital Data Bank, market places and exchanges to ensure availability of data and information across industries, with a requisite sharing regulations.
vi) It has recommended creation of Data Ombudsman under Ministry of Commerce and Industry for timely redressal of Data related issues and grievances.
vii) It has put forward two major policy recommendations for creating an Enabling Environment for development of AI in India:
a) formulation of a Data Policy including, ownership, sharing rights and usage policies
b) providing tax incentives on income generated due to the deployment of AI technology and its applications in socially relevant projects
viii) It has recommended Human Resource Development by developing AI based curriculum and an AI Education strategy. This will also include re-skilling by identification of skill set required for AI and creating AI readiness index for the states.
ix) Further, the report suggests active participation in shaping international policy discussions on governance of AI related technologies.
'National Strategy for Artificial Intelligence' - a report by NITI Aayog
This report has been released by NITI Aayog recently (June 2018) to suggest ways to promote adoption of machine learning in key areas of the economy
Focus Sectors: NITI Aayog has identified 5 focus sectors that are envisioned to benefit the most from AI in solving societal needs:
1) Healthcare
2) Agriculture
3)Education
4) Smart Cities and Infrastructure
5) Smart Mobility and Transportation
Key Challenges to the adoption of AI in India: NITI Aayog has identified the following key challenges:
i) Lack of Broad based expertise in research and application of AI: Global AI Talent Report 2018 presents a gloomy picture of India in terms of PhD educated research, lack of experts in AI.
ii) Absence of collaborative approach to adoption and application of AI
iii) Lack of Trained professionals
iv) Absence of enabling Data Ecosystem for example: access to intelligent data
v) Issues of Privacy and Security which includes a lack of formal regulations around anonymisation of data
Way Forward to Harness the Power of AI:
In its discussion paper, NITI Aayog has put forward an elaborate set of measures that can be taken to address various challenges faced by India in the development of AI and accelerate India's development in this field.
Some of the important recommendations and proposals are as follows:
i) It recommends deployment of more funds along with the provisions for incentives to the researchers
ii) It recommends early adoption of AI in different spheres as it would be one of the key determinants in ensuring Leadership in AI
iii) It also highlights 'responsible AI' as one of the key aspects of the ambition for #AIforALL. It seeks to ensure adequate privacy, security and IP related concerns and balancing ethical considerations with the need for innovation.
iv) The report has suggested a two tier integrated approach to boost core and applied research in AI. It includes Centres for Research Excellence in Artificial Intelligence (COREs) at tier-1 and International Centre for Transformational Artificial Intelligence (ICTAI) at tier-2. COREs will be focused on core research in evolving new areas of AI and will act as technology feeders for ICTAI which will be focused on creating AI based applications and accelerating early adoption in domains of societal importance.
v) Besides this, it proposes creation of a cloud computing platform called AIRAWAT (AI Research, Analytics and knoWledge Assimilation plaTform). It will support advancements of AI-based developments in image recognition, speech recognition, natural language processing for research, development and creation of varieties of new applications for the support of advancements in the fields of Agriculture & Healthcare.
Augmented Reality-a digital trend
Technology is unendingly developing, and the introduction of new devices acts as a touchstone to the landing of a totally new technological worldview. Video games have been entertaining us for nearly 30 years, ever since Pong was introduced to arcades in the early 1970s. Computer graphics have become much more sophisticated since then, and game graphics are pushing the barriers of photorealism. Now, researchers and engineers are pulling graphics out of your television screen or computer display and integrating them into real-world environments. This new technology, called augmented reality, blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.
On the spectrum between virtual reality, which creates immersive, computer-generated environments, and the real world, augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptic feedback and smell to the natural world as it exists. The basic idea of augmented reality is to superimpose graphics, audio and other sensory enhancements over a real-world environment in real time. Both video games and cell phones are driving the development of augmented reality.
Origin:It was Professor Thomas P. Caudell, then an analyst at Boeing, who initially used the term 'augmented reality' in 1990. He was referring to a head-mounted digital display that guided specialists through amassing electrical wires in aircrafts.
Definition:Augmented reality is the interaction of superimposed graphics, audio and other sense enhancements over a real-world environment that’s displayed in real-time.In other words, it is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it.
Present:2016 is set to be the year AR ventures.Pokémon Go-The augmented-reality (AR) game that—since its release on July 6, attracted 21 million users and became one of the most successful mobile apps ever—has been praised for promoting exercise, facilitating social interactions, sparking new interest in local landmarks, and more. Education writers and experts have weighed in on its implications for teaching kids everything from social skills to geography. And while it seems clear at this point that the game is a fad that has peaked—one of the game’s biggest triumphs has, arguably, been the hope it’s generated about the future of play. While electronic games have traditionally caused kids to retreat to couches, here is one that did precisely the opposite.
Possible domains where AR can be used:
There are many possible domains that could benefit from the use of Augmented Reality technology such as engineering, entertainment and education. Doctors can examine patients while viewing superimposed medical images; children can program their own LEGO constructions; construction engineers can use ordinary paper engineering drawings to communicate with distant colleagues. For instance, a project management in building and construction will be more easily and safely carried out when site managers can virtually view and monitor work in progress in real time through Augmented Reality markers placed on parts or equipment being built. Furthermore it is now possible with advanced Augmented Reality Applications to provide more authentic learning and engage learners in ways that were never possible before. Each student can have their own unique discovery path through real-life immersive simulations, with no time pressure and no real consequences if mistakes are made during skills training. In addition it could be also used in business for advertising, gaining more customers and higher market share.
Issues & concerns:
Threats to privacy and issues of the privacy control. Walking up to a stranger or a group of people with AR device might reveal status, Tweets, and other personal information that may cause breache of privacy.
Regarding user experience, socially using Augmented Reality may be inappropriate in some situations.
Spam as it is easy to imagine that spam could overwhelm the augmented world with unwanted advertising or unwanted information of any kind.
Price – as the technology is still developing it may be quiet expensive to use it in everyday life and it might be less accessible for small businesses.
Internet addiction- an over reliance on augmented reality could mean that people are missing out on what's right in front of them.
Future:
Both virtual reality (VR) and augmented reality (AR) are on their way to changing the way we travel the world, learn new things, do our work and interact with others.Virtual reality has been around in various forms, but has really found its footing in the computer gaming industry, and is also gaining new uses in industry, health care and education.Augmented-reality glasses let you see the real world, but can also project additional information that only the wearer can see. The enormously popular smartphone-based game Pokemon Go is one example.Both technologies are ideal for learning and practicing new skills.According to the digital industry analytics, by 2020 the revenue from VR and AR may reach $150 billion, with augmented reality taking the lion's share.
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