A virtual haptic implementation technology that allows all users to experience the same tactile sensation has been developed. A research team led by Professor PARK Jang-Ung from the Center for Nanomedicine within the Institute for Basic Science (IBS) and Professor JUNG Hyun Ho from Severance Hospital’s Department of Neurosurgery has developed a technology that provides consistent tactile sensations on displays.
Virtual haptic implementation technology, also known as tactile rendering technology, refers to the methods and systems that simulate the sense of touch in a virtual environment. This technology aims to create the sensation of physical contact with virtual objects, enabling users to “feel” textures, shapes, and forces as if they were interacting with real-world items, even though the objects are digital. The technology is seeing increasing uses in the realms of virtual reality (VR) and augmented reality (AR), where it is used alongside visual and auditory cues to bridge the gap between the virtual and physical worlds.
Notably, electrotactile systems, which generate tactile sensations through electrical stimulation rather than physical vibrations, are emerging as promising next-generation tactile rendering technologies. The sensation of touch is mediated by mechanoreceptors, which are tactile sensory cells located in the skin that transmit tactile information to the brain in the form of electrical signals. Electrotactile systems artificially generate these electrical signals, thereby simulating the sense of touch. Precise and varied tactile experiences can be created by adjusting current density and frequency.
Despite their potential, existing electrotactile technologies face challenges, particularly in safety and consistency. Variations in skin contact pressure can lead to unstable tactile sensations, and the use of high currents raises safety concerns. To address these issues, the IBS research team developed a Transparent Pressure-Calibratable Interference Electrotactile Actuator (TPIEA).
TPIEA comprises two main components: an electrode section responsible for generating electrotactile sensations and a pressure sensor section that adjusts for finger pressure. Researchers greatly reduced the impedance of the electrode by applying platinum nanoparticles to an indium tin oxide-based electrode. This not only decreased impedance compared to conventional electrodes but also achieved a high transmittance of approximately 90%. The integrated pressure sensor ensures that users experience consistent tactile feedback regardless of how they touch the display.
Moreover, the research team conducted a Somatosensory Evoked Potential (SEP) test to quantify tactile sensations. By examining the responses of the user’s somatosensory system to variations in the current and frequency of electrotactile stimulation, they were able to quantitatively differentiate and standardize tactile sensations. The team successfully implemented over nine distinct types of electrotactile sensations, ranging from those resembling hair to those resembling glass, depending on the current density and frequency of the electrical stimulation. The team further demonstrated that the TPIEA could be integrated with smartphone displays to reliably produce complex tactile patterns.
Additionally, the research introduced interference phenomena into the realm of electrotactile technology. The interference phenomenon pertains to the alterations in frequency and amplitude that occur when two electromagnetic fields overlap. This allowed the researchers to elicit the same intensity of electrotactile sensation with a current density that is 30% lower than previously required and to achieve an approximate 32% enhancement in tactile resolution.This research demonstrates the highest level of tactile resolution among current electrotactile technologies, including the Teslasuit.
Lead researcher PARK Jang-Ung remarked, “Through this electrotactile technology, we can effectively integrate visual information from displays with tactile information,” and further expressed, “We anticipate that the findings of this research will significantly enhance the interaction between users and devices across various AR, VR, and smart device applications based on interference stimulation.”
This research has been conducted in collaboration with colleagues from Yonsei University Severance Hospital. It was published in Nature Communications on August 21, 2024.
Not sure how I stumbled across this XR (extended reality) artist-in-residence programme but it’s been in place since 2022 (albeit with some changes). Here’s the announcement for the 2024 artist-in-residence, from the August 14, 2024 Consulate of France in Vancouver press release,
French artist Pierre Friquet, also known as, PYARé, is the latest laureate of the “XR Fall” residency dedicated to XR/AR/VR [extended reality/augmented reality/virtual reality], its third edition. He will be in Vancouver from October 29 to November 28, 2024.
This residency is a collaboration between the Consulate General of France in Vancouver, the Alliance française of Vancouver, the cultural institution of the City of “Paris Forum des Images”, Emily Carr University of Art and Design and the Institut français.
A hybrid creator based in Paris, Pierre Friquet has been designing immersive experiences (VR, dome films, AR, video mapping,) such as Spaced Out, Jet Lag, Vibrations and Patterns since 2010. His intent is to make people reconnect with their body and sense of self through art and technology.
These experiments have won awards at the Festival du Nouveau Cinéma, the Kaléidoscope festival and the Filmgate festival. His latest VR project, SPACE OUT, an immersive diving mask, was selected for the Sundance New Frontier 2020 festival and featured in the cultural programme of the Paris 2024 Olympic Games. Founder of the NiGHT collective, his projects include aquatic virtual reality.
In Vancouver, he will be working around the character of Captain Nemo, the famous warrior scientist in Jules Verne’s novel “20,000 leagues under the sea”.
The residency’s objective is to create an immersive experience allowing users to embody Captain Nemo in a VR adventure, piloting a gondola or riding a whale using intuitive VR controls. His work will focus on the symbiosis between technology and nature, marine conservation and post-colonial adventure. Project by PYARé & INVR.
Find out more about his artistic vision and creations on his website.
You have to have been resident in France for at least five years and speak English to be eligible.
Preparing for the 2025 calls for applications?
There are, in fact, three programmes: two in Vancouver,(1) the XR/AR/VR [extended reality/augmented reality/virtual reality artist-in-residence and (2) Arts & Sciences Quantum Studio artist-in-residence and there’s another ‘quantum programme’ in Paris, also called the Arts & Sciences Quantum Studio artist-in-residence.
The 2025 calls haven’t been announced yet but I do have the 2024 calls for applications and they should give you some idea of what questions you’ll need to answer and what materials you’ll need to prepare. These calls are in French.
Résidence « XR Fall» à Vancouver 29 octobre au 28 novembre 2024
Initiée par l’ambassade de France au Canada / consulat général de Vancouver dans le cadre de leur programme « Résidences Ouest-Ouest », en partenariat avec le Forum des Images (Paris), Emily Carr University of Art + Design (Vancouver), l’Alliance française Vancouver, et avec le soutien de l’Institut français, la troisième édition de la résidence d’écriture et de recherche “XR Fall” à Vancouver se déroulera du 29 octobre au 28 novembre 2024 à Vancouver, en Colombie-Britannique, Canada.
Ouverte à l’ensemble des réalités immersives, cette résidence doit permettre à un·e créateur·rice français·e de s’immerger au sein de l’écosystème local vancouvérois afin d’enrichir son projet d’écriture-recherche et d’étoffer son réseau professionnel. Elle sera également l’occasion de renforcer les liens et de créer de nouvelles synergies entre la France et l’Ouest canadien dans le domaine des innovations numériques. Cette résidence se tiendra à Vancouver du mardi 29 octobre au jeudi 28 novembre 2024.
Pendant la Résidence d’écriture-recherche, le·a créateur·rice sélectionné·e se consacrera au développement de son projet immersif pour lequel iel est invité·e à travailler en coopération avec des professionnel·les vancouvérois.es, ainsi qu’avec des équipes techniques et des sociétés de production locales. Le programme a également pour but d’aider le·a créateur·rice sélectionné·e à renforcer son réseau et ses compétences.
1.2 – Déroulé de la résidence
Du 29 octobre au 28 novembre 2024 à Vancouver, sur le campus d’Emily Carr University of Art + Design.
1.3 – Objectifs
Impulser ou consolider un projet d’écriture-recherche.
Favoriser la découverte de l’écosystème numérique de l’Ouest canadien, ainsi que des collaborations structurantes.
Une attention privilégiée sera portée aux projets ancrés dans le contexte local.
À l’issue de la résidence, l’artiste devra proposer un compte-rendu de son expérience, de son travail et de l’évolution du projet durant cette période.
1.4 – Avantages
Ce programme garantit, notamment, à la lauréate / au lauréat :
Une bourse de résidence à hauteur de 2.000 € (correspondant aux per-diem et à la participation à trois demi-journées de conférences/classes de maître durant la résidence)
Mise en réseau et relations avec l’écosystème local
Participation à des événements en Colombie-Britannique
Autres contreparties (conditions à définir ensemble) :
présentation du projet dans le cadre de NewImages Festival 2025
accréditation pour les Journées pro de NewImages Festival 2025
Présenter le fruit de son travail en résidence (prototype, work-in-progress) dans le cadre de V-Unframed 2025 (Vancouver)
1.5 – Équipement et accompagnement
Au sein d’Emily Carr University of Art + Design, ce programme garantit, notamment, à la lauréate / au lauréat :
L’accès au Basically Good Media Lab en tant qu’espace de travail sur une base régulière. Il s’agit d’un espace collaboratif et partagé avec des chercheurs des premier et deuxième cycles et des assistants de recherche.
L’accès à un ordinateur de pointe : un Dell Precision 3660 ; 32 Go de RAM ; i9-12900K (16 cœurs) ; NVIDIA GeForce RTX 3080.
Appui technique : support technique ponctuel pour aider l’artiste à réaliser son projet.
Mentorat d’Emily Carr University of Art + Design pour fournir un retour sur le projet et les approches de l’artiste, aider à faciliter l’utilisation des ressources et fournir des opportunités potentielles de mise en réseau avec la communauté.
L’accès à d’autres installations sur le campus, en fonction de leur disponibilité, y compris l’Integrated Motion Studio pour une utilisation en tant qu’atelier ou espace boîte noire. Le Basically Good Media Lab dispose de casques de réalité augmentée et virtuelle, avec des caméras 360 grand public et prosumers.
L’artiste sera également accompagné durant la résidence par les équipes de l’ambassade de France au Canada présentes à Vancouver et par celles de l’Alliance française Vancouver.
2- Conditions d’éligibilité
2.1 – Profil des candidat.e.s
Ce programme est ouvert à tout·e artiste, créateur.rice ou porteur.euse d’un projet XR en écriture-recherche.
Âgé.e d’au moins 18 ans
Résidant en France depuis au moins 5 ans
Parlant anglais
Professionnel.le confirmé.e, justifiant de premières expériences dans le domaine des réalités immersive
2.2 – Projets acceptés
Ce programme est ouvert aux réalités immersives dans toute leur diversité (réalité virtuelle 360° ou interactive, augmentée, mixte, installation incluant des technologies immersives, en lien avec la création sonore ou la technologie 4D, etc.).
Les projets devront être reliés à au moins l’un des grands thèmes suivants :
Durabilité environnementale
Justice écologique et action climatique
Justice sociale, santé et bien-être de la communauté
Recherches portant sur le territoire et les lieux
3- Processus d’inscription
3.1 – À propos de l’appel à candidatures
L’inscription du projet :
Doit être faite en anglais
Doit être faite en ligne à https://zhx2xeql.paperform.com jusqu’au dimanche 30 juin 2024 (23:59, GMT)
Doit être envoyée en un seul PDF
Est gratuite pour l’ensemble des postulant·es
À noter également :
Les inscriptions incomplètes ne seront pas prises en considération
Vos informations sont automatiquement sauvegardées en local ; vous pouvez donc fermer et/ou revenir ultérieurement au formulaire depuis le même appareil et le même navigateur (hors fenêtres de navigation privée)
Nous vous conseillons vivement de ne pas attendre les derniers jours de l’appel à candidatures pour soumettre votre projet, afin d’éviter tout problème technique.
En inscrivant un projet, vous reconnaissez détenir les droits afférents à celui-ci ou être habilité·e par tou·te·s les autres ayants droit. Le Forum des images, l’ambassade de France au Canada / consulat général de Vancouver, Emily Carr University of Art + Design, l’Alliance française Vancouver et l’Institut français ne peuvent en aucun cas être tenus pour responsables en cas de réclamation, conflit ou poursuite en lien avec l’inscription du projet.
3.2 – Informations requises
Avant votre inscription, nous vous invitons à prendre connaissance des informations et pièces demandées dans le dossier de présentation devant être joint à votre inscription (dans le même ordre que ci-dessous) :
Le plan de travail envisagé pour la résidence (prévisionnel)
Des visuels du projet (le cas échéant)
Une lettre de recommandation et/ou une lettre d’une institution culturelle française accompagnant le projet en vue d’une future exposition ou production de l’œuvre (facultative)
L’ambassade de France au Canada, en partenariat avec le Quantum Information Center Sorbonne (Sorbonne Université), le CENTQUATRE-PARIS (Paris) et le programme des résidences internationales Ville de Paris aux Récollets, lance le volet français de la résidence arts-sciences “Quantum Studio”. Cette résidence d’artiste aura lieu du 9 au 30 septembre 2024à Paris, France. Elle s’adresse à un ou une artiste canadien.ne résidant en Colombie-Britannique explorant les croisements entre arts et sciences.
Ouverte à l’ensemble des pratiques artistiques, la résidence cherche à construire des échanges entre arts et sciences quantiques (physique quantique, informatique quantique, physique de l’infiniment petit, sciences des matériaux, physique fondamentale).
Le Quantum Information Center Sorbonne (Sorbonne Université) et le CENTQUATRE-PARIS offriront à l’artiste sélectionné.e un espace de réflexion dans lequel artistes et chercheurs pourront se réunir, échanger sur leurs pratiques, apprendre les uns des autres et réfléchir ensemble à un projet créatif à la croisée des arts et des sciences. En amont de la résidence à Paris, plusieurs rencontres en ligne seront organisées, afin d’établir et d’entretenir un premier contact entre l’artiste lauréat.e au Canada et l’équipe hôte (institutions et scientifiques) de Paris.
1.2 – Déroulé de la résidence
Du 9 au 30 septembre 2024à Paris (hébergement au couvent des Récollets).
1.3 – Objectifs
Impulser ou consolider un projet créatif.
Le ou la lauréat.e a une obligation de restitution de recherche ou de rendu artistique (projet écrit, esquisses et croquis, œuvre, etc.) pendant leur séjour.
Partager son travail lors de séminaires arts et sciences co-organisés avec le Quantum Information Center Sorbonne et le CENTQUATRE-PARIS.
Favoriser la découverte de l’écosystème scientifique et artistique parisien, ainsi que des collaborations structurantes. Une attention privilégiée sera portée aux projets ancrés dans le contexte local.
1.4 – Avantages
Ce programme garantit, notamment, à la lauréate ou au lauréat :
3 semaines de résidence à Paris.
Un hébergement au sein du Couvent des Récollets (Ville de Paris), un bureau de travail au Quantum Information Center Sorbonne et un bureau de production au CENTQUATRE-PARIS.
Prise en charge complète (vols Vancouver-Paris, logement).
Un cachet de résidence à hauteur de 1.635 € (correspondant aux per-diem et à la participation à trois demi-journées de conférences/classes de maître durant la résidence).
Mise en réseau et relations avec l’écosystème local.
Participation, durant la résidence, à des rencontres avec les équipes de la 104factory, à des ouvertures de résidences au CENTQUATRE-PARIS et à des événements se déroulant au CENTQUATRE-PARIS.
Possibilité de participation, en post-résidence, à des événements en lien avec Némo-Biennale internationale des arts numériques de la Région Île-de-France, produite par le CENTQUATRE-PARIS.
2- Conditions d’éligibilité
2.1 – Profil des candidat.e.s
Artiste porteuse ou porteur d’un projet artistique en écriture ou en développement,
Âgé.e d’au moins 18 ans,
De nationalité canadienne ou titulaire d’une carte de résident permanent au Canada
Résidant en Colombie-Britannique,
Justifiant idéalement de premières expériences de création mêlant arts et sciences (les candidatures d’artistes ayant déjà travaillé ou travaillant en lien avec les sciences physiques seront appréciées).
2.2 – Projets acceptés
Ce programme est ouvert aux pratiques artistiques dans toute leur diversité (écriture, arts visuels et plastiques, arts numériques, design, danse, performance, réalités immersives, création sonore, etc.).
I have more information about the Quantum Studio artist-in-residence in Vancouver programme in an October 7, 2024 posting, scroll down t the ‘Quantum Studio’ subhead.
The Massachusetts Institute of Technology (MIT) Museum is hosting its annual Cambridge Science Festival according to a September 18, 2024 news release (received via email),
The MIT Museum has released the full program guide for this year’s Cambridge Science Festival, an annual week-long celebration of ingenuity, creativity and innovation featuring more than 300 free programs across Cambridge and Greater Boston between Monday, September 23 and Sunday, September 29, 2024.
“Cambridge Science Festival is a touchpoint for everyone to find joy, meaning, and human connections” said Keelin Caldwell, Director of Engagement and Cambridge Science Festival at the MIT Museum. “Take the time to explore the many options for free programming all across Cambridge and find your inner scientist, no matter what your background is.”
Michael John Gorman, the new Mark R. Epstein (Class of 1963) Director of the MIT Museum, and Yi-An Huang, Cambridge City Manager, recently met at the MIT Museum to reflect on the importance of Cambridge Science Festival throughout the community.
“The Cambridge Science Festival represents an opportunity for inquisitive visitors of all ages to celebrate our diverse, creative community and experience our rich innovation,” said Yi-An Huang, Cambridge City Manager. “This has become one of Cambridge’s signature events of the year and we are thrilled to once again partner with the MIT Museum for this special week-long showcase.”
The Cambridge Science Festival showcases the newest ideas and innovations in science, art, technology, engineering, design, and more, that spark conversations about the role of science and innovation in our society and for all humankind. The festival includes four thematic days as well as a slate of one-time events that are presented by organizations and venues across Greater Boston and are designed for a wide range of audiences. All Cambridge Science Festival events are free of charge, and in addition, the MIT Museum will also provide free admission to all during the week of the festival.
FESTIVAL SERIES & EVENTS
Below are a sampling of some of our exciting programs; explore the full list of 300 programs here.
Monday, September 23 – Sunday, September 29 | City-wide
100+ festival events taking place in neighborhoods across the city, in local libraries, open labs and a whole host of public spaces. Workshops, panels, lectures and more. Highlights include:
There has been widespread discussion of the potential dangers posed by AI to our democratic processes, but are there ways in which AI could actually help democracy? Hear from global experts Former Minister of Digital Affairs of Taiwan Audrey Tang, Professor of Media Arts and Sciences Deb Roy and Founder and CEO of DemocracyNext Claudia Chwalisz in conversation with MIT Museum Director Michael John Gorman and experience the promise of shared listening and deliberation.
Wednesday, September 25, 6pm | Broad Discovery Center
You are invited to a night of discovery, celebration, and scientific wonders at “Discovery After Dark,” brought to you by the Broad Discovery Center and BroadIgnite. This is an exclusive, after-hours party during the week of the Cambridge Science Festival. Space is limited. Pre-registration is required. This year’s party is celebrating the 20th anniversary of the Broad Institute.
Bitesize lunchtime events throughout the city. Topics range from renewable energy to medical science, AR experiences to digital music, astrophysics and more. Highlights include:
Monday, September 23, 12pm | Harvard Museum of the Ancient Near East
Step into history with The Art of Intimidation: Journey to Ancient Assyria – an augmented-reality Snapchat lens that brings to life the royal palaces of ancient Nineveh and Nimrud (in what is now Iraq). Witness a variety of scenes, from the celebratory to the violent: all designed to demonstrate the political landscape around 640 BC. Use your phone to try the app in the galleries, then meet the curator to discuss this unique blend of science, history, and creativity.
Tuesday, September 24, 12pm | Marlar Lounge, MIT Building 37
At this Lunch and Learn event, come listen to researchers and post-docs from the MIT Kavli Institute for Astrophysics and Space Sciences share short and interesting stories about their research! Each presenter will give a 5-10 minute talk on their research covering topics from exoplanets to stars to galaxies and beyond. There will be an opportunity for attendees to ask questions of any/all of the presenters.
Join an experiential after-hours session at the MIT Museum, offering the full spectrum of game-related activities, from the scientific to the downright silly. Meet Tik-Tok bio-engineers Malik and Miles George, enjoy a performance from MIT’s innovative laptop orchestra, try out a giant size strategy game and more.
Thursday, September 26, 6-7pm | MIT List Visual Arts Center
Join artist Jeremy Couillard and researcher Mikael Jakobsson for an exciting and timely conversation on the social value of play. Their conversation will explore why games are important, from both a critical and design point of view, and delve into the anthropological consequences of gamified technology.
Two days of space-themed events and activities for all ages, co-curated by The Space Consortium, organizers of Massachusetts Space Week. From lab tours to book signings, panel discussions to star-gazing, opportunities to ‘ask-an-astronaut’ and more. Highlights include:
Friday, September 27, 6pm | Aeronaut Brewery and Taproom
Visit the Aeronaut for an entertaining evening of space-themed activities. Enjoy a captivating talk and Q&A session with former astronaut Jeffrey Hoffman on the possibility of life on Mars with Happy Hour from 6-7pm, followed by a Space Trivia event from 8-9pm. Co-hosted by Astronomy on Tap Boston and The Boston Space Network. Age 21+.
This expert panel explores the latest research and theories about the existence of extraterrestrial life, the tools we use to search for it, and what discovering life beyond Earth could mean for humanity. Featuring Sara Seager from MIT AeroAstro, Kim Arcand from the Harvard-Smithsonian Center for Astrophysics, and Michael Hecht from the MIT Haystack Observatory. Moderated by Alissa J. Haddaji, planetary protection expert and founder/director of The Space Consortium and Massachusetts Space Week.
CSF teams up with Boston Fashion Week and AFFOA – Advanced Functional Fabrics of America to co-curate an exploratory day of discovery and demonstration. Join industry leaders from the fashion, fabric and wearable-tech worlds, meet the next generation of artists, designers and engineers, and experience the cutting-edge innovations that will define what we wear in the coming decades.Highlights include:
Generating imagery, video and music with AI is already commonplace, but how are garment designers using AI tools to enhance their creative process? This inspiring panel introduces the leading-edge in AI-assisted fashion design, exploring the many possibilities presented by generative technology. Find out how AI is already influencing artists and creators, and join the discussion about what’s coming next.
Moderated by Fiorenzo Omenetto (Tufts, Silklab). Panelists include: Norma Kamali (Designer), Behnaz Farahi (MIT Media Lab), Onur Yüce Gün (New Balance), Zoey Zhu (IDEO).
Join leading thinkers, designers and engineers as they imagine the future of fashion. Will climate conditions dictate the evolving priorities of the fashion and fabric industries? Will wearable tech enter the mainstream? Will fast-fashion fall out of favor, and will AI contribute to new models and ways of thinking?
Moderated by MIT Museum Director Michael John Gorman. Panelists include: Sasha Stolyarov (AFFOA), Petra Slinkard (Peabody Essex Museum), Norma Kamali (Designer), Randall Harward (Reju), Diana Jaye Coluntino (UMass Lowell Fabric Discovery Center).
Sunday, September 29, 12-4pm | Kendall/MIT Open Space
A family-friendly science extravaganza, Carnival is a beloved regular fixture of CSF and annually attracts more than 15,000 visitors. Featuring over 100 activity booths, demonstrations, live music and events, Carnival is a STEAM-themed playground for inquisitive visitors of all ages – we can’t wait to see you there and celebrate our diverse, creative community together.
XPANCEO, a deep tech company developing the first smart contact lenses with XR vision, health monitoring, and content surfing features, in collaboration with the Nobel laureate Konstantin S. Novoselov (National University of Singapore, University of Manchester) and professor Luis Martin-Moreno (Instituto de Nanociencia y Materiales de Aragon), has announced in Nature Communications a groundbreaking discovery of new properties of rhenium diselenide and rhenium disulfide, enabling novel mode of light-matter interaction with huge potential for integrated photonics, healthcare, and AR. Rhenium disulfide and rhenium diselenide are layered materials belonging to the family of graphene-like materials. Absorption and refraction in these materials have different principal directions, implying six degrees of freedom instead of a maximum of three in classical materials. As a result, rhenium disulfide and rhenium diselenide by themselves allow controlling the light propagation direction without any technological steps required for traditional materials like silicon and titanium dioxide.
The origin of such surprising light-matter interaction of ReS2 and ReSe2 with light is due to the specific symmetry breaking observed in these materials. Symmetry plays a huge role in nature, human life, and material science. For example, almost all living things are built symmetrically. Therefore, in ancient times symmetry was also called harmony, as it was associated with beauty. Physical laws are also closely related to symmetry, such as the laws of conservation of energy and momentum. Violation of symmetry leads to the appearance of new physical effects and radical changes in the properties of materials. In particular, the water-ice phase transition is a consequence of a decrease in the degree of symmetry. In the case of ReS2 and ReSe2, the crystal lattice has the lowest possible degree of symmetry, which leads to the rotation of optical axes – directions of symmetry of optical properties of the material, which was previously observed only for organic materials. As a result, these materials make possible to control the direction of light by changing the wavelength, which opens a unique way for light manipulation in next-generation devices and applications.
“The discovery of unique properties in anisotropic materials is revolutionizing the fields of nanophotonics and optoelectronics, presenting exciting possibilities. These materials serve as a versatile platform for the advancement of optical devices, such as wavelength-switchable metamaterials, metasurfaces, and waveguides. Among the promising applications is the development of highly efficient biochemical sensors. These sensors have the potential to outperform existing analogs in terms of both sensitivity and cost efficiency. For example, they are anticipated to significantly reduce the expenses associated with hospital blood testing equipment, which is currently quite costly, potentially by several orders of magnitude. This will also allow the detection of dangerous diseases and viruses, such as cancer or COVID, at earlier stages,” says Dr. Valentyn S. Volkov, co-founder and scientific partner at XPANCEO, a scientist with an h-Index of 38 and over 8000 citations in leading international publications.
Beyond the healthcare industry, these novel properties of graphene-like materials can find applications in artificial intelligence and machine learning, facilitating the development of photonic circuits to create a fast and powerful computer suitable for machine learning tasks. A computer based on photonic circuits is a superior solution, transmitting more information per unit of time, and unlike electric currents, photons (light beams) flow across one another without interacting. Furthermore, the new material properties can be utilized in producing smart optics, such as contact lenses or glasses, specifically for advancing AR [augmented reality] features. Leveraging these properties will enhance image coloration and adapt images for individuals with impaired color perception, enabling them to see the full spectrum of colors.
Here’s a link to and a citation for the paper,
Wandering principal optical axes in van der Waals triclinic materials by Georgy A. Ermolaev, Kirill V. Voronin, Adilet N. Toksumakov, Dmitriy V. Grudinin, Ilia M. Fradkin, Arslan Mazitov, Aleksandr S. Slavich, Mikhail K. Tatmyshevskiy, Dmitry I. Yakubovsky, Valentin R. Solovey, Roman V. Kirtaev, Sergey M. Novikov, Elena S. Zhukova, Ivan Kruglov, Andrey A. Vyshnevyy, Denis G. Baranov, Davit A. Ghazaryan, Aleksey V. Arsenin, Luis Martin-Moreno, Valentyn S. Volkov & Kostya S. Novoselov. Nature Communications volume 15, Article number: 1552 (2024) DOI: https://doi.org/10.1038/s41467-024-45266-3 Published: 06 March 2024
Just when I thought I was almost caught up, I found this. The study I will be highlighting is from August 2023 but there are interesting developments all the way into October 2023 and beyond. First, the latest in AI (artificial intelligence) devices from an October 5, 2023 article by Lucas Arender for the Daily Hive, which describes the devices as AI wearables (you could also them wearable technology), Note: Links have been removed,
Rewind.ai launched Pendant, a necklace that records your conversations and transfers them to your smartphone, creating an audio database (of sorts) for your life.
Meta unveiled a pair of Ray-Ban smart glasses that include an AI chatbot that users can communicate with (which might make you look like you’re talking to yourself).
Sam Altman-backed startup Humane teased its new AI pin at Paris Fashion Week— a screenless lapel device that projects a smartphone-like interface onto users’ hands.
Microsoft filed a patent for an AI backpack that features GPS, voice command, and cameras that could… help us walk in the right direction?
The second item in the list ‘Ray-Ban Meta Smart Glasses’ is further described in an October 17, 2023 article by Sarah Bartnicka for the Daily Hive, Note: A link has been removed,
It’s a glorious day for tech dads everywhere: Meta and Ray-Ban smart glasses are officially for sale in Canada.
Driving the news: Meta has become the latest billion-dollar company to officially enter the smart glasses market with the second iteration [emphasis mine] of its design with Ray-Bans, now including a built-in Meta AI assistant, hands-free live streaming features, and a personal audio system.
…
This time around, the technology is better, and both Meta and Snap are pitching their smart glasses as a tool for creators to stay connected with their audiences rather than just a sleek piece of hardware that can blend your digital and physical realities [augmented or extended reality?].
…
Yes, but: As smart glasses creep back into the limelight, people are wary about wearing cameras on their faces. Concerns about always-on cameras and microphones that allow users to record their surroundings without the consent of others will likely stick around. [emphasis mine]
So, are these AI or smart or augmented reality (AR) glasses? In my October 22, 2021 post, I explored a number of realities in the context of the metaverse. Yes, it gets confusing. At any rate, i found these definitions,
Happily, I have found a good summarized description of VR/AR/MR/XR in a March 20, 2018 essay by North of 41 on medium.com,
“Summary: VR is immersing people into a completely virtual environment; AR is creating an overlay of virtual content, but can’t interact with the environment; MR is a mixed of virtual reality and the reality, it creates virtual objects that can interact with the actual environment. XR brings all three Reality (AR, VR, MR) together under one term.”
If you have the interest and approximately five spare minutes, read the entire March 20, 2018 essay, which has embedded images illustrating the various realities.
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This may change over time but for now, answering the question, “AI or smart or augmented reality (AR) glasses?” you can say any or all three.
Someone wearing augmented reality (AR) or “smart” glasses could be Googling your face, turning you into a cat or recording your conversation – and that creates a major power imbalance, said Cornell researchers.
Currently, most work on AR glasses focuses primarily on the experience of the wearer. Researchers from the Cornell Ann S. Bowers College of Computing and Information Science and Brown University teamed up to explore how this technology affects interactions between the wearer and another person. Their explorations showed that, while the device generally made the wearer less anxious, things weren’t so rosy on the other side of the glasses.
Jenny Fu, a doctoral student in the field of information science, presented the findings in a new study, “Negotiating Dyadic Interactions through the Lens of Augmented Reality Glasses,” at the 2023 ACM Designing Interactive Systems Conference in July.
AR glasses superimpose virtual objects and text over the field of view to create a mixed-reality world for the user. Some designs are big and bulky, but as AR technology advances, smart glasses are becoming indistinguishable from regular glasses, raising concerns that a wearer could be secretly recording someone or even generating deepfakes with their likeness.
For the new study, Fu and co-author Malte Jung, associate professor of information science and the Nancy H. ’62 and Philip M. ’62 Young Sesquicentennial Faculty Fellow, worked with Ji Won Chung, a doctoral student, and Jeff Huang, associate professor of computer science, both at Brown, and Zachary Deocadiz-Smith, an independent extended reality designer.
They observed five pairs of individuals – a wearer and a non-wearer – as each pair discussed a desert survival activity. The wearer received Spectacles, an AR glasses prototype on loan from Snap Inc., the company behind Snapchat. The Spectacles look like avant-garde sunglasses and, for the study, came equipped with a video camera and five custom filters that transformed the non-wearer into a deer, cat, bear, clown or pig-bunny.
Following the activity, the pairs engaged in a participatory design session where they discussed how AR glasses could be improved, both for the wearer and the non-wearer. The participants were also interviewed and asked to reflect on their experiences.
According to the wearers, the fun filters reduced their anxiety and put them at ease during the exercise. The non-wearers, however, reported feeling disempowered because they didn’t know what was happening on the other side of the lenses. They were also upset that the filters robbed them of control over their own appearance. The possibility that the wearer could be secretly recording them without consent – especially when they didn’t know what they looked like – also put the non-wearers at a disadvantage.
The non-wearers weren’t completely powerless, however. A few demanded to know what the wearer was seeing, and moved their faces or bodies to evade the filters – giving them some control in negotiating their presence in the invisible mixed-reality world. “I think that’s the biggest takeaway I have from this study: I’m more powerful than I thought I was,” Fu said.
Another issue is that, like many AR glasses, Spectacles have darkened lenses so the wearer can see the projected virtual images. This lack of transparency also degraded the quality of the social interaction, the researchers reported.
“There is no direct eye contact, which makes people very confused, because they don’t know where the person is looking,” Fu said. “That makes their experiences of this conversation less pleasant, because the glasses blocked out all these nonverbal interactions.”
To create more positive experiences for people on both sides of the lenses, the study participants proposed that smart glasses designers add a projection display and a recording indicator light, so people nearby will know what the wearer is seeing and recording.
Fu also suggests designers test out their glasses in a social environment and hold a participatory design process like the one in their study. Additionally, they should consider these video interactions as a data source, she said.
That way, non-wearers can have a voice in the creation of the impending mixed-reality world.
Rina Diane Caballar’s September 25, 2023 article for IEEE (Institute of Electrical and Electronics Engineers) Spectrum magazine provides a few more insights about the research, Note: Links have been removed,
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“This AR filter interaction is likely to happen in the future with the commercial emergence of AR glasses,” says Jenny Fu, a doctoral student at Cornell University’s Bowers College of Computing and Information Science and one of the two lead authors of the study. “How will that look like, and what are the social and emotional consequences of interacting and communicating through AR glasses?”
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“When we think about design in HCI [human-computer interface], there is often a tendency to focus on the primary user and design just for them,” Jung says. “Because these technologies are so deeply embedded in social interactions and are used with others and around others, we often forget these ‘onlookers’ and we’re not designing with them in mind.”
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Moreover, involving nonusers is especially key in developing more equitable tech products and creating more inclusive experiences. “That’s one of the points why previous AR iterations may not have worked—they designed it for the individual and not for the people surrounding them,” says Chung. She adds that a mindset shift is needed to actively make tech that doesn’t exclude people, which could lead to social systems that promote engagement and foster a sense of belonging for everyone.
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Caballar’s September 25, 2023 article also appears in the January 2024 print version of the IEEE Spectrum with the title ““AR Glasses Upset the Social Dynamic.”
I wonder if Vancouver’s Mayor Ken Sim will be joining the folks at the giant culture/tech event known as South by Southwest® (SxSW) later in 2024. Our peripatetic mayor seems to enjoy traveling to sports events (FIFA 2023 in Qatar), to Los Angeles to convince producers of a hit television series, “The Last of Us,” that they film the second season in Vancouver, and, to Austin, Texas for SxSW 2023. Note: FIFA is Fédération internationale de football association or ‘International Association Football Federation’.
It’s not entirely clear why Mayor Sim’s presence was necessary at any of these events. In October 2023, he finished his first year in office; a business owner and accountant, Sim is best known for his home care business, “Nurse Next Door” and his bagel business, “Rosemary Rocksalt,” meaning he wouldn’t seem to have much relevant experience with sports and film events.
I gather Mayor Sim’s presence was part of the 2023 hype (for those who don’t know, it’s from ‘hyperbole’) where SxSW was concerned, from the Vancouver Day at SxSW 2023 event page,
Vancouver Day
Past(03/12/2023) 12:00PM – 6:00PM
FREE W/ RSVP | ALL AGES
Swan Dive
The momentum and vibrancy of Vancouver’s innovation industry can’t be stopped!
The full day event will see the Canadian city’s premier technology innovators, creative tech industries, and musical artists show why Vancouver is consistently voted one of the most desirable places to live in the world.
We will have talks/panels with the biggest names in VR/AR/Metaverse, AI, Web3, premier technology innovators, top startups, investors and global thought-leaders. We will keep Canada House buzzing throughout the day with activations/demos from top companies from Vancouver and based on our unique culture of wellness and adventure will keep guests entertained, and giveaways will take place across the afternoon.
The Canadian city is showing why Vancouver has become the second largest AR/VR/Metaverse ecosystem globally (with the highest concentration of 3D talent than anywhere in the world), a leader in Web3 with companies like Dapper Labs leading the way and becoming a hotbed in technology like artificial intelligence.
The Frontier Collective’s Vancouver’s Takeover of SXSW is a signature event that will enhance Vancouver as the Innovation and Creative Tech leader on the world stage.It is an opportunity for the global community to encounter cutting-edge ideas, network with other professionals who share a similar appetite for a forward focused experience and define their next steps.
Some of our special guests include City of Vancouver Mayor Ken Sim [emphasis mine], Innovation Commissioner of the Government of BC- Gerri Sinclair, Amy Peck of Endeavor XR, Tony Parisi of Lamina1 and many more.
In the evening, guests can expect a special VIP event with first-class musical acts, installations, wellness activations and drinks, and the chance to mingle with investors, top brands, and top business leaders from around the world.
To round out the event, a hand-picked roster of Vancouver musicians will keep guests dancing late into the night.
This is from Mayor Sim’s Twitter (now X) feed, Note: The photographs have not been included,
Mayor Ken Sim@KenSimCity Another successful day at #SXSW2023 showcasing Vancouver and British Columbia while connecting with creators, innovators, and entrepreneurs from around the world! #vanpoli#SXSW
2024 hype at SxSW and Vancouver’s Frontier Collective
New year and same hype but no Mayor Sim? From a January 22, 2024 article by Daniel Chai for the Daily Hive, Note: A link has been removed,
Frontier Collective, a coalition of Vancouver business leaders, culture entrepreneurs, and community builders, is returning to the South by Southwest (SXSW) Conference next month to showcase the city’s tech innovation on the global stage.
The first organization to formally represent and promote the region’s fastest-growing tech industries, Frontier Collective is hosting the Vancouver Takeover: Frontiers of Innovation from March 8 to 12 [2024].
According to Dan Burgar, CEO and co-founder of Frontier Collective, the showcase is not just about presenting new advancements but is also an invitation to the world to be part of a boundary-transcending journey.
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“This year’s Vancouver Takeover is more than an event; it’s a beacon for the brightest minds and a celebration of the limitless possibilities that emerge when we dare to innovate together.”
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Speakers lined up for the SXSW Vancouver Takeover in Austin, Texas, include executives from Google, Warner Bros, Amazon, JP Morgan, Amazon, LG, NTT, Newlab, and the Wall Street Journal.
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“The Frontier Collective is excited to showcase a new era of technological innovation at SXSW 2024, building on the success of last year’s Takeover,” added Natasha Jaswal, VP of operations and events of Frontier Collective, in a statement. “Beyond creating a captivating event; its intentional and curated programming provides a great opportunity for local companies to gain exposure on an international stage, positioning Vancouver as a global powerhouse in frontier tech innovation.
Join us for a curated experience of music, art, frontier technologies and provocative panel discussions. We are organizing three major events, designed to ignite conversation and turn ideas into action.
We’re excited to bring together leaders from Vancouver and around the world to generate creative thinking at the biggest tech festival.
Let’s create the future together!
You have a choice of two parties and a day long event. Enjoy!
Who is the Frontier Collective?
The group announced itself in 2022, from a February 17, 2022 article in techcouver, Note: Links have been removed,
The Frontier Collective is the first organization to formally represent and advance the interests of the region’s fastest-growing industries, including Web3, the metaverse, VR/AR [virtual reality/augmented reality], AI [artificial intelligence], climate tech, and creative industries such as eSports [electronic sports], NFTs [non-fungible tokens], VFX [visual effects], and animation.
Did you know the Vancouver area currently boasts the world’s second largest virtual and augmented reality sector and hosts the globe’s biggest cluster of top VFX, video games and animation studios, as well as the highest concentration of 3D talent?
Did you know NFT technology was created in Vancouver and the city remains a top destination for blockchain and Web3 development?
Frontier Collective’s coalition of young entrepreneurs and business leaders wants to raise awareness of Vancouver’s greatness by promoting the region’s innovative tech industry on the world stage, growing investment and infrastructure for early-stage companies, and attracting diverse talent to Vancouver.
“These technologies move at an exponential pace. With the right investment and support, Vancouver has an immense opportunity to lead the world in frontier tech, ushering in a new wave of transformation, economic prosperity and high-paying jobs. Without backing from governments and leaders, these companies may look elsewhere for more welcoming environments.” said Dan Burgar, Co-founder and Head of the Frontier Collective. Burgar heads the local chapter of the VR/AR Association.
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Their plan includes the creation of a 100,000-square-foot innovation hub in Vancouver to help incubate startups in Web3, VR/AR, and AI, and to establish the region as a centre for metaverse technology.
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Frontier Collective’s team includes industry leaders at the Vancouver Economic Commission [emphasis mine; Under Mayor Sim and his majority City Council, the commission has been dissolved; see September 21, 2023 Vancouver Sun article “Vancouver scraps economic commission” by Tiffany Crawford], Collision Conference, Canadian incubator Launch, Invest Vancouver, and the BDC Deep Tech Fund. These leaders continue to develop and support frontier technology in their own organizations and as part of the Collective.
Interestingly, a February 7, 2023 article by the editors of BC Business magazine seems to presage the Vancouver Economic Commission’s demise. Note: Links have been removed,
Last year, tech coalition Frontier Collective announced plans to position Vancouver as Canada’s tech capital by 2030. Specializing in subjects like Web3, the metaverse, VR/AR, AI and animation, it seems to be following through on its ambition, as the group is about to place Vancouver in front of a global audience at SXSW 2023, a major conference and festival celebrating tech, innovation and entertainment.
Taking place in Austin, Texas from March 10-14 [2023], Vancouver Takeover is going to feature speakers, stories and activations, as well as opportunities for companies to connect with industry leaders and investors. Supported by local businesses like YVR Airport, Destination Vancouver, Low Tide Properties and others, Frontier is also working with partners from Trade and Invest BC, Telefilm and the Canadian Consulate. Attendees will spot familiar faces onstage, including the likes of Minister of Jobs, Economic Development and Innovation Brenda Bailey, Vancouver mayor Ken Sim [emphasis mine] and B.C. Innovation Commissioner Gerri Sinclair.
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That’s right, no mention of the Vancouver Economic Commission.
As for the Frontier Collective Team (accessed January 29, 2024), the list of ‘industry leaders’ (18 people with a gender breakdown that appears to be 10 male and 8 female) and staff members (a Senior VP who appears to be male and the other seven staff members who appear to be female) can be found here. (Should there be a more correct way to do the gender breakdown, please let me know in the Comments.)
i find the group’s name a bit odd, ‘frontier’ is something I associate with the US. Americans talk about frontiers, Canadians not so much.
If you are interested in attending the daylong (11 am – 9 pm) Vancouver Takeover at SxSW 2024 event on March 10, 2024, just click here.
Aside: swagger at Vancouver City Hall, economic prosperity, & more?
What follows is not germane to the VR/AR community, SxSW of any year, or the Frontier Collective but it may help to understand why the City of Vancouver’s current mayor is going to events where he would seem to have no useful role to play.
Matt O’Grady’s October 4, 2023 article for Vancouver Magazine offers an eyeopening review of Mayor Ken Sim’s first year in office.
Ken Sim swept to power a year ago promising to reduce waste, make our streets safer and bring Vancouver’s “swagger” back. But can his open-book style win over the critics?
I’m sitting on a couch in the mayor’s third-floor offices, and Ken Sim is walking over to his turntable to put on another record. “How about the Police? I love this album.”
With the opening strains of “Every Breath You Take” crackling to life, Sim is explaining his approach to conflict resolution, and how he takes inspiration from the classic management tome Getting to Yes: Negotiating Agreement Without Giving In.
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Odd choice for a song to set the tone for an interview. Here’s more about the song and its origins according to the song’s Wikipedia entry,
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To escape the public eye, Sting retreated to the Caribbean. He started writing the song at Ian Fleming’s writing desk on the Goldeneye estate in Oracabessa, Jamaica.[14] The lyrics are the words of a possessive lover who is watching “every breath you take; every move you make”. Sting recalled:
“I woke up in the middle of the night with that line in my head, sat down at the piano and had written it in half an hour. The tune itself is generic, an aggregate of hundreds of others, but the words are interesting. It sounds like a comforting love song. I didn’t realise at the time how sinister it is. I think I was thinking of Big Brother, surveillance and control.”[15][emphasis mine]
Suddenly, the office door swings open and Sim’s chief of staff, Trevor Ford, pokes his head in (for the third time in the past 10 minutes). “We have to go. Now.”
“Okay, okay,” says Sim, turning back to address me. “Do you mind if I change while we’re talking?” And so the door closes again—and, without further ado, the Mayor of Vancouver drops trou [emphasis mine] and goes in search of a pair of shorts, continuing with a story about how some of his west-side friends are vocally against the massive Jericho Lands development promising to reshape their 4th and Alma neighbourhood.
“And I’m like, ‘Let me be very clear: I 100-percent support it, this is why—and we’ll have to agree to disagree,’” he says, trading his baby-blue polo for a fitted charcoal grey T-shirt. Meanwhile, as Sim does his wardrobe change, I’m doing everything I can to keep my eyes on my keyboard—and hoping the mayor finds his missing shorts.
It’s fair to assume that previous mayors weren’t in the habit of getting naked in front of journalists. At least, I can’t quite picture Kennedy Stewart doing so, or Larry or Gordon Campbell either.
But it also fits a pattern that’s developing with Ken Sim as a leader entirely comfortable in his own skin. He’s in a hurry to accomplish big things—no matter who’s watching and what they might say (or write). And he eagerly embraces the idea of bringing Vancouver’s “swagger” back—outlined in his inaugural State of the City address, and underlined when he shotgunned a beer at July’s [2023] Khatsahlano Street Party.
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O’Grady’s October 4, 2023 article goes on to mention some of the more practical initiatives undertaken by Mayor Sim and his supermajority of ABC (Sim’s party, A Better City) city councillors in their efforts to deal with some of the city’s longstanding and intractable problems,
For a reminder of Sim’s key priorities, you need only look at the whiteboard in the mayor’s office. At the top, there’s a row labelled “Daily Focus (Top 4)”—which are, in order, 3-3-3-1 (ABC’s housing program); Chinatown; Business Advocacy; and Mental Health/Safety.
On some files, like Chinatown, there have been clear advances: council unanimously approved the Uplifting Chinatown Action Plan in January, which devotes more resources to cleaning and sanitation services, graffiti removal, beautification and other community supports. The plan also includes a new flat rate of $2 per hour for parking meters throughout Chinatown (to encourage more people to visit and shop in the area) and a new satellite City Hall office, to improve representation. And on mental health and public safety, the ABC council moved quickly in November to take action on its promise to fund 100 new police officers and 100 new mental health professionals [emphasis mine]—though the actual hiring will take time.
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O’Grady likely wrote his article a few months before its October 2023 publication date (a standard practice for magazine articles), which may explain why he didn’t mention this, from an October 10, 2023 article by Michelle Gamage and Jen St. Denis for The Tyee,
100 Cops, Not Even 10 Nurses
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One year after Mayor Ken Sim and the ABC party swept into power on a promise to hire 100 cops and 100 mental health nurses to address fears about crime and safety in Vancouver, only part of that campaign pledge has been fulfilled.
At a police board meeting in September, Chief Adam Palmer announced that 100 new police officers have now joined the Vancouver Police Department.
But just 9.5 full-time equivalent positions have been filled to support the mental health [emphasis mine] side of the promise.
In fact, Vancouver Coastal Health says it’s no longer aiming [emphasis mine] to hire 100 nurses. Instead, it’s aiming for 58 staff and specialists [emphasis mine], including social workers, community liaison workers and peers, as well as other disciplines alongside nurses to deliver care.
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At the police board meeting on Sept. 21 [2023], Palmer said the VPD has had no trouble recruiting new police officers and has now hired 70 new recruits who are first-time officers, as well as at least 24 experienced officers from other police services.
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In contrast, it’s been a struggle for VCH to recruit nurses specializing in mental health.
BC Nurses’ Union president Adriane Gear said she remembers wondering where Sim was planning on finding 100 nurses [emphasis mine] when he first made the campaign pledge. In B.C. there are around 5,000 full-time nursing vacancies, she said. Specialized nurses are an even more “finite resource,” she added.
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I haven’t seen any information as to why the number was reduced from 100 mental health positions to 58. I’m also curious as to how Mayor Ken Sim whose business is called ‘Nurse Next Door’ doesn’t seem to know there’s a shortage of nurses in the province and elsewhere.
Last year, the World Economic Forum in collaboration with Quartz published a January 28, 2022 article by Aurora Almendral about the worldwide nursing shortage and the effects of COVID pandemic,
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The report’s [from the International Council of Nurses (ICN)] survey of nurse associations around the world painted a grim picture of strained workforce. In Spain, nurses reported a chronic lack of PPE, and 30% caught covid. In Canada, 52% of nurses reported inadequate staffing, and 47% met the diagnostic cut-off for potential PTSD [emphasis mine].
Burnout plagued nurses around the world: 40% in Uganda, 60% in Belgium, and 63% in the US. In Oman, 38% nurses said they were depressed, and 73% had trouble sleeping. Fifty-seven percent of UK nurses planned to leave their jobs in 2021, up from 36% in 2020. Thirty-eight percent of nurses in Lebanon did not want to be nurses anymore, but stayed in their jobs because their families needed the money.
In Australia, 17% of nurses had sought mental health support. In China, 6.5% of nurses reported suicidal thoughts.
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Moving on from Mayor Sim’s odd display of ignorance (or was it cynical calculation from a candidate determined to win over a more centrist voting population?), O’Grady’s October 4, 2023 article ends on this note,
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When Sim runs for reelection in 2026, as he promises to do, he’ll have a great backdrop for his campaign—the city having just hosted several games for the FIFA World Cup, which is expected to bring in $1 billion and 900,000 visitors over five years.
The renewed swagger of Sim’s city will be on full display for the world to see. So too—if left unresolved—will some of Vancouver’s most glaring and intractable social problems.
I was born in Vancouver and don’t recall the city as having swagger, at any time. As for the economic prosperity that’s always promised with big events like the FIFA world cup, I’d like to see how much the 2010 Olympic Games held in Vancouver cost taxpayers and whether or not there were long lasting economic benefits. From a July 9, 2022 posting on Bob Mackin’s thebreaker.news,
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The all-in cost to build and operate the Vancouver 2010 Games was as much as $8 billion, but the B.C. Auditor General never conducted a final report. The organizing committee, VANOC, was not covered by the freedom of information law and its records were transferred to the Vancouver Archives after the Games with restrictions not to open the board minutes and financial ledgers before fall 2025.
Mayor Sim will have two more big opportunities to show off his swagger in 2025 . (1) The Invictus Games come to Vancouver and Whistler in February 2025 and will likely bring Prince Harry and the Duchess of Sussex, Meghan Markle to the area (see the April 22, 2022 Associated Press article by Gemma Karstens-Smith on the Canadian Broadcasting Corporation website) and (2) The 2025 Junos (the Canadian equivalent to the Grammys) from March 26 – 30, 2025 with the awards show being held on March 30, 2025 (see the January 25, 2024 article by Daniel Chai for the Daily Hive website).
While he waits, Sim may have a ‘swagger’ opportunity later this month (February 2024) when Prince Harry and the Duchess of Sussex (Meghan Markle) visit the Vancouver and Whistler for a “a three-day Invictus Games’ One Year to Go event in Vancouver and Whistler,” see Daniel Chai’s February 2, 2024 article for more details.
Don’t forget, should you be in Austin, Texas for the 2024 SxSW, the daylong (11 am – 9 pm) Vancouver Takeover at SxSW 2024 event is on March 10, 2024, just click here to register. Who knows? You might get to meet Vancouver’s, Mayor Ken Sim. Or, if you can’t make it to Austin, Texas, O’Grady’s October 4, 2023 article offers* an unusual political profile.
I received an April 5, 2023 announcement for the 2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence, and Neural Engineering (IEEE MetroXRAINE 2023) via email. Understandably given that it’s an Institute of Electrical and Electronics Engineers (IEEE) conference, they’re looking for submissions focused on developing the technology,
Last days to submit your contribution to our Special Session on “eXtended Reality as a gateway to the Metaverse: Practices, Theories, Technologies and Applications” – IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence, and Neural Engineering (IEEE MetroXRAINE 2023) – October 25-27, 2023 – Milan – https://metroxraine.org/special-session-17.
I want to remind you that the deadline of April 7 [2023] [extended to April 14, 2023 as per April 11, 2023 notice received via email] is for the submission of a 1-2 page Abstract or a Graphical Abstract to show the idea you are proposing. You will have time to finalise your work by the deadline of May 15 [2023].
Please see the CfP below for details and forward it to colleagues who might be interested in contributing to this special session.
I’m looking forward to meeting you, virtually or in your presence, at IEEE MetroXRAINE 2023.
Best regards, Giuseppe Caggianese
Research Scientist National Research Council (CNR) [Italy] Institute for High-Performance Computing and Networking (ICAR) Via Pietro Castellino 111, 80131, Naples, Italy
Here’s are specific for the Special Session’s Call for Papers (from the April 5, 2023 email announcement),
Call for Papers – Special Session on: “EXTENDED REALITY AS A GATEWAY TO THE METAVERSE: PRACTICES, THEORIES, TECHNOLOGIES AND APPLICATIONS” https://metroxraine.org/special-session-17
2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence, and Neural Engineering (IEEE MetroXRAINE 2023) https://metroxraine.org/
October 25-27, 2023 – Milan, Italy.
SPECIAL SESSION DESCRIPTION ————————- The fast development of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) solutions over the last few years are transforming how people interact, work, and communicate. The eXtended Reality (XR) term encloses all those immersive technologies that can shift the boundaries between digital and physical worlds to realize the metaverse. According to tech companies and venture capitalists, the metaverse will be a super-platform that convenes sub-platforms: social media, online video games, and ease-of-life apps, all accessible through the same digital space and sharing the same digital economy. Inside the metaverse, virtual worlds will allow avatars to carry out all human endeavours, including creation, display, entertainment, social, and trading. Thus, the metaverse will evolve how users interact with brands, intellectual properties, health services, cultural heritage, and each other things on the Internet. A user could join friends to play a multiplayer game, watch a movie via a streaming service and then attend a university course precisely the same as in the real world. The metaverse development will require new software architecture that will enable decentralized and collaborative virtual worlds. These self-organized virtual worlds will be permanent and will require maintenance operations. In addition, it will be necessary to design an efficient data management system and prevent privacy violations. Finally, the convergence of physical reality, virtually enhanced, and an always-on virtual space highlighted the need to rethink the actual paradigms for visualization, interaction, and sharing of digital information, moving toward more natural, intuitive, dynamically customizable, multimodal, and multi-user solutions. This special session aims to focus on exploring how the realization of the metaverse can transform certain application domains such us: (i) healthcare, in which the metaverse solutions can, for instance, improve the communication between patients and physicians; (ii) cultural heritage, with potentially more effective solutions for tourism guidance, site maintenance, and heritage object conservation; and (iii) industry, where to enable data-driven decision making, smart maintenance, and overall asset optimisation.
The topics of interest include, but are not limited to, the following:
Hardware/Software Architectures for metaverse
Decentralized and Collaborative Architectures for metaverse
Interoperability for metaverse
Tools to help creators to build the metaverse0
Operations and Maintenance in metaverse
Data security and privacy mechanisms for metaverse
Cryptocurrency, token, NFT Solutions for metaverse
Fraud-Detection in metaverse
Cyber Security for metaverse
Data Analytics to Identify Malicious Behaviors in metaverse
Blockchain/AI technologies in metaverse
Emerging Technologies and Applications for metaverse
New models to evaluate the impact of the metaverse
Interactive Data Exploration and Presentation in metaverse
Human-Computer Interaction for metaverse
Human factors issues related to metaverse
Proof-of-Concept in Metaverse: Experimental Prototyping and Testbeds
IMPORTANT DATES
Abstract Submission Deadline: April 7, 2023 (extended) NOTE: 1-2 pages abstract or a graphical abstract Final Paper Submission Deadline: May 15, 2023 (extended) Full Paper Acceptance Notification: June 15, 2023 Final Paper Submission Deadline: July 31, 2023
SUBMISSION AND DECISIONS ———————— Authors should prepare an Abstract (1 – 2 pages) that clearly indicates the originality of the contribution and the relevance of the work. The Abstract should include the title of the paper, names and affiliations of the authors, an abstract, keywords, an introduction describing the nature of the problem, a description of the contribution, the results achieved and their applicability.
When the first review process has been completed, authors receive a notification of either acceptance or rejection of the submission. If the abstract has been accepted, the authors can prepare a full paper. The format for the full paper is identical to the format for the abstract except for the number of pages: the full paper has a required minimum length of five (5) pages and a maximum of six (6) pages. Full Papers will be reviewed by the Technical Program Committee. Authors of accepted full papers must submit the final paper version according to the deadline, register for the workshop, and attend to present their papers. The maximum length for final papers is 6 pages. All contributions will be peer-reviewed and acceptance will be based on quality, originality and relevance. Accepted papers will be submitted for inclusion into IEEE Xplore Digital Library.
Submissions must be written in English and prepared according to the IEEE Conference Proceedings template. LaTeX and Word templates and an Overleaf sample project can be found at: https://metroxraine.org/initial-author-instructions.
The papers must be submitted in PDF format electronically via EDAS online submission and review system: https://edas.info/newPaper.php?c=30746. To submit abstracts or draft papers to the special session, please follow the submission instructions for regular sessions, but remind to specify the special session to which the paper is directed.
The special session organizers and other external reviewers will review all submissions.
CONFERENCE PROCEEDINGS ———————————– All contributions will be peer-reviewed, and acceptance will be based on quality, originality, and relevance. Accepted papers will be submitted for inclusion into IEEE Xplore Digital Library.
Extended versions of presented papers are eligible for post-publication; more information will be provided soon.
I’ve started to think that paper books will be on an ‘endangered species’ list in the not too distant future. Now, it seems researchers at the University of Surrey (UK) may have staved off that scenario according to an August 3, 2022 news item on ScienceDaily,
Augmented reality might allow printed books to make a comeback against the e-book trend, according to researchers from the University of Surrey.
Surrey has introduced the third generation (3G) version of its Next Generation Paper (NGP) project, allowing the reader to consume information on the printed paper and screen side by side.
Dr Radu Sporea, Senior lecturer at the Advanced Technology Institute (ATI), comments:
“The way we consume literature has changed over time with so many more options than just paper books. Multiple electronic solutions currently exist, including e-readers and smart devices, but no hybrid solution which is sustainable on a commercial scale.
“Augmented books, or a-books, can be the future of many book genres, from travel and tourism to education. This technology exists to assist the reader in a deeper understanding of the written topic and get more through digital means without ruining the experience of reading a paper book.”
Power efficiency and pre-printed conductive paper are some of the new features which allow Surrey’s augmented books to now be manufactured on a semi-industrial scale. With no wiring visible to the reader, Surrey’s augmented reality books allow users to trigger digital content with a simple gesture (such as a swipe of a finger or turn of a page), which will then be displayed on a nearby device.
George Bairaktaris, Postgraduate researcher at the University of Surrey and part of the Next Generation Paper project team, said:
“The original research was carried out to enrich travel experiences by creating augmented travel guides. This upgraded 3G model allows for the possibility of using augmented books for different areas such as education. In addition, the new model disturbs the reader less by automatically recognising the open page and triggering the multimedia content.”
“What started as an augmented book project, evolved further into scalable user interfaces. The techniques and knowledge from the project led us into exploring organic materials and printing techniques to fabricate scalable sensors for interfaces beyond the a-book”.
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Caption: Next Generation Paper book example Credit: Courtesy of Advanced Technology Institute at the University of Surrey
Here’s a link to and a citation for the paper,
Augmented Books: Hybrid Electronics Bring Paper to Life by Georgios Bairaktaris, Brice Le Borgne, Vikram Turkani, Emily Corrigan-Kavanagh, David M. Frohlich, Radu A. Sporea. IEEE Pervasive Computing (early access) PrePrints pp. 1-8, DOI: 10.1109/MPRV.2022.3181440 Published: July 12, 2022
In this Buddhist sci-fi mystery set in near-future Phnom Penh, a young Cambodian detective untangles a link between her friend’s past-life dreams of a lost gold artifact and a neuroscientist’s determination to attain digital enlightenment.
Craig C Lewis’ June 10, 2022 article on buddhistdoor.net offers both illumination and puzzlement,
Cambodian Sci-Fi Movie Karmalink Explores Enlightenment, Reincarnation, and Nanotechnology
The Cambodian science fiction move Karmalink, which won awards on its film festival debut last year for its intriguing mix of high-tech mystery and Buddhist philosophy, has released a new trailer ahead of its North American release next month.
“In near-future Phnom Penh, a teenage boy teams up with a street-smart girl from his neighborhood to untangle the mystery of his past-life dreams,” a synopsis on the website of executive producer Valerie Steinberg explains. “What begins as a hunt for a Buddhist treasure soon leads to greater discoveries that will either end in digital enlightenment or a total loss of identity.” (Valerie Steinberg)
Directed and co-written by Jake Wachtel, Karmalink’s story is set in the Cambodian capital Phnom Penh, and sets out to explore the intersection of the Buddhist themes of karma, reincarnation, and enlightenment with the consciousness-altering implications of augmented reality and artificial intelligence, as well as the growing disparity between rich and poor.
The main plot follows a 13-year-old boy, Leng Heng (Leng Heng Prak), and his friend, Srey Leak (Srey Leak Chhith), who live in a crowded, dilapidated community on the outskirts of Phnom Penh of the near future.
Heng has been having a recurring dream about a golden Buddha statue owned by various people who he believes to be his past incarnations. Heng enlists the help of Leak to untangle the links between his dreams and the aspirations of a prominent neuroscientist to attain digital enlightenment via nanotechnology [emphasis mine] in order to find the truth and discover their own destiny.
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Unfortunately, there are no more details as to how nanotechnology helps with attaining ‘digital enlightenment’. As to what digital enlightenment might be, that too is a mystery.
Matt Villei’s June 9 (?), 2022 article for collider.com provides more details about the movie and its trailer/preview,
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The trailer is made up of the many rewards and snippets that the film received during its film festival run, which started in September 2021 at that year’s Venice’s International Film Critic’s Week. It was also announced a few days ago that it will be released theatrically in major US cities as well as Video On Demand in both the US and Canada on July 15, 2022. The film is spoken in Khmer with English subtitles and is a total of 102 minutes long. The film was created as a way to “interrogate processes of neo-colonialism, and highlighting the alienating effects of technological progress, Jake Wachtel’s Karmalink is a mind-bending tale of reincarnation, artificial consciousness, and the search for enlightenment.”
Sadly, the lead actor, Leng Heng Prak, has died since production of the film.
I stumbled across this November 15, 2022 news item on Nanowerk highlighting work on the sense of touch in the virual originally announced in October 2022,
A collaborative research team co-led by City University of Hong Kong (CityU) has developed a wearable tactile rendering system, which can mimic the sensation of touch with high spatial resolution and a rapid response rate. The team demonstrated its application potential in a braille display, adding the sense of touch in the metaverse for functions such as virtual reality shopping and gaming, and potentially facilitating the work of astronauts, deep-sea divers and others who need to wear thick gloves.
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Here’s what you’ll need to wear for this virtual tactile experience,
Caption: The new wearable tactile rendering system can mimic touch sensations with high spatial resolution and a rapid response rate. Credit: Robotics X Lab and City University of Hong Kong
“We can hear and see our families over a long distance via phones and cameras, but we still cannot feel or hug them. We are physically isolated by space and time, especially during this long-lasting pandemic,” said Dr Yang Zhengbao,Associate Professor in the Department of Mechanical Engineering of CityU, who co-led the study. “Although there has been great progress in developing sensors that digitally capture tactile features with high resolution and high sensitivity, we still lack a system that can effectively virtualize the sense of touch that can record and playback tactile sensations over space and time.”
In collaboration with Chinese tech giant Tencent’s Robotics X Laboratory, the team developed a novel electrotactile rendering system for displaying various tactile sensations with high spatial resolution and a rapid response rate. Their findings were published in the scientific journal Science Advances under the title “Super-resolution Wearable Electro-tactile Rendering System”.
Limitations in existing techniques
Existing techniques to reproduce tactile stimuli can be broadly classified into two categories: mechanical and electrical stimulation. By applying a localised mechanical force or vibration on the skin, mechanical actuators can elicit stable and continuous tactile sensations. However, they tend to be bulky, limiting the spatial resolution when integrated into a portable or wearable device. Electrotactile stimulators, in contrast, which evoke touch sensations in the skin at the location of the electrode by passing a local electric current though the skin, can be light and flexible while offering higher resolution and a faster response. But most of them rely on high voltage direct-current (DC) pulses (up to hundreds of volts) to penetrate the stratum corneum, the outermost layer of the skin, to stimulate the receptors and nerves, which poses a safety concern. Also, the tactile rendering resolution needed to be improved.
The latest electro-tactile actuator developed by the team is very thin and flexible and can be easily integrated into a finger cot. This fingertip wearable device can display different tactile sensations, such as pressure, vibration, and texture roughness in high fidelity. Instead of using DC pulses, the team developed a high-frequency alternating stimulation strategy and succeeded in lowering the operating voltage under 30 V, ensuring the tactile rendering is safe and comfortable.
They also proposed a novel super-resolution strategy that can render tactile sensation at locations between physical electrodes, instead of only at the electrode locations. This increases the spatial resolution of their stimulators by more than three times (from 25 to 105 points), so the user can feel more realistic tactile perception.
Tactile stimuli with high spatial resolution
“Our new system can elicit tactile stimuli with both high spatial resolution (76 dots/cm2), similar to the density of related receptors in the human skin, and a rapid response rate (4 kHz),” said Mr LinWeikang, a PhD student at CityU, who made and tested the device.
The team ran different tests to show various application possibilities of this new wearable electrotactile rendering system. For example, they proposed a new Braille strategy that is much easier for people with a visual impairment to learn.
The proposed strategy breaks down the alphabet and numerical digits into individual strokes and order in the same way they are written. By wearing the new electrotactile rendering system on a fingertip, the user can recognise the alphabet presented by feeling the direction and the sequence of the strokes with the fingertip sensor. “This would be particularly useful for people who lose their eye sight later in life, allowing them to continue to read and write using the same alphabetic system they are used to, without the need to learn the whole Braille dot system,” said Dr Yang.
Enabling touch in the metaverse
Second, the new system is well suited for VR/AR [virtual reality/augmented reality] applications and games, adding the sense of touch to the metaverse. The electrodes can be made highly flexible and scalable to cover larger areas, such as the palm. The team demonstrated that a user can virtually sense the texture of clothes in a virtual fashion shop. The user also experiences an itchy sensation in the fingertips when being licked by a VR cat. When stroking a virtual cat’s fur, the user can feel a variance in the roughness as the strokes change direction and speed.
The system can also be useful in transmitting fine tactile details through thick gloves. The team successfully integrated the thin, light electrodes of the electrotactile rendering system into flexible tactile sensors on a safety glove. The tactile sensor array captures the pressure distribution on the exterior of the glove and relays the information to the user in real time through tactile stimulation. In the experiment, the user could quickly and accurately locate a tiny steel washer just 1 mm in radius and 0.44mm thick based on the tactile feedback from the glove with sensors and stimulators. This shows the system’s potential in enabling high-fidelity tactile perception, which is currently unavailable to astronauts, firefighters, deep-sea divers and others who need wear thick protective suits or gloves.
“We expect our technology to benefit a broad spectrum of applications, such as information transmission, surgical training, teleoperation, and multimedia entertainment,” added Dr Yang.
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Here’s a link to and a citation for the paper,
Super-resolution wearable electrotactile rendering system by Weikang Lin, Dongsheng Zhang, Wang Wei Lee, Xuelong Li, Ying Hong, Qiqi Pan, Ruirui Zhang, Guoxiang Peng, Hong Z. Tan, Zhengyou Zhang, Lei Wei, and Zhengbao Yang. Science Advances 9 Sep 2022 Vol 8, Issue 36 DOI: 10.1126/sciadv.abp8738