Part of the FS Studio team was in NYC this week to work with recruiters in multiple industries by showing them how XR technology can help them source new talent and keep employees engaged with meaningful training, and how a virtual hub can connect remote teams.
While in NYC, we took a moment to head on over to Brooklyn to join an ARHouseLA NYC meetup to hangout with AR and VR creatives, and to check out the massive 40,000 sq. feet XR art space, ZeroSpace, a facility that features a fixed-install LED XR Stage, a Vicon Motion Capture Stage, and rentable warehouse space for film/photo shoots and live event production.
Not only do they have an amazing motion capture stage, but they also have this massive XR stage that produces really amazing XR footage.
Stage Dimensions: 13’ (h) x 38’ (w) x 24’ (d)
Check out our tweet below showing video of it in action and its scale.
Elena Piech, an XR/Web3 Producer at ZeroSpace gave attendees a tour and talked about the work being done there and how they use the space for TV, film and corporate events saying, "the space is designed to spark creativity, and lets TV and film studio unlock their ideas."
Of course we've seen large productions such as Disney's The Mandalorian and Warner Bros. The Batman use virtual sets to be able to control the environment and speed up the filming process by simply switching virtual locations with a simple click on the computer using Unreal Engine.
According to a VRScout article, creatives used Unreal Engine’s new production tool to manipulate the entire scene, including all the special fx, and it can be changed live on set in real-time. In one example provided by Unreal Engine during a commercial shoot, a rock in a scene needs to be moved to help with the camera shot. To do that, the filmmakers simply just pick up the rock and move it, virtually, through a device such as an iPad.
Creators also have the power to change things such as lighting with a simple fingertip gesture. Slide your finger up, down, left, or right and the lighting angles change in a way that will impact the CG environment as well as the actors and props; with just a few simple gestures you can instantly change the time of day from sunrise to nighttime.
By Bobby Carlton
In a move to bring the best of Walmart to life in a digital world, the company is announcing the launch of two unique experiences in the metaverse platform Roblox. These are called Walmart Land and the Universe of Play. The former offers customers an interactive experience that brings the best of the retailer's offerings to life.
Walmart Land will bring the best of the retailer's fashion, beauty, and entertainment products to the Roblox community. The company will also continue to bring the fun to the platform through its subsidiary, the Universe of Play. This virtual toy store is the ultimate destination for all the kids.
”We’re showing up in a big way – creating community, content, entertainment and games through the launch of Walmart Land and Walmart’s Universe of Play,” said William White, chief marketing officer, Walmart U.S. “Roblox is one of the fastest growing and largest platforms in the metaverse, and we know our customers are spending loads of time there. So, we’re focusing on creating new and innovative experiences that excite them, something we’re already doing in the communities where they live, and now, the virtual worlds where they play.”
Walmart Land will feature various immersive experiences, such as a virtual store of merchandise and a Ferris wheel that can be used to take a bird's-eye view of the world. It will also introduce new ways for players to earn badges and tokens through various games. The company is focused on creating innovative experiences that will appeal to the next generation of customers.
The Electric Island, which is inspired by the world's greatest music festivals, features an interactive piano walkway and a dance challenge. It also has a variety of other interactive features, such as a DJ booth and a Netflix trivia game featuring Noah Schnapp.
The House of Style, which is a virtual dressing room, features an obstacle course, a roller-skating rink, and a variety of other interactive features. It will also offer products from brands such as ITK by Brooklyn & Bailey and af94, as well as some of the most popular international retailers.
In October, users will be able to go back to Electric Island and experience the Electric Fest, a motion-capture concert celebrating the best of music. It will feature performances by some of the most popular artists such as YUNGBLUD and Madison Beer.
The best toys of the year will be featured in Walmart's Universe of Play, which will allow players to explore different toy worlds and collect coins for virtual goods. They can also complete challenging tasks and unlock secret codes. The company will also introduce five new games that will allow players to experience different characters and products from its various brands, such as L.O.L. Surprise!, Magic Mixies, and Jurassic World.
Walmart's goal is to provide its users with the most sought-after rewards through its various virtual toys. They will be able to try and collect as many virtual items as they can in order to earn coins. In addition, the company will introduce e-mobility items, such as drones, in its Universe of Play. These will allow users to travel through the world faster and can help them find the hottest toys of the season.
To celebrate the launch of Walmart Land, users can now access the experience through its website and on any device, including Android, iOS, Amazon devices, and Xbox consoles.
Of course Walmart and their Walmart Land isn't the first big name store to enter the metaverse. We've seen other brands successfully launch their own metaverse worlds such as Nike and Coca-Cola.
Lets Talk Simulation
By Caio Viturino and Bobby Carlton
As companies and industries uncover the potential of the metaverse and digital twinning, and leverage it to streamline their workforce, improve employee training, embrace the automation of warehouses and much more, they will need a process that would allow them to quickly and easily create 3D content. This is especially important since the creation of virtual worlds and complex content will become more prevalent for businesses moving forward.
One way of speeding up this process is through something called Neural Radiance Field (NeRF), and this process can help us create and launch 3D digital solutions that can be used in a wide variety of Enterprise case uses. However, there are some questions about the technology.
What is NeRF?
NeRFs are neural representations that represent the geometry of complex 3D scenes. Unlike other methods, such as point clouds and voxel models, they are trained on dense photographic images. They can then produce photo-realistic renderings which can be used in various ways for digital transformation.
This method combines the power of a sparse set of input views with an underlying continuous scene function to generate novel views of complex scenes, and can be taken from a static set of images or something like a blender model.
In a Medium post by Varun Bhaseen, he describes NeRFs as a continuous 5D function outputs the radiance direction (θ; Φ) at each point (x; y; z) in space, and it has a density that acts like a differential opacity to determine how much energy is collected by a ray passing through (x; y; z).
Bhaseen explains it further with a the visual below showing the steps that are involved in optimizing a continuous 5D model for a scene. It takes into account the various factors that affect the view-dependent color and volume density of the scene. In this example, the 100 images were taken as input.
This optimization is performed for a deep multi-layer perceptron, without using any additional layers. To minimize the error between the views that are rendered from the representation and the observed images, gradient descent is used.
Can We Reconstruct the Environment Using Some Equipment?
We can! In addition to being able to model the environment in 6 minutes, the equipment from Mosaic can also generate high-quality 3D models.
Unfortunately, this method is very expensive and requires a lot of training to achieve a high-quality mesh. AI-based methods, on the other hand, seem to do this using a cellphone camera. Another option that could be very useful is NeRFs.
Who First Developed the Well-Known NeRF?
The first NeRF was published in 2020 by Ben Mildenhall. This method achieved state-of-the-art results in 2020 when synthesizing novel views of complex scenes from multi-RGB images. The main drawback then was the time it took for training the network which was almost 2 days per scene, sometimes more, considering Mildenhall was using a NVIDIA V100 GPU.
Why NeRF is Not Well Suited for Mesh Generation?
Unlike surface rendering, NeRF does not use an explicit surface representation, instead it focuses on objects in a density field. This method, unlike surface point for rendering, takes into account multiple locations in a volume in order to determine the color.
NeRF is capable of producing high-quality images, but the surfaces that are extracted as level sets are not ideal. This is because NeRF does not take into account the specific density levels that are required to represent the surface.
In a paper released by Nvidia, they introduced a new method called instant NeRF, which can generate a high-quality image of a density and radiance-and-density field. Unfortunately, this method was not able to produce good meshes as well. The meshes generated through this approach did produce a decent volumetric radiance and density field, however they seemed "noisy".
What If We Use Photogrammetry Instead?
Unlike photogrammetry, NeRF does not require the creation of point clouds, nor does it need to convert them to objects. Its output is faster, but unfortunately the mesh quality is not as good. In the example here, Caoi Viturino, Simulations Developer for FS Studio, tested the idea of generating meshes of an acoustic guitar from the NeRF volume rendering by using the Nvidia NeRF instant. The results are pretty bad with lots of "noise".
Viturino also tried to apply photogrammetry (using a simple cell phone camera) through existing software to compare with NeRF mesh output using the same set of images. We can see that the output looks better but NeRF can capture more details of the object.
Can NeRF Be Improved to Represent Indoor Environments?
In a paper released by Apple, the team led by Terrance DeVries explained how they were able to improve the NeRF model by learning to decompose large scenes into smaller pieces. Although they did not talk about surface or mesh generation, they did create a global generator that can perform this task.
Unfortunately, the algorithm's approach to generating a mesh is not ideal. The problem with NeRF is that the algorithm generates a volumetric radiance-and-density field instead of a surface representation. Different approaches tried to generate a mesh from the volumetric field, but it was for single objects only (360 degrees scan):
Can NeRF Be Improved to Generate Meshes?
It is well known that NeRF does not admit accurate surface reconstruction. Therefore, some suggest that the algorithm should be merged with implicit surface reconstruction.
Michael Oechsle (2021) published a paper that unifies volume rendering and implicit surface reconstruction and can reconstruct meshes from objects more precisely if compared to NeRF. However, the method needs to be applied to single objects instead of scene reconstruction.
Do We Really Need a Mesh of the Scene or Can We Use the Radiance Field Instead?
NeRF is more accurate than point clouds or voxel models when it comes to surface reconstruction. It does not need to perform precise feature extraction and alignment.
Michal Adamkiewicz used the NeRF to perform a trajectory optimization for a quadrotor robot in the radiance field produced by NeRF instead of using the 3D scene mesh. The NeRF environment used to test the trajectory planning algorithms was generated from a synthetic 3D scene.
Unfortunately, it is not easy to create a mesh from the NeRF environment. To load the scene into Isaac Sim, we need a mesh representation of the NeRF.
Can We Map an Indoor Environment Using NeRF?
According to a report written by Xiaoshuai Zhang (2022), not yet. “While NeRF has shown great success for neural reconstruction and rendering, its limited MLP capacity and long per-scene optimization times make it challenging to model large-scale indoor scenes.”
The goal of Zhang’s paper is to incrementally reconstruct a large sparse radiance field from a long RGB image sequence (monocular RGB video). Although impressive and promising, 3D reconstruction from RGB images does not seem to be satisfactory yet. We can observe noise in the mesh produced by this method.
What If We Use RGB-D Images Instead of RGB Images?
Dejan Azinović (2022) proposed a new approach to generating 3D reconstruction of scenes that is much better than NeRF.
The image below shows how noisy the 3D mesh generated by the first proposed NeRF is compared to the Neural RGB-D surface reconstruction.
Enter the SNeRF!
A recent study conducted by Cornell University revealed that creating a variety of dynamic virtual scenes using neural radiance fields can be done at a speed that is more than enough to handle the complexity of complex content. This is a stylized neural radiance field (SNeRF).
Led by researchers Lei Xiao, Feng Liu, and Thu Nguyen-Phuoc, the team was able to create 3D scenes that can be used in various virtual environments simply by using SNeRF to adapt to the real-world environment and then use points to create the virtual scene. Imagine looking at a painting and then seeing the world through the lens of the painting.
What Can SNeRFs Do?
Through their work, they were able to create 3D scenes that can be used in various virtual environments. They were also able to use their real-world environment as a part of the creation process.
The researchers were able to achieve this by using cross-view consistency, which is a type of visual feedback that allows them to observe the same object at different viewing angles, creating an immersive 3D effect.
They were able to create an immersive 3D effect by using cross-view consistency. This type of visual feedback allowed them to observe the same object at different viewing angles.
The Cornell team was also able to create an image as a reference style and then use it as a part of their creation process by alternating the NeRF and the stylization optimization steps. This method allowed them to quickly create a real-world environment and customize the image.
“We introduce a new training method to address this problem by alternating the NeRF and stylization optimization steps,” said the research team in their published paper. “Such a method enables us to make full use of our hardware memory capacity to both generate images at higher resolution and adopt more expressive image style transfer methods. Our experiments show that our method produces stylized NeRFs for a wide range of content, including indoor, outdoor and dynamic scenes, and synthesizes high-quality novel views with cross-view consistency.”
The researchers had to address another issue with the NeRF memory limitations, which they had to solve in order to render more high-quality 3D images at a speed that felt like real-time. This method involved creating a loop of views that would allow them to target the appropriate points in the image and then rebuild it with more detail.
Can SNeRF Help Avatars?
Through this approach, Lei Xiao, Feng Liu, and Thu Nguyen-Phuoc were able to create expressive 4D avatars that can be used in conversations. They were also able to create these avatars by using a distinct style of NeRF that allows them to convey emotions such as anger, confusion, and fear.
Currently the work being done by the Cornell research team on 3D scene stylization is still ongoing. They were able to create a method that uses implicit neural representations to affect the avatars' environment. They were also able to take advantage of their hardware memory's capabilities to create high-resolution images and adopt more expressive methods in virtual reality.
However, this is just the beginning and there is a lot more work and exploration ahead.
If you’re interested in diving deeper into the Cornell research teams work, you can access their report here.
Jens Huang talks about the future of AI, robotics, and how NVIDIA will lead the charge.
By Bobby Carlton
A lot was announced and I did my best to keep up! So let's just jump right in!
NVIDIA CEO Jens Huang unveiled new cloud services that will allow users to run AI workflows during his NVIDIA GTC Keynote. He also introduced the company's new generation of GeForce RTX GPUs.
During his presentation, Jens Huang noted that the rapid advancements in computing are being fueled by AI. He said that accelerated computing is becoming the fuel for this innovation.
He also talked about the company's new initiatives to help companies develop new technologies and create new experiences for their customers. These include the development of AI-based solutions and the establishment of virtual laboratories where the world's leading companies can test their products.
The company's vision is to help companies develop new technologies and create new applications that will benefit their customers. Through accelerated computing, Jens Huang noted that AI will be able to unlock the potential of the world's industries.
The New NVIDIA Ada Lovelace Architecture Will Be a Gamer and Creators Dream
Enterprises will be able to benefit from the new tools that are based on the Grace CPU and the Grace Hopper Superchip. Those developing the 3D internet will also be able to get new OVX servers that are powered by the Ada Lovelace L40 data center. Researchers and scientists will be able to get new capabilities with the help of the NVIDIA LLMs NeMo Service and Thor, a new brain with a performance of over 2,000 teraflops.
Jens Huang noted that the company's innovations are being put to work by a wide range of partners and customers. To speed up the adoption of AI, he announced that Deloitte, the world's leading professional services firm, is working with the company to deliver new services based on the NVIDIA Omniverse and AI.
He also talked about the company's customer stories, such as the work of Charter, General Motors, and The Broad Institute. These organizations are using AI to improve their operations and deliver new services.
The NVIDIA GTC event, which started this week, has become one of the most prominent AI conferences in the world. Over 200,000 people have registered to attend the event, which features over 200 speakers from various companies.
A ‘Quantum Leap’: GeForce RTX 40 Series GPUs
NVIDIA's first major event of the week was the unveiling of the new generation of GPUs, which are based on the Ada architecture. According to Huang, the new generation of GPUs will allow creators to create fully simulated worlds.
During his presentation, Huang showed the audience a demo of the company's upcoming game, which is called "Rover RTX." It is a fully interactive simulation that uses only ray tracing.
The company also unveiled various innovations that are based on the Ada architecture, such as a Streaming Multiprocessor and a new RT Core. These features are designed to allow developers to create new applications.
Also introduced was the latest version of its DLSS technology, which uses AI to create new frames by analyzing the previous ones. This feature can boost game performance by up to 4x. Over 30 games and applications have already supported DLSS 3. According to Huang, the company's technology is one of the most significant innovations in the gaming industry.
Huang noted that the company's new generation of GPUs, which are based on the Ada architecture, can deliver up to 4x more processing throughput than its predecessor, the 3090 Ti. The new GeForce RTX 4090 will be available in October. Additionally, the new GeForce RTX 4080 is launching in November with two configurations.
Huang noted that the company's Lightspeed Studios used the Omniverse technology to create a new version of Portal, one of the most popular games in history. With the help of the company's AI-assisted toolset, users can easily up-res their favorite games and give them a physical accurate depiction.
NVIDIA Lightspeed Studios used the company's Omniverse technology to create a new version of Portal, which is one of the most popular games in history. According to Huang, large language models and recommender systems are the most important AI models that are currently being used in the gaming industry.
He noted that recommenders are the engines that power the digital economy, as they are responsible for powering various aspects of the gaming industry.
The company's Transformer deep learning model, which was introduced in 2017, has led to the development of large language models that are capable of learning human language without supervision.
“A single pre-trained model can perform multiple tasks, like question answering, document summarization, text generation, translation and even software programming,” said Huang.
The company's H100 Tensor Core GPU, which is used in the company's Transformer deep learning model, is in full production. The systems, which are shipping soon, are powered by the company's next-generation Transformer Engine.
“Hopper is in full production and coming soon to power the world’s AI factories."
Several of the company's partners, such as Atos, Cisco, Fujitsu, GIGABYTE, Lenovo, and Supermicro, are currently working on implementing the H100 technology in their systems. Some of the major cloud providers, such as Amazon Web Services, Google Cloud, and Oracle, are also expected to start supporting the H100 platform next year.
According to Huang, the company's Grace Hopper, which combines the company's Arm-based CPU with Hopper GPUs, will deliver a 7x increase in fast-memory capacity and a massive leap in recommender systems, weaving Together the Metaverse, L40 Data Center GPUs in Full Production
During his keynote at the company's annual event, Huang noted that the future of the internet will be further enhanced with the use of 3D. The company's Omniverse platform is used to develop and run metaverse applications.
He also explained how powerful new computers will be needed to connect and simulate the worlds that are currently being created. The company's OVX servers are designed to support the scaling of metaverse applications.
The company's 2nd-generation OVX servers will be powered by the Ada Lovelace L40 data center GPUs. Thor for Autonomous Vehicles, Robotics, Medical Instruments and More.
Today's cars are equipped with various computers, such as the cameras, sensors, and infotainment systems. In the future, these will be delivered by software that can improve over time. In order to power these systems, Huang introduced the company's new product, called Drive Thor, which combines the company's Grace Hopper and the Ada GPU.
The company's new Thor superchip, which is capable of delivering up to 2,000 teraflops of performance, will replace the company's previous product, the Drive Orin. It will be used in various applications, such as medical instruments and industrial automation.
3.5 Million Developers, 3,000 Accelerated Applications
According to Huang, over 3.5 million developers have created over 3,000 accelerated applications using the company's software development kits and AI models. The company's ecosystem is also designed to help companies bring their innovations to the world's industries.
Over the past year, the company has released over a hundred software development kits (SDKs) and introduced 25 new ones. These new tools allow developers to create new applications that can improve the performance and capabilities of their existing systems.
New Services for AI, Virtual Worlds
Huang also talked about how the company's large language models are the most important AI models currently being developed. They can learn to understand various languages and meanings without requiring supervision.
The company introduced the Nemo LLM Service, a cloud service that allows researchers to train their AI models on specific tasks, and to help scientists accelerate their work, the company also introduced the BioNeMo LLM, a service that allows them to create AI models that can understand various types of proteins, DNA, and RNA sequences.
Huang announced that the company is working with The Broad Institute to create libraries that are designed to help scientists use the company's AI models. These libraries, such as the BioNeMo and Parabricks, can be accessed through the Terra Cloud Platform.
The partnership between the two organizations will allow scientists to access the libraries through the Terra Cloud Platform, which is the world's largest repository of human genomic information.
During the event, Huang also introduced the NVIDIA Omniverse Cloud, a service that allows developers to connect their applications to the company's AI models.
The company also introduced several new containers that are designed to help developers build and use AI models. These include the Omniverse Replicator and the Farm for scaling render farms.
Omniverse is seeing wide adoption, and Huang shared several customer stories and demos:
The company also introduced a new Nano for Robotics that can be used to build and use AI models.
Huang noted that the company's second-generation processor, known as Orin, is a homerun for robotic computers. He also noted that the company is working on developing new platforms that will allow engineers to create artificial intelligence models.
To expand the reach of Orin, Huang introduced the new Nano for Robotics, which is a tiny robotic computer that is 80x faster than its predecessor.
The Nano for Robotics runs the company's Isaac platform and features the NVIDIA ROS 2 GPU-accelerated framework. It also comes with a cloud-based robotics simulation platform called Iaaac Sim.
For developers who are using Amazon Web Services' (AWS) robotic software platform, AWS RoboMaker, Huang noted that the company's containers for the Isaac platform are now available in the marketplace.
New Tools for Video, Image Services
According to Huang, the increasing number of video streams on the internet will be augmented by computer graphics and special effects in the future. “Avatars will do computer vision, speech AI, language understanding and computer graphics in real time and at cloud scale."
To enable new innovations in the areas of communications, real-time graphics, and AI, Huang noted that the company is developing various acceleration libraries. One of these is the CV-CUDA, which is a cloud runtime engine. The company is also working on developing a sample application called Tokkio that can be used to provide customer service avatars.
Deloitte to Bring AI, Omniverse Services to Enterprises
In order to accelerate the adoption of AI and other advanced technologies in the world's enterprises, Deloitte is working with NVIDIA to bring new services built on its Omniverse and AI platforms to the market.
According to Huang, Deloitte's professionals will help organizations use the company's application frameworks to build new multi-cloud applications that can be used for various areas such as cybersecurity, retail automation, and customer service.
NVIDIA Is Just Getting Started
During his keynote speech, Huang talked about the company's various innovations and products that were introduced during the course of the event. He then went on to describe the many parts of the company's vision.
“Today, we announced new chips, new advances to our platforms, and, for the very first time, new cloud services,” Huang said as he wrapped up. “These platforms propel new breakthroughs in AI, new applications of AI, and the next wave of AI for science and industry.”
By Bobby Carlton
The aviation industry is expected to benefit from the advancements in augmented reality (AR) and virtual reality (VR) technology, as these innovations can reduce the risk of accidents and improve the efficiency of the operations of the industry, and can create new opportunities that will impact KPIs and ROI.
The aviation industry is one of the most expensive industries in the world due to the numerous errors that can happen in its operations. This is why it is very important that the various errors that can occur in the industry are fixed and accounted for properly, and XR technology is one of the tools that can help airlines and airports highlight and be a solution for those issues.
In addition to improving an airlines overall operations, XR technology can also help airlines improve areas such as customer service and efficiency. Employees can use virtual reality to train in areas such as a difficult passenger, helping someone who has aerophobia, or proper procedure for assisting a passenger with a disability. The objective is to use XR training to enhance the experience of their passengers.
Several airlines, such as Qatar Airways, Air France, Japan Airlines, and Lufthansa, are currently implementing virtual reality training programs for their employees. These programs are being conducted in collaboration with other companies that provide virtual reality and augmented reality training. In addition, Airbus and Boeing also preparing their staff members through XR training.
For instance, SIA Engineering Company uses virtual reality solutions to help improve the efficiency and safety of its operations by allowing employees to simulate and monitor the various conditions of an aircraft. The company also uses these systems for repairs and maintenance.
Through the use of augmented reality glasses, SATS Ltd., a cargo handling company, can now check and handle cargo containers in real-time. This technology can help improve the efficiency of the entire process and reduce the time it takes to board a plane.
In a collaboration with technology company, Dimension Data, Air New Zealand is currently testing augmented reality systems that will allow its cabin crew members to use the technology. The systems will allow them to collect and analyze data related to their passengers.
Japan Airlines, Air France, and Joon are also working with various companies to develop in-flight entertainment systems that will allow their passengers to experience the latest in virtual and augmented reality. They have partnered with companies such as SkyLights VR and Dreamworks to create innovative solutions for the in-flight entertainment industry.
Safety and Training
Despite the various economic costs that airlines face, one of the most important factors that the industry takes very seriously is the safety of their passengers. Even though there are relatively low number of fatal accidents in the aviation industry, it is still important that the industry continues to improve its overall operations to ensure employees and passengers are safe.
One of the most important factors that the industry considers when it comes to improving its operations is the training of its pilots and staff members. With the help of augmented reality and virtual reality, training can be conducted in a more effective and efficient manner.
Virtual reality can help flight deck crew members improve their skills and knowledge about flight controls. It can also help them become familiar with the various procedures involved in flying.
In addition to improving the skills of flight deck crew members, virtual reality can also help them adapt to various situations during a flight. Through the use of augmented reality, the crew can additionally receive necessary guidance and information during the course of a flight.
In addition to improving the skills of flight deck crew members, virtual reality can also help them adapt to various situations during a flight. Through the use of virtual reality, inspection teams can conduct training sessions in a more rigorous and safe environment. This eliminates the possibility of issues that could occur during the actual flight. In addition, AR can help the crew perform an improved assessment of an aircraft before it takes off and when it lands as they prep for the next flight.
Virtual reality and augmented reality provide a platform for training cabin crew members. With the help of these two technologies, they can perform various tasks and improve their skills to serve their customers better. They can also help the crew monitor the situation of the passengers and provide safety instructions in case of an emergency.
The cost of developing and designing an aircraft is one of the highest in the industry. Due to the huge amount of money that goes into the design and development of an aircraft, even engineers don't have enough training and practice with the necessary parts.
Due to the lack of training and practice with the necessary parts, engineers often don't get the chance to test and experiment with genuine parts. With the help of augmented reality and virtual reality, they can now perform various tasks and improve their skills to serve their customers better.
Through the use of virtual reality and AI, researchers can now develop new aircraft concepts and improve the design and development of an aircraft. With the minimal cost of these technologies, rapid testing and development can be achieved.
Due to the availability of virtual reality technology, engineers can now design aircraft mechanics and machines with greater creativity. This will allow them to improve the R&D process and develop new aircraft concepts at a faster rate.
Including virtual reality and augmented reality in business is advantageous. However, it can also lead to better product innovations and provide more opportunities for companies.
The use of virtual reality and augmented reality in aviation can help close the gap between the training that engineers receive and the physical training that they get. Through the use of immersive environments, which are designed with 3D models and realistic VR worlds, aviation organizations can improve their efficiency and proficiency.
In addition to improving the efficiency of maintenance and repairs, augmented reality and virtual reality can also help improve the efficiency of aircraft inspections and repairs. With the help of these two technologies, maintenance and repair crews can now perform more effective and efficient inspections.
Through the use of augmented reality and virtual reality, parts and sections of an aircraft can undergo a more thorough inspection, which is faster and more efficient than traditional methods. This process will be especially beneficial for large aircraft.
Not only can XR technology improve airline safety, but even passengers can use XR as a way to improve their travel experience. For example Lufthansa created a "glass bottom" experience for passengers that allowed them to see lakes, cities, and mountains underneath them as they traveled through the sky. In addition to being able to see 360 videos and games, passengers will also be able to interact with the various features of the aircraft.
The global market for virtual reality and augmented reality in aviation was valued at around 78 million US dollars in 2019. It is expected that the technology will grow at a robust rate and reach a value of over $1 billion by 2025. This shows that the adoption of these technologies is rapidly increasing in the industry.
The rapid emergence and growth of the virtual reality and augmented reality market in aviation is expected to create numerous opportunities for companies in the future. These technologies can help improve the efficiency of various aspects of the industry, such as maintenance and repairs, product development, and in-flight entertainment and connectivity.
By Bobby Carlton
The Internet of Things (IoT) is a system of devices and objects that can be connected to each other and communicate with other systems and devices without human intervention. These objects or devices usually have sensors, cameras, and RFID tags, and they can communicate with one another through a communication interface. These systems can then perform various tasks and provide a single service to the user.
The truth is that IoT is the foundation and backbone of digital twinning.
As we become more digitally connected in almost all aspects of our lives, IoT becomes a vital component of the consumer economy by enabling the creation of new and innovative products and services. The rapid emergence and evolution of this technology has led to the creation of numerous opportunities but also some challenges.
Due to the technological convergence across different industries, the scope of IoT is becoming more diverse. It can be used in various fields such as healthcare, home security, and automation through devices such as Roomba’s or smart speakers. Of course there are also numerous embedded systems that can be used in this technology such as sensors, wireless communications, and the automation of your home or business.
With the rapid increase in the number of connected devices and the development of new technologies such as AR,VR, and XR, the adoption of these products and services is expected to increase.
According to Statista, the global market for IoT is currently valued at around 389 billion US dollars. This value is expected to reach over a trillion dollars by 2030 reflecting the increasing number of connected devices and the technological advancements that have occurred thanks to the growth of digital twinning. It is also expected to boost the customer economy by increasing the demand for various products and services.
In 2020, the consumer market contributed around 35% of the IoT market's value. However, it is expected that this will increase to 45% by 2030. This is because the market is expected to expand with the emergence of new markets such as the automotive, security, and smartphone sectors.
The concept of the Internet of Things is a device layer that enables the connectivity of various devices that were previously not connected to the internet. It can also act as a connective link between different devices, such as tablets and smartphones.
These devices can connect using various types of wireless networking solutions and physical means, and they can also communicate with one another and the cloud. Through the use of sensors, these systems can provide users with a variety of services and features. They can be controlled and customized through a user interface, which is typically accessible through a website and app.
A typical smart bulb IoT system consists of various components such as a wireless communication interface, LED light-generating devices, and a control system. These components work together seamlessly with the user being able to access their devices through a mobile app or website. A great example of this is a Google Nest system to monitor your front door and your home thermostat, which can be purchased at almost any hardware or lifestyle store.
Aside from these, other IoT systems such as smart televisions, smart refrigerators, and smart speakers are also becoming more popular among consumers. These kinds of devices can be combined with a home's existing smart home technology to provide users with a variety of services and features designed to streamline and automate your home experiences.
Of course privacy and data are two things consumers and businesses need to consider when bringing these devices into their environments. How much are you giving up in order to streamline or automate your home or business? We are already in the habit of giving up some of our privacy through smartphone use and other wearables.
One of the most common uses of IoT technology in the consumer economy is to improve customer service. Enterprises use it to improve the efficiency of their distribution channels by implementing a variety of systems, such as inventory management and product tracking. In addition, construction sites and cars are also using IoT to monitor their environments to reduce downtime and improve their overall performance.
Other industries that use IoT primarily include government facilities, transportation systems, and healthcare systems. Through the use of IoT, these organizations can improve the efficiency of their operations and increase the effectiveness of their systems. The technology can help the consumer economy by enhancing the service provided by their organizations.
The connectivity and data technology has also improved, with devices now capable of handling and storing large amounts of data. The ability to process and analyze data is becoming more sophisticated. Various factors such as the evolution of cloud technologies and the increasing capacity of storage systems have made it easier for devices to store and process data.
The increasing number of companies and organizations investing in the development of IoT devices is expected to continue to increase, and this will help them gain a competitive advantage and develop new solutions that will significantly impact the consumer economy.