Monthly Archives: June 2017

Justin Bieber’s Been Searching For ‘MDMA’ On YouTube And There’s Receipts To Prove It – We The Unicorns

Posted: June 1, 2017 at 10:39 pm

01 June 2017, 11:06

In the words of Melania Trump, what is she thinking?

Justin Bieberappeared to dump a large chunk of his camera roll onto Instagram yesterday, uploading a whopping 26 snaps in just one hour. Froma selfie with his finger up a friends nose (gross, right?) to a shot of his head super imposed onto Halseys body,the YouTube star turned pop icon has been branching out from his usual formula of staged candids, tour snapsand ab shots.

But onein particular seems especially peculiar. The upload in question shows a YouTube search bar with the words MDMA used for thats ecstasy, kids typed out, and an absolutely bizarre videoplaying underneath.

The video, entitled When People Get High As F*ck, starts off with a Jerry Springer clip, which then transitions to an interview with a shirtless hippy. The interviewer asks him, What do you think the meaning of life is? To which our shirtless friend replies, To live in the mystery and to find purpose. MIND BLOWN.

He actually makes some pretty delightful videos, including this wonderfully pure dance number. Matthew, we like the cut of your jib.

We still have no idea why Justin shared the surreal clip. Is he trying to warn his young fans about the dangers of narcotics? Was he high af? Is this all a mysterious performance art? All we know is:

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To kill net neutrality rules, FCC says broadband isn’t telecommunications – Ars Technica

Posted: at 10:39 pm

Getty Images | Paul Taylor

The Federal Communications Commission's plan to gut net neutrality rules and deregulate the Internet service market may hinge on the definition of the word "broadband."

In February 2015, the FCC's then-Democratic leadership led by Chairman Tom Wheeler classified broadband as "telecommunications," superseding the previous treatment of broadband as a less heavily regulated "information service." This was crucial in the rulemaking process because telecommunications providers are regulated as common carriers under Title II of the Communications Act, the authority used by the FCC to impose bans on blocking, throttling, and paid prioritization.

Thus, when the FCC's new Republican majority voted on May 18 to start the process of eliminating the current net neutrality rules, the commissions Notice of Proposed Rulemaking (NPRM) also proposed redefining broadband as an information service once again.

To make sure the net neutrality rollback survives court challenges, newly appointed FCC Chairman Ajit Pai must justify his decision to redefine broadband less than three years after the previous change. He argues that broadband isn't telecommunications because it isn't just a simple pipe to the Internet. Broadband is an information service because ISPs give customers the ability to visit social media websites, post blogs, read newspaper websites, and use search engines to find information, the FCC's new proposal states. Even if the ISPs don't host any of those websites themselves, broadband is still an information service under Pai's definition because Internet access allows consumers to reach those websites.

Telecommunications, as defined by Congress in the Communications Act, transmits information of the user's choosing to and from endpoints specified by the user without making any changes to the user's information.

Pai's claim that broadband isn't telecommunications might not make sense to consumers, who generally use their Internet connections to access websites and online services offered by companies other than their ISPs, as a TechCrunch article recently argued. But courts have granted the FCC wide latitude on how it defines broadband over the years, essentially ruling that the FCC can classify Internet service however it wants.

Yes, there are plenty of instancesin which courts have overturned FCC decisions, including a 2014 case that vacated an earlier attempt to impose neutrality rules. But when it comes to defining broadband as either an information service or telecommunications, judges have allowed FCC decisions to stand as long as the commissiondoes a reasonably good job of justifying itself. That 2014 decision didn't dispute the FCC's authority to impose net neutrality rules or reclassify ISPsrather, judges said the FCC could impose strict versions of net neutrality rules as long as it changed itsclassification of broadband.

Wheeler relied on the court system's deference to FCC decisions on this matter when he successfully fought off a lawsuit filed by ISPs, and Pai is hoping that judges will grant the same courtesy after the FCC changes its mind.

The Communications Act specifically defines telecommunications as the transmission, between or among points specified by the user, of information of the users choosing, without change in the form or content of the information as sent and received. A telecommunications service is the offering of telecommunications for a fee directly to the public.

The 2015 FCC order that turnedISPs into common carriers and imposed net neutrality rules said that the statutory definition of telecommunications applies to broadband, as evidenced by how ISPs market their services to consumers, consumers' expectations from broadband providers, and the way the networks operate.

Getty Images | Ethan Miller

ISPs might also offer information services such as e-mail and online storage, just like any other company that offers services over the Internet. But the FCC in 2015 said that ISPs' information services are separate offerings from broadband. As a result, the Internet plan you buy from an ISP is a regulated common carrier service even though those same providers offer some services that aren't strictly telecommunications.

Pai's argument that broadband isnt telecommunications doesn't hinge on ISPs offering their own e-mail and online storage services. Instead, he says the core broadband offering itself isn't telecommunications.

Landline and mobile voice service are both considered telecommunications by the FCC. But "Internet service providers do not appear to offer 'telecommunications,'" because broadband Internet users do not typically specify the points between and among which information is sent online, Pais NPRM argues. It continues:

Instead, routing decisions are based on the architecture of the network, not on consumers instructions, and consumers are often unaware of where online content is stored. Domain names must be translated into IP addresses (and there is no one-to-one correspondence between the two). Even IP addresses may not specify where information is transmitted to or from because caching servers store and serve popular information to reduce network loads. In short, broadband Internet users are paying for the access to information with no knowledge of the physical location of the server where that information resides. We believe that consumers want and pay for these functionalities that go beyond mere transmissionand that they have come to expect them as part and parcel of broadband Internet access service.

Under this interpretation, the fact that consumers specify which websites they want to visit isnt the same thing as specifying the "points"they want to reach. Broadband users would have to specify the IP addresses and caching servers they want to connect to in order for broadband providers to become the dumb pipe described in the definition of telecommunications.

An information service, by contrast, is defined in the Communications Act as the offering of a capability for generating, acquiring, storing, transforming, processing, retrieving, utilizing, or making available information via telecommunications." Theinformation service definition "includes electronic publishing, but does not include any use of any such capability for the management, control, or operation of a telecommunications system or the management of a telecommunications service.

The capability part of the definition is key, according to the FCCs new argument, because broadband offers the capability to provide the functions described in the definition of information service. Pais NPRM thus argues that todays broadband services meet the statutes definition of an information service:

We believe that Internet service providers offer the capability for generating, acquiring, storing, transforming, processing, retrieving, utilizing, or making available information via telecommunications. Whether posting on social media or drafting a blog, a broadband Internet user is able to generate and make available information online. Whether reading a newspapers website or browsing the results from a search engine, a broadband Internet user is able to acquire and retrieve information online. Whether its an address book or a grocery list, a broadband Internet user is able to store and utilize information online. Whether uploading filtered photographs or translating text into a foreign language, a broadband Internet user is able to transform and process information online. In short, broadband Internet access service appears to offer its users the capability to perform each and every one of the functions listed in the definitionand accordingly appears to be an information service by definition.

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HPE and `The Machine’ potentially the next big IT blockbuster, but one helluva gamble – Diginomica

Posted: at 10:39 pm

So HP has now got as far as announcing its first prototype of `The Machine, first talked about towards the back end of last year. The beast is real and, if the numbers surrounding it are to be believed (and who am I to argue) it represents a significant step forward in resources available and performance.

For example, the prototype features 160 TBytes of memory spread across 40 separate nodes connected using photonics links. And as its architecture is designed squarely around in-memory processing models, that means it is all available, all of the time. According to the company, this allows the equivalent of allowing simultaneous work on some 160 million books, or five times the number of books in the US Library of Congress.

But this is only a prototype and these numbers are, in the great scheme of what HPE envisages for The Machine, really only chicken feed. If its dreams come true, we are now staring at an architecture that can easily scale to an Exabyte-scale, single-memory system as it stands. Out into the future the company is already talking mind-boggling numbers: how about 4,096 Yottabytes? (where a Yottabyte equals1024 bytes). That, the company reckons, is the equivalent of 250,000 times the entire digital universe that exists todayin a box.

This is a new class of memory technology based on large, persistent memory pools that can stretch right out to the edge.

That is the basic outline of it given by Andrew Wheeler, the Deputy Director of the HPE Labs team that has developed the architecture and the prototype. The interesting factor here is that HPE has set out to develop an inclusive architecture, rather than an exclusive buy-all-or-nothing approach. So when it comes to working out at the edge, the devices used can be whatever is extant and/or appropriate for the specific task in hand at that point.

The system is based on an enhanced version of Linux, so the ability to run Linux may even be the only requirement made on such devices. So, while the prototype has been built on devices developed by Cavium and based on ARM architectures, this does not mean that everything out at the end needs to be based on that same device.

The premise of our Intelligenrt Edge design is that users will want to do analytics processing as close to where the data is generated. Take an application like video processing; users wont want to be pushing all that data to some central location for processing. That is just not sustainable or cost effective. The question then is just `what is the processor relevant to getting the job done.

So the idea is to do as much processing as close to the point of generation as possible. Ask the local device if someone carrying a red backpack was spotted in a time frame, rather than send all the data to a central location and then process it. It is only the results that are actually important and need uploading. This does create another problem that Wheelers team have been doing a lot of work on. Communicating between the core and the edge does require agents capable of ensuring that instructions are interpreted correctly, that relevant standards are adhered to and returned data is in a form that can be used immediately.

The primary goal however, is to have an analytics space that is sufficiently large to hold both current and historical data at a scale that is currently not possible to achieve and to get real-time results out of it. And because it is in-memory processing, all the latency introduced by taking data from disk to memory, memory to processor, processor to cache, back to processor (and repeat several times) and finally out to memory and then to disk.

The next steps going toward a real product include building up the growing set of hardware and software technologies that can now be engineered as `products and High Performance Computing road maps.

The second step, having moved from simulations to emulators running on SuperDomes, and on to where we are now with this prototype, we now need to select the partners and customers that we want to land actual workloads on to further increase out understanding. This will help us determine what will be the first real instantiation of what we would call `The Machine. I can tell you right now we have a pretty clear line of sight on how it can address problems in High Performance Computing and analytics work.

An obvious target here is SAP and its growing range of HANA-based applications. Wheeler agreed that HP has a long history with running SAP applications, and estimated it currently runs some 70% of all HANA-based applications. He would confirm nothing, of course, but it seems unlikely that SAP, and some of its customers, will fail to make that list of test subjects.

There are still so many questions to be answered about `The Machine, some of which may yet just kill it. For example, when asked about addressing Yottabytes of memory that is simultaneously processing in real time his response is a classic of the scientific milieu.

We have found some operating system issues with this getting to the 160TByte level. But we do have a conceptual handle on what is required to get to the Yottabyte level.

The big question of course, is `when, and while Wheeler was understandably reticent to give any indication, the signs are that the short version of the answer is `not any time soon. This, in turn, raises of areas of speculation, some of quite a serious nature.

For example, while SAP has garnered some reasonable traction with its HANA in-memory processing technology, it is interesting that not too many others have really piled in behind them. This begs the question as to whether the technology is really only good for certain types of brute analytic applications.

That would explain why others, even those playing in the analytics space, are none-too-fussed about following the SAP lead.

Or is it a case that there are times when technologies and use cases coincide. It is not uncommon for early iterations of technologies to appear and then fade away, because the tech itself is not quite ready, or the functional need has not yet developed amongst users. Later, however, the time, the technology advances and the user need can be right. Example? The mobile phone: it was a housebrick you could make and receive telephone calls on. But when it gained a camera and an internet connection, and could slip into a pocket, it became an extension of the `self.

Where is `The Machine on this scale? As a prototype it is difficult to say, and it is even more difficult to suggest when might be a good time for HPE to be ready with a product. Some of the answer will not even be in HPEs hands for it will depend upon how well the legacy technologies hold out. Current commodity processors are really only pumped up versions of the Intel 4004 processor chip introduced in 1971, and the work within a basic systems architecture, first described by John Von Neumann back in 1945.

Fundamentally, current `stuff just about all of it is definably old. But it works, and generally works well. Is it time to replace it? Quite possibly, and it is possible to see much of current tech development work as just trusses, Band Aids and other surgical appliances designed to keep those aged architectures hanging together.

But it is also possible to see just what HPE has riding on the future success if this in-memory architecture. The company has divested itself of its big systems/SI capabilities, as well as much of its middleware/software activities. It seems determined to be a leading technology developer and provider, with a strong emphasis on hardware, to boot. Yet that, inevitably, puts it up against leaner, faster, lower cost competition that might not have the depth of experience and expertise, but will have more daring and greatly reduced risk aversion to HPE.

It is reasonable to suppose, therefore, that `The Machine will not appear as a product before three years have past, more likely five. A lot of tech water will have passed under the bridge in that time, and it is quite possible that one of the small, smart companies will come up with an analytical tech that sits between what is now, and what can be when HPE brings forth. If that is good enough, it might be the death of `The Machine and even HPE.

If not, maybe CIOs need to start thinking, fantasising, about what they might want to achieve if they could analyse anything against any number of other anythings, in real time. Give it five years and it might be available.

For reasons I cannot defend by any other justification than there lies the direction in which my knee doth jerk, I think `The Machine prototype marks the birth of the next big technology blockbuster. But I also think HPE now has a tiger by the tail, and with the departure of so many other businesses which were, while maybe not desperately profitable, potentially resilient alternatives for the company, that tiger may well bite. Now the company seems increasingly exposed as a mainly hardware tech business playing high roller poker with an unknown high-risk tech development as its stake.

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Major League Baseball to live-stream games in virtual reality – USA TODAY

Posted: at 10:39 pm

USA TODAY Sports gets an inside look at the remarkable technology that will soon change the way people across the world consume sports. USA TODAY Sports

Camera pods will be set up throughout MLB ballparks.(Photo: Intel)

NEW YORKMajor League Baseball is about to play ballin virtual reality.

The league is teaming up with Intel to deliver a live-streaming game of the week in VR, starting Tuesday when the Colorado Rockies host the Cleveland Indians. Weekly games will be blacked out in the participating teams local markets, the same way the league handles out-of-market streams on MLB TV and on Twitter.

The non-exclusive Intel-MLB virtual reality partnership is set for three years. Terms of the deal were not disclosed.

Youll need a Samsung Gear VR (and compatible smartphone) to take in the game virtually, and must also download the Intel True VR app, available free in the Oculus store.

To bring you closer to the field, Intel plans to use an array of 4K-resolution cameras in the home team stadium, giving fans up to four camera angles per game in real time. So you might get to watch from the perspective of the first or third base coaches, or from the dugout. Or inthe case of Chase Fieldwhere the Arizona Diamondbacks play, from the outfield swimming pool view. Camera pods are automated, so you get to choose the views you want.

"Think of it as a highly personalized experience," says David Aufhauser, head of product at Intel Sports Group.

Youll also have the option of watching a fully produced VR broadcast, with audio most likely piped in from the regular radio feed. Intel and the league are not assigning a dedicated announcing crew to the VR broadcast. Stats and highlightswill also be available.

While Major League Baseball has dabbled in VR beforewith post-production efforts around last years All-Star Game and postseason, and through some At Bat VR offerings on Google's Daydream virtual reality platformthe Intel partnership is the first in which full live games will be streamed in virtual reality. It's something rival leagues such as the NBA already deliver on select games.

Whether fans choose to watch an entire three hour baseball game wearing a headsetremains to be seen.

Intel's VR production truck.(Photo: Intel)

Kenny Gersh, an executive vice president for business at MLB Advanced Media, says when it comes to virtual reality we are not even in the first inning yet, and he expects the experiences offered by the end of the three-year agreement to look very different from what will be available next week. But he thinks the pace of a baseball game, in which there are pauses between pitches and innings, will give fans the opportunity to somewhat leisurely toggle among the different views.

For now, Gersh says there are no plans to bring VR to this years All-Star game,playoffs or World Series, in part because of rights issues.

And since Intel will only placeits VR cameras in one ballpark per week, there is no immediate backup in case the VR game on the schedule is rained out.

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For the ideal experience, view in 360 degrees on your mobile phone or in VR headsets such as Google cardboard or Daydream.Subscribe to VRtually Thereon YouTube and browse the Virtual Reality section of the USA TODAY app (iOS|Android) to catch three new episodes every week.

Email: ebaig@usatoday.com; Follow USA TODAY Personal Tech Columnist @edbaig on Twitter

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Sony and Samsung Lead the Nascent Virtual Reality Market – Fortune

Posted: at 10:39 pm

Team USA athlete Laura Zeng attends Samsungs Virtual Reality Experience Powered by Gear VR during the 2016 Road to Rio Tour in Times Square on April 27, 2016 in New York City. Neilson Barnard Getty Images for Samsung

Virtual reality's hype hasn't become reality yet.

But the nascent market for VR headsets is showing some signs of life, at least for the relatively inexpensive versions.

Samsungs Gear VR headset, one of the cheaper VR headsets, is the most popular, according to an International Data Corporation report published on Thursday. Samsung shipped 490,000 of those headsets in the first quarter, giving the company a 21.5% market share.

This is the first time that IDC is releasing data about VR headset shipments, so it did not provide detailed information about first quarter shipments compared to previous quarters. But it did give a vague idea about whether Samsung's VR business is growing.

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In fact, Samsung saw an annual decline in shipments, according to IDC. But IDC believes the decline is merely a temporary consequence of Samsungs recent debacle involving the recall of its much-anticipated Note 7 smartphone due to exploding batteries.

With the updated Samsung Galaxy S8 smartphones approaching release, IDC believes that Gear VR headset shipments will likely pick up steam. A Samsung marketing gimmick that gave customers who pre-ordered Galaxy S8 phones a free Gear VR headset almost guarantees some increase in shipments. That deal has since expired.

Sony is the second on IDC's list with 429,000 PlayStation VR headsets shipped in the first quarter. The PlayStation VR requires a PlayStation 4 or PlayStation 4 Pro video game console to operate. Although the PlayStation VR is not as powerful as competing headsets like the HTC Vive or Facebooks Oculus Rift, the fact that millions of people already own a compatible Sony gaming console is one reason IDC believes Sony will likely remain a leader in the near term.

Additionally, several big video game publishers like Capcom said they would make some of their big-name titles compatible with the PlayStation VR. For example, Capcom's latest Resident Evil horror game, which debuted in January, works with the PlayStation VR. IDC believes that Sony will benefit from the availability of blockbuster games.

HTC is the third biggest VR headset supplier with 191,000 of its Vive headsets shipped in the first quarter. Although the Vive is the most expensive VR headset on the market at $800, IDC said that the Taiwanese smartphone maker enjoyed success in the commercial space as VR cafes have been popping up around the world, particularly in Asia. Imax ( imax ) , for example, is using the HTC Vive in its handful of VR arcades that it is opening this year.

Facebooks ( fb ) Oculus Rift headset and the Alcatel VR headset are in bottom 5 of IDCs headset tracker report. IDC said that Oculus shipped 100,000 Rifts while Alcatel shipped 91,000 in the first quarter.

The Oculus Rift had a rocky debut last spring as it dealt with shipping delays , legal battles , and management problems involving the Rifts controversial co-founder Palmer Luckey , who has since left Facebook.

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However, Facebook ( fb ) recently dropped the price of the Oculus Rift to presumably get more customers and has released new accessories like motion controllers, which IDC said would help the company provide a compelling alternative for VR enthusiasts.

IDC did not include shipments of Google's ( goog ) Daydream View headset, which must be tethered to a compatible smartphone to operate, in its research.

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Gunheart looks like Borderlands for virtual reality – The Verge

Posted: at 10:39 pm

In the early days of virtual reality shooters, adding another human to the experience turns out to be an easy win. Games like Raw Data, Farpoint, and the upcoming Killing Floor: Incursion are all best with two people. But Gunheart, the first game from studio Drifter Entertainment, is the only one that also lets you blow balloons with your friends between rounds.

Gunheart is launching on all major high-end VR platforms: Oculus Rift and HTC Vive this summer, then PlayStation VR later in the year. Its designed as a full-length game for three players, with a focus on cool weapons, fast-moving combat, and cooperation. Imagine an even more frenetic version of Borderlands in VR, with greater immersion but so far a lot less character.

Although Gunheart comes from a new studio, the games core team is made up of experienced developers. Ray Davis was general manager at Epic Games, where he worked on the Gears of War series and on Robo Recall, one of the most polished VR shooters ever made. Kenneth Scott is a longtime art director who previously worked at id Software and Oculus. And Brian Murphy is a former designer and creative director at Microsoft.

The gameplay looks fun, but it needs more character

Unfortunately, like a lot of VR games, Gunheart looks generic on the surface. Its name sounds like something from a Rob Liefeld superhero generator, and its central conflict killing bug-like monsters in a rocky alien landscape is the premise of Farpoint as well. Cooperative play is a great element to add, but its also a shortcut that lets developers avoid having to create characters or compelling narratives. VR games have to be developed on an aggressive timeline to keep up with the fast-changing industry, and Gunheart looks like one of the more substantive efforts. But it doesnt feel distinctive in the way we expect from good non-VR games, even ones enjoyed mostly for their gameplay.

In Gunhearts favor, the gameplay is shaping up to be a lot of fun, based on my run through an early build of one level. It pulls together an armory based on items people already love using with motion controls, including conventional weapons, a crossbow, and a disc-throwing gun reminiscent of the science fiction frisbees in sports games RipCoil and Sparc. Players can wield one in each hand, or combine them into a unique super-weapon by holding their hands together. You could probably go it alone, but you wouldnt be able to surround enemies with other people, or have one person lay down fire with a long-range weapon while another gets up close with a shotgun.

Gunhearts teleportation system makes it possible to reach places youd never get with standard video game running or jumping. You can pop instantly around areas to find cover spots and vantage points, or rush an enemy and then blink back to revive a fallen partner. A lot of VR developers early on looked at teleport as sort of a handicap that caused less motion sickness than running, says Davis. We really embraced it as a first-class citizen, and realized it feels like a superpower. Its also apparently easier to get players to notice things above their heads in VR. It unlocks vertical spaces in a way that we always wanted to do in shooters, Murphy says.

The multiplayer lobby is a literal lobby

And although the game badly needs a fresher aesthetic, it does have one clever feature I havent found anywhere else: the standard multiplayer lobby is a literal lobby, or at least a spacious lounge. Instead of holding guns, players use a device in their hands to blow balloons, draw voxels in midair, or produce a giant foam hand to give high-fives. Will most people spend much time here? Its hard to say. And when players start games with random strangers instead of acquaintances, Drifter will also need a robust anti-harassment system, if it wants to avoid the problems other VR games have faced. But the lobby still offers a non-violent playfulness thats rare in shooters.

Gunheart still feels very much like a first-wave VR game, but its riding the tail end of that wave, learning from the early successes and failures of VR shooters. I just hope I can find enough friends with headsets to play it.

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How banks are using virtual reality – Digiday

Posted: at 10:39 pm

Virtual reality has emerged as a hot topic in banking with the rise of artificial intelligence, innovation labs, and the eath of the physical bank branch. Theres a way to tap into the mind of the customer through VR, but how it should fit into the business is still a mystery for most.

Venture capital funding in VR totaled $2 billion from 2015-2016, according to Digi-Capital and revenue from VR is expected to hit $162 billion or more by 2020 from $5.2 billion in 2016, according to IDC Research.

Its still early for banks interested in bringing VR into their business. And like any new technology, VR is going to face some opposition before its more widely adopted across financial services. Just because banks can use it, doesnt mean they should use it everywhere, or at all. Banks are experimenting with how to use it, when its appropriate, and who their partners will be. One thing is for certain, though: if customer like it, banks will want it.

Banking customers have rarely seen a channel or a way to interact with a bank that they didnt like, said Raja Bose, global retail banking consulting leader at Genpact. Branches, contact centers, online, mobile; banks are now letting customers interact with them via social media. The more ways you get consumers to touch their banks the better and there are always going to be some consumers that like it and wanna do it.

However, some banks have dabbled in the technology already. Below are examples of three banks brushes with VR.

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Surgery in virtual reality: How VR could give trainee doctors the feel of real patients – ZDNet

Posted: at 10:39 pm

A virtual operating theatre is helping train up surgeons on new procedures.

Virtual reality is often touted as a way of creating fantasy universes, but it could also turn out to be an effective way of teaching skills that are hard to practice in the real world.

Take training up the doctors of tomorrow, for example. US university Case Western has already announced it plans to do away with its anatomy labs, and the cadavers that go with them, and teach medical students with Microsoft's HoloLens 'mixed reality' system instead. Aspiring doctors will be able to wear HoloLens headsets, and view the different layers of a body -- skin, muscle, blood vessels, and so on -- in 3D.

But going one step further, one UK company is trying to recreate the hands-on aspects of surgery in a VR setting, allowing students to get a sense of how the human body feels in using haptic feedback.

Fundamental VR, based in London and Guildford, has added a haptics element to virtual reality to allow medics to train without having to test out their nascent skills on an actual patient.

The system combines the HoloLens headset and the company's software with a stylus connected to a standard-issue mechanical arm.

The stylus appears as a syringe in the VR world the wearer sees, with one button to empty the syringe, and another to refill it.

Moving the stylus in the real world moves the syringe in the simulation, and when the virtual needle meets the virtual skin, flesh, or bone, the varying resistance of the material is transmitted through the stylus to the user, giving them a powerful facsimile of a real-live body.

The idea is that encountering different elements of the body -- like fat or bone -- should feel very different.

The first system, set up to resemble a total knee arthroscopy, was custom-built for the drug company Pacera to teach clinicians how to do a procedure using one of its products, an anaesthetic called Exparel.

Unlike traditional most anaesthetics, where a larger dose is injected in one go and spreads out widely from the injection site, Exparel is injected in several doses and stays largely where it's put. For some surgeons, the change in procedure was difficult to grasp, and so the VR teaching tool was born.

The imagery for the system was created by taking a series of photos of a knee to build up its 3D counterpart. Off-the-shelf haptic hardware is used to stand in for the syringe in the Pacera system, but could equally act as any medical tool that's needed.

Surgeons weigh in

Building a system that could faithfully recreate the experience of surgery required a mixture of human and technological smarts. In order to build the VR setup for knee replacement surgery, the company canvassed the opinions of orthopaedic surgeons on the steps that make up each procedure.

"Surgery is about science, but also about art, and where there's art, there's opinion. Getting to a common standard where people agree what's the right way to do that and on best practice, that took some time. Once we had got that, we were ready to start embracing some of the challenges of texture and tissue types and how those change throughout the procedure," Richard Vincent, cofounder of Fundamental VR, told ZDNet.

Next the surgeons were enlisted to help convert the real-life experience of surgery into a virtual version, with the company's haptics development engine the bridging the real and VR world.

"We built a calibration tool: it's the core of our software that allows us to quickly translate what are quite difficult things to communicate into numbers... we started with people saying 'it's like sticking a needle into an orange' or 'it's like chicken', then you can basically adjust it in real time until they agree it's how they feel and average that out," Vincent said.

Dr Stan Dysart, an orthopaedic surgeon that specialises in joint replacements at Georgia-based Pinnacle Orthopaedics, was among the surgeons that contributed their first-person perspective of knee operations to help the system recreate the authentic feel of surgery, assigning each element of the human body a number that corresponds to a certain texture.

"The haptic device has a scoring system, and I helped them decide what a needle feels like in capsule, what it feels like in muscle, in fat, in periosteum, and what it feels like on bone," he said. Fat, for example, is extremely forgiving, while the capsule has a fibrous, plastic-like texture.

"The capsule has a certain resistance, and when you go through the capsule, resistance releases, so you can score that -- you can score that [level of haptic] feedback, and score a different feedback for every part of the knee. You give it a number, and computers understand numbers -- the higher the number, the greater the resistance the surgeon will feel," Dysart said.

Once the surgeons have agreed on the haptic-feedback rating for each layer of the body, from muscle to bone, the haptics system can translate that back into the level of feedback the VR wearer will feel when they apply the virtual syringe -- a matter of balancing the amount of processing that the scenario needs with the abilities of the GPU underpinning the system to produce a smooth experience for the user.

The total knee arthroscopy-related system is already being used by surgeons in centres across the US, and it's helping surgeons refine their techniques, according to Dysart.

"Surgeons love it. They enjoy the experience, they enjoy practicing without potentially damaging a live patient. That's where it's important. Everything we do in live surgery has a consequence -- how deep do you cut? where do you cut? where do you inject? -- because there are nerves and arteries all about the knee.

"In virtual reality, if you plunge the needle too deeply, nothing is injured. You realise you've done it incorrectly, and you can do it over and over until you have the right technique. That's the beauty of this," he said.

Alongside the total knee arthroscopy, Fundamental VR has three more custom setups in the pipeline including a soft tissue and a spine procedure that it expects will go live at some point this summer.

Teaching tool

Fundamental VR is already talking to educational institutions about how haptics-based systems could be used to teach students to improve their skills or help established doctors learn new procedures before they try them out on the wards. For now, Fundamental VR is concentrating on the US market, though it has had conversations with teaching facilities both in London and abroad.

As well as building more specific one-off systems for clients in future, the company also expects to create a library of common procedures that can be accessed on a subscription basis. Long with 'standard' anatomy, the company could potentially create variants to introduce students to some of the rarer anatomical variations or conditions.

"[Removal of] the appendix is still the most performed operation, so having a better way of teaching that would be useful for lots of people, but on the flip side, there's a lot of opportunity [for doctors] to be around that and observe that," Fundamental VR's Vincent said.

"But if you go into neurology, there may be something you only see three times a year, but it's a life-and-death situation. The number of people that need that training is much less and it might be harder to make the business case, but the human case in much stronger," he continued.

While haptics system might not go over well with all surgeons -- some more senior clinicians found the simulations a bit too close to computer gaming -- the company prefers to liken it to the way pilots use flight simulators.

"We go to lots of conferences where we talk to lots of surgeons about how, say, when you face this bleed at this moment, and you've got five minutes to deal with it, it's never going to make that a less traumatic moment when it happens, but if you go through a simulator that gets you close to it a few times, that has got to be good thing," Vincent explained.

Practicing on VR, not patients

Once mixed and virtual reality become cheaper and more common, haptics and VR could be used to create models of individual patients before they undergo surgery.

"If you could create from those scans something where we could share the kidney, move it around, agree how to get in there, what's the plan, how do we make the surgery the quickest and most effective, that would be good for patient safety," Chris Scattergood, Fundamental VR's co-founder, said.

The future of medical VR, then, will be a mix of teaching students and professionals how to do high-volume, routine operations of the kind that are done hour after hour in hospitals across the world, as well as to understand niche procedures that clinicians at the highest level may only see once or twice in their lives.

Either way, while doctors are practising the skills they need to perform the procedures, they'll be learning virtually, making their mistakes away on a computer system and perfecting their techniques long before they get to use them on their patients.

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Virtual Reality for Decommissioning Nuclear Reactors – R & D Magazine

Posted: at 10:39 pm

Safely decommissioning any nuclear reactor is a challenge. However, how do you decommission a Cold War-era production nuclear reactor thats more than 60 years old? This is the problem that engineers are facing at the Savannah River Site (SRS), a 310 square mile Department of Energy site in rural South Carolina constructed in 1952 to help the U.S. produce nuclear weapons. The five reactors at SRS known as R, P, K, L, and C were once used to produce plutonium and tritium. When the Cold War ended, their products were no longer needed, and the last of them was operational in 1992. But the story doesnt end there. Closing nuclear reactors is a huge job that must be done properly, and this is the mission of the DOE Environmental Management Office. The work continues with planning for decommissioning of C Reactor.

What lies inside?

The P and R reactors were decommissioned simultaneously. The process included the removal of millions of gallons of water and the pouring of over 200,000 cubic yards of grout. To assist in the planning of this process, engineers and designers at Savannah River National Laboratory (SRNL) reviewed thousands of construction drawings for the buildings and key pieces of equipment. The team quickly realized it was difficult to fully understand what was inside the reactors because the drawings were a guide for construction, organized by phase of construction and craft. This meant that there was no real map for what was inside the building, as there was no single drawing that could provide all of the relevant information for any given room.

To help provide the decommissioning team with a sense of space inside the reactors, the SRNL team created 3D CAD models and 3D printed models of the building structures and key equipment. Once completed, the printed models helped the team understand the building better because it presented the layers of data in a way that humans normally process datain three dimensions. Even engineers with years of experience need to interpret two dimensional drawings into a 3D image. When the information is spread across as many drawings, interpreting the data becomes a serious challenge.

The 3D printed models also improved the safety of the decommission teams on the ground. Every entry of workers into the facilities exposed them to various dangers; tripping hazards, heat stress, and radiation exposure. Having models available for review offsite reduced the number of walkdowns required in the actual buildings and allowed the teams to plan movements more effectively before entering the facilities.

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The 5 Virtual Reality Experiences to Try on Your Phone – TIME

Posted: at 10:39 pm

No need to attend festivals or buy expensive viewing gear to live some of the most moving virtual reality documentaries; in fact, many can be experienced from the comfort of ones living room provided you have a smartphone ideally of the latest generation and a good internet connection or data plan.

Though a headset, even a do-it-yourself cardboard one, is useful to block out your surroundings and immerse yourself more fully in the world, there is also something to be said about trying them as 360-degrees experiences. The juxtaposition between your world and the one on your device can create stirring moments. When a view of a destroyed street in Syria lines up with your hallway, it is hard not to project yourself and think of what it would feel like if you were to open your door to a war zone. It brings the story home.

Since the New York Times launched with fanfare their NYT VR app in November 2015 by sending out Google Cardboard viewers to over a million of their subscribers, several media organizations have followed suit. Many developed their own application (DiscoveryVR, LIFE VR, WSJ VR, for instance); some, like The Guardian with 6x9, built an app dedicated to a singular experience; while others, partner with existing VR companies.

But prominent members of the fourth estate are not the only ones creating compelling content. Tech companies, film studios and individuals are also using the latest innovations to share the stories that matter to them.

Here are a few of the most recent productions that have caught our attention.

Under the Cracked Sky by The New York Times On the edge of the world, at McMurdo Station in Antarctica, a group of researchers monitor life under the ice. Their job involves diving through a small hole into in frigid waters, the clearest in the world. Two of them, Rob Robbins and Steven Rupp, invite you to join them thanks to VR.

To give the impression that youre swimming with them rather than being carried by them, the New York Times team provided them with a customized underwater rig strapped to a nine feet pole. This way the diver handling it would recede in the background and, thus make way for majestic and unparalleled views of frozen seawater stalactites, ice caves and rocky black seabed. We told them: essentially youre swimming with a persons head down there, so act accordingly: avoid sudden movements, twisting and turning, or changing speed too quickly, explains Graham Roberts, one of the producers.

They recorded several dives over the course of one week, which were then edited into one mesmerizing and illuminating experience. Much of the time is spent gazing upwards, marveling at the light streaming through the ice while also considering how dangerous such a dive is the way in is also the only way out , and looking for the cheeky seals whose calls you can distinctly hear around you. It checked all the boxes for a VR project," adds Robert. It takes people somewhere they couldnt otherwise go to, it deals with an important topic, climate change, and it provided us with the opportunity to record unique imagery.

Time: 9 minutes App: NYT VR

The Protectors: Walk in the Rangers Shoes by National Geographic The numbers associated with elephant poaching are staggering. The Great Elephant Census recorded a population drop of 30% between 2007 and 2014 to just over 350,000 beasts. The decline is mostly due to poaching, which claims a life every 15 minutes. Simply put, at this rate, the large mammal could be extinct within the next 12 years.

To stop the massacre, park rangers risk their lives. In Garamba National Park in the Democratic Republic of Congo, for instance, nineteen of them have been killed in action over the past decade. These men are unassuming heroes and we wanted to tell their stories in a way that is multifaceted. As you journey into the savannah, youre also journeying deeper and deeper into their minds and psyches, says Imraan Ismail, who worked with Oscar-winning film director Kathryn Bigelow on this project.

Embedded with these wildlife watchmen, he filmed their daily lives from their time at home with loved ones, to their swift training and the tense patrols. He asked them about their relationship to the animals, to each other, and to their most often invisible enemies. The immersive experience, which at times was filmed by the rangers themselves as they trail elephants and go after poachers, gives you a sense of how unnerving it is to move through the bush when danger lurks all around.

Time: 8 minutes App: Within

Capturing Everest by LIFE VR Many have tried to convey what it is like to climb Mount Everest, the highest peak on earth. Adventurer Jon Krakauer described it in words in Into Thin Air, blind mountaineer Erik Weihenmayer had his ascent filmed for Farther than the Eye Can See, Liam Neeson narrated an IMAX documentary, and the list goes on. It was a matter of time before people took VR cameras to the top of the world. So, it comes as no surprise that the LIFE VR team, in association with Sports Illustrated, would try their hands at it too.

While the footage was already shot when it fell into their hands, theyre the ones who turned it into a mini-series that follows the adventure of Jeff Glasbrenner, who lost his leg in a tractor accident as a child, and Lisa Thompson, who was recovering from cancer. There was a lot to communicate: the inspiring journeys of Jeff and Lisa, the dangers associated with the climb, the long periods of waiting for the conditions to be favorable, the life at basecamp, the importance of the Sherpas, etc.," says Mia Tramz, Managing Editor at LIFE VR [LIFE VR is a Time Inc. company] . "Its a story about climbing Everest, but its also one about human nature."

Each of the four chapters focuses on a different challenge: getting ready, making it to basecamp, navigating the treacherous Khumbu Icefall and reaching the top. Everyone wants to see what its like to get to the summit," says Glasbrenner. "But, to me, the most representative scenes are those in the tents. You have to stay motivated while waiting for the conditions to allow you to continue. You miss your family and the comforts of home while also battling self-doubt." Though it helped his family and friends better understand exactly how much of a feat it was to reach the peak, he also acknowledges that some experiences are impossible to capture, especially how the lack of oxygen makes everything so much more difficult, even putting your shoes on is an effort.

Time: 4 episodes of approximately 9 minutes each App: LIFE VR

Step to the Line by Ricardo Laganaro with VR for Good Inside a California maximum-security prison, inmate and volunteers face one another. A facilitator from Defy Ventures, a training program for currently and formerly incarcerated Americans, asks those who relate to the statements she read to move forward. I heard gunshots in my neighborhood growing up: most prisoners take a step. Ive earned a four-year college degree: the tables turn. Ive done criminal things for which I could have been arrested, but did not get arrested: most of the people present step to the line and shake hands. The 360-degrees camera is set in the middle of the two rows putting you in the middle of this social experience.

This sets the stage for us to meet Trebian Tre Ward, one of the convicts. As Ricardo Laganaro, who took part in Oculus VR for Good initiative that paired filmmakers with non-profit organizations to explore immersive technologies promise to foster empathy, was developing the project, he realized that there are a lot of misconceptions regarding what it is like to be in prison. We think we know what its like because of all the movies," says the Brazilian artist. "But you dont, actually. Especially the cell, its really different from what you see in films that portray it as an empty space. In VR you can look around and see the wardrobe, the cabinet, and the belongings of the two inmates that share it. Theres a lot in there. My main goal was to provoke a transformation of the viewers opinion. I want him to move from being scared of the guy, to understanding a little bit of his past and current struggle, to cheering for him and thinking about the future, not what he did anymore. Mission accomplished.

Time: 11 minutes App: Facebook

Peoples House by Flix & Paul For all those who miss seeing Barack Obama in the White House, your prayers have been answered. Thanks to the Peoples House, a project by the Montreal-studio Flix & Paul, you can visit Americas most famous home with the 44th President and First Lady as your guides.

Thanks to a custom-designed robotic platform, it feels as if youre moving seamlessly through the different spaces as your prestigious docent share historical tidbits and personal anecdotes about 23 of the rooms.

Filmed over five days at the end of Obamas tenure, the immersive experience is an opportunity for the former First Family to reflect on their time at 1600 Pennsylvannia Avenue. You learn that Obamas first impression of the Oval Office was that it wasnt as big as I imagined it on television, while it took Michelle months to feel like she was at home rather than in a museum.

Time: 22 minutes App: GearVR and YouTube

Laurence Butet-Roch is a freelance writer, photo editor and photographer based in Toronto, Canada. She is a member of the Boreal Collective .

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The 5 Virtual Reality Experiences to Try on Your Phone - TIME

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