Category: Augmented Reality Technology

Iron Man-inspired underwater augmented reality helmet developed by the Navy

U.S. Navy researchers have developed a new high-tech underwater helmet with AR display.

While augmented reality (AR) displays are nothing new to the military, as they’ve used these displays for decades (particularly in the form of heads-up displays (HUDs) in the cockpits of aircrafts and more recently integrated into helmets), this technology is now evolving further with the development of an underwater augmented reality helmet. The unique diver’s helmet is being developed by engineers at the US Navy’s Naval Surface Warfare Center Panama City Division. It will feature a built-in HUD, which can guide divers to specific locations, help them find objects, and even provide them with vision when there is almost no visibility.

The AR helmet is being designed to increase the efficiency and safety of divers in the line of duty.

According to Tech Times, the futuristic Divers Augmented Vision Display (DAVD) helmet will help to make the work of professional divers easier and more streamlined compared to the current standard masks and neoprene gloves that are worn. The mask narrows the field of view and the gloves obstruct precision.

Underwater Augmented Reality - Image of DiverJust like the Marvel superhero Iron Man, divers will be able to view all the necessary data they need within the helmet, from checking their location to tapping into sonar data. They can keep looking straight ahead instead of having to check a smartwatch display.

Dennis Gallagher, the research team leader, said that what users of the new helmet can expect is “a capability similar to something from an Iron Man movie.”

Although still in the prototype phase, the underwater augmented reality helmet could see widespread use.

Due to the fact that underwater work typically involves poor light conditions and/or salty water, the DAVD displays can help to provide additional visual clues that could greatly assist divers, showing them the image in front of both eyes, creating visual depth. The AR display can also improve their connection to surface sources, such as a ship, which can send out information to the display.

While the device is only in its early prototype phase, future improvements made to it could lead to the inclusion of sonar sensors mounted on the helmet, which would make it even easier for information to be collected and displayed.

The Navy has said that in-water simulation testing for the underwater augmented reality helmet is slated for October.

Classroom wearables technology expected to skyrocket in four years

A new report predicts that the rate of wearables in U.S. classrooms will notably increase in the coming years.

According to a report from Research and Markets, the classroom wearables technology market will accelerate at an impressive rate over the next four years, growing at a CAGR of 45.52% between 2016 and 2020. Reportedly, this growth trend is mostly due to the development of wearable devices designed to sync with smartphones.

More companies in the telecommunications, mobile and apps industries are seeking to expand into the wearables market.

The 63-page report features big-name companies such as Google, Apple, and Microsoft, who are associated with the education sector and who manufacture wearable devices. It also mentions other leaders in the wearable tech market, including Fitbit, Samsung and Nike.

Classroom Wearables Technology ReportAccording to the report summary, “various technology companies are investing heavily in R&D to remain competitive. This is resulting in the incorporation of innovative functionalities, such as gesture recognition and augmented reality, in classroom wearable technology devices. Devices such as Fin, Ring, Kapture, and Myo are some of the products equipped with such modern features.”

It notes that Fin is a smart wearable device designed to be worn on the thumb and functions based on finger gestures.

Improved student engagement is one of the key growth drivers of classroom wearables technology.

Improved digitalization in education, school and institutions has lead to the adoption of digital gadgets and tools like e-learning modules and tablets to better student engagement. Wearable technology has taken this improvement further and has enhanced engagement in ways that were once not considered possible.

For instance, Google Glass gives students the power to harness augmented reality. They can create first-person videos and take part in unique point-of-view experiences. Meanwhile, virtual reality headsets like the Oculus Rift, introduces students into an entirely different immersive 3D learning experience. Such devices can assist students in learning languages among other useful subjects.

That being said, the report does note that one of the major challenges that the wearable tech market faces and will continue to face is the lack of security and data privacy. Still, even with these concerns, the classroom wearable technology market will only continue to evolve with the development and release of new tech.