Emerging Technologies
HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen.
HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen.
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AbdułRāfāy Moeen<br />
GRAFTON UNIVERSITY | Islamabad<br />
H D 9 2223
By<br />
AbdułRāfāy Moeen
Contents<br />
Introduction ...................................................................................................... 2<br />
A ge of Te c hnology ........................................................................................... 4<br />
E merge nc e of Te c hnology .............................................................................. 12<br />
Context ........................................................................................................... 13<br />
LO1: Understand <strong>Emerging</strong> Technol ogies ...................................................... 14<br />
Ident ify emerging t ec hnologies (any t wo or t hree) and c urrent<br />
development swit hin eac h of t hese four c hosen environments .............................. 14<br />
4 new t ec hnologic al advanc ement s and t heirfields<br />
t hat will beimplement ed in t he near fut ure ....................................................... 26<br />
Provide an assess ment of t he dependenc y of suc h<br />
environment s on fut ure enhanc ement s ............................................................. 28<br />
LO2: Understand the impact of emerging technologies on society ............... 29<br />
Societ al impact of nanot ec hnology ............................................................. 33<br />
LO3: Conduct research into emerging technologies ..................................... 34<br />
C onduc t researc h using eit her pri mary (if possible) or sec ondary<br />
sourc es of dat a on t he c hallenging aspect of t he c hosen T ec hnology ..................... 34<br />
Analyse dat a & present t he researc h findings in t he form of a researc h report ........ 35<br />
Provide an evaluat ion of t he researc h proc ess e.g. use qualit at ive<br />
researc h evaluat ion c r it eria if your researc h is qualit at ive in nat ure ..................... 44<br />
LO4: Understand the ethical impl ications of emerging technologies ............ 46<br />
References ...................................................................................................... 48
1<br />
It has become appallingly obvious<br />
that our technology has exceeded<br />
our humanity.<br />
– Albert Einstein
2<br />
Introduction<br />
Tekhnē<br />
Art, Craft<br />
Tekhnologia<br />
Systematic<br />
treatment<br />
-logia<br />
Technology<br />
Earl y 17 th Century<br />
-ology<br />
A branch<br />
of l earning<br />
The w ord technol ogy w as deriv ed in earl y 17th century, from the<br />
Greek w ord ‘t eknologia’, w hich means ‘systematic t reatment ’.<br />
“Technol ogy can thus, be defined as the application of scientific know l edge to<br />
engineer an enhanced sol ution to any probl em .”
3<br />
T<br />
echnol ogy is ev ery inv ention that serv es some purpose. It starts with<br />
the simpl est of things l ike stone w heels, bl ocks, spears, boats and<br />
carts al l the w ay dow n to the most complex and sophisticated of<br />
things such as robots, spaceships, satellites and space stations.<br />
“Technol ogy is w hat w e util ise to harness more technol ogy.”<br />
We are using technol ogy w hen w e use scientific knowledge<br />
practically w ith tool s and appl ications in our ev eryday l iv es and<br />
industries to achiev e those specific goal s.<br />
Today, technol ogy has become strongl y interconnected and<br />
interdependent. But it can stil l be subdiv ided into numerous<br />
categories based on the purposes and methods for w hich it serv es.<br />
Few o f mo st fa mi l iar cl a ssificat ions o f Tech n o logy a re:<br />
Educational<br />
To improv e l earning and<br />
teaching.<br />
El ectronic<br />
To util ise el ectrical power<br />
and inv ent such dev ices.<br />
I ndustrial<br />
To create or produce goods<br />
or serv ices w ithin an<br />
economy.<br />
Heal th<br />
To diagnose diseases and<br />
prov ide better health care<br />
and recov ery.<br />
M echanical<br />
To transform physical l abour<br />
into mechanical and<br />
improv e efficiency.<br />
M anufacturing<br />
To shape products on mass<br />
scal e more efficientl y.<br />
I nformation<br />
To establish connection<br />
betw een the physical w orld<br />
and the digital w orl d.<br />
Communication<br />
To prov ide means of<br />
communication w ith any<br />
and ev erything.
4<br />
[ 1 ]<br />
Age of Technology<br />
The timel ine giv en bel ow is based on l egitimate archaeological<br />
discov eries and historical ev ents from 7 mil l ion B.C. al l the w ay up<br />
to the present. After that, it is partl y based on current scientific<br />
theories and partl y on the actual w riter’s ow n speculations.<br />
7 million BC to 2.6 million BC<br />
They seem to hav e emerged in Africa around 7 mil l ion BC.<br />
Used simpl e tool s and gathered food through pl ants.<br />
Had a social organisation .<br />
2.6 million BC to 600,000 BC<br />
Stone tool s w ere inv ented and fire w as discov ered.<br />
Made social organisations of cl ans of famil ies.<br />
They started scav enging for meat.<br />
600,000 BC to 10,000 BC<br />
Hunting animal s and birds for food became common.<br />
Tool s became more adv ance in form of w eapons.<br />
Trav elling started by foot and l ater on, by w ater.<br />
V iol ence emerged.
5<br />
10,000 B.C. to 4000 B.C.<br />
Tool s became more adv ance and w riting w as inv ented.<br />
Crop pl antation and domestication of animal s began.<br />
Animal and w ater transport became common.<br />
Horticul tural Rev olution came.<br />
Wheel w as inv ented.<br />
4000 B.C. to 1700 A.D.<br />
(Babyl on, Sparta, Athens , Rome, Constantinople, Baghdad, etc.)<br />
Liv estock breeding and smal l scale goods manufacturing began.<br />
Carts, pul l eys, l ev ers and other mechanical equipment is made.<br />
Agrarian rev olution came and pl antation of l arge crops began.<br />
Regional social organisations became. Cities emerged.<br />
Parchment began to be used for drawing and w ritings.<br />
Ships began to sail and trading w as dev eloped.<br />
Greek Dark age<br />
1100 B.C. to 750 B.C.<br />
Major rel igions began to emerge.<br />
(Judaism, Hinduism, Zoroastrianism, Confucianism, Taoism,<br />
Buddhism, Jainism, Shinto, Christ ianity, Sikhism and Isl am.)<br />
Roman Empire w as established. (27 B.C.)<br />
Gun pow der w as inv ented .
6<br />
European Dark Age<br />
400 A.D. to 1500 A.D.<br />
Era of European discov ery and col onisation (1500 A.D. to 1900 A.D.)<br />
First nation-states w ere established. (China, Hungary, Pol and,<br />
Lithuania, Spain, Portugal , France, Engl and, Russia , etc.)<br />
Mercenary armies and nav ies w ere established.<br />
Organised w arfare became common.<br />
17,000 A.D. to 1960 A.D.<br />
Mass production using factories created new occupations.<br />
Standing a rmies, nav ies and l ater on air forces dev eloped.<br />
First ev er new spaper publ ished by Benjamin Harris in 1690 A.D.<br />
El ectricity discov ered by Benjamin Frankl in 1752 A.D.<br />
First ev er stock market emerged in Britain in 1773 A.D.<br />
United States of America formed in 1787 A.D.<br />
First v ehicle made by François Isaac de Riv as in 1807 A.D.<br />
Tel egraph inv ented and mass communication began in 1844 A.D.<br />
Inv ention of tel ephone by Al exander Graham Bel l in 1867 A.D.<br />
Radio w as inv ented by Gugl iel mo Marconi in Italy in 1895 A.D<br />
Wil bur and Orv ille Wright made their first fl ights in 1903 A.D.<br />
First T.V demonstrated by Phil o Tayl or Farnsworth in 1927 A.D.<br />
Worl d War 1 (1914 to 1918) & Worl d War 2 (1939 to 1945) A.D.<br />
Nucl ear w eapons dev eloped in 1945 A.D.<br />
Inv ention of first El ectronic Computer called ENIAC in 1946 A.D.<br />
First satellite (Sputnik 1) l aunched into Earth’s orbit in 1957 A.D.
7<br />
1960 A.D. to 2030 A.D.<br />
Lan, Wan, Intranet & Internet established.<br />
Use of petroleum as fuel & Nucl ear fission pow er pl ants in use.<br />
Mass production adv ances to al loys and pl astic dev elopment.<br />
Computers become common and primitiv e space trav el starts.<br />
Increase in serv ice-oriented and computer -based occupations .<br />
Apol lo11 moon l anding by Neil Armstrong & Buzz Al drin in 1969.<br />
Art of w ar created w ith chemical, biol ogical & Cyber w arfare.<br />
Mass transportation expands in the form of buses and trains .<br />
Mobil e phones became w idely av ailable in the l ate 1980s.<br />
IBM Simon w as the first phone w ith a touch screen in 1992.<br />
Long distance communication improv es w ith fibre optics.<br />
Hybrid technol ogy for v ehicles w as impl emented in 1997.<br />
First DSLR camera Nikon D1 w as made av ailable in 1999.<br />
2009 A.D.<br />
Personal computers are capable to perform a tril l ion cal culations.<br />
Cabl es starting to become obsol ete w ith new w irel ess technology.<br />
Pocket readers for the bl ind and v isually impaired are dev eloped.<br />
El ectric cars are dev eloped w hich require onl y el ectricity as fuel .<br />
Computer controlled orthotic dev ices for paraplegic indiv iduals.<br />
High resol ution displ ays are embedded in cl othes and gadgets.<br />
Speech recognition is impl emented w ith on the go transl ation.<br />
Intelligent courseware has emerged as means of l earning.<br />
Speech to text conv erters for the deaf are dev eloped.
8<br />
2019 A.D.<br />
Exoskeletal systems w il l be av ailable for paraplegic & quadripl egic.<br />
Deaf w il l read w hat others say through their eye w are l ens display.<br />
Teaching w il l be conducted v ia smart software based simul ation.<br />
Computers w il l hav e the computational abil ity equal to a brain.<br />
Sel f-driv ing v ehicles w ill be established up for commercial use.<br />
Most dev ice w ill interact w ith motion gesture or v oice control .<br />
(For communication w ith peopl e, machines or computers).<br />
3D v irtual reality displays w ill be embedded ev erywhere.<br />
Paper and documents w ill then be rarel y used.<br />
Work on Nano-technology w ill be on the rise.<br />
2029 A.D.<br />
Computers computational ability w ill increase to a thousand brains.<br />
Debates about l egal rights of A.I & w hat constitutes being "human."<br />
Basic l ife needs are expected to be av ailable for the v ast majority .<br />
Impl ants w hich communicate w ith w orldwide computing netw ork s.<br />
Human empl oyment w ill diminish in production & transport fiel ds.<br />
Neural impl ants to enhance v isual and auditory perceptions.<br />
Machines w il l become consciously aw are.
9<br />
2030 A.D. to 2300 A.D.<br />
Synthesised food w ith desired nutritional composition and texture.<br />
Organic technol ogy w ith human intel l igence as l iv ing machines.<br />
Commercial orbital spacecraft and deep space mining begins.<br />
Hol ov ision becomes common al ong w ith artificial intel l igence.<br />
Cybernetic technology as brain impl ants w hich w il l al low the<br />
transmission of information from person to person seamlessly.<br />
Col onising other pl anets w ith interpl anetary space trav eling.<br />
Artificial grav ity is established for space and other pl anets.<br />
Sel f-replicating nanobots to perform preprogramed tasks .<br />
Nano and space based w arfare begins.<br />
2300 A.D. to 15,000 A.D.<br />
Entire sol ar system interconnected under separate organisations.<br />
Repl ication of matter and energy through quantum dynamics.<br />
Cyber organic tech w ith highl y efficient nanotech industries.<br />
Mass production using factories create d new occupations.<br />
Dev elopment of star-ships, jump gates and hyper driv es.<br />
Memory and information transfer becomes av ailable.<br />
Interactiv e hol o-env ironments become common.<br />
Anti-matter technology and w eaponization.<br />
Abil ity to harness the energy from a pl anet.
10<br />
15,000 A.D. to 300,000 A.D.<br />
Psychic abil ity to read the thoughts of others begins to dev elop.<br />
Adv ance Hyperspace trav el accomplished through hyperfl ux.<br />
Abil ity to transfer 'soul ' from one body to another dev elops.<br />
Empathic abil ity dev elops to read the emotions of others.<br />
Empathic abil ity dev elops to feel the emotions of others.<br />
Incl uding creation of artificial or bionic bodies.<br />
Empathic abil it ies become common.<br />
300,000 A.D. to 3 Million A.D.<br />
Subspace conduits constructed enable fast trav el across gal axy.<br />
Wormhol e communication dev elops and giv es the abil ity to be<br />
abl e to communicate instantly anywhere w ithin the univ erse.<br />
Society engages in psychic pursuits as primary occupation.<br />
Psychic abil ity gets common and Tel ekinetic abil ity begins<br />
to dev elop (the abil ity to mov e objects w ith one's mind ).<br />
Temporal research l eads to the abil ity to v iew the past.<br />
Singl e Trans -Galactic Consciousness dev elops.<br />
The manipul ation of stars becomes possible.
11<br />
3 Million A.D. to 300 Million A.D.<br />
Wormhol e transportation al lows instant trav el in the univ erse.<br />
Super beings begin to ev olve existing as pure energy.<br />
Manipul ation of the time stream becomes possible.<br />
Extradimensional communication is dev eloped.<br />
Cosmic Consciousness dev elops.<br />
Tel ekinetic Abil ity is common.<br />
300 Million A.D. to 3 Billion A.D.<br />
Super beings , al most div ine in intel l igence and pow er.<br />
Al l , in part or in w hol e, are extradimensional in nature.<br />
No barrier bars their passage in either space or time.
12<br />
Emergence of Technology<br />
M<br />
echanic arts , col l ectiv ely has the same famil iar sense as the<br />
w ord technology. [2]<br />
Innov ativ e methods that hav e been dev eloped ov er the centuries<br />
hav e opened up new technol ogies. Some of w hich are credited to<br />
theoretical researches w hil e others to commercial research and<br />
dev elopment. [3]<br />
Pri ma ri ly t h ese d evel opment s fa l l i n t o t wo ca t ego ri es :<br />
Ideological and Substantive.<br />
“Ideological dev elopments are those w hich create changes<br />
in the prev ailing conception of the mechanic arts themselves .”<br />
“Whereas, substantiv e dev elopments are those w hich change<br />
the material dev elopment of the machinery itsel f, and of<br />
the institutional setting from w hich it is emerged.”<br />
Most technologies dev eloped are generally new but may incl ude<br />
or be deriv ed from ol der technol ogies that w ere stil l controv ersial<br />
or rel ativ ely underdev eloped in their true potential.<br />
Technol ogy either grow s in an incremental manner or in a disruptiv e<br />
manner. Incremental manner is w hen the same technol ogy simply<br />
continues to improv e w ith more innov ativ e methodology. Disruptiv e<br />
manner is w hen technol ogy is repl aced by a better al ternativ e<br />
technol ogy making the former obsol ete.<br />
An example of the former is the gradual rol l-out of BD (Bl u-ray Disk)<br />
as a dev elopment intended to fol l ow on from the prev ious optical<br />
technol ogy DV D (Digital V ideo Disk). By contrast, as<br />
aforementioned, disruptiv e technol ogies are those w here a new<br />
method repl aces the prev ious technology, making it redundant, for<br />
example, the repl acement of CDs and DV Ds replaced by Fl ash USB<br />
(Univ ersal Serial Bus) driv es. [4]
13<br />
Context<br />
Briefly describe your chosen emerging technology.<br />
C h o sen emergi ng t ech n olo gical en vi ronments a r e:<br />
◘ Information Technology<br />
Introducing v irtual reality, augmented reality and artificial<br />
intel l igence.<br />
◘ Assistive Technology<br />
Introducing the use of hearing aids, innov ativ e eyewear<br />
and prosthetic dev ices for the disabl ed.<br />
◘ Transport Technology<br />
Introducing speed trains, more efficient aircraft s and<br />
motor v ehicles to trav el from one pl ace to another faster<br />
and easier.<br />
◘ Nano Technology<br />
Introducing nanorobotics , nanomedicine and nanofood.
14<br />
LO1: Understand<br />
<strong>Emerging</strong> <strong>Technologies</strong><br />
Examine any four emerging technology environments.<br />
I. Ident ify emerging t ec hnologies (any t wo or t hree) and c urrent development s<br />
wit hin eac h of t hese four c hosen environment s.<br />
Virtual Reality<br />
A real istic and immersiv e simul ation of a three-dimensional<br />
env ironment, created using interactiv e software and hardw are,<br />
and experienced or control led by mov ement of the body. [5]<br />
Oculus Rift is one of those v irtual reality headsets.<br />
Funded on Kickstarter, the dev ice<br />
w as first rel eased back in March.<br />
After v arious designs and models,<br />
an improv ed v ersion of Crescent<br />
Bay is the final consumer edition.<br />
The appl ication of such a dev ice<br />
can be in the fiel ds of gaming,<br />
social media and other industries<br />
or professions such as adv ertising<br />
or architecture and designs.<br />
Oculus R if t P rice : $ 599. Dev ice Dis play : 2160 x 1200 @ 90 Hz . [6]
15<br />
Augmented Reality<br />
A l iv e direct or indirect v iew of a physical, real -world env ironment<br />
w hose el ements are augmented (or supplemented) by computer<br />
generated sensory input such as sound, v ideo, graphics or GPS data.<br />
HoloLens is one such augmented real ity dev ices.<br />
Dev eloped by the Microsoft team,<br />
the dev ice had been in the making<br />
for al most fiv e years and final l y the<br />
dev elopment v ersion w as rel eased<br />
back in March this year.<br />
This is essentially a hol ographic<br />
computer buil t into an eyewear<br />
that l ets you see, hear, and<br />
interact w ith hol ograms w ithin any<br />
env ironment such as a l iv ing room<br />
or an office space . One can experience physical as w ell as v irtual<br />
and augmented real ities combined altogether in a mixed real ity.<br />
[7]<br />
H oloLens P rice: $ 3000. Dev ice Dis play: 16:9 2.3 MP.<br />
Future of Augmented Reality.<br />
Augmented Reality is the bridge between cyber and the real w orld.<br />
In near future, augment real ity w il l pl ay a v ital rol e in our dail y l iv es.<br />
With l imitl ess possibilities, it might as w ell become an essential. Our<br />
env ironment w ill become integrated w ith our v isual dev ices such as<br />
l ens or gl asses . Ev erything w e see coul d be enhanced for more<br />
precision and detail . The util isation of such technol ogy w il l be<br />
ev erywhere, l ike in military, education, science and ev eryday l ife.
16<br />
Artificial Intelligence<br />
Intelligence exhibited by machines w hil e perceiv ing the<br />
env ironment, in a fl exibl e and rational manner such as<br />
v isual perception, spee ch recognition & decision-making.<br />
Artificial intelligence today is<br />
properly know n as narrow AI (or<br />
w eak AI), in that it is designed to<br />
perform a narrow task (e.g. only<br />
facial recognition or onl y internet<br />
searches or onl y driv ing a car).<br />
How ev er, the l ong-term goal of<br />
many researchers is to create<br />
general AI (AGI or strong AI). Whil e<br />
narrow AI may outperform humans<br />
at w hatev er its specific task is, l ike<br />
pl aying chess or sol v ing equations,<br />
AGI w oul d outperform humans at<br />
nearl y ev ery cognitiv e task. [8]<br />
IBM Watson is one such narrow AI technol ogy pl atform, dev eloped<br />
in 2011. It uses natural l anguage processing and machine l earning<br />
to rev eal insights from l arge amounts of unstructured data . It is<br />
capable of answ ering questions posed in natural l anguage. It can<br />
retriev e information and prov ide answers w ith intel l igent reasoning.
17<br />
Hearing Aids<br />
Littl e gadgets w hich can be pl anted in ears, that amplify sound up to the<br />
desired l ev el. They are usual ly w orn by peopl e w ith hearing disabil ities .<br />
Hearing aids today are starting to fit in the technology category of<br />
adv anced el ectronic dev ices that are w orn, much l ike fashion<br />
accessories. Not just as medical dev ices to ampl ify sounds, but<br />
dev ices that can be paired w ith smart phones to stream calls<br />
directl y to the hearing aids. Adv ancements on the horizon incl ude<br />
sensors that can detect bl ood pressure, bl ood sugar l ev els, and<br />
sl eep apnoea. As el ectronics improv e greatly so do the possibil ities.<br />
[9]<br />
Types of Hearing Aids<br />
◘ CIC<br />
◘ ITC<br />
◘ ITE<br />
◘ BTE<br />
◘ RIC<br />
◘ Open Fit<br />
New Cochl ear Impl ant has been dev eloped by researchers<br />
at MIT’s Microsystems Technol ogy Laboratory (MTL), together w ith<br />
physicians from Harv ard Medical<br />
School and the Massachusetts Eye<br />
and Ear Infirmary (MEEI). This dev ice<br />
operates on l ow -power signalprocessing<br />
chip s that do not require<br />
any external dev ice.<br />
The chip uses the natural microphone<br />
of the middl e ear rather than a skull -<br />
mounted microphone. The implant<br />
w oul d be w irel essly recharged and
18<br />
w oul d run for about eight hours on each charge.<br />
Innovative Eye Wear<br />
Ingenious items or accessories w orn ov er the eyes, for expression or adornment,<br />
protection against the env ironment, or to improv e and enhance v isual cl arity.<br />
eSight Eyewear is one such innov ativ e, w earable, el ectronic<br />
assistiv e technol ogy designed specifically for peopl e w ith low<br />
v ision. It is a high-tech eyew ear dev ice that enhances w hatev er<br />
the user is l ooking at to maximize the effectiv eness of their<br />
remaining eyesight.<br />
eSight E y ew ear P rice: $ 15,000.<br />
Working of eSight Eyewear<br />
eSight eyew ear uses a high -resol ution camera to capture w hat the<br />
user is l ooking at, and projects real -time onto tw o LED screens right<br />
in front of their eyes. The dev ice has been show n to w ork for those<br />
from age 6 al l the w ay up to 96, and is custom izable, so the<br />
prescriptions can be buil t right into the se dev ices. [10]
19<br />
Prosthetic Devices<br />
An artificial dev ice that repl aces a missing body part,<br />
such as a tooth, facial bone, the pal ate, or a joint, w hich<br />
may be l ost through trauma, disease, or congenital conditions .<br />
Bebionic is the w orld’s most l ife l ike bionic<br />
hand. It is sl eek, el egant and cutting-edge<br />
in design and technol ogy. It pushes the<br />
boundaries of mul ti-articulating myoel ectric<br />
hands.<br />
As the w orld’s most l ifel ike, functional and<br />
easy to use myoel ectric hand commercially<br />
av ail able today, Bebionic is comfortable,<br />
precise & intuitiv e for patients, transforming<br />
their l iv es and abil ities around the w orld.<br />
From hel ping them perform simpl e tasks l ike<br />
tying shoel aces or ties to sw imming and rock<br />
cl imbing. It giv es them back the control of<br />
their l ife. [11]<br />
B ebionic P rice: $ 11,000.
20<br />
Speed Trains<br />
A series of connected rail way carriages or w agons capable of<br />
mov ing at high speeds by l ocomotiv e or pow erful integral motors.<br />
Worl d’s fastest commercial train today is in China.<br />
CRH380A, it is the newest<br />
generation of Chinese high<br />
speed train, capable of<br />
running up to 380 kil ometres<br />
per hour. It can be manually<br />
driv en or set to use the on -<br />
board computers to driv e<br />
the train from a standing<br />
start at your departure<br />
station to your destination w ith not much more effort than adjusting<br />
the cruise control to comply w ith the speed l imits. [12]<br />
Future of Trains<br />
Super Maglev trains are the immediate future.<br />
Short for magnetic l ev itation, they use magnets to l ift the carriages<br />
abov e the track. This el iminates the ne ed for w heels and therefore<br />
any incidence of friction, prov iding a faster and quieter serv ice.<br />
Accel eration and decel eration w ill far exceed that of conv entional<br />
trains. And magl ev al so w ill make for much smoother journeys.<br />
Right now , their speeds are<br />
reaching up to 600<br />
kil ometres per hour due to<br />
the encounter of excessiv e<br />
air resistance. But v acuum<br />
tube designs w il l al low them<br />
to trav el ov er sev en times<br />
faster in the future. [13]
21<br />
Air Crafts<br />
A fl ying machine that gains support from the air , countering the force<br />
of grav ity by using either static or dynamic l ift of an aerofoil ,<br />
or in a few cases the dow nward thrust from its engines. [14]<br />
Cessna Citation X is currentl y the w orl d’s fastest s ubsonic air craft.<br />
It is a business jet aircraft, buil t by Cessna Aircraft Company in USA.<br />
It has a cruising speed of 604 mil es / 972 kil ometres per hour.<br />
Ces s na Citation X P rice: $ 23.365 mil l ion.<br />
Supersonic Boom is next.<br />
Future of Air Crafts<br />
Boom planes will travel 2.6 times faster than any other aircraft, up to speeds of<br />
1,451 miles or 2,335 kilometres per hour. Each vessel will have 40 seats in two<br />
rows on either side of the aisle, and will allow passengers travel from London to<br />
New York in under three and a half hours. The test flights are expected next<br />
year in 2017 with the ticket prices to be around $5,000 (approximately £4,100).
22<br />
Motor Vehicles<br />
Sel f-propelled l and machine s on w heels that are usually<br />
propelled by internal combustion engines or el ectric motors.<br />
Tesla Model S is the l atest dev elopment in the automobile industry.<br />
It is a ful l -sized pl ug-in el ectric<br />
l uxury sedan, pioneered by Tesla<br />
Motors, Inc w hich is an American<br />
automotiv e and energy storage<br />
company founded by El on Musk,<br />
that designs, manufactures, and<br />
sel ls l uxury el ectric cars, el ectric<br />
v ehicle pow ertrain components<br />
& battery products. [15]<br />
B as e Model S P rice: $ 71,000.<br />
Future of Automobiles<br />
Today's "cutting edge" is tomorrow's "commonplace." Combustion<br />
engines, in the near future, may not onl y become redundant but<br />
possibl y get banned. Repl aced by zero-emission v ehicles.<br />
Meanw hil e, they’v e created AeroMobil. A beautiful roadable<br />
aircraft w hich can transform from an automobil e to an aeroplane.<br />
Dev eloped by AeroMobil s.r.o. in Sl ov akia, it is expected to l aunch<br />
commercially in 2017 and is expected to cost somewhere between<br />
a super car and a small pl ane. [16]
23<br />
Nanorobotics<br />
The engineering discipl ine of designing and buil ding nanorobots<br />
or machines cl ose to the scal e of a nanometre (10 - 9 Metre),<br />
smal ler than the w av elength of the v isible l ight .<br />
NanoMotor is the w orld’s smal lest, fastest and l ongest -running tiny<br />
synthetic motor to date. Dev eloped by researchers at the Cockrell<br />
School of Engineering at The Univ ersity of Texas at Austin , this<br />
rel iable, ul tra -high-speed nanomotor can conv ert el ectrical en ergy<br />
into mechanical motion on a scal e 500 times smal ler than a grain<br />
of sal t. With al l its dimensions under 1 micrometre in size, the<br />
nanomotor coul d fit inside a human cel l and is capable of rotating<br />
for 15 continuous hours at a speed of 18,000 RPMs, the speed of a<br />
motor in a jet airpl ane engine , in a nonbiol ogical setting. Therefore,<br />
it has become successful in its design and assembly.<br />
Looking forw ard in future, nanomotors coul d adv ance the fiel d of<br />
nanoel ectromechanical systems (NEMS), an area focused on<br />
dev eloping miniature machines that are more energy efficient and<br />
l ess expensiv e to produce. [17]<br />
Future of Nanorobotics<br />
With the modern scientific capabilities, it has<br />
become possible to attempt the creation of<br />
nanorobotic dev ices and interface them w ith<br />
the macro w orld for control . There are countless<br />
such machines that exist in nature and there is<br />
an opportunity to buil d mo re of them by<br />
mimicking nature. But m anipul ating matter at<br />
mol ecular scal e and infl uencing its behav iour<br />
(dynamics and properties) is a big chal lenge for the nanorobotics.<br />
This fiel d is in v ery early stages of dev elopment and stil l a l ot has to<br />
be figured out before any substantial outcome is produced. [18]
24<br />
Nanomedicine<br />
A branch of medicine that applies the know l edge and tool s of nanotechnology<br />
inv olv ing the use of nanoscale materials, such as biocompatible nanoparticles<br />
and nanorobots for the prev ention and treatment of diseases. [19]<br />
Nano-Sight w il l enable us to improv e v irus detection. It will<br />
constantly be racing against the diseases it aims to diagnose, and<br />
w hen surv iv al depends on earl y interv ention, l osing this race can<br />
be fatal. Whil e detecting cancer, biomarkers are the key to early<br />
diagnosis, but the number of biomarkers that rev eal the presence<br />
of cancerous cells are l ow. To ov ercome this challenge, researchers<br />
are dev eloping functional nanomaterials for more sensitiv e<br />
detection of intracellular metabolites, tumour cel l –membrane<br />
proteins, and cancer cel ls that are circul ating in the bl oodstream.<br />
Nano-Fighters can, in addition to serv ing as mere drug carriers that<br />
del iv er the chemical payl oad to target cel ls, themselves function<br />
as therapeutics based on their nanomaterial compositions . [20]<br />
Future of Nanomedicine<br />
Nanomedicine w il l be used in many<br />
forms such as medical diagnostics, l ife<br />
aging extensions, engineering organs<br />
dow n to the cel lular or sub-cellular<br />
l ev els and in adv anced pharmacology.<br />
[21]<br />
New subfiel ds hav e adv anced by recent dev elopments in<br />
nanomedicine, incl uding tissue engineering and regenerativ e<br />
medicine, medical dev ices, and v accines. Caution must be taken<br />
until these different technol ogies prov e to be safe , but<br />
nanomedicine is now poise d to make a tremendous impact on<br />
heal th care and the practice of cl inical medicine.
25<br />
Nanofood<br />
Any food substance created by the empl oyment of<br />
nanotechnological techniques in any part of the food chain<br />
i.e. cul tiv ation, production, processing or packaging .<br />
[22]<br />
Food processing w ith nanotechnology is al ready making an impact<br />
w ith nanoparticles and nanocapsules b eing added to v arious<br />
foodstuff to increase their shel f l ife, al ter properties, enhance<br />
nutritional v alue and change taste.<br />
Food packaging w ith the use of nanotechnology is al so a<br />
commonplace real ity and can be separated into tw o types: activ e<br />
packaging and smart packaging. Activ e packaging incl udes<br />
materials that constant ly prov ide a certain feature l ike stopping<br />
oxygen from spoil ing food. Smart packaging reacts to changes in<br />
the env ironment such as to indicate the presence of a pathogen. [ 2 3 ]<br />
Incorporation of bioactiv e compounds such as v itam ins, probiotics,<br />
bioactiv e peptides, and antioxidants into Nutrient Del iv ery System<br />
(NDS) for 'nanofood' prov ides simpl e w ay to dev elop nov el<br />
functional foods that may hav e physiol ogical benefits or reduce<br />
risks of diseases.<br />
Future of Nanofood<br />
Tomorrow , food w ill be designed by shaping<br />
atoms and mol ecules. Nanoscale biotech<br />
and bioinformatics w il l hav e a big impact<br />
on food and food processing industries.<br />
Crop DNS decoding and anal ysing will<br />
enabl e the industries to predict, control<br />
and Improv e agricul tur al production,<br />
design food w ith much more capability,<br />
precision, l ow er costs and sustainabil ity.
26<br />
I I.<br />
4 new t ec hnologic al advanc ement s and t heir fields<br />
t hat will be implement ed in t he near fut ure. [ 2 5 ]<br />
( MO LE CU LA R BI O TE CHNO LOGI ES )<br />
In Vitro meat is meat that is grow n in a l ab. Since meat is composed<br />
of atoms, it is possible to restructure other atoms in the exact same<br />
fashion but by different means , thus it w oul d stil l exactly be meat.<br />
It may not be possibl e to distinguish<br />
betw een In V itro and actual meat ev en<br />
by taste, texture or anything el se; states<br />
professor of Mol ecul ar Biol ogy at<br />
Stanford Univ ersity Pat Brow n.<br />
Env ironmentally, it w il l require l esser<br />
resources to grow . But, economically,<br />
high production costs are the biggest<br />
barriers between consumer and in v itro meat products today.<br />
The adv ancements in this fiel d in future w il l driv e the prices dow n.<br />
Companies l ike New Harvest and Modern Meadow are w orking<br />
strong to make I n V itro meat a real ity for tomorrow .<br />
E t hic al sense<br />
In v itro me at w ill ne v e r be alive, so it w ill ne v e r die.<br />
( RO BO T I CS )<br />
These power-armours or exo-suits are w earable mobile<br />
machines that w il l be pow ered by el ectric motors, pneumatics,<br />
l ev ers, hydraulics, and a combination of technol ogies that will<br />
al l ow for l imbs mov ement, increased strength, and endurance.<br />
Pow ered exoskeletons of a l arger, stronger kind hav e many<br />
more uses. Emergency responders can use exoskeletons to<br />
increase their strength . The US is fund ing many exoskeleton<br />
v entures meant to support sol diers to w al k further and l ift more.<br />
This rev olutionary product w il l hav e an immediate, l ife -<br />
changing impact on indiv iduals w ith spinal cord injuries . It will<br />
enabl e the paraplegics and tetraplegics to stand and walk<br />
around, al lowing for more exercise, heal thier l ifestyle, and the<br />
abil ity to see eye -to-eye w ith their peers.<br />
E t hic al sense W e aponizat ion or me dic al and eme rge nc y support .
27<br />
( N E U R OS CI ENCE )<br />
Brain-controlled computers, in combination w ith some other<br />
technol ogies, coul d bring a rev olution in human computer<br />
interaction. Like, a computer controlled by the mind coul d ev en<br />
al l ow those w ithout arms or l egs to control machines, prosthetics,<br />
exoskeletons, or other dev ices. The appl ications of brain controlled<br />
computers are al most ev erywhere, l ike in v ideo games, tel ev ision,<br />
mov ies, communication dev ices, and ev en in transport.<br />
The goal is remov e as many barriers betw een us<br />
and data, as possible. So, that the interaction<br />
becomes natural. And this w ay w e can l iterally<br />
do anything w e put our minds to.<br />
Today, science has discov ered a method for<br />
creating a translational al gorithm with w hich we<br />
can control cursor on the screen w ith our mind.<br />
E t hic al sense C re at ivity and e x pre ssion at its be st .<br />
( GE N E T I C E N G I NEERI NG )<br />
Genome editing seeks to fix defectiv e genes w ith engineered<br />
nucl euses cal l ed GEENS by inserting, del eting or repl acing DNA in<br />
an organism’s gnome.<br />
The abil ity to edit or repl ace specific genes rel ies on modified<br />
v iruses l ike the adeno -associated v irus (AAV ), w hich<br />
can get into a person’s body and repl ace the faulty<br />
genes w ith good ones. Another method is to remov e<br />
some cel l s, treat them w ith a modified v irus, and then<br />
reinsert the cel l s back into a patient’s body.<br />
Many biotech companies hav e successfully gathered<br />
funds for research on this possible treatment, incl uding<br />
Bluebird Bio , and Juno Therapeutics , w hich hav e<br />
successfully raised $116 mil l ion IPO and $120 mil l ion in<br />
v enture capital respectiv ely.<br />
E t hical s e nse Possibility of ge t t ing phy sic ally and me nt ally hac k e d .
28<br />
I II.<br />
Provide an assessment of t he dependenc y of<br />
suc h environment s on fut ure enhanc ement s.<br />
Env ironment dependency assessment is about assessing the l ev el<br />
of importance that a giv en technol ogy may hol d to upl ift the<br />
barriers and to prov ide a pathway for future adv ancements .<br />
The future enhancements that this technol ogy may bring w ould<br />
rev olutionise our l iv es . Such as w ith m uscl e fibre regeneration. Real<br />
artificial l y created l imbs instead of bionics. Mul ti-fl av ours of meat.<br />
This w il l create a hav oc as w hen combined w ith A.I, computers w ill<br />
start to w alk, hav ing human l ike structure. It w il l also l ift the barriers<br />
of mov ement for peopl e w ho cannot w alk. Intelligent machine<br />
transport may take origin.<br />
With the possibil ity of interpreting thoughts into digital form, new<br />
designs w il l emerge. Future w il l become more predictable w ith<br />
v irtually experiencing real l ife scenarios. Physical disabil ities w il l not<br />
be a barrier in the cyber w orld.<br />
With such pow ers to manipul ate, custom designed organic<br />
structures coul d be dev eloped. Real monsters coul d be created.<br />
Humans and animals could genetically be combined to bring Greek<br />
mythol ogical creatures, such as Centaurs and Minotaurs to l ife.<br />
Genetic disabil ities from inheritance,<br />
such as cancer or tumour cel ls could<br />
be remov ed, to create the perfect<br />
human beings w ith enhanced sensory<br />
abil ities. Ev en w ith greater sixth senses.
LO2: Understand the impact of<br />
emerging technologies on society<br />
Perform an analysis of your selected emerging technology<br />
and its social implications. You can use any model/tool<br />
to guide your analysis such as SWOT analysis, etc.<br />
SELECT ED E M E R GIN G TE CHNOLO GY : “NANOTECHNOLOGY”<br />
The understanding and control of matter at dimensions<br />
betw een approximately 1 and 100 nanometers, w here<br />
unique phenomenon enable nov el applications.<br />
“<br />
For<br />
MOD EL F O R G UIDANCE : “SWOT A NA LYSIS” ( A lt er nativ el y S W O T M atri x)<br />
the purposes of this anal ysis , SWOT method has been adapted.<br />
This anal ysis prov ides identification for the internal and external<br />
factors, fav ourable or unfav ourable, to achiev e the objectiv es.<br />
SWOT stands for Strengths, Weaknesses, Opportunities, Threats .<br />
The next step is hav ing a Nano-Sustainability Check . It prov ides an<br />
integrated approach rel ativ e to sust ainability aspects of<br />
nanotechnological applications. The approach chosen al l ows the<br />
Nano-Sustainabil ity check to serv e as a strategic radar system for<br />
the opportunities and threats, in order to be abl e to anticipate<br />
beneficial effects for the env ironment and to identify new markets<br />
on one side, and to striv e to av oid bad inv estments and dangers<br />
to society on the other side.<br />
” 29
30<br />
SWOT ANA LY SI S : “NANOT E C HNO LO G Y”<br />
- ST RENGT HS -<br />
◘ Funding is av ailable.<br />
◘ High societal benefits.<br />
◘ Basic research is strong.<br />
◘ Good general infrastructure.<br />
◘ High potential for empl oyment.<br />
◘ Ampl e room for new inv entions.<br />
◘ Gov ernment and pol itical support.<br />
◘ Many different fiel ds to inv estigate.<br />
◘ Skil l ed w orkforce to deal w ith compl exity.<br />
- W EAKNESSES -<br />
◘ V isibil ity.<br />
◘ Bureaucratic obstacles.<br />
◘ Insufficient prov isions of risk capital .<br />
◘ Lack of nano-v ision (Future horizon.)<br />
◘ Technol ogical economy not adv anced.<br />
◘ Lack of nanotech knowledge and know how.<br />
◘ Great time and inv estments required for R&D.<br />
◘ Continued uncertainty about economic cl imate.<br />
◘ Risk discussion as a priority instead of risk benefits.<br />
◘ Primary cl ients are dev eloped countries & gl obal industry sectors.
31<br />
- OPPORT U NIT IES -<br />
◘ High demand.<br />
◘ Resources av ail able.<br />
◘ Gov ernment support.<br />
◘ Increase in empl oyment.<br />
◘ International col laboration.<br />
◘ Natural resources av ail able.<br />
◘ Good cl imate for innov ation.<br />
◘ Industrial needs meet appl ication.<br />
◘ Depl oyment of compl ex societal sol utions.<br />
- T HREAT S -<br />
◘ Lack of funds.<br />
◘ Risk Perception.<br />
◘ Technol ogy monopoly.<br />
◘ No current regul ations.<br />
◘ Heal th and safety issues.<br />
◘ Funding stabil ity unknown.<br />
◘ Waste & recycle management.<br />
◘ Establish critical mass for depl oyment.<br />
◘ Lack of support from the priv ate sector.<br />
◘ Safe, responsible handl ing of nanotechnology.<br />
◘ Future products coul d be impacted by regul ations.
32<br />
- Conclusion -<br />
Deep researches are being carried out for each major sector in<br />
nanotechnology. The medical sector is at the forefront. Most new ideas are<br />
conv erging to the heal th sector. Therefore, the biggest impact in the future of<br />
nanotechnology w ill be in bio -engineering. How ev er, before commercialisation<br />
of any product that has been made out of nanotechnology, it w il l need to hav e<br />
gone through different regul ations. Therefore, a regul atory body w il l need to<br />
be set up or established in order to ov ersee the gl obal opera tions that are<br />
taking pl ace at nanoscale.<br />
In the future, nanoscience w il l prosper as the dev elopment of new knowledge<br />
and technol ogies goes hand in hand w ith social progress. Some probl ems will<br />
be eradicated in time if this technol ogy is spread on a gl oba l scal e and not just<br />
to those that can afford it. Whereas there al so comes the potential danger that<br />
new probl ems may arise due to these nano adv ancements. Which coul d lead<br />
to a w hol e new range of diseases and v accinations. In such case, onl y w ith<br />
time w il l it be seen if there are answ ers to such probl ems. [26]<br />
“<br />
NanoMeter<br />
F UT URE T O O LS F O R A N A LY SI S : “NANOM E T ER” ( The S e l f-Ev aluating To o l)<br />
is an internet-based screening tool for assessment of<br />
appl ications inv olv ing nanomaterials, w hich are currentl y under<br />
dev elopment. The purpose of NanoMeter is to highl ight relev ant<br />
aspects in order to enhance publ ic acceptance and support<br />
market success of nano appl ications under dev elopment . By<br />
means of NanoMeter, the assessment of future nano appl ications<br />
is queried in six different aspects:<br />
◘ Env ironment, heal th and safety (EHS).<br />
◘ Resource and energy requirements.<br />
◘ User benefits.<br />
◘ Benefits and risks for society.<br />
◘ Product responsibil ity.<br />
◘ Commitment to stakeholder dial ogues.<br />
”
33<br />
Soc iet al impac t of n a n otechnology.<br />
The key indicator Societal impact anal yses w hether the product under rev iew<br />
has a significant impact on a social l y rel ev ant area. Th is observ ation primaril y<br />
focuses on those aspects that can be attributed to the use of nanomaterials<br />
and nanotechnologies as an “enabling technol ogy”.<br />
Beyond the toxicity risks to human heal th and the env ironment<br />
w hich are associated w ith first -generation nanomaterials,<br />
nanotechnology has broader societal impact and poses broader<br />
social chal lenges. Strong research and decision-making shoul d be<br />
conducted in order to ensure technol ogy dev elopment meets<br />
social objectiv e s. Al so, it is suggested by the organizations in civ il<br />
society that technol ogy assessment and gov ernance shoul d also<br />
inv olve public participation .<br />
Nanotechnologies may prov ide new sol utions for the mil l ions of<br />
peopl e in dev eloping countries w ho l ack access to basic serv ices,<br />
such as safe w ater, rel iable energy, heal th care, and education.<br />
Some of the adv antages of nanotechnology incl ude production<br />
using l ittl e l abour, l and, or maintenance, high productiv ity, low<br />
cost, and modest requirements for materials and energy. However,<br />
concerns are frequently raised that the cl aimed benefits of<br />
nanotechnology w il l not be ev enly distributed, and that any<br />
benefits (incl uding technical and/or economic) associated w ith<br />
nanotechnology w ill onl y reach affl uent nations.<br />
Longer-term concerns centre on the impact that new technologies<br />
w il l hav e for society at l arge, as common man w il l become more<br />
and more dependent on them and w hether these coul d possibly<br />
l ead to either a post-scarcity economy, or al ternativ ely w orsen the<br />
w ealth gap betw een dev eloped and dev eloping nations.<br />
The effects of nanotechnology on the society as a w hol e, on human<br />
heal th and the env ironment, on trade, on security, on food systems<br />
and ev en on the definition of " human being", hav e not yet been<br />
characterized or p ol iticised.
34<br />
LO3: Conduct research<br />
into emerging technologies<br />
Choose an <strong>Emerging</strong> Technology within the domain of<br />
Information Technology and do the following:<br />
I. C onduc t researc h using eit her primary (if possible) or sec ondary<br />
sourc es of dat a on t he c hallenging aspec t of t he c hosen T ec hnology.<br />
SELECT ED E M E R GIN G TE CHNOLO GY : “VIRT UAL RE A LIT Y”<br />
Th e b i g ch a l l enges i n t h e fi el d o f vi rt u al rea l it y a re: [24]<br />
◘ To dev elop better tracking systems .<br />
◘ Lack of companies dev eloping tracking systems.<br />
◘ Lack of excl usiv e dev elopment in V R interaction.<br />
◘ To decrease the time it takes to buil d v irtual spaces.<br />
(As It takes about a year to recreate a room v irtually.)<br />
◘ To dev elop haptic feedback w ith v irtual interactions.<br />
◘ Displ ay l imitations w ith binocul ar effect and v isible pixels.<br />
(By dev eloping better l enses and displ ay abov e UHD.)<br />
◘ Improv e v isual hardware l imitations such as 90° fiel d of v ision.<br />
(Whereas in real ity, our eyes capture about 280 °.)<br />
◘ To find more natural w ays to intera ct w ithin v irtual env ironments.
35<br />
I I.<br />
Analyse dat a and present t he researc h findings in t he form of a researc h report /paper.<br />
BRIEF INTRODUCTION OF VIRTUAL REALITY AND ITS CHALLENGES.<br />
Abstract — V irtual reality (V R) is a technology<br />
w hich al l ows users to interact w ith computersimul<br />
ated env ironments, may they be real or<br />
imaginary. In it w e can dev elop our own<br />
w orlds from creating v ideo game s to hav ing<br />
w ander v irtually around the univ erse. This<br />
report contains the basic principl es and open<br />
probl ems of V R. With a short historical<br />
ov erv iew, basic terminol ogies, cl asses of VR<br />
systems and the chal lenges of V irtual Reality.<br />
Introduction — Today, it has<br />
become common for us to be able<br />
to interact w ith computers. They<br />
al l ow us to experience things that<br />
are not accessible in real l ife or yet<br />
created. Moreov er, the w orl d of<br />
graphics ha s neither borders nor<br />
constraints and can be created<br />
and manipul ated how ev er we<br />
desire or imagine. So, w e step into<br />
its w orld to interact w ith it instead<br />
of just w atching. Soon it becomes<br />
ov erwhelmingly popul ar and<br />
fashionable.<br />
V irtual real ity is considered to hav e<br />
begun in the 1950’s but it came to the<br />
publ ic’s attention in the l ate 1980’s and<br />
1990’s. This can be attributed to<br />
pioneering computer scientist Jaron<br />
Lanier w ho introduced the term back in<br />
1987. Most VR env ironments are<br />
primaril y v isual experiences, displayed<br />
either on digital fl at screens or<br />
stereoscopic displays. V irtual reality also<br />
incl udes auditory stimul ation through<br />
speakers or headphones. Users can<br />
interact w ith the v irtual env ironments<br />
through different peripheral dev ices.<br />
Evolution — The v ery first idea w as presented by Ivan Sutherland in<br />
1965: “Make t hat (virt ual) world in t he window look real, sound<br />
real, f eel real, and respond realistically t o t he viewer’s act ions” . It<br />
has been a l ong time since then; a l ot of research has been done.
36<br />
Highlights of Research in Virtual Reality.<br />
◘<br />
Sensorama – 1957 A.D.<br />
Morton Heil ig created a mul ti-sensory simul ator.<br />
It w as a pre-recorded fil m in col our w ith stereo<br />
w hich w as augmented by binaural sound, scent,<br />
w ind and v ibratory experiences. This w as one of<br />
the v ery first approaches to create a v irtual<br />
real ity system and it had al l the features of such<br />
an env ironment, but it w as not interactiv e in any<br />
w ay.<br />
◘<br />
The Ultimate Display – 1965 A.D.<br />
Iv an Sutherl and proposed the ul timate sol ution<br />
of v irtual real ity: an artificial w orld construction<br />
concept that incl uded interactiv e graphics,<br />
force feedback, sound, smel l and taste.<br />
◘<br />
The Sword of Damocles<br />
The first v irtual real ity sys tem real ized in<br />
hardw are. Iv an Sutherland construct ed a dev ice<br />
considered as the first Head Mounted Display<br />
(HMD), w ith appropriate head tracking. It<br />
supported a stereo v iew that updated correctly<br />
according to user’s head position & orientation.
37<br />
◘<br />
GROPE – 1971 A.D.<br />
The first prototype of a forced<br />
feedback system real ized at the<br />
Univ ersity of North Carol ina (UNC).<br />
◘<br />
VIDEOPLACE – 1975 A.D.<br />
V IDEOPLACE, created by Myron Krueger,<br />
w as a program that had control ov er the<br />
rel ationship betw een the participant's<br />
image and the objects in the graphic<br />
scene. It w as conceptual env ironment,<br />
w ith no existence.<br />
◘<br />
BOOM – 1989 A.D.<br />
Commercialized by the Fake Space<br />
Labs, BOOM w as a small box containing<br />
tw o CRT monitors that coul d be v iewed<br />
through the eye hol es. The users could<br />
grab the box, keep it by their eyes and<br />
mov e through the v irtual w orld, as the<br />
mechanical arm measured the p osition<br />
& orientation of the box.<br />
◘<br />
VCASS – 1982 A.D.<br />
Thomas Furness at US Air Force’s Armstrong Medical<br />
Research Laboratories dev eloped an adv anced<br />
fl ight simul ator. The fighter pil ot w ore an HMD that<br />
augmented outside v iew by graphics describing<br />
target or optimal fl ight path information.<br />
◘<br />
VIVED – 1984 A.D.<br />
V irtual V isual Env ironment Display,<br />
constructed at the NASA Ames w ith offthe-shelf<br />
technol ogy, a stereoscopic<br />
monochrome HMD.<br />
◘<br />
VPL – 1985 & 1988 A.D.<br />
This company manufactured the<br />
DataGlov e and the Eyephone<br />
HMD, w hich w ere one of the first<br />
commercially av ailable V irtual<br />
Real ity dev ices.<br />
◘<br />
UNC – 1987 A.D.<br />
At the Univ ersity of North Carol ina an<br />
architectural w alkthrough application<br />
w as dev eloped. Sev eral V R dev ices<br />
w ere constructed to improv e the qual ity<br />
of this system l ike: HMDs, optical trackers<br />
and the Pixel -Plane graphics engine.<br />
◘<br />
Virtual Wind Tunnel – 1990 A.D.<br />
Dev eloped at the NASA Ames<br />
appl ication that al l owed the<br />
observ ation and inv estigation<br />
of fl ow -fields w ith the hel p of<br />
BOOM and DataGl ove.<br />
◘<br />
CAVE – 1992 A.D.<br />
A v irtual real ity and scientific<br />
v isualization system w hich instead<br />
of using an HMD, projected<br />
stereoscopic images on w alls of the<br />
room w hil e users w ore LCD shutter<br />
gl asses. This approach improv ed<br />
qual ity and resol ution of v iewed<br />
images, w ith w ider fiel d o f v iew in<br />
comparison to HMD based systems.
Terminologies Used in Virtual Reality.<br />
Virt ual R e ality (VR ) and Virt ual E nv ironme nt s (VE) are used in digital<br />
communities interchangeably. These terms are same as Synthetic<br />
Experience, V irtual Worl ds, Artificia l Worl ds or Artificial Real ity.<br />
There may be sl ight v ariations but they al l essentially mean an<br />
interactiv e and immersiv e (w ith the feel ing of presence)<br />
experience in a simul ated (autonomous) w orld.<br />
T e lepre senc e is the tel eoperation systems for remote manipul ation of<br />
physical objects. It is a specific kind of v irtual reality that simulates<br />
a real but remote (in terms of distance or scal e) env ironment.<br />
C y be rspac e is consensual hallucination w ith graphical representation<br />
of data abstracted from the banks of ev ery computer on the w eb.<br />
T e lex istence enables a human being to hav e a real -time sensation<br />
of being at a pl ace other than w here he or she actually exists, and<br />
being abl e to interact w ith the remote env ironment, w hich may be<br />
real , v irtual, or a combination of both.<br />
HC I (Human- C omput e r Int e rac t ion) refers to the study and process by<br />
w hich humans interact w ith computers. V ery basic HCI is something<br />
as simpl e as a keyboard and mouse w hil e adv anced HCI coul d be<br />
thought-controlled interactions be tween a person and a computer.<br />
Hapt ic s refers to the capabil ity to sense a natural or synthetic<br />
mechanical env ironment through touch. Haptics al so incl udes<br />
kinaesthesia , the abil ity to perceiv e one’s body position, mov ement<br />
and w eight.<br />
Hapt ic s t e c hnologies prov ide force feedback to users about the<br />
physical properties and mov ements of v irtual objects represented<br />
by a computer. Haptics incorporates both touch (tactil e) and<br />
motion (kinaesthetic) el ements.<br />
38
Characteristics of Virtual Reality.<br />
T he unique c harac t e ristic s of imme rsive VR c an be summarize d as follow ing:<br />
◘ The v irtual w orld is presented in full<br />
scal e and rel ates properl y to the<br />
human size.<br />
◘ Netw orked applications al low for<br />
shared v irtual env ironments.<br />
◘ Head-referenced v iewing prov ides a<br />
natural interface for the nav igation<br />
in three-dimensional space and<br />
al l ows for l ook around, w alk -around,<br />
and fl y-through capabil ities in v irtual<br />
env ironments.<br />
◘ Stereoscopic v iewing enhances the<br />
perception of depth and the sense<br />
of space.<br />
◘ The conv incing il l usion of being fully<br />
immersed in an artificial w orl d can<br />
be enhanced by auditory, haptic,<br />
and other nonv isual technol ogies.<br />
◘ Real istic interactions w ith v irtual<br />
objects v ia data gl ov e and similar<br />
dev ices al l ow for manipul ation,<br />
operation, and control of v irtual<br />
w orlds.<br />
Levels of Immersion in VR.<br />
Immersion means the extent to w hich high fidel ity physical inputs (e.g. l ight<br />
patterns, sound w av es) are prov ided to the different sensory modalities<br />
(v ision, audition, touch) in order to create strong il l usions of real ity in each.<br />
In a v irtual env ironment, the computer generates sensory<br />
impressions that are del iv ered to the human senses. The type and<br />
qual ity of these impressions determine t he l ev el of immersion and<br />
the feel ing of presence in V R. Ideally information shoul d be<br />
presented to al l of the user’s senses. Moreov er, the env ironment<br />
itsel f shoul d react real istically to the user’s actions. The actual,<br />
how ev er, is v ery different from this ideal case. Therefore, w e can<br />
group V R systems accordingl y to the ir l ev el of immersion into three<br />
categories.<br />
◘ Non-Immersive (Desktop VR) systems<br />
◘ Semi-Immersive (Fish Tank VR) systems<br />
◘ Fully-Immersive (Next Gen VR) systems.<br />
39
40<br />
Types of Immersion in VR .<br />
Imme rsion c an be separat e d int o follow ing main c at e gories:<br />
Tactical I mmersion – Tact ical immersion is experienced<br />
when perf orming t actile operations t hat involve skill.<br />
Shoot er games give such immersion .<br />
S trategic I mmersion – St rategic immersion is more<br />
cerebral, and is associated wit h ment al challenge.<br />
Chess players experience st rategic immersion when<br />
choosing a solut ion among a broad array of<br />
possibilities.<br />
N arrativ e I mmersion – Narrative immersion occurs when<br />
players become invest ed in a st ory, and i s similar t o<br />
what is experienced while reading a book or<br />
wat ching a movie.<br />
S patial I mmersion – Spat ial immersion occurs when a<br />
player f eels t he simulat ed world perceptually<br />
convincing. The player f eels his presence in t hat<br />
simulat ed world . It looks and f eels real.<br />
P s y chological I mmersion – Psychological immersion<br />
occurs when a player conf uses t he game wit h real<br />
lif e.<br />
S ens ory I mmersion – The player experiences a unit y of<br />
t ime and space as t he player f uses wit h t he image<br />
medium, which af f ects impression and awareness.
41<br />
Uses of Virtual Reality.<br />
B e low are the tw o main uses of Virt ual R e ality.<br />
◘ Ergonomics (Work Efficiency).<br />
When designing a l a rge mechanical dev ice such as a car, v isibility<br />
and ergonomics are v ery important . Many companies spend a<br />
l arge amount of money making their products interface better w ith<br />
the operators. The cost of buil ding prototypes is v ery expensiv e,<br />
upw ards of a few mil l ion dol l ars for one machine. By using v irtual<br />
real ity, the company coul d check out the v iability and ergonomics<br />
of their machine quickl y and make changes to it w ithout ev er<br />
spending money on buil ding hardw are.<br />
EDS J ack i s a n ex a mp l e o f a co mmerci a lly a va i l ab le vi rt u al reality<br />
so ft wa re p a ckage. It i s ma i n ly u sed fo r vi sib ilit y a n d ergo nomics study.<br />
◘ Simulators.<br />
Another area that V irtual Real ity is heav ily used in is driv ing or fl ying<br />
simul ations. These prov ide the users a chance to gain expertise<br />
operating a v ehicle w ithout the real -world consequences of<br />
making a mistake. Fl ight simul ators are the most common t ype of<br />
machine simul ation. Some other examples w ould be the US Army’s<br />
use of simul ators to train tank sol ders w ith v irtual tank w ars. NASA<br />
al so trains its astronauts on how to l and the space shuttle w ith a<br />
v irtual real ity simul ator.<br />
MP I Vega P rime i s a n examp le o f a so ft wa re p a ckage t h at su ppo rts any<br />
t yp e o f d ri vi ng si mu l at ion. Th e u ser b u i l ds t h e vi rt u al en vi ronment<br />
wi t h i n t he so ft ware p ackage. It b iggest a dva ntage i s i ts realisti c physics<br />
en gi n e wh i ch su p ports co l l isi on d et ecti on.
42<br />
Advantages.<br />
V irtual real ity has been extensiv ely used to treat phobias (such as<br />
a fear of heights, fl ying and spiders) and PSTDs (post-traumatic<br />
stress disorders). This type of therapy has been show n to be<br />
effectiv e in the academic setting, and sev eral commercial enti ties<br />
now offer it to patients. It w as found that the computer-based<br />
simul ations afforded a number of adv antages ov er the l iv e training.<br />
Their objectiv e w as to increase exposure to l ife -l ike emergency<br />
situations to improv e decision -making and performance and<br />
reduce psychological distress in a real heal th emergency.<br />
Disadvantages.<br />
Some psychologists are concerned that immersion in v irtual<br />
env ironments coul d psychologically affect a user. They suggest<br />
that V E systems that pl ace a user in v iol ent situations, p articularly<br />
as the perpetuator of v iol ence, coul d resul t in the user becoming<br />
desensitized. In effect, there’s a fear that V E entertainment systems<br />
coul d breed a generation of sociopaths. Engaging v irtual<br />
env ironments coul d potentially be more addictiv e.<br />
Another emerging concern inv olves criminal acts. In the v irtual<br />
w orld, defining acts such as murder or sex crimes has been<br />
probl ematic. At w hat point, can authorities charge a person w ith a<br />
real crime for actions w ithin a v irtual env ironment? Studies indic ate<br />
that people can hav e real physical and emotional reactions to<br />
stimul i w ithin a v irtual env ironment, and so it’s quite possible that a<br />
v ictim of a v irtual attack coul d feel real emotional trauma.<br />
Challenges.<br />
The big chal lenges are dev eloping better tracking systems, finding<br />
more natural w ays to al low users to interact w ithin v irtual<br />
env ironment s and decreasing the time it takes to buil d v irtual<br />
spaces. Whil e there are a few tracking system companies that hav e<br />
been around since the earl iest days of v irtual reality. Likew ise, there<br />
aren’t many companies that are w orking on input dev ices<br />
specifical ly for V R applications. Most V R dev elopers hav e to rel y on<br />
and adapt technol ogy original l y meant for another discipl in e.<br />
Without w ell-designed hardware, a user coul d hav e trouble w ith his<br />
sense of bal ance or inertia and coul d experience cybersickness.
43<br />
Future Work.<br />
The future of V irtual Real ity depends on the existence of systems<br />
that address issues of ‘l arge scal e’ v ir tual env ironments. In the<br />
coming years, as more research is done w e are bound to see VR<br />
become as mainstay in our homes and at w ork. As the computers<br />
become faster, they w il l be abl e to create more real istic graphic<br />
images to simul ate real ity better. It w il l be interesting to see how it<br />
enhances artificial real ity in the years to come.<br />
It is v ery possible that in the future w e w il l be communicating w ith<br />
v irtual phones. Nippon Telephone and Telegraph (NTT) in Japan is<br />
dev eloping a system w hich w il l al low one person to see a 3D image<br />
of the other using V R techniques. The future is v irtual real ity, and its<br />
benefits w il l remain immeasurable.<br />
Conclusion.<br />
V irtual Real ity is now inv olv ed ev erywhere. Y ou can’t imagine your<br />
l ife w ithout the use of V R Technol ogy. In this report, V irtual Reality<br />
and its history w ith some important dev elopment s w hich giv e the<br />
birth of this new technology are defined .<br />
Today w e hav e audio or v ideo conference for communication w ith<br />
peopl e w ho aren’t ev en nearby. Distance is not an issu e anymore.<br />
With V R, this coul d go to a w hol e new l ev el. We coul d v irtually<br />
become present anyw here w e l ike. There is an enormous scope<br />
here to expl ore the w orld of 3D w ith our ow n imagination.<br />
VR has many appl ications from product dev elopment to<br />
entertainment, to communication etc. It is stil l v ery much in the<br />
dev elopment stage w ith many users creating their ow n customized<br />
appl ications and env ironments to suit their needs. Soon w e will<br />
hav e a new era of the V irtual Worl ds.
44<br />
I II.<br />
Provide an evaluat ion of t he researc h proc ess e.g. use qualit at ive<br />
researc h evaluat ion c rit eria if your researc h is qualit at ive in nat ure.<br />
Eva l u ati on o f t h e resea rch p ro cess.<br />
- Author / CRED IBILIT Y -<br />
Determining the credibil ity of the process is important.<br />
The information shoul d be rel iable and truthful .<br />
◘ Does the author seem know ledgeable about this topic?<br />
◘ Does the research prov ide credible information?<br />
◘ Does the author prov ide reputable citations?<br />
- ACCU RACY -<br />
The sources shoul d contain accurate and up -to-date<br />
information that can be v erified by other sources .<br />
◘ Based on your know ledge, does the information seem accurate?<br />
◘ Can facts or statistics be v erified through another source ?<br />
◘ Does it match the information found in other sources ?<br />
◘<br />
- SCOPE / RELEVANCE -<br />
It is important that the source meets the information needs<br />
and requirements of your research assignment .<br />
◘ Is the terminol ogy and l anguage used easy to understand ?<br />
◘ Do the sources cov er your topic comprehensiv ely ?<br />
◘ Does the ov erall report meet its purpose ?
45<br />
- Currency / DAT E -<br />
Some w orks are agel ess w hil e others become outdated quickl y.<br />
It is important to determine if currency is pertinent w ith research .<br />
◘ Were the incl uded sources taken from a recent time ?<br />
◘ Has the information been updated recently ?<br />
◘ Is currency pertinent to your research ?<br />
- OBJ ECT IVIT Y / BIAS -<br />
The sources shoul d contain accurate and up -to-date<br />
information that can be v erified by other sources .<br />
◘ Is the purpose for the source educational or informational ?<br />
◘ Is the giv en report rel ev ant for its intended audience ?<br />
◘ Does this report contain neutral approach?<br />
◘<br />
- ST YLE / FU NCT IONALIT Y -<br />
Styl e and functional ity may be of l esser concern. How ev er,<br />
if it is not w ell-organized, its v alue maybe diminished .<br />
◘ Were the sources w ell -written and organized ?<br />
◘ Is the formatting in the report el egant?<br />
◘ Is the report professional l ooking ?
46<br />
LO4: Understand the ethical<br />
implications of emerging<br />
technologies<br />
Evaluate the ethical implications of your chosen emerging<br />
technology. You can base your answer on the guidelines<br />
of ethical committees for example UNESCO, 3TU Centre for<br />
Ethics and Technology, or the Uehiro Centre for Practical<br />
Ethics of Oxford University.<br />
SELECT ED E M E R GIN G TE CHNOLO GY : “VIRT UAL RE A LIT Y”<br />
There are a few ethical issues in regard to v irtual env ironments<br />
w hich need to be addressed. These are rel ated to human<br />
behav iour and motiv ations and are al so a concern for the gaming<br />
industry.<br />
Th ey fa l l i n t o t wo ca t ego ries:<br />
Problem of desensitisation and Virtual criminality .<br />
Desensitisation means that the person is no l onger affected by extreme acts<br />
of behav iour such as v iol ence and fail s to show empathy or compassion<br />
as a resul t. In some situations, they activ ely seek out this type of<br />
scenario for the adrenaline rush and sense of pow er.<br />
Concerns hav e been raised about a possible rel ationship between<br />
v irtual real ity and desensitisation w ith games hav ing high l ev els of<br />
v iol ence or simul ated combat scenarios w hich incl ude kil l ing.
47<br />
This has been noticed w ith gamers, especially those w ho pl ay f irst<br />
person shooters or rol e pl aying games w hich inv olve a high degree<br />
of immersion.<br />
Another issue rel ated to this is cyber-addiction. There are people<br />
w ho become addicted to v irtual real ity games and as a<br />
consequence, start to bl ur the boundary betw een real and v irtual<br />
l ife. They spend increasing amounts of time in the v irtual<br />
env ironment w hich has detrimental effect on their l ife in real w orld.<br />
Virtual Criminality is w hen someone commits an il l egal, offensiv e, v iol ent<br />
or criminal act in a digital w orld such as a v irtual l ife.<br />
What happens if someone commits a criminal act but w ithin a<br />
v irtual env ironment? A potential situation is one in w hich sev eral<br />
peopl e are immersed w ithin a v irtual env ironment but one of these<br />
participants becomes injured or traumatised due to the actions of<br />
another person in that situation.<br />
The question is w hether it is possibl e for someone to suffer an injury<br />
or mental distress as a resul t of a v iol ent action carried out in a<br />
v irtual env ironment. And if this does happen , w il l the perpetrator<br />
be punished in a ny w ay simil ar to someone w ho commits this action<br />
in the real w orld?<br />
It is stil l an argument that w hether a v irtual real ity participant can<br />
experience p ain, distress or any other emotions w ith criminal acts!<br />
[25]
48<br />
References<br />
[1] Technology Timeline<br />
http://www.fournel.org/tech/tech.htm.<br />
[2] Social Science Research Network “What Is an <strong>Emerging</strong> Technol ogy?"<br />
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2564094.<br />
[3] O'Reilly “The O'Reil l y <strong>Emerging</strong> Technol ogy Conference,”<br />
http://conferences.oreillynet.com/pub/w/18/keynotes.html.<br />
[4] L. Marx “Technol ogy The Emergence of a Hazardous Concept,”<br />
Technology and Culture, v ol. V olume 51, no.<br />
10.1353/tech.2010.0009, pp. 561 -577, 2010.<br />
[5] Dictionary.com LLC, “Dictionary.com,”<br />
http://www.dictionary.com/browse/virtual --reality.<br />
[6] Oculus VR, “Rift,” 2016.<br />
https://www3.oculus.com/en -us/rift/.<br />
[7] Microsoft, “Hol oLens,”<br />
https://www.microsoft.com/microsoft-hololens/en-us.<br />
[8] Future of Life, “BENEFITS & RISKS OF ARTIFICIAL INTELLIGENCE,”<br />
http://futureoflife.org/background/benefits -risks-of-artificial -<br />
intel l igence/.
49<br />
[9] Hearing Associates of Las Vegas, “The Future of Hearing Aids,”<br />
http://hearingassociateslv.com/future-hearing-aids/.<br />
[10] CNIB, “eSight Eyew ear,”<br />
http://www.cnib.ca/en/liv ing/Pages/eSight -eyewear.aspx.<br />
[11] Bebonic, “The Hand,”<br />
http://bebionic.com/the_hand.<br />
[12] Just Trains, “El ectric Locomotiv es,”<br />
http://www.justtrains.net/product/crh -380a-high-speed-train.<br />
[13] IDN, “MAGLEV TRAIN,”<br />
http://www.indiandefensenews.in/2015/04/japans -magl ev -train-breaks<br />
-w orld-speed.html.<br />
[14] Dictionary.com, “Aircraft,”<br />
http://www.dictionary.com/browse/aircraft.<br />
[15] Tesla Motors, Inc, “Model S,”<br />
https://www.tesla.com/about.<br />
[16] AeroMobil, “About,” 2015.<br />
http://www.aeromobil.com/#s-about.<br />
[17] UTNews, “Engineers Buil d Worl d's Smallest, Fastest Nanomotor,”<br />
21 May 2014.<br />
http://news.utexas.edu/2014/05/21/engineers -build-worlds-smallest<br />
-fastest-nanomotor.
50<br />
[18] Fractal, “Nanorobotics,”<br />
w ww.fractal.org/Bio-Nano-Robotics/Nanorobotics.pdf.<br />
[19] Nature.com, “Nanomedicine,”<br />
http://www.nature.com/subjects/nanomedicine.<br />
[20] The Scientist, “Nanomedicine,”<br />
http://www.the-scientist.com/?articles.v iew/articleNo/40598/title/<br />
Nanomedicine/.<br />
[21] The Nano Age, “Medicine,”<br />
http://www.thenanoage.com/#medicine.<br />
[22] Definition-oF, “Nanofood,”<br />
http://www.definition-of.com/Nanofood.<br />
[23] AZoNano, “Packaging,” 23 Nov ember 2006.<br />
http://www.azonano.com/article.aspx?ArticleID=1786.<br />
[24] K. Russell “The Biggest Chal lenges Left In V irtual Real ity,<br />
According To Ocul us,” TechCrunch, 26 March 2015.<br />
https://techcrunch.com/2015/03/26/the -biggest-challenges-left-in<br />
-v irtual-reality-according-to-oculus/.<br />
[25] R. J. Dennis “Top 10 <strong>Emerging</strong> Technol ogies That Are Changing<br />
The Worl d,” 15 September 2014.<br />
http://www.makeuseof.com/tag/top-10-emerging-technologies<br />
-changing-world/.
51<br />
[26] Thinking Writing, “The Future w ith Nanotechnology,”<br />
http://www.thinkingw riting.qmul.ac.uk/wishees/collections/queenmary/<br />
El ectronic%20Engineering%20Nanotechnology%20Recomme ndations/<br />
pdfs/61115.pdf.<br />
[27] Virtual Reality Society, “V irtual Real ity and Ethical Issues,”<br />
http://www.v rs.org.uk/v irtual -reality/ethical-issues.html.