May 19th, 2012
According to a forecast by the Bureau of Labor Statistics, from 2010 to 2020 the work force will add positions for 124,800 service technicians and mechanics, 32,700 automotive body and glass repairers and 13,800 painting and coating workers. While that growth rate is not explosive, the Labor Department foresees steady employment for those with training and certification.
But the rapid-fire technology developments are also widening the skills gap. Basic mechanical know-how is no longer enough; new materials, assembly processes and electronic controls make repair work more challenging. As a result, training has become more demanding, even as schools face tighter budgets and shorter classroom hours.
How will they train new technicians under such pressures? Video game technology may provide part of the answer.
“Time is not our friend,” said Ron Ussher, a collision-repair instructor at the Thomas A. Edison Career and Technical Academy at Elizabeth High School in Elizabeth, N.J., noting the pressure to teach more in fewer hours. “But with the simulator, time isn’t an issue.”
Last year, Mr. Ussher saw a demonstration of a new virtual-reality teaching tool called SimSpray, made by VRSim, a technology start-up in East Hartford, Conn., which helps students learn the basics of automotive painting. There was soon one in his school’s paint shop.
To use the simulator, a student works a realistic spray gun while a 3-D view of a spray booth is projected in the hood covering the student’s face. The simulator is what virtual-reality engineers call immersive, rendering a lifelike setting of a paint booth, providing cues to help students develop the muscle memory needed for a smooth paint job.
In the real world, painting requires costly materials and hours of preparation, but simulators put learning on a faster track, teachers say.
“You can make a mistake, redo it, then hit it again,” Mr. Ussher said. “We can do five paint jobs in 10 minutes.”
Speed is not the only advantage. According to a 2010 study conducted at Iowa State University, students training on a virtual welding machine were 30 to 40 percent more likely to gain professional certifications than those who trained exclusively in normal classroom and shop conditions.
“These simulators give enough fidelity that people can experiment,” explained Richard Stone, a 33-year-old professor of industrial and manufacturing systems engineering at Iowa State, and the study’s lead researcher.
VRSim developed the welding simulator in 2003 under a Defense Department grant; the units are now sold by Lincoln Electric, a Cleveland-based maker of welding machines, for $46,500. Customers include training schools, local trade unions, manufacturers and prisons.
SimSpray, introduced last year following the success of the welding unit, starts at $25,000.
Mastering the fine points of welding and painting is not easy. Last summer, I tried out the paint simulator. I had more confidence in this skill — I partly paid my college tuition sprucing up houses and apartments — but quickly learned that I was in need of a refresher. The trick to spray painting is keeping the spray gun head perpendicular to the working surface while maintaining a rhythm of smooth, consistent strokes.
As I painted a car’s fender in the virtual world, drips oozed down the surface where I applied too thick a coat, and patches of primer poked through thin spots.
Such teaching tools appeal to people who grew up playing video games, experts say. “You’ve got an aging work force, and they are still painting like they were painting in the ’60s and ’70s,” said Matthew Wallace, chief executive and president of VRSim. “This speaks in the language of the video-game generation.”
Simulators at job fairs are helping to inspire youths’ interest in the skilled trades, he said.
Schools using the training simulators are also saving money on materials and energy.
“We saved about $4,000 on fluid this semester that we were purchasing to teach these students gun technique,” said Dan Moore, who heads the collision-repair department at Randolph Community College in Asheboro, N.C. “It saved us a lot of money, and they get the gun technique down. We don’t let them in the paint booth until they can score 55 percent.”
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May 19th, 2012
The Swiss company VirtaMed AG is launching ArthroS™, a new virtual reality training simulator for knee arthroscopy. Surgeons get the chance to practice different operations numerous times before actually performing them on live patients – just as pilots improve their skills on flight simulators. ArthroS™ is the first surgical simulator worldwide to combine the best traditional training model with virtual reality benefits.
ArthroS enters the market: The new virtual reality simulator offers surgeons training in knee arthroscopy. This is a common surgical procedure where doctors view the inside of the knee using a small camera to diagnose and treat knee problems. According to the American Orthopedic Society for Sports Medicine, more than 4 million knee arthroscopies are performed worldwide each year.
Swiss engineers advance surgical skills
Technical advances have revolutionized treatment of knee lesions. High definition monitors, high resolution cameras, and now high fidelity simulation. After two years of joint-development with University Zurich’s Balgrist Hospital and ETH Zurich, VirtaMed launches ArthroS globally. The new RealSense[TM] platform combines the best of two worlds: The realistic sensation of a traditional knee model with the flexibility of virtual reality. The simulator offers different training scenarios such as diagnostic tours inside the knee, meniscus repair, arthrosis treatment or loose body removal.
Same surgical instruments as in the operation room
Resident surgeons use the original instruments they are familiar with from everyday use. Sensors make the use and handling feel exactly the same as in the operation room.
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May 17th, 2012
New York Giants fans followed their team through an up-and-down regular season and dramatic playoffs to an eventual NFL championship in January.
Now, the team is rewarding that loyalty in impressive fashion — with an augmented reality app that lets fans virtually try on and snap photos with the team’s Super Bowl rings and trophy.
[More from Mashable: NBA Is First Sports League to Get 5 Million Twitter Followers]
Using augmented reality to share championship glory with supporters appears to be a sports world first, and is certainly new ground for an NFL team. Fans can pose and snap photos with the franchise’s four Super Bowl rings — including its most recent, from earlier this year — and with the legendary Vince Lombardi Trophy.
Fans are then encouraged to share their photos via Facebook and Twitter for possible prizes and inclusion on Giants.com and the team’s official Facebook Page. The team’s players will be presented their physical rings at a private Wednesday night ceremony.
[More from Mashable: Bantr App Unites Soccer Fans at Home and at the Match]
“We’re really trying each day and each week to figure out how to use social media as it grows and evolves to let us communicate and touch fans in a more meaningful way than they ever have before,” Giants CMO Mike Stevens told Mashable in an interview.
To get started, download GoldRun, a free app for Android and iOS. After logging in, find the featured New York Giants image and click the camera icon. Then scroll through the four ring options and one trophy option to project them onto your photo. Use pinch gestures to shrink or enlarge the image, find a good pose, and take your shots.
You can share to Facebook and Twitter directly from GoldRun, or save the photos for yourself. Mashable got a sneak preview of the feature and found it easy and fun to use (see photos).
The Giants have been at the NFL’s digital and social forefront in the past few years. Before last season’s Super Bowl, the team held Google+ Hangouts for fans to chat with players. They were also among the first pro sports teams to experiment with Pinterest as a marketing channel, and have run many other successful online initiatives as well. Nilay Shah, the team’s director of digital media, says breaking new ground with the augmented reality Super Bowl rings was an easy decision.
“This just seemed like the right thing to do,” he told Mashable. “We’re taking something sacred to the organization and letting fans do something they couldn’t do before.”
Do you think this is a cool idea that other teams should copy, or is it a flop? Let us know in the comments.
This story originally published on Mashable here.
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May 17th, 2012
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May 15th, 2012

What’s the best way to learn a lesson? Having the crap scared out of you. A simulator sponsored by AT&T put high school students in the virtual driver’s seat to show them just how dangerous distracted driving can be.
BLOG: Blind Man Drives Car
The company’s campaign “It Can Wait” went to Garfield High School in Seattle and let students try their luck at texting while wearing virtual reality spectacles depicting a simulated drive. The distracted drivers ran into pedestrians, drove way too fast and missed traffic signs, among other mishaps. AT&T hopes this will encourage more teens to stop texting through the campaign’s pledge, while also promoting their free “DriveMode” app. The app sends phone calls directly to voice mail when enabled, sends auto-replies to incoming messages, and is available for Android and BlackBerry devices.
via GeekWire
Credit: Youtube Screengrab
Tags: Auto, Cars, Driving and Safety, Gadgets, Transportation
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May 15th, 2012
CBC News has learned that the Canadian military has decided to use “virtual reality therapy” in a pilot project to treat post-traumatic stress disorder.
The new therapy method puts soldiers in a computer-animated situation that recreates the specific incident that left the soldiers traumatized. A therapist then helps the soldiers to work through their memories.
It is estimated that 17 per cent of Canadian soldiers who did dangerous patrols outside of their base in Afghanistan, and who are now home, are reporting symptoms of PTSD.
Dr. Rakesh Jetley says virtual reality therapy is a new and promising tool in the treatment of PTSD. (Courtesy of the Canadian Forces)
The Canadian Forces says the therapy seems to appeal to a younger generation of soldiers comfortable with video games.
The VR therapy was pioneered by Dr. Skip Rizzo at the University of Southern California. He says that “the research shows, pretty consistently over the years, that by having the person gradually imagine or be exposed in VR to events in the traumatic memories, that they’re able to process emotional memories.”
Last year, the Canadian Forces told CBC’s Diana Swain it was not convinced that there was enough research to prove the therapy could work. Now, in an email to CBC News, it says it is launching a pilot project paying “close attention to research in this area.”
The Canadian Forces points out that VR therapy is only one element of exposure therapy treatments for PTSD. Other aspects include re-experiencing the trauma through journaling, describing verbally or narrating, and producing art and audiotapes.
Col. Rakesh Jetly, a Canadian Forces psychiatrist, says VR is a “new and promising tool that provides a novel alternative to exposure therapy.”
The new therapy is being used in more than 50 U.S. military hospitals.
U.S. soldier Jason Skinner has credited the video game therapy with saving him from a breakdown after serving in Iraq.
If you have information on this story, please contact investigations@cbc.ca
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May 13th, 2012
ScienceDaily (May 9, 2012) Researchers have developed a new technique which allows them to measure brain activity in large populations of nerve cells at the resolution of individual cells. The technique, reported May 9 in the journal Nature, has been developed in zebrafish to represent a simplified model of how brain regions work together to flexibly control behaviour.
Our thoughts and actions are the product of large populations of nerve cells, called neurons, working in harmony, often millions at a time. Measuring brain activity during behaviour at detailed resolution in these groups of cells has proved extremely challenging. Currently, scientists are restricted to measuring their activity in individual brain areas of, for example, moving rats, typically in less than a few hundred neurons.
Dr Misha Ahrens, a Sir Henry Wellcome Postdoctoral Fellow based at Harvard University and the University of Cambridge, worked with colleagues to develop a technique which allows neuroscientists to study as many as 2,000 neurons simultaneously, anywhere in the brain of a transparent zebrafish.
Dr Ahrens and colleagues created a virtual environment for zebrafish, which allowed them to measure activity in the neurons as the fish ‘moved’. In reality, the zebrafish was paralysed to allow the researchers to image its brain; the fish perceived to ‘move’ through the virtual environment by activating their motor neuron axons, the cells responsible for generating movement.
Zebrafish are often used as a simple organism to study genetics and characteristics of the nervous system that are conserved in humans . They are genetically modifiable, so by manipulating the fish’s genetic make-up, Dr Ahrens and colleagues created a fish in which all neurons contained a particular protein that increases its fluorescence when the cells are active. The fish are transparent and so the team were able to use a laser-scanning microscope, to see activity in any neuron in the brain of the fish, and up to 2,000 neurons simultaneously.
Dr Ahrens explains: “Our behaviour is determined by thousands, possibly millions, of nerve cells working in harmony. The zebrafish performs complex behaviors, with a brain of about 100,000 neurons, almost all of which are accessible to optical recording of neural activity. Our new technique will help us examine how large networks mediate behaviour, while at the same time telling us what each individual cell is doing.”
Using the technique, Dr Ahrens and colleagues asked the question: do zebrafish adapt their behaviour in response to changes in their environment? To do this, they manipulated the virtual environment to simulate the fish suddenly becoming more “muscular.” This served as a simplified version of what happens when the brain needs to adapt the way it drives behavior, for example, when water temperature changes the efficacy of the muscles, or when the fish gets injured.
Dr Ahrens adds: “The paralyzed fish in the virtual world do indeed adapt their behaviour, by adjusting the amount of impulses the brain sends to the muscles. They also ‘remember’ this change for a while. Imaging the brain everywhere during this behaviour, we identified certain brain regions that were involved, most notably the cerebellum and related structures. This technique opens the possibility that eventually, the behaviour may be used to gain insights into human motor control and motor control deficits.
“Our own motor control is continuously recalibrating itself in a similar way to the fish’s to cope with ever changing conditions of our body and environment, such as when we injure a leg, or if we’re walking on a slippery floor or carrying a heavy bag. The zebrafish’s behaviour is an ultra-simplified version of this and we have been able to gain some insight into how its brain structures drive behaviour. This might someday help us understand how damage to certain brain regions in humans affects the way in which the brain integrates sensory information to control body movements.”
Their work was funded by the Wellcome Trust and the National Institutes of Health.
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The above story is reprinted from materials provided by Wellcome Trust.
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Journal Reference:
- Misha B. Ahrens, Jennifer M. Li, Michael B. Orger, Drew N. Robson, Alexander F. Schier, Florian Engert, Ruben Portugues. Brain-wide neuronal dynamics during motor adaptation in zebrafish. Nature, 2012; DOI: 10.1038/nature11057
Note: If no author is given, the source is cited instead.
Disclaimer: This article is not intended to provide medical advice, diagnosis or treatment. Views expressed here do not necessarily reflect those of ScienceDaily or its staff.
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May 13th, 2012
Virtual reality has become a catch phrase in the pop culture vocabulary.
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May 11th, 2012
Today this form of 3d immersive, interactive, communication, visualization and simulation system is widely used in a variety of industrial, scientific, educational and entertainment applications among others. It’s now also becoming technologically feasible and affordable to consider this class of tech for home use. Imagine for example playing games, watching sports, concerts, plays, travel the world, video calling or immersed in a Movie or TV show and interacting with it! Bringing this type of viewing experience into your home still has a few steps left and a key one is, do people want it? What are your thoughts about this type of an home entertainment system? Please feel free to leave your comment or vote the like or dislike button. We’ll have another iCube video on how it works here soon, stay tuned to ElectricTV. Special thanks to EON Reality’s Edward Robertson, Director of Technology Services for presenting this informative and fascinating iCube demo experience. For more info visit: eonreality.com Video best viewed full screen.
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May 11th, 2012
In the old days, there was just regular reality. Then, came virtual reality. Now, those two worlds are colliding to form augmented reality.
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