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https://holotouch.invisionapp.com/console/share/PHED83YGVF2

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Click here to view prototype Cirkel - HoloTouch

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This prototype is brought to you by InVision

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https://projects.invisionapp.com/m/share/6R12YD1XHG9W

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Click here to view the prototype `Holo-touch (Rektangulär)`

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This prototype brought to you by InVisionApp

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scanna ett verkligt objekt bara verklig blomma

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scanna ett verkligt objekt bara verklig blomma

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Röd Bas hologram från sidan med kruka + holo

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* Slarvanteckningar
* Anteckningar utifrån samtal med lärare
* Intervjufrågor
* Egna anteckningar och idéer

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https://magazine.scienceconnected.org/2021/05/holograms-can-touch-feel/

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Holograms that seem to have mass and can be touched have long been the stuff of science fiction. Now, they are science fact.
Holograms with haptic feedback

Tactile technology which creates haptic feedback has been used for years in entertainment (such as game controllers), rehabilitation therapy, and even surgical training. Haptic feedback uses touch to communicate with users. "The tactile sensations most people think of when they say "touch" are part of what is known as the somatosensory system. This encompasses a huge variety of sensations, not just sensations such as vibration or pressure, but also things such as pain, temperature, and the position and movement of your body in space," as explained by Ultraleap. Now, researchers from the University of Bristol's Department of Computer Science have taken a leap forward by using ultrasound to develop a 3D shape in mid-air that can be touched and felt by human hands.

The system could change the way 3D shapes are used. For example, instead of only looking at images of a suspected tumor, surgeons could explore a CT scan by touching a 3D projection of a tumor or other irregular tissue using haptic feedback.

"Touchable holograms, immersive virtual reality that you can feel and complex touchable controls in free space, are all possible ways of using this system," says Ben Long, who led the research team. "In the future, people could feel holograms of objects that would not otherwise be touchable, such as feeling the differences between materials in a CT scan or understanding the shapes of artifacts in a museum."

The method used to create these touchable holograms uses ultrasound. The holograms appear visible and tangible because they push away any surrounding air or liquid. Those disturbances appear to human eyes as 3D objects floating in mid-air. It's like looking at a 3D outline floating in front of you.
RELATED: YOUR HOUSEHOLD ROBOT IS ON THE WAY RELATED: ROBOTS FULFILLING YOUR AMAZON ORDERS
The research team from the University of Bristol's Department of Computer Science consisted of Ben Long, Sriram Subramanian, Sue Ann Seah and Tom Carter. Their work on this project is published in ACM Transactions on Graphics. They will also present their findings at the SIGGRAPH Asia 2014 conference.
Image Credit: Ultrasound is focused to create a virtual sphere (Bristol Interaction and Graphics group, University of Bristol, © 2014)

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Holograms that seem to have mass and can be touched have long been the stuff of science fiction. Now, they are science fact. Tactile technology which creates haptic feedback has been used for years in entertainment (such as game controllers), rehabilitation therapy, and even surgical training. Haptic feedback uses touch to communicate with users.

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Ett team ingenjörer från University of Glasgow har utvecklat ett nytt sätt att få 3D-projektioner i luften att kännas "verkliga" vid beröring. Det här tack vare en teknik som de kallar aerohaptics.

Aerohaptics bygger på luftstrålar som riktas med exakt precision och som därmed kan skapa illusionen att användaren vidrör en virtuell boll i ett sportspel, ett djur i ett interaktivt zoo eller en person - fast allt är renderat i en dator.

Det här kan vara ett steg närmare Star Treks Holodeck, en fiktiv teknik som använder hologram för att skapa hyperrealistiska 3d-simuleringar.

Holodecks finns på flera av rymdskeppen i serien och besättningsmedlemmar kan gå in i Holodeck-rummet och välja själva om de vill skapa en verklig, historisk eller påhittad miljö. Miljön upplevs som realistisk och det går att interagera med både virtuella personer och objekt.
Tillbaka till jorden och Skottland.
Gruppen vid University of Glasgow har nyligen publicerat sitt arbete i rapporten "Pseudo-Hologram with Aerohaptic Feedback for Interactive Volumetric Displays" som finns att läsa på Wiley Online Library.

Professor Ravinder Dahiya från University of Glasgows James Watt School of Engineering leder gruppen Bendable Electronics and Sensing Technologies, eller BEST, som utvecklat systemet.

- Haptisk feedback och volymetrisk displayteknik har utvecklats fort de senaste åren. Det här har fört oss närmare att skapa övertygande interaktion med virtuella objekt, säger professor Dahiya till Daily Star.

Professor Dahiya menar att aerohaptics skapar en övertygande känsla av fysisk interaktion på användarnas händer till en relativt låg kostnad.

- Vi tittar redan på att lägga till ytterligare funktioner i systemet, till exempel att lägga till temperaturkontroll av luftflödet för att fördjupa känslan av att interagera med heta eller svala föremål.

Teamet tror att deras teknik kan utgöra grunden för många nya applikationer i framtiden, till exempel att skapa övertygande, interaktiva 3D-renderingar av riktiga människor för telekonferenser.

- Det kan hjälpa till att lära kirurger att utföra knepiga procedurer virtuellt under sin utbildning eller till och med låta dem beordra robotar att utföra operationerna på riktigt. Vi ser fram emot att utforska möjligheterna när vi fortsätter att utveckla systemet.

Tekniken är fortfarande i sin linda, men det är ett helt nytt sätt att interagera med datormodeller och eventuellt en helt ny typ av underhållning. Det är ett steg närmare Holodeck.

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🖖 Star Treks "Holodeck" ett steg närmare tack vare ny forskning

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Ett team ingenjörer från University of Glasgow har utvecklat ett nytt sätt att få 3D-projektioner i luften att kännas "verkliga" vid beröring. Det här tack vare en teknik som de kallar aerohaptics.

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https://www.google.com/url?sa=t&source=web&cd=&ved=2ahUKEwj0nPaVu-D5AhUIzYsKHWuJAmcQFnoECBMQBQ&url=https%3A%2F%2Fwww.macleans.ca%2Fsociety%2Ftechnology%2Fwith-aerohaptics-holograms-can-feel-real-to-the-touch%2Famp%2F&usg=AOvVaw2iwwwGg5a_F0ZkFT2J1SRY

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https://youtu.be/kPW7ffUr81g

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Holovect Draws Objects In The Air With Light

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https://youtu.be/f7wf-gqc-X8

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Immersion Research - Touch Hologram in Mid-Air

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https://youtu.be/Llvh4GBpnVA

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See Ultraleap Gemini hand tracking in action

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https://www.ultraleap.com/product/ultraleap-3di/

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The Ultraleap 3Di is a ruggedized hand tracking camera designed for connection to public interactive screens. DOOH, retail, museums, theme parks, and more.

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https://www.ultraleap.com/haptics/

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Using our patented algorithms, the ultrasound speakers are triggered with very specific time differences. These time differences mean the ultrasound waves arrive at the same point in space, at the same time.

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Using our patented algorithms, the ultrasound speakers are triggered with very specific time differences. These time differences mean the ultrasound waves arrive at the same point in space, at the same time.

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The 3D images are a popular Victorian mirror trick, but researchers at the University of Glasgow are elevating the technology that brought Tupac Shakur to life onstage in 2012

When Tupac Shakur joined Dr. Dre on stage at the Coachella festival in 2012, crowds were awestruck-not only by the quality of the music, but because Shakur had been dead for 15 years.

Shakur's presence onstage was a convincing holographic illusion. The basis for the ghostly Shakur, as well as ABBA's upcoming tour in 2022, which will feature younger-looking holograms of the bandmates, is a popular Victorian mirror trick. But now, thanks to researchers at the University of Glasgow, these illusions can be real enough to touch.

The team has invented a method for using jets of air to simulate tactile experience. They're calling the technology "aerohaptics" ("haptic" refers to the sense of touch). A motion sensor tracks the movement of the user's hand as they interact with a holographic object, and directs a nozzle to release puffs of air on the user's fingers and palm. So far, the Glasgow team has used aerohaptics to simulate the experience of "bouncing" a virtual basketball: push hard on the rounded surface of the ghostly ball, and it strikes your hand forcefully on the return; a gentle pressure results in a softer sensation when the ball bounces back.

RELATED: Four weird and wonderful inventions sparked by the pandemic

Ravinder Dahiya, an electronics and nanoengineering Ph.D. who leads the team, emphasizes the collaboration between our five senses-even drinking a beer is a tactile as well as a gustatory experience. "If a beer doesn't feel cold, you don't really get the taste-that's how the mind is trained," Dahiya explains. Besides applications in video games and other forms of entertainment, aerohaptic technology could help colleagues shake hands at virtual meetings, or allow medical students to dissect virtual instead of real mice.

This article appears in print in the January 2022 issue of Maclean's magazine with the headline, "Aerohaptics." Subscribe to the monthly print magazine here.

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With 'aerohaptics,' holograms can feel real to the touch

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The 3D images are a popular Victorian mirror trick, but researchers at the University of Glasgow are elevating the technology that brought Tupac Shakur to life onstage in 2012 When Tupac Shakur joined Dr. Dre on stage at the Coachella festival in 2012, crowds were awestruck-not only by the quality of the music, but because Shakur had been dead for 15 years.

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(Image credit: Paramount)

The idea of a hologram you can touch has been my sci-fi dream ever since I saw that episode of Star Trek: Deep Space Nine where the crew played baseball on the holodeck (opens in new tab). We're not there yet, but this is a promising step: Researchers at the University of Glasgow have developed a system for holograms using "aerohaptics, (opens in new tab)" where jets of air create the sensation of touch on the user's fingers, hands, and wrists.

"In time, this could be developed to allow you to meet a virtual avatar of a colleague on the other side of the world and really feel their handshake. It could even be the first steps towards building something like a holodeck," wrote Ravinder Dahiya, Professor of Electronics and Nanoengineering at the University of Glasgow in an article in The Conversation.

(Image credit: University of Glasgow)

A small pyramid made up of a series of glass and mirrors was used to project a 2D image that looks like it's hovering in the air. The researchers combined that hologram projector with an air nozzle inside the pyramid that directs jets of air towards your hand, changing pressure depending on the action it is trying to mimic. My favorite part is that the demo uses the Unity game engine to create the virtual objects.

To show off what their aerohaptic system can do, the team created an interactive projection of a basketball. They claim you could touch, roll, and bounce the ball on a virtual surface. The feedback from the air jets would change on the fly depending on how hard you tried to dribble the ball.

The team will soon be able to adjust the temperature of the air blown to mimic the feel of hot and cold surfaces, and they're looking into adding scents to the airflow. For, you know, total immersion.

Ultimately as the project gets bigger, the idea is it'll find uses outside of holographic gaming without the need for wearing any VR gear.

"While we don't expect to be delivering a full Star Trek holodeck experience in the near future, we're already boldly going in new directions to add additional functions to the system," says professor Dahiya.

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We will soon have holograms you can touch thanks to 'aerohaptics'

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(Image credit: Paramount) The idea of a hologram you can touch has been my sci-fi dream ever since I saw that episode of Star Trek: Deep Space Nine where the crew played baseball on the holodeck (opens in new tab).

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These Scientists Are Figuring Out How to Make a Hologram Feel Real

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The TV show Star Trek: The Next Generation introduced millions of people to the idea of a holodeck: an immersive, realistic 3D holographic projection of a complete environment that you could interact with and even touch. In the 21st century, holograms are already being used in a variety of ways such as medical systems, education, art, security, and defense.

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Sentient holograms are coming very soon. While current holograms allow for a rich visual experience, the tech doesn't allow interaction between the viewer and the hologram itself.

With this new tech, users may be able to witness immersive 3D holographic projections that allow interaction.

The science of aerohaptics

Using a system of holograms, scientists at the University of Glasgow developed "aerohaptics", wherein users can sense touch through meticulous jets of air, The Conversation reported.

The jets of air create a sensation of touch on the hands, fingers and wrists of users, keeping up with times where most workers interact with each other remotely.
Also read: Facebook Wants To Build An Ambitious 'Metaverse', But It's Full Of Challenges
If the tech proves to be solid, the very definition of touch and sense could be modified using holograms. With this, one may experience a handshake of someone sitting in an entirely different part of the world by mimicking their movement.

To create this experience, the researchers used easily available computer graphics components and paired them with carefully controlled jets of air.

Haptic feedback 2.0

In practice, the exercise taken haptic feedback a step further. Haptic feedback requires external tech like smart gloves and controllers to mimic the sensation of touch. The hologram gets rid of that to offer a more futuristic experience without the need to control a virtual object.
Also read: Scientists Restore Vision In Legally Blind People By Editing Their DNA
While graphics provide the usual holographic experience of a hovering image, air based haptic feedback gives it a lifelike experience.

The usual mirror set-up of a hologram is arranged in a pyramid shape with one open end to allow user interaction with hands. The users, then interact with objects that seem to be floating in space. For this, scientists used a programme called Unity Game Engine, The Conversation reported.

The pyramid is supported by a sensor capable of tracking movements of hands and dingers to create sensations of touch. To check the veracity of this tech, scientists used a projection of a basketball which the user was able to bounce, roll and touch.

Are you excited to feel things that are not physically real but mimic the experience elaborately? Let us know in the comments below. For the quirkiest and weirdest coming in from the world of science and tech, keep reading Indiatimes.com.

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Sci-Fi Reality: Scientists Create Sentient Holograms That Sense And Feel Touch

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Sentient holograms are coming very soon. While current holograms allow for a rich visual experience, the tech doesn't allow interaction between the viewer and the hologram itself. With this new tech, users may be able to witness immersive 3D holographic projections that allow interaction.

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Once confined to the realm of science fiction, holographic communication now ranks as one of the most wanted 5G-enabled applications by both consumers and enterprise users, according to recent research.

Holographic communication refers to real-time capturing, encoding, transporting and rendering of 3D representations, anchored in space, of remote persons shown as stereoscopic images or as 3D video in extended reality (XR) headsets that deliver a visual effect similar to a hologram.

After several years of experience with video calls on smartphones and tablets, many users report that they are eagerly awaiting the chance to meet others digitally using immersive communication services such as 3D holographic augmented reality (AR) calls over 5G [1]. Compared with flat screen video, holographic communication can convey the subtleties of non-verbal communication and provide a sense of presence and immediacy that enhances the quality of human interaction. More than 50 percent of smartphone users [2] expect this technology to be available to them within a few years.

Consumers are not the only ones longing for more authentic forms of digital communication. A recent study showed that the main barrier to remote working was the need for social interaction [3]. With the time spent working outside the office expected to increase in the coming decade, many office workers will require more immersive forms of digital interaction.

Starting with AR glasses and holographic calls with spatial audio, office workers around the world expect to benefit from the emergence of haptic technology, which adds tactile sensing of digital objects [3]. More than half of them say they would like a digital workstation with multisensory presence at the office when working remotely. Similarly, in a recent online survey of 7,115 self-defined early adopters aged 15-69 in 14 major cities, 80 percent of the respondents said they expect to have telepresence facilities to socialize with remote colleagues by 2030.

The potential for realizing holographic communication use cases in the years ahead is high. They are already anticipated in numerous consumer and enterprise areas ranging from attending family events as a hologram or meeting a doctor from home to remote presence at the office, expert help at a factory and immersive marketing. As soon as the ecosystem is ready to deliver these new experiences at a good price point and quality of experience (QoE), our research suggests that both private consumers and enterprises will be keen to use it.

The ability to make holographic communication an everyday reality is dependent on three key factors. Firstly, there needs to be a desire that drives the behavioral change (the human factor). Secondly, the appropriate AR devices need to become available. Lastly, mobile networks must have the ability to support the holographic communication pipeline.

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Enabling holographic communication with 5G technology

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Once confined to the realm of science fiction, holographic communication now ranks as one of the most wanted 5G-enabled applications by both consumers and enterprise users, according to recent research.

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The TV show Star Trek: The Next Generation introduced millions of people to the idea of a holodeck: an immersive, realistic 3D holographic projection of a complete environment that you could interact with and even touch.

In the 21st century, holograms are already being used in a variety of ways such as medical systems, education, art, security and defence. Scientists are still developing ways to use lasers, modern digital processors, and motion-sensing technologies to create several different types of holograms which could change the way we interact.

My colleagues and I working in the University of Glasgow's bendable electronics and sensing technologies research group have now developed a system of holograms of people using "aerohaptics", creating feelings of touch with jets of air. Those jets of air deliver a sensation of touch on people's fingers, hands and wrists.

In time, this could be developed to allow you to meet a virtual avatar of a colleague on the other side of the world and really feel their handshake. It could even be the first steps towards building something like a holodeck.

To create this feeling of touch we use affordable, commercially available parts to pair computer-generated graphics with carefully directed and controlled jets of air.

Read more: Five surprising ways holograms are revolutionising the world

In some ways, it's a step beyond the current generation of virtual reality, which usually requires a headset to deliver 3D graphics and smart gloves or handheld controllers to provide haptic feedback, a stimulation that feels like touch. Most of the wearable gadgets-based approaches are limited to controlling the virtual object that is being displayed.

Controlling a virtual object doesn't give the feeling that you would experience when two people touch. The addition of an artificial touch sensation can deliver the additional dimension without having to wear gloves to feel objects, and so feels much more natural.

Using glass and mirrors

Our research uses graphics that provide the illusion of a 3D virtual image. It's a modern variation on a 19th-century illusion technique known as Pepper's Ghost, which thrilled Victorian theatregoers with visions of the supernatural onstage.

The systems uses glass and mirrors to make a two-dimensional image appear to hover in space without the need for any additional equipment. And our haptic feedback is created with nothing but air.

The mirrors making up our system are arranged in a pyramid shape with one open side. Users put their hands through the open side and interact with computer-generated objects which appear to be floating in free space inside the pyramid. The objects are graphics created and controlled by a software programme called Unity Game Engine, which is often used to create 3D objects and worlds in videogames.

Located just below the pyramid is a sensor that tracks the movements of users' hands and fingers, and a single air nozzle, which directs jets of air towards them to create complex sensations of touch. The overall system is directed by electronic hardware programmed to control nozzle movements. We developed an algorithm which allowed the air nozzle to respond to the movements of users' hands with appropriate combinations of direction and force.

One of the ways we've demonstrated the capabilities of the "aerohaptic" system is with an interactive projection of a basketball, which can be convincingly touched, rolled and bounced. The touch feedback from air jets from the system is also modulated based on the virtual surface of the basketball, allowing users to feel the rounded shape of the ball as it rolls from their fingertips when they bounce it and the slap in their palm when it returns.

Users can even push the virtual ball with varying force and sense the resulting difference in how a hard bounce or a soft bounce feels in their palm. Even something as apparently simple as bouncing a basketball required us to work hard to model the physics of the action and how we could replicate that familiar sensation with jets of air.

Smells of the future

While we don't expect to be delivering a full Star Trek holodeck experience in the near future, we're already boldly going in new directions to add additional functions to the system. Soon, we expect to be able to modify the temperature of the airflow to allow users to feel hot or cold surfaces. We're also exploring the possibility of adding scents to the airflow, deepening the illusion of virtual objects by allowing users to smell as well as touch them.

As the system expands and develops, we expect that it may find uses in a wide range of sectors. Delivering more absorbing video game experiences without having to wear cumbersome equipment is an obvious one, but it could also allow more convincing teleconferencing too. You could even take turns to add components to a virtual circuit board as you collaborate on a project.

It could also help clinicians to collaborate on treatments for patients, and make patients feel more involved and informed in the process. Doctors could view, feel and discuss the features of tumour cells, and show patients plans for a medical procedure.

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We created holograms you can touch - you could soon shake a virtual colleague's hand

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The TV show Star Trek: The Next Generation introduced millions of people to the idea of a holodeck: an immersive, realistic 3D holographic projection of a complete environment that you could interact with and even touch. In the 21st century, holograms are already being used in a variety of ways such as medical systems, education, art, security and defence.

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Researchers create a holographic system which users can freely and physically touch without the need for any intermediary devices. Image credit: Ravinder Dahiya et al.
Life-like holograms were once a dream in popular science, but now recent advancements in light and display technologies are making them a reality. Researchers at the University of Glasgow want to take this a step further by making them more physically interactive.

Led by Professor Ravinder Dahiya, the team created an air-based device that responds to touch, a method named aerohaptics. "It delivers mid-air tactile feedback while the user is manipulating virtual objects within a pseudo-holographic display," wrote the team in their paper, recently published in Advanced Intelligent Systems. The device does not require the use of any wearable or handheld devices.

As this technology progresses, virtual environments are becoming more sophisticated, finding more application in fields ranging from entertainment to psychology. Haptic feedback devices, which use touch as a form of communication, have potential to integrate with virtual reality for a more immersive and interactive user experience. "Much like computer monitors allow us to see and interact with virtual worlds [visually], haptic feedback devices add a new layer of interaction, allowing us to touch virtual objects," said Radu Chirila, one of the study's authors.

"As with conventional displays, interacting with them can be done with peripherals - mice, joysticks - as well as touch surfaces," explained Adamos Christou, the study's first author. "However, because of the visualization in three dimensions, more life-like means of interaction are quite attractive."

The researchers created their interactive "pseudoholographic" display using a nozzle that directs bursts of controlled air to specific locations on the user's hand. In other words, imagine bouncing a virtual basketball and it feeling like the real thing!

To do this accurately, they tested their display system on a number of different users with different virtual reality experience to quantify different interactions.

"The desire to push virtual interaction research forwards, being able to feel holograms and interact with 3D objects in mid-air is a step towards a future in which physical presence is not a limiting factor to human interaction," said Dahiya. "During the global pandemic, we understood how essential the social aspect of life is, and saw it as an opportunity to focus our research in a direction that can make a positive change in the world."

The holographic system brings together features that were only ever implemented separately, say the team, such as 360° viewing angles, "at-location" interaction, and haptic feedback without needing an intermediary device. Dahiya foresees application beyond just making VR simulators more realistic, but also in educational and training purposes where learners could better visualize, feel, and understand complex or abstract systems, like the body.

Dahiya says they will continue to development their aerohaptic system, improving resolution and adding more functionality, such as temperature, to the holographic objects. "Additionally, we will try to integrate hyperrealism and more complex virtual environments, which take advantage of the technologies we develop at Bendable Electronics and Sensing Technologies (BEST) group," he concluded.
Reference: Adamos Christou, et al., Pseudo-Hologram with Aerohaptic Feedback for Interactive Volumetric Displays, Advanced Intelligent Systems (2021). DOI: 10.1002/aisy.202100090

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Holograms that can interact with the real world - Advanced Science News

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Researchers create a holographic system which users can freely and physically touch without the need for any intermediary devices. Image credit: Ravinder Dahiya et al. Life-like holograms were once a dream in popular science, but now recent advancements in light and display technologies are making them a reality.

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‘Touchable’ holograms are now an actual thing

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‘Touchable’ holograms are now an actual thing

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A group of Japanese scientists have created touchable holograms, three dimensional virtual objects that can be manipulated by human hand.

Using femtosecond laser technology the researchers developed 'Fairy Lights, a system that can fire high frequency laser pulses that last one millionth of one billionth of a second.

The pulses respond to human touch, so that - when interrupted - the hologram's pixels can be manipulated in mid-air.

The touchable hologram, which is being experimented with at the Utsunomiya University Center for Optical Research and Education, uses a laser provided by the university to the researchers.

One of the leading researchers of the experiment, Dr Yoichi Ochiai of Tsukuba University, believes this technology could be used for purposes including entertainment, medicine, and architecture. He says that the current state of light technology doesn't allow humans to proactively interact and feel light as matter, but the 'touchable hologram' has the potential to change that.

"You can't actually feel the videos or pictures, and although you can project a video, you can't interact with it by touching it. So, if we can project an image in a three dimensional form, and if you can touch it, then you can make something where you'll think that there actually is something there," Ochiai said.

"People's daily lives would change if we use a bigger laser in a bigger space where people can interact with it, and to see how it can be used in situations where three dimensional communication is necessary such as a construction site or in the medical field," he added.

According to science website Pulse Headlines, further development might eventually make it possible to create a computer keyboard made of light beamed onto a person's lap or allow video chat users to experience the virtual touch of the person with whom they are communicating.

The website says that the technology to create touchable holograms has previously been demonstrated, but that laser beams used to generate them burned human skin.

Ochiai's fellow researchers are Kota Kumagai, Satoshi Hasegawa, and Yoshio Hayasaki from Utsunomiya University, Takayuki Hoshi from the Nagoya Institute of Technology, and Jun Rekimoto from The University of Tokyo.

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Japanese scientists create touchable holograms

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A group of Japanese scientists have created touchable holograms, three dimensional virtual objects that can be manipulated by human hand. Using femtosecond laser technology the researchers developed 'Fairy Lights, a system that can fire high frequency laser pulses that last one millionth of one billionth of a second.

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They may be tiny weapons, but BYU's holography research group has figured out how to create lightsabers - green for Yoda and red for Darth Vader, naturally - with actual luminous beams rising from them.

Inspired by the displays of science fiction, the researchers have also engineered battles between equally small versions of the Starship Enterprise and a Klingon Battle Cruiser that incorporate photon torpedoes launching and striking the enemy vessel that you can see with the naked eye.

"What you're seeing in the scenes we create is real; there is nothing computer generated about them," said lead researcher Dan Smalley, a professor of electrical engineering at BYU. "This is not like the movies, where the lightsabers or the photon torpedoes never really existed in physical space. These are real, and if you look at them from any angle, you will see them existing in that space."

BYU's holography research team use lasers to create the displays of science fiction, inspired by Star Wars and Star Trek. Video produced by Julie Walker.
It's the latest work from Smalley and his team of researchers who garnered national and international attention three years ago when they figured out how to draw screenless, free-floating objects in space. Called optical trap displays, they're created by trapping a single particle in the air with a laser beam and then moving that particle around, leaving behind a laser-illuminated path that floats in midair; like a "a 3D printer for light."

The research group's new project, funded by a National Science Foundation CAREER grant, goes to the next level and produces simple animations in thin air. The development paves the way for an immersive experience where people can interact with holographic-like virtual objects that co-exist in their immediate space.

"Most 3D displays require you to look at a screen, but our technology allows us to create images floating in space - and they're physical; not some mirage," Smalley said. "This technology can make it possible to create vibrant animated content that orbits around or crawls on or explodes out of every day physical objects."

To demonstrate that principle, the team has created virtual stick figures that walk in thin air. They were able to demonstrate the interaction between their virtual images and humans by having a student place a finger in the middle of the volumetric display and then film the same stick finger walking along and jumping off that finger.

Smalley and Rogers detail these and other recent breakthroughs in a new paper published in Nature Scientific Reports last month. The work overcomes a limiting factor to optical trap displays: wherein this technology lacks the ability to show virtual images, Smalley and Rogers show it is possible to simulate virtual images by employing a time-varying perspective projection backdrop.

"We can play some fancy tricks with motion parallax and we can make the display look a lot bigger than it physically is," Rogers said. "This methodology would allow us to create the illusion of a much deeper display up to theoretically an infinite size display."

Reference: "Simulating virtual images in optical trap displays" by Wesley Rogers and Daniel Smalley, 6 April 2021, Scientific Reports.
DOI: 10.1038/s41598-021-86495-6

To see more of the holography work professor Dan Smalley is doing with his students, check out his lab website here: https://www.smalleyholography.org/

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Hologram Experts Can Now Create Real-Life Images That Move in the Air - Like a "A 3D Printer for Light"

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Using lasers to create the displays of science fiction, inspired by Star Wars and Star Trek. They may be tiny weapons, but BYU's holography research group has figured out how to create lightsabers - green for Yoda and red for Darth Vader, naturally - with actual luminous beams rising from them.

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Cisco Project Workplace | Webex Hologram

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https://m.youtube.com/watch?v=YEx7h0NKnXE

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Webex Hologram | The latest innovation in video conferencing

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For every mega-hit like Slack in the world of workplace collaboration solutions, there's a long trail of tech that just never seems to catch on. Take, for example, telepresence robots.

So, it's with some necessary caution that we approach virtual reality collaboration, which, as a category, somehow seems almost preordained to fall short of the hype. And yet Spatial, a company that's seeking to eliminate the need for video conferencing and work travel with a VR workplace populated by lifelike avatars, makes a compelling case for itself.

Following a successful Series A that brings total funding to $22 million, Spatial is now one of the better-funded mixed reality startups out there and a rising player in an AR/VR landscape.

Spatial's big selling point is that it's device agnostic. The founders started with the premise that working remotely is increasingly popular, but staring at their faces on videoconference calls while sharing screens is clunky at best. Real-time feedback, real-world collaboration, and the ability to draw, build, and tweak in 3D space is lost.

Holographic collaboration is a promising solution as the world makes the move to remote work. Slipping on a VR headset, the most compelling version of the idea puts you seamlessly into a shared setting with colleagues from around the globe who can interact, share ideas, present, and collaborate. It's an attractive enough proposition that many large companies are willing to test the concept.

"Last year we saw a strong demand to collaborate in AR/VR from more than 25% of the Fortune 1,000, and we announced our first wave of customers such as Mattel, Purina/Nestle and BNP Paribas," says Spatial Co-Founder and CEO Anand Agarawala.

To make the virtual workplace feel less like a video game and more like a business setting, Spatial has focused on creating realistic 3D avatars from 2D photos users upload. Spatial's virtual world is also kitted out with collaboration tools and capabilities aimed at helping workers do everything from design products to model campaigns.

Still, adoption will make or break the technology, and enterprise adoption of VR has been bumpy and unpredictable. Wisely, Spatial built its platform to be device agnostic. It works on Microsoft HoloLens, Oculus, Magic Leap, Qualcomm XR2, Android/iPhone mobile devices, or a plain old desktop computer, eliminating the need for a company to make a capital investment in pricey hardware just to trial the technology.

Is that enough to drive adoption? Tough to say. One reason Slack has been so successful is that it builds on deeply engrained social media behavior and integrates unobtrusively into existing workflows. Broader adoption of VR in the enterprise will certainly help holographic collaboration companies like Spatial take root, but that adoption hasn't yet happened at the pace many thought it would.

Still, investors haven't shied away. Existing spatial investors iNovia, Lerer Hippeau, and Expa were joined by new investors White Star capital, Kakao Ventures, Baidu Ventures, and Instagram Co-Founder Mike Krieger.

"Spatial's mixed-reality solution will be a key part of the future of work," says Krieger. "They're taking us beyond everyday tools like Zoom and Slack and pointing the way towards what conferencing & collaboration can be like if they were invented today and I'm excited to support the journey."

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Holographic collaboration: The next big idea in remote work?

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For every mega-hit like Slack in the world of workplace collaboration solutions, there's a long trail of tech that just never seems to catch on. Take, for example, telepresence robots. So, it's with some necessary caution that we approach virtual reality collaboration, which, as a category, somehow seems almost preordained to fall short of the hype.

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https://www.inceptivemind.com/worlds-first-two-way-international-holographic-teleportation-achieved/25768/

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A group of students from the Western Institute for Space Exploration (Western Space) has achieved what is believed to be the world's first demonstration of international, two-way holographic teleportation.

This holographic teleportation demonstration, a futuristic technological achievement, took place in a nondescript boardroom on campus at Western recently. Using a special camera and a HoloLens, Western says the students were able to teleport via hologram instantaneously to Alabama on July 27.

In April, NASA successfully holoported a doctor onto the International Space Station (ISS), becoming the first holonaut, but the last Western Space demonstration was the first time anyone had crossed international borders through holographic teleportation.

"We transported one person from Alabama to London, Ontario, and then each of the students here on the project was able to instantly holoport themselves in the holographic form down to Huntsville, Alabama," said Western's Dr. Adam Sirek, who led the project. Sirek is also co-founder of Halifax-based Leap Biosystems, which partnered with Aexa Aerospace and Microsoft to explore medical applications for the technology.

The technology for holographic teleportation comes from hardware developed by Microsoft and software from Aexa Aerospace. According to a release from Western, the technology involved a special camera that creates a holographic image of a subject, which is then sent to the HoloLens of a participant at the destination of choice. Through the HoloLens the individual can see the subject within their environment. If both are wearing HoloLens, they can interact in their environments as if they are actually there.

Although there is still work to be done to make conducting a virtual medical exam over the HoloLens a reality, Western says its team of faculty plan to explore how the technology may be used in the real world and in medical settings. They say the implications of the technology could be huge for access to health care in remote locations.

The technology currently costs around $5,000, which, when compared to the cost of medivacs or even traveling for exams, could have the potential of huge cost savings for the healthcare system. The team will also look at the possibility of integrating biosensors to the HoloLens, such as heart rate and oxygen saturation monitoring, along with haptics to provide touch feedback.

One of the most obtainable possibilities of this technology for the general public is its potential to connect people. Virtual meetings are the norm now, but with HoloLens and holographic teleportation, the physical, three-dimensional experience could become mainstream.

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World's first two-way international holographic teleportation achieved

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A group of students from the Western Institute for Space Exploration (Western Space) has achieved what is believed to be the world's first demonstration of international, two-way holographic teleportation. This holographic teleportation demonstration, a futuristic technological achievement, took place in a nondescript boardroom on campus at Western recently.

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https://hatrabbits.com/en/ten-ways-to-prototype-your-ideas/

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A prototype doesn't have to be beautiful or fancy. As a matter of fact, prototyping is all about building something tangible as fast and as cheap as possible. There are several ways to build a prototype. In this article, I will share 10 simple methods for prototyping your ideas.
1. MECHANICAL TURK
The Mechanical Turk (or 'Wizard of Oz') method allows you to test an idea, without having to build the real thing. You make it look like something technical (an algorithm, artificial intelligence, complicated machinery) works flawlessly, but in reality you are the one secretly moving the parts. By creating a real experience for your users, this allows you to collect feedback about the final product/service. You give the user the feeling that your product/service is real, while you are carrying out all tasks manually behind the scenes. This allows you to test your assumptions (Do people get it? Are they willing to pay for the product? Are they willing to adopt this new solution?) before spending loads of time and money on building the real thing.

3. CLICKABLE PROTOTYPE
Another way to prototype a digital product, is by creating a clickable prototype. A clickable demo of your product allows you to give your users an impression of how the final product looks and feels. To create a clickable prototype you can use simple tools such as a PDF-file, Powerpoint, Keynote (see also 'Keynotopia'), or more sophisticated tools such as InVision.
How can you make your idea tangible? Want to know more?
Would you like to know more about prototyping or other parts of the innovation process? Perhaps the Innovation Course is the right choice for you: https://hatrabbits.com/en/innovation-course/

Contact us for more information. We'll gladly tell you all about the possibilities.

Telephone: (+31) 010 30 70 534

E-mail: hello@hatrabbits.com

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A prototype doesn't have to be beautiful or fancy. As a matter of fact, prototyping is all about building something tangible as fast and as cheap as possible. There are several ways to build a prototype. In this article, I will share 10 simple methods for prototyping your ideas. 1.

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Verifying and getting buy-in on the vision

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Verifying and getting buy-in on the vision

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One of the main reasons to create a Vision Prototype is to allow the rest of the project team and the client to understand, review, and provide feedback on the vision. Because the prototype makes the ideas under discussion visible and concrete, it’s common for new needs or concerns to come up at this point—even in areas that might have been completely covered in previous conversations. It’s simply hard for many people to think abstractly about the same things that are made obvious by the prototype.

User focus groups can also be useful at this point. A successful vision will generally get a “Of course, how else would you do it?” response, with some suggestions for minor additional features. Confusion, lots of questions, or lots of suggestions for major new features are all signs that the vision does not correspond with the users’ expectations and model of the system, and needs to be reconsidered.

At this point we resolve any issues, and ensure that the whole team is happy with the prototype before moving forward. In this way, the prototype becomes the documentation of the entire team’s vision.

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Also not holograms? The spinning LED image creators that were all over CES a few years ago. 3D displays, VR and AR are all hologram-like, but not the real thing. Even Looking Glass' 3D picture frames aren't holograms, they're autostereoscopic, aka glasses-free 3D, the same technology found on the Nintendo 3DS.

What we all want, when we think of "holograms," is something that seems to appear in space, just like a real object would. Not something confined inside a special tiny screen, only viewable from a narrow angle. Ideally, we want a holodeck, or at least Princess Leia asking Obi-wan for help.

https://www.cnet.com/tech/holograms-get-real-startup-creates-objects-out-of-light-and-thin-air/

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https://www.iqsdirectory.com/resources/what-can-we-expect-from-hologram-technology-in-the-future/

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As technology continues to progress, we are given the opportunity to explore new and more exotic types of programming, software, hardware, and systems. One innovation that is growing at a rapid pace is hologram technology.

What Exactly Are Holograms?

Holography is a photographic technique that records the light scattered from an object, and then presents it as three-dimensional.

Holograms of varying forms have appeared over the years, including transmission holograms, which allow light to be shined through them and the image to be viewed from the side, and rainbow holograms, like those used on credit cards and driver's licenses for increased security.

The development of hologram technology began in 1962, when Yuri Denisyuk, of the Soviet Union, and Emmett Leith and Juris Upatnieks, at the University of Michigan, developed innovative laser programs that recorded objects in 3D. They recorded on silver halide photographic emulsions at the time, but the clarity of the objects was far from perfect. But new methods have improved holograms over time.

Are Holograms for Real?

Holograms are as close as your wallet. Most driver's licenses include holograms, as well as ID cards and credit cards. Holograms can even be found throughout our houses. Holograms come as part of CD, DVD, Blu-Ray, and software packaging, as well as nearly everything sold as "official merchandise."

But, these security holograms - which discourage forgery - aren't impressive. They simply change shape and color when tilted.

However, large-scale holograms, the kind illuminated with lasers or created in a dark room with carefully placed lighting, are phenomenal. They're basically two-dimensional surfaces that show very accurate three-dimensional images of real objects. You don't even have to wear special glasses like when you go to a 3D movie.

Holograms have surprising features. For example, each half contains whole views of the entire holographic image. The same is true if you cut out a small piece. Even a small fragment will still house the entire picture.

Understanding the principles behind holograms, helps you understand that the hologram, your brain, and light waves work together to make clear, 3D pictures.

How Do Holograms Work?

To make a hologram, you record an object (or person) in a clean environment with a laser beam and apply the information to a recording medium that will clean up and clarify the image.

The laser beam is split in two and redirected with mirrors. One of the beams is directed at the object. A portion of the light reflects off the object and is recorded on the medium.

The second beam (reference beam), is directed toward the recording medium. This means the beams coordinate to make a precise image in the hologram location.

These two laser beams interfere and intersect with each other. The interference pattern is imprinted on the recording medium to recreate the 3D image.

What Are 3D Holograms?

3D holograms are coming into our lives. A 3D hologram is an object that isn't actually "there," but looks like it is, either floating in mid-air or standing on a nearby surface. This "augmented reality" (AR) is a revolution well on its way.

Microsoft has its HoloLens headset, Apple uses ARKit, and Google presents holograms in ARCore. The tech is saturating the tech market, and IT mega-corporations are racing to dominate the AR market.

3D hologram displays are the next step in more human-compatible digital content. The applications for the new technology are limitless.

A hologram projected in a room could show a 3D concept car, like it was really there. 3D presentations for meetings and conferences will wow audiences. And how about holographic telepresence? Yes, a hologram of you projected to a meeting room thousands of miles away!

Holograms have the potential to dramatically improve training, design, and visualization in many business settings and production facilities. Being able to "look at, zoom in on and manipulate 3D versions of in-progress designs radically enhances the design process."

Even marketing departments can thrill customers with holograms through experiential marketing campaigns and 3D hologram interactions.

One product currently in development is called DeepFrame. This holographic tech enables science fiction-like applications, like 3D telepresence. The cost is prohibitive at $50,000, but as the use for experiential marketing and telepresence grows, competition will grow and costs will decrease.

There are also developers like Looking Glass Factory that are working on a display product called HoloPlayer that's currently available for $750 (PC dependent) or a $3,000 version (built-in PC).

A HoloPlayer displays 3D holograms on a sheet of glass, so you don't need special eyewear to view them. As Mike Elgan notes , the device creates "...3D hologram objects that can be manipulated using in-air gestures. When you look straight on, you see the front of the image. Tilt your head to the side, and you see the side of the image. These can be manipulated with natural hand gestures - reaching out, pretending to grab and turning will rotate the 3D objects. In-the-air swiping gestures also work as expected, taking you to the next image in a series."

Holographic imagery is also coming soon to windshields everywhere. A current example, demonstrated at CES by a company called WayRay, is Navion.

This dashboard-mounted projector produces an overlay of navigation data and turn-by-turn directions on the road itself. Navion also identifies hazards, such as pedestrians, and highlights them on the windshield. Navion can be controlled with in-the-air hand gestures or voice commands.

What most technophiles are waiting for is 3D hologram displays for smartphones that project the hologram on or above the surface of the display. Samsung and LG have been developing this technology for several years, but they feel 3D hologram support for smartphones is still decades away.

Holograms in the Future

The general public is fascinated by holograms. However, holograms are major business. It is suggested that by 2020 the market for genuine, display holograms will be worth $5.5 billion . Here are some of the incredible ways holograms are currently used.
Military Mapping
Geographic intelligence is critical to military strategy. Fully dimensional holographic images are being used for improved reconnaissance. These 3D holographic maps of "battle-spaces" allow soldiers to view three-dimensional terrain, look "around" corners, and train for missions.

The company takes computerized image data and turns it into a holographic sheet. "Not only can users "look into" the high-quality 3D image of the terrain stored in the hologram sheet, but the technology is simple to use and can be rolled up for easy storage and transportation." The maps are also useful in disaster evacuation and military rescue scenarios.
Information Storage
Society generates incalculable amounts of data every day. Digital storage capacity increases every year. Our personal computers store hundreds of gigabytes of information, including family photos, videos and documents. Now think about a storage disc being corrupted. The losses are unimaginable.

Though holograms create fascinating imagery, they don't just have to record and present a visual object. Holograms are capable of recording pure data - mountains of it. Holograms have the potential to store absurd amounts of information. The current prototype systems store 4.4m individual pages of information on a DVD like disc. They also offer a unique form of long-term security.

"If you make an optical hologram of a page of information and then smash it, for example, you can reconstruct it from any of the pieces. This makes holographic data storage extremely reliable. Unlike CDs and DVDs, which store their data on the disc's surface, holograms store data in three dimensions and those pages can overlap in the storage space."
Medical
Holography is on its way to revolutionizing medicine. It can be a tool for visualizing patient data in training students and surgeons.

Current systems like Magnetic Resonance Imaging (MRI) and ultrasound scans generate complex data using advanced imaging technology. This technology has the capability to produce full color, computer-generated 3D holograms.

Using these 3D images for training and display, holograms require no viewing devices or glasses. Students and doctors can simply "look", unhindered, at the three-dimensional images. These images can include the incredibly complex organs and systems of the body, like the brain, heart, liver, lungs, nerves, and muscles.
Fraud and Security
Because Holograms are complex and hard to make, this makes them an incredible advantage in commercial security.

If you have a credit card, you have a hologram. "That small silver rectangle of a dove on your credit card is a white-light, mirror-backed, transmission hologram. It displays a three-dimensional image which is visible as you move from side to side, and changes color as you tilt your card up and down." These holograms are incredibly difficult to forge.

Bank notes are also starting to incorporate secure holograms. In the UK, the newest £5 bank note has an image of Big Ben and uses holography to produce a set of changing colors as you tilt the note. There is also a 3D image of the coronation crown "floating" above the note when tilted.
Art
Artists began experimenting with holography the moment it became a practical process. There are artists around the globe using the three-dimensional of holograms to bend and cut space, combine collections of still images or video to produce animated 3D works, and to sculpt pure light.

Most recently, an exhibition in central London presented a show of creative holography. International groups of selected artists contributed work to an exhibition on Governors Island, New York, and artists from Canada, Italy, the US and UK were chosen for an exhibition using holography and the media arts in Santa Fe, New Mexico this summer.

Conclusion

Holograms used to be the stuff of science fiction that was "coming to a theater near you". However, the practical uses of holographic technology have eclipsed the film industry and become a commonplace feature in our everyday lives.

We are only seeing the beginning of the usefulness of holograms and as the innovators and developers continue to improve the technology, holograms will become an even larger part of society.

Review All Articles

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What Can We Expect from Hologram Technology in the Future?

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As technology continues to progress, we are given the opportunity to explore new and more exotic types of programming, software, hardware, and systems. One innovation that is growing at a rapid pace is hologram technology. Holography is a photographic technique that records the light scattered from an object, and then presents it as three-dimensional.

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Nackdelen med VR är att man är isolerad från den verkliga miljön.

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Many of the technological advances predicted in Star Trek's fictional universe have become reality, such as the mobile communicator and hand-held tablet computers.

The Holodeck first appeared in The Practical Joker, a 1974 episode of the Star Trek animated series. It was depicted as a recreation room containing a simulated, alternative version of reality. It featured heavily in The Next Generation series and in the 1996 film First Contact.

Anyone entering the Holodeck could interact with "solid" props and characters in any scenario based on whatever parameters they programmed.

The Holodeck was a narrative device that allowed Star Trek's writers to experiment with philosophical questions in settings not available in a typical sci-fi context.

Star Trek/Screenshot/Memory Alpha

It inspired several generations of computer scientists who spearheaded research in artificial intelligence, computer graphics and human-computer interaction.

The convergence of these research areas has given rise to other forms of reality on the path to the construction of a real Holodeck.

A real Holodeck?

A typical example of VR is an immersive war game that puts a user in charge of a Roman army as Caesar, battling Vercingetorix's Gaul troops at Alesia.

But VR has a major drawback for some applications. Being isolated from the real world, it's not easy to engage in social interaction or physical movement in a way that feels natural to most people.

Augmented reality ( AR) blends synthetic, virtual objects with the view of our physical reality. In AR, we can interact with virtual humans inhabiting our physical space or we can work with our children, for example, to build virtual LEGO houses on real tables in our own living rooms.

Headsets are available that allow us to create AR in our office or lounge rooms, such as the Microsoft Hololens or the Meta.

But AR headsets still suffer from several technical limitations, such as a reduced field of view. The software that lets the virtual and real worlds interact believably and naturally still needs work.

Sensing humans

Real-world Holodeck programs would also need the technology to sense human actions. This would provide useful information that the virtual personas inhabiting the Holodeck programs would use to anticipate our human intentions.

We now take almost for granted the ability to search for information with speech or to command our mobiles to schedule meetings and appointments. Other devices, originally conceived for entertainment applications, can track human gestures or even their full body posture.

For example, Microsoft Kinect can track a human body, and the technology is now included in the Hololens as its gesture-recognition component.

Lots of other sensing devices are now commonplace in mobile devices, such as accelerometers, gyroscopes, magnetometers, and temperature and pressure sensors.

The general trend is towards giving humans the ability to communicate using a combination of their body and their voice via hands-free or wearable user interfaces.

Enter the artificial intelligence

The key ingredient for Holodeck programs in the real world is the ability to equip virtual characters with sophisticated forms of artificial intelligence (AI).

Star Trek: First Contact/Paramount/Screenshot

These advances, while noteworthy, do not necessarily show strong progress towards general forms of artificial intelligence (AGI) exhibited by humans.

It has been argued that defining or providing general human intelligence may prove a very elusive problem for a long time, or indeed forever.

Fortunately, a restricted version of a Holodeck program may only require a slightly weaker, not fully general form of intelligence. This was exemplified by androids in the popular TV series reboot of Westworld.

Almost human? Close enough

The good news is that this may shorten the time needed to realise the hypothetical Holodeck programs. The bad news is that such a feat is still beyond us at this stage, although recent progress in machine learning will likely help us close the gap faster.

The question is then whether we shall ever be able to reach the level of sophistication in AR and AI needed to build a Holodeck? And if so, when?

Making predictions on such matters is not trivial, but I am inclined to think that current advances in VR and AR technologies will provide us with the required sophisticated headsets within the next five to ten years.

The question then is also whether we shall ever be able to achieve AR using alternative forms of projections that remove the need for a headset altogether.

The recent predictions about breakthroughs in general artificial intelligence by experts seem to converge around a date around 2040. This would put the sort of AI required for Holodeck characters somewhat earlier than that.

So I believe that one day humans will be able to experience some form of Holodeck similar to what was envisaged in Star Trek.

To paraphrase Star Teek's infamous Borg alien race, I will say that resistance to this technological progress is futile and it will be assimilated, one day.

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Star Trek's Holodeck: from science fiction to a new reality

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Many of the technological advances predicted in Star Trek's fictional universe have become reality, such as the mobile communicator and hand-held tablet computers. The Holodeck first appeared in The Practical Joker, a 1974 episode of the Star Trek animated series. It was depicted as a recreation room containing a simulated, alternative version of reality.

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https://high-tech-guide.com/article/are-3d-holograms-possible

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Are 3D holograms possible?

How much does a 3D hologram cost?

Projections start at 13 x 13 feet, which cost at minimum around $18,113. The largest projection they have full pricing info for is 13 x 32 feet. That would likely cost around $32,453. Of course, West may have also rented out an arena for the hologram, which would be an additional expense. Oct 30, 2020

What is 3D holographic projection technology?

The holographic projection is a kind of 3D technology of without wearing glasses, and viewers can see the three-dimensional virtual character. ... 3D holographic projection is the technology that record and reproduce objects in real 3D image with using of interference and diffraction theory.

Are holographic displays possible?

Hologram Experts Can Now Create Real-Life Images That Move in the Air - Like a "A 3D Printer for Light" Using lasers to create the displays of science fiction, inspired by Star Wars and Star Trek. May 9, 2021

Is 3D hologram possible Quora?

Yes, it is possible to make a hologram image that "floats" in front of the film. This is done as a hologram of a hologram to get the image on the other side of the film. However, when viewing this hologram, the film must always be behind the floating image.

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Are 3D holograms possible? How much does a 3D hologram cost? Projections start at 13 x 13 feet, which cost at minimum around $18,113. The largest projection they have full pricing info for is 13 x 32 feet. That would likely cost around $32,453.

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What is 3D hologram technology?

Are 3D holograms possible?

Holography is a unique method of photography whereby 3D objects are recorded using a laser and then restored as precisely as possible to match the originally recorded object. When illuminated via a laser, holograms are able to form an exact 3D clone of the object and duplicate its features. Feb 3, 2021

How does 3D holographic projection technology work?

Holographic projectors create a picture via refraction as light passes through the recorded interference pattern. Light shining through a flat interference pattern (recorded on a holographic plate as shown above) produces an image that has three-dimensional qualities but is still flat. Oct 22, 2019

Who is the leader in hologram technology?

Euclideon Holographics is the world leader in Holograms, Hologram Devices, virtual reality solutions and content creation.

How much do holograms cost?

Projections start at 13 x 13 feet, which cost at minimum around $18,113. The largest projection they have full pricing info for is 13 x 32 feet. That would likely cost around $32,453. Of course, West may have also rented out an arena for the hologram, which would be an additional expense. Oct 30, 2020

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What is 3D hologram technology? Are 3D holograms possible? Holography is a unique method of photography whereby 3D objects are recorded using a laser and then restored as precisely as possible to match the originally recorded object. When illuminated via a laser, holograms are able to form an exact 3D clone of the object and duplicate its features.

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Paul Friedlander's Kinetic Light Sculpture | WIRED

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https://mymodernmet.com/paul-friedlander-kinetic-light-sculptures/

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British artist, physicist, and all-around science enthusiast Paul Friedlander produces kinetic light sculptures that provide a colorful feast for the eyes. Each piece in his body of work offers a visual medley of light and motion by rapidly rotating a piece of string through white light. The vibrating rope becomes invisible to the human eye, but colors from the light (which would normally be invisible to the naked eye) are revealed in rapid succession.

The scientific artist gives insight into the history of his career shift into the arts and explains the science in it all: "I decided to focus on kinetic art: a subject in which I could bring together my divided background and combine my knowledge of physics with my love of light. In 1983, at London's ICA, I exhibited the first sculptures to use chromastrobic light, a discovery I had made the previous year. Chromastrobic light changes color faster than the eye can see, causing the appearance of rapidly moving forms to mutate in the most remarkable ways."

Check out the video, below, to get an idea of this fantastic visual in motion.

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Spectrum of Colors Revealed Through Lit String Vibrations

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British artist, physicist, and all-around science enthusiast Paul Friedlander produces kinetic light sculptures that provide a colorful feast for the

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3D Sculpting Software n°1: ZBrush

ZBrush is a 3D digital sculpting application developed by the American company Pixologic and combines 3D modeling, texturing and painting. It is considered to be one of the best and most popular software for creating 3D models. ZBrush does not use any CAD programs to create its models. Instead, it uses a "3D pixels" technology which is similar to sculpture. Each pixel, which is called "pixol", contains information on depth, orientation, material and color value, making ZBrush one of the most user-friendly software for modeling and texturing. It is basically addressed to experienced users, since this software has many complex features and tools which offer increased freedom while designing. It provides great depth and customization capabilities for everything from sculpting and brushes to materials and rendering, that's why it has become the industry standard for highly detailed digital art in the fields of movies, computer games and illustration. The video below may help you understand what the new features of ZBrush can offer to the designers.

Considering that ZBrush is the most recommended and professional 3D sculpting software, we are very proud to have recently launched aallowing its users to directly export their 3D models and print them from our partnership with ZBrush, online 3D printing service in just one click!

3D Sculpting Software n°2: Mudbox

If you need a 3D modeling program, but also a great painting and sculpting software, The tutorial below, provided by Autodesk, is very enlightening on how Mudbox works: Mudbox might be the perfect solution. Mudbox is considered the main competitor of ZBrush and it is acquired by Autodesk. The application provides high-resolution digital sculpting, texture painting, and displacement. Models created with Mudbox start as a polygon mesh that can be manipulated with a variety of different tools. It uses a more traditional approach than ZBrush in terms of software, as the model can be subdi vided and then the individual volumes of the part can be sculpted with the available number of polygons. In addition Mudbox, as more traditional software, uses layers to store different detail passes, to add masks on the layers and to blend them. This way, its users are allowed to sculpt and to mold their 3D model without making permanent changes.

3D Sculpting Software n°3: Meshmixer

Another 3D modeling software developed by Autodesk, this timeless challenging and more user-friendly. Meshmixer's 3D sculpting tools are somewhat basic compared to higher-end tools like Mudbox and ZBrush, however, because they are combined with dynamic remeshing infrastructure, it is possible to create extremely detailed surfaces with much lower polycounts. It is recommended for beginners in 3D modeling, students, designers, engineers and 3D hobbyists, as all the information and tips someone in the beginning of his designing career may seek are stored on a very detailed online manual provided by Meshmixer.

The video below can give you an idea of how Meshmixer works:

In case you want to take your passion about 3D modeling one step further and you want to 3D Print your creation with our online 3D Printing service, check Sculpteo's tutorial about how to Prepare your model for 3D Printing with Meshmixer.

3D Sculpting Software n°4: Blender

Blender is the free and open-source 3D modeling software developed by Blender Foundation. It can provide 3D modeling, rigging, animation, simulation, rendering, compositing, motion tracking, video editing and game creation. Blender's sculpting software is pretty advanced, yet ideal for beginners, as thanks to its latest versions and the continuous upgrades of its software, its users can enjoy sculpting and creation of parts without worrying about stretching the underlying mesh. Users may also consult the webpage for tutorials and manuals, which are very helpful.

For those who use Blender software with the intention to 3D Print their designs, there is this Sculpteo tutorial, which aims to teach the best practices for modeling, correcting and exporting a 3D file for 3D printing with Blender 2.7.

3D Sculpting Software n°5: Sculptris

with a single button click! If you are already using Sculptris and you wish to see your models 3D printed, check this Sculptris is another 3D sculpting software developed by Pixologic, and if you are a beginner in digital modeling, it is a great ground to experiment on with the basic tools of ZBrush. Its tools are easy to learn and it is a pretty user-friendly software to handle if you have no prior experience. Another advantage of this 3D modeling software is that since Sculptris and ZBrush are connected, the skills that you learn using Sculptris can be furtherly upgraded by using ZBrush. In addition, Sculptris files can be easily imported and sent to ZBrush Sculpteo tutorial.

3D Sculpting Software n°6: 3D Coat

3D-Coat is a great 3D digital sculpting tool from Pilgway designed to create free-form organic and hard surfaced 3D models from scratch. Its main features- which are also its main advantages over its competitors- are its use of 3D pixels (called "voxels") to easily digitally sculpt the design, the ability to create fast and user-friendly UV maps, the ease and variety in texturing and the retopology tools that it provides.

In case you want to see how really 3DCoat works, check the video below:

3D Sculpting Software n°7: Maya

Last but not least, Maya is another software coming from AutoDesk, as Mudbox and Meshmixer, yet not free. Maya software is able to produce animation, modeling, simulation, and rendering in order to help artists work faster with enhancements to existing workflows and providing new tools. Since recently Maya 3D modeling software is updated, it is also possible to sculpt virtual 3D surfaces like you sculpt real 3D objects from clay or other modeling materials. Instead of using clay, the virtual 3D surfaces are constructed using polygons. It is recommended that you use a graphics tablet in order to take full advantage of Maya's sculpting features. However, you can still sculpt using a standard three-button mouse. Even though it may be a difficult software for beginners and you can sometimes experience bugs when designing, Maya is one of the leading industry 3D animation packages, it has won several awards and still has a lot of users. It is also common for the designers to combine the Autodesk software to reach the final result, as it happens to the illustration below:

3D Sculpting Software n°8: SelfCad

SelfCadis a recently launched 3D modeling software, that offers a big variety of designing tools for sculpting, slicing and 3D drawing. It is a great CAD software as it is a package that includes all the tools that a designer needs to have. SelfCAD's sculpting empowers creativity using gestures and helps your ideas get the desired shapes fast and easy. It is easily accessible and you can use it online without downloading it. All you have to do is to subscribe here and start your free trial period.

If you are interested in learning more about 3D modeling software, this article about the Top of 20 simple CAD programs is for you!
If on the other hand you are done with 3D modeling and you just wish to 3D print your creation, check which in which format your file needs to beand upload it to our online 3D Printing service!

Photo Credits: Link from The Legend of Zelda by ZBrushCentral member Caleb Nefzen

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Top 8 of the best Sculpting software for 3D modeling in 2022

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ZBrush is a 3D digital sculpting application developed by the American company Pixologic and combines 3D modeling, texturing and painting. It is considered to be one of the best and most popular software for creating 3D models. ZBrush does not use any CAD programs to create its models.

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Answer (1 of 11): Holography is a class of methods for recording and reconstructing three dimensional images, which are based on interference phenomena. Holographic images are called holograms. Unlike normal photographic images, they do not use a mapping of individual objects points to individual...

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Answer (1 of 3): The way they are explained to work... No. Never! You see in Star Trek what a holodeck does is something it shouldn't be able to do. We have seen that ir is capable of creating more space inside that deck than the space that actually exists in the deck.

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Star Trek: Discovery - The Real Life Holodeck

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https://youtu.be/cYPauVa1jLg

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Whether a new radio-based service will interfere with existing services in the same slice of the spectrum seems like a straightforward physics problem. Usually, though, opposing parties' technical analyses give different results. Disagreement among the engineers then opens the way for public safety to become just one among several competing interests. I've been in the thick of such arguments, so I wanted to share how these issues arise and how they are settled.

Battling for Bandwidth

Not all radio spectrum is created equal. Lower frequencies travel farther and propagate better through buildings and terrain. Higher frequencies offer the bandwidth to carry more data, and work well with smaller antennas. Every radio-based application has its own needs and its own spectral sweet spot.

Suitable spectrum for mobile data-4G, 5G, Wi-Fi, Bluetooth, many others-runs from a few hundred megahertz to a few gigahertz. Phones, tablets, laptops, smart speakers, Wi-Fi-enabled TVs and other appliances, Internet-of-things devices, lots of commercial and industrial gear-they all need these same frequencies.

The problem is that this region of spectrum has been fully occupied for decades. So when a new service like 5G appears, or an older one like Wi-Fi needs room to expand, the FCC has two options. For a licensed service like 5G, the FCC generally clears incumbent users from a range of frequencies-either repacking them into other frequencies nearby or relocating them to a different part of the spectrum-and then auctions the freed-up spectrum to providers of the new service. To accommodate an unlicensed service like Wi-Fi, the FCC overlays the new users onto the same frequencies as the incumbents, usually at lower power.

The FCC tries to write technical rules for the new or expanded service that will leave the incumbents mostly unaffected. It is commonplace for newcomers to complain that any interference they cause is not their fault, attributing it to inferior incumbent receivers that fail to screen out unwanted signals. This argument usually fails. The newcomer must deal with the spectrum and its occupants as it finds them. Strategies for accomplishing that task vary.

Alternative Realities
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Congress prohibits the FCC (and other federal agencies) from changing the regulatory ground rules without first soliciting and considering public input. On technical issues, that input comes mostly from the affected industries after the FCC outlines its tentative plans in a Notice of Proposed Rulemaking. There follows a back-and-forth exchange of written submissions posted to the FCC's website, typically lasting a year or more.

Ordinarily, parties can also make in-person presentations to the FCC staff and the five commissioners, if they post summaries of what they say. Sometimes the staff uses these meetings to test possible compromises among the parties.

All this openness and transparency has a big exception: Other federal agencies, like the FAA, can and sometimes do submit comments to the FCC's website, but they also have a back channel to deliver private communications.

The submissions in a spectrum proceeding generally make two kinds of points. First, the newcomers and the incumbents both present data to impress the FCC with their respective services' widespread demand, importance to the economy, and utility in promoting education, safety, and other public benefits. Second, both the proponents and opponents of a new frequency usage submit engineering studies and simulations, sometimes running to hundreds of pages.

Predictably, the two parties' studies come to opposite conclusions. The proponents show the new operations will have no harmful effect on incumbents, while the incumbents demonstrate that they will suffer devastating interference. Each party responds with point-by-point critiques of the other side's studies and may carry out counter-studies for further proof the other side is wrong.

How do such alternative realities arise? It's not because they are based on different versions of Maxwell's equations. The two sides' studies usually disagree because they start with differing assumptions about the newcomer's transmitter characteristics, the incumbent's receiver characteristics, and the geometries and propagation that govern interaction between the two. Small changes to some of these factors can produce large changes in the results.

Rather than settle anything, experiments just add fuel to the controversy.

Sometimes the parties, the FCC, or another government agency may conduct hardware tests in the lab or in the field to assess the degree of interference and its effects. Rather than settle anything, though, these experiments just add fuel to the controversy. Parties disagree on whether the test set-up was realistic, whether the data were analyzed correctly, and what the results imply for real-world operations.

When, for example, aviation interests ran tests that found 5G transmissions caused interference to radio altimeters, wireless carriers vigorously challenged their results. In contrast, there was no testing in the 6-GHz Wi-Fi proceeding, where the disagreements turned on theoretical analyses and simulations.

Further complicating matters, the disputed studies and tests do not predict interference as a binary yes/no but as differing probabilities for various degrees of interference. And the parties involved often disagree on whether a given level of interference is harmless or will cause the victim receiver to malfunction. Reaching a decision on interference issues requires the FCC to make its way through a multi-dimensional maze of conflicting uncertainties. Here are some concrete issues that illuminate this all-too-common dynamic.

Fixed Ideas

Those ubiquitous sideways-facing dishes on towers and buildings are fixed‑microwave antennas. Equipment of this kind has operated reliably since the 1950s. The 6-GHz band, the lowest-frequency microwave band available today, is the only one capable of 100-kilometer hops, making it indispensable. Along with more pedestrian uses, the band carries safety-critical information: to coordinate trains, control pressure in oil and gas pipelines, balance the electric grid, manage water utilities, and route emergency telephone calls.

Four years ago, when the FCC proposed adding Wi-Fi to the 6-GHz band, all sides agreed that the vast majority of Wi-Fi devices would cause no trouble. Statistically, most would be outside the microwave antennas' highly directional main beams, or on the wrong frequency, or shielded by buildings, terrain, and ground clutter.

The dispute centered on the small proportion of devices that might transmit on a frequency in use while being in the line-of-sight of a microwave antenna. The Wi-Fi proponents projected just under a billion devices, operating among 100,000 microwave receivers. The opponents pointed out that even a very small fraction of the many new transmitters could cause troubling numbers of interference events.

To mitigate the problem, the FCC adopted rules for an Automatic Frequency Control (AFC) system. A Wi-Fi device must either report its location to a central AFC database, which assigns it non-interfering frequencies for that location, or operate close to and under the control of an AFC-guided device. The AFC system will not be fully operational for another year or two, and disagreements persist about the details of its eventual operation.

More controversially, the FCC also authorized Wi-Fi devices without AFC, transmitting at will on any 6-GHz frequency from any geographic location-but only indoors and at no more than one-quarter of the maximum AFC-controlled power. The Wi-Fi proponents' technical studies showed that attenuation from building walls would prevent interference. The microwave operators' studies showed the opposite: that interference from uncontrolled indoor devices was virtually certain.

How could engineers, using the same equations, come to such different conclusions? These are a few of the ways in which their analyses differed:

Wi-Fi device power: A Wi-Fi device transmits in short bursts, active about 1/250th of the time, on average. The Wi-Fi proponents scaled down the power by a like amount, treating a device that transmits intermittently at, say, 250 milliwatts as though it transmitted continuously at 1 mW. The microwave operators argued that interference can occur only while the device is actually transmitting, so they calculated using the full power.

Building attenuation: A 6-GHz signal encounters substantial attenuation from concrete building walls and thermal windows, less from wood walls, and practically none from plain-glass windows. The Wi-Fi proponents took weighted averages over several building materials to calculate typical wall attenuations. The microwave operators reasoned that interference was most likely from an atypical Wi-Fi device behind plain glass, and they calculated accordingly, assuming a minimal amount of attenuation.

Path loss: In estimating the signal loss from a building that houses a Wi-Fi device to a microwave-receiving antenna, the Wi-Fi proponents used a standard propagation model that incorporates attenuation due to other buildings, ground clutter, and the like. The microwave operators were most concerned about a device located with open air between the building and the antenna, so they used free-space propagation in their calculations.

Using their preferred starting assumptions, the Wi-Fi proponents proved that Wi‑Fi devices over a wide range of typical situations present no risk of interference. Using a different set of assumptions, the microwave operators proved there is a large risk of interference from a small proportion of Wi-Fi devices in atypical locations, arguing that multiplying that small proportion by almost a billion Wi-Fi devices made interference virtually certain.

Up in the Air

Americans want their smartphones and tablets to have fast Internet access everywhere. That takes a lot of spectrum. Congress passed a statute in 2018 that told the FCC to find more-and specifically to consider 3.7 to 4.2 GHz, part of the C-band, used since the 1960s to receive satellite signals. The FCC partitioned the band in 2020, allocating 3.7 to 3.98 GHz for 5G mobile data. In early 2021, it auctioned the new 5G frequencies for US $81 billion, mostly to Verizon and AT&T. The auction winners were also expected to pay the satellite providers around $13 billion to compensate them for the costs of moving to other frequencies.

A nearby band at 4.2 to 4.4 GHz serves radar altimeters (also called radio altimeters), instruments that tell a pilot or an automatic landing system how high the aircraft is above the ground. The altimeter works by emitting downward radio waves that reflect off the ground and back up to a receiver in the device. The time for the round trip gives the altitude. Large planes operate two or three altimeters simultaneously, for redundancy.

Even though the altimeters use frequencies separated from the 5G band, they can still receive interference from 5G. That's because every transmitter, including ones used for 5G, emits unwanted signals outside its assigned frequencies. Every receiver is likewise sensitive to signals outside its intended range, some more than others. Interference can occur if energy from a 5G transmitter falls within the sensitivity range of the receiver in an altimeter.

The FCC regulates transmitter out-of-band emissions. In contrast, it has few rules on receiver out-of-band reception (although it recently opened a discussion on whether to expand them). Manufacturers generally design receivers to function reliably in their expected environments, which can leave them vulnerable if a new service appears in formerly quiet spectrum near the frequencies they receive on.

Aviation interests feared this outcome with the launch of C-band 5G, one citing the possibility of " catastrophic impact with the ground, leading to multiple fatalities." The FCC's 5G order tersely dismissed concerns about altimeter interference, although it invited the aviation industry to study the matter further. The industry did so, renewing its concerns and requesting that the wireless carriers refrain from using 5G near airports. But this came after the wireless carriers had committed almost $100 billion and begun building out facilities.

Much as in the case of 6-GHz Wi-Fi, the 5G providers and aviation interests reached different predictions about interference by starting with different assumptions. Some key areas of disagreement were:

5G out-of-band emissions: The aviation interests assumed higher levels than the wireless carriers, which said the numbers in the aviation study levels exceeded FCC limits.

The FCC must regulate "in the public interest," but the commissioners have to determine what that means in each case.

Off-channel sensitivity in altimeter receivers: There are several makes and models of altimeters in use, having varying receiver characteristics, leading to disagreements on which to include in the studies.

Altimeters in the same or other aircraft nearby. A busy airport has a lot of altimeters operating. Wireless carriers said these would overpower 5G interference. Aviation interests countered that multiple altimeters in the area would consume one another's interference margin and leave them all more vulnerable to 5G.

Aircraft pitch and roll: Aviation interests argued that the changing angles of the aircraft as it approaches the runway can expose the altimeter receivers to more 5G signal.

Reflectivity of the ground: Aviation interests favored modeling with lower values of reflectivity, which reduce the received signal strength at the altimeter and hence increase its susceptibility to 5G interference.

The carriers temporarily paused 5G rollout near some airports, and the airlines canceled and rescheduled some flights. At this writing, the FAA is evaluating potentially affected aircraft, altimeters, and airport systems. Most likely, 5G will prevail. In the extremely improbable event that the FAA and the FCC were to agree that C-band 5G cannot operate safely near airports, the wireless carriers presumably would be entitled to a partial refund of their $81 billion auction payments.
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Hard Decisions

Making complicated trade-offs has long been the job of the five FCC commissioners. They are political appointees, nominated by the president and confirmed by the Senate. The four now in office (there is a vacancy) are all lawyers. It has been decades since a commissioner had a technical background. The FCC has highly capable engineers on staff, but only in advisory roles. The commissioners have no obligation to take their advice.

Congress requires the FCC to regulate "in the public interest," but the commissioners must determine what that means in each case. Legally, they can reach any result that has at least some support in the submissions, even if other submissions more strongly support an opposite result. Submissions to the FCC in both the 6-GHz and 5G matters conveyed sharp disagreement as to how much safety protection the public interest requires.

To fully protect 6-GHz microwave operations against interference from the small fraction of Wi-Fi devices in the line-of-sight of the microwave receivers would require degrading Wi-Fi service for large numbers of people. Similarly, eliminating any chance whatsoever of a catastrophic altimeter malfunction due to 5G interference might require turning off C-band 5G in some heavily populated areas.

The orders that authorized 6-GHz Wi-Fi and C-band 5G did not go that far and did not claim they had achieved zero risk. The order on 5G stated that altimeters had "all due protection." In the 6-GHz case, with a federal appeals court deferring to its technical expertise, the FCC said it had "reduce[d] the possibility of harmful interference to the minimum that the public interest requires."

These formulations make clear that safety is just one of several elements in the mix of public interests considered. Commissioners have to balance the goals of minimizing the risk of plane crashes and pipeline explosions against the demand for ubiquitous Internet access and Congress's mandate to repurpose more spectrum.

In the end, the commissioners agreed with proponents' claims that the risk of harmful interference from 6-GHz Wi-Fi is "insignificant," although not zero, and similarly from 5G, not "likely...under...reasonably foreseeable scenarios"-conclusions that made it possible to offer the new services.

People like to think that the government puts the absolute safety of its citizens above all else. Regulation, though, like engineering, is an ever-shifting sequence of trade-offs. The officials who set highway speed limits know that lower numbers will save lives, but they also take into account motorists' wishes to get to their destinations in a timely way. So it shouldn't come as a great surprise that the FCC performs a similar balancing act.
This article appears in the July 2022 print issue as "Radio-Spectrum Turf Wars."

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Whether a new radio-based service will interfere with existing services in the same slice of the spectrum seems like a straightforward physics problem. Usually, though, opposing parties' technical analyses give different results. Disagreement among the engineers then opens the way for public safety to become just one among several competing interests.

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https://www.pcmag.com/encyclopedia/term/haptic-hologram

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Definition of haptic hologram | PCMag

A hologram that people can touch and interact with. Haptic holograms use focused ultrasound waves. For more information, visit www.ultrahaptics.com. See hologram.

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Definition of haptic hologram | PCMag A hologram that people can touch and interact with. Haptic holograms use focused ultrasound waves. For more information, visit www.ultrahaptics.com. See hologram. PCMag.com is a leading authority on technology, delivering lab-based, independent reviews of the latest products and services.

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Virtual reality developers have been dreaming of a holographic gaming experience since Star Trek's "Holodeck" first appeared on TV in the 70s and 80s. Although we can conduct entire hologram performances, the ability to touch and interact with the display is still a thing of science fiction. But, a team of engineers at the University of Glasgow's James Watt School of Engineering have an idea.

Ravinder Dahiya, professor of electronics and nanoengineering at the University of Glasgow, and leader of the Bendable Electronics and Sensing Technologies (BEST) group, has been working with his global, multidisciplinary team on a number of flexible electronics and touch-based interactive systems. Their latest development is a pseudo-hologram volumetric display that gives the user the experience of interacting with it.

The three main components of their "aerohaptic" pseudo-holographic display are a Leap Motion sensor, which senses the movement and gestures of the user's hand; a jet air nozzle, which pushes air onto the user's hand in response to their movement with respect to the virtual object; and a master computer, which determines how the hologram will "respond" visually to those gestures. So far, the technology is able to mimic the experience of bouncing a basketball, pushing air onto the user's hand to simulate contact, speed, and pressure with the ball.

You May Also Like: Hard Hats and Holograms

Involving as many perception points as possible to the system can help the user feel like it is an authentic experience-think about the artificial engine noise newer electric car models offer to help the driver know whether the car is running. In short, it's all about making it believable. So, for added user benefit, the noise of the air coming from the jet nozzle may also offer an audible confirmation to the user that they are indeed in control of the ball.

Other technologies are advancing that also attempt to offer a haptic response, most of which involve ultrasonics that generate acoustic waves giving the user a feeling of vibration. But, Dahiya explained, this is a limited experience because there is no sound or sufficient pressure to generate haptic feeling, particularly when the user's hand is moved away from the source of the acoustic waves.

The system is in its early stages, so there are quite a few ways the BEST team hopes to build upon their work and add even more perception points, including temperature.

"Giving the user hot or cold air could improve the perception," Dahiya said. "Currently, we have just one nozzle, so having an array of nozzles that are programmed for touch, sound, and even temperature would give the user a much richer experience."

Dahiya and his team are eager to improve the system further, but there are still some limitations. The biggest challenge is that motion sensors aren't quite quick enough to match human perception, so there is a minute delay. Further advances in motion detection would improve the system, but according to Dahiya they will have to wait for the technology to catch up.

Watch a Video: Augmented and Virtual Reality Advancements in 2021

The aerohaptic system has received a very positive response even at this early stage, particularly from the gaming community. VR developers are eager to give gamers an experience that would remove the need for wearables, which can be cumbersome. Their interest and early adoption of this technology may help the BEST team propel their work forward and get it on the market sooner.

Dahiya is particularly interested in how the technology could be integrated into healthcare settings. For example, using a digital twin with an interactive holographic display such as this one could be extremely beneficial in teaching individuals how to perform complex medical procedures. They would no longer have to perform on dummies, but rather, could see and feel the results of their movements inside of a simulation.

Take Our Quiz: How Augmented and Virtual Reality Is Enhancing Manufacturing

"Say there is a heart surgeon who cannot be everywhere, especially a remote location, but there is a general practitioner who has some knowledge, but not expertise," Dahiya said. "This type of system could bring the virtual avatar of the surgeon to the operation theater and guide the general practitioner through a procedure, helping to bridge those gaps."

The potential for this kind of technology is boundless. According to Dahiya, there is still a long way to go in getting the technology from these early stages to where it needs to be in order to meet the growing appetite for such advancements.
Cassandra Martindell is a science and technology writer based in Ohio.

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Haptic Holograms You Can Touch and Feel - ASME

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Virtual reality developers have been dreaming of a holographic gaming experience since Star Trek's "Holodeck" first appeared on TV in the 70s and 80s. Although we can conduct entire hologram performances, the ability to touch and interact with the display is still a thing of science fiction.

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Feeling is believing. A system that uses sound waves to project "haptic holograms" into mid-air - letting you touch 3D virtual objects with your bare hands - is poised to bring virtual reality into the physical world.

Adding a sense of touch as well as sight and sound will make it easier to completely immerse yourself in VR. And the ability to feel the shape of virtual objects could let doctors use their hands to examine a lump detected by a CT scan, for example. What's more, museum visitors could handle virtual replicas of priceless exhibits while the real thing remained safely behind glass.

Ben Long and his colleagues at the University of Bristol, UK, improved on a previous version of their UltraHaptics technology, which projected 2D outlines of map contours above a screen, for example. Now, high-frequency sound waves emitted by an array of tiny speakers create the sensation of touching an invisible, floating object. When the sound hits the hand, the force of the waves exerts pressure on the skin.

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Video: Sound sculpting lets you feel 3D holograms

To make the jump from outlines to full shapes, the team added a Leap Motion sensor to track the precise position of a user's hands. Knowing where the hands are in relation to the virtual object means the system can direct ultrasound at the right time and frequency to produce the sensation of touching different parts of the object - the top, say, or the side. This creates the impression that you are exploring the surface of an object as you move your hands around in empty space.

"Without haptics, it's like you're in a dream and you cannot feel the environment," says Sébastien Kuntz of I'm in VR, VR developers in Paris, France. "You can only look at it, you don't have any feedback."

So far, the researchers have tested several shapes, including spheres and pyramids. They appear to be gently vibrating in space, says Long. The level of detail in the virtual objects is limited, but using more, smaller, speakers should improve the resolution of what can be projected, says Long. The shapes do not need to be perfect to conjure an immersive experience, though. "Even if there are discrepancies, the brain will bend what it sees and feels to fit the overall picture," says Kuntz.

The team says it has already been approached by companies interested in developing the technology for commercial applications. The work will be presented at interactive tech conference SIGGRAPH Asia in Shenzhen, China, on 3 December.

Stuart Cupit, technical director at Inition, a design studio in London, is also impressed by the technology. "Touch is a missing element in virtual interfaces today," he says.
This article will appear in print under the headline "Touching the void"

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Haptic holograms let you touch the void in VR

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Feeling is believing. A system that uses sound waves to project "haptic holograms" into mid-air - letting you touch 3D virtual objects with your bare hands - is poised to bring virtual reality into the physical world. Adding a sense of touch as well as sight and sound will make it easier to completely immerse yourself in VR.

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https://www.ri.se/sv/vad-vi-gor/expertiser/fotonik

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Fotonik - en mångsidig möjliggörare | RISE

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RISE är ett statligt forskningsinstitut som samverkar med akademi, näringsliv och samhälle i det svenska innovationssystemet. Välkommen till RISE!

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Unlike ordinary images, holograms are images that resulted from interference and diffraction of light. It is a three-dimensional representation of a person or object used normally in communication or entertainment. In telecommunications, holograms are used mostly as an alternative to screens. A hologram is an image formed when a point source of light (a reference beam) of fixed wavelength encounter light of the same fixed wavelength arriving from an object (the object beam).

There are three types of holograms: the reflection hologram, transmission hologram, and then the hybrid (combination of both). Discuss each type.
The Reflection Hologram

Reflection Hologram

Object and reference beam incident on holographic film is on opposite sides. This type produces high quality images, thus very expensive.

The reflection hologram, in which a truly three-dimensional image is seen near its surface, is the most common type shown in galleries. The hologram is illuminated by a "spot" of white incandescent light, held at a specific angle and distance located on the viewer's side of the hologram. Thus, the image consists of light reflected by the hologram. Recently, these holograms have been made and displayed in color-their images optically indistinguishable from the original objects. If a mirror is the object, the holographic image of the mirror reflects white light; if a diamond is the object, the holographic image of the diamond is seen to "sparkle."
Transmission Holograms

Transmission Hologram

The object and reference beam incident on holographic film is on the same side. It is less expensive if mass produced.

The typical transmission hologram is viewed with laser light, usually of the same type used to make the recording. This light is directed from behind the hologram and the image is transmitted to the observer's side. The virtual image can be very sharp and deep. For example, through a small hologram, a full-size room with people in it can be seen as if the hologram were a window. If this hologram is broken into small pieces (to be less wasteful, the hologram can be covered by a piece of paper with a hole in it), one can still see the entire scene through each piece. Depending on the location of the piece (hole), a different perspective is observed. Furthermore, if an undiverged laser beam is directed backward (relative to the direction of the reference beam) through the hologram, a real image can be projected onto a screen located at the original position of the object.
Hybrid Holograms
There is no need for real object. Interference pattern is calculated digitally using computer algorithms.

Between the reflection and transmission types of holograms, many variations can be made. One of such is the Computer-generated holograms. The mathematics of holography is now well understood. Essentially, there are three basic elements in holography: the light source, the hologram, and the image. If any two of the elements are predetermined, the third can be computed. For example, if we know that we have a parallel beam of light of certain wavelength and we have a "double-slit" system (a simple "hologram"), we can calculate the diffraction pattern. Also, knowing the diffraction pattern and the details of the double-slit system, we can calculate the wavelength of the light. Therefore, we can dream up any pattern we want to see. After we decide what wavelength we will use for observation, the hologram can be designed by a computer. This computer-generated holography (CGH) has become a sub-branch that is growing rapidly. For example, CGH is used to make holographic optical elements (HOE) for scanning, splitting, focusing, and, in general, controlling laser light in many optical devices such as a common CD player.

Source: Jeong, Tung. "Basic Principles and Applications of Holography." Page 4-5.

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Unlike ordinary images, holograms are images that resulted from interference and diffraction of light. It is a three-dimensional representation of a

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Holograms. Practically every sci-fi movie and TV show from the last 50 years has some version of this futuristic technology. A realistic 3D object composed of nothing more than light, usually hovering over a table or interacting with our heroes, just screams "This is the future!"

After countless disappointing versions of the technology, a startup called Light Field Lab has started production on a technology it calls SolidLight, which is designed to produce real-life holograms. The promise is basically Star Trek's holodeck, minus the tactility and murderous Moriartys (hopefully). Here's how it works.

What is (and isn't) a hologram

Maybe you're thinking "Big deal, I've seen holograms for years!" Well, yes and no. The vast majority of visual effects called "holograms" are nothing of the sort. For instance, if you've ever experienced the Haunted Mansion ride at a Disney park, the dancing ghosts are neither real ghosts (sorry, spoiler), nor are they holograms. They use a technique called " Pepper's ghost" which dates back to the early 1800's. This is also how Tupac performed "live" on stage 16 years after his death.

Also not holograms? The spinning LED image creators that were all over CES a few years ago. 3D displays, VR and AR are all hologram-like, but not the real thing. Even Looking Glass' 3D picture frames aren't holograms, they're autostereoscopic, aka glasses-free 3D, the same technology found on the Nintendo 3DS.

What we all want, when we think of "holograms," is something that seems to appear in space, just like a real object would. Not something confined inside a special tiny screen, only viewable from a narrow angle. Ideally, we want a holodeck, or at least Princess Leia asking Obi-wan for help.

So. Many. Pixels

Light Field Lab's SolidLight tech sounds like science fiction. The company is aiming to, basically, re-create objects in the real world with light, just like a sci-fi holodeck. The physics of how they're aiming to get this to work is actually rather simple. Well, simple in concept, definitely not simple in execution.

Essentially, they're causing waves of light to interact at a specific point, and that interaction is visible to your eye. By doing this a lot, they can create the illusion of an entire object "made" of light.

And when I say a lot, I mean a lot. Their 28-inch diagonal panel has 2.5 billion pixels. For comparison, a 4K TV has 8.2 million. They're envisioning holographic video walls made up of these smaller panels, with upward of 245 billion pixels.

These pixels are far more complex than those on your phone or TV screen. They're able to precisely manipulate the phase of the light waves so the interactions of those waves create the holographic effect. Standard pixels just need to create red, green, and blue. SolidLight's pixels need to create specific colors in a specific place in front of the display so the image appears to pop out of the screen.

Light Field Lab

Some of you might be familiar with Yamaha's Intellibeam audio technology, which uses an array of tweeters to make it seem like sound is coming from anywhere in the room but the soundbar. This is essentially the same thing, just on a microscopic scale since waves of light are orders of magnitude smaller than the air molecules that make up soundwaves.

Your field of view with the SolidLight display is basically whatever your field of view is with the display. Which is to say, if you're viewing the display from 180 degrees to the side, you don't see the hologram. This isn't quite that level of magic (yet). There still needs to be an imaginary line between your eye and the screen for the hologram to appear in between.

What makes SolidLight interesting is that you don't need any special glasses for it to work, nor do you need to be directly in front of the screen. You can still be at an angle, and whatever amount of your eye's field of view is filled with the SolidLight display, you'll see the hologram.

And because the tech is scalable, you could have a much larger display and much larger holograms. Imagine wall-sized holographic displays and how they could be game-changers for entertainment. Forget about VR headsets, how about VR rooms. You could have an entire room that's got SolidLight displays on all four walls, the floor and the ceiling, and you'd just about have a holodeck. Or at least as close as modern tech can be.

That sort of thing should be possible, eventually, but for now the company's goals for the tech are a little more realistic. They're aiming to make holographic displays ranging from desktop to wall-sized. The latter will be the most impressive, I think. Holographic, interactive walls for meetings and collaboration, or to impress visitors to corporate offices.

Computer, end program

Silicon Valley is rife with random startups that somehow get capital, but the investors in Light Field Lab are like a who's who of serious tech, including Samsung, Comcast and Verizon. The company has already sold out on preorders, which is to say, this isn't all theoretical, they're actually building them.

History is also rife with companies claiming holography and coming-soon holodeck-style tech, but SolidLight has some fascinating physics that could be the breakthrough that holograms need to be mainstream.

Will this be your next TV, or even your next, next TV? No. But you should start seeing these displays in the real world as early as next year. They're already in preproduction, with the hope of soon going into mass production for a variety of sizes.

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Holograms get real: Startup creates objects out of light and thin air

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Holograms. Practically every sci-fi movie and TV show from the last 50 years has some version of this futuristic technology. A realistic 3D object composed of nothing more than light, usually hovering over a table or interacting with our heroes, just screams "This is the future!"