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Originally published July 14 2004

The Top Ten Technologies: #3 Augmented Reality

by Mike Adams, the Health Ranger, NaturalNews Editor

One of the greatest problems now facing humanity is the worrisome lack of quality education for each new generation. In industrialized nations, a quality education is attainable by very few people, and public schools -- especially in the United States -- suffer from a chronic lack of funding and education reform. In non-industrialized nations, education is even worse: the vast majority of children have no access to education, illiteracy is rampant, and the outlook for better schools is dim.

Clearly, no civilization can uplift itself unless a significant proportion of its individuals have access to a quality education. The present educational environment on planet Earth is but a shadow of what it could be if aided by proper funding, political determination and new technologies.

An emerging technology promises to radically enhance both the quality and "bandwidth" of educational processes. To understand how this works, however, we must first examine what's wrong with the current educational process.

What's wrong with today's schools

Even our most modern, advanced educational institutions (universities) are frustratingly outmoded in terms of teaching students. The entire process of giving lectures, taking notes, reading facts from books, and taking final exams is a throwback to institutions of learning dating back to the Renaissance. Remarkably, very little has changed today: with notable exceptions, the vast majority of university professors continue to bore students with ineffective, non-interactive approaches to education that result in little more than the professor's notes becoming the students' notes without passing through the minds of either.

True learning is experiential. Humans learn best by doing, not by reading or listening to lectures. The more senses are involved (sound, sight, touch, emotions, etc.), the more powerful the learning experience. That's why today's best teachers are those pioneering individuals who take the effort to engage their students in meaningful activities that reach students at multiple levels.

The promise of immersive technology for education

An emerging technology promises to make "educational immersion" available to practically everyone. This technology is called augmented reality, and it works by overlaying seemingly-real experiences on top of a person's local environment. Let me explain:

A person who wishes to experience a learning session via augmented reality would don a pair of see-through glasses that also host two tiny video cameras and a pair of earphones. A tiny computer, perhaps worn on the wrist or around the waist, would recognize the geometry and content of the user's immediate environment and overlay that environment with meaningful images and sounds for a specific purpose.

From the user�s point of view, he or she would apparently see and hear other people, objects, or events taking place right in front of or around them. These augmented perceptions would appear to be completely real. In technical terms, they would be rendered by the wearable computer with light shading that takes into account both the ambient and directional light sources found in the user's immediate environment.

Put simply, the augmented reality system is "projecting" people, objects, environments or other elements onto the environment around you.

In its most simple form, an augmented reality system could, for example, project a different colored carpet or wallpaper as you stroll through your house. On a slightly more advanced level, it could project memory icons and appear to place them strategically throughout your house so that, for example, you would see a certain icon (with an attached note, perhaps) as you open your front door or medicine cabinet. In practical terms, this might serve as a personal reminder to make sure you pick up something at the grocery store or remember to take medications.

But these rudimentary applications are just the beginning. The more advanced applications of augmented reality have to do with learning. Augmented reality technology holds the promise of immersing individuals in experiential learning environments. Instead of reading about the Civil War in a textbook, a student could observe battles or conversations as if they were there. Animated, lifelike historical figures would seemingly appear right in front of them. The student would see and hear events at a level unmatched by today's outmoded lecture formats.

The applications are tremendous: students could learn anatomy by walking through a human body and observing the functioning of biological systems. Students could learn geography by "flying" around the globe, visiting any city they wished, zooming in and out of detailed renderings of geopolitical regions. Students could learn chemistry by observing, at a simulated microscopic level, chemical structures and reactions. These are but a few of the many potential applications.

Interactive learning

And yet even this does not explore the full potential of augmented reality. The best application comes from allowing students (the user) to interact with projected characters. For example, a student could see, hear and actually converse with historical figures such as Albert Einstein or Charles Dickens. Projected virtual characters could become teachers and coaches who hold ongoing mentoring conversations with the student and physically demonstrate skills and activities.

This level of augmented reality requires tremendous computational power. The systems and technologies needed to accomplish this include:

(Interestingly, several of these areas are being pushed forward through interactive gaming technology. First person games such as Microsoft's Halo are outstanding demonstrations of real-time visual and auditory rendering technology.)

Augmented reality: a massive global industry

I predict a tremendous augmented reality industry is waiting to emerge. This industry will dwarf today's software and computing industries and become one of the most influential technological shifts yet experienced by our civilization. With this technology in place, users could simply obtain different program modules and plug them into their standard augmented reality hardware systems. Available programs would certainly include:

Hopefully, you see the potential for this sort of technology in terms of uplifting humanity. The examples I've mentioned here barely scratch the surface.

The dangers of augmented reality

Yet this technology shares something in common with television: TV was originally thought to be a tremendous tool for education and learning, but in reality it became little more than a propaganda machine and a promoter of commercial consumption that ultimately decreased the quality of life for most people (just witness today's epidemics of obesity and diabetes, largely caused by aggressive soft drink marketing and unbridled consumerism). Augmented reality technology holds the potential to be the darkest, most powerful system for mass control of the population ever invented. If people use augmented reality systems to tune in to experiential broadcasts created by corporations and centralized governments, the result will likely be a system approaching "total mind control." If advertisers and governments can project anything they want into a person's immediate environment and make it seem real, there is no limit to the control that could be exercised over the general public.

Infants could be brought up in "augmented reality schools" and literally brainwashed into accepting practically any interpretation of history or current events that the program controllers desired, for example.

Let this be a warning. Like many technologies, augmented reality holds both tremendous creative potential and a truly horrifying potential for abuse. Augmented reality can either enslave the world, or it can set it free.

Next: Part 4 - Practical robots

This article has been adapted from, The Ten Most Important Emerging Technologies For Humanity, an ebook by futurist Mike Adams.



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