TECHNOLOGIES OF THE FUTURE

The Internet has long since ceased to be a new territory, and so-called digitalization is no longer a real new phenomenon. Although certain issues, such as the digitalization of education, are experiencing economic trends, our world and our lives are already more digital and technological than one could have imagined a few years ago. If you are a fan of mobile games, visit coin master daily links to get free coins and spins.

The world as we know it today is based on old and new technologies that are fundamental to our life. In recent decades, the Internet and all related technologies, such as smartphones, have changed pretty much every area of life and work that exists.

If you could go back in time and tell the people there that in 25 years we’re arguing about self-driving and flying cars, self-learning computers, digital AI assistants, and human-machine interfaces, you’d probably get very strange looks.

QUANTUM COMPUTERS

The world of computers is moving forward at an insane pace, and progress seems to know few limits. The Apollo Guidance computer, which was developed for the Apollo space program, had (in the strongest version) a proud 2 MHz computing power and about 64 kilobyte memory. A current iPhone could replace an estimated 5,500 of these “moon landing computers.”

Nevertheless, even the latest systems and supercomputers are pushing their limits. This is happening more and more often in areas that place extreme demands on computing power: artificial intelligence, complex optimization problems, (chemical) simulations and many others.

Some of these problems are (mathematically) so complex that traditional computers may never be able to solve them. This is partly due to the fact that current computer architectures (for example, in terms of the size of the transistors) are already at the limit of what is physically possible.

BRAIN COMPUTER INTERFACES

The idea is actually quite simple: so far we always have to take a detour if we want to interact with computers and other machines. We need to operate a keyboard, tap around on a touchscreen, or use our voice. The big goal of brain-computer interfaces is therefore to save us these detours and to establish a direct connection between brain and machine.

Research on such devices began in the 1970s. At that time, an attempt was made (relatively successfully) to measure brain currents by EEG (electroencephalography), a non-invasive method, and to use the signals to control machines. Users do not have to use any of their muscles. These and similar technologies have been refined in the meantime and are already working surprisingly well.

AUGMENTED, VIRTUAL AND MIXED REALITY

The image of a meme drifting into virtual realities with a special (VR, AR, MR) XR glasses has long been used to visualize the future. In science fiction films, people join forces in large networks, companies advertise with particularly sophisticated training programs, and the entertainment industry has ushered in the age of virtual reality.

Virtual Reality (VR)

In virtual reality, an artificial environment is simulated using images (videos), sounds and sometimes touch. An important concept is the question of the Degrees of Freedom (DoF). The simplest systems, such as Google Daydream in combination with a smartphone, offer 3DoF. Only the movements of the head are transferred to the virtual world. So I can look around (turn, tilt, gimble) but not really move in this one. The movement, for example in a game, is usually controlled indirectly by an input device (controller) in these systems. This also serves as a hand replacement and allows to interact with the virtual world.

Augmented Reality (AR)

In augmented reality, holograms are projected into real space using a suitable device (glasses, smartphone, tablet). For example, you could virtually place a piece of furniture that you want to buy in your own apartment.

Mixed Reality (MR)

The mixed reality is between VR and AR. In contrast to AR, however, the worlds merge much more strongly and digital objects can even interact with objects from the real world under certain circumstances. The most well-known technology in this field is Microsoft’s HoloLens, which has attracted a great deal of interest in research and industry.