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02. Alternative Energy
03. Computer Power
04. Nanotechnology
05. Stem Cells
06. Communications
07. Hydrocarbon Use
08. Clean Transportation
09. Online Information
10. DNA Decoding
11. Cell Biology
12. Photonics
13. Proteomics
14. Quantum Physics
15. Genetic Modification
16. Degrading Oceans
17. Robotics
18. Nanomedicine
19. Neuroscience
20. Extending Lifespan
21. Overpopulation
22. Scientific Instruments
23. Synthetic Biology
24. Nuclear Physics
25. Artificial Intelligence
26. Body Implants
27. Major Disease Cures
28. Water Shortage
29. Species Loss
30. Brain Enhancement
31. Origin of Life
32. Sensor Technology
33. Pandemics
34. Exogenous Life
35. Dark Matters
36. Cosmology
37. Energy Storage
38. Virtual/Augmented Reality
39. Space Exploration
40. Impact Event
Impact Areas listed in order of ranking

They call it a ‘tele-immersive environment’
It might be called pushing the envelope of virtual reality. What they’ve done at the University of Illinois (USA) is develop a camera cluster and software that can capture activity in real-time and transmit it (more or less) simultaneously over the Internet to other locations. This isn’t like the virtual reality of gaming, where the scenario is programmed. This is framing real action in three dimensions so that it can be transmitted and re-created elsewhere.
This is not exactly a new idea – interactive real-time avatar action – and as the researchers discovered, the technology is willing but the pocketbook is a problem. One of the goals of the project became finding a solution to the high cost of equipment and the even higher cost (or availability) of the necessary Internet bandwidth.
Relatively sophisticated equipment is required for capturing 3-D action, and then again for displaying the images at the other end:
Most of the testing of the system has been with a team of wheelchair basketball players. They found it not only somewhat of a challenge, but also useful to monitor their play and maneuvers. Although this is academic research, from the beginning practical application has been the goal. Similar research – with somewhat different objectives – is being carried out by major electronics firms (e.g. Sony, Panasonic). No doubt ten or twenty years from now, these efforts will seem clumsy, but they point in the direction virtual reality technology is bound to go. Immersive environments, indeed.