The Metaverse Will Radically Change Content Creation Forever — from forbes.com by Falon Fatemi

Excerpt:

Although the metaverse promises to touch nearly every person in our society, there’s one demographic that will almost certainly see disproportionately strong disruption: creators. The metaverse has the potential to fundamentally disrupt the content creation process.

The metaverse is slated to help creators make more interactive and immersive content, thanks in large part to advances in VR and AR. The stakes will be raised as creators will be expected to build more immersive and interactive content than ever before.

Also related/see:

The Amazing Possibilities Of Healthcare In The Metaverse — from forbes.com by Bernard Marr

Excerpts:

What’s generally agreed on, however, is that it’s effectively the next version of the internet – one that will take advantage of artificial intelligence (AI), augmented reality (AR), virtual reality (VR), and ever-increasing connectivity (for example, 5G networks) to create online environments that are more immersive, experiential and interactive than what we have today.

Metaverse involves the convergence of three major technological trends, which all have the potential to impact healthcare individually. Together, though, they could create entirely new channels for delivering care that have the potential to lower costs and vastly improve patient outcomes. These are telepresence (allowing people to be together virtually, even while we’re apart physically), digital twinning, and blockchain (and its ability to let us create a distributed internet).

From DSC:
That last paragraph could likely apply to our future learning ecosystems as well. Lower costs. A greater sense of presence. Getting paid for one’s teaching…then going to learn something new and paying someone else for that new training/education.

 

AI Could Power the Next Generation of Smart Glasses — from lifewire.com by Mayank Sharma. I’d like to thank Mayank for letting me contribute some thoughts to this article.
Making the bigger picture clearer

Key Takeaways

  • Biel Glasses has created a pair of smart glasses to enhance the mobility of users with low vision.
  • Experts believe smart glasses will soon outpace VR headsets in terms of adoption and use.
  • This new generation of smart glasses will infuse AI together with AR to give users a new and better perspective.

 

You Sleuth = The game of Clue + Augmented Reality (AR)

You Sleuth is a family-friendly outdoor game that requires a moderate amount of walking. You can play by yourself or with a group of friends or family. If you are looking for something new that will stimulate your mind while sneaking in a little exercise and fresh air then register today. Read the rest of the FAQ for more details about how You Sleuth works.


From DSC:
What might this look/work like for learning-related applications? Also, if you are studying to be an actor or actress, might there be some new opportunities for you here!? If you are a writer, might there be some new sorts of collaborations opening up here? As the next version of the internet is developed, what new affordances/opportunities might exist in this area?


 

MUHC uses artificial intelligence to train neurosurgery students — from montreal.ctvnews.ca by Rob Lurie

Excerpt:

“I think above all it just provides an opportunity for junior learners to get some hands-on exposure,” said medical student Ali Fazlollahi.

“Basically, it was inspired by the idea of how do we prevent error in the operating room,” said Neurosurgeon Dr. Rolando De Maestro. Maestro says virtual reality has been a game-changer when it comes to teaching.

 

From DSC:
After checking out the following two links, I created the graphic below:

  1. Readability initiative > Better reading for all. — from Adobe.com
    We’re working with educators, nonprofits, and technologists to help people of all ages and abilities read better by personalizing the reading experience on digital devices.
  2. The Readability Consortium > About page

 


What if one's preferred font style, spacing, leading, etc. could travel with you from site to site? Or perhaps future AR glasses will be able to convert the text that we are looking at for us


Also related/see:

 

Why the World’s First Virtual Reality High School Changes Everything — from steve-grubbs.medium.com by Steve Grubs

Excerpts:

The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.

The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.

Also see:

This is a snapshot from the Geo Guesser VR game

 
 

The doctor is in—the video call — from mckinsey.com

Excerpt:

More patients than ever were willing to try virtual health services after COVID-19 emerged. Last year, the use of telehealth care was 38 times higher than prepandemic levels, as appointments such as follow-ups could easily be delivered remotely. A recent McKinsey survey shows that up to $265 billion in Medicare spending could shift to patients’ homes by 2025, with greater physician participation in the transition from telehealth to at-home care.

From facility to home: How healthcare could shift by 2025 — from mckinsey.com by Oleg Bestsennyy, Michelle Chmielewski, Anne Koffel, and Amit Shah

Also see the other charts via their daily chart feature:

A daily chart from McKinsey Dot Com that helps explain a changing world—during the pandemic and beyond.

 

Using Telehealth to Expand Student Access to Care — from techlearning.com by Erik Ofgang
Renee Kotsopoulo, director of health services for the Garland ISD in Texas, helped bring telehealth to her students and believes technology can help keep kids healthy and in school.

Can Teletherapy Companies Ease the Campus Mental-Health Crisis? — from chronicle.com by Kate Hidalgo Bellows

From DSC:
Telehealth has been booming during the pandemic. I think telelegal will ride on the coattails of telehealth.

 

Metaverse vs. employment law: The reality of the virtual workplace — from arstechnica.com by Kate Beoiley
It is unclear how employee protections apply in the universal digital realm.

Excerpt:

When it comes to employment laws, however, it is unclear what rules of engagement apply in a universal digital realm. What counts as harassment in the metaverse? Can an avatar be discriminated against, or worse? Will national legislation protect employees or does working in the metaverse require a new rule book altogether?

Lack of legal framework
But the metaverse takes hybrid working a step further and brings with it a host of thorny employment law issues. These range from practical challenges, such as how employees are paid, to more philosophical ones, like whether avatars have a legal identity. “The legal conundrums are about as diverse as the possibilities of the metaverse itself,” says Jonathan Newman, managing associate at law firm Simmons & Simmons.

 

Six Unaddressed Legal Concerns For The Metaverse — from forbes.com by Nitin Kumar; with thanks to Ori Inbar on Twitter for this resource

The metaverse is an extremely exciting space with many opportunities. It is also a shift that breaks down conventional legal thinking and frameworks built for the old economy, creating new legal, regulatory and technical issues that need resolution.
 

Storytelling for impact — from nationalgeographic.org; a collaboration between National Geographic and Adobe
Visualize and communicate powerful stories that inspire change

Excerpt:

Stories can change the world.
Learn from world-class National Geographic photographers, videographers, and visual designers in a series of Storytelling for Impact online courses. Created in partnership with Adobe, this series will teach you how to use compelling photography, video, graphics, and audio to tell stories in the most impactful ways to inspire change.

 

Offered for both educators and youth ages 16–25, these short, free, self-paced online courses are designed to guide learners to visualize and communicate powerful stories that inspire action.

Ready to harness the power of storytelling?

 

A Voice For Virtual Reality: The Advocate’s Role | Accessibility VR Meetup Recap — from equalentry.com by Heather Bucalos

Excerpt:

The discomfort she experienced during cancer treatment led her on a search for better relief of common cancer treatment side effects. The idea to use VR during her own treatment proved beneficial for her as she is now a fierce advocate of VR in healthcare. She has pivoted to consulting in the VR for healthcare space and is excited about the way virtual reality is changing lives one headset at a time.

Here are some of the highlights from this presentation:

 

A whole new world: Education meets the metaverse — from brookings.edu by Kathy Hirsh-Pasek, Jennifer M. Zosh, Helen Shwe Hadani, Roberta Michnick Golinkoff, Kevin Clark, Chip Donohue, and Ellen Wartella

Excerpt:

The metaverse is upon us. Soon it will be as omnipresent as TikTok, Instagram, and Facebook (now Meta). As technology advances to bring us new immersive and imaginary worlds, how we educate children and prepare teachers must also advance to meet these new opportunities. When education lags the digital leaps, the technology rather than educators defines what counts as educational opportunity. This is largely what happened with the introduction of “educational” apps designed to be used on smartphones and tablets meant for adults. Today, as the metaverse infrastructure is still under construction, researchers, educators, policymakers, and digital designers have a chance to lead the way rather than get caught in the undertow. To leverage the potential of the metaverse as a 3D, global, interconnected, immersive, and real-time online space, we need new ways to connect the physical world with augmented and virtual reality (VR) experiences.

In the end, we challenge those creating educational products for the metaverse to partner with educators and scientists to ensure that children experience real human social interaction as they navigate virtual spaces, children’s agency is supported as they explore these spaces, and there is a real eye to diversity in the representation and access to what is created.  

Also relevant/see:

The metaverse can provide a whole new opportunity for education. Here’s what to consider — from fastcompany.com by Stephen Fromkin
The cofounder of Talespin looks at an existing immersive learning program that delivers results and says our next priority should be getting it into the hands of as many learners as possible through the metaverse.

 

Holograms? Check! Now what? — from blog.webex.com by Elizabeth Bieniek

Excerpt (emphasis DSC):

Two years ago, I wrote about the Future of Meetings in 2030 and hinted at an effort my team was building to make this a reality. Now, we have publicly unveiled Webex Hologram and brought the reality of a real-time, end-to-end holographic meeting solution to life.

With Webex Hologram, you can feel co-located with a colleague who is thousands of miles away. You can share real objects in incredible multi-dimensional detail and collaborate on 3D content to show perspective, share, and approve design changes in real-time, all from the comfort of your home workspace.

As the hype dies down, the focus on entirely virtual experiences in fanciful environments will abate and a resurgence in focus on augmented experiences—interjecting virtual content into the physical world around you for an enhanced experience that blends the best of physical and virtual—will emerge.

The ability to have curated information at one’s fingertips, still holds an incredible value prop that has yet to be realized. Applying AI to predict, find, and present this type of augmented information in both 2D and 3D formats will become incredibly useful. 

From DSC:
As I think of some of the categories that this posting about establishing a new kind of co-presence relates to, there are many relevant ones:

  • 21st century
  • 24x7x365
  • 3D
  • Audio/Visual (A/V)
  • Artificial Intelligence (AI)
  • Cloud-based
  • Collaboration/web-based collaboration
  • Intelligent tutoring
  • Law schools, legal, government
  • Learning, learning agents, learning ecosystems, Learning from the Living [Class] Room, learning spaces/hubs/pods
  • Libraries/librarians
  • K-12, higher education, corporate training
  • Metaverse
  • Online learning
  • Telelegal, telemedicine
  • Videoconferencing
  • Virtual courts, virtual tutoring, virtual field trips
  • Web3
 

How I use Minecraft to help kids with autism — from ted.com by Stuart Duncan; with thanks to Dr. Kate Christian for this resource

Description:

The internet can be an ugly place, but you won’t find bullies or trolls on Stuart Duncan’s Minecraft server, AutCraft. Designed for children with autism and their families, AutCraft creates a safe online environment for play and self-expression for kids who sometimes behave a bit differently than their peers (and who might be singled out elsewhere). Learn more about one of the best places on the internet with this heartwarming talk.

 

Below are two excerpted snapshots from Stuart’s presentation:

Stuart Duncan speaking at TEDX York U

These are the words autistic students used to describe their experience with Stuart's Minecraft server

 
© 2025 | Daniel Christian