From DSC:
Here’s a brief example of what teaching & learning could like in the metaverse. I realize this is just one example, and there will likely be a variety of options and formats…but it’s an interesting thought experiment.

 

3D4Medical: Project Esper — from vimeo.com by 3D4Medical

3D4Medical: Project Esper from 3D4Medical on Vimeo.

 

Frequently Asked Questions About Metaverse — from 101blockchains.com by Georgia Weston

You can also discover many other interesting use cases of the metaverse, such as creating virtual learning spaces or virtual tourism. 

 

Also see:

Top 5 Blockchain And Crypto Projects In The Metaverse — from 101blockchains.com by Georgia Weston

 

From DSC:
Below are some items that offer potential future scenarios, predictions, trends, forecasts. and upcoming lawsuits for 2022. These resources provide some interesting fodder for reflection.


10 Forecasts For The Near Future Of Tech & Life As We Know It — from digest.scottbelsky.com by Scott Belsky

The next generation of top talent will have “Polygamous Careers,” transforming the corporate world as we know it. The traditional job market, tax forms, college, and healthcare are all geared for an old world that fails to engage our modern brains…

The rise of immersive experiences will mainstream 3D creation. All this metaverse hype will fall completely flat unless such experiences are filled with rich, engaging, 3D, interactive, and personalized content. 3D content creation will become 100x more accessible.

Here’s our cheat sheet for 2022’s tech lawsuits — from protocol.com by Ben Brody
Your guide to a bunch of the Google antitrust cases, where the FTC is with Facebook, what could happen next with Sec. 230 and more.

How fifth graders see the world in 20 years — from hechingerreport.org by Lillian Mongeau, Christina Samuels, Kathryn Palmer, and Chelsea Sheasley
Flying cars, houses on Mars — and hopefully no more Covid or racism

7 higher education trends to watch in 2022 — from highereddive.com by Jeremy Bauer-Wolf
Politics bleeding into college operations, new regulatory action, continued expansion of online ed and more are stories we’ll be following in 2022.

Can ed tech providers build on their momentum?
The last two years have been a massive boon to MOOC platforms. The number of people registered on Coursera, one of the most well-known MOOC providers, swelled to around 92 million in September, up from 77 million in 2020 and 46 million the prior year. Likewise, demand for competitor Udemy surged during the pandemic.

6 Essential educational trends to look out for in 2022 — from blog.neolms.com by Andreea Mihaly

5 gaming trends to watch in 2022 — from protocol.com

What comes next for enterprise tech in 2022 — from protocol.com

After a period of great disruption and rapid modernization, 2022 will be a year during which enterprise companies take a breath and a closer look at the software and cloud services they snapped up like holiday season COVID-19 tests over the last two years. The products and trends that survive that scrutiny will set the priorities for the rest of the decade.

The tech IPOs to watch in 2022 — from protocol.com by Biz Carson and Michelle Ma
Some have filed. Some have hired the right people. And some are just on investors’ wishlists.

The bigger-picture view of the industry is that gaming is on the precipice of major shake-ups to its core business and distribution models, as well as shifts many years in the making around game monetization and developer work culture.

Bitcoin could reach $100,000—and other predictions for 2022 — from fortune.com by Joanna Ossinger

“The race is on to be the app store for crypto,” said Philip Gradwell, chief economist at Chainalysis, in an email. “A major lesson of Web 2.0 was that consumers love platforms, and I don’t think that is going to change for Web 3.0. Currently there is no crypto platform that owns the customer relationship and aggregates suppliers. I predict that in 2022, many companies will race to build this platform…”

AWS will buy a SaaS company, and other 2022 enterprise predictions — from techcrunch.com by Ron Miller

______________

Addendum on 1/7/22:

 

Also see:

 

Teaching in the ‘Metaverse’? Roblox Looks to Make It a Reality — from edweek.org by Benjamin Herold
With millions in new grants to STEM organizations like Project Lead the Way, the gaming platform is moving into K-12 education.

Excerpts:

Hoping to expand its presence in K-12 schools, gaming company Roblox announced this month a new $10 million fund to support the creation of online learning experiences that take advantage of its platform’s unique way of letting users play, explore, and socialize in an endlessly evolving virtual world.

Roblox aims to play a major role in the emerging metaverse. Expanding into classroom education is a key vehicle for making that happen, Kantar told investors at a November conference. The company’s stated goal is to reach 100 million students worldwide by the end of the decade.

Making such inroads with K-12 schools, however, is no sure bet.

Also see:

Roblox Education

 

VRJAM -- the metaverse platform for music

The VRJAM metaverse platform is coming to transform the world of live entertainment 

VRJAM, the UK’s leading creator of live music experiences in virtual reality, today teased the launch of the VRJAM platform, a revolutionary new metaverse events platform and NFT creation solution. 

To bring the VRJAM metaverse platform to life, VRJAM has partnered with market leading NFT software developer Enjin.io to launch a rich virtual reality world that offers a host of new solutions for artists to render and monetize their music and live shows in amazing new ways using NFT’s, blockchain and immersive technology.  

The VRJAM platform promises to open up completely new ways for both fans and artist to experience live music events and represents the next step in the evolution of live music. 

Ownership of this virtual world will be shared by a guild of globally recognised artists and record labels who will cooperate to create value and define new possibilities for music inside the metaverse. 

VRJAM’s metaverse platform offers solutions for true live performance using technology that is years ahead of other similar platforms. It provides unsurpassed user experience and offers fans, artists and labels an array of unique features:

VRJAM's metaverse -- a vivid virtual world built for music

At the heart of the VRJAM metaverse platform is a blockchain based trading and finance system, VRJAM Coin. This revolutionary new cryptocurrency will create ways for both artists and fans to earn money inside the metaverse and promises to create entirely new business models for artists, venues and labels at a time when their traditional ways of making money have been turned upside down by the Covid 19 pandemic. 

The VRJAM cryptocurrency is backed by investment from 5 of the world’s leading blockchain specialist investment and venture capital firms, demonstrating the exciting potential of VRJAM’s tech.

The VRJAM platform is scheduled to go live in early 2022, follow on social media to stay up to date.


From DSC:
Hmmmmm….might this type of thing spill over into the worlds of teaching and learning? More direct-to-consumer (learner) types of offerings? Will this open up the doors for new methods of earning a living or for  those interested in building a teaching & learning-based brand?

Alternatively, will this impact what actors, actresses, and comedians will be able to do?


Addendum on 12/2/21:


 

Native American Students Build STEM Skills While Exploring Their Cultural Stories with VR/AR Design Projects — from campustechnology.com by Mary Grush and Tilanka Chandrasekera

Excerpt:

Through a $1.5million, four-year NSF grant, Oklahoma State University researchers are leveraging their earlier work with proven, college-level design courses that incorporate VR, AR, and 3D printing technologies. But this time, they are helping underserved Native American middle school students develop STEM skills.

Here, Campus Technology talks with Principal Investigator Dr. Tilanka Chandrasekera, who is an endowed professor at OSU and director of the Mixed Reality Lab, to find out more about the grant that the NSF titled, “Engaging Native American Students in STEM Career Development Through a Culturally Responsive After School Program Using Virtual Environments and 3D Printing.”

 

NVIDIA OMNIVERSE: Creating and Connecting Virtual Worlds

A NEW ERA OF 3D DESIGN COLLABORATION AND SIMULATION
NVIDIA Omniverse™ is an easily extensible, open platform built for virtual collaboration and real-time physically accurate simulation. Creators, designers, researchers, and engineers can connect major design tools, assets, and projects to collaborate and iterate in a shared virtual space. Developers and software providers can also easily build and sell Extensions, Apps, Connectors, and Microservices on Omniverse’s modular platform to expand its functionality.



Also see:

 

Mental Canvas will unleash some serious creativity!

Cehck out what you can do with Mental Canvas! The app seamlessly combines 2D and 3D!

 

Also see:

Mental Canvas: App for drawing in 3D  — from microsoft.com in Germany; Google translated the excerpt below:

When I first saw Mental Canvas in action, I was instantly impressed. Drawings are created in 3D in the app. You can even fly through your own sketches and comics. Mental Canvas offers teachers completely new possibilities to design blackboard pictures, to illustrate content and to try out creative things. The tutorials and examples immediately make you want to draw in three dimensions. Mental Canvas is currently available as a free download. In this blog article you will get to know the app.

 

Top Graphic Design Trends 2022: Raising the Game — from graphicmama.com by Lyudmil Enchev

Graphic design trends for 2022

Excerpt:

The coming 2022 is just around the corner and it’s already breaking all the rules for graphic design. Everything is permitted and it’s going to be glorious. If we can summarize the Graphic Design Trends 2022 in one sentence, it’s time to raise the game because the floodgates are open, bringing a mix of the unmixable, nostalgia, movement, and open-mindedness.

 
 

The Metaverse is Taking Over the Physical World — from interestingengineering.com by Rupendra Brahambhatt; with thanks to Dan Lejerskar for this resource
The virtual world is expanding with real world avatars and digital economy.

Excerpt:

The advent of AR, blockchain, and VR devices in the last few years has sparked the development of the metaverse. Moreover, the unprecedented growth of highly advanced technologies in the gaming industry, which offer immersive gameplay experiences, not only provides us a glimpse of how the metaverse would look like but also indicates that we are closer than ever to experience a virtual world of our own.

What is the metaverse?

The Metaverse is Taking Over the Physical WorldSource: Kelvin Han/Unsplash

A metaverse is a group of persistent, shared 3D virtual environments where you (in the form of your digital avatar) can visit places, shop for products, subscribe to services, work with your colleagues, play games, and even customize the scenes around you to meet your personal tastes and requirements, and the digital assets you own. So essentially, a metaverse is a virtual world or worlds, that would allow you to go inside the digital world — to be in rather than on the digital space.

 

From DSC:
Again I wonder….on the legal side of things…how will this impact what lawyers, judges, legislators, general counsels, and more need to know? Along these lines see:

To do this well, legal department heads and the lawyers and professionals in the department will have to learn, and practice, some new skills: embracing technology, project management, change management, and adaptability.

The first, and likely most obvious, skill an attorney needs in a rapidly evolving business environment is a firm grasp on existing and emerging technology. There are two important categories of technology to consider—the first is legal technology and the second is broader technology trends.

 

 

Could AR and/or VR enable a massive 3D-based type of “Voicethread?” [Christian]

From DSC:
What if we could quickly submit items for a group to discuss, annotate, and respond to — using whichever media format is available/preferable for a person — like a massive 3D-based Voicethread? What if this type of discussion could be contributed to and accessed via Augmented Reality (AR) and/or via Virtual Reality (VR) types of devices?

It could be a new 3D format that a person could essentially blow all the way up into the size of a billboard. Think, “Honey, I shrunk the kids” type of stuff.  

Input devices might include:

  • Augmented Reality (AR) glasses
  • Virtual Reality (VR) headsets/glasses
  • Scanners
  • Smartphones
  • Tablets
  • Desktops and laptops
  • SmartTVs
  • Other types of input devices

For example, a person could take a picture of a document or something else and then save that image into a new file format that would be vector-based. I say a vector-based file format so that the image could be enlarged to the size of a billboard without losing any resolution (i.e., wouldn’t become grainy; the image would remain crystal clear regardless of how big the image is). I’m thinking here along the lines of “Honey, I shrunk the kids!”

Other thoughts here:

  • The files could be accessible online for attendees of classes or for audiences of presentations/webinars
  • The files could be displayed on the walls of learning/presentation spaces for marking them up
  • One could manipulate the 3D image if that person was using a virtual/immersive environment
  • Users should be able to annotate on those images and/or be able to save such annotations and notes

A question for phase II:
Could this concept also be used if virtual courts take off?

Hmmmm…just thinking out loud.

 

Enrich your history and social studies classes with these resources — from educatorstechnology.com

Excerpt:

Below are three websites we are featuring in our blog for the first time. These are platforms where teachers (and students) can access resources and teaching materials to help them with their history teaching (learning).

Addendum on 5/4/21:

 
© 2024 | Daniel Christian