Such is the new world of tech conferences in the age of COVID-19. They’ve gone all-digital, like Build and GTC Digital, and may never be the same. Absent a vaccine, the days of thousands of people herded into hotel ballrooms and convention centers like cattle, sharing cabs and eating in cramped quarters, are gone.
Far from crippling the tech industry, however, virtual shows could lead to democratization of what had once been an exclusive, pricey privilege for tech movers and shakers. In the new climate, consumers have free access to valuable technical content whenever they wish to view it.
“Last year, I paid several thousand dollars to attend, and if I was late for a session, I couldn’t rewind it. This year, I could.”
But a new smartphone and desktop app coming from Cyril Diagne, an artist-in-residence at Google, greatly simplifies the process. Called AR Copy Paste, it can literally take a photo of a plant, mug, person, newspaper—whatever—on your phone, then, through a magical bit of UX, drop that object right onto your canvas in Photoshop on your main computer.
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“It’s not so hard to open the scope of its potential applications. First of all, it’s not limited to objects, and it works equally well with printed materials like books, old photo albums, and brochures,” says Diagne. “Likewise, the principle is not limited to Photoshop but can be applied to any image, document, or video-editing software.”
Q: For those who prefer or need to handwrite their essays, what are some ways/methods that students can use to scan in — and then submit — their essays into Canvas?
A: Below are a few different options, potential solutions, and resources:
Students can also scan in their essays via most combination printers/scanners these days. Then they can insert those scans into a Word doc and submit it.
A Google search presents many different ways to scan in items into a Word document. That Word doc can then be submitted or saved as a PDF file (and then be submitted as as PDF file).
The new Office app now generally available for Android and iOS — from microsoft.com by the Microsoft 365 team Excerpt: Integrating our Lens technology to unlock the power of the camera with capabilities like converting images into editable Word and Excel documents, scanning PDFs, and capturing whiteboards with automatic digital enhancements to make the content easier to read.
It feels as though 2019 has gone by in a flash, that said, it has been a year in which we have seen great advancement in AI application methods and technical discovery, paving the way for future development. We are incredibly grateful to have had the leading minds in AI & Deep Learning present their latest work at our summits in San Francisco, Boston, Montreal and more, so we thought we would share thirty of our highlight videos with you as we think everybody needs to see them!. (Some are hosted on our Videohub and some on our YouTube, but all are free to view!).
Example presenters:
Dawn Song, Professor, UC Berkeley.
Doina Precup, Research Team Lead, DeepMind.
Natalie Jakomis, Group Director of Data, goCompare.
Ian Goodfellow, Director, Apple.
Timnit Gebru, Ethical AI Team, Google.
Cathy Pearl, Head of Conversation Design Outreach, Google.
Zoya Bylinskii, Research Scientist, Adobe Research.
PLUS analysis of how these tools are being used in different context, new graphics, and updated comments on the tools’ pages that show how people are using the tools.
1) Alphabet (Google); Internet
2) Facebook; Internet
3) Amazon; Internet
4) Salesforce; Internet
5) Deloitte; Management Consulting
6) Uber; Internet
7) Apple; Consumer Electronics
8) Airbnb; Internet
9) Oracle; Information Technology & Services
10) Dell Technologies; Information Technology & Services
[On 9/24/18], I released the Top Tools for Learning 2018 , which I compiled from the results of the 12th Annual Digital Learning Tools Survey.
I have also categorised the tools into 30 different areas, and produced 3 sub-lists that provide some context to how the tools are being used:
Top 100 Tools for Personal & Professional Learning 2018 (PPL100): the digital tools used by individuals for their own self-improvement, learning and development – both inside and outside the workplace.
Top 100 Tools for Workplace Learning (WPL100): the digital tools used to design, deliver, enable and/or support learning in the workplace.
Top 100 Tools for Education (EDU100): the digital tools used by educators and students in schools, colleges, universities, adult education etc.
3 – Web courses are increasing in popularity. Although Coursera is still the most popular web course platform, there are, in fact, now 12 web course platforms on the list. New additions this year include Udacity and Highbrow (the latter provides daily micro-lessons). It is clear that people like these platforms because they can chose what they want to study as well as how they want to study, ie. they can dip in and out if they want to and no-one is going to tell them off – which is unlike most corporate online courses which have a prescribed path through them and their use is heavily monitored.
5 – Learning at work is becoming personal and continuous. The most significant feature of the list this year is the huge leap up the list that Degreed has made – up 86 places to 47th place – the biggest increase by any tool this year. Degreed is a lifelong learning platform and provides the opportunity for individuals to own their expertise and development through a continuous learning approach. And, interestingly, Degreed appears both on the PPL100 (at 30) and WPL100 (at 52). This suggests that some organisations are beginning to see the importance of personal, continuous learning at work. Indeed, another platform that underpins this, has also moved up the list significantly this year, too. Anders Pink is a smart curation platform available for both individuals and teams which delivers daily curated resources on specified topics. Non-traditional learning platforms are therefore coming to the forefront, as the next point further shows.
From DSC: Perhaps some foreshadowing of the presence of a powerful, online-based, next generation learning platform…?
The most important difference is certainly the ability to choose which parts of the image the filling agent samples when it’s looking for stuff to put inside your lassoed area.
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No need to be exact — the algorithm is smart enough to work without the handful of pixels that are casualties of overeager mousing. The improved algorithm also lets you tell the algo that it should be liberal with rotation and scaling of the elements it uses, or that it should mirror-image the content it finds to make it fit better.
Immersive learning with VR experiences: Design learning scenarios that your learners can experience in Virtual Reality using VR headsets. Import 360° media assets and add hotspots, quizzes and other interactive elements to engage your learners with near real-life scenarios
Interactive videos: Liven up demos and training videos by making them interactive with the new Adobe Captivate. Create your own or bring in existing YouTube videos, add questions at specific points and conduct knowledge checks to aid learner remediation
Fluid Boxes 2.0: Explore the building blocks of Smart eLearning design with intelligent containers that use white space optimally. Objects placed in Fluid Boxes get aligned automatically so that learners always get fully responsive experience regardless of their device or browser.
360° learning experiences: Augment the learning landscape with 360° images and videos and convert them into interactive eLearning material with customizable overlay items such as information blurbs, audio content & quizzes.
Blippar unveils indoor visual positioning system to anchor AR — from martechtoday.com by Barry Levine Employing machine vision to recognize mapped objects, the company says it can determine which way a user is looking and can calculate positioning down to a centimeter.
To even scratch the surface of these questions, we need to better understand the audience’s experience in VR — not just their experience of the technology, but the way that they understand story and their role within it.
HoloLens technology is being paired with Microsoft’s Surface Hub, a kind of digital whiteboard. The idea is that the surgical team can gather together around a Surface Hub to review patient information, discuss the details of a procedure, and select what information should be readily accessible during surgery. During the procedure, a surgeon wearing a HoloLens would be able to review a CT or MRI scan, access other data in the electronic medical records, and to be able to manipulate these so as to get a clear picture of what is being worked on and what needs to be done.
The VR solution allows emergency medical services (EMS) personnel to dive into a rich and detailed environment which allows them to pinpoint portions of the body to dissect. This then allows them then see each part of the body in great detail along with viewing it from any angle. The goal is to allow for users to gain the experience to diagnose injuries from a variety of vantage points all where working within an virtual environment capable of displaying countless scenarios.
A team of Harvard University researchers recently achieved a major breakthrough in robotics, engineering a tiny spider robot using tech that could one day work inside your body to repair tissues or destroy tumors. Their work could not only change medicine–by eliminating invasive surgeries–but could also have an impact on everything from how industrial machines are maintained to how disaster victims are rescued.
Until now, most advanced, small-scale robots followed a certain model: They tend to be built at the centimeter scale and have only one degree of freedom, which means they can only perform one movement. Not so with this new ‘bot, developed by scientists at Harvard’s Wyss Institute for Biologically Inspired Engineering, the John A. Paulson School of Engineering and Applied Sciences, and Boston University. It’s built at the millimeter scale, and because it’s made of flexible materials–easily moved by pneumatic and hydraulic power–the critter has an unprecedented 18 degrees of freedom.
I liked that it gave a new perspective to the video clip I’d watched: It threw the actual game up on the wall alongside the kind of information a basketball fan would want, including 3-D renderings and stats. Today, you might turn to your phone for that information. With Magic Leap, you wouldn’t have to.
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Abovitz also said that intelligent assistants will play a big role in Magic Leap’s future. I didn’t get to test one, but Abovitz says he’s working with a team in Los Angeles that’s developing high-definition people that will appear to Magic Leap users and assist with tasks. Think Siri, Alexa or Google Assistant, but instead of speaking to your phone, you’d be speaking to a realistic-looking human through Magic Leap.Or you might be speaking to an avatar of someone real.
“You might need a doctor who can come to you,” Abovitz said. “AI that appears in front of you can give you eye contact and empathy.”
And I loved the idea of being able to place a digital TV screen anywhere I wanted.
December of last year U.S. startup Magic Leap unveiled its long-awaited mixed reality headset, a secretive device five years and $2.44B USD in the making.
This morning that same headset, now referred to as the Magic Leap One Creator Edition, became available for purchase in the U.S. On sale to creators at a hefty starting price of $2,275, the computer spatial device utilizes synthetic lightfields to capture natural lightwaves and superimpose interactive, 3D content over the real-world.
After spending about an hour with the headset running through set up and poking around its UI and a couple of the launch day apps, I thought it would be helpful to share a quick list of some of my first impressions as someone who’s spent a lot of time with a HoloLens over the past couple years and try to start answering many of the burning questions I’ve had about the device.
UNIVERSITY PARK, Pa. — Penn State instructional designers are researching whether using virtual reality and 360-degree video can help students in online classes learn more effectively.
Designers worked with professors in the College of Nursing to incorporate 360-degree video into Nursing 352, a class on Advanced Health Assessment. Students in the class, offered online through Penn State World Campus, were offered free VR headsets to use with their smartphones to create a more immersive experience while watching the video, which shows safety and health hazards in a patient’s home.
Bill Egan, the lead designer for the Penn State World Campus RN to BSN nursing program, said students in the class were surveyed as part of a study approved by the Institutional Review Board and overwhelmingly said that they enjoyed the videos and thought they provided educational value. Eighty percent of the students said they would like to see more immersive content such as 360-degree videos in their online courses, he said.
In this post, we run through some practical stumbling blocks that prevent VR training from being feasible for most.
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There are quite a number of practical considerations which prevent VR from totally overhauling the corporate training world. Some are obvious, whilst others only become apparent after using the technology a number of times. It’s important to be made aware of these limitations so that a large investment isn’t made in tech that isn’t really practical for corporate training.
Augmented reality – the next big thing for HR? — from hrdconnect.com Augmented reality (AR) could have a huge impact on HR, transforming long-established processes into engaging and exciting something. What will this look like? How can we shape this into our everyday working lives?
Excerpt (emphasis DSC):
AR also has the potential to revolutionise our work lives, changing the way we think about office spaces and equipment forever.
Most of us still commute to an office every day, which can be a time-consuming and stressful experience. AR has the potential to turn any space into your own customisable workspace, complete with digital notes, folders and files – even a digital photo of your loved ones. This would give you access to all the information and tools that you would typically find in an office, but wherever and whenever you need them.
And instead of working on a flat, stationary, two-dimensional screen, your workspace would be a customisable three-dimensional space, where objects and information are manipulated with gestures rather than hardware. All you would need is an AR headset.
AR could also transform the way we advertise brands and share information. Imagine if your organisation had an AR stand at a conference – how engaging would that be for potential customers? How much more interesting and fun would meetings be if we used AR to present information instead of slides on a projector?
AR could transform the on-boarding experience into something fun and interactive – imagine taking an AR tour of your office, where information about key places, company history or your new colleagues pops into view as you go from place to place.
A new project is aiming to make it easier for staff in airport control towers to visualize information to help make their job easier by leveraging augmented reality (AR) technology. The project, dubbed RETINA, is looking to modernise Europe’s air traffic management for safer, smarter and even smoother air travel.
Lehi, UT, May 29, 2018 (GLOBE NEWSWIRE) — Today, fast-growing augmented reality startup, Seek, is launching Seek Studio, the world’s first mobile augmented reality studio, allowing anybody with a phone and no coding expertise required, to create their own AR experiences and publish them for the world to see. With mobile AR now made more readily available, average consumers are beginning to discover the magic that AR can bring to the palm of their hand, and Seek Studio turns everyone into a creator.
To make the process incredibly easy, Seek provides templates for users to create their first AR experiences. As an example, a user can select a photo on their phone, outline the portion of the image they want turned into a 3D object and then publish it to Seek. They will then be able to share it with their friends through popular social networks or text. A brand could additionally upload a 3D model of their product and publish it to Seek, providing an experience for their customers to easily view that content in their own home. Seek Studio will launch with 6 templates and will release new ones every few days over the coming months to constantly improve the complexity and types of experiences possible to create within the platform.
Apple unveiled its new augmented reality file format, as well as ARKit 2.0, at its annual WWDC developer conference today. Both will be available to users later this year with iOS 12.
The tech company partnered with Pixar to develop the AR file format Universal Scene Description (USDZ) to streamline the process of sharing and accessing augmented reality files. USDZ will be compatible with tools like Adobe, Autodesk, Sketchfab, PTC, and Quixel. Adobe CTO Abhay Parasnis spoke briefly on stage about how the file format will have native Adobe Creative Cloud support, and described it as the first time “you’ll be able to have what you see is what you get (WYSIWYG) editing” for AR objects.
With a starting focus on University-level education and vocational schools in sectors such as mechanical engineering, VivEdu branched out to K-12 education in 2018, boasting a comprehensive VR approach to learning science, technology, engineering, mathematics, and art for kids.
That roadmap, of course, is just beginning. Which is where the developers—and those arm’s-length iPads—come in. “They’re pushing AR onto phones to make sure they’re a winner when the headsets come around,” Miesnieks says of Apple. “You can’t wait for headsets and then quickly do 10 years’ worth of R&D on the software.”
To fully realize the potential will require a broad ecosystem. Adobe is partnering with technology leaders to standardize interaction models and file formats in the rapidly growing AR ecosystem. We’re also working with leading platform vendors, open standards efforts like usdz and glTF as well as media companies and the creative community to deliver a comprehensive AR offering. usdz is now supported by Apple, Adobe, Pixar and many others while glTF is supported by Google, Facebook, Microsoft, Adobe and other industry leaders.
There are a number of professionals who would find the ability to quickly and easily create floor plans to be extremely useful. Estate agents, interior designers and event organisers would all no doubt find such a capability to be extremely valuable. For those users, the new feature added to iStaging’s VR Maker app might be of considerable interest.
The new VR Maker feature utilises Apple’s ARKit toolset to recognise spaces, such as walls and floors and can provide accurate measurements. By scanning each wall of a space, a floor plan can be produced quickly and easily.
I’ve interviewed nine investors who have provided their insights on where the VR industry has come, as well as the risks and opportunities that exist in 2018 and beyond. We’ve asked them what opportunities are available in the space — and what tips they have for startups.
Augmented reality (AR) hasn’t truly permeated the mainstream consciousness yet, but the technology is swiftly being adopted by global industries. It’ll soon be unsurprising to find a pair of AR glasses strapped to a helmet sitting on the heads of service workers, and RealWear, a company at the forefront on developing these headsets, thinks it’s on the edge of something big.
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VOICE ACTIVATION
What’s most impressive about the RealWear HMT-1Z1 is how you control it. There’s no touch-sensitive gestures you need to learn — it’s all managed with voice, and better yet, there’s no need for a hotword like “Hey Google.” The headset listens for certain commands. For example, from the home screen just say “show my files” to see files downloaded to the device, and you can go back to the home screen by saying “navigate home.” When you’re looking at documents — like schematics — you can say “zoom in” or “zoom out” to change focus. It worked almost flawlessly, even in a noisy environment like the AWE show floor.
David Scowsill‘s experience in the aviation industry spans over 30 years. He has worked for British Airways, American Airlines, Easy Jet, Manchester Airport, and most recently the World Travel and Tourism Council, giving him a unique perspective on how Augmented and Virtual Reality (AVR) can impact the aviation industry.
These technologies have the power to transform the entire aviation industry, providing benefits to companies and consumers. From check-in, baggage drop, ramp operations and maintenance, to pilots and flight attendants, AVR can accelerate training, improve safety, and increase efficiency.
London-based design studio Marshmallow Laser Feast is using VR to let us reconnect with nature. With headsets, you can see a forest through the eyes of different animals and experience the sensations they feel. Creative Director Ersinhan Ersin took the stage at TNW Conference last week to show us how and why they created the project, titled In the Eyes of the Animal.
Have you already taken a side when it comes to XR wearables? Whether you prefer AR glasses or VR headsets likely depends on the application you need. But wouldn’t it be great to have a device that could perform as both? As XR tech advances, we think crossovers will start popping up around the world.
A Beijing startup called AntVR recently rocketed past its Kickstarter goal for an AR/VR visor. Their product, the Mix, uses tinted lenses to toggle between real world overlay and full immersion. It’s an exciting prospect. But rather than digging into the tech (or the controversy surrounding their name, their marketing, and a certain Marvel character) we’re looking at what this means for how XR devices are developed and sold.
Google is bringing AR tech to its Expeditions app with a new update going live today. Last year, the company introduced its GoogleExpeditions AR Pioneer Program, which brought the app into classrooms across the country; with this launch the functionality is available to all.
Expeditions will have more than 100 AR tours in addition to the 800 VR tours already available. Examples include experiences that let users explore Leonardo Da Vinci’s inventions and ones that let you interact with the human skeletal system.
At four recent VR conferences and events there was a palpable sense that despite new home VR devices getting the majority of marketing and media attention this year, the immediate promise and momentum is in the location-based VR (LBVR) attractions industry. The VR Arcade Conference (April 29th and 30th), VRLA (May 4th and 5th), the Digital Entertainment Group’s May meeting (May 1), and FoIL (Future of Immersive Leisure, May 16th and 17th) all highlighted a topic that suddenly no one can stop talking about: location-based VR (LBVR). With hungry landlords giving great deals for empty retail locations, VRcades, which are inexpensive to open (like Internet Cafes), are popping up all over the country. As a result, VRcade royalties for developers are on the rise, so they are shifting their attention accordingly to shorter experiences optimized for LBVR, which is much less expensive than building a VR app for the home.
The Future of Design, Part II— from 99u.adobe.com by Madeleine Morley; with thanks to Keesa V. Johnson for posting this on Twitter For the second straight year, we asked 10 creatives to predict what is coming up in the world of design and how they will prepare for it. This year’s installment includes designing for voice-controlled tech, holograms, and the rise of the hybrid designer.
Design is always changing, and wider changes are often spearheaded by design itself. Now with tech and the creative industry increasingly aligning, we’re on the precipice of a truly momentous period in the history of design, something unprecedented that is difficult to predict and prepare for.
Excerpts:
With quickly evolving tools, tumultuous shifts in the economy, the relentless growth of the gig and freelance lifestyle, and global networks, the working landscape for young designers is a tremendously uncertain one. There’s no model to follow: The known and well-trodden career path of previous generations is overgrown.
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It’s an uncertain time for design, but in its difficulty and complexity, it is an inspiring and crucial one: Those with the skills will help decide the way that innovations in tech not only look but function, too, and influence our daily lives.
Although we can’t predict the future, we can speak to those with experience who think about what’s in store. We asked each participant to give us their advice: What does their future of design look like? What will it do to the very idea of design. And how can we prepare for it?
Design will be for ears and not eyes.
We’re always getting our heads around designing for the latest technology, methodology, application, media, or format. It’s a fascinating time to be a designer. There will always be space for experts, for those who specialize in the things they are really, really good at, but for others there is the need to diversify.
The Top 200 Tools for Learning 2017 (11th Annual Survey) has been compiled by Jane Hart of the Centre for Learning & Performance Technologies from the votes of 2,174 learning professionals worldwide, together with 3 sub-lists
Top 100 Tools for Personal & Professional Learning (PPL)
66 tools moved up the list. Top 3 risers are Unsplash (up 71 places), Grammarly (up 70 places) and Snapchat (up 64 places
Messaging apps and team tools are particularly on the rise: Slack is now up 8 places to #12, Trello is up 21 places to #22, Microsoft Teams is another new tool in at #79
52 NEW tools appear on the list this year – the highest entry is Typeform in at #55.
2 interesting new tools for augmented and virtual reality join the list – Aurasma, ENTiTi – as well as a chatbot system – Ultra Hal Assistant.
Some observations on what the Top Tools list tells us personal and professional learning As in previous years, individuals continue to using a wide variety of:
networks, services and platforms for professional networking, communication and collaboration
web resources and courses for self-improvement and self-development
tools for personal productivity
All of which shows that many individuals have become highly independent, continuous modern professional learners – making their own decisions about what they need to learn and how to do it.