From DSC:
After reviewing the article and video (below), it will be interesting to see how machine-to-machine (M2M) communications will be used in combination with augmented reality — and perhaps with virtual reality and mixed reality as well. That is, get to within a certain range of an object, and something automatically happens on your mobile device or your head mounted device. Perhaps that’s the sort of thing Apple is building into their next smart phone. It would sure open up some interesting learning and entertainment-related experiences — as such new affordances could help foster anticipation and curiosity, while grabbing someone’s attention.

This type of thing could easily become a piece of the future of art and creativity.


 

Mini-Mirages Emerge in an Augmented Reality Art Exhibition — from creators.vice.com by Nathaniel Ainley
Adrien M and Claire B’s latest series of installations basically looks like Harry Potter magic come to life.

Excerpt:

Even in its early beta stages, the new live exhibition from digital artists Adrien M and Claire B will have you rubbing your eyes in disbelief. Throughout their Mirages & Miracles display, the artist duo uses wondrous applications of augmented reality to create an orchestra of new installations, both small and large. Much like their live dance performance work at BAM, the new bundle merges the digital with the material, blurring the lines between what is real and what is fake. The multi-pronged ensemble uses augmented drawings, holographic illusions, virtual-reality headsets, and large-scale projections to create a number of unbelievable scenarios “that take root in both the mirage and the miracle,” according to the duo.

 

 

Mirages & miracles, premier aperçu… from Adrien M & Claire B on Vimeo.

 

 

 
 

Summer 2017 Human++ — fromcambridge.nuvustudio.com
Human-Machine Intelligence, Hacking Drones, Bio Fashion, Augmented Video Games, Aerial Filmmaking, Smart Tools, Soft Robotics and more!

Excerpt:

NuVu is a place where young students grow their spirit of innovation. They use their curiosity and creativity to explore new ideas, and make their concepts come to life through our design process. Our model is based on the architecture studio model, and every Summer we use imaginative themes to frame two-week long Studios in which students dive into hands-on design, engineering, science, technology, art and more!

 

 

Move over tablets? This tech could be the future of learning — from fastcodesign.com by Katharine Schwab
Fluid dynamics are a lot cooler when you can see them at work with your own eyes.

 

 

Excerpt:

Physics can be difficult to grasp—even for adults. So how do you teach the subject’s abstract ideas to middle schoolers?

Show some of the concepts in action. That’s the idea behind Peer, an experimental project from New York-based design firm Moment that uses mixed reality to teach middle schoolers scientific ideas such as aerodynamics, sound waves, gravity, and acceleration. The project, though purely conceptual, is a tantalizing hint at where technology in the classroom could be headed next.

 

Also see:

 

 

 

HarvardX rolls out new adaptive learning feature in online course — from edscoop.com by Corinne Lestch
Students in MOOC adaptive learning experiment scored nearly 20 percent better than students using more traditional learning approaches.

Excerpt:

Online courses at Harvard University are adapting on the fly to students’ needs.

Officials at the Cambridge, Massachusetts, institution announced a new adaptive learning technology that was recently rolled out in a HarvardX online course. The feature offers tailored course material that directly correlates with student performance while the student is taking the class, as well as tailored assessment algorithms.

HarvardX is an independent university initiative that was launched in parallel with edX, the online learning platform that was created by Harvard and Massachusetts Institute of Technology. Both HarvardX and edX run massive open online courses. The new feature has never before been used in a HarvardX course, and has only been deployed in a small number of edX courses, according to officials.

 

 

From DSC:
Given the growth of AI, this is certainly radar worthy — something that’s definitely worth pulse-checking to see where opportunities exist to leverage these types of technologies.  What we now know of as adaptive learning will likely take an enormous step forward in the next decade.

IBM’s assertion rings in my mind:

 

 

I’m cautiously hopeful that these types of technologies can extend beyond K-12 and help us deal with the current need to be lifelong learners, and the need to constantly reinvent ourselves — while providing us with more choice, more control over our learning. I’m hopeful that learners will be able to pursue their passions, and enlist the help of other learners and/or the (human) subject matter experts as needed.

I don’t see these types of technologies replacing any teachers, professors, or trainers. That said, these types of technologies should be able to help do some of the heavy teaching and learning lifting in order to help someone learn about a new topic.

Again, this is one piece of the Learning from the Living [Class] Room that we see developing.

 

 

 

 

Part 2: Virtual Reality Headsets: Which One Is For You? — from 900lbs.com

 

steven_vr

 

Excerpt:

It’s 2017, a new year, and another tremendous growth opportunity for VR and AR. With advancements in eye-tracking technology,  inside-out camera-based positional tracking, the implementation of add-on wireless capabilities for tethered headsets, and a push for lower price points, just like the preceding year, 2017 will continue to be a time of growth and technological innovation for virtual and augmented reality headsets.

As mentioned before, VR/AR headsets are still in the introduction stage of the product cycle while steadily creeping into its second iteration as investment in  R&D is being poured into the industry. Here at 900lbs, we’re researching all we can to stay on frontier of the emerging market, making sure we’re using the greatest, if not latest, hardware and software for our projects.

We compiled a list of the coolest, mind-blowing headsets last year (Part 1), but much has changed and will change. Here’s an updated list of the coolest (still mind-blowing) headsets available or soon-to-be-available on the market now. Note: we included some of the headsets we covered in our original post.

 

 

12 augmented reality apps students can use today — from ecampusnews.com by Laura Ascione
As augmented reality’s classroom potential grows, apps are becoming more relevant and targeted

Excerpt:

Augmented reality–a technology that uses a trigger image to superimpose digital content over a user’s view of the real world–is growing in popularity and accessibility, and it holds a wealth of potential for education.

“If you can captivate those kids when you introduce the lesson, you know they’re going to pay attention throughout the lesson,” Peterson said. “This is a great way to grab kids and get them involved.”

 

 

How VR is Helping the Broken Prison System — from vudream.com by Mark Metry

Excerpt:

Virtual Rehab focuses on 4 areas:

  1. Formal Education
    Virtual Rehab will develop an interactive formal education tool, where inmates can strengthen their knowledge of English, Business, Mathematics, Sciences, Technology, and other courses, as deemed appropriate
  2. Vocational Job Training
    Leveraging Virtual Rehab’s interactive tool, inmates will be able to acquire new vocational job training skills including car mechanic, plumbing, welding, carpentry, and others, as deemed appropriate
  3. Psychological Rehabilitation
    Virtual Rehab’s interactive tool will assist in treating inmates psychological challenges including mental & emotional disorders, co-existing disorder, intermittent explosive disorder, and others, as deemed appropriate
  4. Correctional Services Rehabilitation
    The real-life scenarios and interactivity of Virtual Rehab’s tool will allow inmates to undergo correctional services rehabilitation across sex offending, family violence, alcoholism, and others, as deemed appropriate.

 

 

 

 

Outline of a VR History App — from medium.com by Robson Beaudry

 

 

Companies Creating AR Smart Glasses — from thearea.org

 

 

 

 

 

Your Next Personal Robot Could Be Professor Einstein

 

 

 

From DSC:
By the way, I’m not posting this to suggest that professors/teachers/trainers/etc. are going away due to AI-based technologies.  Humans like to learn with other humans (and we are decades away from a general AI anyway).

That said, I do think there’s a place for technologies to be used as beneficial tools. In this case, such an AI-backed robot could help with some of the heavy lifting of learning about a new subject or topic. This interesting piece — currently out at Kickstarter — is a good example of the combination of a variety of technologies such as AI/speech recognition/natural language processing (NLP), robotics, and other technologies.

Notice that you can download more interactive apps from the cloud with Professor Einstein. In other words, this is like a platform. (Along these lines…developers gave Alexa 4000 new skills last quarterAmazon is creating a platform as well.)

Bottom line: AI needs to be on our radars.

 

 

 
 

 

You can be sitting ‘courtside’ at NBA games with virtual reality — from mercurynews.com by Bill Oram

Excerpt:

“The result is a really strong sense of presence,” said David Cole, who helped found NextVR as a 3D company in 2009. “A vivid sense.”

 

 

“In some ways, we could still be at a point in time where a lot of people don’t yet know that they want this in VR,” said David Cramer, NextVR’s chief operating officer. “The thing that we’ve seen is that when people do see it, it just blows away their expectations.”

 

 

From DSC:
Hmm…the above piece from The Mercury News on #VR speaks of presence.  A vivid sense of presence.

If they can do this with an NBA game, why cant’ we do this with remote learners & bring them into face-to-face classrooms? How might VR be used in online learning and distance education? Could be an interesting new revenue stream for colleges and universities…and help serve more people who want to learn but might not be able to move to certain locations and/or not be able to attend face-to-face classrooms. Applications could exist within the corporate training/L&D world as well.

 

Also related/see:

 

 

ISNS students embrace learning in a world of virtual reality — from by

Excerpt (emphasis DSC):

To give students the skills needed to thrive in an ever more tech-centred world, the International School of Nanshan Shenzhen (ISNS) is one of the world’s first educational facilities now making instruction in virtual reality (VR) and related tools a key part of the curriculum.

Building on a successful pilot programme last summer in Virtual Reality, 3D art and animation, the intention is to let students in various age groups experiment with the latest emerging technologies, while at the same time unleashing their creativity, curiosity and passion for learning.

To this end, the school has set up a special VR innovation lab, conceived as a space for exploration, design and interdisciplinary collaboration involving a number of different subject teachers.

Using relevant software and materials, students learn to create high-quality digital content and to design “experiences” for VR platforms. In this “VR Lab makerspace” – a place offering the necessary tools, resources and support – they get to apply concepts and theories learned in the classroom, develop practical skills, document their progress, and share what they have learned with classmates and other members of the tech education community. 

 

 

As a next logical step, she is also looking to develop contacts with a number of the commercial makerspaces which have sprung up in Shenzhen. The hope is that students will then be able to meet engineers working on cutting-edge innovations and understand the latest developments in software, manufacturing, and areas such as laser cutting, and 3D printing, and rapid prototyping.  

 

 

 

Sydney – The Opera House has joined forces with Samsung to open a new digital lounge that encourages engagement with the space. — from lsnglobal.com by Rhiannon McGregor

 

The Lounge, enabled by Samsung on November 8, 2016 in Sydney, Australia. (Photo by Anna Kucera)

 

 

The Lounge, enabled by Samsung on November 8, 2016 in Sydney, Australia. (Photo by Anna Kucera)

 

 

Also see:

The Lounge enabled by Samsung
Open day and night, The Lounge enabled by Samsung is a new place in the heart of the Opera House where people can sit and enjoy art and culture through the latest technology. The most recent in a series of future-facing projects enabled by Sydney Opera House’s Principal Partner, Samsung, the new visitor lounge features stylish, comfortable seating, as well as interactive displays and exclusive digital content, including:

  • The Sails – a virtual-reality experience of what it’s like to stand atop the sails of Australia’s most famous building, brought to you via Samsung Gear VR;
  • Digital artwork – a specially commissioned video exploration of the Opera House and its stories, produced by creative director Sam Doust. The artwork has been themed to match the time of day and is the first deployment of Samsung’s latest Smart LED Display panel technology in Australia; and
  • Google Cultural Institute – available to view on Samsung Galaxy View and Galaxy Tab S2 tablets, the digital collection features 50 online exhibits that tell the story of the Opera House’s past, present and future through rare archival photography, celebrated performances, early architectural drawings and other historical documents, little-known interviews and Street View imagery.

 

 

 

3dorganon.com

User interface features:

  •     Visualize anatomy using the latest 3D technologies.
  •     Single- and multi-select modes.
  •     Rotate, pan, and zoom in/out 3D models.
  •     Double tap to select and focus on a structure.
  •     Hide or fade selected structures.
  •     Easily switch systems on and off using the corresponding buttons.
  •     Unique topographic and systems-based anatomy layouts.
  •     Action buttons for displaying muscles into layers, from deep to superficial.
  •     Realistic X-ray mode (Fade others button).
  •     Amazing life-like high detail graphics for better user experience.
  •     Beautiful symmetry between designed organs and structures makes learning easy and pleasant.
  •     All featured text descriptions and clinical correlations are written by professors of anatomy and medical professionals.
  •     Full screen mode for enhanced presentation of 3D anatomy on projectors or large screens.
  •     Take snapshots of your scene for later study or reference.

 

 

 


anatomy4d.daqri.com

Anatomy 4D transports teachers, medical professionals, and students of all levels into an interactive 4D experience of human anatomy.

 

 

 

 

5 Online Education Trends to Watch in 2017 — from usnews.com by Jordan Friedman
Experts predict more online programs will offer alternative credentials and degrees in specialized fields.

Excerpts:

  1. Greater emphasis on nontraditional credentials
  2. Increased use of big data to measure student performance
  3. Greater incorporation of artificial intelligence into classes
  4. Growth of nonprofit online programs
  5. Online degrees in surprising and specialized disciplines

 

 

The Future of Online Learning Is Offline: What Strava Can Teach Digital Course Designers — from edsurge.com by Amy Ahearn

Excerpt:

I became a Strava user in 2013, around the same time I became an online course designer. Quickly I found that even as I logged runs on Strava daily, I struggled to find the time to log into platforms like Coursera, Udemy or Udacity to finish courses produced by my fellow instructional designers. What was happening? Why was the fitness app so “sticky” as opposed to the online learning platforms?

As a thought experiment, I tried to recast my Strava experience in pedagogical terms. I realized that I was recording hours of deliberate practice (my early morning runs), formative assessments (the occasional speed workout on the track) and even a few summative assessments (races) on the app. Strava was motivating my consistent use by overlaying a digital grid on my existing offline activities. It let me reconnect with college teammates who could keep me motivated. It enabled me to analyze the results of my efforts and compare them to others. I didn’t have to be trapped behind a computer to benefit from this form of digital engagement—yet it was giving me personalized feedback and results. How could we apply the same practices to learning?

I’ve come to believe that one of the biggest misunderstandings about online learning is that it has to be limited to things that can be done in front of a computer screen. Instead, we need to reimagine online courses as something that can enable the interplay between offline activities and digital augmentation.

A few companies are heading that way. Edthena enables teachers to record videos of themselves teaching and then upload these to the platform to get feedback from mentors.

 

 

DIY’s JAM online courses let kids complete hands-on activities like drawing or building with LEGOs and then has them upload pictures of their work to earn badges and share their projects.

 

 

My team at +Acumen has built online courses that let teams complete projects together offline and then upload their prototypes to the NovoEd platform to receive feedback from peers. University campuses are integrating Kaltura into their LMS platforms to enable students to capture and upload videos.

 

 

We need to focus less on building multiple choice quizzes or slick lecture videos and more on finding ways to robustly capture evidence of offline learning that can be validated and critiqued at scale by peers and experts online.

 

 

 

 

 

 

From DSC:
In the future, I’d like to see holograms provide stunning visual centerpieces for the entrance ways into libraries, or in our classrooms, or in our art galleries, recital halls, and more. The object(s), person(s), scene(s) could change into something else, providing a visually engaging experience that sets a tone for that space, time, and/or event.

Eventually, perhaps these types of technologies/setups will even be a way to display artwork within our homes and apartments.

 

hologram-earth

Image from 900lbs.com

 

 

 

From DSC:
(With thanks to Woontack Woo for his posting this via his paper.li entitled “#AR #CAMAR for Ubiquitous VR”)

Check this out!

On December 3rd, the Legend of Sword opera comes to Australia — but this is no ordinary opera!  It is a “holographic sensational experience!” Set designers and those involved with drama will need to check this out. This could easily be the future of set design!

But not only that, let’s move this same concept over to the world of learning.  What might augmented reality do for how our learning spaces look and act like in the future?  What new affordances and experiences could they provide for us? This needs to be on our radars. 

Some serious engagement might be heading our way!

 

 

Per this web page:

Legend of Sword 1 is a holographic sensational experience that has finished its 2nd tour in China. A Chinese legend of the ages to amaze and ignite your imagination. First time ever such a visual spectacular stage in Australia on Sat 3rd Dec only. Performed in Chinese with English subtitles.

Legend of Sword and Fairy 1 is based on a hit video game in China. Through the hardworking of the renowned production team, the performance illustrates the beautiful fantasy of game on stage, and allow the audience feel like placing themselves in the eastern fairy world. With the special effects with the olfactory experience, and that actors performing and interact with audience at close distance, the eastern fairy world is realised on stage. It is not only a play with beautiful scenes, but also full of elements from oriental style adventure. The theatre experience will offer much more than a show, but the excitement of love and adventure.

 

Per this web page:

Legend of Sword and Fairy 1 was premiered in April 2015 at Shanghai Cultural Plaza, which set off a frenzy of magic in Shanghai, relying on the perfect visual and 5D all-round sensual experience. Because of the fantasy theme that matches with top visual presentation, Legend of Sword and Fairy 1 became the hot topic in Shanghai immediately. With only just 10 performances at the time, its Weibo topic hits have already exceeded 100 million mark halfway.

So far, Legend of Sword and Fairy 1 has finished its second tour in a number of cities in China, including Beijing, Chongqing, Chengdu, Nanjing, Xiamen, Qingdao, Shenyang, Dalian, Wuxi, Ningbo, Wenzhou, Xi’an, Shenzhen, Dongguan, Huizhou, Zhengzhou, Lishui, Ma’anshan, Kunshan, Changzhou etc.

 

 

legendofsword-china-australia-2016

 

 

 
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