From DSC:
I wonder if this patent — or these types of technologies — might enable remote learners to select/control more of their preferred viewing angles?!

Apple Seeks Patent For AR/VR Video Recording With Multi-angle Playback — from uploadvr.com by Jeremy Horwitz

Excerpt (emphasis DSC):

If you’ve watched YouTube streams of conventional 2D videos — such as commentaries on games, TV shows, movies, or trailers — you know that the streams are visually flat: video of the content, sometimes with a person’s face superimposed in the corner for added discussion. But Apple appears set to change that paradigm for augmented and virtual reality streaming. A just-published patent application reveals that it’s been working on compositing multiple streams in a way that could let AR and VR viewers watch streamed content from their choice of angles.

 

 

CES 2020: Finding reality in a deluge of utopia — from web-strategist.com by Jeremiah Owyang

Excerpts:

One of my strategies is to look past the products that were announced, and instead find the new technologies that will shed light on which products will emerge such as sensors and data types.

The trick to approaching CES: Look for what creates the data, then analyze how it will be used, therein lies the power/leverage/business model of the future.

Sharp’s augmented windows give us an interesting glimpse of what retail could look like if every window was a transparent screen…

Rivian, the new electric truck company, which is funded by both Ford and Amazon was featured at the Amazon booth, with a large crowd, each wheel has an independent motor and it’s Alexa integrated – watch out Cybertruck.

Caution: “Data leakage” (where your data ends up in places you didn’t expect) is frightening, and people will start to care. The amount of devices present, that offer data collection to unknown companies in unknown countries is truly astounding. Both from a personal, business, and national security perspective, consumers and businesses alike really don’t know the ramifications of all of this data sharing.

Also see:

 

XR for Teaching and Learning — from educause

Key Findings

  • XR technologies are being used to achieve learning goals across domains.
  • Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
  • Integration of XR into curricula faces two major challenges: time and skills.
  • The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
  • The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.

XR for Teaching and Learning

 

Six Examples of Augmented Reality in Performance Support — from learningsolutionsmag.com by Jeff Batt

Excerpt:

What do you think of when you hear the words “performance support”? We may all have our interpretation, but for me, performance support gives the learner instruction on how to perform actions while on the job and in the moment they need it. That has AR written all over it.

AR in performance support puts learning content in the context of what the learner is seeing. It enhances the real world, and it guides the learner through steps they need to take in the real world and even allows them to explore content they cannot easily access otherwise.

That has enormous potential for the learning and development space and gets me super excited about using AR. In this article, I’ll explore some possible scenarios for using AR in your performance support materials.

 

FTI 2020 Trend Report for Entertainment, Media, & Technology [FTI]

 

FTI 2020 Trend Report for Entertainment, Media, & Technology — from futuretodayinstitute.com

Our 3rd annual industry report on emerging entertainment, media and technology trends is now available.

  • 157 trends
  • 28 optimistic, pragmatic and catastrophic scenarios
  • 10 non-technical primers and glossaries
  • Overview of what events to anticipate in 2020
  • Actionable insights to use within your organization

KEY TAKEAWAYS

  • Synthetic media offers new opportunities and challenges.
  • Authenticating content is becoming more difficult.
  • Regulation is coming.
  • We’ve entered the post-fixed screen era.
  • Voice Search Optimization (VSO) is the new Search Engine Optimization (SEO).
  • Digital subscription models aren’t working.
  • Advancements in AI will mean greater efficiencies.

 

 

XR for Teaching and Learning — from library.educause.edu

Excerpt:

The HP/EDUCAUSE Campus of the Future project is now in its second year of investigation into the benefits of XR for teaching, learning, and research at the institution. Our most recent report focuses on the types of learning goals that are effectively supported by XR technology.

See what institutions participating in the XR project discovered about achieving learning goals, effective pedagogical uses, curricula integration challenges, XR adoption requirements, and factors influencing effectiveness.

 

Also see:

 

NVIDIA announces CloudXR for AR/VR rendering of SteamVR applications over 5G — from roadtovr.com by Ben Lang

Excerpt:

At MWC Los Angeles this week, NVIDIA CEO Jensen Huang demonstrated the company’s CloudXR platform which is made to stream cloud-rendered AR and VR content over 5G connections. Built to support SteamVR/OpenVR content out of the box, Nvidia says it will release a CloudXR SDK to enable companies to offer AR and VR content from the cloud.

Nvidia wants to leverage GPU-based cloud infrastructures to enable businesses to render high-end AR and VR visuals remotely and deliver them to customers over 5G. The idea is to remove VR’s high-end hardware barrier by rendering the visuals in the cloud and streaming them to a host device which itself doesn’t need particularly beefy or expensive hardware. Nvidia already offers a very similar service called GeForce Now, but it’s for traditional games rather than VR.

 

The 7 biggest technology trends in 2020 everyone must get ready for now — from forbes.com by Bernard Marr

Excerpts:

  • AI-as-a-service
  • 5G data networks
  • Autonomous Driving
  • Personalized and predictive medicine
  • Computer Vision
  • Extended Reality
  • Blockchain Technology

 

From DSC:
I appreciate this list from Bernard. I would also add voice-enabled interfaces/products (NLP) to this list, as well as more integration of AI into learning-related applications and services. 

For the federal agencies, state representatives, senators, law schools, students in law school, lawyers, legislators, CIO’s, and CEO’s etc. out there: Are you/we ready for these? Given the pace of exponential change, how are you seeking to keep a pulse-check on these types of emerging technologies and their impacts on our society? How are you/we guiding the development of these emerging technologies?

 

How augmented reality will overhaul our most crucial industries — from singularityhub.com by Peter Diamandis

Excerpts:

Healthcare
(1) Surgeons and physicians
(2) Assistance for those with disabilities
(3) Biometric displays

Retail & Advertising
(1) Virtual shopping
(2) Advertising

Education & Travel
(1) Customized, continuous learning

Within the classroom, Magic Leap One’s Lumin operating system allows multiple wearers to share in a digital experience, such as a dissection or historical map. And from a collaborative creation standpoint, students can use Magic Leap’s CAD application to join forces on 3D designs.

In success, AR’s convergence with biometric sensors and AI will give rise to an extraordinarily different education system: one comprised of delocalized, individually customizable, responsive, and accelerated learning environments.

(2) Training
(3) Travel

Manufacturing
(1) Design
(2) Supply chain optimization
(3) Quality assurance & accessible expertise

Transportation & Navigation
(1) Autonomous vehicles
(2) Navigation

Entertainment
(1) Gaming
(2) Art

 

Artificial Intelligence in Future and Present — from datafloq.com
A look at what AI might do and what it can actually do in various industries…

  • Artificial Intelligence and Medicine
  • Artificial Intelligence and Finance
  • Artificial Intelligence and Manufacturing
  • Artificial Intelligence and Media & Entertainment
  • Artificial Intelligence and Education

 

5 emerging tech trends impacting the enterprise — from campustechnology.com by Rhea Kelly

Excerpts:

Gartner’s Emerging Technologies Hype Cycle focuses specifically on new technologies (not previously highlighted in past Hype Cycles) that “show promise in delivering a high degree of competitive advantage over the next five to 10 years.” The five most impactful trends to watch this year are:

  1. Sensing and mobility.
  2. Augmented human.
  3. Postclassical compute and comms.
  4. Digital ecosystems.
  5. Advanced AI and analytics.
 
 

Israeli tech co. uses virtual & augmented reality tech to help Christians engage with the Bible — with thanks to Heidi McDow for the resource
Compedia Partners with U.S. Clients to Utilize Company’s Biblical Knowledge and Technological Expertise

TEL AVIV, Israel, Aug. 7, 2019 – Compedia, an Israel-based business-to-business tech company, is using virtual reality technology to service Christian clients with products that help users engage with the Bible in a meaningful way.

Compedia partnered with The Museum of the Bible in Washington, D.C., which attracted more than 1 million visitors during its first year of operation, to help bring the museum’s exhibits to life. With the help of Compedia’s innovation, visitors to the museum can immerse themselves in 34 different biblical sites through augmented reality tours, allowing them to soar across the Sea of Galilee, climb the stairs of the Temple Mount, explore the Holy Sepulchre and so much more. In addition to creating on-site attractions for The Museum of the Bible, Compedia also created a Bible curriculum for high-school students that includes interactive maps, 3-D guides, quizzes, trivia and more.

“Many people are dubious of augmented and virtual reality, but we see how they can be used for God’s glory,” said Illutowich. “When clients recognize how attentive users are to the Bible message when it’s presented through augmented and virtual reality, they see the power of it, too.”

In addition to their passion for furthering Bible education, Compedia is committed to developing products that help educators engage students of all types. The company is currently in partnership with a number of educational institutions and schools around the U.S. to utilize its interactive technology both in the classroom and in the online learning space. Other client collaborations include Siemens, Sony and Intel, to name a few.

About Compedia
Compedia uses cutting-edge technology to help students succeed by making education more fun, engaging, and meaningful. With over 30 years of experience in developing advanced learning solutions for millions of people in 50 countries and 35 languages, Compedia offers expertise in visual computing, augmented reality, virtual reality and advanced systems, as well as instructional design and UX.

 


 

 

 


 

 

Per Jacob Strom at HeraldPR.com:

KreatAR, a subsidiary of The Glimpse Group, is helping change the way students and teachers are using augmented reality technology with PostReality, to help make learning more interactive with poster boards.

See:

 


Also see:

 

 
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