MIT’s amazing new app lets you program any object — from fastcodesign.com
The Reality Editor is a Minority Report style AR app that makes programming your smart home as easy as connecting the dots.

 

MITsRealityEditor-Dec2015

 

 

Take me away! Elderly home residents given virtual reality goggles to help them feel like they are travelling the world — from dailymail.co.uk by Belinda Cleary

  • Residents at a Perth nursing home are trialing virtual reality goggles
  • The technology will allow them to see the world without leaving their seats
  • It’s hoped the trial will bring back lost memories in dementia patients

 

perth-VR-elderly

 

NASA partners with Microsoft to provide holographic computing in space — from seriouswonder.com by B.J. Murphy

Excerpt:

Partnering with multinational technology company Microsoft, NASA has since been engaging with their astronauts to use HoloLens headsets to help them make complex computations and provide them with virtual aid as they work inside the ISS. Labeled Project Sidekick, this form of space-based holographic computing will help empower astronauts by allowing them to achieve greater autonomy in their work as they explore and connect back home at NASA headquarters.

With the Cygnus delivery of the HoloLens headsets, expect holographic computing to become a crucial facet of future space exploration – one more item to check off of our list on, “How to become more like Star Trek.”

 

 

How to try virtual reality today without breaking the bank — from bgr.com by Jacob Siegal

Excerpt:

2016 might be the year that virtual reality finally takes hold in the tech world. Sony, Microsoft and Oculus VR are all planning to launch their own hardware before the end of next year, with tons of developers already hard at work on games, apps and other software to ensure that VR hits the ground running.

But if you don’t want to wait until next year to see what VR has to offer, you can take a sneak peek at the innovations today without putting a strain on your wallet.

 

 

Breaking Down Billion-Dollar AR/VR Investment In The Last 12 Months — from techcrunch.com by Tim Merel

 

 

 

 

Which VR Headset Holds the Pole Position? — from statista.com by Felix Richter

 

 

 

The show goes on in Paris – through augmented-reality glasses — from theguardian.com by Barbara Casassus
If your French doesn’t go beyond bonjour, you can still enjoy a night at a Parisian theatre thanks to new glasses that provide simultaneous translations

Excerpt:

It’s Saturday night at Le Comédia theatre in central Paris and I’m staring at the stage through square plastic glasses. While the actors in the musical Mistinguett, Reine des Années Folles sing boisterously in French, the words appear simultaneously in English on a small screen in the right-hand lens. Though it’s not the same as watching the show unfettered, I find it surprisingly easy to follow the translated dialogue along with the action.

.

 

 

Immersive VR Education

 

ConeOfLearning-Dale-ImmersiveLearning-Dec2015

 

Also see Immersive VREducation’s:
ER VR Trailer – Virtual Reality Medical Training Simulation

 

 

 

Virtual-reality lab explores new kinds of immersive learning — from chronicle.com by Ellen Wexler

Excerpt:

That can have implications in distance learning, he said. For students attending class via webcam or video lecture, the video is two-dimensional, and the audio doesn’t sound as it would if they were in a real classroom. Mr. Duraiswami thinks the virtual-reality technology could help the experience feel more immersive. “If all you’re seeing is a bunch of things in front of you, you’re not as immersed,” Mr. Duraiswami said. “You want the instructor to feel as if they’re right in front of you.”

 

 

 

10 killer media applications enabled by ‘virtual reality’ headsets — from eweek.com by Mike Elgan
Virtual reality headsets can do much more than ‘virtual reality,’ a technical term that is badly defined in most news reports. Here are 10 rapidly developing applications.

 

 

Deakin University to launch virtual and augmented reality hub — from cio.com.au by Rebecca Merrett
Industry partners, as well and students and staff, can get their hands on latest virtual/augmented reality tech

Excerpt:

Deakin University will launch an Interactive Digital Centre Hub in Melbourne CBD in the first half of 2016, which will allow industry partners to access the latest virtual and augmented reality technology. Partnering with EON Reality, more than US$10 million has been poured into the facility and will be the first of dedicated centre to virtual and augmented reality in the Asian region. Having a strong group of researchers in virtual reality, Deakin University decided to open a hub to facilitate working with industry and host education programs and courses in this field.

 

 

Virtual reality could finally get people to care about climate change — from techinsider.io by Chris Weller

Excerpt:

As the founding director of Stanford’s Virtual Human Interaction Lab, Jeremy Bailenson firmly believes that statistics don’t make people care about issues.

Experiences do.

That’s why Bailenson has spent the last few years developing an underwater virtual reality (VR) experience that shows people firsthand how climate change impacts ocean health.

 

All the data in the world won’t make a problem seem real unless people care about it on an emotional level, he says. According to Bailenson, virtual reality solves that problem without creating new ones.

 

 

Virtual reality in 2016: The 10 biggest trends to watch — from techrepublic.com by Erin Carson
2016 promises to be a watershed year for virtual reality as a commercial product. Here’s what to expect.

 

Revolutionary tech for the real world — from createtomorrow.co.uk

Excerpt (emphasis DSC):

AR is also highly effective for education and training says Ronald Azuma who leads the AR team at Intel Labs. Why? “Because it makes instructions easier to understand by displaying them directly over the real-world objects that require manipulation, thus removing the cognitive load and ambiguity in spatially transforming directions from traditional media like manuals, text, images and videos into the situation at hand.”

 

 

 

Samsung launches Gear VR virtual reality headset in Australia, promises 360-degree web browsing — from news.com.au
AUSTRALIAN phone users will be able to play virtual reality games, watch 360-degree films, and navigate the web using their eyes as Samsung launches its third virtual reality headset.

 

 

CES 2016: driverless cars and virtual reality to dominate at world’s biggest technology show — from mirror.co.uk
The world’s biggest technology showcase kicks off in Las Vegas on 6 January 2016. Here’s what we know about what will be happening at the Consumer Electronics Show

 

 

Should your institution move into the Augmentarium future? — from ecampusnews.com by Ron Bethke
The University of Maryland, College Park, is leading the way in studying the innovative applications of augmented and virtual reality across a wide range of fields

Excerpt:

The potential applications of virtual and augmented reality in a host of disciplines–including education, science, medicine, the arts, entertainment and industry–are massive, say large institutions like the University of Maryland (UMD), whose Augmentarium serves as a potential instrumental model for innovative research facilities and universities looking to make their impact on the future.

 

 

Sundance 2016 dominated by VR, over 30 experiences listed — from vrfocus.com

Excerpt:

This year’s Sundance Film Festival in Park City, Utah was a surprise hit for virtual reality (VR) technology. It was here that Oculus VR revealed its new film-focused division, Oculus Story Studio, while plenty of other filmmakers and story tellers showcased their own projects using head-mounted displays (HMDs) in the festival’s New Frontier section. That section is set to return for the 2016 edition of the festival from 21st – 31st January, and is this time utterly dominated by VR experiences.

 

 

Virtual reality for all, finally — from scientificamerican.com by Larry Greenemeier
Will the new generation of headsets hitting the consumer electronics market deliver enhanced virtual-reality experiences at more affordable prices?

Excerpt:

You can be forgiven for rolling your eyes at the latest round of promises that virtual reality has finally arrived for the masses. Tech companies have been hanging their hats on that one for decades without much success, due to high prices and poorly rendered graphics that have given people headaches—literally.

Despite these missteps, a new generation of virtual-reality tech targeted at consumers has begun to hit the market, most prominently with Samsung’s $100 Gear VR visor released in late November. Both Gear VR and Google Cardboard—which starts at less than $20 and was launched in 2014—rely on a smartphone clipped or slid into their respective visors. The headset’s binocularlike lenses—between the phone and wearer—help deliver a 3-D VR experience. That makes the gadgets a relatively low-risk investment for consumers and enables tech companies to gauge public demand for virtual reality in advance of devices such as ones from Oculus, Sony and HTC slated for next year that feature more sophisticated embedded sensors and displays.

Now that VR headsets no longer cost tens of thousands of dollars the door is open for educational and social applications that are true to virtual reality’s roots, allowing people to learn and interact in digital classrooms and playgrounds.

 

Here’s what virtual reality means for kids stuck in the hospital — from techcrunch.com by Drew Olanoff

Excerpt:

Virtual reality is here to stay and it’s more important than just playing a game or watching a boxing match in a more immersive way. It could, and will, change lives. Imagine this kind of happiness in children’s hospitals everywhere, all of the time. Then think about how doctors can train for surgery virtually. Pretty amazing stuff, eh?

Addendum on 12/20/15:

 

From DSC:
Below are some further items that discuss the need for some frameworks, policies, institutes, research, etc. that deal with a variety of game-changing technologies that are quickly coming down the pike (if they aren’t already upon on).  We need such things to help us create a positive future.

Also see Part I of this thread of thinking entitled, “The need for ethics, morals, policies, & serious reflection about what kind of future we want has never been greater!  There have been so many other items that came out since that posting, I felt like I needed to add another one here.

What kind of future do we want? How are we going to insure that we get there?

As the saying goes…”Just because we can do something, doesn’t mean we should.” Or another saying comes to my mind…”What could possibly go wrong with this? It’s a done deal.”

While some of the items below should have very positive impacts on society, I do wonder how long it will take the hackers — the ones who are bent on wreaking havoc — to mess up some of these types of applications…with potentially deadly consequences? Security-related concerns must be dealt with here.


 

5 amazing and alarming things that may be done with your DNA — from washingtonpost.com by Matt McFarland

Excerpt (emphasis DSC):

Venter is leading efforts to use digital technology to analyze humans in ways we never have before, and the results will have huge implications for society. The latest findings he described are currently being written up for scientific publications. Venter didn’t want to usurp the publications, so he wouldn’t dive into extensive detail of how his team has made these breakthroughs. But what he did share offers an exciting and concerning overview of what lies ahead for humanity. There are social, legal and ethical implications to start considering. Here are five examples of how digitizing DNA will change the human experience:

 

 

These are the decisions the Pentagon wants to leave to robots — from defenseone.com by Patrick Tucker
The U.S. military believes its battlefield edge will increasingly depend on automation and artificial intelligence.

Excerpt:

Conducting cyber defensive operations, electronic warfare, and over-the-horizon targeting. “You cannot have a human operator operating at human speed fighting back at determined cyber tech,” Work said. “You are going to need have a learning machine that does that.” He did not say  whether the Pentagon is pursuing the autonomous or automatic deployment of offensive cyber capabilities, a controversial idea to be sure. He also highlighted a number of ways that artificial intelligence could help identify new waveforms to improve electronic warfare.

 

 

Britain should lead way on genetically engineered babies, says Chief Scientific Adviser — from.telegraph.co.uk by Sarah Knapton
Sir Mark Walport, who advises the government on scientific matters, said it could be acceptable to genetically edit human embryos

Excerpt:

Last week more than 150 scientists and campaigners called for a worldwide ban on the practice, claiming it could ‘irrevocably alter the human species’ and lead to a world where inequality and discrimination were ‘inscribed onto the human genome.’

But at a conference in London [on 12/8/15], Sir Mark Walport, who advises the government on scientific matters, said he believed there were ‘circumstances’ in which the genetic editing of human embyros could be ‘acceptable’.

 

 

Cyborg Future: Engineers Build a Chip That Is Part Biological and Part Synthetic — from futurism.com

Excerpt:

Engineers have succeeded in combining an integrated chip with an artificial lipid bilayer membrane containing ATP-powered ion pumps, paving the way for more such artificial systems that combine the biological with the mechanical down the road.

 

 

Robots expected to run half of Japan by 2035 — from engadget.com by Andrew Tarantola
Something-something ‘robot overlords’.

Excerpt:

Data analysts Nomura Research Institute (NRI), led by researcher Yumi Wakao, figure that within the next 20 years, nearly half of all jobs in Japan could be accomplished by robots. Working with Professor Michael Osborne from Oxford University, who had previously investigated the same matter in both the US and UK, the NRI team examined more than 600 jobs and found that “up to 49 percent of jobs could be replaced by computer systems,” according to Wakao.

 

 

 

Cambridge University is opening a £10 million centre to study the impact of AI on humanity — from businessinsider.com by Sam Shead

Excerpt:

Cambridge University announced on [12/3/15] that it is opening a new £10 million research centre to study the impact of artificial intelligence on humanity.

The 806-year-old university said the centre, being funded with a grant from non-profit foundation The Leverhulme Trust, will explore the opportunities and challenges facing humanity as a result of further developments in artificial intelligence.

 

Cambridge-Center-Dec2015

 

 

Tech leaders launch nonprofit to save the world from killer robots — from csmonitor.com by Jessica Mendoza
Elon Musk, Sam Altman, and other tech titans have invested $1 billion in a nonprofit that would help direct artificial intelligence technology toward positive human impact. 

 

 

 

 

2016 will be a pivotal year for social robots — from therobotreport.com by Frank Tobe
1,000 Peppers are selling each month from a big-dollar venture between SoftBank, Alibaba and Foxconn; Jibo just raised another $16 million as it prepares to deliver 7,500+ units in Mar/Apr of 2016; and Buddy, Rokid, Sota and many others are poised to deliver similar forms of social robots.

Excerpt:

These new robots, and the proliferation of mobile robot butlers, guides and kiosks, promise to recognize your voice and face and help you plan your calendar, provide reminders, take pictures of special moments, text, call and videoconference, order fast food, keep watch on your house or office, read recipes, play games, read emotions and interact accordingly, and the list goes on. They are attempting to be analogous to a sharp administrative assistant that knows your schedule, contacts and interests and engages with you about them, helping you stay informed, connected and active.

 

 

IBM opens its artificial mind to the world — from fastcompany.com by Sean Captain
IBM is letting companies plug into its Watson artificial intelligence engine to make sense of speech, text, photos, videos, and sensor data.

Excerpt:

Artificial intelligence is the big, oft-misconstrued catchphrase of the day, making headlines recently with the launch of the new OpenAI organization, backed by Elon Musk, Peter Thiel, and other tech luminaries. AI is neither a synonym for killer robots nor a technology of the future, but one that is already finding new signals in the vast noise of collected data, ranging from weather reports to social media chatter to temperature sensor readings. Today IBM has opened up new access to its AI system, called Watson, with a set of application programming interfaces (APIs) that allow other companies and organizations to feed their data into IBM’s big brain for analysis.

 

 

GE wants to give industrial machines their own social network with Predix Cloud — from fastcompany.com by Sean Captain
GE is selling a new service that promises to predict when a machine will break down…so technicians can preemptively fix it.

 

 

Foresight 2020: The future is filled with 50 billion connected devices — from ibmbigdatahub.com by Erin Monday

Excerpt:

By 2020, there will be over 50 billion connected devices generating continuous data.

This figure is staggering, but is it really a surprise? The world has come a long way from 1992, when the number of computers was roughly equivalent to the population of San Jose. Today, in 2015, there are more connected devices out there than there are human beings. Ubiquitous connectivity is very nearly a reality. Every day, we get a little closer to a time where businesses, governments and consumers are connected by a fluid stream of data and analytics. But what’s driving all this growth?

 

 

Designing robots that learn as effortlessly as babies — from singularityhub.com by Shelly Fan

Excerpt:

A wide-eyed, rosy-cheeked, babbling human baby hardly looks like the ultimate learning machine.

But under the hood, an 18-month-old can outlearn any state-of-the-art artificial intelligence algorithm.

Their secret sauce?

They watch; they imitate; and they extrapolate.

Artificial intelligence researchers have begun to take notice. This week, two separate teams dipped their toes into cognitive psychology and developed new algorithms that teach machines to learn like babies. One instructs computers to imitate; the other, to extrapolate.

 

 

Researchers have found a new way to get machines to learn faster — from fortune.com by  Hilary Brueck

Excerpt:

An international team of data scientists is proud to announce the very latest in machine learning: they’ve built a program that learns… programs. That may not sound impressive at first blush, but making a machine that can learn based on a single example is something that’s been extremely hard to do in the world of artificial intelligence. Machines don’t learn like humans—not as fast, and not as well. And even with this research, they still can’t.

 

 

Team showcase how good Watson is at learning — from adigaskell.org

Excerpt:

Artificial intelligence has undoubtedly come a long way in the last few years, but there is still much to be done to make it intuitive to use.  IBM’s Watson has been one of the most well known exponents during this time, but despite it’s initial success, there are issues to overcome with it.

A team led by Georgia Tech are attempting to do just that.  They’re looking to train Watson to get better at returning answers to specific queries.

 

 

Why The Internet of Things will drive a Knowledge Revolution. — from linkedin.com by David Evans

Excerpt:

As these machines inevitably connect to the Internet, they will ultimately connect to each other so they can share, and collaborate on their own findings. In fact, in 2014 machines got their own ”World Wide Web” called RoboEarth, in which to share knowledge with one another. …
The implications of all of this are at minimum twofold:

  • The way we generate knowledge is going to change dramatically in the coming years.
  • Knowledge is about to increase at an exponential rate.

What we choose to do with this newfound knowledge is of course up to us. We are about to face some significant challenges at scales we have yet to experience.

 

 

Drone squad to be launched by Tokyo police — from bbc.com

Excerpt:

A drone squad, designed to locate and – if necessary – capture nuisance drones flown by members of the public, is to be launched by police in Tokyo.

 

 

An advance in artificial intelligence rivals human abilities — from todayonline.com by John Markoff

Excerpt:

NEW YORK — Computer researchers reported artificial-intelligence advances [on Dec 10] that surpassed human capabilities for a narrow set of vision-related tasks.

The improvements are noteworthy because so-called machine-vision systems are becoming commonplace in many aspects of life, including car-safety systems that detect pedestrians and bicyclists, as well as in video game controls, Internet search and factory robots.

 

 

Somewhat related:

Novo Nordisk, IBM Watson Health to create ‘virtual doctor’ — from wsj.com by Denise Roland
Software could dispense treatment advice for diabetes patients

Excerpt:

Novo Nordisk A/S is teaming up with IBM Watson Health, a division of International Business Machines Corp., to create a “virtual doctor” for diabetes patients that could dispense treatment advice such as insulin dosage.

The Danish diabetes specialist hopes to use IBM’s supercomputer platform, Watson, to analyze health data from diabetes patients to help them manage their disease.

 

 

Why Google’s new quantum computer could launch an artificial intelligence arms race — from washingtonpost.com

 

 

 

8 industries robots will completely transform by 2025 — from techinsider.io

 

 

 

Addendums on 12/17/15:

Russia and China are building highly autonomous killer robots — from businessinsider.com.au by Danielle Muoi

Excerpt:

Russia and China are creating highly autonomous weapons, more commonly referred to as killer robots, and it’s putting pressure on the Pentagon to keep up, according to US Deputy Secretary of Defense Robert Work. During a national-security forum on Monday, Work said that China and Russia are heavily investing in a roboticized army, according to a report from Defense One.

Your Algorithmic Self Meets Super-Intelligent AI — from techcrunch.com by Jarno M. Koponen

Excerpt:

At the same time, your data and personalized experiences are used to develop and train the machine learning systems that are powering the Siris, Watsons, Ms and Cortanas. Be it a speech recognition solution or a recommendation algorithm, your actions and personal data affect how these sophisticated systems learn more about you and the world around you.

The less explicit fact is that your diverse interactions — your likes, photos, locations, tags, videos, comments, route selections, recommendations and ratings — feed learning systems that could someday transform into superintelligent AIs with unpredictable consequences.

As of today, you can’t directly affect how your personal data is used in these systems

 

Addendum on 12/20/15:

 

Addendum on 12/21/15:

  • Facewatch ‘thief recognition’ CCTV on trial in UK stores — from bbc.com
    Excerpts (emphasis DSC):
    Face-recognition camera systems should be used by police, he tells me. “The technology’s here, and we need to think about what is a proportionate response that respects people’s privacy,” he says.

    “The public need to ask themselves: do they want six million cameras painted red at head height looking at them?

 

Addendum on 1/13/16:

 

Top app predictions of 2016: From tvOS and Google Now on Tap, apps are eating the web — from blog.appannie.com

Excerpt:

Every company that has an app is a publisher and apps are the new normal to deliver content, entertainment, utility, productivity, commerce, transportation, etc. 2016 promises to be another exciting year of developments and launches.  Our analysts predict the top 10 app trends to watch for in 2016:

  • Google Now on Tap: Deep linking and contextual discovery to ease app discovery
  • eSports: Set to become an emerging revenue stream for game publishers
  • Messaging: Cultural factors to maintain messaging divide between the East and the West
  • Online-to-Offline (O2O) Services: Asia primed for a wave of consolidation because of challenging unit economics
  • Productivity Apps: New input methods to spur app innovation
  • Financial Services: Retail banks face “death by a thousand cuts”
  • tvOS: Set to unlock the smartphone as a powerful second screen device
  • YouTube Red: Catalyst for indie long-form content
  • Wearables: Watch for vertical-specific and enterprise use cases
  • Augmented And Virtual Reality (AR/VR): Major content players to spur initial adoption, but still more hype in 2016

 

 

tvOS: Set to unlock the smartphone as a powerful second screen device

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

From DSC:
This posting is meant to surface the need for debates/discussions, new policy decisions, and for taking the time to seriously reflect upon what type of future that we want.  Given the pace of technological change, we need to be constantly asking ourselves what kind of future we want and then to be actively creating that future — instead of just letting things happen because they can happen. (i.e., just because something can be done doesn’t mean it should be done.)

Gerd Leonhard’s work is relevant here.  In the resource immediately below, Gerd asserts:

I believe we urgently need to start debating and crafting a global Digital Ethics Treaty. This would delineate what is and is not acceptable under different circumstances and conditions, and specify who would be in charge of monitoring digressions and aberrations.

I am also including some other relevant items here that bear witness to the increasingly rapid speed at which we’re moving now.


 

Redefining the relationship of man and machine: here is my narrated chapter from the ‘The Future of Business’ book (video, audio and pdf) — from futuristgerd.com by Gerd Leonhard

.

DigitalEthics-GerdLeonhard-Oct2015

 

 

Robot revolution: rise of ‘thinking’ machines could exacerbate inequality — from theguardian.com by Heather Stewart
Global economy will be transformed over next 20 years at risk of growing inequality, say analysts

Excerpt (emphasis DSC):

A “robot revolution” will transform the global economy over the next 20 years, cutting the costs of doing business but exacerbating social inequality, as machines take over everything from caring for the elderly to flipping burgers, according to a new study.

As well as robots performing manual jobs, such as hoovering the living room or assembling machine parts, the development of artificial intelligence means computers are increasingly able to “think”, performing analytical tasks once seen as requiring human judgment.

In a 300-page report, revealed exclusively to the Guardian, analysts from investment bank Bank of America Merrill Lynch draw on the latest research to outline the impact of what they regard as a fourth industrial revolution, after steam, mass production and electronics.

“We are facing a paradigm shift which will change the way we live and work,” the authors say. “The pace of disruptive technological innovation has gone from linear to parabolic in recent years. Penetration of robots and artificial intelligence has hit every industry sector, and has become an integral part of our daily lives.”

 

RobotRevolution-Nov2015

 

 

 

First genetically modified humans could exist within two years — from telegraph.co.uk by Sarah Knapton
Biotech company Editas Medicine is planning to start human trials to genetically edit genes and reverse blindness

Excerpt:

Humans who have had their DNA genetically modified could exist within two years after a private biotech company announced plans to start the first trials into a ground-breaking new technique.

Editas Medicine, which is based in the US, said it plans to become the first lab in the world to ‘genetically edit’ the DNA of patients suffering from a genetic condition – in this case the blinding disorder ‘leber congenital amaurosis’.

 

 

 

Gartner predicts our digital future — from gartner.com by Heather Levy
Gartner’s Top 10 Predictions herald what it means to be human in a digital world.

Excerpt:

Here’s a scene from our digital future: You sit down to dinner at a restaurant where your server was selected by a “robo-boss” based on an optimized match of personality and interaction profile, and the angle at which he presents your plate, or how quickly he smiles can be evaluated for further review.  Or, perhaps you walk into a store to try on clothes and ask the digital customer assistant embedded in the mirror to recommend an outfit in your size, in stock and on sale. Afterwards, you simply tell it to bill you from your mobile and skip the checkout line.

These scenarios describe two predictions in what will be an algorithmic and smart machine driven world where people and machines must define harmonious relationships. In his session at Gartner Symposium/ITxpo 2016 in Orlando, Daryl Plummer, vice president, distinguished analyst and Gartner Fellow, discussed how Gartner’s Top Predictions begin to separate us from the mere notion of technology adoption and draw us more deeply into issues surrounding what it means to be human in a digital world.

 

 

GartnerPredicts-Oct2015

 

 

Univ. of Washington faculty study legal, social complexities of augmented reality — from phys.org

Excerpt:

But augmented reality will also bring challenges for law, public policy and privacy, especially pertaining to how information is collected and displayed. Issues regarding surveillance and privacy, free speech, safety, intellectual property and distraction—as well as potential discrimination—are bound to follow.

The Tech Policy Lab brings together faculty and students from the School of Law, Information School and Computer Science & Engineering Department and other campus units to think through issues of technology policy. “Augmented Reality: A Technology and Policy Primer” is the lab’s first official white paper aimed at a policy audience. The paper is based in part on research presented at the 2015 International Joint Conference on Pervasive and Ubiquitous Computing, or UbiComp conference.

Along these same lines, also see:

  • Augmented Reality: Figuring Out Where the Law Fits — from rdmag.com by Greg Watry
    Excerpt:
    With AR comes potential issues the authors divide into two categories. “The first is collection, referring to the capacity of AR to record, or at least register, the people and places around the user. Collection raises obvious issues of privacy but also less obvious issues of free speech and accountability,” the researchers write. The second issue is display, which “raises a variety of complex issues ranging from possible tort liability should the introduction or withdrawal of information lead to injury, to issues surrounding employment discrimination or racial profiling.”Current privacy law in the U.S. allows video and audio recording in areas that “do not attract an objectively reasonable expectation of privacy,” says Newell. Further, many uses of AR would be covered under the First Amendment right to record audio and video, especially in public spaces. However, as AR increasingly becomes more mobile, “it has the potential to record inconspicuously in a variety of private or more intimate settings, and I think these possibilities are already straining current privacy law in the U.S.,” says Newell.

 

Stuart Russell on Why Moral Philosophy Will Be Big Business in Tech — from kqed.org by

Excerpt (emphasis DSC):

Our first Big Think comes from Stuart Russell. He’s a computer science professor at UC Berkeley and a world-renowned expert in artificial intelligence. His Big Think?

“In the future, moral philosophy will be a key industry sector,” says Russell.

Translation? In the future, the nature of human values and the process by which we make moral decisions will be big business in tech.

 

Life, enhanced: UW professors study legal, social complexities of an augmented reality future — from washington.edu by Peter Kelley

Excerpt:

But augmented reality will also bring challenges for law, public policy and privacy, especially pertaining to how information is collected and displayed. Issues regarding surveillance and privacy, free speech, safety, intellectual property and distraction — as well as potential discrimination — are bound to follow.

 

An excerpt from:

UW-AR-TechPolicyPrimer-Nov2015

THREE: CHALLENGES FOR LAW AND POLICY
AR systems  change   human  experience   and,  consequently,   stand  to   challenge   certain assumptions  of  law  and  policy.  The  issues  AR  systems  raise  may  be  divided  into  roughly two  categories.  The  first  is  collection,  referring  to  the  capacity  of  AR  devices  to  record,  or  at  least register,  the people and  places around  the user.  Collection  raises obvious  issues of  privacy  but  also  less  obvious  issues  of  free  speech  and  accountability.  The  second  rough  category  is  display,  referring  to  the  capacity  of  AR  to  overlay  information over  people  and places  in  something  like  real-time.  Display  raises  a  variety  of  complex  issues  ranging  from
possible  tort  liability  should  the  introduction  or  withdrawal  of  information  lead  to  injury,  to issues   surrounding   employment   discrimination   or   racial   profiling.   Policymakers   and stakeholders interested in AR should consider what these issues mean for them.  Issues related to the collection of information include…

 

HR tech is getting weird, and here’s why — from hrmorning.com by guest poster Julia Scavicchio

Excerpt (emphasis DSC):

Technology has progressed to the point where it’s possible for HR to learn almost everything there is to know about employees — from what they’re doing moment-to-moment at work to what they’re doing on their off hours. Guest poster Julia Scavicchio takes a long hard look at the legal and ethical implications of these new investigative tools.  

Why on Earth does HR need all this data? The answer is simple — HR is not on Earth, it’s in the cloud.

The department transcends traditional roles when data enters the picture.

Many ethical questions posed through technology easily come and go because they seem out of this world.

 

 

18 AI researchers reveal the most impressive thing they’ve ever seen — from businessinsider.com by Guia Marie Del Prado,

Excerpt:

Where will these technologies take us next? Well to know that we should determine what’s the best of the best now. Tech Insider talked to 18 AI researchers, roboticists, and computer scientists to see what real-life AI impresses them the most.

“The DeepMind system starts completely from scratch, so it is essentially just waking up, seeing the screen of a video game and then it works out how to play the video game to a superhuman level, and it does that for about 30 different video games.  That’s both impressive and scary in the sense that if a human baby was born and by the evening of its first day was already beating human beings at video games, you’d be terrified.”

 

 

 

Algorithmic Economy: Powering the Machine-to-Machine Age Economic Revolution — from formtek.com by Dick Weisinger

Excerpts:

As technology advances, we are becoming increasingly dependent on algorithms for everything in our lives.  Algorithms that can solve our daily problems and tasks will do things like drive vehicles, control drone flight, and order supplies when they run low.  Algorithms are defining the future of business and even our everyday lives.

Sondergaard said that “in 2020, consumers won’t be using apps on their devices; in fact, they will have forgotten about apps. They will rely on virtual assistants in the cloud, things they trust. The post-app era is coming.  The algorithmic economy will power the next economic revolution in the machine-to-machine age. Organizations will be valued, not just on their big data, but on the algorithms that turn that data into actions that ultimately impact customers.”

 

 

Related items:

 

Addendums:

 

robots-saying-no

 

 

Addendum on 12/14/15:

  • Algorithms rule our lives, so who should rule them? — from qz.com by Dries Buytaert
    As technology advances and more everyday objects are driven almost entirely by software, it’s become clear that we need a better way to catch cheating software and keep people safe.
 

Augmented reality: A great story triggers the mind — from arjenvanberkum.nl by Arjen van Berkum

Excerpts:

Augmented reality brings learning to life. Augmented reality enriches a live view of a real-life environment – the so called reality – with computer-generated input, that can consist out of sound, graphics, text, video, and GPS information. In other words, AR provides us with an enhanced view of the real world.

As Gaia Dempsey, Managing Director of DAQRI International, explains, “80% of the information that the brain takes is visual. So by providing information in a visual medium that also has the spatial nature of augmented reality, you’re giving the brain a very intuitive way of accessing knowledge.”

 

 

 

NBA to broadcast first live pro sports event in virtual reality — from cnbc.com by Jessica Golden
[The NBA made history on Tuesday [10/27/15] as the league became the first to broadcast a live professional sports game in virtual reality.]

 

 

Why did Bloomberg build their own virtual reality public speaking simulator? and How Corporates are Using Virtual Reality —  from alchemylearning.com

 

 

Google Expands Education with Virtual Reality — from geekdad.com

 

 

Digital cadavers: How virtual reality and augmented reality can change anatomy class — from techrepublic.com by Erin Carson
Western University’s new Virtual Reality Learning Center is using VR and AR to train med students.

 

 

Blippar launches R&D lab and expands into virtual reality with an educational Google Cardboard app — from venturebeat.com by Paul Sawers

Excerpt (emphasis DSC):

More than $40 million in funding later, the now New York-based company has launched Blippar Lab, a research and development unit that will be used to explore “innovative use cases for AR and VR across a variety of industries.” The first of these Blippar Lab-branded products is Cardio VR for Google Cardboard, which is aimed at helping children learn about the human body through virtual reality.

If the distinction between augmented reality and virtual reality is lost on you, here’s a summation. AR is when the real, physical world is “augmented” with digital content, such as images or text layered upon a screen. VR is the full recreation of a world in digital, or “virtual,” form.

 

 

AR/VR technical benchmarks show how far we’ve come — from digi-capital.com

 

Digi-Capital VR Best-in-class Q3 2015

 

 

Addendums:

 

 

Empathy Tech: The UN is using virtual reality and an immersive “wormhole” to connect diplomats with Syrian refugees — from qz.com by Hanna Kozlowska

Excerpt (emphasis DSC):

On their way to this month’s 70th United Nation’s General Assembly, the organization’s annual high-level meeting in New York, diplomats and world leaders will pass by a makeshift glass structure—both a glossy multi-media hub, and a gateway to an entirely different world.

The hub uses virtual reality to allow the UN attendees to see Jordan’s Zaatari camp for Syrian refugees through the eyes of a little girl. And, by using an immersive video portal, which will launch later this week, they will have the opportunity to have face-to-face conversations with residents of the camp.

The effort aims to put a human face on the high-level deliberations about the refugee crisis, which will likely dominate many conversations at the United Nations General Assembly (UNGA). UN Secretary General Ban Ki-Moon has called on the meeting to be “one of compassion, prevention and, above all, action.”

The UN is using virtual reality and an immersive wormhole to connect diplomats with Syrian refugees

From DSC:
VR-based apps have a great deal of potential to develop
and practice greater empathy. See these related postings:

 

 

 

UMBC professors think virtual reality can change research — from technical.ly/baltimore by Stephen Babcock 
And the university is building an immersive VR environment to find out.

Excerpt:

When it comes to virtual reality, the University of Maryland, Baltimore County is going for full immersion.

Armed with funding from the National Science Foundation, the university is set to build a virtual reality “environment” that’s designed to help researchers from different fields. It’s called PI2.

In the 15-by-20-foot room, stepping into virtual reality won’t necessarily require goggles.

 

A visualization wall at the University of Illinois at Chicago’s Electronic Visualization Lab.
UMBC officials say their project will be similar to this.(Photo courtesy of Planar)

 

 

The Ultimate Alternate Reality Gamified Transmedia Classroom Toolkit — from ludiclearning.org

Excerpt:

Now you’re ready to turn your class into an immersive game, and everything you need is right here. With the help of these resources, you can develop your own gameful class, cook up a transmedia project, design a pervasive game or create your very own [Augmented Reality Game] ARG. Games aside, these links are useful for all types of creative learning projects. In most cases, what is on offer is free and/or web based, so only your imagination will be taxed.

Also see:

 

 

From DSC:
In the future, teams of specialists will create some great
learning-related experiences
, integrating AR and VR into them.

 

Microsoft lab working on multiperson augmented reality — from cnet.com by Michelle Starr
Project Comradre will allow multiple people, each wearing an AR headset, to interact with the same virtual object.

Excerpt:

If augmented reality could be a shared experience, it could change the way we will use the technology.

Something along these lines is currently in development at a Microsoft laboratory run by Jaron Lanier, one of the pioneers of VR since the 1980s through his company VPL Research. The project, called Comradre, allows multiple users to share virtual- and augmented-reality experiences, reports MIT Technology Review.

Because virtual reality takes place in a fully digital environment, it is not hugely difficult to put multiple users into the same virtual instance at the same time, wirelessly synced across multiple headsets.

 

 

vrfavs.com — some serious VR-related resources for you.  Note: There are some NSFW items on there; so this is not for kids.

VR-Favs-As-of-Oct-2015

 

 

VR and Augmented Reality will soon be worth $150 billion. Here are the major players — from fastcompany.com by Daniel Terdiman; with thanks to Woontack Woo for this resource
A new report suggests AR will be eventually worth four times as much as VR.

Excerpt:

Together, virtual reality and augmented reality are expected to generate about $150 billion in revenue by the year 2020.

Of that staggering sum, according to data released today by Manatt Digital Media, $120 billion is likely to come from sales of augmented reality—with the lion’s share comprised of hardware, commerce, data, voice services, and film and TV projects—and $30 billion from virtual reality, mainly from games and hardware.

The report suggests that the major VR and AR areas that will be generating revenue fall into one of three categories: Content (gaming, film and TV, health care, education, and social); hardware and distribution (headsets, input devices like handheld controllers, graphics cards, video capture technologies, and online marketplaces); and software platforms and delivery services (content creation tools, capture, production, and delivery software, video game engines, analytics, file hosting and compression tools, and B2B and enterprise uses).

 

 

 

5 Ways to Use Augmented Reality App Aurasma in Your Class — from educatorstechnology.com

Excerpt:

Talking about augmented reality technology in teaching and learning the first thing that comes to mind is this wonderful app called Aurasma. Since its release a few years ago, Aurasma gained so much in popularity and several teachers have already embraced it within their classrooms. For those of you who are not yet familiar with how Aurasma works and how to use in it in your class, this handy guide from Apple in Education is a great resource to start with.

 

New Toybox Trailer Shows Oculus Touch’s Capabilities — from vrfocus.com; with thanks again to Woontack Woo for this resource

Excerpt:

The Oculus Touch virtual reality (VR) controllers finally have their first full videogames.  A handful of titles were confirmed to support the kit back at the Oculus Connect 2 developer conference in September.  But still one of the most impressive showcases of what these position-tracked devices can do exists in Oculus VR’s original tech demo, Toybox.  [On 10/13/15], Oculus VR itself has released a new video that shows off what players are able to do within the software.

 

 

Glen Keane – Step into the Page

 

 

 

Escape Virtual Reality with Telekinetic Powers — from blog.leapmotion.com by Cade Peterson

Excerpt:

Much like sketching the first few lines on a blank canvas, the earliest prototypes of a VR project is an exciting time for fun and experimentation. Concepts evolve, interactions are created and discarded, and the demo begins to take shape.Competing with other 3D Jammers around the globe, Swedish game studio Pancake Storm has shared their #3DJam progress on Twitter, with some interesting twists and turns along the way. Pancake Storm started as a secondary school project for Samuel Andresen and Gabriel Löfqvist, who want to break into the world of VR development with their project, tentatively dubbed Wheel Smith and the Willchair.

Also see:

 

 

No Google CardBoard? Try NearPod Virtual Field Trips — from bergman-udl.blogspot.ca

Excerpt:

Recently I learned about a new feature called Virtual Field Trips. In a partnership with 360 Cities, NearPod now gives teachers and students the opportunity to view pristine locations like the Taj Mahal, the Golden Gate Bridge, and The Great Wall of China. You can view famous architecture, famous artifacts, and even different planets! Virtual Field Trips are a great addition to any classroom.

 

 

How this med school is using virtual reality to teach students — from fortune.com by  John Gaudiosi

Excerpt:

Western University of Health Sciences in Pomona, Calif., has opened a first-of-its-kind virtual reality learning center that’s been designed to allow students from every program—dentistry, osteopathic medicine, veterinary medicine, physical therapy, and nursing—to learn through VR.

The Virtual Reality Learning Center currently houses four different VR technologies: the two zSpace displays, the Anatomage Virtual Dissection Table, the Oculus Rift, and Stanford anatomical models on iPad.

Robert W. Hasel, D.D.S., associate dean of simulation, immersion & digital learning at Western, says VR gives anatomical science teachers the ability to view and interact with anatomy in a way never before experienced. The virtual dissection table allows students to rotate the human body in 360 degrees, take it apart, identify specific structures, study individual systems, look at multiple views at the same time, take a trip inside the body, and look at holograms.

 

 

 

 

 

——————————————
——————————————

Addendum on 10/20/15:

  • Can Virtual Reality Replace the Cadaver Lab? — from centerdigitaled.com by Justine Brown
    Colleges are starting to use virtual reality platforms to augment or replace cadaver labs, saving universities hundreds of thousands of dollars.

——————————————
——————————————

 

Augmented reality expert explains how AR will help humanity — from engadget.com by Devindra Hardawar; with thanks to Woontack Woo for his Paper.li piece on this

Excerpt:

We’ve been hearing and seeing plenty about augmented reality these days — from Microsoft’s HoloLens to the mysterious Google-backed startup Magic Leap — but aside from the gee-whiz factor, its benefits can sometimes feel almost as illusory as virtual images. Gaia Dempsey, managing director of DAQRI, which makes an AR-enabled smart hard hat, offers up a strong case for why augmented reality is more than just hype. In a new video for the upcoming Future of Storytelling Summit (which also produced the stunning video of animation legend Glen Keane drawing in VR), Dempsey explains how AR could fundamentally change the way we learn and experience the world. For example, it’s one thing to be told how the mechanics of a clock works in text or video, it’s an entirely different experience to be able to manipulate a moving set of clock gears in three dimensions.

 

Also see:

  • Gaia Dempsey – Knowledge Transfer: The Promise of Augmented Reality
    2015 Future of StoryTelling Summit Speaker: Gaia Dempsey
    Managing Director, DAQRI International
    Apply to attend: fost.org

    We understand our world through stories. That layer of narrative locks in our experiences, teaching us to remember what we’ve observed. Gaia Dempsey, through her work at DAQRI, has learned that augmented reality doesn’t change that—it just emphasizes it. By applying digital information over the real world, augmented reality allows us to break up what we see into new spaces and interact with them in a new way. Imagine looking at a toolbox and seeing a floating explanation of every tool inside it; or a complex panel of controls overlaid with instructions for exactly how to interact with it, step by step. It’s an incredible new way to learn, to communicate, and to engage. Dempsey will discuss how augmented reality is developing and where it’s heading at this year’s FoST.

     

Also see:

FOST-2015

 

 

 

Augmented Reality


Augmented reality app brings art history to life — from creativebloq.com

Excerpt:

Dazzle It is a cool new augmented reality app that lets you remix artwork from artists including the Sir Peter Blake, Godfather of Pop Art –  best known for designing the 1967 Beatles’ Sgt Pepper’s Lonely Hearts Club Band album cover.

Developed by digital design agency, Corporation Pop, it combines the latest augmented reality techniques with design to bring history to life. And notably, unlike most augmented reality apps, you don’t need a pre-supplied marker to view what you create in a real-world scene.

 

7 Great Augmented Reality Apps for Your Classroom — from teachercast.net

Apps Discussed on the Show:

  • Aurasma
  • Anatomy 4D
  • ColAR
  • Spacecraft 3D
  • AR Flash Cards
  • Elements 3D
  • Google Translate

 

Angus park to host augmented reality performance — from scotsman.com with thanks to Woontack Woo for his posting on this

Excerpt:

A FOREST park in Angus is to host the UK’s first live ­theatrical performance featuring augmented reality (AR) technology.

By downloading an app, ­audiences will be able to spot magical creatures through their smartphones and capture them on camera, before sharing the images with friends and family on social media.

DragonQuest, which will be performed in Monikie Country Park, allows visitors to wander around a forest using their smartphone to create images of fantastical creatures in addition to real-life characters and events on the set.

 

Here are the signs that point to Apple’s next big innovation in computing, according to one analyst — from businessinsider.com

 

 

Check Out How These Teachers and Students are Using Augmented Reality — from emergingedtech.com

 

 

Using Augmented Reality for Learning and Teaching — from edtechreview.in by Prasanna Bharti

Excerpt:

Various Application of Augmented Reality in Learning Different Subjects

Astronomy: AR can be used to make student understand about the relationship between the Sun and the Earth. Here AR technology can be used with 3D rendered sun and earth shapes.

Chemistry: Teachers can demonstrate what a molecule and atoms consist of using AR technology.

Biology: Teachers can use Augmented Reality to showcase their student’s body structure or anatomy. Teachers can show their students different types of organ and how they look in a 3D atmosphere. Students can even study human body structure on their own by using devices with AR embedded technology in it.

Physics: Physics is one of the subjects where AR technology can be used perfectly. Various kinematics properties can be easily understood by using AR technology.

 

 


Virtual Reality


Virtual reality can take us to the world’s greatest museums — from venturebeat.com by Mike Minotti

London's The Courtauld Gallery.

 

How Virtual Reality Can Close Learning Gaps in Your Classroom — from edsurge.com

Excerpt:

Virtual Reality (VR) may be the type of educational breakthrough that comes along once in a generation, heralding a tectonic shift toward immersive content for teaching and instruction.

By presenting a complete view of the world in which it is situated, VR offers a new opportunity to close some of the pedagogical gaps that have appeared in 21st century classroom learning. These gaps stem from the fact that curriculum and content in education have not caught up with rapid technology advancements.

Below I introduce three of these gaps and how they might be addressed by virtual reality content soon to be produced and distributed commercially.

 

Google Cardboard offers virtual trip for Lawrence students — from www2.ljworld.com

Excerpt:

The Lawrence school district recently purchased 20 Google Cardboards, which beginning this school year are available for teachers to check out for use in their classrooms, said Joe Smysor, the district’s technology integration specialist. Cardboard works in conjunction with a smartphone app to deliver a 3-D, 360-degree navigable image. Students can use apps with Cardboard to virtually visit museums, landmarks or cities around the world.

“It’s going to allow teachers to take their class on field trips where school buses couldn’t otherwise go,” Smysor said. “That could be back 100 years in the past, or underwater.”

 

Virtual college tours with cardboard, a smartphone and YouVisit — from mystatesman.com by Omar L. Gallaga

Excerpt:

While college students are settling into their dorms, it’s already time for next year’s class of high school students to narrow down their potential school choices and schedule campus visits. Or maybe they can just stay home and start the journey virtually.

A site called YouVisit has a surprisingly large set of virtual-reality college tours available. All the major Texas colleges are represented, and one of them, Trinity University, has been making a big push to get cheap sets of cardboard VR goggles out to families at recruiting events such as college fairs. Trinity sent me a pair of the cardboard glasses. The virtual visit to the campus certainly wasn’t the same as being there, but to get at least a visual sense of what the campus looks like and to be generally wowed by the 3-D/360-degree effect, it was worth the trip.

 

Regis University Creates Remote Campus Tours with Primacy’s Virtual Reality Experience — from businesswire.com
Jesuit university builds on rich tradition of innovation by enabling immersive virtual tours using Oculus Rift technology and virtual reality headsets

Excerpt:

FARMINGTON, Conn. & DENVER–(BUSINESS WIRE)–Regis University today unveiled a unique new way for prospective students to tour and experience the school’s scenic 100-acre campus. Through an interactive, immersive experience created by independent agency Primacy, students are able to put on an Oculus Rift virtual reality (VR) headset and immediately be transformed to the campus where they can get a full, 360-degree tour as if they were on site – including viewing daybreak runs at Red Rocks, being immersed in Regis’ experiential nursing skills lab and visiting the campus pub to watch a live Jenga game.

 

 

GoPro is now selling its crazy 16-camera virtual reality rig — from theverge.com by Sean O’Kane
‘Odyssey’ is only available to pros

Excerpt:

Odyssey is the first camera rig built specifically for Google’s Jump platform, which was also announced at this year’s I/O conference. Jump is an entire virtual reality ecosystem that, in theory, will make it easier to both create and consume VR content. With Jump, Google created open plans that companies can use to build their own 16-camera rig (GoPro just happened to be the first), as well as assemble software that can recreate the scene being captured in much higher quality than most existing image stitching software can. Eventually, Jump videos will be hosted in YouTube; think of it as the next logical step following YouTube’s inclusion of 360-degree videos earlier this year.

 

Behind the Scenes of a Virtual Reality Beethoven Concert — from recode.net by Eric Johnson

Excerpt:

Are you a classical music fan? It’s a question most people would probably say no to, and the Los Angeles Philharmonic knows that.

“People are intimidated by classical music,” said Amy Seidenwurm, the Philharmonic’s director of digital initiatives. “They don’t come to concerts because they feel it might not be for them.”

But to change those minds, the LA Phil is turning to virtual reality. For the next month, it will be driving around the Los Angeles area to parks, festivals and museums, in a van outfitted with real carpeting and seats from the Walt Disney Concert Hall — and six Samsung Gear VR headsets, which have been loaded with a special video performance of Beethoven’s Fifth Symphony. (You know the one: Dun-dun-dun DUNNNN.)

The interior of the Van Beethoven van.

 

Inside Industrial Light & Magic’s secret Star Wars VR lab — from theverge.com by Bryan Bishop
ILMxLab isn’t just exploring the future of entertainment… they’re already making it

 

IndustrialLightMagic-2015

 

 


Addendums on 9/10/15:

 

Sony morpheus

 

 

5 augmented reality apps to alter your world — from cbronline.com with thanks to Woontack Woo for his posting on this
Learn more about Dazzle It, Streetmuseum, Skyview, Blippar and Colorblind Fix.

Excerpt:

Ever wanted to see the world around you in a different way? These apps will transform your phone into a portal to a world of altered perceptions.

 


 

Augmented reality is the future of design — from thenextweb.com by Jessica Lowry

Excerpt:

That’s why there’s more to AR than just wearable devices.

In this piece, I’ll explain the benefits and challenges of designing for augmented reality, then dive into why we must start thinking of products as connected services instead of standalone items.

 

Screen Shot 2015-08-31 at 14.55.23

Photo credit: Peter Morville. Creative Commons.

 

What might our learning ecosystems look like by 2025? [Christian]

This posting can also be seen out at evoLLLution.com (where LLL stands for lifelong learning):

DanielChristian-evoLLLutionDotComArticle-7-31-15

 

From DSC:
What might our learning ecosystems look like by 2025?

In the future, learning “channels” will offer more choice, more control.  They will be far more sophisticated than what we have today.

 

MoreChoiceMoreControl-DSC

 

That said, what the most important aspects of online course design end up being 10 years from now depends upon what types of “channels” I think there will be and what might be offered via those channels. By channels, I mean forms, methods, and avenues of learning that a person could pursue and use. In 2015, some example channels might be:

  • Attending a community college, a college or a university to obtain a degree
  • Obtaining informal learning during an internship
  • Using social media such as Twitter or LinkedIn
  • Reading blogs, books, periodicals, etc.

In 2025, there will likely be new and powerful channels for learning that will be enabled by innovative forms of communications along with new software, hardware, technologies, and other advancements. For examples, one could easily imagine:

  • That the trajectory of deep learning and artificial intelligence will continue, opening up new methods of how we might learn in the future
  • That augmented and virtual reality will allow for mobile learning to the Nth degree
  • That the trend of Competency Based Education (CBE) and microcredentials may be catapulted into the mainstream via the use of big data-related affordances

Due to time and space limitations, I’ll focus here on the more formal learning channels that will likely be available online in 2025. In that environment, I think we’ll continue to see different needs and demands – thus we’ll still need a menu of options. However, the learning menu of 2025 will be more personalized, powerful, responsive, sophisticated, flexible, granular, modularized, and mobile.

 


Highly responsive, career-focused track


One part of the menu of options will focus on addressing the demand for more career-focused information and learning that is available online (24×7). Even in 2015, with the U.S. government saying that 40% of today’s workers now have ‘contingent’ jobs and others saying that percentage will continue climbing to 50% or more, people will be forced to learn quickly in order to stay marketable.  Also, the 1/2 lives of information may not last very long, especially if we continue on our current trajectory of exponential change (vs. linear change).

However, keeping up with that pace of change is currently proving to be out of reach for most institutions of higher education, especially given the current state of accreditation and governance structures throughout higher education as well as how our current teaching and learning environment is set up (i.e., the use of credit hours, 4 year degrees, etc.).  By 2025, accreditation will have been forced to change to allow for alternative forms of learning and for methods of obtaining credentials. Organizations that offer channels with a more vocational bent to them will need to be extremely responsive, as they attempt to offer up-to-date, highly-relevant information that will immediately help people be more employable and marketable. Being nimble will be the name of the game in this arena. Streams of content will be especially important here. There may not be enough time to merit creating formal, sophisticated courses on many career-focused topics.

 

StreamsOfContent-DSC

 

With streams of content, the key value provided by institutions will be to curate the most relevant, effective, reliable, up-to-date content…so one doesn’t have to drink from the Internet’s firehose of information. Such streams of content will also offer constant potential, game-changing scenarios and will provide a pulse check on a variety of trends that could affect an industry. Social-based learning will be key here, as learners contribute to each other’s learning. Subject Matter Experts (SMEs) will need to be knowledgeable facilitators of learning; but given the pace of change, true experts will be rare indeed.

Microcredentials, nanodegrees, competency-based education, and learning from one’s living room will be standard channels in 2025.  Each person may have a web-based learner profile by then and the use of big data will keep that profile up-to-date regarding what any given individual has been learning about and what skills they have mastered.

For example, even currently in 2015, a company called StackUp creates their StackUp Report to add to one’s resume or grades, asserting that their services can give “employers and schools new metrics to evaluate your passion, interests, and intellectual curiosity.” Stackup captures, categorizes, and scores everything you read and study online. So they can track your engagement on a given website, for example, and then score the time spent doing so. This type of information can then provide insights into the time you spend learning.

Project teams and employers could create digital playlists that prospective employees or contractors will have to advance through; and such teams and employers will be watching to see how the learners perform in proving their competencies.

However, not all learning will be in the fast lane and many people won’t want all of their learning to be constantly in the high gears. In fact, the same learner could be pursuing avenues in multiple tracks, traveling through their learning-related journeys at multiple speeds.

 


The more traditional liberal arts track


To address these varied learning preferences, another part of the menu will focus on channels that don’t need to change as frequently.  The focus here won’t be on quickly-moving streams of content, but the course designers in this track can take a bit more time to offer far more sophisticated options and activities that people will enjoy going through.

Along these lines, some areas of the liberal arts* will fit in nicely here.

*Speaking of the liberal arts, a brief but important tangent needs to be addressed, for strategic purposes. While the following statement will likely be highly controversial, I’m going to say it anyway.  Online learning could be the very thing that saves the liberal arts.

Why do I say this? Because as the price of higher education continues to increase, the dynamics and expectations of learners continue to change. As the prices continue to increase, so do peoples’ expectations and perspectives. So it may turn out that people are willing to pay a dollar range that ends up being a fraction of today’s prices. But such greatly reduced prices won’t likely be available in face-to-face environments, as offering these types of learning environment is expensive. However, such discounted prices can and could be offered via online-based environments. So, much to the chagrin of many in academia, online learning could be the very thing that provides the type of learning, growth, and some of the experiences that liberal arts programs have been about for centuries. Online learning can offer a lifelong supply of the liberal arts.

But I digress…
By 2025, a Subject Matter Expert (SME) will be able to offer excellent, engaging courses chocked full of the use of:

  • Engaging story/narrative
  • Powerful collaboration and communication tools
  • Sophisticated tracking and reporting
  • Personalized learning, tech-enabled scaffolding, and digital learning playlists
  • Game elements or even, in some cases, multiplayer games
  • Highly interactive digital videos with built-in learning activities
  • Transmedia-based outlets and channels
  • Mobile-based learning using AR, VR, real-world assignments, objects, and events
  • …and more.

However, such courses won’t be able to be created by one person. Their sophistication will require a team of specialists – and likely a list of vendors, algorithms, and/or open source-based tools – to design and deliver this type of learning track.

 


Final reflections


The marketplaces involving education-related content and technologies will likely look different. There could be marketplaces for algorithms as well as for very granular learning modules. In fact, it could be that modularization will be huge by 2025, allowing digital learning playlists to be built by an SME, a Provost, and/or a Dean (in addition to the aforementioned employer or project team).  Any assistance that may be required by a learner will be provided either via technology (likely via an Artificial Intelligence (AI)-enabled resource) and/or via a SME.

We will likely either have moved away from using Learning Management Systems (LMSs) or those LMSs will allow for access to far larger, integrated learning ecosystems.

Functionality wise, collaboration tools will still be important, but they might be mind-blowing to us living in 2015.  For example, holographic-based communications could easily be commonplace by 2025. Where tools like IBM’s Watson, Microsoft’s Cortana, Google’s Deepmind, and Apple’s Siri end up in our future learning ecosystems is hard to tell, but will likely be there. New forms of Human Computer Interaction (HCI) such as Augmented Reality (AR) and Virtual Reality (VR) will likely be mainstream by 2025.

While the exact menu of learning options is unclear, what is clear is that change is here today and will likely be here tomorrow. Those willing to experiment, to adapt, and to change have a far greater likelihood of surviving and thriving in our future learning ecosystems.

 

ScopeAR beams an expert to you through augmented reality — from techcrunch.com by Greg Kumparak

Excerpt:

Everyone needs an expert sometimes; a helping hand to point you in the right direction so you can get the job done.

Maybe you’re a mechanic working on an exotic car. You know everything there is to know about cars in general — but only a handful of people really know this car. Alas, they’re all on the other side of the planet.

Maybe you’re working on an oil rig, and one of the panels is throwing out errors. “REPLACE VALVE 6B”, reads the screen. You know how to replace a valve! You… just don’t know where said valve is. Your company has experts for this — but they’ve all been called off to other rigs.

Maybe you’re just at home trying to figure out which of the zillion poorly labeled ports on that shiny new A/V receiver is the one that can support a 4k resolution. All you need is someone to point out the right one, and you’re set.

ScopeAR, a company from YC’s Summer 2015 class, wants to help experts be anywhere they need to be via the magic of augmented reality.

 

 

 

How Blippar Education supports special needs students to improve learning — from blippar.com

 

Excerpts:

Firstly, high school teacher Katrine Pinkpank’s class made individual, blippable posters for their Earth Day projects in April. When passers-by blipped these posters – all of which were hung in beautiful frames in the hallways – they were taken to a video of the students doing their Earth Day presentation in front of the class. One student in the class is legally blind, so the braille on his poster was used to trigger the blipp.  These hallway boards have become living, breathing, 3D tributes to the work of our students.

In Room 407, students used Blippar in many different ways. Wendy Thompson, an early adopter of the technology, used it for a Women’s History Month project where students created an app-smash between Blippar and Trading Cards. The students created trading cards about famous women in history – such as Ella Fitzgerald, Frida Kahlo, and Mary Shelley – then used Blippar to add photo galleries, hyperlinks, and videos so people passing the bulletin board could scan the cards and view pop-up content about these remarkable women.

Secondly, the class made the school newsletter blippable.

Using Blippar and Tellagami, the students created talking digital avatar videos that illustrated their post-secondary and transition goals.

 

From DSC:
Though this posting focuses on the use of Blippar, an augmented reality app, I also think beacons (such as from Estimote), machine-to-machine (M2M) communications, and apps like locly could be used to relay information from students, teachers, and faculty members who could record and provide presentations concerning their work — with pieces of their work being located out in the hallways or actually anywhere on a campus. When someone approaches a piece in the hallway, a pre-loaded application on that person’s mobile device — such as locly — would be activated to display a “card”/link to the video describing that piece. The author, creator, designer doesn’t need to be physically present in order to tell people about their work.

 

Also see:

Elements 4D
ZooKazam
NASA’s Spacecraft 3D
Anatomy 4D

 

Choose Your Reality: Virtual, Augmented or Mixed — from recode.net by Eric Johnson; with thanks to Woontack Woo for his posting on this

Excerpts:

[For VR] The key buzzword here is presence, shorthand for technology and content that can trick the brain into believing it is somewhere it’s not.

The key term for AR is utility…AR takes your view of the real world and adds digital information and/or data on top of it.

The key term for mixed reality, or MR, is flexibility…It tries to combine the best aspects of both VR and AR…In theory, mixed reality lets the user see the real world (like AR) while also seeing believable, virtual objects (like VR). And then it anchors those virtual objects to a point in real space, making it possible to treat them as “real,” at least from the perspective of the person who can see the MR experience.

So, to borrow an example from Microsoft’s presentation at the gaming trade show E3, you might be looking at an ordinary table, but see an interactive virtual world from the video game Minecraft sitting on top of it. As you walk around, the virtual landscape holds its position, and when you lean in close, it gets closer in the way a real object would.

 

See this example.

 

 

 

5 augmented reality startups to watch this year — from huffingtonpost.com by Clara Tsao; with thanks to Woontack Woo for his paper.li posting on this

Excerpts:

  1. Sayduck: “Test trial furniture, no assembly required.”
  2. ResolutionTube: “Product service in the palm of your hand.”
  3. Waygo: “Menu translations, instantly.”
  4. Layar: “Helping magazine publishers learn how to innovate.”
  5. Innovega: “The world’s smartest contact lens.”
 
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