Creative voice tech — from jwtintelligence.com by Ella Britton New programs from Google and the BBC use voice to steer storytelling with digital assistants.
Exceprt:
BBC Radio’s newest program, The Inspection Chamber, uses smart home devices to allow listeners to interact with and control the plot. Amid a rise in choose-your-own-adventure style programming, The Inspection Chamber opens up creative new possibilities for brands hoping to make use of voice assistants.
The Inspection Chamber tells the story of an alien stranded on earth, who is being interrogated by scientists and an AI robot called Dave. In this interactive drama, Amazon Echo and Google Home users play the part of the alien, answering questions and interacting with other characters to determine the story’s course. The experience takes around 20 minutes, with questions like “Cruel or Kind?” and “Do you like puzzles?” that help the scientists categorize a user.
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“Voice is going to be a key way we interact with media, search for content, and find what we want,” said BBC director general Tony Hall. As describedin the Innovation Group’s Speak Easy report, the opportunities for brands to connect with consumers via smart speakers are substantial, particularly when it comes to education and entertainment. Brands can also harness these opportunities by creating entertaining and engaging content that consumers can interact with, creating what feels like a two-way dialogue.
From DSC: More and more, our voices will drive the way we interact with computing devices/applications. This item was an especially interesting item to me, as it involves the use of our voice — at home — to steer the storytelling that’s taking place. Talk about a new form of interactivity!
From DSC: I am honored to be currently serving on the 2018 Advisory Council for the Next Generation Learning Spaces Conference with a great group of people. Missing — at least from my perspective — from the image below is Kristen Tadrous, Senior Program Director with the Corporate Learning Network. Kristen has done a great job these last few years planning and running this conference.
NOTE:
The above graphic reflects a recent change for me. I am still an Adjunct Faculty Member
at Calvin College, but I am no longer a Senior Instructional Designer there.
My brand is centered around being an Instructional Technologist.
This national conference will be held in Los Angeles, CA on February 26-28, 2018. It is designed to help institutions of higher education develop highly-innovative cultures — something that’s needed in many institutions of traditional higher education right now.
I have attended the first 3 conferences and I moderated a panel at the most recent conference out in San Diego back in February/March of this year. I just want to say that this is a great conference and I encourage you to bring a group of people to it from your organization! I say a group of people because a group of 5 of us (from a variety of departments) went one year and the result of attending the NGLS Conference was a brand new Sandbox Classroom — an active-learning based, highly-collaborative learning space where faculty members can experiment with new pedagogies as well as with new technologies. The conference helped us discuss things as a diverse group, think out load, come up with some innovative ideas, and then build the momentum to move forward with some of those key ideas.
Per Kristen Tadrous, here’s why you want to check out USC:
A true leader in innovation: USC made it to the Top 20 of Reuter’s 100 Most Innovative Universities in 2017!
Detailed guided tour of leading spaces led by the Information Technology Services Learning Environments team
Benchmark your own learning environments by getting a ‘behind the scenes’ look at their state-of-the-art spaces
There are only 30 spots available for the site tour
Building Spaces to Inspire a Culture of Innovation — a core theme at the 4th Next Generation Learning Spaces summit, taking place this February 26-28 in Los Angeles. An invaluable opportunity to meet and hear from like-minded peers in higher education, and continue your path toward lifelong learning. #ngls2018 http://bit.ly/2yNkMLL
2018 marks the beginning of the end of smartphones in the world’s largest economies. What’s coming next are conversational interfaces with zero-UIs. This will radically change the media landscape, and now is the best time to start thinking through future scenarios.
In 2018, a critical mass of emerging technologies will converge finding advanced uses beyond initial testing and applied research. That’s a signal worth paying attention to. News organizations should devote attention to emerging trends in voice interfaces, the decentralization of content, mixed reality, new types of search, and hardware (such as CubeSats and smart cameras).
Journalists need to understand what artificial intelligence is, what it is not, and what it means for the future of news. AI research has advanced enough that it is now a core component of our work at FTI. You will see the AI ecosystem represented in many of the trends in this report, and it is vitally important that all decision-makers within news organizations familiarize themselves with the current and emerging AI landscapes. We have included an AI Primer For Journalists in our Trend Report this year to aid in that effort.
Decentralization emerged as a key theme for 2018. Among the companies and organizations FTI covers, we discovered a new emphasis on restricted peer-to-peer networks to detect harassment, share resources and connect with sources. There is also a push by some democratic governments around the world to divide internet access and to restrict certain content, effectively creating dozens of “splinternets.”
Consolidation is also a key theme for 2018. News brands, broadcast spectrum, and artificial intelligence startups will continue to be merged with and acquired by relatively few corporations. Pending legislation and policy in the U.S., E.U. and in parts of Asia could further concentrate the power among a small cadre of information and technology organizations in the year ahead.
To understand the future of news, you must pay attention to the future of many industries and research areas in the coming year. When journalists think about the future, they should broaden the usual scope to consider developments from myriad other fields also participating in the knowledge economy. Technology begets technology. We are witnessing an explosion in slow motion.
Those in the news ecosystem should factor the trends in this report into their strategic thinking for the coming year, and adjust their planning, operations and business models accordingly.
This year’s report has 159 trends.
This is mostly due to the fact that 2016 was the year that many areas of science and technology finally started to converge. As a result we’re seeing a sort of slow-motion explosion––we will undoubtedly look back on the last part of this decade as a pivotal moment in our history on this planet.
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Our 2017 Trend Report reveals strategic opportunities and challenges for your organization in the coming year. The Future Today Institute’s annual Trend Report prepares leaders and organizations for the year ahead, so that you are better positioned to see emerging technology and adjust your strategy accordingly. Use our report to identify near-future business disruption and competitive threats while simultaneously finding new collaborators and partners. Most importantly, use our report as a jumping off point for deeper strategic planning.
Augmented and virtual reality offer ways to immerse learners in experiences that can aid training in processes and procedures, provide realistic simulations to deepen empathy and build communication skills, or provide in-the-workflow support for skilled technicians performing complex procedures.
Badges and other digital credentials provide new ways to assess and validate employees’ skills and mark their eLearning achievements, even if their learning takes place informally or outside of the corporate framework.
Chatbots are proving an excellent tool for spaced learning, review of course materials, guiding new hires through onboarding, and supporting new managers with coaching and tips.
Content curation enables L&D professionals to provide information and educational materials from trusted sources that can deepen learners’ knowledge and help them build skills.
eBooks, a relative newcomer to the eLearning arena, offer rich features for portable on-demand content that learners can explore, review, and revisit as needed.
Interactive videos provide branching scenarios, quiz learners on newly introduced concepts and terms, offer prompts for small-group discussions, and do much more to engage learners.
Podcasts can turn drive time into productive time, allowing learners to enjoy a story built around eLearning content.
Smartphone apps, available wherever learners take their phones or tablets, can be designed to offer product support, info for sales personnel, up-to-date information for repair technicians, and games and drills for teaching and reviewing content; the possibilities are limited only by designers’ imagination.
Social platforms like Slack, Yammer, or Instagram facilitate collaboration, sharing of ideas, networking, and social learning. Adopting social learning platforms encourages learners to develop their skills and contribute to their communities of practice, whether inside their companies or more broadly.
xAPI turns any experience into a learning experience. Adding xAPI capability to any suitable tool or platform means you can record learner activity and progress in a learning record store (LRS) and track it.
How does all of this relate to eLearning? Again, Webb anticipated the question. Her response gave hope to some—and terrified others. She presented three possible future scenarios:
Everyone in the learning arena learns to recognize weak signals; they work with technologists to refine artificial intelligence to instill values. Future machines learn not only to identify correct and incorrect answers; they also learn right and wrong. Webb said that she gives this optimistic scenario a 25 percent chance of occurring.
Everyone present is inspired by her talk but they, and the rest of the learning world, do nothing. Artificial intelligence continues to develop as it has in the past, learning to identify correct answers but lacking values. Webb’s prediction is that this pragmatic optimistic scenario has a 50 percent chance of occurring.
Learning and artificial intelligence continue to develop on separate tracks. Future artificial intelligence and machine learning projects incorporate real biases that affect what and how people learn and how knowledge is transferred. Webb said that she gives this catastrophic scenario a 25 percent chance of occurring.
In an attempt to end on a strong positive note, Webb said that “the future hasn’t happened yet—we think” and encouraged attendees to take action. “To build the future of learning that you want, listen to weak signals now.”
Emerging social VR platforms are experimenting with new ways of democratizing access and ownership of content and information.
VR has often been considered something of a solitary experience, but that’s changing fast. Social VR platforms are on the rise, and as the acquisition of AltspaceVR by Microsoft shows, major players in that space are taking notice.
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This shows how momentum is building around social VR, and although it’s unlikely that such platforms will replace social media in terms of popularity overnight, the question is certainly being asked about who will emerge as “Facebook of VR.”
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“We believe virtual reality will flourish once users have a more prominent role in controlling their creations. Currently, the companies that create the virtual worlds own all of the content built by the users. They are the ones who profit, reap the benefits from the network effects, and have the power to undo, change or censor what happens within the world itself. The true potential of VR might be realized, and certainly surpass what already exists, if this power were put into the hands of the users instead,” believes Ariel Meilich, founder of blockchain-based virtual platform Decentraland.
A blockchain is a digitized, decentralized public ledger of cryptocurrency transactions. Essentially each ‘block’ is like an individual bank statement. Completed ‘blocks’ (the most recent transactions) are added in chronological order allowing market participants to keep track of the transactions without the need for central record keeping. Just as Bitcoin eliminates the need for a third party to process or store payments, and isn’t regulated by a central authority, users in any blockchain structure are responsible for validating transactions whenever one party pays another for goods or services.
From DSC: As this article reminded me, it’s the combination of two or more emerging technologies that will likely bring major innovation our way. Here’s another example of that same idea/concept.
Online glasses retailer Warby Parker built its reputation by selling fashionable yet affordable eyeglasses, so it perhaps a surprise that it’s one of the first developers to take advantage of the technology in the least affordable iPhone yet.
While other developers are making adjusting to their apps to account for the infamous camera notch, Warby Parker decided to update its Glasses app to directly leverage the Face ID facial recognition system. Now, in the updated version of the app, Glasses can measure the user’s face to estimate which frames will fit best.
Apple Inc., seeking a breakthrough product to succeed the iPhone, aims to have technology ready for an augmented-reality headset in 2019 and could ship a product as early as 2020.
Unlike the current generation of virtual reality headsets that use a smartphone as the engine and screen, Apple’s device will have its own display and run on a new chip and operating system, according to people familiar with the situation. The development timeline is very aggressive and could still change, said the people, who requested anonymity to speak freely about a private matter.
“The power is that we can take the user anywhere in the entire universe throughout all of time for historical experiences like this.” (source)
Ask a robot to do the same and you’ll either get a blank stare or a crumpled object in the cold, cold grasp of a machine. Because robots are good at repetitive tasks that require a lot of strength, but they’re still bad at learning how to manipulate novel objects. Which is why today a company called Embodied Intelligence has emerged from stealth mode to fuse the strengths of robots and people into a new system that could make it far easier for regular folk to teach robots new tasks. Think of it like a VR videogame—only you get to control a hulking robot.
From DSC: To remain up-to-date, Engineering Departments within higher ed have their work cut out for them — big time! Those Senior Engineering Teams have many new, innovative pathways and projects to pursue these days.
Daqri has begun shipping its augmented reality smart glasses for the workplace.
Los Angeles-based Daqri is betting that AR — a technology that overlays digital animations on top of the real world — will take off first in the enterprise, where customers are willing to pay a higher price in order to solve complex problems. The idea is to help people solve real-world problems, like fixing a jet engine or piecing together an assembly. Daqri argues that the gains in productivity and efficiency make up for the initial cost.
At $4,995, the system is not cheap, but it is optimized to present complex workloads and process a lot of data right on the glasses themselves. It is available for direct purchase from Daqri’s web site and through channel partners. Daqri is targeting customers across manufacturing, field services, maintenance and repair, inspections, construction, and others.
The NBA really wants you to watch games in VR— from cnet.com by Terry Collins The basketball league has now struck two partnerships to broadcast games in virtual reality. Are fans willing to watch them?
Excerpt:
What’s keeping you from watching NBA games in VR?
Is it the bulky headsets? Is it the slow camera switches that don’t follow the players quickly enough? Is it too expensive?
The NBA is betting that one reason is it just doesn’t have enough partnerships yet. So, the league is teaming up with Turner Sports and Intel TrueVR to air weekly games on TNT in VR starting with the All-Star weekend festivities from Los Angeles in February.
russell-westbrook-alley-oop.jpg
NBA fans will soon be able to see more of MVP Russell Westbrook in virtual reality.
NBAE/Getty Images
This partnership represents a doubling down of NBA’s VR efforts, despite indications it isn’t actually working. Last year, the NBA began airing games with NextVR as part of a multiyear deal.
At the Microsoft Future Decoded conference in London, executives from the tech giant offered a vision for integrating Microsoft 365, Microsoft HoloLens, Windows Mixed Reality, and 3D capabilities into modern workplaces to aid digital transformation.
Firstline workers and information workers will likely be the first to benefit from mixed reality in the workplace, using the technology for collaboration, training, and more.
Microsoft has made a number of moves into the mixed reality space recently, including expanding its HoloLens headset into new European markets.
In an open-ended question asking for educators’ favorite technologies currently in use at their schools, respondents overwhelmingly chose Google’s G Suite for Education as their top overall pick.
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The top overall categories were:
Mobile devices
Interactive whiteboards/displays/projectors
eLearning/learning management systems and reading software — Lexia Learning’s Core5 scored big in the reading software area, while Google Classroom, Schoology, Moodle, Canvas, and Blackboard Learn were often mentioned in the LMS area
Also, there was an article in there on learning spaces. Some ideas mentioned include:
This is a new series about cameras and their relationship to face recognition, machine learning, and how, in the future, the ways in which we interact with technology will be radically different.
Excerpt (emphasis DSC):
First, the data. LDV Capital, a venture capital firm focussed on Visual Technologies, recently published a 19 page report thick with some pretty eye opening data around cameras.
Specifically, how many cameras we can expect to have watching us, what they are watching us for, and how those insights will be used.
According to their study, by 2022 there will be more than 44,354,881,622 (that’s 44 BILLION) cameras in use globally, collecting even more billions of images for visual collateral.This is incredible — but what’s interesting — is that most of these images will never be seen by human eyes.
From DSC: Though the author asserts there will be great business opportunities surrounding this trend, I’m not sure that I’m comfortable with it. Embedded cameras everywhere…hmmm…what he calls a privilege (in the quote below), I see as an overstepping of boundaries.
We have the privilege of experiencing the actual evolution of a device that we have come to know as one thing, for all of our lives to this point, into something completely different, to the extent that the word “camera”, itself, is becoming outdated.
A Manager’s Guide to Augmented Reality — from hbr.org by Michael Porter and James Heppelmann Augmented reality technologies promise to transform how we learn, make decisions, and interact with the physical world. In this package we explain what AR is, how its applications are evolving, and why it’s so important.
Excerpt (emphasis DSC):
Though still in its infancy, AR is poised to enter the mainstream; according to one estimate, spending on AR technology will hit $60 billion in 2020. AR will affect companies in every industry and many other types of organizations, from universities to social enterprises. In the coming months and years, it will transform how we learn, make decisions, and interact with the physical world. It will also change how enterprises serve customers, train employees, design and create products, and manage their value chains, and, ultimately, how they compete.
In this article we describe what AR is, its evolving technology and applications, and why it is so important. Its significance will grow exponentially as SCPs proliferate, because it amplifies their power to create value and reshape competition. AR will become the new interface between humans and machines, bridging the digital and physical worlds.While challenges in deploying it remain, pioneering organizations, such as Amazon, Facebook, General Electric, Mayo Clinic, and the U.S. Navy, are already implementing AR and seeing a major impact on quality and productivity. Here we provide a road map for how companies should deploy AR and explain the critical choices they will face in integrating it into strategy and operations.
Until this month, it seemed that GAN-generated images [where GAN stands for “generative adversarial networks”] that could fool a human viewer were years off. But last week research released by Nvidia, a manufacturer of graphics processing units that has cornered the market on deep learning hardware, shows that this method can now be used to generate high-resolution, believable images of celebrities, scenery, and objects.GAN-created images are also already being sold as replacements for fashion photographers—a startup called Mad Street Den told Quartz earlier this month it’s working with North American retailers to replace clothing images on websites with generated images.
From DSC: So AI can now generate realistic photos (i.e., image creation/manipulation). And then there’s Adobe’s VoCo Project, a sort of a Photoshop for audio manipulation plus other related technologies out there:
The era of easily-faked photos is quickly emerging—much as it did when Photoshop became widely prevalent—so it’s a good time to remember we shouldn’t trust everything we see.
…and perhaps we’ll need to add, “we shouldn’t trust everything we hear either.” But how will the average person with average tools know the real deal? The concept of watermarking visuals/audio may be increasingly involved. From the ending of bbc.com article:
For its part, Adobe has talked of its customers using Voco to fix podcast and audio book recordings without having to rebook presenters or voiceover artists.
But a spokeswoman stressed that this did not mean its release was imminent.
“[It] may or may not be released as a product or product feature,” she told the BBC.
“No ship date has been announced.”
In the meantime, Adobe said it was researching ways to detect use of its software.
“Think about watermarking detection,” Mr Jin said at the demo, referring to a method used to hide identifiers in images and other media.
But again, we see that technology often races ahead. “Look at what we can do!” But then the rest of society — such as developing laws, policies, questions about whether we should roll out such technologies, etc. — needs time to catch up. Morals and ethics do come into play here — as trust levels are most assuredly at stake.
Another relevant article/topic/example of this is listed below. (Though I’m not trying to say that we shouldn’t pursue self-driving cars. Rather, the topic serves as another example of technologies racing ahead while it takes a while for the rest of us/society to catch up with them).
Nvidia CEO: Expect autonomous vehicles to hit the streets by 2021 — from bizjournals.com by Gina Hall More than 40 companies, including Intel, Nvidia, Waymo, Tesla, Uber Technologies and Samsung, have secured permits from the California DMV to test self-driving cars on public roads.
It’s an exciting time for augmented reality. With new AR platforms launching from the biggest names in tech over the last few months, including Apple’s ARKit and Google’s ARCore, retailers like Ikea, Wayfair, and Anthropologie have already released ARKit-powered apps, opening the door to consumer acceptance of AR as viable retail technology.
But across the board, early AR shopping apps still leave much to be desired. Sure, it’s useful to use AR to virtually place a new chair, side table, work of art or sectional into a room. But unless you’re starting with an empty room, physical objects can get in the way of a true sense of presence and satisfying experience.
Enter diminished reality — a different “reality” — that promises to change that. With DR, users will be able to digitally remove unwanted, inanimate objects from their physical surroundings, to get an even more realistic view of how potential purchases will fit within the context of their lives.
So, what exactly is DR, and what does it mean for the future of retail and beyond?
Also, a somewhat relevant/interesting HCI-related item, see:
From DSC: Reading the item below prompted me to return to a thought/question that I’ve had several times now…in the future, will students be able to choose “where” they want to study? One of our daughters would probably be able to focus better if she were able to be transported to a place of her choosing — perhaps by a stream of running water.
Anyway, it’s an interesting thought/question to consider. It would certainly provide:
For example, the idea of being able to teleport their employees to worlds outside of the office – including on a beach on an island a thousand miles away – may help boost employees’ productivity while reducing their stress level.
Mure VR, an Icelandic company, has found a way to integrate virtual reality with your work with the introduction of Breakroom. According to their website, “Breakroom is the way to turn your virtual reality headset into a multi-monitor system. You open a relaxing virtual environment and open your regular Windows applications as a floating 2D monitor within the virtual world. You are no longer limited by the physical computer monitor and can surround yourself with applications.”
Breakroom allows employees to escape workplaces by creating a workspace – such as on the beach, or in a park – that is stress-reducing, while tailored specifically to their needs. Becoming immersed in your work and blocking out the distractions that come with now-popular open office environments is a practical way that Mure VR is bringing virtual reality into the workplace.
Also here’s another application of virtual reality:
“We are Alfred” is a pioneering virtual reality program where students don a headset to experience first-hand what it is like to be an older adult living with these common conditions.
Students at the University of New England College of Osteopathic Medicine in Maine – the state with the oldest population in the country – are among the first in the world to use this program as a means to learn empathy for their patients.
“We’re trying to get our students to understand the person-to-person approach of caring for people and working with people,” said Dr. Marilyn R. Gugliucci, professor and director of geriatrics education and research at the college. “We don’t want to just teach in a classroom. They’ve got to know people to help heal people.”
What if a text or work of art is no longer read, but instead, experienced? What new questions are raised when it’s possible to visit an author’s home or stroll through the streets of an ancient city? How will our interpretations of literature, art, history and archaeology change when we are no longer passive recipients but co-constructors and actors in immersive experiences? How will this challenge us to think outside our current learning paradigms? These and other questions arise when we examine the impact of immersive technologies on the humanities and the social sciences.
Microsoft is launching its own answer to virtual reality today, taking on HTC and Oculus in the process. Windows Mixed Reality will be available in the Windows 10 Fall Creators Update, and headsets are now available to buy. Here’s everything you need to know about Windows Mixed Reality.
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Microsoft is offering movement tracking (six degrees of freedom) without the need for traditional external sensors placed throughout a room. Windows Mixed Reality headsets have cameras and sensors to track the motion controllers.
…Walmart, the world’s largest retailer, is setting its sights on virtual reality. Imagine this, says Katie Finnegan, who heads Walmart’s tech incubator: You need a tent for your next camping trip. If all goes to plan, you could one day virtually swoop in to your campsite and see any given tent in action. “You could unzip it, lay down, look left and right and say, ‘Oh, this is supposed to be a two-person tent? It’s kind of tight,’ ” she said. And then you could move on to the next tent — without leaving your couch.
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Here are the five ideas the Bentonville, Ark.-based company says could be making their way online:
3-D holograms at Bonobos.com, the male clothing site Walmart acquired this year for $310 million, that would make it possible for shoppers to try on virtual clothing for fit and style.
At ModCloth, the women’s clothing site Walmart took over in March, customers may one day be able to take 3-D photos of themselves using their smartphones, and use those images to get an idea of how something might look on.
An “interactive virtual store” for designer Rebecca Minkoff, whose items are sold at Walmart.com, would allow customers to sit in on fashion shows and shop directly from the runway.
Tired of shopping online alone? If Walmart gets its way, you may soon be interacting with other shoppers and experts as you pick out items for your virtual cart.
Electric outlets, stove tops and door handles can all be child safety hazards — and soon, an online tool could peek inside your home and tell you where the biggest risks are lurking.
NASA and Google have teamed up to build a new virtual experience that lets space enthusiasts explore the red planet without having to leave their homes. Dubbed as “Access Mars”, the new project virtually transports users, wherever they are, to Earth’s neighboring planet in the solar system.
Now the two organizations have produced a free online guide that covers tools and resources to help students undertake 360-degree production. Among the topics: how to identify the “big ideas” worth exploring and personalize them; how to do 360-degree recording and handle pre-production, production and post-production; and how to share the film “with the world” and assess its impact. There’s also an educator resource on integrating video production into the curriculum.
2017 Campus Technology Impact Awards The inaugural recipients of the CT Impact Awards are using tech to improve teaching and learning, streamline operations, build community and more.
For jobs that are particularly dangerous or high-stress, introducing employees to the environment through virtual reality is a smart approach. In recent years, companies have created realistic VR applications that they have used to train people from surgeons to firefighters. Virtual reality gives new employees as close an approximation to their new workplace as they can have without actually needing to be physically present. The exposure to the simulated high-stress environment should, theoretically, make the VR users more comfortable when they actually face the real-world equivalent.
Tips for Adding VR to Onboarding
Start with shorter VR onboarding videos.
Add interactivity to generate a more memorable training experience.
Measure the effectiveness of VR onboarding.
From DSC: I appreciated that the article included the following sentence: “For industries without a lot of change, the VR training modules can be used for numerous years.” This hints at the need to start small and be sure that your content won’t be changing all the time. If it does, VR may not be a good fit. It’s at least something to consider — along with the costs of the hardware to review/experience the training-related content (which are changing all of the time these days…and will likely continue to change for a while yet).
What technologies do faculty think will be important in education over the next decade? The most popular answer to that question by far was virtual/augmented/mixed reality, garnering 81 percent of responses (it topped the list last year as well). Mobile devices and apps, 3D modeling/scanning/printing, adaptive/personalized learning and video/streaming all rounded out the top five.
From DSC: Great to see several of these items made the list. I would also add:
The use of Natural Language Processing (NLP) to allow more voice-enabled and voice-driven applications
Learning agents/bots (for example, a learning-related bot could go find out the top 50-100 jobs that employers are hiring for and present a list of potential digital playlists from a variety of providers that would help potential employees be able to do the work in those positions)
Blockchain and the use of web-based learner profiles
Artificial Intelligence / cognitive computing (which could be argued is already mentioned in the item re: adaptive, personalized learning)
Moving towards providing up-to-date streams of content (for purposes of lifelong learning and microlearning)
Finally, it was great to see #9 on the list as I, too, believe that a next gen learning platform is needed: