From DSC:
Interactive video — a potentially very powerful medium to use, especially for blended and online-based courses or training-related materials! This interactive piece from Heineken is very well done, even remembering how you answered and coming up with their evaluation of you from their 12-question “interview.”

But notice again, a TEAM of specialists are needed to create such a piece. Neither a faculty member, a trainer, nor an instructional designer can do something like this all on their own. Some of the positions I could imagine here are:

  • Script writer(s)
  • Editor(s)
  • Actors and actresses
  • Those skilled in stage lighting and sound / audio recording
  • Digital video editors
  • Programmers
  • Graphic designers
  • Web designers
  • Producers
  • Product marketers
  • …and perhaps others

This is the kind of work that I wish we saw more of in the world of online and blended courses!  Also, I appreciated their use of humor. Overall, a very engaging, fun, and informative piece!

 

heineken-interactive-video-cover-sep2016

 

heineken-interactive-video-first-sep2016

 

heineken-interactive-video0-sep2016

 

heineken-interactive-video1-sep2016

 

heineken-interactive-video2-sep2016

 

heineken-interactive-video3-sep2016

 

 

 

Below are some interesting thoughts and predictions from CEDIA, the leading global authority in the home technology industry.


 

CEDIA’s Tech Council Sees the Future, Part 1: In No Particular Order

Prediction 1: Mixed reality rooms will begin to replace home theater.
As Eric Johnson summed up last year in Recode, “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.” Can a “holographic” cinema experience really be that far off? With 3D sound? And Smell-O-Vision?

 

CEDIA’s Tech Council Sees the Future, Part 2: Wes Anderson’s Favorite Screen

Prediction 13. Full-wall video with multiscreens will appear in the home. Here’s something interesting: The first three predictions in this set of 10 all have an origin in commercial applications. This one — think of it more as digital signage than sports bar — will allow the user to have access to a wall that includes a weather app, a Twitter feed, a Facebook page, the latest episode of Chopped, a Cubs game, and literally anything else a member — or members — of the family are interested in. The unintended consequences: some 13-year-old will one day actually utter the phrase, “MOM! Can you minimize your Snapchat already!?!”

 

CEDIA’s Tech Council Sees the Future, Part 3: Glass, Moore’s Law, and “Autopilot”

Prediction 22: Intelligent glass will be used as a control interface, entertainment platform, comfort control, and communication screen. Gordon van Zuiden says, “We live in a world of touch, glass-based icons. Obviously the phone is the preeminent example — what if all the glass that’s around you in the house could have some level of projection so that shower doors, windows, and mirrors could be practical interfaces?” Extend that smart concept to surfaces that don’t just respond to touch, but to gesture and voice — and now extend that to surfaces outside the home. 

 

Prediction 28: User-programmable platforms based on interoperable systems will be the new control and integration paradigm. YOU: “Alexa, please find Casablanca on Apple TV and send it to my Android phone. And order up a pizza.”

 

CEDIA’s Tech Council Sees the Future, Part 4: “Anything That Can Be Hacked, Will Be Hacked”

Prediction 34. Consumer sensors will increase in sensitivity and function. The Internet of Things will become a lot like Santa: “IoT sees you when you’re sleeping/IoT knows when you’re awake/IoT knows if you’ve been bad or good…”

 

CEDIA’s Tech Council Predicts the Future, Part 5: Getting Older

Prediction 47. Policy and technology will drive the security concerns over internet and voice connected devices. “When you add the complexity of ‘always on, always listening’ connected devices … keeping the consumer’s best interests in mind might not always be top of mind for corporations [producing these devices],” notes Maniscalco. “[A corporation’s] interest is usually in profits.” Maniscalco believes that a consumer push for legislation on the dissemination of the information a company can collect will be the “spark that ignites true security and privacy for the consumer.”

 

CEDIA’s Tech Council Predicts the Future, Part 6: Lights! Uber! Security!

Prediction 53. The flexible use of the light socket: Lighting becomes more than lighting. Think about the amount of coverage — powered coverage — that the footprint of a home’s network of light sockets provides. Mike Maniscalco of Ihiji has: “You can use that coverage and power to do really interesting things, like integrate sensors into the lighting. Track humidity, people’s movements, change patterns based on what’s happening in that room.”

 

CEDIA’s Tech Council Predicts the Future, Part 7: Networks, Voice Control, and The Three Laws of Robotics

Prediction 64. Voice and face recognition and authentication services become more ubiquitous. Yes, your front door will recognize your face — other people’s, too. “Joe Smith comes to your door, you get a text message without having to capture video, so that’s a convenience,” notes Jacobson.

 

 

 

The Training Game: High-tech Training Tools — from aviationweek.com by Jen Deglmann
Software and technology companies are working with aviation schools and maintenance facilities to create customized training virtual reality and digital programs. See the technical specs for the systems and thoughts from some of the industry’s instructors and maintenance facility trainers. This is a more in-depth look at September’s MRO Links feature on all high-tech training technology tools.

 

hightechtrainingtools-sept2016

 

Also see:

 

arvr-in-reach-inavateonthenet-sep2016

 

 

 

iphone7-9-7-16

 

 

watch-9-7-16

 

 

 

airpods-9-7-16

 

 

 

Here are the big announcements from Apple’s September 2016 event — from amp.imore.com

  • iPhone 7
  • Apple Watch Series 2
  • Apple AirPods
  • iOS 10
  • watchOS 3
  • iWork: Apple announced an update to its iWork productivity suite across iPhone, iPad, and Mac that allows for real-time collaboration within Pages, Keynote, and Numbers.
  • Super Mario Run

 

 

What Apple’s Dual Camera iPhone Means For Augmented Reality — from vrscout.com

Excerpt:

Although there weren’t drastic changes made to the physical design of the iPhone (minus that old thing called a headphone jack), Apple’s unveiling of a dual-lens camera points to a world where millions of consumers could one day put a powerful augmented reality device in their pocket.

 

 

 

Apple kills headphone jack (1878 – 2016). RIP. — from techcrunch.com

 

 

 

Apple Unveils Waterproof iPhone 7 with Dual Cameras — from interestingengineering.com

 

 

 

iPhone 7 FAQ: Everything you need to know!— from amp.imore.com

 

 

 

Apple adds real-time collaboration to iWork– from engadget.com
Apple is taking on Google Docs in the education market. (From DSC: I’d like to think so, but we’ll see.)

 

 

 

After 500 Million Downloads, ‘Pokemon Go’ Is Coming To Apple Watch — from uploadvr.com

Excerpt:

A brief demonstration of the game was featured on-stage. The watch edition of the game will place a bigger focus on player fitness, tracking the calories you burn in play sessions along with distance.

 

 

Apple Watch bands FAQ: Everything you need to know! — from amp.imore.com

 

 

 

 

 

Virtual reality: The hype, the problems and the promise — from bbc.com by Tim Maughan
It’s the technology that is supposed to be 2016’s big thing, but what iteration of VR will actually catch on, and what’s just a fad? Tim Maughan takes an in-depth look.

Excerpt:

For Zec this is one of VR’s most promising potentials – to be able to drop audiences into a situation and force them to react emotionally, in ways that traditional filmmaking or journalism might struggle to do. “We really cannot understand what the people [in Syria and other places] right now are going through, so I thought maybe if we put the viewer inside the shoes of the family, or near them, maybe they can feel more and understand more rather than just reading a headline in a newspaper.”

 

The aim of Blackout is to challenge assumptions New Yorkers might have about the people around them, by allowing them to tap directly into their thoughts. “You’re given the ability to pick into people’s minds and their motives,” says co-creator Alex Porter. “Through that process you start to realise the ways in which you were wrong about all the people around you, and start to find these kind of exciting stories that they have to tell.”

 

From DSC:
Virtual Reality could have a significant impact in diversity training. (I don’t like the word diversity too much; as in my experience, everybody in the Fortune 5oo companies where I worked belonged in the realm of diversity except for Christians, but I’ll use it here anyway.)

The point is…when you can put yourself into someone else’s shoes, it could have some positive impact in terms of better being able to relate to what that person is going through.

 

 

 

Star Trek in VR – Why can’t we do this with VR in education? — from digitalbodies.net by Maya Georgieva

Excerpt:

What if there was a new way to start this journey? What if you walked into the room and boarded a starship instead? What would a school experience be like if we sent our students on a mission, joining a global team to learn and solve our world’s most pressing problems? What if they met in Virtual Reality? For example, literally experiencing the streets of Paris if they were studying French culture or urban planning. Examining first hand the geology of volcanoes or building the next generation transportation? What would happen if they are given a problem they could not answer on their own, a problem that requires collaboration and teamwork with colleagues to find a solution?

Here is how VR and AI can empower the future of learning. The Star Trek: Bridge Crew VR Game gives us a glimpse of how we can engage with our students. Or, as Levar Burton (Geordi La Forge from Engineering) in the video trailer puts it:

There is something different being in a shared virtual environment . . . The team does not succeed unless everybody does their job well.


In the true spirit of Star Trek it is through cooperation rather than competition that we learn best. In VR, you can sit on any of the crew chairs and be the captain, engineer, or doctor and experience events from very different point of views. In Star Trek: Bridge Crew, you are flying the ship but have to work collaboratively with your team. You have to work with your crew to reach goals and accomplish the mission as this is virtual reality as a social experience. It demands that you be fully engaged.

 

 

 

Not just for gamers: CSU launching Virtual Reality Initiative — from source.colostate.edu by Lauren Klamm

Excerpt:

Think “virtual reality,” and it’s probably video gaming that comes to mind. CSU is looking to expand the breadth and depth of this emerging technical field with a campus-wide Virtual Reality Initiative, launching this semester.

The initiative will give students and the science community hands-on experience with virtual reality, for research and educational applications.

Virtual reality (VR) is a way of experiencing virtual worlds or objects – the cockpit of a spaceship, an anatomy lesson, a walk through a historical building – through devices like computers, goggles or headsets designed to immerse someone in a simulated environment. VR touches fields ranging from design to art to engineering.

 

 

VR Learning: How Virtual Reality Will Democratize Learning — from iamvr.co

Excerpt:

In case you haven’t heard, there is a lot of hype right now about virtual and augmented reality. Three months into 2016, investors have already spent 1.1 billion dollars to get a piece of the action.

 

 

 

 

 

 

 

Still, I am confident that virtual reality will revolutionize how we learn, and the reason is simple. Virtual reality is not just a technology, it’s a medium. And I’ve seen how powerful that medium can be.

 

 

 

 

Augmented reality has surgical application — from thestack.com by Nicky Cappella

Excerpt:

A Chinese surgeon has discovered a practical application for augmented reality in the medical field. Using the same technology by which a Pokemon character is layered onto a real-life setting, two surgical images can be combined into a single view, eliminating the need for surgeons to watch two separate screens simultaneously.

Catherine Chan Po-ling, a surgeon in Hong Kong and co-founder of MedEXO Robotics, says that the use of augmented reality technology in keyhole, or minimally invasive, surgery can solve one of the biggest problems for surgeons performing these procedures.

 

Currently, surgeons in keyhole procedures must create and view two images simultaneously. In Chan’s example, when checking for cancerous cells in the liver, the surgeon operates a regular camera showing a view of the surface of the liver, and at the same time operates an ultrasound probe to check beneath the surface of the liver.

 

 

Stanford Journalism Program’s Guide to Using Virtual Reality for Storytelling — from storybench.org by Geri Migielicz and Janine Zacharia

Excerpt:

Given the explosion of interest in virtual reality among media organizations, we sought in January to establish best practices and ideal scenarios for using the technology in storytelling through our inaugural immersive journalism class at Stanford University.

During the 10-week course, 12 undergraduate and graduate students evaluated a range of virtual reality experiences published by the New York Times, Wall Street Journal, ABC News and others. We compared commercially available virtual reality headsets (Google Cardboard, HTC Vive, Samsung Gear/VR and Oculus Rift) for ease and quality as well as virtual reality cameras — the (more expensive but expansive) GoPro and the (more affordable) Ricoh Theta S.

 

 

 

12 ways to use Google Cardboard in your class — from ditchthattextbook.com

Excerpt:

Virtual reality used to be the thing of science fiction books and movies. Now, it’s inexpensive, works with the technology we carry in our pockets, and can transform us to real and imaginary places.

 

 

 

These 5 Incredible HoloLens Videos Will Make You A VR/AR Believer — from uploadvr.com

 

 

 

 

Upload And Make School Graduate Their First Class Of VR Developers — from uploadvr.com

 

 

 

 

The Top Ten Emerging Technologies of 2016 — from wsj.com by Irving Wladawsky-Berger

Excerpt:

Here are the ten technologies comprising the 2016 list, along with the reason cited by the WEF for their selection:

  • Nanosensors and the Internet of Nanothings — “With the Internet of Things expected to comprise 30 billion connected devices by 2020, one of the most exciting areas of focus today is now on nanosensors capable of circulating in the human body or being embedded in construction materials.”
  • Next-generation batteries— “One of the greatest obstacles holding renewable energy back is matching supply with demand, but recent advances in energy storage using sodium, aluminum, and zinc based batteries makes mini-grids feasible that can provide clean, reliable, around-the-clock energy sources to entire villages.”
  • The Blockchain — “With venture investment related to the online currency bitcoin exceeding $1 billion in 2015 alone, the economic and social impact of blockchain’s potential to fundamentally change the way markets and governments work is only now emerging.”
  • 2-D materials — “Plummeting production costs mean that 2D materials like graphene are emerging in a wide range of applications, from air and water filters to new generations of wearables and batteries.”
  • Autonomous vehicles — “The potential of self-driving vehicles for saving lives, cutting pollution, boosting economies, and improving quality of life for the elderly and other segments of society has led to rapid deployment of key technology forerunners along the way to full autonomy.”
  • Organs-on-chips — “Miniature models of human organs could revolutionize medical research and drug discovery by allowing researchers to see biological mechanism behaviors in ways never before possible.”
  • Perovskite solar cells — “This new photovoltaic material offers three improvements over the classic silicon solar cell: it is easier to make, can be used virtually anywhere and, to date, keeps on generating power more efficiently.”
  • Open AI ecosystem — “Shared advances in natural language processing and social awareness algorithms, coupled with an unprecedented availability of data, will soon allow smart digital assistants to help with a vast range of tasks, from keeping track of one’s finances and health to advising on wardrobe choice.”
  • Optogenetics— “Recent developments mean light can now be delivered deeper into brain tissue, something that could lead to better treatment for people with brain disorders.”
  • Systems metabolic engineering — “Advances in synthetic biology, systems biology, and evolutionary engineering mean that the list of building block chemicals that can be manufactured better and more cheaply by using plants rather than fossil fuels is growing every year.”

 

 

Also see:

34 Most Disruptive Technologies of the Next Decade — from inc.com by Tess Townsend
Smart dust? 4-D printing? Gartner’s annual hype cycle report offers insight into new directions in technology.

 

 

Here are all the technologies in the report:

  • Smart Dust
  • 4-D Printing
  • General-Purpose Machine Intelligence
  • 802.11ax
  • Context Brokering
  • Neuromorphic Hardware
  • Data Broker PaaS (dbrPaaS)
  • Quantum Computing
  • Human Augmentation
  • Personal Analytics
  • Smart Workspace
  • Volumetric Displays
  • Conversational User Interfaces
  • Brain-Computer Interface
  • Virtual Personal Assistants
  • Smart Data Discovery
  • Affective Computing
  • Commercial UAVs (Drones)
  • IoT Platform
  • Gesture Control Devices
  • Micro Data Centers
  • Smart Robots
  • Blockchain
  • Connected Home
  • Cognitive Expert Advisors
  • Machine Learning
  • Software-Defined Security
  • Autonomous Vehicles
  • Nanotube Electronics
  • Software-Defined Anything (SDx)
  • Natural-Language Question Answering
  • Enterprise Taxonomy and Ontology Management
  • Augmented Reality
  • Virtual Reality

 

 

 

DanielChristian2-ARVRMRCampusTechArticle-8-16-16

 

From Dreams to Realities: AR/VR/MR in Education | A Q&A with Daniel Christian — from campustechnology.com by Mary Grush; I’d like to thank Jason VanHorn for his contributions to this article

Excerpt:

Grush: Is there a signpost you might point to that would indicate that there’s going to be more product development in AR/VR/MR?

Christian: There’s a significant one. Several major players — with very deep pockets — within the corporate world are investing in new forms of HCI, including Microsoft, Google, Apple, Facebook, Magic Leap, and others. In fact, according to an article on engadget.com from 6/16/16, “Magic Leap has amassed an astounding $1.39 billion in funding without shipping an actual product.” So to me, it’s just not likely that the billions of dollars being invested in a variety of R&D-related efforts are simply going to evaporate without producing any impactful, concrete products or services. There are too many extremely smart, creative people working on these projects, and they have impressive financial backing behind their research and product development efforts. So, I think we can expect an array of new choices in AR/VR/MR.

Just the other day I was talking to Jason VanHorn, an associate professor in our geology, geography, and environmental studies department. After finishing our discussion about a particular learning space and how we might implement active learning in it, we got to talking about mixed reality. He related his wonderful dreams of being able to view, manipulate, maneuver through, and interact with holographic displays of our planet Earth.

When I mentioned a video piece done by Case Western and the Cleveland Clinic that featured Microsoft’s Hololens technology, he knew exactly what I was referring to. But this time, instead of being able to drill down through the human body to review, explore, and learn about the various systems composing our human anatomy, he wanted to be able to drill down through the various layers of the planet Earth. He also wanted to be able to use gestures to maneuver and manipulate the globe — turning the globe to just the right spot before using a gesture to drill down to a particular place.

 

 

 

 

WEF-August2016-Blockchain

 

The future of financial infrastructure: An ambitious look at how blockchain can reshape financial services — from weforum.org

Key findings include:

  • Distributed ledger technology (blockchain) has the potential to drive simplicity and efficiency by establishing new financial services infrastructure and processes
  • Distributed ledger technology will form the foundation of next generation financial services infrastructure in conjunction with other existing and emerging technologies
  • Similar to technological advances in the past, new financial services infrastructure will transform and question traditional orthodoxies in today’s business models
  • The most impactful distributed ledger technology applications will require deep collaboration between incumbents, innovators, and regulators, adding complexity and delaying implementation

The report is centered on use cases, considering how distributed ledger technology could benefit each scenario. How will blockchain transform the future of financial services?

 

 

 

Ernst & Young’s report anticipates blockchain to reach critical mass in 3-5 years — from coinspeaker.com by Tatsiana Yablonskaya
Ernst and Young explains that financial industry is far from being the only one that can benefit from the blockchain technology.

Excerpt (emphasis DSC):

Ernst & Young, leading consulting firm, one of the “Big Four” audit firms and the third largest professional services firm in the world, has made some predictions about the future of the blockchain technology and its significance in various industry sectors in the recent report.

The attention of multiple financial companies has been focused on the blockchain lately. This unique technology is well adaptable to the increasing requirements of secure bookkeeping and automation in various industries.

The EY report predicts that blockchain will reach critical mass in financial services in 3-5 years, with other industries following quickly. “One reason the blockchain reaction is racing toward critical mass faster than previous disruptive technologies is that it is arriving in the midst of the digital transformation already sweeping through most sectors of the global economy. Consequently, despite the obstacles still to be overcome, businesspeople and governments are preconditioned to recognize blockchain’s potential. Tech companies have already established much of the digital infrastructure required to realize blockchain business visions.”

 

 


From DSC:
Applying this technology towards the world of learning…

I wonder how blockchain might impact credentialing for lifelong learning, and will it be integrated into services available via tvOS-based applications?  This type of cloud-based offering/service could likely be a piece of our future learning ecosystems. Innovative, forward-thinking institutions should put this on their radar now, and start working on such efforts.

 

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


 

 

Imagination in the Augmented-Reality Age — from theatlantic.com by Georgia Perry
Pokémon Go may have reached the zenith of its popularity, but the game has far-reaching implications for the future of play.

Excerpt:

For young people today, however, it’s a different story. “They hardly play. If they do play it’s some TV script. Very prescribed,” Levin said. “Even if they have friends over, it’s often playing video games.”

That was before Pokémon Go, though.

The augmented-reality (AR) game that—since its release on July 6, attracted 21 million users and became one of the most successful mobile apps ever—has been praised for promoting exercise, facilitating social interactions, sparking new interest in local landmarks, and more. Education writers and experts have weighed in on its implications for teaching kids everything from social skills to geography to the point that such coverage has become cliché. And while it seems clear at this point that the game is a fad that has peaked—it’s been losing active players for over a week—one of the game’s biggest triumphs has, arguably, been the hope it’s generated about the future of play. While electronic games have traditionally caused kids to retreat to couches, here is one that did precisely the opposite.

 

 

What Pokémon Go is, however, is one of the first iterations of what will undeniably be many more AR games. If done right, some say the technology Go introduced to the world could bring back the kind of outdoor, creative, and social forms of play that used to be the mainstay of childhood. Augmented reality, it stands to reason, could revitalize the role of imagination in kids’ learning and development.

 

 

 

Infographic: IoT and the classroom of tomorrow — from cr80news.com by Andrew Hudson
Student IDs among list of most used smart devices on campus

Excerpt:

The classroom of tomorrow will undoubtedly employ more and more smart devices, and coupled with the Internet of Things (IoT) phenomenon, the way in which students learn could be very different in the not-so-distant future.

A new survey conducted by Extreme Networks reveals that while smart classrooms and schools only represent a small fraction of campuses today, the promise is there for the technology to redefine the academic experience going forward. There are K-12 schools and universities across the country that are already using the IoT to connect smart devices that can “talk” to one another for the purpose of enhancing the learning experience.

From DSC:
I look forward to the time when machine-to-machine communications and sensors will give faculty members the settings that they want setup/initiated as soon as they walk into a room (some of this is most likely already occurring somewhere else…just not on our campus yet!):

  • The front lights lower down 50% (as the professor had requested previously)
  • The front 80′ LCD — a smart/Internet connected device — display is turned on and brings up that specific course on the screen (having already signed into the cloud-based CMS/LMS upon that professor entering the room; the system has already queried the appropriate back end system to ascertain what that professor teaches at that particular time and place)
  • The window treatments are lowered all the way down for better viewing
  • The speakers play a previously scheduled song, or a spoken poem, or an announcement, or what the students should be doing for the first 5-10 minutes of class
  • Etc.

Also:

  • Attendance is automatic (this clearly is already here today and has been for a while).
  • Students could receive any handouts that the professor wanted to wait to deliver until that particular date and time — again, automatically
  • Students could upload content that they created — automatically to an electronic parking lot, for the professor or other students to review and comment on

Also see the infographic, a portion of which is seen below:

Benefits-of-IoT-Aug2016

 

From DSC:
How much longer before the functionalities that are found in tools like Bluescape & Mural are available via tvOS-based devices? Entrepreneurs and VCs out there, take note. Given:

  • the growth of freelancing and people working from home and/or out on the road
  • the need for people to collaborate over a distance
  • the growth of online learning
  • the growth of active/collaborative learning spaces in K-12 and higher ed
  • the need for lifelong learning

…this could be a lucrative market. Also, it would be meaningful work…knowing that you are helping people learn and earn.

 


 

Mural-Aug-2016

 

 

Bluescape-Aug2016

 

 

 

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

 

 

 

Baidu shows off DuSee, an augmented reality platform for China’s mobile users — from techcrunch.com by Lucas Matney

 

 

Excerpt:

Soon, hundreds of millions of mobile users in China will have direct access to an augmented reality smartphone platform on their smartphones.

Baidu, China’s largest search engine, unveiled an AR platform today called DuSee that will allow China’s mobile users the opportunity to test out smartphone augmented reality on their existing devices. The company also detailed that they plan to integrate the technology directly into their flagship apps, including the highly popular Mobile Baidu search app.

 

 

 

 

From DSC:
With “a billion iOS devices out in the world“, I’d say that’s a good, safe call…at least for one of the avenues/approaches via which AR will be offered.

 

 

 

Deaking University to bring AR to classrooms — from by Emma Boyle
Medicine and engineering classes will be first to access to the technology.

Excerpt:

Recently it’s appeared that augmented reality (AR) is gaining popularity as a professional platform, with Visa testing it as a brand new e-commerce solution and engineering giant Aecom piloting a project that will see the technology used in their construction projects across three continents. Now, it’s academia’s turn with Deakin University in Australia announcing that it plans to use the technology as a teaching tool in its medicine and engineering classrooms.

As reported by ITNews, AR technology will be introduced to Deakin University’s classes from December, with the first AR apps to be used during the university’s summer programme which runs from November to March, before the technology is distributed more widely in the first semester of 2017.

 

 

Microsoft kicks open the $3K HoloLens doors to all developers and companies — from digitaltrends.com by Kevin Parrish

Also see: HoloLens Development Edition Updates

 

 

 

Amazing MIT Research Project Lets You Reach Into Augmented Reality — from uploadvr.com by Jamie Feltham

Excerpt:

Creating realistic interactions with objects and people in virtual reality is one of the industry’s biggest challenges right now, but what about for augmented reality?

That’s an area that researchers from Massachusetts Institute of Technology’s (MIT’s) Computer Science and Artificial Intelligence Laboratory (CSAIL) have recently made strides in with what they call Interactive Dynamic Video (IDV). First designed with video in mind, PhD student Abe Davis has created a unique concept that could represent a way to not only interact with on-screen objects, but for those objects to also realistically react to the world around them.

If that sounds a little confusing, then we recommend taking a look at…

 

 

Augmented reality “will change the way architects work” says Greg Lynn — from dezeen.com

Excerpt:

Venice Architecture Biennale 2016: augmented reality will revolutionise the architecture and construction industries according to architect Greg Lynn, who used Microsoft HoloLens to design his contribution to the US Pavilion at the Venice Biennale (+ movie).

.

 

HoloLens-Architecture-Aug2016

 

 

 

Augmented Reality In Healthcare Will Be Revolutionary — from medicalfuturist.com
Augmented reality is one of the most promising digital technologies at present – look at the success of Pokémon Go – and it has the potential to change healthcare and everyday medicine completely for physicians and patients alike.

Excerpt:

Nurses can find veins easier with augmented reality
The start-up company AccuVein is using AR technology to make both nurses’ and patients’ lives easier. AccuVein’s marketing specialist, Vinny Luciano said 40% of IVs (intravenous injections) miss the vein on the first stick, with the numbers getting worse for children and the elderly. AccuVein uses augmented reality by using a handheld scanner that projects over skin and shows nurses and doctors where veins are in the patients’ bodies. Luciano estimates that it’s been used on more than 10 million patients, making finding a vein on the first stick 3.5x more likely. Such technologies could assist healthcare professionals and extend their skills.

 

 

 

 

The man behind HBO’s virtual reality bet says these new glasses could replace going to a movie theater — from businessinsider.com by Nathan McAlone

Excerpt:

But even with a wealth of hardware partners over the years, Urbach says he’d never tried a pair of consumer VR glasses that could effectively trick his brain until he began working with Osterhout Design Group (ODG).

ODG has previously made military night-vision goggles, and enterprise-focused glasses that overlay digital objects onto the real world. But now the company is partnering with OTOY, and will break into the consumer AR/VR market with a model of glasses codenamed “Project Horizon.”

The glasses work by using a pair of micro OLED displays to reflect images into your eyes at 120 frames-per-second. And the quality blew Urbach away, he tells Business Insider.

 

You could overlay images onto the real world in a way that didn’t appear “ghost-like.” We have the ability to do true opacity matching,” he says.

 

 

Live streaming VR performances — from digitalbodies.net by Emory Craig

Excerpt:

Live streaming VR events continue to make the news. First, it was the amazing Reggie Watts performance on AltspaceVR. Now the startup Rivet has launched an iOS app (sorry, Android still to come) for live streams of concerts. As the musician, record producer and visual artist Brian Eno once said,

You can’t really imagine music without technology.

In the near future, we may not be able to imagine a live performance without the option of a live stream in virtual reality.

 

 

 

Virtual Reality And Education Expanding Your Brain Expeditions Pioneer Program — from iamvr.co

Excerpt:

While statistics on VR use in K-­12 schools and colleges have yet to be gathered, the steady growth of the market is reflected in the surge of companies (including zSpace, Alchemy VRand Immersive VR Education) solely dedicated to providing schools with packaged educational curriculum and content, teacher training and technological tools to support VR­-based instruction in the classroom. Myriad articles, studies and conference presentations attest to the great success of 3D immersion and VR technology in hundreds of classrooms in educationally progressive schools and learning labs in the U.S. and Europe.

Much of this early foray into VR­-based learning has centered on the hard sciences — biology, anatomy, geology and astronomy — as the curricular focus and learning opportunities are notably enriched through interaction with dimensional objects, animals and environments. The World of Comenius project, a biology lesson at a school in the Czech Republic that employed a Leap Motion controller and specially ­adapted Oculus Rift DK2 headsets, stands as an exemplary model of innovative scientific learning.

In other areas of education, many classes have used VR tools to collaboratively construct architectural models, recreations of historic or natural sites and other spatial renderings. Instructors also have used VR technology to engage students in topics related to literature, history and economics by offering a deeply immersive sense of place and time, whether historic or evolving.

 

“Perhaps the most utopian application of this technology will be seen in terms of bridging cultures and fostering understanding among young students.”

 

 


Addendum on 8/5/16:

 

 

 

Take a step inside the classroom of tomorrow — from techradar.com by Nicholas Fearn
Making learning fun

 

 

Excerpt:

But the classroom of tomorrow will look very different. The latest advancements in technology and innovation are paving the way for an educational space that’s interactive, engaging and fun.

The conventions of learning are changing. It’s becoming normal for youngsters to use games like Minecraft to develop skills such as team working and problem solving, and for teachers to turn to artificial intelligence to get a better understanding of how their pupils are progressing in lessons.

Virtual reality is also introducing new possibilities in the classroom. Gone are the days of imagining what an Ancient Egyptian tomb might look like – now you can just strap on a headset and transport yourself there in a heartbeat.

The potential for using VR to teach history, geography and other subjects is incredible when you really think about it – and it’s not the only tech that’s going to shake things up.

Artificial intelligence is already doing groundbreaking things in areas like robotics, computer science, neuroscience and linguistics, but now they’re now entering the world of education too.

London-based edtech firm Digital Assess has been working on an AI app that has the potential to revolutionise the way youngsters learn.

With the backing of the UK Government, the company has been trialing its web-based application Formative Assess in schools in England.

Using semantic indexing and natural language processing in a similar way to social networking sites, an on-screen avatar – which can be a rubber duck or robot – quizzes students on their knowledge and provides them with individual feedback on their work.

 

 

 

Uploaded on Jul 21, 2016

 

Description:
A new wave of compute technology -fueled by; big data analytics, the internet of things, augmented reality and so on- will change the way we live and work to be more immersive and natural with technology in the role as partner.

 

 

Also see:

Excerpt:

We haven’t even scratched the surface of the things technology can do to further human progress.  Education is the next major frontier.  We already have PC- and smartphone-enabled students, as well as tech-enabled classrooms, but the real breakthrough will be in personalized learning.

Every educator divides his or her time between teaching and interacting.  In lectures they have to choose between teaching to the smartest kid in the class or the weakest.  Efficiency (and reality) dictates that they must teach to the theoretical median, meaning some students will be bored and some will still struggle.  What if a digital assistant could step in to personalize the learning experience for each student, accelerating the curriculum for the advanced students and providing greater extra support for those that need more help?  The digital assistant could “sense” and “learn” that Student #1 has already mastered a particular subject and “assign” more advanced materials.  And it could provide additional work to Student #2 to ensure that he or she was ready for the next subject.  Self-paced learning to supplant and support classroom learning…that’s the next big advancement.

 

 

 

 

Love this VR of a classroom lesson – 7 uses that really takes you there — from donaldclarkplanb.blogspot.com by Donald Clark

Excerpt:

I received a fascinating link via Twitter from Chris Edwards, a Deputy Head in Surrey, who was interested in views on his experiment with a 360 camera and VR. In the 360 degree video, Mike Kent, a Geography teacher, delivers a great lesson and you can look round the entire room as students and teacher move around, get things done, interact with the teacher and go through a Q&A session. It is fascinating. They’re using this approach for lesson observations allowing the teacher, or their colleagues, to watch it back in full Virtual Reality. This gives the teacher a view of themselves, from the student’s point of view, as well as observe ‘everything’ that happens in the classroom. It made me think of different possibilities…..

 

Good lessons by great teachers must surely be worth viewing by novice teachers. The rich set of processes, actions, behaviours, body language and interactions that go into a great lesson are complex, wonderfully captured in this example and could be done on any subject. A bank of such lessons would be far more useful than dry lesson plans.

 

From DSC:
Donald covers a range of ideas including using these 360 degree cameras and VR in regards to addressing:

  1. Exemplar lessons
  2. Teacher training in school
  3. Behaviour training
  4. Students
  5. Parents
  6. Class layout
  7. Research

 

Also see:
(You can turn around/view the entire room and somewhat move about the space by zooming in and out):

bubl-in-classroom-july2016

 

Also see:

bubl-july2016

 

 

 
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