You just hired a deepfake. Get ready for the rise of imposter employees. — from protocol.com by Mike Elgan
New technology — plus the pandemic remote work trend — is helping fraudsters use someone else’s identity to get a job.

Excerpt:

Companies have been increasingly complaining to the FBI about prospective employees using real-time deepfake video and deepfake audio for remote interviews, along with personally identifiable information (PII), to land jobs at American companies.

One place they’re likely getting the PII is through posting fake job openings, which enables them to harvest job candidate information, resumes and more, according to the FBI.

The main drivers appear to be money, espionage, access to company systems and unearned career advancement.

 

What a New Strategy at 2U Means for the Future of Online Higher Education — from edsurge.com by Phil Hill

Excerpt:

The acceleration is that 2U is going all in on the education platform strategy that started with the company’s acquisition of edX last year. The idea at the time was to rely on a flywheel effect, where edX can upsell to its tens of millions of registered learners taking free or low-cost online courses known as MOOCs, thus driving down the marketing costs required for the OPM business, while offering a spectrum of options—from free MOOCs to stackable certificates, to bootcamps and short courses, all the way to full degrees. The flywheel aspect is that the more the strategy succeeds, the more revenue is made by institutional partners and by the company, leading to more free courses and registered learners. It’s a self-reinforcing strategy that is the same one followed by Coursera.
.

 

Dive Into AI, Avatars and the Metaverse With NVIDIA at SIGGRAPH — from blogs.nvidia.com

Excerpt:

Innovative technologies in AI, virtual worlds and digital humans are shaping the future of design and content creation across every industry. Experience the latest advances from NVIDIA in all these areas at SIGGRAPH, the world’s largest gathering of computer graphics experts, [which ran from Aug. 8-11].

At SIGGRAPH, NVIDIA CEO Jensen Huang Illuminates Three Forces Sparking Graphics Revolution — from blogs.nvidia.com by Rick Merritt
NVIDIA unveils new products and research to transform industries with AI, the metaverse and digital humans.

NVIDIA AI Makes Performance Capture Possible With Any Camera — from blogs.nvidia.com by Isha Salian
Derivative, Notch, Pixotope and others use NVIDIA Vid2Vid Cameo and 3D body-pose estimation tools to drive performances in real time.

How to Start a Career in AI — from blogs.nvidia.com by Brian Caulfield
Four most important steps to starting a career in AI, seven big questions answered.

As Far as the AI Can See: ILM Uses Omniverse DeepSearch to Create the Perfect Sky — from blogs.nvidia.com by Richard Kerris
Omniverse AI-enabled search tool lets legendary studio sift through massive database of 3D scenes.

Future of Creativity on Display ‘In the NVIDIA Studio’ During SIGGRAPH Special Address — from blogs.nvidia.com by Gerardo Degaldo
Major NVIDIA Omniverse updates power 3D virtual worlds, digital twins and avatars, reliably boosted by August NVIDIA Studio Driver; #MadeInMachinima contest winner revealed.

What Is Direct and Indirect Lighting? — from blogs.nvidia.com by JJ Kim
In computer graphics, the right balance between direct and indirect lighting elevates the photorealism of a scene.

NVIDIA Studio Laptops Offer Students AI, Creative Capabilities That Are Best in… Class — from blogs.nvidia.com by Gerardo Degaldo
Designed for creativity and speed, Studio laptops are the ultimate creative tool for aspiring 3D artists, video editors, designers and photographers.

Design in the Age of Digital Twins: A Conversation With Graphics Pioneer Donald Greenberg — from blogs.nvidia.com by Rick Merritt
From his Cornell office, home to a career of 54 years and counting, he shares with SIGGRAPH attendees his latest works in progress.

 

Nvidia launches new metaverse efforts at SIGGRAPH — from inside.com

Excerpt:

There is an increasing overlap between computer graphics, the metaverse and AI and that overlap is exactly what is on display this week at the SIGGRAPH 2022 conference, where Nvidia is revealing its latest set of software innovations for computer graphics.

[On 8/11/22] at the conference, Nvidia announced a series of technology innovations that bring the metaverse and AI closer together than ever before. Among the announcements is the Nvidia Omniverse Avatar Cloud Engine, which is a set of tools and services designed to create AI-powered virtual assistants.

Also relevant/see:

Nvidia Sees a Metaverse Populated With Lifelike Chatbot Avatars
— from cnet.com by Stephen Shankland

Excerpt:

What’s happening
Nvidia announced technology to let metaverse developers create lifelike avatars that can give an animated human face to the computers that people will interact with online.

Why it matters
The metaverse needs new computing tools if it’s to live up to its potential of new 3D realms for working, learning, socializing and goofing off, and Nvidia’s technology could also eventually give humans a new look online, not just bots.

 

Augmented Books Are On The Way According To Researchers — from vrscout.com by Kyle Melnick

Excerpt:

Imagine this. You’re several chapters into a captivating novel when a character from an earlier book makes a surprise appearance. You swipe your finger across their name on the page at which point their entire backstory is displayed on a nearby smartphone, allowing you to refresh your memory before moving forward.

This may sound like science fiction, but researchers at the University of Surrey in England say that the technology described above is already here in the form of “a-books” (augmented reality books).

The potential use-cases for such a technology are virtually endless. As previously mentioned, a-books could be used to deliver character details and plot points for a variety of fictional works. The same technology could also be applied to textbooks, allowing students to display helpful information on their smartphones, tablets, and smart TVs with the swipe of a finger.

From DSC:

  • How might instructional designers use this capability?
  • How about those in theatre/drama?
  • Educational gaming?
  • Digital storytelling?
  • Interaction design?
  • Interface design?
  • User experience design?

Also see:


 

A Best-Selling Textbook Is Now Free — from insidehighered.com by Liam Knox
A popular chemistry book’s jump from a publishing titan to an OER pioneer could be pivotal for the open access movement. For the author, it’s also a fitting tribute to his late son.

Excerpt:

John McMurry’s textbook Organic Chemistry has helped millions of students across the globe pass the infamous gauntlet of its namesake class — also known among stressed-out pre-med students as “orgo” — since the book was first printed in 1984.

For his bestseller’s 10th edition, McMurry has decided to part ways with his longtime publisher, the industry giant Cengage, which has published the book since the beginning. He recently sold the rights to OpenStax, a nonprofit based at Rice University that is dedicated to developing open education resources (OER), learning and research materials created and licensed to be free for the user.

From DSC:
From someone paying for a young adult to get through college, I hope this kind of thing happens more often! 🙂 But seriously, there are too many instances when students have been treated as cash cows, when we should have been bending over backward to help them get their educations.

For example, if I pay an invoice from our son’s university by credit card, I get a 3% charge — of the total invoice/$$ amount!!! — added to the bill. Are you kidding me? I have to pay several hundred dollars just for an electronic transaction?!

Can you imagine if the same thing happened to the rest of us at restaurants, hotels, grocery stores, etc. out there? Consumers would throw a fit! And I’d be right there with them.


Also related, see:

Millennials have money problems — from linkedin.com by Taylor Borden

Excerpt (emphasis DSC):

The average millennial is $117,000 in debt, but don’t blame avocado toast. According to new research, more than 70% of millennials have some form of non-mortgage debt, typically linked to student loans and credit cards.

Too Broke to Finish a Ph.D. Program? Tell Us About It — from the chronicle.com by Fernanda Zamudio-Suarez

Excerpt:

Doctoral programs can be long, trying, and expensive — even cost-prohibitive, depending on your circumstances.


 

The future of learning: Co-creating skills development strategies with employee preferences — from chieflearningofficer.com by Stacey Young Rivers
The limitations of developing just-in-time learning strategies perpetuate a paradigm where learning and development can appear ineffective for teams that have to move quickly and fail fast.

Excerpt:

I believe the future of learning will be a system where employees and learning teams co-create experiences. No longer will skills development programs be created in silos for employees to consume. Gone will be the days of conducting exhaustive needs analysis that can add layers of complexity for program delivery.

The limitations of developing just-in-time learning strategies perpetuate a paradigm where learning and development can appear ineffective for teams that have to move quickly and fail fast. Thinking about how to overcome these challenges conjures a solution similar to a metaverse, a persistent virtual world that is always open. One value proposition of a metaverse is that everyone can create their own adventure in an ecosystem supporting curiosity and experimentation, two areas undergirding skills development.

With this lens, understanding employee preferences for learning is the beginning of co-creating experiences, and one approach for how L&D leaders can begin to structure skills development programs. While conducting a study to engage employees in training, we uncovered new insights into where corporate L&D is headed in the future.

Also relevant here, see:

Workplace Learning: Still a Mess — from eliterate.us by Michael Feldstein

Excerpt:

There’s a mantra these days that higher education needs to get better at listening to industry so they can better prepare students for work. And while there is definitely some truth to that, it assumes that “industry” knows what it needs its workers to know. Former HP CEO Lew Platt once famously said, “If only Hewlett Packard knew what Hewlett Packard knows, we’d be three times more productive.”

In other words, a lot of vital know-how is locked up in pockets within the organization. It doesn’t reach either the training folks or the HR folks. So how are either universities or EdTech professional development companies supposed to serve an invisible need?

It’s not that they don’t know how to learn or they don’t like to learn online. It’s because their experience tells them that their valuable time spent “learning” might not equate to actual skills development.


Addendum on 8/15/22:


 

2U announces layoffs and new approach to tuition-share agreements — from highereddive.com by Natalie Schwartz
The online program manager expects the restructuring will lead to about $70 million in annual cost savings.

Excerpt:

2U announced across-the-board layoffs and changes to its business strategy on Thursday, as it reorients the company around edX, a prominent MOOC platform it acquired last year.

2U officials announced the company is updating this part of the business model, saying it will offer tuition-share agreements starting at 35% of a program’s revenue — with higher rates available to colleges that want more services.

 

Brands Are Already Making Millions in the Metaverse. Here’s What Business Owners Need To Know. — from inc.com by Ben Sherry
Entrepreneurs who follow Gen-Z into the metaverse could gain a competitive advantage.

Excerpt (emphasis DSC):

If you’re still skeptical about the metaverse, you certainly aren’t alone. According to a recent survey, 55 percent of adults with yearly incomes over $100,000 said they were not interested or excited about the concept, while 37 percent said they were primarily worried about it. Only 6 percent of respondents claimed to be excited about the metaverse.

Those numbers might not seem encouraging, but it’s important to remember that one of the most popular metaverse platforms currently available, Roblox, averages more than 54 million daily users, the vast majority of whom are Gen-Z or younger. Those users have cumulatively spent more than $1 billion on digital items such as outfits or accessories designed to be worn by player avatars in addition to in-experience upgrades and various other paid features.

From DSC:
The article stated that over 30 million virtual worlds had been created from scratch using Roblox Studio, the platform’s creation engine. So youth are creating, sharing, and participating in virtual worlds all the time…while experimenting, playing, and practicing their creativity. This all is done outside of school. Hmm…

 

 

24 Best Social Media Apps to Help You Create Epic Social Media Content — from buffer.com by Ash Read

Excerpt:

Knowing you have to create new content for multiple social media channels every day can feel a little daunting, especially when you consider the range of disciplines needed to be successful.

Nowadays, every marketer and business owner has to be part designer, photographer, videographer, copywriter, and editor, among other jobs.

Thankfully, there are now a lot of easy-to-use tools out there to make these jobs more seamless for us all. What’s even better, with the right apps, you can create, publish, and analyze the performance of all your content with just one device –  your phone.

 

L&D Go Beyond Podcast: Bridging the Gap between Learning and Performance, with Charles Jennings — from upsidelearning.com by Gabriella Daniels

Excerpt:

Often, there is a vast gap between learning and performance in many organizations. Given Charles’ experience in the field, here are the key takeaways from this episode:

  • Identifying the difference between schooling and learning and the business paradigm and the learning paradigm
  • Learning through experience, practice, conversation, and reflection
  • Looking at ‘learning for performance’ in a holistic way
  • Recognizing the purpose of learning
  • Understanding the relevance and application of training
  • Uncovering the aspects of 70:20:10 or the performance-based learning methodology
  • Determining learning through observation
  • Moving from a learning-based culture to a performance-based culture
  • Working with stakeholders to define performance metrics
  • Conducting a performance analysis before every L&D project

Training with Branching Scenarios — from christytuckerlearning.com by Christy Tucker
You can do live training with branching scenarios using full group discussions, polls, small groups, or assignments.

Excerpt:

How do you use branching scenarios in instructor-led training, rather than self-paced elearning? I think there are a couple of possibilities for doing live training with branching scenarios. These could work for either classroom-based training or vILT (virtual instructor-led training). For example, you can use branching scenarios in training as a full group with discussion or polls, in small groups, or outside of class as a discussion prompt.

Learning Content Maintenance: Don’t Skip This Essential Step — from learningsolutionsmag.com Adam Weisblatt

Excerpt:

L&D departments get bombarded with requests for new content, and they are reward for their responsiveness. As soon as one eLearning module is completed and loaded in the LMS, it is forgotten and the next course in the queue is started. Multiply this by all the organizations that share the LMS. The result is a catalog of thousands of courses that no one has time to look at.

It is important to see this from the perspective of the learner.

Second Career Satisfaction — from learningsolutionsmag.com by Natalie Schoof

Excerpt:

Hey teachers: In case you didn’t realize it, you’re an instructional designer.

I attended a conference (Learning Solutions 2022) where I met two other former teachers, who, like myself, had recently transitioned from the classroom to the field of instructional design (ID). We instantly bonded over our shared experiences—the rewards and challenges of teaching, of course, but also why and how we decided to move on.

Our stories had striking resemblances. I’m sharing mine here in the hopes that it might encourage other would-be instructional designers.

 

‘It’s a mess and I’ve never seen anything like it’: global lost luggage crisis mounts — from theguardian.com by Mattha Busby

From DSC:
After seeing the above article, I wondered:

  • How might the future #AR glasses help with this situation?
  • Could such devices help the relevant employees automatically scan each bar code for where to route (or not) the luggage? (As I’m sure is already happening in many situations that occur away from what’s occurring on the tarmac.)

Will AR glasses be used for such training-related applications in the future?  For such logistical applications? Hmmm…time will tell.

 
 

Forget long screen recordings. These tools automate your company’s how-tos. — from protocol.com by Lizzy Lawrence
Scribe and Tango take screen recordings and automatically turn them into step-by-step lists.

Excerpt (emphasis DSC):

If only there were a better way of transferring this knowledge, Smith thought at the time. Later, she worked in venture capital and kept hearing the same thing: How do we efficiently spread the company wisdom that’s trapped inside people’s heads? Without the thick binder or the 45-minute screen recording? Thus began Scribe.

To use Scribe, you record your screen as you go through a standard workplace process. When you finish recording, Scribe automatically generates a step-by-step written guide with screenshots that you can edit and share with whomever you want. It’s a browser extension and a desktop app, meant to be as easy as possible for both the sender and recipient of information.

 

Matthew Ball on the metaverse: We’ve never seen a shift this enormous — protocol.com by Janko Roettgers
The leading metaverse theorist shares his thoughts on the sudden rise of the concept, its utility for the enterprise and what we still get wrong about the metaverse.

Excerpts:

What are the biggest misconceptions about the metaverse?
First, the idea that the metaverse is immersive virtual reality, such as an Oculus or Meta Quest. That’s an access device. It would be akin to saying the mobile internet is a smartphone.

We should think of the metaverse as perhaps changing the devices we use, the experiences, business models, protocols and behaviors that we enjoy online. But we’ll keep using smartphones, keyboards. We don’t need to do all video conferences or all calls in 3D. It’s supplements and complements, doesn’t replace everything.

Also relevant/see:

A former Amazon exec thinks Disney will win the metaverse — from protocol.com by

Excerpt:

This month, Ball is publishing his book, “The Metaverse: And How It Will Revolutionize Everything.” The work explains in detail what the metaverse is all about and which shifts in tech, business and culture need to fall into place for it to come into existence.

How will the metaverse change Hollywood? In his book, Ball argues that people tend to underestimate the changes new technologies will have on media and entertainment.

  • Instead of just seeing a movie play out in 360 degrees around us, we’ll want to be part of the movie and play a more active role.
  • One way to achieve that is through games, which have long blurred the lines between storytelling and interactivity. But Ball also predicts there will be a wide range of adjacent content experiences, from virtual Tinder dates in the “Star Wars” universe to Peloton rides through your favorite movie sets.

Addendum on 7/24/22:

Neurodiversity, Inclusion And The Metaverse — from workdesign.com by Derek McCallum

Excerpt:

Innovation in virtual and augmented reality platforms and the vast opportunities connected to the metaverse are driving innovation in nearly every industry. In the workplace, future-focused companies are increasingly exploring ways to use this nascent technology to offer workers more choices and better support for neurodiverse employees.

It would be nearly impossible to list all the challenges and opportunities associated with this technology in a single article, so I’ll keep things focused on an area that is top-of-mind right now as many of us start to make our way back into the office—the workplace. The truth is, while we can use our expertise and experience to anticipate outcomes, no one truly knows what the metaverse will become and what the wide-ranging effects will be. At the moment, the possibilities are exciting and bring to mind more questions than answers. As a principal and hands-on designer in a large, diverse practice, my hope is that we will be able to collectively harness the inherent opportunities of the metaverse to support richer, more accessible human experiences across all aspects of the built environment, and that includes the workplace.


 
© 2025 | Daniel Christian