From DSC:
Recently, my neighbor graciously gave us his old Honda snowblower, as he was getting a new one. He wondered if we had a use for it.  As I’m definitely not getting any younger and I’m not Howard Hughes, I said, “Sure thing! That would be great — it would save my back big time!  Thank you!” (Though the image below is not mine, it might as well be…as both are quite old now.)

 

 

Anyway…when I recently ran out of gas, I would have loved to be able to take out my iPhone, hold it up to this particular Honda snowblower and ask an app to tell me if this particular Honda snowblower takes a mixture of gas and oil, or does it have a separate container for the oil? (It wasn’t immediately clear where to put the oil in, so I’m figuring it’s a mix.)

But what I would have liked to have happen was:

  1. I launched an app on my iPhone that featured machine learning-based capabilities
  2. The app would have scanned the snowblower and identified which make/model it was and proceeded to tell me whether it needed a gas/oil mix (or not)
  3. If there was a separate place to pour in the oil, the app would have asked me if I wanted to learn how to put oil in the snowblower. Upon me saying yes, it would then have proceeded to display an augmented reality-based training video — showing me where the oil was to be put in and what type of oil to use (links to local providers would also come in handy…offering nice revenue streams for advertisers and suppliers alike).

So several technologies would have to be involved here…but those techs are already here. We just need to pull them together in order to provide this type of useful functionality!

 

 

From DSC:
After seeing the sharp interface out at Adobe (see image below), I’ve often thought that there should exist a similar interface and a similar database for educators, trainers, and learners to use — but the database would address a far greater breadth of topics to teach and/or learn about.  You could even select beginner, intermediate, or advanced levels (grade levels might work here as well).

Perhaps this is where artificial intelligence will come in…not sure.

 

 

 

 

Research study suggests VR can have a huge impact in the classroom — from uploadvr.com by Joe Durbin

Excerpt:

“Every child is a genius in his or her own way. VR can be the key to awakening the genius inside.”

This is the closing line of a new research study currently making its way out of China. Conducted by Beijing Bluefocus E-Commerce Co., Ltd and Beijing iBokan Wisdom Mobile Internet Technology Training Institution, the study takes a detailed look at the different ways virtual reality can make public education more effective.

 

“Compared with traditional education, VR-based education is of obvious advantage in theoretical knowledge teaching as well as practical skills training. In theoretical knowledge teaching, it boasts the ability to make abstract problems concrete, and theoretical thinking well-supported. In practical skills training, it helps sharpen students’ operational skills, provides an immersive learning experience, and enhances students’ sense of involvement in class, making learning more fun, more secure, and more active,” the study states.

 

 

VR for Education – what was and what is — from researchvr.podigee.io

Topics discussed:

  • VR for education: one time use vs everyday use
  • Ecological Validity of VR Research
  • AR definition & history
  • Tethered vs untethered
  • Intelligent Ontology-driven Games for Teaching Human Anatomy
  • Envelop VR
  • VR for Education
  • Gartner curve – then and now

 

 

 

Virtual reality industry leaders come together to create new association — from gvra.com

Excerpt:

CALIFORNIA — Acer Starbreeze, Google, HTC VIVE, Facebook’s Oculus, Samsung, and Sony Interactive Entertainment [on 12/7/16] announced the creation of a non-profit organization of international headset manufacturers to promote the growth of the global virtual reality (VR) industry. The Global Virtual Reality Association (GVRA) will develop and share best practices for industry and foster dialogue between public and private stakeholders around the world.

The goal of the Global Virtual Reality Association is to promote responsible development and adoption of VR globally. The association’s members will develop and share best practices, conduct research, and bring the international VR community together as the technology progresses. The group will also serve as a resource for consumers, policymakers, and industry interested in VR.

VR has the potential to be the next great computing platform, improving sectors ranging from education to healthcare, and contribute significantly to the global economy. Through research, international engagement, and the development of best practices, the founding companies of the Global Virtual Reality Association will work to unlock and maximize VR’s potential and ensure those gains are shared as broadly around the world as possible.

For more information, visit www.GVRA.com.

 

 

 

Occipital shows off a $399 mixed reality headset for iPhone — from techcrunch.com by Lucas Matney

Excerpt:

Occipital announced today that it is launching a mixed reality platform built upon its depth-sensing technologies called Bridge. The headset is available for $399 and starts shipping in March; eager developers can get their hands on an Explorer Edition for $499, which starts shipping next week.

 

 

From DSC:
While I hope that early innovators in the AR/VR/MR space thrive, I do wonder what will happen if and when Apple puts out their rendition/version of a new form of Human Computer Interaction (or forms) — such as integrating AR-capabilities directly into their next iPhone.

 

 

Enterprise augmented reality applications ready for prime time — from internetofthingsagenda.techtarget.com by Beth Stackpole
Pokémon Go may have put AR on the map, but the technology is now being leveraged for enterprise applications in areas like marketing, maintenance and field service.

Excerpt:

Unlike virtual reality, which creates an immersive, computer-generated environment, the less familiar augmented reality, or AR, technology superimposes computer-generated images and overlays information on a user’s real-world view. This computer-generated sensory data — which could include elements such as sound, graphics, GPS data, video or 3D models — bridges the digital and physical worlds. For an enterprise, the applications are boundless, arming workers walking the warehouse or selling on the shop floor, for example, with essential information that can improve productivity, streamline customer interactions and deliver optimized maintenance in the field.

 

 

15 virtual reality trends we’re predicting for 2017 — from appreal-vr.com by Yariv Levski

Excerpt (emphasis DSC):

2016 is fast drawing to a close. And while many will be glad to see the back of it, for those of us who work and play with Virtual Reality, it has been a most exciting year.

By the time the bells ring out signalling the start of a new year, the total number of VR users will exceed 43 million. This is a market on the move, projected to be worth $30bn by 2020. If it’s to meet that valuation, then we believe 2017 will be an incredibly important year in the lifecycle of VR hardware and software development.

VR will be enjoyed by an increasingly mainstream audience very soon, and here we take a quick look at some of the trends we expect to develop over the next 12 months for that to happen.

 

 

Murdoch University hosts trial of virtual reality classroom TeachLivE — from communitynews.com.au by Josh Zimmerman

Excerpt:

IN an Australian first, education students will be able hone their skills without stepping foot in a classroom. Murdoch University has hosted a pilot trial of TeachLivE, a virtual reality environment for teachers in training.

 

The student avatars are able to disrupt the class in a range of ways that teachers may encounter such as pulling out mobile phones or losing their pen during class.

 

murdoch-university-teachlive-dec017

 

 

8 Cutting Edge Virtual Reality Job Opportunities — from appreal-vr.com by Yariv Levski
Today we’re highlighting the top 8 job opportunities in VR to give you a current scope of the Virtual Reality job market.

 

 

 

Epson’s Augmented Reality Glasses Are a Revolution in Drone Tech — from dronelife.com by Miriam McNabb

Excerpt:

The Epson Moverio BT-300, to give the smart glasses their full name, are wearable technology – lightweight, comfortable see-through glasses – that allow you to see digital data, and have a first person view (FPV) experience: all while seeing the real world at the same time. The applications are almost endless.

 

 

 

Volkswagen Electric Car To Feature Augmented Reality Navigation System — from gas2.org by Steve Hanley

Excerpt:

Volkswagen’s pivot away from diesel cars to electric vehicles is still a work in progress, but some details about its coming I.D. electric car — unveiled in Paris earlier this year — are starting to come to light. Much of the news is about an innovative augmented reality heads-up display Volkswagen plans to offer in its electric vehicles. Klaus Bischoff, head of the VW brand, says the I.D. electric car will completely reinvent vehicle instrumentation systems when it is launched at the end of the decade.

 

 

These global research centers are a proof that virtual reality is more than gaming — from haptic.al by Deniz Ergürel

Excerpt:

For decades, numerous research centers and academics around the world have been working the potential of virtual reality technology. Countless research projects undertaken in these centers are an important indicator that everything from health care to real estate can experience disruption in a few years.

  • Virtual Human Interaction Lab — Stanford University
  • Virtual Reality Applications Center — Iowa State University
  • Institute for Creative Technologies—USC
  • Medical Virtual Reality — USC
  • The Imaging Media Research Center — Korea Institute of Science and Technology
  • Virtual Reality & Immersive Visualization Group — RWTH Aachen University
  • Center For Simulations & Virtual Environments Research — UCIT
  • Duke immersive Virtual Environment —Duke University
  • Experimental Virtual Environments (EVENT) Lab for Neuroscience and Technology — Barcelona University
  • Immersive Media Technology Experiences (IMTE) — Norwegian University of Technology
  • Human Interface Technology Laboratory — University of Washington

 

 

Where Virtual and Physical Worlds Converge — from disruptionhub.com

Excerpt:

Augmented Reality (AR) dwelled quietly in the shadow of VR until earlier this year, when a certain app propelled it into the mainstream. Now, AR is a household term and can hold its own with advanced virtual technologies. The AR industry is predicted to hit global revenues of $90 billion by 2020, not just matching VR but overtaking it by a large margin. Of course, a lot of this turnover will be generated by applications in the entertainment industry. VR was primarily created by gamers for gamers, but AR began as a visionary idea that would change the way that humanity interacted with the world around them. The first applications of augmented reality were actually geared towards improving human performance in the workplace… But there’s far, far more to be explored.

 

 

VR’s killer app has arrived, and it’s Google Earth — from arstechnica.com by Sam Machkovech
Squishy geometry aside, you won’t find a cooler free VR app on any device.

Excerpt:

I stood at the peak of Mount Rainier, the tallest mountain in Washington state. The sounds of wind whipped past my ears, and mountains and valleys filled a seemingly endless horizon in every direction. I’d never seen anything like it—until I grabbed the sun.

Using my HTC Vive virtual reality wand, I reached into the heavens in order to spin the Earth along its normal rotational axis, until I set the horizon on fire with a sunset. I breathed deeply at the sight, then spun our planet just a little more, until I filled the sky with a heaping helping of the Milky Way Galaxy.

Virtual reality has exposed me to some pretty incredible experiences, but I’ve grown ever so jaded in the past few years of testing consumer-grade headsets. Google Earth VR, however, has dropped my jaw anew. This, more than any other game or app for SteamVR’s “room scale” system, makes me want to call every friend and loved one I know and tell them to come over, put on a headset, and warp anywhere on Earth that they please.

 

 

VR is totally changing how architects dream up buildings — from wired.com by Sam Lubell

Excerpt:

In VR architecture, the difference between real and unreal is fluid and, to a large extent, unimportant. What is important, and potentially revolutionary, is VR’s ability to draw designers and their clients into a visceral world of dimension, scale, and feeling, removing the unfortunate schism between a built environment that exists in three dimensions and a visualization of it that has until now existed in two.

 

 

How VR can democratize Architecture — from researchvr.podigee.io

Excerpt:

Many of the VR projects in Architecture are focused on the final stages of design process, basically for selling a house to a client. Thomas sees the real potential in the early stages: when the main decisions need to be made. VR is so good for this, as it helps for non professionals to understand and grasp the concepts of architecture very intuitively. And this is what we talked mostly about.

 

 

 

How virtual reality could revolutionize the real estate industry — from uploadvr.com by Benjamin Maltbie

 

 

 

Will VR disrupt the airline industry? Sci-Fi show meets press virtually instead of flying — from singularityhub.com by Aaron Frank

Excerpt:

A proposed benefit of virtual reality is that it could one day eliminate the need to move our fleshy bodies around the world for business meetings and work engagements. Instead, we’ll be meeting up with colleagues and associates in virtual spaces. While this would be great news for the environment and business people sick of airports, it would be troubling news for airlines.

 

 

How theaters are evolving to include VR experiences — from uploadvr.com by Michael Mascioni

 

 

 

#AI, #VR, and #IoT Are Coming to a Courthouse Near You! — from americanbar.org by Judge Herbert B. Dixon Jr.

Excerpt:

Imagine during one of your future trials that jurors in your courtroom are provided with virtual reality headsets, which allow them to view the accident site or crime scene digitally and walk around or be guided through a 3D world to examine vital details of the scene.

How can such an evidentiary presentation be accomplished? A system is being developed whereby investigators use a robot system inspired by NASA’s Curiosity Mars rover using 3D imaging and panoramic videography equipment to record virtual reality video of the scene.6 The captured 360° immersive video and photographs of the scene would allow recreation of a VR experience with video and pictures of the original scene from every angle. Admissibility of this evidence would require a showing that the VR simulation fairly and accurately depicts what it represents. If a judge permits presentation of the evidence after its accuracy is established, jurors receiving the evidence could turn their heads and view various aspects of the scene by looking up, down, and around, and zooming in and out.

Unlike an animation or edited video initially created to demonstrate one party’s point of view, the purpose of this type of evidence would be to gather data and objectively preserve the scene without staging or tampering. Even further, this approach would allow investigators to revisit scenes as they existed during the initial forensic examination and give jurors a vivid rendition of the site as it existed when the events occurred.

 

 

Microsoft goes long for mixed reality — from next.reality.news

Excerpt:

The theme running throughout most of this year’s WinHEC keynote in Shenzhen, China was mixed reality. Microsoft’s Alex Kipman continues to be a great spokesperson and evangelist for the new medium, and it is apparent that Microsoft is going in deep, if not all in, on this version of the future. I, for one, as a mixed reality or bust developer, am very glad to see it.

As part of the presentation, Microsoft presented a video (see below) that shows the various forms of mixed reality. The video starts with a few virtual objects in the room with a person, transitions into the same room with a virtual person, then becomes a full virtual reality experience with Windows Holographic.

 

 

 

 

Today, we’re at the Windows Hardware Engineering Community event (WinHEC) in Shenzhen, China –where our OEM partners have created more than 300 Windows devices shipping in 75 countries generating more than 8 billion RMB in revenue for Shenzhen partners. We continue this journey with Intel, Qualcomm and hardware engineering creators from around the world. Together, we will build the next generation of modern PCs supporting mixed reality, gaming, advanced security, and artificial intelligence; make mixed reality mainstream; and introduce always-connected, more power efficient cellular PCs running Windows 10.

 

 

Also see:

The Race For AI: Google, Twitter, Intel, Apple In A Rush To Grab Artificial Intelligence Startups

Excerpt:

Nearly 140 private companies working to advance artificial intelligence technologies have been acquired since 2011, with over 40 acquisitions taking place in 2016 alone. Corporate giants like Google, IBM, Yahoo, Intel, Apple and Salesforce, are competing in the race to acquire private AI companies, with Samsung emerging as a new entrant in October with its acquisition of startup Viv Labs, which is developing a Siri-like AI assistant, and GE making 2 AI acquisitions in November.

 

 

 

From DSC:
In the future, I’d like to see holograms provide stunning visual centerpieces for the entrance ways into libraries, or in our classrooms, or in our art galleries, recital halls, and more. The object(s), person(s), scene(s) could change into something else, providing a visually engaging experience that sets a tone for that space, time, and/or event.

Eventually, perhaps these types of technologies/setups will even be a way to display artwork within our homes and apartments.

 

hologram-earth

Image from 900lbs.com

 

 

 

From DSC:
When I saw the article below, I couldn’t help but wonder…what are the teaching & learning-related ramifications when new “skills” are constantly being added to devices like Amazon’s Alexa?

What does it mean for:

  • Students / learners
  • Faculty members
  • Teachers
  • Trainers
  • Instructional Designers
  • Interaction Designers
  • User Experience Designers
  • Curriculum Developers
  • …and others?

Will the capabilities found in Alexa simply come bundled as a part of the “connected/smart TV’s” of the future? Hmm….

 

 

NASA unveils a skill for Amazon’s Alexa that lets you ask questions about Mars — from geekwire.com by Kevin Lisota

Excerpt:

Amazon’s Alexa has gained many skills over the past year, such as being able to read tweets or deliver election results and fantasy football scores. Starting on Wednesday, you’ll be able to ask Alexa about Mars.

The new skill for the voice-controlled speaker comes courtesy of NASA’s Jet Propulsion Laboratory. It’s the first Alexa app from the space agency.

Tom Soderstrom, the chief technology officer at NASA’s Jet Propulsion Laboratory was on hand at the AWS re:invent conference in Las Vegas tonight to make the announcement.

 

 

nasa-alexa-11-29-16

 

 


Also see:


 

What Is Alexa? What Is the Amazon Echo, and Should You Get One? — from thewirecutter.com by Grant Clauser

 

side-by-side2

 

 

Amazon launches new artificial intelligence services for developers: Image recognition, text-to-speech, Alexa NLP — from geekwire.com by Taylor Soper

Excerpt (emphasis DSC):

Amazon today announced three new artificial intelligence-related toolkits for developers building apps on Amazon Web Services

At the company’s AWS re:invent conference in Las Vegas, Amazon showed how developers can use three new services — Amazon Lex, Amazon Polly, Amazon Rekognition — to build artificial intelligence features into apps for platforms like Slack, Facebook Messenger, ZenDesk, and others.

The idea is to let developers utilize the machine learning algorithms and technology that Amazon has already created for its own processes and services like Alexa. Instead of developing their own AI software, AWS customers can simply use an API call or the AWS Management Console to incorporate AI features into their own apps.

 

 

Amazon announces three new AI services, including a text-to-voice service, Amazon Polly  — from by D.B. Hebbard

 

 

AWS Announces Three New Amazon AI Services
Amazon Lex, the technology that powers Amazon Alexa, enables any developer to build rich, conversational user experiences for web, mobile, and connected device apps; preview starts today

Amazon Polly transforms text into lifelike speech, enabling apps to talk with 47 lifelike voices in 24 languages

Amazon Rekognition makes it easy to add image analysis to applications, using powerful deep learning-based image and face recognition

Capital One, Motorola Solutions, SmugMug, American Heart Association, NASA, HubSpot, Redfin, Ohio Health, DuoLingo, Royal National Institute of Blind People, LingApps, GoAnimate, and Coursera are among the many customers using these Amazon AI Services

Excerpt:

SEATTLE–(BUSINESS WIRE)–Nov. 30, 2016– Today at AWS re:Invent, Amazon Web Services, Inc. (AWS), an Amazon.com company (NASDAQ: AMZN), announced three Artificial Intelligence (AI) services that make it easy for any developer to build apps that can understand natural language, turn text into lifelike speech, have conversations using voice or text, analyze images, and recognize faces, objects, and scenes. Amazon Lex, Amazon Polly, and Amazon Rekognition are based on the same proven, highly scalable Amazon technology built by the thousands of deep learning and machine learning experts across the company. Amazon AI services all provide high-quality, high-accuracy AI capabilities that are scalable and cost-effective. Amazon AI services are fully managed services so there are no deep learning algorithms to build, no machine learning models to train, and no up-front commitments or infrastructure investments required. This frees developers to focus on defining and building an entirely new generation of apps that can see, hear, speak, understand, and interact with the world around them.

To learn more about Amazon Lex, Amazon Polly, or Amazon Rekognition, visit:
https://aws.amazon.com/amazon-ai

 

 

 

 

 

Google Earth lets you explore the planet in virtual reality — from vrscout.com by Eric Chevalier

 

 

 

How virtual reality could change the way students experience education — from edtechmagazine.com by  by Andrew Koke and Anthony Guest-Scott
High-impact learning experiences may become the norm, expanding access for all students.

Excerpt:

The headlines for Pokémon GO were initially shocking, but by now they’re familiar: as many as 21 million active daily users, 700,000 downloads per day, $5.7 million in-app purchases per day, $200 million earned as of August. Analysts anticipate the game will garner several billion dollars in ad revenue over the next year. By almost any measure, Pokémon GO is huge.

The technologies behind the game, augmented and virtual reality (AVR), are huge too. Many financial analysts expect the technology to generate $150 billion over the next three years, outpacing even smartphones with unprecedented growth, much of it in entertainment. But AVR is not only about entertainment. In August 2015, Teegan Lexcen was born in Florida with only half a heart and needed surgery. With current cardiac imaging software insufficient to assist with such a delicate operation on an infant, surgeons at Nicklaus Children’s Hospital in Miami turned to 3D imaging software and a $20 Google Cardboard VR set. They used a cellphone to peer into the baby’s heart, saw exactly how to improve her situation and performed the successful surgery in December 2015.

“I could see the whole heart. I could see the chest wall,” Dr. Redmond Burke told Today. “I could see all the things I was worried about in creating an operation.”

 

 

 

Visionary: How 4 institutions are venturing into a new mixed reality — from ecampusnews.com by Laura Devaney
Mixed reality combines virtual and augmented realities for enhanced learning experiences–and institutions are already implementing it.

Excerpt:

Texas Tech University Health Sciences Center in Lubbock and San Diego State University are both part of a Pearson mixed reality pilot aimed at leveraging mixed reality to solve challenges in nursing education.

At Bryn Mawr College, a women’s liberal arts college in Pennsylvania, faculty, students, and staff are exploring various educational applications for the HoloLens mixed reality devices. They are testing Skype for HoloLens to connect students with tutors in Pearson’s 24/7 online tutoring service, Smarthinking.

At Canberra Grammar School in Australia, Pearson is working with teachers in a variety of disciplines to develop holograms for use in their classrooms. The University of Canberra is partnering with Pearson to provide support for the project and evaluate the impact these holograms have on teaching and learning.

 

 

 

ZapBox brings room-scale mixed reality to the masses — from slashgear.com by JC Torres

Excerpt:

As fantastic as technologies like augmented and mixed reality may be, experiencing them, much less creating them, requires a sizable investment, financially speaking. It is just beyond the reach of consumers as well as your garage-type indie developer. AR and VR startup Zappar, however, wants to smash that perception. With ZapBox, you can grab a kit for less than a triple-A video game to start your journey towards mixed reality fun and fame. It’s Magic Leap meets Google Cardboard. Or as Zappar itself says, making Magic Leap, magic cheap!

 

 

 

 

Shakespeare’s Tempest gets mixed reality makeover — from bbc.com by Jane Wakefield

 

intel-flying-whale-at-ces-2014Intel’s flying whale was the inspiration for the technology in The Tempest

 

 

 

eon-reality-education-nov2016

 

 

 

Excerpts from the 9/23/16 School Library Journal Webcast:

vr-in-education-thejournal-sept2016

 

 

 

 

 

ar-vr-elearningguildfall2016

 

Table of Contents

  • Introduction
  • New Technologies: Do They Really Change Learning Strategies? — by Joe Ganci and Sherry Larson
  • Enhanced Realities: An Opportunity to Avoid the Mistakes of the Past — by David Kelly
  • Let the Use Case Drive What Gets Augmented—Not the Other Way Around — by Chad Udell
  • Augmented Reality: An Augmented Perspective — by Alexander Salas
  • Virtual Reality Will Be the Perfect Immersive Learning Environment — by Koreen Pagano
  • Will VR Succeed? Viewpoint from Within a Large Corporation — by John O’Hare
  • Will VR Succeed? Viewpoint from Running a VR Start-up — by Ishai Albert Jacob

 

 

 

From DSC:
I think Technical Communicators have a new pathway to pursue…check out this piece from Scope AR and Caterpillar.

 

scopear-nov2016

 

 

 

From DSC:
If we had more beacons on our campus (a Christian liberal arts college), I could see where we could offer a variety of things in new ways:

For example, we might use beacons around the main walkways of our campus where, when we approach these beacons, pieces of advice or teaching could appear on an app on our mobile devices. Examples could include:

  • Micro-tips on prayer from John Calvin, Martin Luther, or Augustine (i.e., 1 or 2 small tips at a time; could change every day or every week)
  • Or, for a current, campus-wide Bible study, the app could show a question for that week’s study; you could reflect on that question as you’re walking around
  • Or, for musical events…when one walks by the Covenant Fine Arts Center, one could get that week’s schedule of performances or what’s currently showing in the Art Gallery
  • Peaces of scripture, with links to Biblegateway.com or other sites
  • Further information re: what’s being displayed on posters within the hallways — works that might be done by faculty members and/or by students
  • Etc.

A person could turn the app’s notifications on or off at any time.  The app would encourage greater exercise; i.e., the more you walk around, the more tips you get.

 

 

 

A school bus, virtual reality, & an out-of-this-world journey — from goodmenproject.com
“Field Trip To Mars” is the barrier-shattering outcome of an ambitious mission to give a busload of people the same, Virtual Reality experience – going to Mars.

Excerpt:

Inspiration was Lockheed‘s goal when it asked its creative resources, led by McCann, to create the world’s first mobile group Virtual Reality experience. As one creator notes, VR now is essentially a private, isolating experience. But wouldn’t it be cool to give a busload of people the same, simultaneous VR experience? And then – just to make it really challenging – put the whole thing on wheels?

“Field Trip To Mars” is the barrier-shattering outcome of this ambitious mission.

 

From DSC:
This is incredible! Very well done. The visual experience tracks the corresponding speeds of the bus and even turns of the bus.

 

 

 

lockheed-fieldtriptomarsfall2016

 

 

Ed Dept. Launches $680,000 Augmented and Virtual Reality Challenge — from thejournal.com by David Nagel

Excerpt:

The United States Department of Education (ED) has formally kicked off a new competition designed to encourage the development of virtual and augmented reality concepts for education.

Dubbed the EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”

 

 

 

Virtual reality boosts students’ results — from raconteur.net b
Virtual and augmented reality can enable teaching and training in situations which would otherwise be too hazardous, costly or even impossible in the real world

Excerpt:

More recently, though, the concept described in Aristotle’s Nicomachean Ethics has been bolstered by further scientific evidence. Last year, a University of Chicago study found that students who physically experience scientific concepts, such as the angular momentum acting on a bicycle wheel spinning on an axel that they’re holding, understand them more deeply and also achieve significantly improved scores in tests.

 

 

 

 

 

 

 

Virtual and augmented reality are shaking up sectors — from raconteur.net by Sophie Charara
Both virtual and augmented reality have huge potential to leap from visual entertainment to transform the industrial and service sectors

 

 

 

 

Microsoft’s HoloLens could power tanks on a battlefield — from theverge.com by Tom Warren

Excerpt:

Microsoft might not have envisioned its HoloLens headset as a war helmet, but that’s not stopping Ukrainian company LimpidArmor from experimenting. Defence Blog reports that LimpidArmor has started testing military equipment that includes a helmet with Microsoft’s HoloLens headset integrated into it.

The helmet is designed for tank commanders to use alongside a Circular Review System (CRS) of cameras located on the sides of armored vehicles. Microsoft’s HoloLens gathers feeds from the cameras outside to display them in the headset as a full 360-degree view. The system even includes automatic target tracking, and the ability to highlight enemy and allied soldiers and positions.

 

 

 

Bring your VR to work — from itproportal.com by Timo Elliott, Josh Waddell 4 hours ago
With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer.

Excerpt:

With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer — and that’s a blind spot that companies and CIOs can’t afford to have. It hasn’t been that long since consumer demand for the iPhone and iPad forced companies, grumbling all the way, into finding business cases for them. Gartner has said that the next five to ten years will bring “transparently immersive experiences” to the workplace. They believe this will introduce “more transparency between people, businesses, and things” and help make technology “more adaptive, contextual, and fluid.”

If digitally enhanced reality generates even half as much consumer enthusiasm as smartphones and tablets, you can expect to see a new wave of consumerisation of IT as employees who have embraced VR and AR at home insist on bringing it to the workplace. This wave of consumerisation could have an even greater impact than the last one. Rather than risk being blindsided for a second time, organisations would be well advised to take a proactive approach and be ready with potential business uses for VR and AR technologies by the time they invade the enterprise.

 

In Gartner’s latest emerging technologies hype cycle, Virtual Reality is already on the Slope of Enlightenment, with Augmented Reality following closely.

 

 

 

VR’s higher-ed adoption starts with student creation — from edsurge.com by George Lorenzo

Excerpt:

One place where students are literally immersed in VR is at Carnegie Mellon University’s Entertainment Technology Center (ETC). ETC offers a two-year Master of Entertainment Technology program (MET) launched in 1998 and cofounded by the late Randy Pausch, author of “The Last Lecture.”

MET starts with an intense boot camp called the “immersion semester” in which students take a Building Virtual Worlds (BVW) course, a leadership course, along with courses in improvisational acting, and visual storytelling. Pioneered by Pausch, BVW challenges students in small teams to create virtual reality worlds quickly over a period of two weeks, culminating in a presentation festival every December.

 

 

Apple patents augmented reality mapping system for iPhone — from appleinsider.com by Mikey Campbell
Apple on Tuesday was granted a patent detailing an augmented reality mapping system that harnesses iPhone hardware to overlay visual enhancements onto live video, lending credence to recent rumors suggesting the company plans to implement an iOS-based AR strategy in the near future.

 

 

A bug in the matrix: virtual reality will change our lives. But will it also harm us? — from theguardian.stfi.re
Prejudice, harassment and hate speech have crept from the real world into the digital realm. For virtual reality to succeed, it will have to tackle this from the start

 

 

 

The latest Disney Research innovation lets you feel the rain in virtual reality — from haptic.al by Deniz Ergurel

Excerpt:

Virtual reality is a combination of life-like images, effects and sounds that creates an imaginary world in front of our eyes.

But what if we could also imitate more complex sensations like the feeling of falling rain, a beating heart or a cat walking? What if we could distinguish, between a light sprinkle and a heavy downpour in a virtual experience?

Disney Research?—?a network of research laboratories supporting The Walt Disney Company, has announced the development of a 360-degree virtual reality application offering a library of feel effects and full body sensations.

 

 

Relive unforgettable moments in history through Timelooper APP. | Virtual reality on your smartphone.

 

timelooper-nov2016

 

 

Literature class meets virtual reality — from blog.cospaces.io by Susanne Krause
Not every student finds it easy to let a novel come to life in their imagination. Could virtual reality help? Tiffany Capers gave it a try: She let her 7th graders build settings from Lois Lowry’s “The Giver” with CoSpaces and explore them in virtual reality. And: they loved it.

 

 

 

 

learningvocabinvr-nov2016

 

 

 

James Bay students learn Cree syllabics in virtual reality — from cbc.ca by Celina Wapachee and Jaime Little
New program teaches syllabics inside immersive world, with friendly dogs and archery

 

 

 

VRMark will tell you if your PC is ready for Virtual Reality — from engadget.com by Sean Buckley
Benchmark before you buy.

 

 

Forbidden City Brings Archaeology to Life With Virtual Reality — from wsj.com

 

 

holo.study

hololensdemos-nov2016

 

 

Will virtual reality change the way I see history? — from bbc.co.uk

 

 

 

Scientists can now explore cells in virtual reality — from mashable.com by Ariel Bogle

Excerpt:

After generations of peering into a microscope to examine cells, scientists could simply stroll straight through one.

Calling his project the “stuff of science fiction,” director of the 3D Visualisation Aesthetics Lab at the University of New South Wales (UNSW) John McGhee is letting people come face-to-face with a breast cancer cell.

 

 

 

 

Can Virtual Reality Make Us Care More? — from huffingtonpost.co.uk by Alex Handy

Excerpt:

In contrast, VR has been described as the “ultimate empathy machine.” It gives us a way to virtually put us in someone else’s shoes and experience the world the way they do.

 

 

 

Stanford researchers release virtual reality simulation that transports users to ocean of the future — from news.stanford.edu by Rob Jordan
Free science education software, available to anyone with virtual reality gear, holds promise for spreading awareness and inspiring action on the pressing issue of ocean acidification.

 

 

 

 

The High-end VR Room of the Future Looks Like This — from uploadvr.com by Sarah Downey

Excerpt:

This isn’t meant to be an exhaustive list, but if I missed something major, please tell me and I’ll add it. Also, please reach out if you’re working on anything cool in this space à sarah(at)accomplice(dot)co.

Hand and finger tracking, gesture interfaces, and grip simulation:

AR and VR viewers:

Omnidirectional treadmills:

Haptic feedback bodysuits:

Brain-computer interfaces:

Neural plugins:

  • The Matrix (film)
  • Sword Art Online (TV show)
  • Neuromancer (novel)
  • Total Recall (film)
  • Avatar (film)

3D tracking, capture, and/or rendering:

Eye tracking:

 VR audio:

Scent creation:

 

 

 

Some reflections/resources on today’s announcements from Apple

tv-app-apple-10-27-16

 

tv-app2-apple-10-27-16

From DSC:
How long before recommendation engines like this can be filtered/focused down to just display apps, channels, etc. that are educational and/or training related (i.e., a recommendation engine to suggest personalized/customized playlists for learning)?

That is, in the future, will we have personalized/customized playlists for learning on our Apple TVs — as well as on our mobile devices — with the assessment results of our taking the module(s) or course(s) being sent in to:

  • A credentials database on LinkedIn (via blockchain)
    and/or
  • A credentials database at the college(s) or university(ies) that we’re signed up with for lifelong learning (via blockchain)
    and/or
  • To update our cloud-based learning profiles — which can then feed a variety of HR-related systems used to find talent? (via blockchain)

Will participants in MOOCs, virtual K-12 schools, homeschoolers, and more take advantage of learning from home?

Will solid ROI’s from having thousands of participants paying a smaller amount (to take your course virtually) enable higher production values?

Will bots and/or human tutors be instantly accessible from our couches?

Will we be able to meet virtually via our TVs and share our computing devices?

 

bigscreen_rocket_league

 

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

 

 

 


Other items on today’s announcements:


 

 

macbookpro-10-27-16

 

 

All the big announcements from Apple’s Mac event — from amp.imore.com by Joseph Keller

  • MacBook Pro
  • Final Cut Pro X
  • Apple TV > new “TV” app
  • Touch Bar

 

Apple is finally unifying the TV streaming experience with new app — from techradar.com by Nick Pino

 

 

How to migrate your old Mac’s data to your new Mac — from amp.imore.com by Lory Gil

 

 

MacBook Pro FAQ: Everything you need to know about Apple’s new laptops — from amp.imore.com by Serenity Caldwell

 

 

Accessibility FAQ: Everything you need to know about Apple’s new accessibility portal — from imore.com by Daniel Bader

 

 

Apple’s New MacBook Pro Has a ‘Touch Bar’ on the Keyboard — from wired.com by Brian Barrett

 

 

Apple’s New TV App Won’t Have Netflix or Amazon Video — from wired.com by Brian Barrett

 

 

 

 

Apple 5th Gen TV To Come With Major Software Updates; Release Date Likely In 2017 — from mobilenapps.com

 

 

 

 

IBM Watson Education and Pearson to drive cognitive learning experiences for college students — from prnewswire.com

Excerpt:

LAS VEGAS, Oct. 25, 2016 /PRNewswire/ — IBM (NYSE: IBM) and Pearson (FTSE: PSON) the world’s learning company, today announced a new global education alliance intended to make Watson’s cognitive capabilities available to millions of college students and professors.

Combining IBM’s cognitive capabilities with Pearson’s digital learning products will give students a more immersive learning experience with their college courses, an easy way to get help and insights when they need it, all through asking questions in natural language just like they would with another student or professor. Importantly, it provides instructors with insights about how well students are learning, allowing them to better manage the entire course and flag students who need additional help.

For example, a student experiencing difficulty while studying for a biology course can query Watson, which is embedded in the Pearson courseware. Watson has already read the Pearson courseware content and is ready to spot patterns and generate insights.  Serving as a digital resource, Watson will assess the student’s responses to guide them with hints, feedback, explanations and help identify common misconceptions, working with the student at their pace to help them master the topic.

 

 

ibm-watson-2016

 

 

Udacity partners with IBM Watson to launch the AI Nanodegree — from venturebeat.com by Paul Sawers

Excerpt:

Online education platform Udacity has partnered with IBM Watson to launch a new artificial intelligence (AI) Nanodegree program.

Costing $1,600 for the full two-term, 26-week course, the AI Nanodegree covers a myriad of topics including logic and planning, probabilistic inference, game-playing / search, computer vision, cognitive systems, and natural language processing (NLP). It’s worth noting here that Udacity already offers an Intro to Artificial Intelligence (free) course and the Machine Learning Engineer Nanodegree, but with the A.I. Nanodegree program IBM Watson is seeking to help give developers a “foundational understanding of artificial intelligence,” while also helping graduates identify job opportunities in the space.

 

 

The Future Cognitive Workforce Part 1: Announcing the AI Nanodegree with Udacity — from ibm.com by Rob High

Excerpt:

As artificial intelligence (AI) begins to power more technology across industries, it’s been truly exciting to see what our community of developers can create with Watson. Developers are inspiring us to advance the technology that is transforming society, and they are the reason why such a wide variety of businesses are bringing cognitive solutions to market.

With AI becoming more ubiquitous in the technology we use every day, developers need to continue to sharpen their cognitive computing skills. They are seeking ways to gain a competitive edge in a workforce that increasingly needs professionals who understand how to build AI solutions.

It is for this reason that today at World of Watson in Las Vegas we announced with Udacity the introduction of a Nanodegree program that incorporates expertise from IBM Watson and covers the basics of artificial intelligence. The “AI Nanodegree” program will be helpful for those looking to establish a foundational understanding of artificial intelligence. IBM will also help aid graduates of this program with identifying job opportunities.

 

 

The Future Cognitive Workforce Part 2: Teaching the Next Generation of Builders — from ibm.com by Steve Abrams

Excerpt:

Announced today at World of Watson, and as Rob High outlined in the first post in this series, IBM has partnered with Udacity to develop a nanodegree in artificial intelligence. Rob discussed IBM’s commitment to empowering developers to learn more about cognitive computing and equipping them with the educational resources they need to build their careers in AI.

To continue on this commitment, I’m excited to announce another new program today geared at college students that we’ve launched with Kivuto Solutions, an academic software distributor. Via Kivuto’s popular digital resource management platform, students and academics around the world will now gain free access to the complete IBM Bluemix Portfolio — and specifically, Watson. This offers students and faculty at any accredited university – as well as community colleges and high schools with STEM programs – an easy way to tap into Watson services. Through this access, teachers will also gain a better means to create curriculum around subjects like AI.

 

 

 

IBM introduces new Watson solutions for professions — from finance.yahoo.com

Excerpt:

LAS VEGAS, Oct. 25, 2016 /PRNewswire/ — IBM (NYSE:IBM) today unveiled a series of new cognitive solutions intended for professionals in marketing, commerce, supply chain and human resources. With these new offerings, IBM is enabling organizations across all industries and of all sizes to integrate new cognitive capabilities into their businesses.

Watson solutions learn in an expert way, which is critical for professionals that want to uncover insights hidden in their massive amounts of data to understand, reason and learn about their customers and important business processes. Helping professionals augment their existing knowledge and experience without needing to engage a data analyst empowers them to make more informed business decisions, spot opportunities and take action with confidence.

“IBM is bringing Watson cognitive capabilities to millions of professionals around the world, putting a trusted advisor and personal analyst at their fingertips,” said Harriet Green, general manager Watson IoT, Cognitive Engagement & Education. “Similar to the value that Watson has brought to the world of healthcare, cognitive capabilities will be extended to professionals in new areas, helping them harness the value of the data being generated in their industries and use it in new ways.”

 

 

 

IBM says new Watson Data Platform will ‘bring machine learning to the masses’ — from techrepublic.com by Hope Reese
On Tuesday, IBM unveiled a cloud-based AI engine to help businesses harness machine learning. It aims to give everyone, from CEOs to developers, a simple platform to interpret and collaborate on data.

Excerpt:

“Insight is the new currency for success,” said Bob Picciano, senior vice president at IBM Analytics. “And Watson is the supercharger for the insight economy.”

Picciano, speaking at the World of Watson conference in Las Vegas on Tuesday, unveiled IBM’s Watson Data Platform, touted as the “world’s fastest data ingestion engine and machine learning as a service.”

The cloud-based Watson Data Platform, will “illuminate dark data,” said Picciano, and will “change everything—absolutely everything—for everyone.”

 

 

 

See the #IBMWoW hashtag on Twitter for more news/announcements coming from IBM this week:

 

ibm-wow-hashtag-oct2016

 

 

 

 

Previous postings from earlier this month:

 

  • IBM launches industry first Cognitive-IoT ‘Collaboratory’ for clients and partners
    Excerpt:
    IBM have unveiled an €180 million investment in a new global headquarters to house its Watson Internet of Things business.  Located in Munich, the facility will promote new IoT capabilities around Blockchain and security as well as supporting the array of clients that are driving real outcomes by using Watson IoT technologies, drawing insights from billions of sensors embedded in machines, cars, drones, ball bearings, pieces of equipment and even hospitals. As part of a global investment designed to bring Watson cognitive computing to IoT, IBM has allocated more than $200 million USD to its global Watson IoT headquarters in Munich. The investment, one of the company’s largest ever in Europe, is in response to escalating demand from customers who are looking to transform their operations using a combination of IoT and Artificial Intelligence technologies. Currently IBM has 6,000 clients globally who are tapping Watson IoT solutions and services, up from 4,000 just 8 months ago.

 

 

cognitiveapproachhr-oct2016

 

 

 

 

 

nmc-digitalliteracyreport-oct2016

 

The New Media Consortium (NMC) has released Digital Literacy: An NMC Horizon Project Strategic Brief in conjunction with the 2016 EDUCAUSE Annual Conference.

In analyzing the progress and gaps in this area, the NMC’s report has identified a need for higher education leaders and technology companies to prioritize students as makers, learning through the act of content creation rather than mere consumption. Additionally, the publication recommends that colleges and universities establish productive collaborations with industry, government, and libraries to provide students with access to the latest technologies and tools.

Based on the variety and complexity of these results, NMC cannot identify just one model of digital literacy. Instead three different digital literacies are now evident, each with distinct standards, potential curriculum, and implications for creative educators.

 

digitallits-nmc-oct2016

 

 

The aim of this publication is to establish a shared vision of digital literacy for higher education leaders by illuminating key definitions and models along with best practices and recommendations for implementing successful digital literacy initiatives.

 

 

To be digitally literate, you need to be:
fluent at critical thinking,
collaborating,
being creative, and
problem-solving in
digital environments.

 

 

Computer science and digital media classes can instruct on everything from office productivity applications to programming and video editing, for example.  Sociology courses can teach interpersonal actions online, such as the ethics and politics of social network interaction, while psychology and business classes can focus on computer-mediated human interaction. Government and political science classes are clearly well equipped to explore the intersection of digital technology and citizenship mentioned above. Communication, writing, and  literature classes have the capacity to instruct students on producing digital content in the form of stories, arguments, personal expression, posters, and more. 

 

 

 

From DSC:
If faculty members aren’t asking students to create multimedia in their assignments and/or take part in online/digitally-based means of communications and learning, the vast majority of the students won’t (and don’t) care about digital literacy…it’s simply not relevant to them: “Whatever gets me the grade, that’s what I’ll do. But no more.”

This type of situation/perspective is quite costly.  Because once students graduate from college, had they built up some solid digital literacy — especially the “creative literacy” mentioned above — they would be in much better shape to get solid jobs, and prosper at those jobs. They would be much better able to craft powerful communications — and reach a global audience in doing so. They would have honed their creativity, something increasingly important as the onward march of AI, robotics, algorithms, automation, and such continues to eat away at many types of jobs (that don’t really need creative people working in them).

This is an important topic, especially as digitally-based means of communication continue to grow in their usage and impact.

 

 

Part of digital literacy is not just understanding how a tool works but also why it is useful in the real world and when to use it.

 

 

 

 

From DSC:
The other day I had posted some ideas in regards to how artificial intelligence, machine learning, and augmented reality are coming together to offer some wonderful new possibilities for learning (see: “From DSC: Amazing possibilities coming together w/ augmented reality used in conjunction w/ machine learning! For example, consider these ideas.”) Here is one of the graphics from that posting:

 

horticulturalapp-danielchristian

These affordances are just now starting to be uncovered as machines are increasingly able to ascertain patterns, things, objects…even people (which calls for a separate posting at some point).

But mainly, for today, I wanted to highlight an excellent comment/reply from Nikos Andriotis @ Talent LMS who gave me permission to highlight his solid reflections and ideas:

 

nikosandriotisidea-oct2016

https://www.talentlms.com/blog/author/nikos-andriotis

 

From DSC:
Excellent reflection/idea Nikos — that would represent some serious personalized, customized learning!

Nikos’ innovative reflections also made me think about his ideas in light of their interaction or impact with web-based learner profiles, credentialing, badging, and lifelong learning.  What’s especially noteworthy here is that the innovations (that impact learning) continue to occur mainly in the online and blended learning spaces.

How might the ramifications of these innovations impact institutions who are pretty much doing face-to-face only (in terms of their course delivery mechanisms and pedagogies)?

Given:

  • That Microsoft purchased LinkedIn and can amass a database of skills and open jobs (playing a cloud-based matchmaker)
  • Everyday microlearning is key to staying relevant (RSS feeds and tapping into “streams of content” are important here, and so is the use of Twitter)
  • 65% of today’s students will be doing jobs that don’t even exist yet (per Microsoft & The Future Laboratory in 2016)

 

futureproofyourself-msfuturelab-2016

  • The exponential pace of technological change
  • The increasing level of experimentation with blockchain (credentialing)
  • …and more

…what do the futures look like for those colleges and universities that operate only in the face-to-face space and who are not innovating enough?

 

 

 
 

55% of faculty are flipping the classroom — from campustechnology.com by Dian Schaffhauser, Rhea Kelly
Our first-ever Teaching with Technology survey gauged educators’ use of the flipped classroom model, blended/online teaching environments and more.

Excerpt:

The majority of higher education faculty today are flipping their courses or plan to in the near future, according to Campus Technology‘s 2016 Teaching with Technology survey. The survey polled faculty members across the country about their use of technology for teaching and learning, their wish lists and gripes, their view of what the future holds and more.

 

 

From DSC:
Speaking of flipping the classroom…I’ve listed some ideas below for a recording studio for your college or university — with the idea to provide more choice, more control to faculty members who want to record their lectures.

A small recording booth with a Mac in it that has ScreenFlow loaded on it; alternatively, you could use a PC with a desktop recording app such as Adobe Captivate, Camtasia Studio, Jing, or something similar.

screenflow

 

A larger recording room that has a LightBoard (NU) or Learning Glass (SDSU) in it:

Image result for lightboard

 

A larger recording booth that simply has some whiteboards and/or some easels with paper on them

 

 

A Microsoft Surface Hub, or a SMART Board Interactive Display, or perhaps an Epson BrightLink, or something similar for writing and capturing annotations, images, graphics, etc.

 

mssurfacehub

 

…and likely other booths with other options that faculty can walk in and use. Again, the idea is to let the faculty members choose what’s most comfortable/convenient for them. 

 

 

MoreChoiceMoreControl-DSC

 
© 2024 | Daniel Christian