This is a new series about cameras and their relationship to face recognition, machine learning, and how, in the future, the ways in which we interact with technology will be radically different.
Excerpt (emphasis DSC):
First, the data. LDV Capital, a venture capital firm focussed on Visual Technologies, recently published a 19 page report thick with some pretty eye opening data around cameras.
Specifically, how many cameras we can expect to have watching us, what they are watching us for, and how those insights will be used.
According to their study, by 2022 there will be more than 44,354,881,622 (that’s 44 BILLION) cameras in use globally, collecting even more billions of images for visual collateral.This is incredible — but what’s interesting — is that most of these images will never be seen by human eyes.
From DSC: Though the author asserts there will be great business opportunities surrounding this trend, I’m not sure that I’m comfortable with it. Embedded cameras everywhere…hmmm…what he calls a privilege (in the quote below), I see as an overstepping of boundaries.
We have the privilege of experiencing the actual evolution of a device that we have come to know as one thing, for all of our lives to this point, into something completely different, to the extent that the word “camera”, itself, is becoming outdated.
Smartwatches Deemed Least Valuable Technology in the Classroom — from campustechnology.com by Rhea Kelly In our second annual Teaching with Technology Survey, faculty revealed what technologies they use in the classroom, the devices they most value, what they wish for and more.
Excerpts:
Smartwatches may be one of the hottest gadgets in the consumer market — making up nearly a third of all wearables sales this year — but the climate in the classroom is noticeably cooler for the wrist-worn devices. In our 2017 Teaching with Technology Survey, smartwatches came in dead last in the list of technologies faculty consider essential or valuable for teaching and learning. Just 9 percent of faculty called the devices “valuable” (an increase from 5 percent in 2016), and not a one deemed them “essential.” What’s more, 9 percent of respondents considered smartwatches “detrimental.”
When we asked faculty what computing devices were most valuable for teaching and learning, laptops came out on top, considered “essential” by 54 percent of respondents (up from 49 percent in 2016). Workstations (defined as higher-end computers with faster processors, more RAM, more storage and dedicated graphics cards) came in second, followed by all-in-one computers, traditional desktops and detachable tablets. (The lineup was similar last year.)
This is not a tutorial or a comprehensive, thorough technical guide?—?many of those already exist?—?but rather a way to think about WebVR and acquaint yourself with what it is, exactly, and how best to approach it from scratch. If you’ve been doing WebVR or 3D programming for a while, this article is most certainly not for you. If you’ve been curious about that stuff and want to know how to join the party— read on!
A new experiment from Google is turning imagery from the company’s Street View service into impressive digital photographs using nothing but artificial intelligence (AI).
Google is using machine learning algorithms to train a deep neural network to roam around places such as Canada’s and California’s national parks, look for potentially suitable landscape images, and then work on them with special post-processing techniques.
The idea is to “mimic the workflow of a professional photographer,” and to do so Google is relying on so-called generative adversarial networks (GAN), which essentially pit two neural networks against one another.
From DSC and Adobe — for faculty members and teachers out there:
Do your students an enormous favor by assigning them a digital communications project. Such a project could include images, infographics, illustrations, animations, videos, websites, blogs (with RSS feeds), podcasts, videocasts, mobile apps and more. Such outlets offer powerful means of communicating and demonstrating knowledge of a particular topic.
As Adobe mentions, when you teach your students how to create these types of media projects, you prepare them to be flexible and effective digital communicators. I would also add that these new forms and tools can be highly engaging, while at the same time, they can foster students’ creativity. Building new media literacy skills will pay off big time for your students. It will land them jobs. It will help them communicate to a global audience. Students can build upon these skills to powerfully communicate numerous kinds of messages in the future. They can be their own radio station. They can be their own TV station.
From DSC: After seeing the postings below, it made me wonder:
Will Starbucks, Apple Stores, etc. be “learning hubs” of the future? i.e., places that aren’t really what we think of as a school, college, or university, but where people can go to learn something with others in the same physical space; such locations will likely tie into online or blended-based means of learning as well.
Cupertino, California — Apple today announced plans to launch dozens of new educational sessions next month in all 495 Apple stores ranging in topics from photo and video to music, coding, art and design and more. The hands-on sessions, collectively called “Today at Apple,” will be led by highly-trained team members, and in select cities world-class artists, photographers and musicians, teaching sessions from basics and how-to lessons to professional-level programs.
…
Apple will also offer special programs for families and educators. Teachers can come together for Teacher Tuesday to learn new ways to incorporate technology into their classrooms, or aspiring coders of all ages can learn how to code in Swift, Apple’s programming language for iOS and Mac apps. Families can join weekend Kids Hour sessions ranging from music making to coding with robots. Small business owners can engage with global and local entrepreneurs in the new Business Circuits program.
We’re creating a modern-day town square, where everyone is welcome in a space where the best of Apple comes together to connect with one another, discover a new passion, or take their skill to the next level.
If you’ve just gotten out of school for the day and want to hang out with your friends before you head home, where would you go? In the US, there’s a near-infinite selection of chain restaurants, coffee shops, diners, bookstores, movie theaters, and comic book stores to choose from. But Angela Ahrendts, Apple’s head of retail, wants the answer to be an Apple store.
Apple is in the process of revamping the look and feel of its retail outlets across the world, and to highlight some of the recent changes (including rebranding the “Genius Bar” to the “Genius Grove” and adding foliage everywhere), Ahrendts gave an interview to CBS This Morning, this morning. Ahrendts told CBS that she will see her work as a success when Generation Z, the catchall term for the generation behind the equally amorphous Millennials, decides of their own volition to hang out at Apple stores. As CBS reported…
SAN JOSE, Calif.–(BUSINESS WIRE)–Ahead of the National Association of Broadcasting (NAB) conference, Adobe (Nasdaq:ADBE) today announced a major update for video in Adobe Creative Cloud to help filmmakers and video producers collaborate and streamline video workflows. The Creative Cloud release, available today, delivers new features for graphics and titling, animation, polishing audio and sharing assets; support for the latest video formats, such as HDR, VR and 4K; new integrations with Adobe Stock; and advanced artificial intelligence capabilities powered by Adobe Sensei. Announced at Adobe Summit 2017, Adobe Experience Cloud also allows brands to deliver connected video experiences across any screen at massive scale, while analyzing performance and monetizing ads.
Technology advancements and exploding consumer demand for impactful and personalized content require video producers to create, deliver and monetize their video assets faster than ever before. From the largest studio to next generation YouTubers, a scalable, end-to-end solution is required to create, collaborate and streamline video workflows with robust analytics and advertising tools to optimize content and drive more value.
Next week, thousands of broadcasters, video producers and digital content lovers will gather for the National Association of Broadcasters (NAB) annual conference. Just in time for the event, Adobe is unveiling big updates to our video tools for graphics and titling, animation, and sharing assets; support for the latest formats including HDR, VR and 4K; lots of improvements to video workflows; and more power from Adobe Sensei, our artificial intelligence technology. It’s all part of a major Adobe CC product update available today.
“The newest Creative Cloud video release integrates the advanced science of Adobe Sensei to make common tasks faster and easier. All video producers – whether they’re part of the major media companies or up and coming YouTubers – can now bring their creative vision to life without having to be motion graphics or audio experts,” says Steven Warner, vice president of digital media at Adobe.
[For a detailed overview, check back during NAB when the course After Effects CC 2017: New Features from LinkedIn Learning (otherwise known as Lynda.com) will be updated with everything that’s brand new as of today. This course will feature the examples depicted here in step-by-step detail.]
Adobe updates Premiere Pro CC for April 2017 — from provideocoalition.com by Scott Simmons And instead of waiting months for the new CC versions they should be available soon, as in probably today
After Effects NAB 2017 Update— from provideocoalition.com by Chris and Trish Meyer How to play nice(r) with Premiere Pro editors, as well as other updates
If you work in education, you’ll know there’s a HUGE array of applications, services, products and tools created to serve a multitude of functions in education.
Tools for teaching and learning, parent-teacher communication apps, lesson planning software, home-tutoring websites, revision blogs, SEN education information, professional development qualifications and more.
There are so many companies creating new products for education, though, that it can be difficult to keep up – especially with the massive volumes of planning and marking teachers have to do, never mind finding the time to actually teach!
So how do you know which ones are the best?
Well, as a team of people passionate about education and learning, we decided to do a bit of research to help you out.
We’ve asked some of the best and brightest in education for their opinions on the hottest EdTech of 2017. These guys are the real deal – experts in education, teaching and new tech from all over the world from England to India, to New York and San Francisco.
They’ve given us a list of 82 amazing, tried and tested tools…
From DSC: The ones that I mentioned that Giorgio included in his excellent article were:
AdmitHub – Free, Expert College Admissions Advice
Labster – Empowering the Next Generation of Scientists to Change the World
Superb creative photo manipulations by Chunlong Sun — from designyoutrust.com Chunlong Sun is a talented graphic designer, art director and retoucher who lives and works in Beijing, China. Chunlong focuses on advertising, he creates stunning surreal, sci-fi and humour manipulations.
From DSC: After seeing the sharp interface out atAdobe (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.
Introducing the new Surface family— from microsoft.com To do great things, you need powerful tools that deliver an ideal balance of craftsmanship, performance, and versatility. Every Surface device is engineered with these things in mind, and you at the center. And that’s how the Surface family does more. Just like you.
Microsoft (MSFT) this morning held an event in downtown Manhattan that included both an update to Windows, the “Creators” edition, and also new versions of the company’s Surface tablet computer, including a revamp of the “Surface Book” laptop and tablet combo device, and a new desktop machine called the “Surface Studio” that has the thinnest display ever made, the company claims.
Perhaps the most intriguing thing at the event was something called “Dial,” a rotating puck device that can function like a wireless mouse with the Studio, but can also be placed right on top of the display itself to bring up a context-specific menu of functions, or to perform actions like cut and paste.
Microsoft on Wednesday announced its first desktop PC, the Surface Studio.
It’s an all-in-one computer, designed to compete with Apple’s iMac. The PC is geared toward professionals, and it has high-end specs designed for tasks like video or photo editing.
… But the real surprises are the adjustable display and a new accessory called the Surface Dial. The display can lie nearly flat on the table, giving graphics artists the ability to draw and work. The Surface Dial can be placed on the screen to bring up color palettes and other options. The Surface Dial will work with other Surface products — the Surface Pro and Surface Book — but you won’t be able to use it on the screens.
Microsoft wants to bring machine learning into the mainstream — from networkworld.com by Steven Max Patterson Microsoft released the beta of the Cognitive Toolkit with machine learning models, infrastructure and development tools, enabling customers to start building
Excerpt (emphasis DSC):
Microsoft just released the open-source licensed beta release of the Microsoft Cognitive Toolkit on Github. This announcement represents a shift in Microsoft’s customer focus from research to implementation. It is an update to the Computational Network Toolkit (CNTK). The toolkit is a supervised machine learning system in the same category of other open-source projects such as Tensorflow, Caffe and Torch.
Microsoft is one of the leading investors in and contributors to the open machine learning software and research community. A glance at the Neural Information Processing Systems (NIPS) conference reveals that there are just four major technology companies committed to moving the field of neural networks forward: Microsoft, Google, Facebook and IBM.
This announcement signals Microsoft interest to bring machine learning into the mainstream. The open source license reveals Microsoft’s continued collaboration with the machine learning community.
Microsoft on Wednesday morning said PC OEMs will soon be shipping VR headsets that enable virtual reality and mixed reality starting at $299.
Details of the hardware and how it works were sparse, but Microsoft said HP, Dell, Lenovo, Asus, and Acer will be shipping the headsets timed with its upcoming Windows 10 Creators Update, due in spring 2017.
Despite the relatively low price, the upcoming headsets may have a big advantage over HTC and Valve’s Vive and Facebook’s Oculus Rift: no need for separate calibration hardware to function. Both Vive and Oculus require multiple emitters on stands to be placed around a room for the positioning to function.
Microsoft is gearing up for a Windows refresh. The Windows 10 Creators Update will arrive on all Windows 10 devices for free in the spring of 2017. Today, Microsoft showed off all the new features coming to the multi-mode OS. Here’s the best of what will be coming to your Windows PC or Surface device.
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.
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.