Benchmarking Higher Ed AV Staffing Levels — Revisited — from campustechnology.com by Mike Tomei
As AV-equipped classrooms on campus increase in both numbers and complexity, have AV departments staffed up accordingly? A recent survey sheds some light on how AV is managed in higher education.

Excerpt:

I think we can all agree that new AV system installs have a much higher degree of complexity compared to AV systems five or 10 years ago. The obvious culprits are active learning classrooms that employ multiple displays and matrix switching backends, and conferencing systems of varying complexity being installed in big and small rooms all over campus. But even if today’s standard basic classrooms are offering the same presentation functionality as they were five years ago, the backend AV technology running those systems has still increased in complexity. We’re trying to push very high resolution video signals around the room; copyright-protected digital content is coming into play; there are myriad BYOD devices and connectors that need to be supported; and we’re making a strong push to connect our AV devices to the enterprise network for monitoring and troubleshooting. This increase in AV system complexity just adds to the system design, installation and support burdens placed upon an AV department. Without an increase in FTE staff beyond what we’re seeing, there’s just no way that AV support can truly flourish on campuses.

Today we’re reopening the survey to continue to gather data about AV staffing levels, and we’ll periodically tabulate and publish the results for those that participate. Visit www.AV-Survey.com to take the survey. If you would like to request the full 2018 AV staffing survey results, including average AV department budgets, staffing levels by position, breakouts by public/private/community colleges and small/medium/large schools, please send an e-mail to me (mike@tomeiav.com) and to Craig Park from The Sextant Group (cpark@thesextantgroup.com).

 

 

 

Choice: The key to reaching every student — from flr.flglobal.org by Terra Graves

Excerpt:

Who doesn’t like to have a choice?  This seems like a no-brainer to me. Whenever teachers can give their students choices in their learning process, everyone wins. When we have options, we tend to have more ownership of that experience. It also provides us with a sense of control, which most students do not experience in school. In her article on facultyfocus.com, Elizabeth Betsy Lasley EdD writes, “When students are asked to interpret, construct, and demonstrate their concepts or ideas regarding specific course concepts from a selection of product or performance options, content retention, commitment, motivation, and creativity increase.” Flipped Learning environments are ripe for offering choices to students in how they consume content and how they express their learning outcomes. Giving students choice allows us to reach every student, every day because it honors their individuality. Cassie Shoemaker explains it simply in her article Let it go: Giving students choices, “When teachers give students choices as to how they will show what they have learned, students become better problems solvers, more creative, and more engaged.” Problem-solving: It’s not just for math! Students NEED to have opportunities to make decisions in school to learn to make decisions in life. If we continue to spoonfeed and micromanage our students, they won’t learn to figure things out on their own.  Teachers by nature tend to be control freaks (including me). However, when we allow our students to try/fail/try again, we support their growth and confidence.

 

 

 

NEW: The Top Tools for Learning 2018 [Jane Hart]

The Top Tools for Learning 2018 from the 12th Annual Digital Learning Tools Survey -- by Jane Hart

 

The above was from Jane’s posting 10 Trends for Digital Learning in 2018 — from modernworkplacelearning.com by Jane Hart

Excerpt:

[On 9/24/18],  I released the Top Tools for Learning 2018 , which I compiled from the results of the 12th Annual Digital Learning Tools Survey.

I have also categorised the tools into 30 different areas, and produced 3 sub-lists that provide some context to how the tools are being used:

  • Top 100 Tools for Personal & Professional Learning 2018 (PPL100): the digital tools used by individuals for their own self-improvement, learning and development – both inside and outside the workplace.
  • Top 100 Tools for Workplace Learning (WPL100): the digital tools used to design, deliver, enable and/or support learning in the workplace.
  • Top 100 Tools for Education (EDU100): the digital tools used by educators and students in schools, colleges, universities, adult education etc.

 

3 – Web courses are increasing in popularity.
Although Coursera is still the most popular web course platform, there are, in fact, now 12 web course platforms on the list. New additions this year include Udacity and Highbrow (the latter provides daily micro-lessons). It is clear that people like these platforms because they can chose what they want to study as well as how they want to study, ie. they can dip in and out if they want to and no-one is going to tell them off – which is unlike most corporate online courses which have a prescribed path through them and their use is heavily monitored.

 

 

5 – Learning at work is becoming personal and continuous.
The most significant feature of the list this year is the huge leap up the list that Degreed has made – up 86 places to 47th place – the biggest increase by any tool this year. Degreed is a lifelong learning platform and provides the opportunity for individuals to own their expertise and development through a continuous learning approach. And, interestingly, Degreed appears both on the PPL100 (at  30) and WPL100 (at 52). This suggests that some organisations are beginning to see the importance of personal, continuous learning at work. Indeed, another platform that underpins this, has also moved up the list significantly this year, too. Anders Pink is a smart curation platform available for both individuals and teams which delivers daily curated resources on specified topics. Non-traditional learning platforms are therefore coming to the forefront, as the next point further shows.

 

 

From DSC:
Perhaps some foreshadowing of the presence of a powerful, online-based, next generation learning platform…?

 

 

 

Microsoft's conference room of the future

 

From DSC:
Microsoft’s conference room of the future “listens” to the conversations of the team and provides a transcript of the meeting. It also is using “artificial intelligence tools to then act on what meeting participants say. If someone says ‘I’ll follow up with you next week,’ then they’ll get a notification in Microsoft Teams, Microsoft’s Slack competitor, to actually act on that promise.”

This made me wonder about our learning spaces in the future. Will an #AI-based device/cloud-based software app — in real-time — be able to “listen” to the discussion in a classroom and present helpful resources in the smart classroom of the future (i.e., websites, online-based databases, journal articles, and more)?

Will this be a feature of a next generation learning platform as well (i.e., addressing the online-based learning realm)? Will this be a piece of an intelligent tutor or an intelligent system?

Hmmm…time will tell.

 

 


 

Also see this article out at Forbes.com entitled, “There’s Nothing Artificial About How AI Is Changing The Workplace.” 

Here is an excerpt:

The New Meeting Scribe: Artificial Intelligence

As I write this, AI has already begun to make video meetings even better. You no longer have to spend time entering codes or clicking buttons to launch a meeting. Instead, with voice-based AI, video conference users can start, join or end a meeting by simply speaking a command (think about how you interact with Alexa).

Voice-to-text transcription, another artificial intelligence feature offered by Otter Voice Meeting Notes (from AISense, a Zoom partner), Voicefox and others, can take notes during video meetings, leaving you and your team free to concentrate on what’s being said or shown. AI-based voice-to-text transcription can identify each speaker in the meeting and save you time by letting you skim the transcript, search and analyze it for certain meeting segments or words, then jump to those mentions in the script. Over 65% of respondents from the Zoom survey said they think AI will save them at least one hour a week of busy work, with many claiming it will save them one to five hours a week.

 

 

To higher ed: When the race track is going 180mph, you can’t walk or jog onto the track. [Christian]

From DSC:
When the race track is going 180mph, you can’t walk or jog onto the track.  What do I mean by that? 

Consider this quote from an article that Jeanne Meister wrote out at Forbes entitled, “The Future of Work: Three New HR Roles in the Age of Artificial Intelligence:”*

This emphasis on learning new skills in the age of AI is reinforced by the most recent report on the future of work from McKinsey which suggests that as many as 375 million workers around the world may need to switch occupational categories and learn new skills because approximately 60% of jobs will have least one-third of their work activities able to be automated.

Go scan the job openings and you will likely see many that have to do with technology, and increasingly, with emerging technologies such as artificial intelligence, deep learning, machine learning, virtual reality, augmented reality, mixed reality, big data, cloud-based services, robotics, automation, bots, algorithm development, blockchain, and more. 

 

From Robert Half’s 2019 Technology Salary Guide 

 

 

How many of us have those kinds of skills? Did we get that training in the community colleges, colleges, and universities that we went to? Highly unlikely — even if you graduated from one of those institutions only 5-10 years ago. And many of those institutions are often moving at the pace of a nice leisurely walk, with some moving at a jog, even fewer are sprinting. But all of them are now being asked to enter a race track that’s moving at 180mph. Higher ed — and society at large — are not used to moving at this pace. 

This is why I think that higher education and its regional accrediting organizations are going to either need to up their game hugely — and go through a paradigm shift in the required thinking/programming/curricula/level of responsiveness — or watch while alternatives to institutions of traditional higher education increasingly attract their learners away from them.

This is also, why I think we’ll see an online-based, next generation learning platform take place. It will be much more nimble — able to offer up-to-the minute, in-demand skills and competencies. 

 

 

The below graphic is from:
Jobs lost, jobs gained: What the future of work will mean for jobs, skills, and wages

 

 

 


 

* Three New HR Roles To Create Compelling Employee Experiences
These new HR roles include:

  1. IBM: Vice President, Data, AI & Offering Strategy, HR
  2. Kraft Heinz Senior Vice President Global HR, Performance and IT
  3. SunTrust Senior Vice President Employee Wellbeing & Benefits

What do these three roles have in common? All have been created in the last three years and acknowledge the growing importance of a company’s commitment to create a compelling employee experience by using data, research, and predictive analytics to better serve the needs of employees. In each case, the employee assuming the new role also brought a new set of skills and capabilities into HR. And importantly, the new roles created in HR address a common vision: create a compelling employee experience that mirrors a company’s customer experience.

 


 

An excerpt from McKinsey Global Institute | Notes from the Frontier | Modeling the Impact of AI on the World Economy 

Workers.
A widening gap may also unfold at the level of individual workers. Demand for jobs could shift away from repetitive tasks toward those that are socially and cognitively driven and others that involve activities that are hard to automate and require more digital skills.12 Job profiles characterized by repetitive tasks and activities that require low digital skills may experience the largest decline as a share of total employment, from some 40 percent to near 30 percent by 2030. The largest gain in share may be in nonrepetitive activities and those that require high digital skills, rising from some 40 percent to more than 50 percent. These shifts in employment would have an impact on wages. We simulate that around 13 percent of the total wage bill could shift to categories requiring nonrepetitive and high digital skills, where incomes could rise, while workers in the repetitive and low digital skills categories may potentially experience stagnation or even a cut in their wages. The share of the total wage bill of the latter group could decline from 33 to 20 percent.13 Direct consequences of this widening gap in employment and wages would be an intensifying war for people, particularly those skilled in developing and utilizing AI tools, and structural excess supply for a still relatively high portion of people lacking the digital and cognitive skills necessary to work with machines.

 


 

 

This Android app lets you search for specific words in books & documents via augmented reality — from mobile-ar.reality.news by Tommy Palladino

Excerpt:

One of the neatest tricks available in Google Lens, an app that can identify and interpret real world information, is the ability to copy text from the app’s camera view and paste it into a digital document.

And while the computer vision assistance of Google Lens takes care of the copy and paste function in augmented reality, a new mobile app from Find It Software fulfills the find function directly on printed documents in real time.

 

 

 

Production Values for Audio Podcasts, Part I — from learningsolutionsmag.com by Jeff D’Anza

Excerpts:

There are a number of production values that narrative podcasters find effective for grabbing listener attention and keeping their audiences engaged in the story; you could think of these as technical elements of professional audio quality. They range from techniques for improving content when applied to script writing to methods applied to audio recording and editing. The most successful professional podcasters use these elements to create immersion in the audio environment and to eliminate audio distraction. The result is the creation of a kind of audio theater. Here are four basic practices to embrace while creating your narrative podcasts.

  1. Set the scene first
  2. Hook the audience
  3. Vary character voices
  4. Talk like real people

 

Production Values for Audio Podcasts, Part II — from learningsolutionsmag.com by Jeff D’Anza

Excerpts:

In this article, I will continue with more production tricks that can substantially increase the quality of your narrative podcasts.

Use music to reset scenes
It’s not revolutionary to suggest that learners tend to have short attention spans, and the case is no different when it comes to narrative podcasts. Every so often you need to reset your learners’ brains in order to keep their attention level high.

One excellent way to accomplish this is through the use of musical breaks. Music breaks can function as a type of auditory palate cleanser, allowing the brain a few moments to stop focusing on information that is being presented and prepare the learner to be ready for the next section of content.

Also:

  • Host/producer structure
  • Get out of the studio
  • Don’t fear insignificant details

 


From DSC:

Seems to me there’s some wisdom here for instructional designers as well as professors, teachers, and trainers who are creating learning/training related content and/or who are flipping their classrooms.

 

 

 

The Mobile AR Leaders of 2018 — from next.reality.news

Excerpt:

This time last year, we were getting our first taste of what mobile app developers could do in augmented reality with Apple’s ARKit, and most people had never heard of Animojis. Google’s AR platform was still Tango. Snapchat had just introduced its World Lens AR experiences. Most mobile AR experiences existing in the wild were marker-based offerings from the likes of Blippar and Zappar, or generic Pokémon GO knock-offs.

In last year’s NR50, published before the introduction of ARKit, only two of the top 10 professionals worked directly with mobile AR, and Apple CEO Tim Cook was ranked number 26, based primarily on his forward-looking statements about AR.

This year, Cook comes in at number one, with five others categorized under mobile AR in the overall top 10 of the NR30.

What a difference a year makes.

In just 12 months, we’ve seen mobile AR grow at a breakneck pace. Since Apple launched its AR toolkit, users have downloaded more than 13 million ARKit apps from the App Store, not including existing apps updated with ARKit capabilities. Apple has already updated its platform and will introduce even more new features to the public with the release of ARKit 2.0 this fall. Last year’s iPhone X also introduced a depth-sensing camera and AR Animojis that captured the imaginations of its users.

 

 

The Weather Channel forecasts more augmented reality for its live broadcasts with Unreal Engine — from next.reality.news by Tommy Palladino

Excerpt:

Augmented reality made its live broadcast debut for The Weather Channel in 2015. The technology helps on-air talent at the network to explain the science behind weather phenomena and tell more immersive stories. Powered by Unreal Engine, The Future Group’s Frontier platform will enable The Weather Channel to be able to show even more realistic AR content, such as accurately rendered storms and detailed cityscapes, all in real time.

 

 

 

From DSC:
Imagine this type of thing in online-based learning, MOOCs, and/or even in blended learning based learning environments (i.e., in situations where learning materials are designed/created by teams of specialists). If that were the case, who needs to be trained to create these pieces? Will students be creating these types of pieces in the future? Hmmm….

 

 

Winners announced of the 2018 Journalism 360 Challenge — from vrfocus.com
The question of “How might we experiment with immersive storytelling to advance the field of journalism?” looks to be answered by 11 projects.

Excerpt:

The eleven winners were announced on 9/11/18 of a contest being held by the Google News Initiative, Knight Foundation and Online News Association. The 2018 Journalism 360 Challenge asked people the question “How might we experiment with immersive storytelling to advance the field of journalism?” and it generated over 400 responses.

 

 

 

 

 



 

Addendum:

Educause Explores Future of Extended Reality on Campus — from campustechnology.com by Dian Schaffhauser

Among the findings:

  • VR makes people feel like they’re really there. The “intellectual and physiological reactions” to constructs and events in VR are the same — “and sometimes identical” — to a person’s reactions in the real world;
  • 3D technologies facilitate active and experiential learning. AR, for example, lets users interact with an object in ways that aren’t possible in the physical world — such as seeing through surfaces or viewing data about underlying objects. And with 3D printing, learners can create “physical objects that might otherwise exist only simulations”; and
  • Simulations allow for scaling up of “high-touch, high-cost learning experiences.” Students may be able to go through virtual lab activities, for instance, even when a physical lab isn’t available.

Common challenges included implementation learning curves, instructional design, data storage of 3D images and effective cross-departmental collaboration.

“One significant result from this research is that it shows that these extended reality technologies are applicable across a wide spectrum of academic disciplines,” said Malcolm Brown, director of learning initiatives at Educause, in a statement. “In addition to the scientific disciplines, students in the humanities, for example, can re-construct cities and structures that no longer exist. I think this study will go a long way in encouraging faculty, instructional designers and educational technologists across higher education to further experiment with these technologies to vivify learning experiences in nearly all courses of study.”

 



 

 

Aligning the business model of college with student needs: How WGU is disrupting higher education — from christenseninstitute.org by Alana Dunagan

Excerpt:

Since its inception, Western Governors University (WGU) has aimed to serve learners otherwise shut out of the traditional system. Now, the groundbreaking institution has both graduated 100,000 students and has over 100,000 students currently enrolled. These milestones demonstrate WGU’s ability to scale its high-quality, low-cost model, signaling a momentous shift in the higher education landscape.

In the mid-1990s, governors of 19 states across the western United States were concerned about bringing accessible college education to rural populations, especially working adults.These governors, led by Utah Governor Mike Leavitt, decided to explore building a new university to address the challenge. As the memorandum of understanding between those governors that officially marked the founding of WGU stated, “The strength and well-being of our states and the nation depend increasingly on a strong higher education system that helps individuals adapt to our rapidly changing economy and society. States must look to telecommunications and information technologies to provide greater access and choice to a population that increasingly must have affordable education and training opportunities and the certification of competency throughout their lives.”

 

Now in its third decade, WGU has students in every U.S. state and has over 100,000 enrolled students—a 230% increase since 2011. 

 



Excerpts from their paper:

The potential of competency-based education
Competency-based education is an approach to learning that allows students to determine the pace of their learning and move ahead once they demonstrate mastery in a concept. As described by Clayton Christensen and Michelle Weise:

Competency-based programs have no time-based unit. Learning is fixed, and time is variable; pacing is flexible. Students cannot move on until they have demonstrated proficiency and mastery of each competency but are encouraged to try as many times as necessary to demonstrate their proficiency. Although skeptics may question the “rigor” behind an experience that allows students to keep trying until they have mastered a competency, this model is actually far more rigorous than the traditional model, as students are not able to flunk or get away with a merely average understanding of the material; they must demonstrate mastery—and therefore dedicated work toward gaining mastery—in any competency.

Competency-based education first took hold in the K-12 education system, but it is also growing in higher education. As of fall 2015, roughly 600 institutions were using or exploring competency-based programs in higher education.13 However, only a handful of institutions are using competency-based education exclusively and have designed their business models around it.

WGU offers programs across four industry areas: education, business, information technology, and healthcare. All of these programs are offered online; unlike most higher education institutions, WGU has no physical campus. Instead, it has invested heavily in a technology platform that allows it to deliver curriculum asynchronously, to wherever students are. In addition to its online platform, another unique aspect of WGU’s resources is its approach to faculty. In traditional institutions, faculty are responsible for academic research, course development, teaching, assessment, and advising students. Alternatively, WGU’s model unbundles the faculty role into component parts, with specialists in each role.

 

Coursera’s CEO on the Evolving Meaning of ‘MOOC’ — from by Dian Schaffhauser
When you can bring huge numbers of students together with lots of well-branded universities and global enterprises seeking a highly skilled workforce, could those linkages be strong enough to forge a new future for massive open online courses?

Excerpts:

Campus Technology: Coursera used to be a MOOC operator, but now it’s a tech company, an LMS company, a virtual bootcamp and more. So how are you describing Coursera these days?

Maggioncalda: As a learning platform. We like to say to our universities, “Coursera is a platform for your global campus.”

You have [traditional universities] teaching with some of the world’s best professors, with some of the most cutting-edge research, to a population of people who have sat right here in front of you, on a small parcel of land, and who pay a lot of money to do that. It’s been very high quality that’s been available to the very few.

What we’re interested in doing is taking that quality of education and making it available to a vast group of people. When you think about our business model, I like to think about it as an ecosystem of learners, educators and employers. What we do is we link them together. We have 34 million learners from around the world. Our biggest country represented is the United States, followed by India, followed by China, followed by Mexico, followed by Brazil. A lot of the emerging markets and the learners there are coming to Coursera to learn and prosper.

[Editor’s note: Coursera currently hosts 10 online degree programs. And most recently, in July 2018, the University of Pennsylvania announced that it was launching its first fully online master’s degree, delivered through Coursera and priced at about a third of the cost of its on-campus equivalent.]

CT: Let’s talk about the University of Pennsylvania deal. Do you think that’s going to put some competitive pressure on the other Tier 1 schools to jump into the fray?

Maggioncalda: This is a very well-regarded program. The University of Pennsylvania is a very well-regarded university. I think it’s causing a lot of people to re-evaluate what they were imagining their future might look like: Maybe learners really do want to have access that’s more convenient and lower cost and they don’t have to quit their jobs to take. And maybe there is literally a world of learners who can’t come to campus, in India and Europe and Latin America and Russia and Asia Pacific and China.

 

 

As a learning platform. We like to say to our universities, “Coursera is a platform for your global campus.”

Jeff Maggioncalda, Coursera CEO

 

 

In two years we’ve had over 1,400 companies hire Coursera to deliver university courses at work to their employees.

Now we’re starting to link the 34 million learners out there to the employers who are looking for people who have certain skills, saying, “Look, if you’re on Coursera learning about this thing, there might be companies who want to hire people that know the thing that you just learned.”

Jeff Maggioncalda, Coursera CEO

 

 


 

The Living [Class] Room -- by Daniel Christian -- July 2012

Learning from the Living [Class] Room:
A global, powerful, next generation learning platform — meant to help people
reinvent themselves quickly, cost-effectively, conveniently, & consistently

  • A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:
    • “I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.
  • A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
  • A customizable learning environment that will offer up-to-date streams of regularly curated content (i.e., microlearning) as well as engaging learning experiences
  • Along these lines, a lifelong learner can opt to receive an RSS feed on a particular topic until they master that concept; periodic quizzes (i.e., spaced repetition) determine that mastery. Once mastered, the system will ask the learner as to whether they still want to receive that particular stream of content or not.
  • A Netflix-like interface to peruse and select plugins to extend the functionality of the core product
  • An AI-backed system of analyzing employment trends and opportunities will highlight those courses and “streams of content” that will help someone obtain the most in-demand skills
  • A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
  • A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
  • A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
  • Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
  • (Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
  • (Potentially) Direct access to popular job search sites
  • (Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)
  • (Potentially) Integration with one-on-one tutoring services

 


 

 

A rubric for evaluating e-learning tools in higher education — from er.educause.edu by Lauren Anstey and Gavan Watson
The Rubric for E-Learning Tool Evaluation offers educators a framework, with criteria and levels of achievement, to assess the suitability of an e-learning tool for their learners’ needs and for their own learning outcomes and classroom context.

Excerpt:

We organized our rubric’s evaluation criteria into eight categories (functionality; accessibility; technical; mobile design; privacy, data protection, and rights; social presence; teaching presence; cognitive presence). Each category has a specific set of characteristics, or criteria, against which e-learning tools are evaluated, and each criterion is assessed against three standards: works well, minor concerns, or serious concerns. Finally, the rubric offers individual descriptions of the qualities an e-learning tool must have to achieve a standard.

Although our rubric integrates a broad range of functional, technical, and pedagogical criteria, it is not intended to be overly prescriptive. Our goal is for the framework to respond to an instructor’s needs and be adapted as appropriate. For example, when a rubric criterion is not relevant to the assessment of a particular tool, it can be excluded without impacting the overall quality of the assessment.

The rubric reflects our belief that instructors should choose e-learning tools in the context of the learning experience. We therefore encourage an explicit alignment between the instructor’s intended outcomes and the tool, based on principles of constructive alignment. Given the diversity of outcomes across learning experiences, e-learning tools should be chosen on a case-by-case basis and should be tailored to each instructor’s intended learning outcomes and planned instructional activities. We designed the rubric with this intention in mind.

The Rubric for E-Learning Tool Evaluation offers educators a framework, with criteria and levels of achievement, to assess the suitability of an e-learning tool for their learners’ needs and for their own learning outcomes and classroom context. The rubric was designed with utility in mind: it is intended to help decision-makers independently evaluate e-learning tools.

 

 

 

Adobe supercharges Photoshop’s content-aware fill so you have more options, fewer AI fails — from techcrunch.com by Devin Coldewey

Excerpt:

The most important difference is certainly the ability to choose which parts of the image the filling agent samples when it’s looking for stuff to put inside your lassoed area.

No need to be exact — the algorithm is smart enough to work without the handful of pixels that are casualties of overeager mousing. The improved algorithm also lets you tell the algo that it should be liberal with rotation and scaling of the elements it uses, or that it should mirror-image the content it finds to make it fit better.

 

Adobe supercharges Photoshop’s content-aware fill so you have more options, fewer AI fails

 

 

 

Why one London university is now offering degrees in VR — from techrepublic.com by Conner Forrest
London College of Communication, UAL is launching a master’s degree in virtual reality for the 2018-19 academic year.

The big takeaways for tech leaders:

  • London College of Communication, UAL is launching a Master of Arts in VR degree for the 2018-19 academic year.
  • The demand for VR professionals is growing in the film and media industries, where these technologies are being used most frequently.

 

From DSC:
Collaboration/videoconferencing tools like Webex, Blackboard Collaborate, Zoom, Google Hangouts, Skype, etc. are being used in a variety of scenarios. That platform has been well established. It will be interesting to see how VR might play into web-based collaboration, training, and learning.

 

 

Google’s VR Labs provide STEM students with hands-on experience — from vrscout.com by Kyle Melnick

Excerpt:

STEM students engaged in scientific disciplines, such as biochemistry and neuroscience, are often required by their respective degrees to spend a certain amount of time engaged in an official laboratory environment. Unfortunately, crowded universities and the rise of online education have made it difficult for these innovators-in-training to access properly equipped labs and log their necessary hours.

Cue Google VR Labs, a series of comprehensive virtual lab experiences available on the Google Daydream platform. Developed as part of partnership between Google and simulation education company Labster, the in-depth program boasts 30 interactive lab experiences in which biology students can engage in a series of hands-on scientific activities in a realistic environment.

These actions can include everything from the use of practical tools, such as DNA sequencers and microscopes, to reality-bending experiences only capable in a virtual environment, like traveling to the surface of the newly discovered Astakos IV exoplanet or examining and altering DNA on a molecular level.

 

Google’s VR Labs Provide STEM Students With Hands-On Experience

 

Also see:

 

 

 

Despite increase in Instructional Designers, there is no ‘universal profile’ for the role — from campustechnology.com by Dian Schaffhauser

Excerpt:

In higher education, one 2016 estimate pegged the “minimum” number of instructional designers employed by colleges and universities at some 13,000. But, as a new report from the Online Learning Consortium pointed out, “There is still a certain mystery surrounding who instructional designers are.”

Instructional Design in Higher Education: Defining an Evolving Field seeks to clear up the mystery. The report is the second in a series to examine aspects of the digital learning landscape by doing a literature survey of existing research. The first report looked at accessibility. The series is being produced by OLC’s Research Center for Digital Learning & Leadership.

 

 

 
© 2025 | Daniel Christian