From DSC: By the way, I’m not posting this to suggest that professors/teachers/trainers/etc. are going away due to AI-based technologies. Humans like to learn with other humans (and we are decades away from a general AI anyway).
That said, I do think there’s a place for technologies to be used as beneficial tools. In this case, such an AI-backed robot could help with some of the heavy lifting of learning about a new subject or topic. This interesting piece — currently out at Kickstarter — is a good example of the combination of a variety of technologies such as AI/speech recognition/natural language processing (NLP), robotics, and other technologies.
Notice that you can download more interactive apps from the cloud with Professor Einstein. In other words, this is like a platform. (Along these lines…developers gave Alexa 4000 new skills last quarter — Amazon is creating a platform as well.)
Aside from AWS, Amazon Alexa-enabled devices were the top-selling products across all categories on Amazon.com throughout the holiday season and the company is reporting that Echo family sales are up over 9x compared to last season. Amazon aims to brand Alexa as a platform, something that has helped the product to gain capabilities faster than its competition. Developers and corporates released 4,000 new skills for the voice assistant in just the last quarter.
Alexa got 4,000 new skills in just the last quarter!
From DSC:
What are the teaching & learning ramifications of this?
By the way, I’m not saying for professors, teachers, & trainers to run for the hills (i.e., that they’ll be replaced by AI-based tools). But rather, I would like to suggest that we not only put this type of thing on our radars, but we should begin to actively experiment with such technologies to see if they might be able to help us do some heavy lifting for students learning about new topics.
“The result is a really strong sense of presence,” said David Cole, who helped found NextVR as a 3D company in 2009. “A vivid sense.”
“In some ways, we could still be at a point in time where a lot of people don’t yet know that they want this in VR,” said David Cramer, NextVR’s chief operating officer. “The thing that we’ve seen is that when people do see it, it just blows away their expectations.”
From DSC: Hmm…the above piece from The Mercury News on#VRspeaks of presence. A vivid sense of presence.
If they can do this with an NBA game, why cant’ we do this with remote learners & bring them into face-to-face classrooms? How might VR be used in online learning and distance education? Could be an interesting new revenue stream for colleges and universities…and help serve more people who want to learn but might not be able to move to certain locations and/or not be able to attend face-to-face classrooms. Applications could exist within the corporate training/L&D world as well.
ISNS students embrace learning in a world of virtual reality — from by
Excerpt (emphasis DSC):
To give students the skills needed to thrive in an ever more tech-centred world, the International School of Nanshan Shenzhen (ISNS) is one of the world’s first educational facilities now making instruction in virtual reality (VR) and related tools a key part of the curriculum.
Building on a successful pilot programme last summer in Virtual Reality, 3D art and animation, the intention is to let students in various age groups experiment with the latest emerging technologies, while at the same time unleashing their creativity, curiosity and passion for learning.
To this end, the school has set up a special VR innovation lab, conceived as a space for exploration, design and interdisciplinary collaboration involving a number of different subject teachers.
Using relevant software and materials, students learn to create high-quality digital content and to design “experiences” for VR platforms. In this “VR Lab makerspace” – a place offering the necessary tools, resources and support – they get to apply concepts and theories learned in the classroom, develop practical skills, document their progress, and share what they have learned with classmates and other members of the tech education community.
As a next logical step, she is also looking to develop contacts with a number of the commercial makerspaces which have sprung up in Shenzhen. The hope is that students will then be able to meet engineers working on cutting-edge innovations and understand the latest developments in software, manufacturing, and areas such as laser cutting, and 3D printing, and rapid prototyping.
11 Ed Tech Trends to Watch in 2017 — from campustechnology.com by Rhea Kelly — with Susan Aldridge, Gerard Au, myself, Marci Powell, & Phil Ventimiglia Five higher ed leaders analyze the hottest trends in education technology this year.
From DSC: I greatly enjoyed this project and appreciated being able to work with Rhea, Susan, Gerard, Marci, and Phil.
Colleges and universities are concentrating on student success to address concerns about the costs, value, and outcomes of higher education. Student success initiatives are making use of every available resource and opportunity and involving every relevant stakeholder. Institutional technology is all three: resource, opportunity, and stakeholder.
The 2017 issues list identifies the four focus areas for higher education information technology:
Develop the IT foundations
Develop the data foundations
Ensure effective leadership
Enable successful students
These issues and focus areas are not just about today. Higher education information technology is very clearly building foundations for student success to last into the future.
Expanding on the preview of its annual ranking of IT issues for higher education released last fall, Educause today announced its full report on the key issues, trends and technologies poised to impact higher ed in 2017. The prevailing themes across the board, according to the higher education technology association with a membership of 2,100 colleges, universities and other education organizations: information security, student success and data-informed decision-making.
The top 10 IT issues for 2017, reiterated in today’s report:
More and more European developers are discovering the potential of chatbots. These mini-programs interact automatically with users and could be particularly useful in areas like online shopping and news delivery. The potential of chatbots is diverse. These tiny programs can do everything from recognizing customers’ tastes to relaying the latest weather forecast. Berlin start-up Spectrm is currently devising bots that deliver customized news. Users can contact the bot via Facebook Messenger, and receive updates on topics that interest them within just a few seconds.
Using artificial intelligence, the chatbot helps us reach a wider segment of users who are still not comfortable navigating websites and apps but are quite savvy with messaging apps”, said Sandip Kar, co-founder & CEO of MyPrivateTutor (www.myprivatetutor.com), an online marketplace for tutors, has released a chatbot for helping students and parents find tutors, trainers, coaching classes and training institutes near them.
Chatbots, computer programs designed to converse with humans, can perform all sorts of activities. They can help users book a vacation, order a pizza, negotiate with Comcast or even communicate with POTUS. Instead of calling or emailing a representative at the company, consumers chat with a robot that uses artificial intelligence to simulate natural conversation. A growing number of startups and more established companies now use them to interact with users via Facebook Messenger, SMS, chat-specific apps such as Kik or the company’s own site.
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To cover this emerging business story, reporters can seek out companies in their area that use chatbots, or find local tech firms that are building them. Local universities may have professors or other experts available who can provide big-picture context, too. (Expertise Finder can help you identify professors and their specific areas of study.)
AdmitHub, an edtech startup which builds conversational artificial intelligence (AI) chatbots to guide students on the path to and through college, has raised $2.95 million in seed funding.
Chatbots are the new apps and websites combined Chatbots are simple, easy to use, and present zero friction. They exist on the channels that people are most familiar with like Messenger, Twitter, SMS text message, Kik, and expanding onto other messaging applications. Unlike apps, bots don’t take up space, users don’t have to take time to get familiar with a new user interface, and bots will give you an instant reply. The biggest difference with chatbots compared to apps and websites is that they use language as the main interface. Websites and apps have to be searched and clicked, while bots and people use language, the most natural interface, to communicate and inform.
From DSC: I think messaging-based chatbots will definitely continue to grow in usage — in numerous industries, including higher education. But I also think that the human voice — working in conjunction with technologies that provide natural language processing (NLP) capabilities — will play an increasingly larger role in how we interface with our devices. Whether it’s via a typed/textual message or whether it’s via a command or a query relayed by the human voice, working with bots needs to be on our radars. These conversational messaging agents are likely to be around for a while.
From DSC: The following article reminded me of a vision that I’ve had for the last few years…
How to Build a Production Studio for Online Courses— from campustechnology.com by Dian Schaffhauser At the College of Business at the University of Illinois, video operations don’t come in one size. Here’s how the institution is handling studio setup for MOOCs, online courses, guest speakers and more.
Though I’m a huge fan of online learning, why only build a production studio that’s meant to support online courses only? Let’s take it a step further and design a space that can address the content development for online learning as well as for blended learning — which can include the flipped classroom type of approach.
To do so, colleges and universities need to build something akin to what the National University of Singapore has done. I would like to see institutions create large enough facilities in order to house multiple types of recording studios in each one of them. Each facility would feature:
One room that has a lightboard and a mobile whiteboard in it — let the faculty member choose which surface that they want to use
Another room that has a Microsoft Surface Hub or a similar interactive, multitouch device
A recording booth with a nice, powerful, large iMac that has ScreenFlow on it. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.
Another recording booth with a PC and Adobe Captivate, Camtasia Studio, Screencast-O-Matic, or similar tools. The booth would also include a nice, professional microphone, a pop filter, sound absorbing acoustical panels, and more. Blackboard Collaborate could be used here as well…especially with the Application Sharing feature turned on and/or just showing one’s PowerPoint slides — with or without the video of the faculty member…whatever they prefer.
Another recording booth with an iPad tablet and apps loaded on it such asExplain Everything:
A large recording studio that is similar to what’s described inthe article— a room that incorporates a full-width green screen, with video monitors, a tablet, a podium, several cameras, high-end mics and more. Or, if the budget allows for it, a really high end broadcasting/recording studiolike what Harvard Business school is using:
5 Online Education Trends to Watch in 2017 — from usnews.com by Jordan Friedman Experts predict more online programs will offer alternative credentials and degrees in specialized fields.
Excerpts:
Greater emphasis on nontraditional credentials
Increased use of big data to measure student performance
Greater incorporation of artificial intelligence into classes
Growth of nonprofit online programs
Online degrees in surprising and specialized disciplines
I became a Strava user in 2013, around the same time I became an online course designer. Quickly I found that even as I logged runs on Strava daily, I struggled to find the time to log into platforms like Coursera, Udemy or Udacity to finish courses produced by my fellow instructional designers. What was happening? Why was the fitness app so “sticky” as opposed to the online learning platforms?
As a thought experiment, I tried to recast my Strava experience in pedagogical terms. I realized that I was recording hours of deliberate practice (my early morning runs), formative assessments (the occasional speed workout on the track) and even a few summative assessments (races) on the app. Strava was motivating my consistent use by overlaying a digital grid on my existing offline activities. It let me reconnect with college teammates who could keep me motivated. It enabled me to analyze the results of my efforts and compare them to others. I didn’t have to be trapped behind a computer to benefit from this form of digital engagement—yet it was giving me personalized feedback and results. How could we apply the same practices to learning?
I’ve come to believe that one of the biggest misunderstandings about online learning is that it has to be limited to things that can be done in front of a computer screen. Instead, we need to reimagine online courses as something that can enable the interplay between offline activities and digital augmentation.
A few companies are heading that way. Edthena enables teachers to record videos of themselves teaching and then upload these to the platform to get feedback from mentors.
DIY’s JAM online courses let kids complete hands-on activities like drawing or building with LEGOs and then has them upload pictures of their work to earn badges and share their projects.
My team at +Acumen has built online courses that let teams complete projects together offline and then upload their prototypes to the NovoEd platform to receive feedback from peers. University campuses are integrating Kaltura into their LMS platforms to enable students to capture and upload videos.
We need to focus less on building multiple choice quizzes or slick lecture videos and more on finding ways to robustly capture evidence of offline learning that can be validated and critiqued at scale by peers and experts online.
Aristotle by Nabi — the Mattel-owned unit that produces children’s tablets — will debut this summer and is developed with the help of Microsoft and Qualcomm. The system uses artificial intelligence, cognitive services and Internet of Things (IoT) technology to cater to the basic needs of children, the Barbie maker said in a statement today.
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However, one of the groundbreaking features of Aristotle is that the device is designed to adapt to the child’s life as it grows. For toddlers, Aristotle will use audio and visual learning methods to teach children basic education such as the ABCs and 123s, Mattel said.
For “kids,” Aristotle can help with homework or become an entertainment system, and for “tweens” the gadget transforms into a “more sophisticated” learning device that can teach foreign languages, according to Mattel.
From DSC: Though I’m a bit skeptical on how much such a device can lessen the enormous task of parenting, I do find the “grow with the child” approach very interesting and highly innovative.
However, one of the groundbreaking features of Aristotle is that the device is designed to adapt to the child’s life as it grows.
Don’t discount the game-changing power of the morphing “TV” when coupled with artificial intelligence (AI), natural language processing (NLP), and blockchain-based technologies!
When I saw the article below, I couldn’t help but wonder what (we currently know of as) “TVs” will morph into and what functionalities they will be able to provide to us in the not-too-distant future…?
For example, the article mentions that Seiki, Westinghouse, and Element will be offering TVs that can not only access Alexa — a personal assistant from Amazon which uses artificial intelligence — but will also be able to provide access to over 7,000 apps and games via the Amazon Fire TV Store.
Some of the questions that come to my mind:
Why can’t there be more educationally-related games and apps available on this type of platform?
Why can’t the results of the assessments taken on these apps get fed into cloud-based learner profiles that capture one’s lifelong learning? (#blockchain)
When will potential employers start asking for access to such web-based learner profiles?
Will tvOS and similar operating systems expand to provide blockchain-based technologies as well as the types of functionality we get from our current set of CMSs/LMSs?
Will this type of setup become a major outlet for competency-based education as well as for corporate training-related programs?
Will augmented reality (AR), virtual reality (VR), and mixed reality (MR) capabilities come with our near future “TVs”?
Will virtual tutoring be one of the available apps/channels?
Will the microphone and the wide angle, HD camera on the “TV” be able to be disconnected from the Internet for security reasons? (i.e., to be sure no hacker is eavesdropping in on their private lives)
The TVs will not only have access to Alexa via a microphone-equipped remote but, more importantly, will have access to the over 7,000 apps and games available on the Amazon Fire TV Store – a huge boon considering that most of these Smart TVs usually include, at max, a few dozen apps.
“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.
EdSurge profiles the growth of massive online open courses in 2016, which attracted more than 58 million students in over 700 colleges and universities last year.
The top three MOOC providers — Coursera, Udacity and EdX — collectively grossed more than $100 million last year, as much of the content provided on these platforms shifted from free to paywall guarded materials.
Many MOOCs have moved to offering credentialing programs or nanodegree offerings to increase their value in industrial marketplaces.
In parallel with gaming, VR is expanding into many other areas, including these:
Healthcare Surgical Theater is working with UCLA, New York University, the Mayo Clinic and other major medical centers to use VR to help surgeons prepare for difficult operations. Virtual 3D models are constructed from MRIs, CAT scans and/or ultrasounds.
Mental health
Meditation promotes mental health by reducing stress and anxiety.
Education Unimersiv is focusing on historical sites, creating a series of VR tours for the Colosseum, Acropolis, Parthenon, Stonehenge, Titanic, etc. These tours allow each site to be explored as it existed when it was built. Additional locations’ virtual sites and attractions will undoubtedly be added in the near future. The British Museum offered a Virtual Reality Weekend in August 2015. Visitors were able to explore a Bronze Age roundhouse with a flickering fire and changing levels of light while they “handled” Bronze Age relics. The American Museum of Natural History allows students anywhere in the world to take virtual tours of selected museum exhibits, and other museums will soon follow.
Training
Virtual reality is an excellent tool when the task is dangerous or the equipment involved is expensive.
Crime reconstruction
Architecture
Collaboration Virtual reality, augmented reality and mixed reality will form the basis for the next set of collaboration tools.
However, we see very little experienced-based learning in all levels of education today. Traditional learning consists of little more than oration through lectures and textbooks (and their digital equivalents). Experience-based learning is often very difficult to facilitate in the classroom. Whether it be a field trip in elementary school, or simulation exercises in med school, it can be tedious, costly and time consuming.
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Where VR is really winning in education is in subject matter retention. The first of several surveys that we’ve done was based on a VR field trip through the circulatory system with high-school age children. We saw an increase of nearly 80% in subject matter retention from a group that used VR, compared against a control group that was provided the same subject matter via text and image. (I’ll expand on the details of this experiment, and some research initiatives we’re working on in another blog post).
The old phrase of ‘needing to see it to believe it’ is a powerful mantra across all aspects of residential design. Architecture, interior design and property development are all highly visual trades that require buy-in from both those working on the project and the client. As such, making sure everyone is sold on a coherent vision is vital to ensure that everything goes smoothly and no one is left dissatisfied when the project is completed.
It’s a way for educators to bring their students to places that would be out of reach otherwise. Google Expeditions, the VR mode of Google Street View and Nearpod’s virtual field trips are among the most popular experiences teachers explore with their students. “Some of our students have never really left the bubbles of their own town”, says Jaime Donally, creator of the #ARVRinEDU chat on Twitter. “Virtual reality is a relatively inexpensive way to show them the world.”
In the video below, a facilities manager is using a mobile device to scan a QR code on a wall, behind which is a critical piece of HVAC equipment. With one scan, we can view data on the asset’s performance and health, location data for the asset. This data is being pulled by the IoT Platform from the asset itself, TRIRIGA, and any other useful sources.
Excerpt:
But the best experiences, VR acolytes agree, are still yet to come. Resh Sidhu leads VR development for Framestore, the high-end visual effects house that won an Oscar for the movie Gravity, and has since expanded into creating VR content. With hardware finally delivering on its promise, she believes it is now up to creatives to explore the possibilities.
There’s so much more to VR than just gaming. Which is probably why HTC has been exploring entirely new ways to bring VR to art, education and culture — starting with museums around the world.
HTC recently collaborated with TIME-LIFE on “Remembering Pearl Harbor,” a VR experience commemorating the 75th anniversary of the attack with exhibitions at the Intrepid Sea, Air and Space Museum in New York City and the Newsuem in Washington D.C. Last month, Vive also collaborated with the Royal Academy of Arts in London on the world’s first 3-D printed VR art exhibit.
Now HTC Vive has revealed the launch of a new VR center at La Geode, part of Paris’ Science and Industry Museum, as well as a partnership with the Nobel Museum for a first-of-its-kind VR exhibit showcasing the contributions of Nobel laureates.
“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.
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.
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.
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.
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.
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.
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’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.
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.
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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
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.
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.
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.
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.
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.
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.
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.