OpenSight specifically utilizes the Microsoft HoloLens headset that allows simultaneous visualization of the 3D patient images in AR and the actual patient and their real-world surroundings. The technique may decrease operative times and improve surgical planning and the understanding of anatomic relationships.
“Kids love to engage with [VR] lessons,” said Guido Kovalskys, chief executive and co-founder of US-based edtech company Nearpod. “One minute, they are learning about Roman history, and the next, they are transported to ancient Rome and are exploring the Colosseum.”
From DSC: Ok, so the title is on the overhyped side, but I do think XR will positively impact learning, understanding.
VR & AR 2018: A year in review— from vrscout.com by Kyle Melnick Excerpt:
If 2016 was the birth of modern VR/AR technology, than 2018 was its elementary school graduation. While this past year may have seemed like a quiet one when compared to the more exciting releases featured in 2017 and 2016, these past 12 months have been crucial in the development of the immersive entertainment sector.
Major hardware releases, vast improvements to software, and various other integral advancements have quietly solidified VR & AR as viable, long-term technological platforms for years to come. So while there may not have been any bombshell announcements or jaw-dropping reveals per sey, 2018 will still go down as a key, if not climactic, year for VR & AR technology regardless.
With a new year full of exciting possibilities ahead of us, let’s hang back a second and take a look back at 2018’s most pivotal moments.
Ever wish you could step into a hot air balloon, travel back in time to 320 A.D., and soar over the streets of Ancient Rome? Well, that oddly specific fantasy is achievable in a new virtual reality experience called “Rome Reborn.”
The ambitious undertaking, painstakingly built by a team of 50 academics and computer experts over a 22-year period, recreates 7,000 buildings and monuments scattered across a 5.5 square mile stretch of the famed Italian city. The project, according to Tom Kington of the Times, is being marketed as the largest digital reconstruction of Rome to date.
While the application of VR to core academics remains nascent, early returns are promising: research now suggests students retain more information and can better synthesize and apply what they have learned after participating in virtual reality exercises.
And the technology is moving within the reach of classroom teachers. While once considered high-end and cost-prohibitive, virtual reality is becoming more affordable. Discovery VR and Google Expeditions offer several virtual reality experiences for free. Simple VR viewers now come in relatively low-cost DIY cardboard view boxes, like Google Cardboard, that fit a range of VR-capable smartphones.
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Still, teachers may remain unsure of how they might implement such cutting-edge technology in their classrooms. Their concerns are well founded. Virtual reality takes careful planning and implementation for success. It’s not simply plug-and-play technology. It also takes a lot of work to develop.
From DSC: Reduced costs & greater development efficiencies needed here:
“In our case, to create just 10 minutes of simulation, a team of six developers logged almost 1,000 hours of development time.”
See the results of a months-long effort to create a HoloLens experience that pays homage to Mont-Saint-Michel, in Normandy, France, in all its forms – as a physical relief map and work of art; as a real place visited by millions of people over the centuries; and as a remarkable digital story of resilience. In this three-part Today in Technology series, they examine how AI and mixed reality can open a new window into French culture by using technology like HoloLens.
Amazon loves to use the word flywheel to describe how various parts of its massive business work as a single perpetual motion machine. It now has a powerful AI flywheel, where machine-learning innovations in one part of the company fuel the efforts of other teams, who in turn can build products or offer services to affect other groups, or even the company at large. Offering its machine-learning platforms to outsiders as a paid service makes the effort itself profitable—and in certain cases scoops up yet more data to level up the technology even more.
It took a lot of six-pagers to transform Amazon from a deep-learning wannabe into a formidable power. The results of this transformation can be seen throughout the company—including in arecommendations system that now runs on a totally new machine-learning infrastructure.Amazon is smarter in suggesting what you should read next, what items you should add to your shopping list, and what movie you might want to watch tonight. And this year Thirumalai started a new job, heading Amazon search, where he intends to use deep learning in every aspect of the service.
“If you asked me seven or eight years ago how big a force Amazon was in AI, I would have said, ‘They aren’t,’” says Pedro Domingos, a top computer science professor at the University of Washington. “But they have really come on aggressively. Now they are becoming a force.”
Maybe the force.
From DSC: When will we begin to see more mainstream recommendation engines for learning-basedmaterials? With the demand for people to reinvent themselves, such a next generation learning platform can’t come soon enough!
Turning over control to learners to create/enhance their own web-based learner profiles; and allowing people to say who can access their learning profiles.
AI-based recommendation engines to help people identify curated, effective digital playlists for what they want to learn about.
Voice-driven interfaces.
Matching employees to employers.
Matching one’s learning preferences (not styles) with the content being presented as one piece of a personalized learning experience.
From cradle to grave. Lifelong learning.
Multimedia-based, interactive content.
Asynchronously and synchronously connecting with others learning about the same content.
We’re about to embark on a period in American history where career reinvention will be critical, perhaps more so than it’s ever been before. In the next decade, as many as 50 million American workers—a third of the total—will need to change careers, according to McKinsey Global Institute. Automation, in the form of AI (artificial intelligence) and RPA (robotic process automation), is the primary driver. McKinsey observes: “There are few precedents in which societies have successfully retrained such large numbers of people.”
Online learning continues to expand in higher ed with the addition of several online master’s degrees and a new for-profit college that offers a hybrid of vocational training and liberal arts curriculum online.
Inside Higher Ed reported the nonprofit learning provider edX is offering nine master’s degrees through five U.S. universities — the Georgia Institute of Technology, the University of Texas at Austin, Indiana University, Arizona State University and the University of California, San Diego. The programs include cybersecurity, data science, analytics, computer science and marketing, and they cost from around $10,000 to $22,000. Most offer stackable certificates, helping students who change their educational trajectory.
Former Harvard University Dean of Social Science Stephen Kosslyn, meanwhile, will open Foundry College in January. The for-profit, two-year program targets adult learners who want to upskill, and it includes training in soft skills such as critical thinking and problem solving. Students will pay about $1,000 per course, though the college is waiving tuition for its first cohort.
[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…?
[Here] is a diverse list adapted from resources found at fortheteachers.org of potential student products or activities learners can use to demonstrate their mastery of lesson content. The list also offers several digital tools for students to consider using in a technology-enriched learning environment.
From DSC:
Low-stakes formative assessments offer enormous benefits and should be used extensively throughout K-12, higher education, L&D/corporate universities, in law schools, medical schools, dental schools, and more.
Below are my notes from the following article – with the provided emphasis/bolding/highlighting via colors, etc. coming from me:
Duhart, Olympia. “The “F” Word: The Top Five Complaints (and Solutions) About Formative Assessment.” Journal of Legal Education, vol. 67, no. 2 (winter 2018), pp. 531-49. <– with thanks to Emily Horvath, Director of Academic Services & Associate Professor, WMU-Cooley Law School
“No one gets behind the wheel of a car for the first time on the day of the DMV road test. People know that practice counts.” (p. 531)
“Yet many law professors abandon this common-sense principle when it comes to teaching law students. Instead of providing multiple opportunities for practice with plenty of space to fail, adjust, and improve, many law school professors place almost everything on a single high-stakes test at the end of the semester.” (p. 531)
“The benefits of formative assessment are supported by cognitive science, learning theory, legal education experts, and common sense. An exhaustive review of the literature on formative assessment in various schools settings has shown that it consistently improves academic performance.” (p. 544)
“The reliance on a single high-stakes exam at the end of the semester is comparable to taking the student driver straight to the DMV without spending any time practicing behind the wheel of a car. In contrast, formative assessment focuses on a feedback loop. It provides critical information to both the students and instructor about student learning.” (p. 533)
“Now a combination of external pressure and a renewed focus on developing self-regulated lawyers has brought formative assessment front and center for law schools.” (p. 533)
“In fall 2016, the ABA implemented new standards that require the use of formative assessment in law schools. Standard 314 explicitly requires law schools to use both formative and summative assessment to “’measure and improve’ student learning.” (pgs. 533-534)
Standard 314. ASSESSMENT OF STUDENT LEARNING A law school shall utilize both formative and summative assessment methods in its curriculum to measure and improve student learning and provide meaningful feedback to students.
Interpretation 314-1 Formative assessment methods are measurements at different points during a particular course or at different points over the span of a student’s education that provide meaningful feedback to improve student learning. Summative assessment methods are measurements at the culmination of a particular course or at the culmination of any part of a student’s legal education that measure the degree of student learning.
Interpretation 314-2
A law school need not apply multiple assessment methods in any particular course. Assessment methods are likely to be different from school to school. Law schools are not required by Standard 314 to use any particular assessment method.
From DSC: Formative assessments use tests as a learning tool/strategy. They help identify gaps in students’ understanding and can help the instructor adjust their teaching methods/ideas on a particular topic. What are the learners getting? What are they not getting? These types of assessments are especially important in the learning experiences of students in their first year of law school. All students need feedback, and these assessments can help give them feedback as to how they are doing.
Practice. Repetition. Feedback. <– all key elements in providing a solid learning experience!
“…effective assessment practices are linked to the development of effective lawyers.” (pg. 535)
“Low-risk formative assessment give students multiple opportunities to make mistakes and actively engage with the material they are learning.” (p. 537)
Formative assessments force the students to practice recall. This is very helpful in terms of helping students actually remember the information. The spaced out practice of forcing recall – no matter how much the struggle of recalling it – aids in retaining information and moving items into longer-term memory. (See Make It Stick: The Science of Successful Learning by Peter C. Brown, Henry L. Roediger III, & Mark A. McDaniel). In fact, according to this book’s authors, the more the struggle in recalling the information, the greater the learning.
Formative assessments can help students own their own learning. Self-regulation. Provide opportunities for students to practice meta-cognition – i.e., thinking about their thinking.
“Lawyers need to be experts at self-regulated learning.” (p. 541)
The use of numerous, low-stakes quizzes and more opportunities for feedback reduces test anxiety and can help with the mental health of students. Can reduce depression and help build a community of learners. (p. 542)
As a professor, you don’t have to manually grade every formative assessment. Technology can help you out big time.Consider building a test bank of multiple-choice questions and then drawing upon them to build a series of formative assessments. Have the technology grade the exams for you.
Digital quizzes using Blackboard Learn, Canvas, etc.
Alternatively, have the students grade each other’s work or their own work. Formative assessments don’t have to be graded or count towards a grade. The keys are in learners practicing their recall, checking their own understanding, and, for the faculty member, perhaps pointing out the need to re-address something and/or to experiment with one’s teaching methods.
Consider the use of rubrics to help make formative assessments more efficient. Rubrics can relay the expectations of the instructors on any given assignment/assessment. Rubrics can also help TA’s grade items or even the students in grading each other’s items.
Formative assessments don’t have to be a quiz/test per se. They can be games, presentations, collaborations with each other.
For further insights on this topic (and more) from Northwestern University, see:
Unbeknownst to many students J.D. and L.L.M. students, our classroom experiences are embarking upon a long-term path toward what could be significant changes as a trio of ABA requirements for law schools nationwide begin to take effect.
The requirements are Standards 302, 314, and 315 , each of which defines a new type of requirement: learning outcomes (302), assessments (314), and global evaluations of these (315). According to Christopher M. Martin, Assistant Dean and Clinical Assistant Professor at Northwestern Pritzker School of Law, these standards take after similar ones that the Department of Education rolled out for undergraduate universities years ago. In theory, they seek to help law schools improve their effectiveness by, among other things, telling students what they should be learning and tracking students’ progress throughout the semester. Indeed, as a law student, it often feels like you lose the forest for the trees, imbibing immense quantities of information without grasping the bigger picture, let alone the skills the legal profession demands.
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By contrast, formative assessment is about assessing students “at different points during a particular course,” precisely when many courses typically do not. Formative assessments are also about generating information and ideas about what professors do in the classroom. Such assessment methods include quizzes, midterms, drafts, rubrics, and more. Again, professors are not required to show students the results of such assessments, but must maintain and collect the data for institutional purposes—to help law schools track how students are learning material during the semester and to make long-term improvements.
When Tampa Preparatory School launched decided to turn a closet into a virtual reality lab, they had no idea how far their students would run with the tools, but that’s exactly what they did, sitting down to build their own educational apps to help visualize concepts in astronomy, chemistry and physics. In addition to the educational apps, built by students on their own initiative, the VR lab is also used for art classes and more.
Chad Lewis, director of technology at Tampa Prep, recently sat down with THE Journal to talk about the school’s experience with VR as an educational tool.
Tell me a little about having students design their own VR apps. Are there any benefits to it that surprised you?
Chad Lewis: Some surprising benefits included branching out beyond computer science into areas like chemistry and physics. This is an example of the amazing things students can do if given the opportunity to pursue their passions. They need time, space and resources as well as support and encouragement.
The main thing is that they’re learning coding, 3D modeling, game development, collaboration, design thinking, etc.
In the process, one of our computer science students came up to me and said, “Mr. Lewis do you mind if I try to create some virtual reality apps using Unity?” and it really took off from there. The lab was a student-driven initiative.
Armed with a lifelong affinity for video games and a $6,000 faculty teaching grant, I have spent the past 15 months working on a pilot project to illustrate the value of using virtual reality in the classroom. My goal is to convince fellow faculty members and administrators at Transylvania University, where I teach business administration, that VR can offer today’s tech-savvy students exciting opportunities to solve problems in new ways.
When I set up in-office demos for peers and students, they said they could not believe how immersive the technology felt. Expecting just another digital video game, they stepped into a dress rehearsal of the original Broadway cast of Hamilton or found themselves competing in the Winter Olympics in Pyeongchang.
There are major differences between virtual and augmented reality. The latter, which is less expensive to produce and already more prolific, is created by adding a digital element to the real world, such as a hologram one can view through a smartphone. Popular examples of this would be the Pokémon Go or the new Jurassic World Alive apps, which allow smartphone users to to find virtual characters that appear in physical locations. Users are still aware of the real space around them.
In contrast, virtual reality places the user inside a digitized world for a fully immersive experience. It generally costs more to design and typically requires more-expensive equipment, such as a full headset.
Augmented reality is having a moment on Android. Thanks to ARCore, which now works on more than a dozen device models—Google says that’s more than 100 million individual devices—we’ve seen a ton of new applications that insert virtual objects into our real surroundings. A lot of them are shopping and interior design apps, which makes sense—AR’s ability to make items appear in your home is a great way to see what a couch looks like in your living room without actually lugging it in there. But AR can do so much more. Here are 10 augmented reality apps that are useful, fascinating, or just plain cool.
10 Ways to Use AR in the Classroom I collected the best ways to use AR in the classroom from colleagues and edtech websites (like Edutopia) to provide a good overview of the depth and breadth of education now being addressed with AR-infused projects:
Book Reviews: Students record themselves giving a brief review of a novel that they just finished, and then attach digital information to a book. Afterward, anyone can scan the cover of the book and instantly access the review.
Classroom tour: Make a class picture image trigger a virtual tour of a classroom augmented reality
Faculty Photos: Display faculty photos where visitors can scan the image of an instructor and see it come to life with their background
Homework Mini-Lessons: Students scan homework to reveal information to help them solve a problem
Lab Safety: Put triggers around a science laboratory that students can scan to learn safety procedures
Parent Involvement: Record parents encouraging their child and attach a trigger image to the child’s desk
Requests: Trigger to a Google Form to request time with the teacher, librarian, or another professional
Sign Language Flashcards: Create flashcards that contain a video overlay showing how to sign a word or phrase
Word Walls: Students record themselves defining vocabulary words. Classmates scan them to get definitions and sentences using the word
Yearbooks: So many ways, just know AR will energize any yearbook
AR is the next great disruptive force in education. If your goal is to create lifelong learners inspired by knowledge, AR, in its infancy, holds the seeds for meeting that goal.
YouAR, of Portland, OR, is coming out of stealth with a product that addresses some of the most vexing problems in AR, including convergent cross-platform computer vision (real-time interaction between ARKit and ARCore devices), interactivity of multiple AR apps in the same location across devices, real-time scene mapping, geometric occlusion of digital objects, localization of devices beyond GPS (the AR Cloud), and the bundle drop of digital assets into remote locations. Together, this represents a heretofore unheard of stack of AR and computer vision features we have yet to see in AR, and could revolutionize the development of new apps.
Augmented reality technologies are transforming the way we live, learn and interact with each other. They are creating limitless learning possibilities and are empowering learners with the required know-how to get immersed in meaningful learning experiences. We have already reviewed several educational AR tools and apps and have also shared this collection of excellent TED talks on the educational potential of AR technologies. Drawing on these resources together with EdSurge list, we have prepared for you this updated collection of some of the best AR apps to use in your instruction. You may want to go through them and see which ones work for you.
From DSC: While it was great to see more Augmented Reality (AR) apps in education and to see Apple putting more emphasis again on educational-related endeavors, I’m doubtful that the iPad is going to be able to dethrone the Chromebooks. Apple might have better results with a system that can be both a tablet device and a laptop and let students decide which device to use and when.
At Apple’s education event in Chicago on Tuesday, augmented reality stood at the head of the class among the tech giant’s new offerings for the classroom.
The company showcased a number of ARKit-enabled apps that promise to make learning more immersive. For example, the AR mode for Froggipedia, expected to launch on March 30 for $3.99 on the App Store, will allow students to view and dissect a virtual frog’s anatomy. And a new update to the GeoGebra app brings ARKit support to math lessons.
Meanwhile, the Free Rivers app from the World Wildlife Federation enables students to explore miniature landscapes and learn about various ecosystems around the world.
In addition, as part of its Everyone Can Code program, Apple has also updated its Swift Playgrounds coding app with ARKit support, enabling students to begin learning to code via an ARKit module, according to a report from The Verge.
[The 3/27/18] Apple event in Chicago was about more than just showing off new hardware and software in the classroom — the company was reasserting itself as a major player in education. The category has long been a lynchpin in Apple’s strategy — something that Steve Jobs held near and dear.
Any ’80s kid will tell you that Apple was a force to be reckoned with — Apple computers were mainstays in computer labs across the country. It’s always been a good fit for a company focused on serving creators, bringing that extra bit of pizzazz to the classroom. In recent years, however, there’s been a major shift. The Chromebook has become the king of the classroom, thanks in no small part to the inexpensive hardware and limited spec requirements.
Based on Google’s early positioning of the category, it appears that the Chromebook’s classroom success even managed to catch its creators off-guard. The company has since happily embraced that success — while Microsoft appears to have shifted its own approach in response to Chrome OS’s success.
Apple’s own responses have been less direct, and today’s event was a reconfirmation of the company’s commitment to the iPad as the centerpiece of its educational play. If Apple can be seen as reacting, it’s in the price of the product. Gone are the days that schools’ entire digital strategy revolved around a bunch of stationary desktops in a dusty old computer lab.
In October, Gartner released a report with predictions about the top tech trends for business in 2018. Gartner uses the term the intelligent digital mesh to describe “the entwining of people, devices, content and services” that will create the “foundation for the next generation of digital business models and ecosystems.” These trends are classified within three categories.
Intelligent: How AI is seeping into virtually every technology and with a defined, well-scoped focus can allow more dynamic, flexible and potentially autonomous systems.
Digital: Blending the virtual and real worlds to create an immersive digitally enhanced and connected environment.
Mesh: The connections between an expanding set of people, business, devices, content and services to deliver digital outcomes.
What are the implications of these trends for education? Education often falls behind the business world in realizing the potential of new technologies. There are however a few bright spots where the timing might be right for the tech trends in the business world to have a positive impact in education sooner rather than later.
The top 10 trends according to Gartner are analyzed below for their implications for education…
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1) Artificial Intelligence Foundation
2) Intelligent Apps and Analytics
3) Intelligent Things
Here’s the trade-off: what we gain in development ease-of-use (native SDKs, integration into existing workflows) and performance enhancements (load times, battery efficiency, render quality, integration with native apps), we lose in universality; naturally, each company wants you staying within its own ecosystem.
In a nutshell: new AR platforms from today’s tech giants are aimed at reducing technical headache so you can focus on creating amazing experiences… but they also want you creating more apps for their respective mobile ecosystems.
Learning to play the piano is getting an immersive upgrade with a new augmented reality (AR) piano training software called Music Everywhere. The HoloLens app aims to help students of all talent levels build fundamental music theory and performance skills. While traditional piano lessons can cost upwards of $100 per hour, Music Everywhere is free on the Microsoft store and offers a cost effective tutoring solution that provides students with immediate interaction feedback, making it differ greatly from watching a video tutorial.
Founded in 2017, Music Everywhere began at Carnegie Mellon’s ETC with Seth Glickman, Fu Yen Hsiao, and Byunghwan Lee realizing the nascent technology could be used for skills training. The app was the first Augmented Reality music learning platform to take first prize in Microsoft’s HoloLens Developer Contest, beating more than one-thousand submissions.
The market for virtual reality applications is growing at a rapid pace, and is expected to double in the next five years (Bolkan, 2017). As the cost of equipment falls and schools have greater access to technology, there is great interest in virtual reality as an educational tool. A small but growing group of educators have started to integrate virtual reality in their classrooms, with promising results (Castaneda, Cechony & Bautista, 2017). We reached out to teachers and administrators who are currently using virtual reality in their classrooms to hear their perspectives and practical strategies for infusing this resource into their classrooms.
Teachers have creative ideas for how to incorporate immersive education in current classrooms: how to select activities, how to set up the classroom, how to get support during the activity and how to transport devices. Teachers also shared their ideas for future applications of VR, including how to deepen the learning experience and to expand the reach of these technologies to a greater population of students.
Here we share three vignettes of three different approaches: a social studies class in a suburban school district, a district-wide perspective from an urban school district and a class designed entirely around understanding and implementing VR for other classrooms. We also share how we are using these ideas to inform our own project in designing a collaborative immersive virtual reality educational game for introductory high school biology.
VR is already being used for many real-world applications–hiring, training, marketing/sales, medical purposes, entertainment, and more–and is worth considering for many different university departments.
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At German University in Cairo, architecture students used our platform to create tours of historical Cairo buildings, complete with educational hotspot overlays on particularly interesting features. This multimedia approach educated students without them having to travel to the buildings. It also made for a more “stickier” learning experience for the students involved in creating it.
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At Emporia State University, for example, the forensic science students view virtual crime scenes recorded at the Kansas Bureau of Investigation in Topeka. Forensic-science students can look for clues and learn facts via voiceover, mimicking an actual crime-scene inquiry quite impressively.
Just as televisions and driverless cars have become part of the furniture at the CES technology show, so too have virtual and augmented reality headsets.
Although the momentum behind VR’s growth slowed in 2017 – the industry seemingly unsure if it should progress with a technology destined to remain a niche – AR is being welcomed into the spotlight with open arms.
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Here are six AR and VR highlights from CES 2018.
The University of Washington, hoping to get ahead in the burgeoning field of augmented reality (AR) and virtual reality (VR), has launched the UW Reality Lab, a center for research, education and innovation in AR and VR.
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One of the first research centers in the world built for AR and VR projects, the UW Reality Lab is also located in Seattle — a hotspot for technology companies, from behemoths like Amazon and Microsoft to startups still trying to get off the ground.
“We’re seeing some really compelling and high-quality AR and VR experiences being built today,” Steve Seitz, center co-lead and Allen School professor, said in the university’s statement. “But, there are still many core research advances needed to move the industry forward — tools for easily creating content, infrastructure solutions for streaming 3D video, and privacy and security safeguards — that university researchers are uniquely positioned to tackle.”
Why Augmented Reality is Important for eLearning According to a report released by CCS Insight, augmented and virtual reality hardware is set to become a $4 billion market by 2018. Let’s take a look at how augmented reality can be leveraged in the online learning space:
Simulated working environments One of the most common advantages of online learning is the ability to form an environment in which the users have the freedom to experiment. As people usually learn from their mistakes, when they work in a consequence-free environment, they are most likely to remember the right way to do things.
Support Gamification
As online learning management systems (LMSs) use gamification widely, augmented reality can be directly applied. In AR reality training module, employees will be rewarded for effectively performing their routine tasks in the right way, which will eventually improve performance.
Immersive Learning Environments
Using a tablet, smartphone for the online training software means the users are constantly distracted with emails, notifications from social channels etc. This is one of the reasons why elearning content uses interactive multimedia elements to engage students. With augmented reality, elearning courses can be supported with 360° video, which will engage the user and remove distractions for them.
Motion tracking
Motion and gesture tracking are part of the AR experience. They are commonly leveraged for choosing menu items or engaging with video game-based environments.
In the online learning domain, LMSs can use this technology to track learner’s progress to ensure that they are achieving the set targets without fail. This will boost real-time training performance and improve interactivity with instant feedback.
Simply put, with augmented reality the possibilities are endless. With the growing number of Bring Your Own Device (BYOD) workplaces, it is expected that employees and learners will be delighted to use augmented reality.
The Musical Future of VR
VR technology is still in its earliest stages, but musicians are already seeing how they will be able to connect to fans and make news ones without the expense of touring. In artificial environments, bands can invite music lovers into their world.
But beyond the obvious entertainment factor, VR has the potential to become a tool for education. Music students could enter a studio space using VR gear for lessons and practice. The immediate feedback provided and game-like atmosphere may keep students more motivated and engaged. Imagine methods for teaching that include ways to slow down and loop difficult parts or bringing in the composer for lessons.
VR can also connect music lovers to the many people behind the scenes involved in producing the music they enjoy. Listeners can learn about the industry and how a song comes to life. They’ll understand why it’s important to play a part in sustaining the music business.
For this technology to become a reality in itself inside consumers’ listening and learning spaces, obstacles need addressing. The hardware is still pricey, bulky and requires a power source. Apps need creators who will need more in the way of artificial intelligence.
“The ability to combine digital information with the real world is going to disrupt every business model, transform human/machine interaction, and generate innovative use cases across every discipline and in every vertical including education, healthcare, manufacturing,” Werner continued. “I see ARiA as the TED for AR, where the best minds come together to solve real work problems and share ideas to capitalize on the huge opportunity.”
Broadcast news and sports now routinely lay data, graphics, and animation onto the physical world. AR has become ubiquitous in ways that have nothing to do with smart glasses. “AR is on the verge.
In regards to mixed reality for immersive learning:
Pearson – the world’s largest education company – will begin rolling out in March curriculum that will work on both HoloLens and Windows Mixed Reality immersive VR headsets. These six new applications will deliver seamless experiences across devices and further illustrate the value of immersive educational experiences.
We are expanding our mixed media reality curriculum offerings through a new partnership with WGBH’s Bringing the Universe to America’s Classrooms project****, for distribution nationally on PBS LearningMedia™. This effort brings cutting-edge Earth and Space Science content into classrooms through digital learning resources that increase student engagement with science phenomena and practices.
To keep up with growing demand for HoloLens in the classroom we are committed to providing affordable solutions. Starting on January 22, we are making available a limited-time academic pricing offer for HoloLens. To take advantage of the limited-time academic pricing offer, please visit, hololens.com/edupromo.
From DSC: After reviewing the article below, I wondered...if we need to interact with content to learn it…how might mixed reality allow for new ways of interacting with such content? This is especially intriguing when we interact with that content with others as well (i.e., social learning).
Perhaps Mixed Reality (MR) will bring forth a major expansion of how we look at “blended learning” and “hybrid learning.”
Changing How We Perceive The World One Industry At A Time Part of the reason mixed reality has garnered this momentum within such short span of time is that it promises to revolutionize how we perceive the world without necessarily altering our natural perspective. While VR/AR invites you into their somewhat complex worlds, mixed reality analyzes the surrounding real-world environment before projecting an enhanced and interactive overlay. It essentially “mixes” our reality with a digitally generated graphical information.
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All this, however, pales in comparison to the impact of mixed reality on the storytelling process. While present technologies deliver content in a one-directional manner, from storyteller to audience, mixed reality allows for delivery of content, then interaction between content, creator and other users.This mechanism cultivates a fertile ground for increased contact between all participating entities, ergo fostering the creation of shared experiences. Mixed reality also reinvents the storytelling process. By merging the storyline with reality, viewers are presented with a wholesome experience that’s perpetually indistinguishable from real life.
Mixed reality is without a doubt going to play a major role in shaping our realities in the near future, not just because of its numerous use cases but also because it is the flag bearer of all virtualized technologies. It combines VR, AR and other relevant technologies to deliver a potent cocktail of digital excellence.