Computing in the Camera — from blog.torch3d.com by Paul Reynolds Mobile AR, with its ubiquitous camera, is set to transform what and how human experience designers create.
One of the points Allison [Woods, CEO, Camera IQ] made repeatedly on that call (and in this wonderful blog post of the same time period) was that the camera is going to be at the center of computing going forward, an indispensable element. Spatial computing could not exist without it. Simple, obvious, straightforward, but not earth shaking. We all heard what she had to say, but I don’t think any of us really understood just how profound or prophetic that statement turned out to be.
“[T]he camera will bring the internet and the real world into a single time and space.”
— Allison Woods, CEO, Camera IQ
The Camera As Platform — from shift.newco.co by Allison Wood When the operating system moves to the viewfinder, the world will literally change
“Every day two billion people carry around an optical data input device — the smartphone Camera — connected to supercomputers and informed by massive amounts of data that can have nearly limitless context, position, recognition and direction to accomplish tasks.”
The bigger story, however, is how fast the enterprise segment is growing as applications as straightforward as schematics on a head-mounted monocular microdisplay are transforming manufacturing, assembly, and warehousing. Use cases abounded.
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After traveling the country and most recently to Europe, I’ve now experienced almost every major VR/AR/MR/XR related conference out there. AWE’s exhibit area was by far the largest display of VR and AR companies to date (with the exception of CES).
Specifically, we explored the potential for how virtual reality can help create a more empathetic nurse, which, we hypothesize, will lead to increased development of nursing students’ knowledge, skills, and attitudes. We aim to integrate these virtual experiences into early program coursework, with the intent of changing nursing behavior by providing a deeper understanding of the patient’s perspective during clinical interactions.
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In addition to these compelling student reflections and the nearly immediate change in reporting practice, survey findings show that students unanimously felt that this type of patient-perspective VR experience should be integrated and become a staple of the nursing curriculum. Seeing, hearing, and feeling these moments results in significant and memorable learning experiences compared to traditional classroom learning alone. The potential that this type of immersive experience can have in the field of nursing and beyond is only limited by the imagination and creation of other virtual experiences to explore. We look forward to continued exploration of the impact of VR on student learning and to establishing ongoing partnerships with developers.
Virtual reality (VR) has often been mentioned as the empathy machine, however it has many use cases. When it comes to memory and retention it looks like VR is not only useful for simulation but for education as well. Immersive VR Education teamed up with HTC Vive and Windsor Forest Colleges Group to create a memorable experience of virtual teaching.
On the April 25th ten students from Windsor Forest Colleges Group in the UK put on an HTC Vive headset and guided by David Whelan CEO & Founder of Immersive VR Education and Mike Armstrong, Senior/Lead Developer of Immersive VR Education using the free VR social education and presentation platform ENGAGE. ENGAGE allows users to hold meetings, classes, private lessons and presentations. Users can record, create their own lessons and presentations as well as allow users to interact with virtual objects.
The $200 Oculus Go is the most accessible VR headset today.
Up until now, one of the biggest barriers to entry for VR has been price. Headset adoption has taken a conservative growth path, mostly due in part to high prices of PC-required systems or just requiring consumers to own a specific line of VR compatible phones to pair with mobile headsets.
But now the Oculus Go is finally here and it’s a big deal, especially for the millions of iPhone users out there who up until today have had limited options to get into VR.
Starting today, the Oculus Go standalone VR headset is available for purchase for $199. Available for sale on Oculus.com in 23 countries, you can also pick up one online from Amazon or in Best Buy Stores in the U.S. The Oculus companion app used for initial setup is available for both iPhone or Android devices.
How to Set Up a VR Pilot — from campustechnology.com by Dian Schaffhauser As Washington & Lee University has found, there is no best approach for introducing virtual reality into your classrooms — just stages of faculty commitment.
Excerpt:
The work at the IQ Center offers a model for how other institutions might want to approach their own VR experimentation. The secret to success, suggested IQ Center Coordinator David Pfaff, “is to not be afraid to develop your own stuff” — in other words, diving right in. But first, there’s dipping a toe.
The IQ Center is a collaborative workspace housed in the science building but providing services to “departments all over campus,” said Pfaff. The facilities include three labs: one loaded with high-performance workstations, another decked out for 3D visualization and a third packed with physical/mechanical equipment, including 3D printers, a laser cutter and a motion-capture system.
Here, I would like to stick to the challenges and opportunities presented by augmented reality and virtual reality for language learning.
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While the challenge is a significant one, I am more optimistic than most that wearable AR will be available and popular soon. We don’t yet know how Snap Spectacles will evolve, and, of course, there’s always Apple.
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I suspect we will see a flurry of new VR apps from language learning startups soon, especially from Duolingo and in combination with their AI chat bots. I am curious if users will quickly abandon the isolating experiences or become dedicated users.
Bose has a plan to make AR glasses— from cnet.com by David Carnoy Best known for its speakers and headphones, the company has created a $50 million development fund to back a new AR platform that’s all about audio.
Excerpts:
“Unlike other augmented reality products and platforms, Bose AR doesn’t change what you see, but knows what you’re looking at — without an integrated lens or phone camera,” Bose said. “And rather than superimposing visual objects on the real world, Bose AR adds an audible layer of information and experiences, making every day better, easier, more meaningful, and more productive.”
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The secret sauce seems to be the tiny, “wafer-thin” acoustics package developed for the platform. Bose said it represents the future of mobile micro-sound and features “jaw-dropping power and clarity.”
Bose adds the technology can “be built into headphones, eyewear, helmets and more and it allows simple head gestures, voice, or a tap on the wearable to control content.”
Here are some examples Bose gave for how it might be used:
For travel, the Bose AR could simulate historic events at landmarks as you view them — “so voices and horses are heard charging in from your left, then passing right in front of you before riding off in the direction of their original route, fading as they go.” You could hear a statue make a famous speech when you approach it. Or get told which way to turn towards your departure gate while checking in at the airport.
Bose AR could translate a sign you’re reading. Or tell you the word or phrase for what you’re looking at in any language. Or explain the story behind the painting you’ve just approached.
With gesture controls, you could choose or change your music with simple head nods indicating yes, no, or next (Bragi headphones already do this).
Bose AR would add useful information based on where you look. Like the forecast when you look up or information about restaurants on the street you look down.
On the heels of last week’s rollout on Android, Google’s new AI-powered technology, Google Lens, is now arriving on iOS. The feature is available within the Google Photos iOS application, where it can do things like identify objects, buildings, and landmarks, and tell you more information about them, including helpful details like their phone number, address, or open hours. It can also identify things like books, paintings in museums, plants, and animals. In the case of some objects, it can also take actions.
For example, you can add an event to your calendar from a photo of a flyer or event billboard, or you can snap a photo of a business card to store the person’s phone number or address to your Contacts.
The eventual goal is to allow smartphone cameras to understand what it is they’re seeing across any type of photo, then helping you take action on that information, if need be – whether that’s calling a business, saving contact information, or just learning about the world on the other side of the camera.
Oklahoma State University’s first inaugural “Virtual + Augmented Reality Hackathon” hosted January 26-27 by the Mixed Reality Lab in the university’s College of Human Sciences gave students and the community a chance to tackle real-world problems using augmented and virtual reality tools, while offering researchers a glimpse into the ways teams work with digital media tools. Campus Technology asked Dr. Tilanka Chandrasekera, an assistant professor in the department of Design, Housing and Merchandising at Oklahoma State University about the hackathon and how it fits into the school’s broader goals.
To set up the audio feed, use the Alexa mobile app to search for “Campus Technology News” in the Alexa Skills catalog. Once you enable the skill, you can ask Alexa “What’s in the news?” or “What’s my Flash Briefing?” and she will read off the latest news briefs from Campus Technology.
Computer simulations are nothing new in the field of aviation education. But a new partnership between Western Michigan University and Microsoft is taking that one big step further. Microsoft has selected Lori Brown, an associate professor of aviation at WMU, to test out their new HoloLens, the world’s first self-contained holographic computer. The augmented reality interface will bring students a little closer to the realities of flight.
When it comes to the use of innovative technology in the classroom, this is by no means Professor Brown’s first rodeo. She has spent years researching the uses of virtual and augmented reality in aviation education.
“In the past 16 years that I’ve been teaching advanced aircraft systems, I have identified many gaps in the tools and equipment available to me as a professor. Ultimately, mixed reality bridges the gap between simulation, the aircraft and the classroom,” Brown told WMU News.
Storytelling traces its roots back to the very beginning of human experience. It’s found its way through multiple forms, from oral traditions to art, text, images, cinema, and multimedia formats on the web.
As we move into a world of immersive technologies, how will virtual and augmented reality transform storytelling? What roles will our institutions and students play as early explorers? In the traditional storytelling format, a narrative structure is presented to a listener, reader, or viewer. In virtual reality, in contrast, you’re no longer the passive witness. As Chris Milk said, “In the future, you will be the character. The story will happen to you.”
If the accepted rules of storytelling are undermined, we find ourselves with a remarkably creative opportunity no longer bound by the rectangular frame of traditional media.
We are in the earliest stages of virtual reality as an art form. The exploration and experimentation with immersive environments is so nascent that new terms have been proposed for immersive storytelling. Abigail Posner, the head of strategic planning at Google Zoo, said that it totally “shatters” the storytelling experience and refers to it as “storyliving.” At the Tribeca Film Festival, immersive stories are termed “storyscapes.”
Learning through a virtual experience The concept to use VR as an educational tool has been gaining success amongst teachers and students, who apply the medium to a wide range of activities and in a variety of subjects. Many schools start with a simple cardboard viewer such as the Google cardboard, available for less than $10 and enough to play with simple VRs.
A recent study by Foundry10 analyzed how students perceived the usage of VR in their education and in what subjects they saw it being the most useful. According to the report, 44% of students were interested in using VR for science education, 38% for history education, 12% for English education, 3% for math education, and 3% for art education.
Among the many advantages brought by VR, the aspect that generally comes first when discussing the new technology is the immersion made possible by entering a 360° and 3-dimensional virtual space. This immersive aspect offers a different perception of the content being viewed, which enables new possibilities in education.
Schools today seem to be getting more and more concerned with making their students “future-ready.” By bringing the revolutionary medium of VR to the classroom and letting kids experiment with it, they help prepare them for the digital world in which they will grow and later start a career.
Last but not least, the new medium also adds a considerable amount of fun to the classroom as students get excited to receive the opportunity, sometimes for the first time, to put a headset viewer on and try VR.
VR also has the potential to stimulate enthusiasm within the classroom and increase students’ engagement. Several teachers have reported that they were impressed by the impact on students’ motivation and in some cases, even on their new perspective toward learning matter.
These teachers explained that when put in control of creating a piece of content and exposed to the fascinating new medium of VR, some of their students showed higher levels of participation and in some cases, even better retention of the information.
“The good old reality is no longer best practice in teaching. Worksheets and book reports do not foster imagination or inspire kids to connect with literature. I want my students to step inside the characters and the situations they face, I want them to visualize the setting and the elements of conflict in the story that lead to change.”
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.
Two University at Buffalo education researchers have teamed up to create an interactive classroom environment in which state-of-the-art virtual reality simulates difficult student behavior, a training method its designers compare to a “flight simulator for teachers.”
The new program, already earning endorsements from teachers and administrators in an inner-city Buffalo school, ties into State University of New York Chancellor Nancy L. Zimpher’s call for innovative teaching experiences and “immersive” clinical experiences and teacher preparation.
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The training simulator Lamb compared to a teacher flight simulator uses an emerging computer technology known as virtual reality. Becoming more popular and accessible commercially, virtual reality immerses the subject in what Lamb calls “three-dimensional environments in such a way where that environment is continuous around them.” An important characteristic of the best virtual reality environments is a convincing and powerful representation of the imaginary setting.
TeachLive.org TLE TeachLivE™ is a mixed-reality classroom with simulated students that provides teachers the opportunity to develop their pedagogical practice in a safe environment that doesn’t place real students at risk. This lab is currently the only one in the country using a mixed reality environment to prepare or retrain pre-service and in-service teachers. The use of TLE TeachLivE™ Lab has also been instrumental in developing transition skills for students with significant disabilities, providing immediate feedback through bug-in-ear technology to pre-service teachers, developing discrete trial skills in pre-service and in-service teachers, and preparing teachers in the use of STEM-related instructional strategies.
From DSC: It will be interesting to see all the “places” we will be able to go and interact within — all from the comfort of our living rooms! Next generation simulators should be something else for teaching/learning & training-related purposes!!!
The next gen learning platform will likely offer such virtual reality-enabled learning experiences, along with voice recognition/translation services and a slew of other technologies — such as AI, blockchain*, chatbots, data mining/analytics, web-based learner profiles, an online-based marketplace supported by the work of learning-based free agents, and others — running in the background. All of these elements will work to offer us personalized, up-to-date learning experiences — helping each of us stay relevant in the marketplace as well as simply enabling us to enjoy learning about new things.
But the potentially disruptive piece of all of this is that this next generation learning platform could create an Amazon.com of what we now refer to as “higher education.” It could just as easily serve as a platform for offering learning experiences for learners in K-12 as well as the corporate learning & development space.
In 2014, Kings College in New York became the first university in the U.S. to accept Bitcoin for tuition payments, a move that seemed more of a PR stunt than the start of some new movement. Much has changed since then, including the value of Bitcoin itself, which skyrocketed to more than $19,000 earlier this month, catapulting cryptocurrencies into the mainstream.
A handful of other universities (and even preschools) now accept Bitcoin for tuition, but that’s hardly the extent of how blockchains and tokens are weaving their way into education: Educators and edtech entrepreneurs are now testing out everything from issuing degrees on the blockchain to paying people in cryptocurrency for their teaching.
By the end of this year, about 50 employees will have donned the Oculus Rift headsets and participated in the VR training program, said Farmers Insurance chief claims officer Keith Daly. The company plans for hundreds more to be trained using the next year, and, eventually, get all of its thousands of claims adjusters through the program, Daly said.
The goal is to build on the company’s existing two-to-three week training that workers attend before going into real world to inspect homes damaged in earthquakes, floods, and other major catastrophes.
What if a text or work of art is no longer read, but instead, experienced? What new questions are raised when it’s possible to visit an author’s home or stroll through the streets of an ancient city? How will our interpretations of literature, art, history and archaeology change when we are no longer passive recipients but co-constructors and actors in immersive experiences? How will this challenge us to think outside our current learning paradigms? These and other questions arise when we examine the impact of immersive technologies on the humanities and the social sciences.
Microsoft is launching its own answer to virtual reality today, taking on HTC and Oculus in the process. Windows Mixed Reality will be available in the Windows 10 Fall Creators Update, and headsets are now available to buy. Here’s everything you need to know about Windows Mixed Reality.
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Microsoft is offering movement tracking (six degrees of freedom) without the need for traditional external sensors placed throughout a room. Windows Mixed Reality headsets have cameras and sensors to track the motion controllers.
…Walmart, the world’s largest retailer, is setting its sights on virtual reality. Imagine this, says Katie Finnegan, who heads Walmart’s tech incubator: You need a tent for your next camping trip. If all goes to plan, you could one day virtually swoop in to your campsite and see any given tent in action. “You could unzip it, lay down, look left and right and say, ‘Oh, this is supposed to be a two-person tent? It’s kind of tight,’ ” she said. And then you could move on to the next tent — without leaving your couch.
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Here are the five ideas the Bentonville, Ark.-based company says could be making their way online:
3-D holograms at Bonobos.com, the male clothing site Walmart acquired this year for $310 million, that would make it possible for shoppers to try on virtual clothing for fit and style.
At ModCloth, the women’s clothing site Walmart took over in March, customers may one day be able to take 3-D photos of themselves using their smartphones, and use those images to get an idea of how something might look on.
An “interactive virtual store” for designer Rebecca Minkoff, whose items are sold at Walmart.com, would allow customers to sit in on fashion shows and shop directly from the runway.
Tired of shopping online alone? If Walmart gets its way, you may soon be interacting with other shoppers and experts as you pick out items for your virtual cart.
Electric outlets, stove tops and door handles can all be child safety hazards — and soon, an online tool could peek inside your home and tell you where the biggest risks are lurking.
NASA and Google have teamed up to build a new virtual experience that lets space enthusiasts explore the red planet without having to leave their homes. Dubbed as “Access Mars”, the new project virtually transports users, wherever they are, to Earth’s neighboring planet in the solar system.
The intelligent digital mesh is a foundation for future digital business and its ecosystems. To create competitive advantage, enterprise architecture and technology innovation leaders must evaluate these top trends to identify opportunities that their organizations can exploit.
Key Findings
Artificial intelligence (AI) delivers value to every industry, enabling new business models. It does so by supporting key initiatives such as customer engagement, digital production, smart cities, self-driving cars, risk management, computer vision and speech recognition.
As people, places, processes and “things” become increasingly digitalized, they will be represented by digital twins. This will provide fertile ground for new event-driven business processes and digitally enabled business models and ecosystems.
The way we interact with technology will undergo a radical transformation over the next five to 10 years. Conversational platforms, augmented reality, virtual reality and mixed reality will provide more natural and immersive interactions with the digital world.
A digital business is event-centric, which means it must be continuously sensing and adapting. The same applies to the security and risk infrastructure that supports it, which must focus on deceiving potential intruders and predicting security events.
Table of Contents
Analysis
Trend No. 1: AI Foundation
Today’s AI Is Narrow AI
Trend No. 2: Intelligent Apps and Analytics
Augmented Analytics Will Enable Users to Spend More Time Acting on Insights
Trend No. 3: Intelligent Things
Swarms of Intelligent Things Will Work Together
Trend No. 4: Digital Twins
Digital Twins Will Be Linked to Other Digital Entities
Trend No. 5: Cloud to the Edge
Edge Computing Brings Distributed Computing Into the Cloud Style
Trend No. 6: Conversational Platforms
Integration With Third-Party Services Will Further Increase Usefulness
Trend No. 7: Immersive Experience
VR and AR Can Help Increase Productivity
Trend No. 9: Event-Driven Model
Events Will Become More Important in the Intelligent Digital Mesh
Trend No. 10: Continuous Adaptive Risk and Trust
Barriers Must Come Down Between Security and Application Teams
Gartner Recommended Reading
Also see:
AI, Merging of Digital and Physical Worlds Among Top 10 Tech Trends for 2018 — from campustechnology.com by Joshua Bolkan Excerpt:
Gartner has released its list of top 10 strategic technology trends for 2018 with a focus for the coming year on technologies related to artificial intelligence and machine learning and those that blend the physical and digital worlds.
With Google Earth VR, you can go anywhere in virtual reality. Whether you want to stroll along the canals of Venice, stand at the summit of Mount Kilimanjaro or soar through the sky faster than a speeding bullet, there’s no shortage of things to do or ways to explore. We love this sense of possibility, so we’re bringing Street View to Earth VR to make it easier for you to see and experience the world.
This update lets you explore Street View imagery from 85 countries right within Earth VR. Just fly down closer to street level, check your controller to see if Street View is available and enter an immersive 360° photo. You’ll find photos from the Street View team and those shared by people all around the world.
Cognitive behaviour therapies for suicide prevention and psychological assessment will be the focus, it said.
The companies will make chairs and diagnosis kits as physical products and will develop an application for use in psychological assessments using artificial intelligence (AI).
Before we proceed, let’s make one thing clear: AR is not just about dog face filters and Pokémon GO. We kid you not. People are using this technology to bring ease to their lives and many forward-thinking companies are working with augmented reality to improve their workflow and businesses. Let’s see how.
When Pokemon Go conquered the world, everyone could face the huge potential in augmented reality. Although the hype around the virtual animal hunting settled, AR continues to march triumphantly into more and more industries and fields, including healthcare. Here, I listed the most significant companies bringing augmented reality to medicine and healing.
… Brain Power
The Massachusetts-based technology company, established in 2013, has been focusing on the application of pioneering neuroscience with the latest in wearable technology, in particular, Google Glass. The start-up builds brain science-driven software to transform wearables into neuro-assistive devices for the educational challenges of autism. Their aim is to teach life skills to children and adults on the autism spectrum. They developed a unique software suite, the “Empowered Brain” aiming to help children with their social skills, language, and positive behaviors. The software contains powerful data collection and analytic tools allowing for customized feedback for the child.
How VR Can Ease the Transition for First-Time Wheelchair Users — from vrscout.com by Presley West Designers at innovation and design company, Fjord, have created a VR experience that teaches brand new wheelchair users how to safely maneuver their environment in a safe, empowering way.
Content and Education
In the midst of a dearth of content for VR, WebVR content creators are coming together to create and collaborate. Over a million creators are sharing their 3D models on Sketchfab’s 3D/VR art community platform. Virtuleap also organized the first global WebVR hackathon.
“For application domains such as education and heritage, developing VR scenes and experiences for the Web is highly important,” said Stone. “[This] promotes accessibility by many beneficiaries without the need (necessarily) for expensive and sophisticated computing or human interface hardware.”
This democratized approach opens up possibilities in education far beyond what we’re seeing today.
“I also think that WebVR, as a JavaScript API, also enables a wide range of future students and young developers to ‘dip their toes into the water’ and start to build portfolios demonstrating their capabilities, ultimately to future employers,” said Stone. “I remember the promise of the days of VRML and products such as SGI’s Cosmo and Cortona3D (which still available today, of course). But the ability to be able to open up interactive—and quite impressive—demos of VR experiences that existed in higher quality form on specialised platforms, became an amazing marketing tool in the late 1990s and 2000s.”
Virtual and Augmented Reality are poised to profoundly transform the STEM curriculum. In this article, we offer several inspiring examples and key insights on the future of immersive learning and the sciences. Immersive technologies will revolutionize learning through experiential simulations, modelling and spatial representation of data, and a sense of presence in contextual gamification.
Understanding our place in the universe, building the next Martian Rover, designing new transportation systems, fostering sustainable communities, modeling economic stability — finding the solution for these pressing and interconnected challenges brings us to STEM and STEAM in teaching and learning. The movement behind STEAM advocates incorporating the arts and humanities to the science, technology, engineering and math curriculum.
We’ve all seen how new technologies like AR and VR are being incorporated into print and digital marketing, but what I have come to realize is that there is an opportunity for the agencies that have invested in these technologies and have developed an expertise to offer a new service: immersive training.
What is immersive training? Immersive training experiences use augmented and virtual reality to bring training content to life. Think roleplaying a customer service call using a VR headset, or exploring a 3D model of a new piece of equipment before using it on the factory floor. Companies are beginning to use these immersive experiences to engage learners — and to save time and money — by offering digital training anywhere, anytime.
Whether employees are learning specific processes and products or more conceptual skills like sales and communication, companies are using interaction and immersion to increase knowledge retention. Even big companies like Walmart are getting on board with immersive training: The retail superstore is using virtual reality to train new employees in a classroom setting before letting them loose in the aisles.
Immersive training allows companies to meet people where they are ? on the mobile devices they use every day. It gives learners ongoing, on-demand access to training materials and supporting content, far beyond the printed page.
Most of us are at least vaguely familiar with augmented reality thanks to Pokemon Go sticking Charmanders in our sock drawers and Snapchat letting us spew stars and rainbows from our mouths, but Apple’s iPhone 8 is going to push AR to point of ubiquity. When the iPhone 8 launches, we’ll all be seeing the world differently.
iPhones are everywhere, so AR will be everywhere!
The iPhone 8 will bring with it iOS 11, and with iOS 11 will come Apple’s AR. Since the iPhone 8 is all but guaranteed to be a best-seller and earlier iPhones and iPads will be widely updated to iOS 11, Apple will have a massive AR platform. Craig Federighi, Apple’s Senior Vice President of Software Engineering, believes it will be “the largest AR platform in the world,” which will lure AR developers en masse.
Apple AR has huge potential in education. Apple has been positioning itself in the education world for years, with programs like iTunes U and iBook, as well as efforts to get iPads into classrooms. AR already has major prospects in education, with the ability to make Museum exhibits interactive and to put a visually explorable world in front of users.
[India] The widening gap between the skills required by businesses and the know-how of a large number of engineering students got Raman Talwar started on his entrepreneurial journey.
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Delhi-based Simulanis harnesses AR and VR technology to help companies across industries— pharmaceuticals, auto, FMCG and manufacturing—train their staff. It continues to work in the engineering education sector and has developed applications that assist students visualise challenging subjects and concepts.
Our products help students and trainees learn difficult concepts easily and interactively through immersive AR-VR and 3-D gamification methods,” says Talwar. Simulanis’ offerings include an AR learning platform, Saral, and a gamified learning platform, Protocol.