The headlines for Pokémon GO were initially shocking, but by now they’re familiar: as many as 21 million active daily users, 700,000 downloads per day, $5.7 million in-app purchases per day, $200 million earned as of August. Analysts anticipate the game will garner several billion dollars in ad revenue over the next year. By almost any measure, Pokémon GO is huge.
The technologies behind the game, augmented and virtual reality (AVR), are huge too. Many financial analysts expect the technology to generate $150 billion over the next three years, outpacing even smartphones with unprecedented growth, much of it in entertainment. But AVR is not only about entertainment. In August 2015, Teegan Lexcen was born in Florida with only half a heart and needed surgery. With current cardiac imaging software insufficient to assist with such a delicate operation on an infant, surgeons at Nicklaus Children’s Hospital in Miami turned to 3D imaging software and a $20 Google Cardboard VR set. They used a cellphone to peer into the baby’s heart, saw exactly how to improve her situation and performed the successful surgery in December 2015.
“I could see the whole heart. I could see the chest wall,” Dr. Redmond Burke told Today. “I could see all the things I was worried about in creating an operation.”
Texas Tech University Health Sciences Center in Lubbock and San Diego State University are both part of a Pearson mixed reality pilot aimed at leveraging mixed reality to solve challenges in nursing education.
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At Bryn Mawr College, a women’s liberal arts college in Pennsylvania, faculty, students, and staff are exploring various educational applications for the HoloLens mixed reality devices. They are testing Skype for HoloLens to connect students with tutors in Pearson’s 24/7 online tutoring service, Smarthinking.
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At Canberra Grammar School in Australia, Pearson is working with teachers in a variety of disciplines to develop holograms for use in their classrooms. The University of Canberra is partnering with Pearson to provide support for the project and evaluate the impact these holograms have on teaching and learning.
As fantastic as technologies like augmented and mixed reality may be, experiencing them, much less creating them, requires a sizable investment, financially speaking. It is just beyond the reach of consumers as well as your garage-type indie developer. AR and VR startup Zappar, however, wants to smash that perception. With ZapBox, you can grab a kit for less than a triple-A video game to start your journey towards mixed reality fun and fame. It’s Magic Leap meets Google Cardboard. Or as Zappar itself says, making Magic Leap, magic cheap!
A school bus, virtual reality, & an out-of-this-world journey — from goodmenproject.com “Field Trip To Mars” is the barrier-shattering outcome of an ambitious mission to give a busload of people the same, Virtual Reality experience – going to Mars.
Excerpt:
Inspiration was Lockheed‘s goal when it asked its creative resources, led by McCann, to create the world’s first mobile group Virtual Reality experience. As one creator notes, VR now is essentially a private, isolating experience. But wouldn’t it be cool to give a busload of people the same, simultaneous VR experience? And then – just to make it really challenging – put the whole thing on wheels?
“Field Trip To Mars” is the barrier-shattering outcome of this ambitious mission.
From DSC: This is incredible! Very well done. The visual experience tracks the corresponding speeds of the bus and even turns of the bus.
The United States Department of Education (ED) has formally kicked off a new competition designed to encourage the development of virtual and augmented reality concepts for education.
Dubbed the EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”
Virtual reality boosts students’ results— from raconteur.net by Edwin Smith Virtual and augmented reality can enable teaching and training in situations which would otherwise be too hazardous, costly or even impossible in the real world
Excerpt:
More recently, though, the concept described in Aristotle’s Nicomachean Ethics has been bolstered by further scientific evidence. Last year, a University of Chicago study found that students who physically experience scientific concepts, such as the angular momentum acting on a bicycle wheel spinning on an axel that they’re holding, understand them more deeply and also achieve significantly improved scores in tests.
Virtual and augmented reality are shaking up sectors — from raconteur.net by Sophie Charara Both virtual and augmented reality have huge potential to leap from visual entertainment to transform the industrial and service sectors
Microsoft might not have envisioned its HoloLens headset as a war helmet, but that’s not stopping Ukrainian company LimpidArmor from experimenting. Defence Blog reports that LimpidArmor has started testing military equipment that includes a helmet with Microsoft’s HoloLens headset integrated into it.
The helmet is designed for tank commanders to use alongside a Circular Review System (CRS) of cameras located on the sides of armored vehicles. Microsoft’s HoloLens gathers feeds from the cameras outside to display them in the headset as a full 360-degree view. The system even includes automatic target tracking, and the ability to highlight enemy and allied soldiers and positions.
Bring your VR to work— from itproportal.com by Timo Elliott, Josh Waddell 4 hours ago With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer.
Excerpt:
With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer — and that’s a blind spot that companies and CIOs can’t afford to have. It hasn’t been that long since consumer demand for the iPhone and iPad forced companies, grumbling all the way, into finding business cases for them. Gartner has said that the next five to ten years will bring “transparently immersive experiences” to the workplace. They believe this will introduce “more transparency between people, businesses, and things” and help make technology “more adaptive, contextual, and fluid.”
If digitally enhanced reality generates even half as much consumer enthusiasm as smartphones and tablets, you can expect to see a new wave of consumerisation of IT as employees who have embraced VR and AR at home insist on bringing it to the workplace. This wave of consumerisation could have an even greater impact than the last one. Rather than risk being blindsided for a second time, organisations would be well advised to take a proactive approach and be ready with potential business uses for VR and AR technologies by the time they invade the enterprise.
In Gartner’s latest emerging technologies hype cycle, Virtual Reality is already on the Slope of Enlightenment, with Augmented Reality following closely.
One place where students are literally immersed in VR is at Carnegie Mellon University’s Entertainment Technology Center (ETC). ETC offers a two-year Master of Entertainment Technology program (MET) launched in 1998 and cofounded by the late Randy Pausch, author of “The Last Lecture.”
MET starts with an intense boot camp called the “immersion semester” in which students take a Building Virtual Worlds (BVW) course, a leadership course, along with courses in improvisational acting, and visual storytelling. Pioneered by Pausch, BVW challenges students in small teams to create virtual reality worlds quickly over a period of two weeks, culminating in a presentation festival every December.
Apple patents augmented reality mapping system for iPhone — from appleinsider.com by Mikey Campbell Apple on Tuesday was granted a patent detailing an augmented reality mapping system that harnesses iPhone hardware to overlay visual enhancements onto live video, lending credence to recent rumors suggesting the company plans to implement an iOS-based AR strategy in the near future.
Virtual reality is a combination of life-like images, effects and sounds that creates an imaginary world in front of our eyes.
But what if we could also imitate more complex sensations like the feeling of falling rain, a beating heart or a cat walking? What if we could distinguish, between a light sprinkle and a heavy downpour in a virtual experience?
Disney Research?—?a network of research laboratories supporting The Walt Disney Company, has announced the development of a 360-degree virtual reality application offering a library of feel effects and full body sensations.
Literature class meets virtual reality — from blog.cospaces.io by Susanne Krause Not every student finds it easy to let a novel come to life in their imagination. Could virtual reality help? Tiffany Capers gave it a try: She let her 7th graders build settings from Lois Lowry’s “The Giver” with CoSpaces and explore them in virtual reality. And: they loved it.
After generations of peering into a microscope to examine cells, scientists could simply stroll straight through one.
Calling his project the “stuff of science fiction,” director of the 3D Visualisation Aesthetics Lab at the University of New South Wales (UNSW) John McGhee is letting people come face-to-face with a breast cancer cell.
In contrast, VR has been described as the “ultimate empathy machine.” It gives us a way to virtually put us in someone else’s shoes and experience the world the way they do.
This isn’t meant to be an exhaustive list, but if I missed something major, please tell me and I’ll add it. Also, please reach out if you’re working on anything cool in this space à sarah(at)accomplice(dot)co.
Hand and finger tracking, gesture interfaces, and grip simulation:
Virtual reality technology holds enormous potential to change the future for a number of fields, from medicine, business, architecture to manufacturing.
Psychologists and other medical professionals are using VR to heighten traditional therapy methods and find effective solutions for treatments of PTSD, anxiety and social disorders. Doctors are employing VR to train medical students in surgery, treat patients’ pains and even help paraplegics regain body functions.
In business, a variety of industries are benefiting from VR. Carmakers are creating safer vehicles, architects are constructing stronger buildings and even travel agencies are using it to simplify vacation planning.
Google has unveiled a new interactive online exhibit that take users on a tour of 10 Downing street in London — home of the U.K. Prime Minister.
The building has served as home to countless British political leaders, from Winston Churchill and Margaret Thatcher through to Tony Blair and — as of a few months ago — Theresa May. But, as you’d expect in today’s security-conscious age, gaining access to the residence isn’t easy; the street itself is gated off from the public. This is why the 10 Downing Street exhibit may capture the imagination of politics aficionados and history buffs from around the world.
The tour features 360-degree views of the various rooms, punctuated by photos and audio and video clips.
In a slightly more grounded environment, the HoloLens is being used to assist technicians in elevator repairs.
Traversal via elevator is such a regular part of our lifestyles, its importance is rarely recognized…until they’re not working as they should be. ThyssenKrupp AG, one of the largest suppliers for elevators, recognizes how essential they are as well as how the simplest malfunctions can deter the lives of millions. Announced on their blog, Microsoft is partnering with Thyssenkrupp to equip 24,000 of their technicians with HoloLens.
Insert from DSC re: the above piece re: HoloLens:
Will technical communicators need to augment their skillsets? It appears so.
But in a world where no moment is too small to record with a mobile sensor, and one in which time spent in virtual reality keeps going up, interesting parallels start to emerge with our smartphones and headsets.
Let’s look at how the future could play out in the real world by observing three key drivers: VR video adoption, mobile-video user needs and the smartphone camera rising tide.
“Individuals with autism may become overwhelmed and anxious in social situations,” research clinician Dr Nyaz Didehbani said.
“The virtual reality training platform creates a safe place for participants to practice social situations without the intense fear of consequence,” said Didehbani.
The participants who completed the training demonstrated improved social cognition skills and reported better relationships, researchers said.
Grush: Is there a signpost you might point to that would indicate that there’s going to be more product development in AR/VR/MR?
Christian: There’s a significant one. Several major players — with very deep pockets — within the corporate world are investing in new forms of HCI, including Microsoft, Google, Apple, Facebook, Magic Leap, and others. In fact, according to an article on engadget.com from 6/16/16, “Magic Leap has amassed an astounding $1.39 billion in funding without shipping an actual product.” So to me, it’s just not likely that the billions of dollars being invested in a variety of R&D-related efforts are simply going to evaporate without producing any impactful, concrete products or services. There are too many extremely smart, creative people working on these projects, and they have impressive financial backing behind their research and product development efforts. So, I think we can expect an array of new choices in AR/VR/MR.
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Just the other day I was talking to Jason VanHorn, an associate professor in our geology, geography, and environmental studies department. After finishing our discussion about a particular learning space and how we might implement active learning in it, we got to talking about mixed reality. He related his wonderful dreams of being able to view, manipulate, maneuver through, and interact with holographic displays of our planet Earth.
When I mentioned a video piece done by Case Western and the Cleveland Clinic that featured Microsoft’s Hololens technology, he knew exactly what I was referring to. But this time, instead of being able to drill down through the human body to review, explore, and learn about the various systems composing our human anatomy, he wanted to be able to drill down through the various layers of the planet Earth. He also wanted to be able to use gestures to maneuver and manipulate the globe — turning the globe to just the right spot before using a gesture to drill down to a particular place.
Gartner reveals the top 3 emerging technologies from 2016 — from information-age.com by Nicholas Ismail Technology is advancing at such a rapid rate that businesses are almost being forced to embrace emerging technologies in order to stay competitive
Excerpt:
Emerging technologies are fast becoming the tools with the highest priority for organisations facing rapidly accelerating digital business innovation.
Their selection was based on what technologies will have the most impact and lead to the most competitive advantage, while establishing when these big technologies are going to mature (early stage or saturating).
Gartner’s research director Mike Walker said the hype cycle specifically focuses on the set of technologies that are showing promise in delivering a high degree of competitive advantage over the next five to ten years.
Information Age spoke to Mike Walker to gain a further insight into these three technologies, and their future business applications.
Smart machine technologies will be the most disruptive class of technologies over the next 10 years, including smart robots, autonomous cars and smart workspaces
But the classroom of tomorrow will look very different. The latest advancements in technology and innovation are paving the way for an educational space that’s interactive, engaging and fun.
The conventions of learning are changing. It’s becoming normal for youngsters to use games like Minecraft to develop skills such as team working and problem solving, and for teachers to turn to artificial intelligence to get a better understanding of how their pupils are progressing in lessons.
Virtual reality is also introducing new possibilities in the classroom. Gone are the days of imagining what an Ancient Egyptian tomb might look like – now you can just strap on a headset and transport yourself there in a heartbeat.
The potential for using VR to teach history, geography and other subjects is incredible when you really think about it – and it’s not the only tech that’s going to shake things up.
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Artificial intelligence is already doing groundbreaking things in areas like robotics, computer science, neuroscience and linguistics, but now they’re now entering the world of education too.
London-based edtech firm Digital Assess has been working on an AI app that has the potential to revolutionise the way youngsters learn.
With the backing of the UK Government, the company has been trialing its web-based application Formative Assess in schools in England.
Using semantic indexing and natural language processing in a similar way to social networking sites, an on-screen avatar – which can be a rubber duck or robot – quizzes students on their knowledge and provides them with individual feedback on their work.
I received a fascinating link via Twitter from Chris Edwards, a Deputy Head in Surrey, who was interested in views on his experiment with a 360 camera and VR. In the 360 degree video, Mike Kent, a Geography teacher, delivers a great lesson and you can look round the entire room as students and teacher move around, get things done, interact with the teacher and go through a Q&A session. It is fascinating. They’re using this approach for lesson observations allowing the teacher, or their colleagues, to watch it back in full Virtual Reality. This gives the teacher a view of themselves, from the student’s point of view, as well as observe ‘everything’ that happens in the classroom. It made me think of different possibilities…..
Good lessons by great teachers must surely be worth viewing by novice teachers. The rich set of processes, actions, behaviours, body language and interactions that go into a great lesson are complex, wonderfully captured in this example and could be done on any subject. A bank of such lessons would be far more useful than dry lesson plans.
From DSC: Donald covers a range of ideas including using these 360 degree cameras and VR in regards to addressing:
Exemplar lessons
Teacher training in school
Behaviour training
Students
Parents
Class layout
Research
Also see:
(You can turn around/view the entire room and somewhat move about the space by zooming in and out):
Business will be a leading use case for AR over the next several years. An example is DHL’s use of wearables and AR in a warehouse pilot program to achieve improvement in the picking process. Other AR apps allow for automatic sign translation, or in a hands-busy environment, technicians can get equipment maintenance instructions through their HMDs while keeping focused on the task at hand.
“Virtual reality (VR) and AR capabilities will merge with the digital mesh to form a more seamless system of devices capable of orchestrating a flow of information that comes to the user as hyperpersonalized and relevant apps and services,” said Mr. Blau. “Integration across multiple mobile, wearable, IoT and sensor-rich environments (the digital mesh) will extend immersive applications beyond isolated and single-person experiences. Rooms and spaces will become active with things, and their connection through the mesh will appear and work in conjunction with immersive virtual worlds. “
From DSC: I would add those working in higher education to this as well — as well as vendors working on education-related solutions.
The burgeoning field of Virtual Reality — or VR as it is commonly known — is a vehicle for telling stories through 360-degree visuals and sound that put you right in the middle of the action, be it at a crowded Syrian refugee camp, or inside the body of an 85-year-old with a bad hip and cataracts. Because of VR’s immersive properties, some people describe the medium as “the ultimate empathy machine.” But can it make people care about something as fraught and multi-faceted as homelessness?
A study in progress at Stanford’s Virtual Human Interaction Lab explores that question, and I strapped on an Oculus Rift headset (one of the most popular devices people currently use to experience VR) to look for an answer.
A new way of understanding homelessness
The study, called Empathy at Scale, puts participants in a variety of scenes designed to help them imagine the experience of being homeless themselves.
Simulators are an important part of their education. Stepping into one of three full-mission bridge simulators replicates the experience of standing in an ocean liner’s pilothouse and lets students practice their skills in handling a ship — without risk.
“In the simulator, you can push the limits of the environment: increase the amount of current that’s there, go to the limits of the amount of wind that can be handled by the tugs,” says Capt. Victor Schisler, one of Cal Maritime’s simulator instructors.
Oculus has announced a new pilot program for high school students to use virtual reality as a tool for social change.
As part of the VR for Good initiative, the 360 Filmmaker Challenge will connect nine San Francisco Bay Area high schools with professional filmmakers to create three- to five- minute 360 degree films about their communities. Students will receive a Samsung Gear VR, a Galaxy S6, Ricoh Theta S 360 cameras and access to editing software to make their films, according to Oculus.
Interested in watching the 2015 hit film The Martian from the surface of the moon? Adobe wants you to take you there.
Adobe isn’t entering the latest next-generation space race to compete with SpaceX, Blue Origin or Virgin Galactic anytime soon. But it is for the first time entering the worlds of virtual reality and augmented reality through new Adobe Primetime products.
[On May 17th] Adobe debuted Virtual Cinema, a feature that will allow Primetime clients to develop experiences for users to enter a virtual environment. According to Adobe, users will be able to view traditional video in a custom environment—a cinema, home theater or branded atmosphere—and watch existing TV and motion picture content in a new way. There’s also potential for product placement within the virtual/augmented reality experience.
While the technology world’s attention is on virtual reality, a team of researchers at Case Western Reserve University (CWRU) is fixated on another way to experience the world — augmented reality (AR).
Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.
CWRU was among the first in higher education to begin working with HoloLens, back in 2014. They’ve since discovered new ways the tech could help transform education. One of their current focuses is changing how students experience medical-science courses.
Follow these steps to record or stream mixed reality footage with the HTC Vive
A mixed reality video is one of the coolest ways to show people what a virtual environment feels like. A green screen makes it easy for a VR-ready PC to automatically remove everything from a camera’s feed, except for your body movements. Those movements are then seamlessly combined with a view from another camera in a virtual environment. As long as the two cameras are synced, you can seamlessly combine views of two realities into a single video. In essence, mixed reality capture is doing what Hollywood or your weatherman has been doing for years, except at a fraction of the cost and in real-time. The end result is almost magical.
Instead of debating whether learning is for learning’s sake or as a means for earning a living, we need to think about the forces and signals of transformation and what they mean for higher education today and tomorrow.
So let’s explore these deeper transformations.1 From our experience of doing forecasting work for nearly fifty years, we at the IFTF believe that it is usually not one technology or one trend that drives transformative shifts. Rather, a cluster of interrelated technologies, often acting in concert with demographic and cultural changes, is responsible for dramatic changes and disruptions. Technologies coevolve with society and cultural norms—or as Marshall McLuhan is often quoted as having said: “We shape our tools and afterwards our tools shape us.” Nowhere does this apply more critically today than in the world of work and labor. Here, I focus on four clusters of technologies that are particularly important in shaping the changes in the world of work and learning: smart machines; coordination economies; immersive collaboration; and the maker mindset.
From DSC: I appreciate this article — thanks Marina.
Marina’s article — and the work of The Institute for the Future (IFTF) — illustrates how important is it to examine the current and developing future landscapes — trying to ascertain the trends and potential transformations underway. Such a practice is becoming increasingly relevant and important.
Why?
Because we’re now traveling at exponential rates, not linear rates.
We’re zooming down the highway at 180mph — so our gaze needs to be on the horizons — not on the hoods of our cars.
Institutions of higher education, boot camps, badging organizations, etc. need to start offering more courses and streams of content regarding futurism — and teaching people how to look up.
Not only is this type of perspective/practice helpful for organizations, but it’s becoming increasingly key for us as individuals.
You don’t want to be the person who gets tapped on the shoulder and is told, “I’m sorry…but your services won’t be necessary here anymore. Please join me in the conference room down the hall.” You then walk down the hall, and as you approach the conference room, you notice that newly placed cardboard is covering the glass — and no one can see into the conference room anymore. You walk in, they shut the door, give you your last pay check and your “pink slip” (so to speak). Then they give you 5 minutes to gather your belongings. A security escort walks you to the front door.
Game over.
Pulse checking a variety of landscapes can contribute
towards keeping your bread and butter on the table.
New workers, new skills— from er.edcause.edu by Marina Gorbis What are the most important skills—the work skills and the life skills—that students should acquire from their educational experience, and what is the best way to teach those skills?Excerpt:
We found that the following short list of skills not only continues to be relevant but also is even more important as meta-skills in the changing worlds of work:
Sense-making: the ability to determine the deeper meaning or significance of what is being expressed
Social intelligence: the ability to connect to others in a deep and direct way and to sense and stimulate reactions and desired interactions
Novel and adaptive thinking: a proficiency in coming up with solutions and responses beyond those that are rote or rule-based
Cross-cultural competency: the ability to operate in different cultural settings, not just geographical but also those that require an adaptability to changing circumstances and an ability to sense and respond to new contexts
Computational thinking: the ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning
Media literacy: the ability to critically assess and develop content that uses new media forms and to leverage these media forms for persuasive communication
Transdisciplinarity: a literacy in, and the ability to understand, concepts across multiple disciplines
Design mindset: the ability to represent and develop tasks and work processes for desired outcomes
Cognitive load management: the ability to discern and filter data for importance and to understand how to maximize cognitive functioning using a variety of tools and techniques
Virtual collaboration: the ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team
While we believe that these ten skills continue to be important, two additional skills have emerged from our ethnographic interviews for these new worker categories: networking IQ and hustle.
College students across the country — from the University of Southern California to the University of Minnesota to Southern Methodist University — are also experimenting with virtual reality applications via clubs, design labs and hackathons.
The tech industry is taking note.
Among the bigger showcases for the technology took place last month, when the University of Southern California’s Virtual Reality Club (VRSC) hosted its first annual Virtual Reality Festival and Demo Day, a showcase of projects and panels with The Walt Disney Company as its title sponsor.
Students traveled from the University of California-San Diego, UCLA, Chapman University, Loyola Marymount University and the University of Colorado-Boulder to attend the fest. The judges were industry professionals from companies including NVIDIA, Google, Maker Studios and Industrial Light and Magic’s X Lab.
Some $25,000 in prizes were split among winners in four categories: 360 Live-Action Videos, 360 Animation, Interactive VR Games and Immersive Technology/Augmented Reality (AR). VR/AR categories ranged from health care to games, journalism, interactive design and interpretive dance.
If there’s one takeaway I’ve gathered from the Tribeca Film Festival, it’s that people are doing some incredible things with VR.
The New York City festival has 18 virtual experiences on display for attendees to check out this year in a Virtual Arcade, and one I kept hearing a lot of chatter about was “Allumette,” a nearly 20-minute animated short from startup Penrose Studios. I heard several people declare it the best VR short of the festival by far.
I agree. It’s excellent.
I checked out “Allumette” (French for Matchstick), which first debuted at the Sundance Film Festival earlier this year, Wednesday evening and was blown away by the experience.
It’s that level of immersion — where you feel like a participant in the actual story — that makes me excited to see what else filmmakers and artists will continue to do in this medium.
If you wanted to, how do you make a digital version of 20+ feet worth of writings and drawings on 2+ chalkboards or whiteboards that are put together?
The applications that I’ve run across so far — whether they are meant for PCs, Macs, tablets, or smartphones — don’t do it, as they’re too limited on screen real estate.
Some have tried usinglightboardsand making recordings of their equations or other work….
…but those solutions seem to fall short, at least in my mind, if you need to reference something early on in the long equation…you know, on that first “board” of information that you completed and then erased. (I suppose if a student was watching a recording, you could tell them to go back to Marker 1 in the video…and they can go back and review that portion of the video…but that requires more time/editing/setup. Time that faculty members often don’t have.) So, again, lightboards seem somewhat limited in their real estate.
and it got me to thinking…hmmm…yes…if, as a faculty member was using an application that they could write on and the equation could appear on the screens overhead. Faculty could use something akin to a pen & touch display from Wacom in order to write the equations — but the software would need to allow them to scroll backwards and forwards throughout their long equations. They could use those tools to highlight or further annotate something that was previously covered.
In this type of physical/AV-related solution, it would seem that the students would be best situated on the inside of the circle, looking upwards to watch the equation build on itself. Having a huge amount of digital space to work with could mean that they could turn their Node Chairs around to see any portion of the equation. Faculty members could also, I suppose, use laser pointers to point to something up on the displays.
Again though, they would need to be able to scroll left to right, top to bottom, say on something like the160 acres (vs 20+ feet of chalkboard/whiteboard) you get on a workspace inBluescape…
…then you would have a lot of digital real estate to work with. So that was one approach I was wondering about.
But then, I saw some interesting items regarding Virtual Reality, and POW! There it is! An enormous amount of digital screen real estate where the users could go where they wanted to on it. That is, the vision here would be that each student could control where they want to go within the digital canvas.
Obviously, I need to further think this through and investigate what’s possible as time goes by. But I wanted to get this out there in case some vendor can help us get there sooner rather than later.
But the one I found most compelling was the most mundane creation for Vive: The SteamVR Desktop Theater Mode. Slip on the black plastic headset and instead of dropping into a fantastical world of mouthy orbs, atop a mountain with a robot dog or inside a game, I found myself sitting in a chair in a fairly non-descript room facing a big television screen. To be specific, in this case big means about 19 feet.
Addendum of something that’s relevant here and that I just ran across today:
The Future of AV Displays — from thejournal.com by Dennis Pierce Today, students are interacting with content on large touchscreen flat panels. Soon, they could be using immersive head-mounted displays.
The immersive potential of virtual reality has Silicon Valley’s finest pouring vast sums of money into headsets and other whizzy innovations.
Google, Apple and Samsung are betting that these sci-fi concepts will become a staple of everyday life, with potential uses in gaming, advertising, marketing and increasingly, education.
The hype surrounding VR and the more complex augmented reality, is not lost on universities and business schools, who are eyeing its early pioneers and conducting secretive trials of head-mounted VR displays.
Four of the world’s top-ranked schools have told BusinessBecause they are exploring VR in tie-ups with Oculus, Samsung, and Google, as they place bets on the next big innovation in online learning.