Reflections on “Inside Amazon’s artificial intelligence flywheel” [Levy]

Inside Amazon’s artificial intelligence flywheel — from wired.com by Steven Levy
How deep learning came to power Alexa, Amazon Web Services, and nearly every other division of the company.

Excerpt (emphasis DSC):

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 a recommendations 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-based materials? 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.
  • Online-based tutoring/assistance; remote assistance.
  • Reinvent. Staying relevant. Surviving.
  • Competency-based learning.

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

 

 

 

 

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.”

Bill Triant and Ryan Craig

 

 

 

Also relevant/see:

Online education’s expansion continues in higher ed with a focus on tech skills — from educationdive.com by James Paterson

Dive Brief:

  • 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.

 

 

 

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

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

 

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

Excerpt:

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

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

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

 

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

 

 

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

 

 

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

 

 

 

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

Excerpt:

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

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

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

What a difference a year makes.

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

 

 

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

Excerpt:

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

 

 

 

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

 

 

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

Excerpt:

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

 

 

 

 

 



 

Addendum:

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

Among the findings:

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

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

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

 



 

 
 

From DSC regarding Virtual Reality-based apps:
If one can remotely select/change their seat at a game or change seats/views at a concert…how soon before we can do this with learning-related spaces/scenes/lectures/seminars/Active Learning Classrooms (ALCs)/stage productions (drama) and more?

Talk about getting someone’s attention and engaging them!

 

 

Excerpt:

(MAY 2, 2018) MelodyVR, the world’s first dedicated virtual reality music platform that enables fans to experience music performances in a revolutionary new way, is now available.

The revolutionary MelodyVR app offers music fans an incredible selection of immersive performances from today’s biggest artists. Fans are transported all over the world to sold-out stadium shows, far-flung festivals and exclusive VIP sessions, and experience the music they love.

What MelodyVR delivers is a unique and world-class set of original experiences, created with multiple vantage points, to give fans complete control over what they see and where they stand at a performance. By selecting different Jump Spots, MelodyVR users can choose to be in the front row, deep in the crowd, or up-close-and-personal with the band on stage.

 

See their How it Works page.

 

 

With standalone VR headsets like the Oculus Go now available at an extremely accessible price point ($199), the already vibrant VR market is set to grow exponentially over the coming years. Current market forecasts suggest over 350 million users by 2021 and last year saw $3 billion invested in virtual and alternative reality.

 

 

 

 

Home Voice Control — See Josh Micro in Action!

 

 

From DSC:
Along these lines, will faculty use their voices to control their room setups (i.e., the projection, shades, room lighting, what’s shown on the LMS, etc.)?

Or will machine-to-machine communications, the Internet of Things, sensors, mobile/cloud-based apps, and the like take care of those items automatically when a faculty member walks into the room?

 

 

 

 

Click on the image to get a larger image in a PDF file format.

 


From DSC:
So regardless of what was being displayed up on any given screen at the time, once a learner was invited to use their devices to share information, a graphical layer would appear on the learner’s mobile device — as well as up on the image of the screens (but the actual images being projected on the screens would be shown in the background in a muted/pulled back/25% opacity layer so the code would “pop” visually-speaking) — letting him or her know what code to enter in order to wirelessly share their content up to a particular screen. This could be extra helpful when you have multiple screens in a room.

For folks at Microsoft: I could have said Mixed Reality here as well.


 

#ActiveLearning #AR #MR #IoT #AV #EdTech #M2M #MobileApps
#Sensors #Crestron #Extron #Projection #Epson #SharingContent #Wireless

 

 

From DSC:
This application looks to be very well done and thought out! Wow!

Check out the video entitled “Interactive Ink – Enables digital handwriting — and you may also wonder whether this could be a great medium/method of having to “write things down” for better information processing in our minds, while also producing digital work for easier distribution and sharing!

Wow!  Talk about solid user experience design and interface design! Nicely done.

 

 

Below is an excerpt of the information from Bella Pietsch from anthonyBarnum Public Relations

Imagine a world where users interact with their digital devices seamlessly, and don’t suffer from lag and delayed response time. I work with MyScript, a company whose Interactive Ink tech creates that world of seamless handwritten interactivity by combining the flexibility of pen and paper with the power and productivity of digital processing.

According to a recent forecast, the global handwriting recognition market is valued at a trillion-plus dollars and is expected to grow at an almost 16 percent compound annual growth rate by 2025. To add additional context, the new affordable iPad with stylus support was just released, allowing users to work with the $99 Apple Pencil, which was previously only supported by the iPad Pro.

Check out the demo of Interactive Ink using an Apple Pencil, Microsoft Surface Pen, Samsung S Pen or Google Pixelbook Pen here.

Interactive Ink’s proficiencies are the future of writing and equating. Developed by MyScript Labs, Interactive Ink is a form of digital ink technology which allows ink editing via simple gestures and providing device reflow flexibility. Interactive Ink relies on real-time predictive handwriting recognition, driven by artificial intelligence and neural network architectures.

 

 

 

 

From DSC:
Check out the 2 items below regarding the use of voice as it pertains to using virtual assistants: 1 involves healthcare and the other involves education (Canvas).


1) Using Alexa to go get information from Canvas:

“Alexa Ask Canvas…”

Example questions as a student:

  • What grades am I getting in my courses?
  • What am I missing?

Example question as a teacher:

  • How many submissions do I need to grade?

See the section on asking Alexa questions…roughly between http://www.youtube.com/watch?v=e-30ixK63zE &t=38m18s through http://www.youtube.com/watch?v=e-30ixK63zE &t=46m42s

 

 

 

 


 

2) Why voice assistants are gaining traction in healthcare — from samsungnext.com by Pragati Verma

Excerpt (emphasis DSC):

The majority of intelligent voice assistant platforms today are built around smart speakers, such as the Amazon Echo and Google Home. But that might change soon, as several specialized devices focused on the health market are slated to be released this year.

One example is ElliQ, an elder care assistant robot from Samsung NEXT portfolio company Intuition Robotics. Powered by AI cognitive technology, it encourages an active and engaged lifestyle. Aimed at older adults aging in place, it can recognizing their activity level and suggest activities, while also making it easier to connect with loved ones.

Pillo is an example of another such device. It is a robot that combines machine learning, facial recognition, video conferencing, and automation to work as a personal health assistant. It can dispense vitamins and medication, answer health and wellness questions in a conversational manner, securely sync with a smartphone and wearables, and allow users to video conference with health care professionals.

“It is much more than a smart speaker. It is HIPAA compliant and it recognizes the user; acknowledges them and delivers care plans,” said Rogers, whose company created the voice interface for the platform.

Orbita is now working with toSense’s remote monitoring necklace to track vitals and cardiac fluids as a way to help physicians monitor patients remotely. Many more seem to be on their way.

“Be prepared for several more devices like these to hit the market soon,” Rogers predicted.

 

 


From DSC:

I see the piece about Canvas and Alexa as a great example of where a piece of our future learning ecosystems are heading towards — in fact, it’s been a piece of my Learning from the Living [Class] Room vision for a while now. The use of voice recognition/NLP is only picking up steam; look for more of this kind of functionality in the future. 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 


 

 

 

2018 TECH TRENDS REPORT — from the Future Today Institute
Emerging technology trends that will influence business, government, education, media and society in the coming year.

Description:

The Future Today Institute’s 11th annual Tech Trends Report identifies 235 tantalizing advancements in emerging technologies—artificial intelligence, biotech, autonomous robots, green energy and space travel—that will begin to enter the mainstream and fundamentally disrupt business, geopolitics and everyday life around the world. Our annual report has garnered more than six million cumulative views, and this edition is our largest to date.

Helping organizations see change early and calculate the impact of new trends is why we publish our annual Emerging Tech Trends Report, which focuses on mid- to late-stage emerging technologies that are on a growth trajectory.

In this edition of the FTI Tech Trends Report, we’ve included several new features and sections:

  • a list and map of the world’s smartest cities
  • a calendar of events that will shape technology this year
  • detailed near-future scenarios for several of the technologies
  • a new framework to help organizations decide when to take action on trends
  • an interactive table of contents, which will allow you to more easily navigate the report from the bookmarks bar in your PDF reader

 


 

01 How does this trend impact our industry and all of its parts?
02 How might global events — politics, climate change, economic shifts – impact this trend, and as a result, our organization?
03 What are the second, third, fourth, and fifth-order implications of this trend as it evolves, both in our organization and our industry?
04 What are the consequences if our organization fails to take action on this trend?
05 Does this trend signal emerging disruption to our traditional business practices and cherished beliefs?
06 Does this trend indicate a future disruption to the established roles and responsibilities within our organization? If so, how do we reverse-engineer that disruption and deal with it in the present day?
07 How are the organizations in adjacent spaces addressing this trend? What can we learn from their failures and best practices?
08 How will the wants, needs and expectations of our consumers/ constituents change as a result of this trend?
09 Where does this trend create potential new partners or collaborators for us?
10 How does this trend inspire us to think about the future of our organization?

 


 

 

2018 Workplace Learning Report — from learning.linkedin.com

Excerpts:

The path to opportunity is changing
The short shelf life of skills and a tightening labor market are giving rise to a multitude of skill gaps. Businesses are fighting to stay ahead of the curve, trying to hold onto their best talent and struggling to fill key positions. Individuals are conscious of staying relevant in the age of automation.

Enter the talent development function.
These organizational leaders create learning opportunities to enable employee growth and achievement. They have the ability to guide their organizations to success in tomorrow’s labor market, but they can’t do it alone.

Our research answers the talent developer’s most pressing questions:
* How are savvy talent development leaders adapting to the pace of change in today’s dynamic world of work?
* Why do employees demand learning and development resources, but don’t make the time to learn?
* How do executives think about learning and development?
* Are managers the missing link to successful learning programs?

 

From DSC:
Even though this piece is a bit of a sales pitch for Lynda.com — a great service I might add — it’s still worth checking out. I say this because it brings up a very real trend that I’m trying to bring more awareness to — i.e., the pace of change has changed. Our society is not ready for this new, exponential pace of change. Technologies are impacting jobs and how we do our jobs, and will likely do so for the next several decades. Skills gaps are real and likely growing larger. Corporations need to do their part in helping higher education revise/develop curriculum and they need to offer funds to create new types of learning labs/environments. They need to offer more internships and opportunities to learn new skills.

 

 

 

A Microlearning Framework — from jvsp.io and Pablo Navarro
This infographic is based on the experience of different clients from different industries in different training programs.

 

From DSC:
I thought this was a solid infographic and should prove to be useful for Instructional Designers, Faculty Members, and/or for Corporate Trainers as well. 

I might also consider adding a “Gotcha!” piece first — even before the welcome piece — in order to get the learner’s attention and to immediately answer the WHY question. WHY is this topic important and relevant to me? When topics are relevant to people, they care and engage a whole lot more with the content that’s about to be presented to them. Ideally, such a piece would stir some curiosity as well.

 

 

 

 

From DSC:
Why aren’t we further along with lecture recording within K-12 classrooms?

That is, I as a parent — or much better yet, our kids themselves who are still in K-12 — should be able to go online and access whatever talks/lectures/presentations were given on a particular day. When our daughter is sick and misses several days, wouldn’t it be great for her to be able to go out and see what she missed? Even if we had the time and/or the energy to do so (which we don’t), my wife and I can’t present this content to her very well. We would likely explain things differently — and perhaps incorrectly — thus, potentially muddying the waters and causing more confusion for our daughter.

There should be entry level recording studios — such as the One Button Studio from Penn State University — in each K-12 school for teachers to record their presentations. At the end of each day, the teacher could put a checkbox next to what he/she was able to cover that day. (No rushing intended here — as education is enough of a run-away train often times!) That material would then be made visible/available on that day as links on an online-based calendar. Administrators should pay teachers extra money in the summer times to record these presentations.

Also, students could use these studios to practice their presentation and communication skills. The process is quick and easy:

 

 

 

 

I’d like to see an option — ideally via a brief voice-driven Q&A at the start of each session — that would ask the person where they wanted to put the recording when it was done: To a thumb drive, to a previously assigned storage area out on the cloud/Internet, or to both destinations?

Providing automatically generated close captioning would be a great feature here as well, especially for English as a Second Language (ESL) students.

 

 

 

Why Students Forget—and What You Can Do About It — from edutopia.org by Youki Terada
Our brains are wired to forget, but there are research-backed strategies you can use to make your teaching stick.

Excerpt:

5 Teacher Strategies
When students learn a new piece of information, they make new synaptic connections. Two scientifically based ways to help them retain learning is by making as many connections as possible—typically to other concepts, thus widening the “spiderweb” of neural connections—but also by accessing the memory repeatedly over time.

Which explains why the following learning strategies, all tied to research conducted within the past five years, are so effective:

  1. Peer-to-peer explanations: When students explain what they’ve learned to peers, fading memories are reactivated, strengthened, and consolidated. This strategy not only increases retention but also encourages active learning (Sekeres et al., 2016).
  2. The spacing effect: Instead of covering a topic and then moving on, revisit key ideas throughout the school year. Research shows that students perform better academically when given multiple opportunities to review learned material. For example, teachers can quickly incorporate a brief review of what was covered several weeks earlier into ongoing lessons, or use homework to re-expose students to previous concepts (Carpenter et al., 2012; Kang, 2016).
  3. Frequent practice tests: Akin to regularly reviewing material, giving frequent practice tests can boost long-term retention and, as a bonus, help protect against stress, which often impairs memory performance. Practice tests can be low stakes and ungraded, such as a quick pop quiz at the start of a lesson or a trivia quiz on Kahoot, a popular online game-based learning platform. Breaking down one large high-stakes test into smaller tests over several months is an effective approach (Adesope, Trevisan, & Sundararajan, 2017; Butler, 2010; Karpicke, 2016).
  4. Interleave concepts: Instead of grouping similar problems together, mix them up. Solving problems involves identifying the correct strategy to use and then executing the strategy. When similar problems are grouped together, students don’t have to think about what strategies to use—they automatically apply the same solution over and over. Interleaving forces students to think on their feet, and encodes learning more deeply (Rohrer, 2012; Rohrer, Dedrick, & Stershic, 2015).
  5. Combine text with images: It’s often easier to remember information that’s been presented in different ways, especially if visual aids can help organize information. For example, pairing a list of countries occupied by German forces during World War II with a map of German military expansion can reinforce that lesson. It’s easier to remember what’s been read and seen, instead of either one alone (Carney & Levin, 2002; Bui & McDaniel, 2015).

So even though forgetting starts as soon as learning happens—as Ebbinghaus’s experiments demonstrate—research shows that there are simple and effective strategies to help make learning stick.

 

 

 

Augmented Reality: Everything You Need to Know for 2018 — from isl.co by Josh Strupp

Excerpt:

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.

 

 

 

 

 

 

This AR App Teaches You How To Play The Piano — from vrscout.com by Steve Ip & Sydney Wuu
AR piano learning system with improvised jam sessions.

Excerpt:

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.

 

 

 

 

Making Virtual Reality a Reality in Today’s Classrooms — from thejournal.com by Meredith Thompson

Excerpt:

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.

 

 

3 best practices from VR implementation across departments — from ecampusnews.com by Andrew Woodberry
Professors across many disciplines are embracing VR technology as an integral part of their learning tools

Excerpts:

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.

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.

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.

 

 

Augmented and virtual reality products to get excited about in 2018 — from gearbrain.com by Alistair Charlton
CES 2018 showed us the way forward for AR and VR this year

Excerpt:

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.

Here are six AR and VR highlights from CES 2018.

 

 

Looking to boost AR and VR technology, University of Washington establishes center in Seattle — from edscoop.com by Emily Tate
The UW Reality Lab will focus on “core research advances” in augmented and virtual reality.

Excerpt:

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.

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.”

 

 

 

Augmented Reality: Is it the Future of eLearning

Excerpt:

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.

 

 

Virtual Reality And Beyond: The Future Of Music Experiences — from hypebot.com by Jen Sako

Excerpt:

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.

 

 

ARiA, The AR Conference At MIT, Is The Anti-CES — from forbes.com by Charlie Fink

Excerpt:

“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.

 

 

2017 Augmented Reality Year in Review — from wikitude.com

 

 

 

Microsoft Education unveils new Windows 10 devices starting at $189, Office 365 tools for personalized learning, and curricula to ignite a passion for STEM — from blogs.windows.com by Yusuf Mehdi

Excerpt:

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.

 

 

 
© 2025 | Daniel Christian