Psalm 25:1-15 New International Version (NIV)

Of David.

In you, Lord my God,
    I put my trust.

I trust in you;
    do not let me be put to shame,
    nor let my enemies triumph over me.
No one who hopes in you
    will ever be put to shame,
but shame will come on those
    who are treacherous without cause.

Show me your ways, Lord,
    teach me your paths.
Guide me in your truth and teach me,
    for you are God my Savior,
    and my hope is in you all day long.
Remember, Lord, your great mercy and love,
    for they are from of old.
Do not remember the sins of my youth
    and my rebellious ways;
according to your love remember me,
    for you, Lord, are good.

Good and upright is the Lord;
    therefore he instructs sinners in his ways.
He guides the humble in what is right
    and teaches them his way.
10 All the ways of the Lord are loving and faithful
    toward those who keep the demands of his covenant.
11 For the sake of your name, Lord,
    forgive my iniquity, though it is great.

12 Who, then, are those who fear the Lord?
    He will instruct them in the ways they should choose.
13 They will spend their days in prosperity,
    and their descendants will inherit the land.
14 The Lord confides in those who fear him;
    he makes his covenant known to them.
15 My eyes are ever on the Lord,
    for only he will release my feet from the snare.

 

Romans 15:4 New International Version (NIV)

For everything that was written in the past was written to teach us, so that through the endurance taught in the Scriptures and the encouragement they provide we might have hope.

 

2 Corinthians 1:3-4 New International Version (NIV)

Praise to the God of All Comfort
Praise be to the God and Father of our Lord Jesus Christ, the Father of compassion and the God of all comfort,
who comforts us in all our troubles, so that we can comfort those in any trouble with the comfort we ourselves receive from God.

Full chapter >>

 

Can Virtual Reality “teach” empathy? — from hechingerreport.org by Chris Berdik
Immersive VR in the classroom is spreading fast, as teachers take students into other worlds

Excerpt:

In November 2015, middle-school students from Westchester County, New York, found themselves on a windswept field in South Sudan mingling with a crowd of refugees fleeing civil war. Suddenly, they heard the deafening roar of low-flying military cargo planes overhead, followed by large bags of grain thudding to the ground all around them.

“The kids were jumping back from those bags dropping at their feet,” recalled Cayne Letizia, the teacher who used immersive virtual reality (VR) to transport his class into this emergency food drop featured in the New York Times 360-degree video series about refugees. Count Letizia among VR’s burgeoning fan base in education, where the spread of high-quality content and more-affordable hardware (especially Google’s $15 Cardboard Viewer) gives students myriad ways to briefly inhabit what they’re learning—from wandering the streets of ancient Rome to touring the International Space Station.

 

From DSC:
I read the other day where someone asserted that you can’t make someone be more empathetic. That may be so, but VR can sure put you in someone else’s shoes — big time!  And that seems like in many cases, that can be a good thing in terms of understanding what someone else might be going through.

 

 

 

 

 

 

1 Corinthians 13:13 New International Version (NIV)

And now these three remain: faith, hope and love. But the greatest of these is love.

 

“In a decade, Hymnary.org has become the most complete database of North American hymnody on the planet, a rich resource now visited by more than 5 million people each year!”

 

 

Hymnary.org was founded by Calvin College Computer Science Professor Harry Plantinga and Calvin Institute of Christian Worship Music Associate Greg Scheer.

 

 

 

A world without work — by Derek Thompson; The Atlantic — from July 2015

Excerpts:

Youngstown, U.S.A.
The end of work is still just a futuristic concept for most of the United States, but it is something like a moment in history for Youngstown, Ohio, one its residents can cite with precision: September 19, 1977.

For much of the 20th century, Youngstown’s steel mills delivered such great prosperity that the city was a model of the American dream, boasting a median income and a homeownership rate that were among the nation’s highest. But as manufacturing shifted abroad after World War  II, Youngstown steel suffered, and on that gray September afternoon in 1977, Youngstown Sheet and Tube announced the shuttering of its Campbell Works mill. Within five years, the city lost 50,000 jobs and $1.3 billion in manufacturing wages. The effect was so severe that a term was coined to describe the fallout: regional depression.

Youngstown was transformed not only by an economic disruption but also by a psychological and cultural breakdown. Depression, spousal abuse, and suicide all became much more prevalent; the caseload of the area’s mental-health center tripled within a decade. The city built four prisons in the mid-1990s—a rare growth industry. One of the few downtown construction projects of that period was a museum dedicated to the defunct steel industry.

“Youngstown’s story is America’s story, because it shows that when jobs go away, the cultural cohesion of a place is destroyed”…

“The cultural breakdown matters even more than the economic breakdown.”

But even leaving aside questions of how to distribute that wealth, the widespread disappearance of work would usher in a social transformation unlike any we’ve seen.

What may be looming is something different: an era of technological unemployment, in which computer scientists and software engineers essentially invent us out of work, and the total number of jobs declines steadily and permanently.

After 300 years of people crying wolf, there are now three broad reasons to take seriously the argument that the beast is at the door: the ongoing triumph of capital over labor, the quiet demise of the working man, and the impressive dexterity of information technology.

The paradox of work is that many people hate their jobs, but they are considerably more miserable doing nothing.

Most people want to work, and are miserable when they cannot. The ills of unemployment go well beyond the loss of income; people who lose their job are more likely to suffer from mental and physical ailments. “There is a loss of status, a general malaise and demoralization, which appears somatically or psychologically or both”…

Research has shown that it is harder to recover from a long bout of joblessness than from losing a loved one or suffering a life-altering injury.

Most people do need to achieve things through, yes, work to feel a lasting sense of purpose.

When an entire area, like Youngstown, suffers from high and prolonged unemployment, problems caused by unemployment move beyond the personal sphere; widespread joblessness shatters neighborhoods and leaches away their civic spirit.

What’s more, although a universal income might replace lost wages, it would do little to preserve the social benefits of work.

“I can’t stress this enough: this isn’t just about economics; it’s psychological”…

 

 

The paradox of work is that many people hate their jobs, but they are considerably more miserable doing nothing.

 

 

From DSC:
Though I’m not saying Thompson is necessarily asserting this in his article, I don’t see a world without work as a dream. In fact, as the quote immediately before this paragraph alludes to, I think that most people would not like a life that is devoid of all work. I think work is where we can serve others, find purpose and meaning for our lives, seek to be instruments of making the world a better place, and attempt to design/create something that’s excellent.  We may miss the mark often (I know I do), but we keep trying.

 

 

 

Psalm 86:5 New International Version (NIV)

You, Lord, are forgiving and good,
    abounding in love to all who call to you.

 

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.

 

 

 

lockheed-fieldtriptomarsfall2016

 

 

Ed Dept. Launches $680,000 Augmented and Virtual Reality Challenge — from thejournal.com by David Nagel

Excerpt:

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 b
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’s HoloLens could power tanks on a battlefield — from theverge.com by Tom Warren

Excerpt:

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.

 

 

 

VR’s higher-ed adoption starts with student creation — from edsurge.com by George Lorenzo

Excerpt:

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.

 

 

A bug in the matrix: virtual reality will change our lives. But will it also harm us? — from theguardian.stfi.re
Prejudice, harassment and hate speech have crept from the real world into the digital realm. For virtual reality to succeed, it will have to tackle this from the start

 

 

 

The latest Disney Research innovation lets you feel the rain in virtual reality — from haptic.al by Deniz Ergurel

Excerpt:

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.

 

 

Relive unforgettable moments in history through Timelooper APP. | Virtual reality on your smartphone.

 

timelooper-nov2016

 

 

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.

 

 

 

 

learningvocabinvr-nov2016

 

 

 

James Bay students learn Cree syllabics in virtual reality — from cbc.ca by Celina Wapachee and Jaime Little
New program teaches syllabics inside immersive world, with friendly dogs and archery

 

 

 

VRMark will tell you if your PC is ready for Virtual Reality — from engadget.com by Sean Buckley
Benchmark before you buy.

 

 

Forbidden City Brings Archaeology to Life With Virtual Reality — from wsj.com

 

 

holo.study

hololensdemos-nov2016

 

 

Will virtual reality change the way I see history? — from bbc.co.uk

 

 

 

Scientists can now explore cells in virtual reality — from mashable.com by Ariel Bogle

Excerpt:

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.

 

 

 

 

Can Virtual Reality Make Us Care More? — from huffingtonpost.co.uk by Alex Handy

Excerpt:

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.

 

 

 

Stanford researchers release virtual reality simulation that transports users to ocean of the future — from news.stanford.edu by Rob Jordan
Free science education software, available to anyone with virtual reality gear, holds promise for spreading awareness and inspiring action on the pressing issue of ocean acidification.

 

 

 

 

The High-end VR Room of the Future Looks Like This — from uploadvr.com by Sarah Downey

Excerpt:

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:

AR and VR viewers:

Omnidirectional treadmills:

Haptic feedback bodysuits:

Brain-computer interfaces:

Neural plugins:

  • The Matrix (film)
  • Sword Art Online (TV show)
  • Neuromancer (novel)
  • Total Recall (film)
  • Avatar (film)

3D tracking, capture, and/or rendering:

Eye tracking:

 VR audio:

Scent creation:

 

 

 

calvincollege-janseries2017-2

 

The speakers — and the topics that they’ll be discussing — for the 2017 January Series have been announced.  As you can see, very knowledgeable, talented speakers are planning on covering a variety of meaningful topics such as:

  • 500 Years Later: Why the Reformation Still Matters
  • Poverty and Profit in the American City
  • Race, Trauma, and the Doctrine of Discovery
  • Closing the Gender Gap in Technology
  • Tinkering in Today’s Healthcare Factories: Pursuing the Renewal of Medicine
  • Until All Are Free: A Look at Slavery Today and the Church’s Invitation to End It
  • I’ll Push You: A Story of Radical Friendship, Overcoming Challenges and the Power of Community
  • The EU and Global Governance
  • The Very Good Gospel: How Everything Wrong Can Be Made Right
  • How Did We Get Here? A Historical Perspective on Our Wild 2016 Election
  • How to Find and Live Your Calling: Lessons from the Psychology of Vocation
  • The World is a Scary Place, Love Anyway
  • The Royal Revolution: Fresh Perspectives on the Cross
  • American Violinist in Concert
  • Overrated: Are We More in Love with the Idea of Changing the World than Actually Changing the World?

You don’t have to physically attend these presentations in order to benefit from them, as the majority of these presentations will be streamed live over the Internet (audio only).  So plan now to attend (physically or virtually) one or more of these excellent talks.

 

 

 
© 2016 Learning Ecosystems