Making a Digital Window Wall from TVs — from theawesomer.com

Drew Builds Stuff has an office in the basement of his parents’ house. Because of its subterranean location, it doesn’t get much light. To brighten things up, he built a window wall out of three 75? 4K TVs, resulting in a 12-foot diagonal image. Since he can load up any video footage, he can pretend to be anywhere on Earth.

From DSC:
Perhaps some ideas here for learning spaces!

 
 

The Digital Divide 2.0: Navigating Digital Equity and Health Equity in Education — from edsurge.com by Mordecai I. Brownlee

Excerpt:

Luckily, we don’t have to do this work alone. Mainstream awareness of the access gap is growing, which has encouraged corporations like AT&T and Comcast and organizations like United Way to respond by creating employee and community campaigns to bring forth solutions.

Such awareness has also inspired a surge in federal, state and local governments discussing solutions and infrastructure upgrades. For example, nationally, the Affordable Connectivity Program is an FCC benefit program aimed at providing affordable broadband access for work, school, health care and more. It is important to note that participants must meet the Federal Poverty Guidelines eligibility standards to receive such benefits.

Also relevant/see:

Can Colleges Reach Beyond Campus to Foster ‘Digital Equity’ in Communities? — from edsurge.com by Rebecca Koenig

Excerpt (emphasis DSC):

So his organization is working with the city of Orangeburg and Claflin University to extend the university’s broadband out into the surrounding community at affordable rates. And because research from McKinsey suggests that more than 80 percent of HBCUs are located in “broadband deserts,” it’s a strategy that may work elsewhere in the country, too.

“That makes HBCUs and other minority-serving institutions, and universities more broadly, really interesting and powerful partners in bridging the digital divide,” Ben-Avie said.

 

Using Virtual Reality for Career Training — from techlearning.com by Erik Ofgang
The Boys & Girls Clubs of Indiana have had success using virtual reality simulations to teach students about career opportunities.

a Woman with a virtual reality set on occupies one half of the screen. The other shows virtual tools that she is controlling.

Excerpts:

Virtual reality can help boost CTE programs and teach students about potential careers in fields they may know nothing about, says Lana Taylor from the Indiana Alliance of Boys & Girls Clubs of America.

One of those other resources has been a partnership with Transfer VR to provide students access to headsets to participate in career simulations that can give them a tactile sense of what working in certain careers might be like.

“Not all kids are meant to go to college, not all kids want to do it,” Taylor says. “So it’s important to give them some exposure to different careers and workforce paths that maybe they hadn’t thought of before.” 


AI interviews in VR prepare students for real jobseeking — from inavateonthenet.net

 

What might the ramifications be for text-to-everything? [Christian]

From DSC:

  • We can now type in text to get graphics and artwork.
  • We can now type in text to get videos.
  • There are several tools to give us transcripts of what was said during a presentation.
  • We can search videos for spoken words and/or for words listed within slides within a presentation.

Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.



This raises some ideas/questions for me:

  • What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
  • What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
  • Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
  • How might this type of thing impact storytelling?
  • Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
  • What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
  • Will this kind of thing be standard in the next version of the Internet (Web3)?
  • Will this help people with special needs — and way beyond accessibility-related needs?
  • Will data be next (instead of typing in text)?

Hmmm….interesting times ahead.

 

Virtual Internships matches students with top companies around the world — from techcrunch.com by Catherine Shu

Excerpts:

Remote work struck down barriers for many employees, and now Virtual Internships is doing the same for university students around the world by partnering with over 12,000 companies from 100 countries.

Virtual Internships uses AI to match students at scale with internships at companies ranging from startups to blue chips and guarantees a match within one month.

 

The next chapter for Learning on YouTube — from blog.youtube by Jonathan Katzman

Next year, qualified creators can begin offering free or paid Courses to provide in-depth, structured learning experiences for viewers. Viewers who choose to buy a Course can watch the video ad-free and play it in the background.

…to help learners apply what they’ve learned, we’re introducing Quizzes — a new way for creators to help viewers test their knowledge.”

.

 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
.

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

.

Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

Per Adobe today (emphasis DSC):

And we’re live! Starting 9:30am pst on Adobe Live’s YouTube Channel

After years of partnering with the Creative Cloud YouTube channel to bring our community inspiration and advice, Adobe Live will be streaming to our own YouTube channel (+Behance!) starting 9/6! This gives the Adobe Live team an exciting opportunity to connect closely with YOU, our community, through tailored content, YouTube’s community tab and, of course, LIVE streams.

Make sure to subscribe to the Adobe Live channel NOW!
.

Adobe Live is now on YouTube -- as of 9-6-22

 

EdTech Giant Unacademy Launches 50 New Channels On YouTube To Democratise Online Education — from edtechreview.in by Shalini Pathak

Excerpt:

Unacademy, an Indian EdTech unicorn and one of the leading online learning platform, has recently launched 50 new education channels on Google-owned YouTube. The channels significantly help in increasing accessibility for millions of learners across academic and non-academic categories.

Few of these 50 channels are built on the existing content categories as offered by Unacademy. They mark Unacademy’s foray into newer terrains such as ‘Tick Tock Tax’- to simplify the direct and indirect tax concepts, and Life After IIT – a platform to crack JEE and discuss success stories of top rankers.

 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

Test proctoring room scans violated college student’s privacy, judge rules — from highereddive.com by Natalie Schwartz

Excerpt from Dive Brief: 

  • Cleveland State University violated the Fourth Amendment’s protection against unreasonable government searches and seizures by scanning rooms via online proctoring software before students took exams, a federal judge ruled Monday.
 

The Metaverse Is Not a Place — from oreilly.com by Tim O’Reilly
It’s a communications medium.

Excerpt:

Foundations of the metaverse
You can continue this exercise by thinking about the metaverse as the combination of multiple technology trend vectors progressing at different speeds and coming from different directions, and pushing the overall vector forward (or backward) accordingly. No new technology is the product of a single vector.

So rather than settling on just “the metaverse is a communications medium,” think about the various technology vectors besides real-time communications that are coming together in the current moment. What news from the future might we be looking for?

  • Virtual Reality/Augmented Reality
  • Social media
  • Gaming
  • AI
  • Cryptocurrencies and “Web3”
  • Identity

#metaverse #AI #communications #gaming #socialmedia #cryptocurrencies #Web3 #identity #bots #XR #VR #emergingtechnologies

 

Brands Are Already Making Millions in the Metaverse. Here’s What Business Owners Need To Know. — from inc.com by Ben Sherry
Entrepreneurs who follow Gen-Z into the metaverse could gain a competitive advantage.

Excerpt (emphasis DSC):

If you’re still skeptical about the metaverse, you certainly aren’t alone. According to a recent survey, 55 percent of adults with yearly incomes over $100,000 said they were not interested or excited about the concept, while 37 percent said they were primarily worried about it. Only 6 percent of respondents claimed to be excited about the metaverse.

Those numbers might not seem encouraging, but it’s important to remember that one of the most popular metaverse platforms currently available, Roblox, averages more than 54 million daily users, the vast majority of whom are Gen-Z or younger. Those users have cumulatively spent more than $1 billion on digital items such as outfits or accessories designed to be worn by player avatars in addition to in-experience upgrades and various other paid features.

From DSC:
The article stated that over 30 million virtual worlds had been created from scratch using Roblox Studio, the platform’s creation engine. So youth are creating, sharing, and participating in virtual worlds all the time…while experimenting, playing, and practicing their creativity. This all is done outside of school. Hmm…

 

 

Matthew Ball on the metaverse: We’ve never seen a shift this enormous — protocol.com by Janko Roettgers
The leading metaverse theorist shares his thoughts on the sudden rise of the concept, its utility for the enterprise and what we still get wrong about the metaverse.

Excerpts:

What are the biggest misconceptions about the metaverse?
First, the idea that the metaverse is immersive virtual reality, such as an Oculus or Meta Quest. That’s an access device. It would be akin to saying the mobile internet is a smartphone.

We should think of the metaverse as perhaps changing the devices we use, the experiences, business models, protocols and behaviors that we enjoy online. But we’ll keep using smartphones, keyboards. We don’t need to do all video conferences or all calls in 3D. It’s supplements and complements, doesn’t replace everything.

Also relevant/see:

A former Amazon exec thinks Disney will win the metaverse — from protocol.com by

Excerpt:

This month, Ball is publishing his book, “The Metaverse: And How It Will Revolutionize Everything.” The work explains in detail what the metaverse is all about and which shifts in tech, business and culture need to fall into place for it to come into existence.

How will the metaverse change Hollywood? In his book, Ball argues that people tend to underestimate the changes new technologies will have on media and entertainment.

  • Instead of just seeing a movie play out in 360 degrees around us, we’ll want to be part of the movie and play a more active role.
  • One way to achieve that is through games, which have long blurred the lines between storytelling and interactivity. But Ball also predicts there will be a wide range of adjacent content experiences, from virtual Tinder dates in the “Star Wars” universe to Peloton rides through your favorite movie sets.

Addendum on 7/24/22:

Neurodiversity, Inclusion And The Metaverse — from workdesign.com by Derek McCallum

Excerpt:

Innovation in virtual and augmented reality platforms and the vast opportunities connected to the metaverse are driving innovation in nearly every industry. In the workplace, future-focused companies are increasingly exploring ways to use this nascent technology to offer workers more choices and better support for neurodiverse employees.

It would be nearly impossible to list all the challenges and opportunities associated with this technology in a single article, so I’ll keep things focused on an area that is top-of-mind right now as many of us start to make our way back into the office—the workplace. The truth is, while we can use our expertise and experience to anticipate outcomes, no one truly knows what the metaverse will become and what the wide-ranging effects will be. At the moment, the possibilities are exciting and bring to mind more questions than answers. As a principal and hands-on designer in a large, diverse practice, my hope is that we will be able to collectively harness the inherent opportunities of the metaverse to support richer, more accessible human experiences across all aspects of the built environment, and that includes the workplace.


 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 
© 2022 | Daniel Christian