Oculus is officially launching Oculus TV, its dedicated hub for watching flatscreen video in virtual reality, on the standalone Oculus Go headset. Oculus TV was announced at last month’s F8 conference, and it ties together a lot of existing VR video options, highlighting Oculus’ attempts to emphasize non-gaming uses of VR. The free app features a virtual home theater with what Oculus claims is the equivalent of a 180-inch TV screen. It offers access to several streaming video services, including subscription-based platforms like Showtime and free web television services like Pluto TV as well as video from Oculus’ parent company Facebook.
Lehi, UT, May 29, 2018 (GLOBE NEWSWIRE) — Today, fast-growing augmented reality startup, Seek, is launching Seek Studio, the world’s first mobile augmented reality studio, allowing anybody with a phone and no coding expertise required, to create their own AR experiences and publish them for the world to see. With mobile AR now made more readily available, average consumers are beginning to discover the magic that AR can bring to the palm of their hand, and Seek Studio turns everyone into a creator.
To make the process incredibly easy, Seek provides templates for users to create their first AR experiences. As an example, a user can select a photo on their phone, outline the portion of the image they want turned into a 3D object and then publish it to Seek. They will then be able to share it with their friends through popular social networks or text. A brand could additionally upload a 3D model of their product and publish it to Seek, providing an experience for their customers to easily view that content in their own home. Seek Studio will launch with 6 templates and will release new ones every few days over the coming months to constantly improve the complexity and types of experiences possible to create within the platform.
Apple unveiled its new augmented reality file format, as well as ARKit 2.0, at its annual WWDC developer conference today. Both will be available to users later this year with iOS 12.
The tech company partnered with Pixar to develop the AR file format Universal Scene Description (USDZ) to streamline the process of sharing and accessing augmented reality files. USDZ will be compatible with tools like Adobe, Autodesk, Sketchfab, PTC, and Quixel. Adobe CTO Abhay Parasnis spoke briefly on stage about how the file format will have native Adobe Creative Cloud support, and described it as the first time “you’ll be able to have what you see is what you get (WYSIWYG) editing” for AR objects.
With a starting focus on University-level education and vocational schools in sectors such as mechanical engineering, VivEdu branched out to K-12 education in 2018, boasting a comprehensive VR approach to learning science, technology, engineering, mathematics, and art for kids.
That roadmap, of course, is just beginning. Which is where the developers—and those arm’s-length iPads—come in. “They’re pushing AR onto phones to make sure they’re a winner when the headsets come around,” Miesnieks says of Apple. “You can’t wait for headsets and then quickly do 10 years’ worth of R&D on the software.”
To fully realize the potential will require a broad ecosystem. Adobe is partnering with technology leaders to standardize interaction models and file formats in the rapidly growing AR ecosystem. We’re also working with leading platform vendors, open standards efforts like usdz and glTF as well as media companies and the creative community to deliver a comprehensive AR offering. usdz is now supported by Apple, Adobe, Pixar and many others while glTF is supported by Google, Facebook, Microsoft, Adobe and other industry leaders.
There are a number of professionals who would find the ability to quickly and easily create floor plans to be extremely useful. Estate agents, interior designers and event organisers would all no doubt find such a capability to be extremely valuable. For those users, the new feature added to iStaging’s VR Maker app might be of considerable interest.
The new VR Maker feature utilises Apple’s ARKit toolset to recognise spaces, such as walls and floors and can provide accurate measurements. By scanning each wall of a space, a floor plan can be produced quickly and easily.
I’ve interviewed nine investors who have provided their insights on where the VR industry has come, as well as the risks and opportunities that exist in 2018 and beyond. We’ve asked them what opportunities are available in the space — and what tips they have for startups.
Augmented reality (AR) hasn’t truly permeated the mainstream consciousness yet, but the technology is swiftly being adopted by global industries. It’ll soon be unsurprising to find a pair of AR glasses strapped to a helmet sitting on the heads of service workers, and RealWear, a company at the forefront on developing these headsets, thinks it’s on the edge of something big.
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VOICE ACTIVATION
What’s most impressive about the RealWear HMT-1Z1 is how you control it. There’s no touch-sensitive gestures you need to learn — it’s all managed with voice, and better yet, there’s no need for a hotword like “Hey Google.” The headset listens for certain commands. For example, from the home screen just say “show my files” to see files downloaded to the device, and you can go back to the home screen by saying “navigate home.” When you’re looking at documents — like schematics — you can say “zoom in” or “zoom out” to change focus. It worked almost flawlessly, even in a noisy environment like the AWE show floor.
David Scowsill‘s experience in the aviation industry spans over 30 years. He has worked for British Airways, American Airlines, Easy Jet, Manchester Airport, and most recently the World Travel and Tourism Council, giving him a unique perspective on how Augmented and Virtual Reality (AVR) can impact the aviation industry.
These technologies have the power to transform the entire aviation industry, providing benefits to companies and consumers. From check-in, baggage drop, ramp operations and maintenance, to pilots and flight attendants, AVR can accelerate training, improve safety, and increase efficiency.
London-based design studio Marshmallow Laser Feast is using VR to let us reconnect with nature. With headsets, you can see a forest through the eyes of different animals and experience the sensations they feel. Creative Director Ersinhan Ersin took the stage at TNW Conference last week to show us how and why they created the project, titled In the Eyes of the Animal.
Have you already taken a side when it comes to XR wearables? Whether you prefer AR glasses or VR headsets likely depends on the application you need. But wouldn’t it be great to have a device that could perform as both? As XR tech advances, we think crossovers will start popping up around the world.
A Beijing startup called AntVR recently rocketed past its Kickstarter goal for an AR/VR visor. Their product, the Mix, uses tinted lenses to toggle between real world overlay and full immersion. It’s an exciting prospect. But rather than digging into the tech (or the controversy surrounding their name, their marketing, and a certain Marvel character) we’re looking at what this means for how XR devices are developed and sold.
Google is bringing AR tech to its Expeditions app with a new update going live today. Last year, the company introduced its GoogleExpeditions AR Pioneer Program, which brought the app into classrooms across the country; with this launch the functionality is available to all.
Expeditions will have more than 100 AR tours in addition to the 800 VR tours already available. Examples include experiences that let users explore Leonardo Da Vinci’s inventions and ones that let you interact with the human skeletal system.
At four recent VR conferences and events there was a palpable sense that despite new home VR devices getting the majority of marketing and media attention this year, the immediate promise and momentum is in the location-based VR (LBVR) attractions industry. The VR Arcade Conference (April 29th and 30th), VRLA (May 4th and 5th), the Digital Entertainment Group’s May meeting (May 1), and FoIL (Future of Immersive Leisure, May 16th and 17th) all highlighted a topic that suddenly no one can stop talking about: location-based VR (LBVR). With hungry landlords giving great deals for empty retail locations, VRcades, which are inexpensive to open (like Internet Cafes), are popping up all over the country. As a result, VRcade royalties for developers are on the rise, so they are shifting their attention accordingly to shorter experiences optimized for LBVR, which is much less expensive than building a VR app for the home.
Below are some excerpted slides from her presentation…
Also see:
20 important takeaways for learning world from Mary Meeker’s brilliant tech trends – from donaldclarkplanb.blogspot.com by Donald Clark
Excerpt:
Mary Meeker’s slide deck has a reputation of being the Delphic Oracle of tech. But, at 294 slides it’s a lot to take in. Don’t worry, I’ve been through them all. It has tons on economic stuff that is of marginal interest to education and training but there’s plenty to to get our teeth into. We’re not immune to tech trends, indeed we tend to follow in lock-step, just a bit later than everyone else. Among the data are lots of fascinating insights that point the way forward in terms of what we’re likely to be doing over the next decade. So here’s a really quick, top-end summary for folk in the learning game.
“Educational content usage online is ramping fast” with over 1 billion daily educational videos watched. There is evidence that use of the Internet for informal and formal learning is taking off.
Developmental delays can affect almost every area of a child’s life. This broad issue can cover any possible milestone that a child doesn’t meet according to the expected timeline, including speech or movement. While children with developmental delays can still be successful, it will require some additional help from patient teachers. Educators would do well to research the available assistive technology that can help to bolster a child’s education and encourage academic success.
What tools are available to help students compensate for their developmental delays? Here are just a few of the top technologies that parents and teachers have found to be successful in the classroom.
Some students encounter extraordinary challenges when it comes to forming the sounds of everyday communication. This may be due to a structural problem with the mouth or a motor-based issue. Collectively, these difficulties are considered to be articulation disorders. They can make classroom education extremely hard for both teachers and students. However, there are some ways that teachers can help students with articulation disorders still succeed academically.
If you want to help your student with articulation disorder succeed, you will need some of the best assistive technology available. You can see the recommendations for the top assistive technologies used with this disorder below.
In this instance, a random series of disconnected conversations got interpreted by Alexa as a specific and connected series of commands.
It doesn’t appear that the family members actually heard Alexa asking who it should send a message to, or confirming that it should be sent.
That’s probably a function of how good the Echo’s far field voice recognition is. Each speaker has seven microphones which are arrayed so the cylindrical speaker can pick up voice commands from far away or even in noisy rooms with lots of conversations going on.
Amazon says it is evaluating options to make cases such as happened to the Portland family less likely.
But given that Forrester predicts by 2020 almost 50% of American households will contain a smart speaker, expect more such confusions in the future.
Think college is expensive now? Then new parents will probably want to take a seat for this news.
In 2036, just 18 years from now, four years at a private university will be around $303,000, up from $167,000 today.
To get a degree at a public university you’ll need about $184,000, compared with $101,000 now.
These forecasts were provided by Wealthfront, an automated investment platform that offers college saving options. It uses Department of Education data on the current cost of schools along with expected annual inflation to come up with its projections.
Excerpted graphic:
From DSC: We had better be at the end of the line of thinking that says these tuition hikes can continue. It’s not ok. More and more people will be shut out by this kind of societal gatekeeper. The ever-increasing cost of obtaining a degree has become a matter of social justice for me. Other solutions are needed. The 800 pound gorilla of debt that’s already being loaded onto more and more of our graduates will impact them for years…even for decades in many of our graduates’ cases.
It’s my hope that a variety of technologies will make learning more affordable, yet still provide a high quality of education. In fact, I’m hopeful that the personalization/customization of learning will take some major steps forward in the very near future. We will still need and want solid teachers, professors, and trainers, but I’m hopeful that those folks will be aided by the heavy lifting that will be done by some powerful tools/technologies that will be aimed at helping people learn and grow…providing lifelong learners with more choice, more control.
I love the physical campus as much as anyone, and I hope that all students can have that experience if they want it. But I’ve seen and worked with the high costs of building and maintaining physical spaces — maintaining our learning spaces, dorms, libraries, gyms, etc. is very expensive.
I see streams of content becoming more prevalent in the future — especially for lifelong learners who need to reinvent themselves in order to stay marketable. We will be able to subscribe and unsubscribe to curated streams of content that we want to learn more about. For example, today, that could involve RSS feeds and Feedly (to aggregate those feeds). I see us using micro-learning to help us encode information and then practice recalling it (i.e., spaced practice), to help us stop or lessen the forgetting curves we all experience, to help us sort information into things we know and things that we need more assistance on (while providing links to resources that will help us obtain better mastery of the subject(s)).
After acquiring the rights to the New Media Consortium’s Horizon project earlier this year, Educause has now published a preview of the 2018 Higher Education Edition of the Horizon Report — research that was in progress at the time of NMC’s sudden dissolution. The report covers the key technology trends, challenges and developments expected to impact higher ed in the short-, mid- and long-term future.
Virtual reality (VR) has often been mentioned as the empathy machine, however it has many use cases. When it comes to memory and retention it looks like VR is not only useful for simulation but for education as well. Immersive VR Education teamed up with HTC Vive and Windsor Forest Colleges Group to create a memorable experience of virtual teaching.
On the April 25th ten students from Windsor Forest Colleges Group in the UK put on an HTC Vive headset and guided by David Whelan CEO & Founder of Immersive VR Education and Mike Armstrong, Senior/Lead Developer of Immersive VR Education using the free VR social education and presentation platform ENGAGE. ENGAGE allows users to hold meetings, classes, private lessons and presentations. Users can record, create their own lessons and presentations as well as allow users to interact with virtual objects.
The $200 Oculus Go is the most accessible VR headset today.
Up until now, one of the biggest barriers to entry for VR has been price. Headset adoption has taken a conservative growth path, mostly due in part to high prices of PC-required systems or just requiring consumers to own a specific line of VR compatible phones to pair with mobile headsets.
But now the Oculus Go is finally here and it’s a big deal, especially for the millions of iPhone users out there who up until today have had limited options to get into VR.
Starting today, the Oculus Go standalone VR headset is available for purchase for $199. Available for sale on Oculus.com in 23 countries, you can also pick up one online from Amazon or in Best Buy Stores in the U.S. The Oculus companion app used for initial setup is available for both iPhone or Android devices.
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: While it was great to see more Augmented Reality (AR) apps in education and to see Apple putting more emphasis again on educational-related endeavors, I’m doubtful that the iPad is going to be able to dethrone the Chromebooks. Apple might have better results with a system that can be both a tablet device and a laptop and let students decide which device to use and when.
At Apple’s education event in Chicago on Tuesday, augmented reality stood at the head of the class among the tech giant’s new offerings for the classroom.
The company showcased a number of ARKit-enabled apps that promise to make learning more immersive. For example, the AR mode for Froggipedia, expected to launch on March 30 for $3.99 on the App Store, will allow students to view and dissect a virtual frog’s anatomy. And a new update to the GeoGebra app brings ARKit support to math lessons.
Meanwhile, the Free Rivers app from the World Wildlife Federation enables students to explore miniature landscapes and learn about various ecosystems around the world.
In addition, as part of its Everyone Can Code program, Apple has also updated its Swift Playgrounds coding app with ARKit support, enabling students to begin learning to code via an ARKit module, according to a report from The Verge.
[The 3/27/18] Apple event in Chicago was about more than just showing off new hardware and software in the classroom — the company was reasserting itself as a major player in education. The category has long been a lynchpin in Apple’s strategy — something that Steve Jobs held near and dear.
Any ’80s kid will tell you that Apple was a force to be reckoned with — Apple computers were mainstays in computer labs across the country. It’s always been a good fit for a company focused on serving creators, bringing that extra bit of pizzazz to the classroom. In recent years, however, there’s been a major shift. The Chromebook has become the king of the classroom, thanks in no small part to the inexpensive hardware and limited spec requirements.
Based on Google’s early positioning of the category, it appears that the Chromebook’s classroom success even managed to catch its creators off-guard. The company has since happily embraced that success — while Microsoft appears to have shifted its own approach in response to Chrome OS’s success.
Apple’s own responses have been less direct, and today’s event was a reconfirmation of the company’s commitment to the iPad as the centerpiece of its educational play. If Apple can be seen as reacting, it’s in the price of the product. Gone are the days that schools’ entire digital strategy revolved around a bunch of stationary desktops in a dusty old computer lab.
SXSW 2018: Key trends — from jwtintelligence.com by Marie Stafford w/ contributions by Sarah Holbrook
Excerpt:
Ethics & the Big Tech Backlash What a difference a week makes. As the Cambridge Analytica scandal broke last weekend, the curtain was already coming down on SXSW. Even without this latest bombshell, the discussion around ethics in technology was animated, with more than 10 panels devoted to the theme. From misinformation to surveillance, from algorithmic bias to the perils of artificial intelligence (hi Elon!) speakers grappled with the weighty issue of how to ensure technology works for the good of humanity.
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The Human Connection
When technology provokes this much concern, it’s perhaps natural that people should seek respite in human qualities like empathy, understanding and emotional connection.
In a standout keynote, couples therapist Esther Perel gently berated the SXSW audience for neglecting to focus on human relationships. “The quality of your relationships,” she said, “is what determines the quality of your life.
These days, though, many MOOC platforms are courting the traditional higher-ed market they once rebuked, often by hosting fully-online masters degrees for colleges and universities. And today, one of the largest MOOC providers, Coursera, announced it’s going one step further in that direction, with its first fully online bachelor’s degree.
“We are realizing that the vast reach of MOOCs makes them a powerful gateway to degrees,” Coursera CEO Jeff Maggioncalda said in a statement.
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The new degree will be a bachelor of science in computer science from the University of London. The entire program will cost between £9,600 and £17,000 (approximately $13,300 to $23,500), depending on a student’s geographic location. According to a spokesperson for Coursera, the program’s “cost is adjusted based on whether a student is in a developed or developing economy.”
From DSC: At least a couple of questions come to mind here:
What might the future hold if the U.S. Department of Education / the Federal Government begins funding these types of alternatives to traditional higher education?
Will Coursera be successful here and begin adding more degrees? If so, a major game-changer could be on our doorsteps.
From DSC:
After seeing the article entitled, “Scientists Are Turning Alexa into an Automated Lab Helper,” I began to wonder…might Alexa be a tool to periodically schedule & provide practice tests & distributed practice on content? In the future, will there be “learning bots” that a learner can employ to do such self-testing and/or distributed practice?
These days, education reformers, evangelists and foundations pay a lot of lip service to the notion of lifelong learning, but we do little to invest in the systems, architecture and infrastructure needed to facilitate seamless movements in and out of learning and work.
Talk of lifelong learning doesn’t translate into action. In fact, resources and funding are often geared toward the traditional 17- to 22-year-old college-going population and less often to working adults, our growing new-traditional student population.
We’ll need a different investment thesis: For most adults, taking time off work to attend classes at a local, brick-and-mortar community college or a four-year institution will not be the answer. The opportunity costs will be too high. Our current system of traditional higher education is ill-suited to facilitate flexible, seamless cost-effective learning pathways for these students to keep up with the emergent demands of the workforce.
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Many adults may have no interest in coming back to college. Out of the 37 million Americans with some college and no degree, many have already failed one or twice before and will be wholly uninterested in experiencing more educational trauma.We can’t just say, “Here’s a MOOC, or here’s an online degree, or a 6- to 12-week immersive bootcamp.”
We have to do better. Let’s begin seeding the foundational elements of a learning ecosystem of the future—flexible enough for adults to move consistently in and out of learning and work. Enough talk about lifelong learning: Let’s build the foundations of that learning ecosystem of the future.
From DSC: I couldn’t agree more with Michelle that we need a new learning ecosystem of the future. In fact, I have been calling such an effort “Learning from the Living [Class] Room — and it outlines a next generation learning platform that aims to deliver everything Michelle talks about in her solid article out at edsurge.com.
Along these lines…I just saw that Amazon is building out more cashierless stores (and Walmart is also at work on introducing more cashierless stores.) Now, let’s say that you are currently a cashier. 2-5 years from now (depending upon where you’re currently working and which stores are in your community), what are you going to do? The opportunities for such a position will be fewer and fewer. Who can help you do what Michelle mentioned here:
Working learners will also need help articulating their learning goals and envisioning a future for themselves. People don’t know how to translate their skills from one industry to another. How does a student begin to understand that 30% of what they already know could be channeled into a totally different and potentially promising pathway they never even knew was within reach?
And that cashier may have had a tough time with K-12 education and/or with higher education. As Michelle writes:
Many adults may have no interest in coming back to college. Out of the 37 million Americans with some college and no degree, many have already failed one or twice before and will be wholly uninterested in experiencing more educational trauma. We can’t just say, “Here’s a MOOC, or here’s an online degree, or a 6- to 12-week immersive bootcamp.”
And like the cashier in this example…we are quickly approaching an era where, I believe, many of us will need to reinvent ourselves in order to:
stay marketable
keep bread and butter on the table
continue to have a sense of purpose and meaning in our lives
Higher ed, if it wants to remain relevant, must pick up the pace of experimentation and increase the willingness to innovate, and to develop new business models — to develop new “learning channels” so to speak. Such channels need to be:
Up-to-date
Serving relevant data and information– especially regarding the job market and which jobs appear to be safe for the next 5-10 years
Mapping the Trends on Our Doorstep: The Pace of Change Has Changed— from an article that I did out at — and with — evoLLLution.com [where LLL stands for lifelong learning]; my thanks to Mr. Amrit Ahluwalia, Managing Editor out at evolllution.com and to his staff as well! The higher education industry has changed significantly over the past decade, and given the pace and significance of change hitting other industries as a result of technological advances, it’s fair to say the postsecondary space is ripe for further transformation.
From DSC: From the perspective of those of us working within higher education, we see massive changes occurring in the corporate world, and we see innovations and changes also occurring in the world of K-12. Higher education should also be adapting, changing, questioning, and reflecting upon how we can best prepare our students for a rapidly changing workplace.
Below is another interesting item that I believe gives credence to the idea that we are now on an exponential pace of change. Companies are coming and going on the S&P Index…at an ever faster pace.
The 33-year average tenure of companies on the S&P 500 in 1964 narrowed to 24 years by 2016 and is forecast to shrink to just 12 years by 2027 (Chart 1).