From DSC:
The simpler something is, the greater chance that it will be adopted. Think of HTML and how simple it was years ago for people to create and post their own web pages. I would argue that it was that level of simplicity that lead to the explosive growth of the World Wide Web. 

So when we look at what the term “flipped learning” or the “flipped classroom” is all about these days, I think we need to be careful that things don’t get too complex. Consider the growing complexity of the flipped classroom out at flr.flglobal.org/?p=417

Version 1.0 was easy to understand and therefore to implement. But Version 3.0 looks far less clear as to what we’re even talking about now. We need to find ways to keep it simple, if that’s possible. I realize that teaching and learning is messy, so I’m not sure it’s always possible to practice the KISS principle when we’re talking about pedagogies. But if we don’t try, we’ll have a harder time getting adoption in the future — because Instructional Designers, Teachers, Trainers, and Professors won’t even know what we’re talking about.

 

 

 

Robert Talbert gets at some of this too in his posting entitled, “Four challenges for flipped learning for the next five years.”  Below is an excerpt from that posting:

1. Build a standard operational definition of flipped learning.
One of the biggest challenges facing flipped learning is simply defining what it is. Several competing definitions, all with some overlap but also with nagging differences, are in use today, and this is making it all but impossible to conduct or interpret research on flipped learning or practice it with students. It’s to the point that if you hear an instructor say she uses “flipped learning”, you have to dig deeper to know what she really means.

So as the first challenge, and as a prerequisite to the others, I propose that somehow, we all come up with an operational definition of flipped learning that can serve as the standard for research and practice. I’ve already proposed my own. I’m not saying this should be the standard, but I think something like this could be the starting point. How will “we” decide on a standard, and who’s the “we”? I don’t know, but I think it will involve some group of people a high profile to lead the discussion and decide on one, and then start using it and labeling it as “the standard definition”.

Can other people use models of flipped learning, such as the in-class flipped model, that don’t conform to a standard definition? Sure. Who’s going to stop them? But we need a starting point

 

 

A Sneak Peek into Augmented Reality’s Influence on SEO — from semrush.com by Pradeep Chopra

Excerpt:

AR is here to influence how businesses are going to promote their products/services and also how they optimize for search rankings. It is important to note, AR will impact Search Engine Optimization.

Local SEO Becomes More Critical
Augmented reality makes it possible for users to scan their mobile devices and get information on the businesses in their area. The data includes everything from images to ratings to reviews. AR apps have the capability to provide users with location-specific offers and deals – all in a theatrical AR format.

Apps like Yelp and Wikitude are already providing geo-location based AR experiences.

So, if you were to scan a location with your camera, you would be able to see the details of that business along with its latest reviews, ratings, and offers. This will simplify the experience for those searching from a specific geo-location. You must, therefore, ensure and maintain the quality and freshness of your local listings.

Here are some key aspects that you must take care of…

 

 

 

A new JPEG format for virtual reality, drones and self-driving cars — from actu.epfl.ch
The Joint Photographic Experts Group (JPEG), an international committee headed by an EPFL professor, has just unveiled JPEG XS. With this new format, the image-compression process uses less energy, and higher-quality images can be sent with low latency over broadband networks like 5G. JPEG XS will have applications in areas such as virtual reality, augmented reality, space imagery, self-driving cars and professional movie editing.

Excerpt:

Why do virtual reality headsets make users nauseous? One reason is latency, or the almost imperceptible amount of time it takes for a display image to change in response to a user’s head movement. However, the Joint Photographic Experts Group (JPEG) has just introduced a new image compression standard that could resolve this problem. This working group is headed by Touradj Ebrahimi, a professor in EPFL’s School of Engineering (STI).

With JPEG XS, images and videos maintain an extremely high level of quality thanks to a compression process that is simpler and faster – and thus more energy efficient. The compressed files end up being larger, but that’s not a problem thanks to broadband networks such as Wi-Fi and 5G: the aim is to stream the files instead of storing them in smartphones or other devices with limited memory.

This means that you could use your smartphone, tablet or computer to project a high-definition movie or a video game onto a large-screen display almost instantaneously. No cables would be required, and the image quality would be extremely high.

 

 

JPEG XS is a new VR video streaming format optimized for 5G and Wi-Fi — from venturebeat.com by Jeremy Horwitz

Excerpt:

Best known for its eponymous and ubiquitous photo standard, the Joint Photographic Experts Group (JPEG) has announced JPEG XS, a new video compression standard designed to stream lossless videos, VR content, and games over wireless networks. Intriguingly, JPEG XS is said to work on current computers with only software updates, while smaller devices will require “next generation” hardware.

Unlike rival video standards, JPEG XS doesn’t attempt maximum compression by using extra processing power or time. It instead presumes that the device will be used on a high-bandwidth 5G cellular or Wi-Fi network and focuses on delivering ultra low latency and superior energy efficiency.

 

 

 

Apple’s In-Depth Work on a Next-Gen Mixed Reality Headset is Simply Mind Boggling in Scope — from patentlyapple.com

Excerpt:

In April 2017 Patently Apple posted a report titled “NASA’s Mission Operations Innovation Lead is now a Senior Manager on Apple’s AR Glasses Team.” A year ago we also posted a report titled “Apple’s Augmented Reality Team is bringing in more Specialists to work on their Future Platform.” Apple has certainly gathered a world class team of experts to develop a whole range of next-gen AR/VR and Mixed Reality headsets, smartglasses and more. Earlier today we posted a report titled “Apple Advances their Head Mounted Display Project by adding a new GUI, an External Camera, Gaming & more.” While Apple has been updating some of the features of this headset, we’re still stuck with a 2008 patent image a headset concept that is somewhat outdated.

 

 

Augmented Reality Kit: Quick Start Guide — from cgcookie.com by Jonathan Gonzalez

Excerpt:

Augmented Reality is an exciting new way to develop games and apps that support the use of 3d objects in real world space. If you’ve ever played Pokemon Go then you’re familiar with what Augmented Reality (AR) is. Other popular apps have been sprouting up to take use of AR capabilities for more practical purposes such as Ikea’s catalog, pick your furniture and see how it looks in your place. Regardless of how you use AR for development there are three main resources we can use to develop for various AR capable hardware.

 

 

 

Travel to Mars and learn about the Curiosity Rover in VR  — from unimersiv.com

 

 

 

 

 

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.

 

 

 

 

Pros and Cons of Virtual Reality in the Classroom — from chronicle.com by Adam Evans

Excerpt:

Armed with a lifelong affinity for video games and a $6,000 faculty teaching grant, I have spent the past 15 months working on a pilot project to illustrate the value of using virtual reality in the classroom. My goal is to convince fellow faculty members and administrators at Transylvania University, where I teach business administration, that VR can offer today’s tech-savvy students exciting opportunities to solve problems in new ways.

When I set up in-office demos for peers and students, they said they could not believe how immersive the technology felt. Expecting just another digital video game, they stepped into a dress rehearsal of the original Broadway cast of Hamilton or found themselves competing in the Winter Olympics in Pyeongchang.

There are major differences between virtual and augmented reality. The latter, which is less expensive to produce and already more prolific, is created by adding a digital element to the real world, such as a hologram one can view through a smartphone. Popular examples of this would be the Pokémon Go or the new Jurassic World Alive apps, which allow smartphone users to to find virtual characters that appear in physical locations. Users are still aware of the real space around them.

In contrast, virtual reality places the user inside a digitized world for a fully immersive experience. It generally costs more to design and typically requires more-expensive equipment, such as a full headset.

 

 

10 very cool augmented reality apps (that aren’t design or shopping tools) — from androidpolice.com by Taylor Kerns

Excerpt:

Augmented reality is having a moment on Android. Thanks to ARCore, which now works on more than a dozen device models—Google says that’s more than 100 million individual devices—we’ve seen a ton of new applications that insert virtual objects into our real surroundings. A lot of them are shopping and interior design apps, which makes sense—AR’s ability to make items appear in your home is a great way to see what a couch looks like in your living room without actually lugging it in there. But AR can do so much more. Here are 10 augmented reality apps that are useful, fascinating, or just plain cool.

 

 

 

The Wild and Amazing World of Augmented Reality — from askatechteacher.com by Jacqui Murray

Excerpt:

10 Ways to Use AR in the Classroom
I collected the best ways to use AR in the classroom from colleagues and edtech websites (like Edutopia) to provide a good overview of the depth and breadth of education now being addressed with AR-infused projects:

  • Book Reviews: Students record themselves giving a brief review of a novel that they just finished, and then attach digital information to a book. Afterward, anyone can scan the cover of the book and instantly access the review.
  • Classroom tour: Make a class picture image trigger a virtual tour of a classroom augmented reality
  • Faculty Photos: Display faculty photos where visitors can scan the image of an instructor and see it come to life with their background
  • Homework Mini-Lessons: Students scan homework to reveal information to help them solve a problem
  • Lab Safety: Put triggers around a science laboratory that students can scan to learn safety procedures
  • Parent Involvement: Record parents encouraging their child and attach a trigger image to the child’s desk
  • Requests: Trigger to a Google Form to request time with the teacher, librarian, or another professional
  • Sign Language Flashcards: Create flashcards that contain a video overlay showing how to sign a word or phrase
  • Word Walls: Students record themselves defining vocabulary words. Classmates scan them to get definitions and sentences using the word
  • Yearbooks: So many ways, just know AR will energize any yearbook

AR is the next great disruptive force in education. If your goal is to create lifelong learners inspired by knowledge, AR, in its infancy, holds the seeds for meeting that goal.

 

 

YouAR Out Of Stealth With AR Cloud Breakthrough — from forbes.com by Charlie Fink

Excerpt:

YouAR, of Portland, OR, is coming out of stealth with a product that addresses some of the most vexing problems in AR, including convergent cross-platform computer vision (real-time interaction between ARKit and ARCore devices), interactivity of multiple AR apps in the same location across devices, real-time scene mapping, geometric occlusion of digital objects, localization of devices beyond GPS (the AR Cloud), and the bundle drop of digital assets into remote locations. Together, this represents a heretofore unheard of stack of AR and computer vision features we have yet to see in AR, and could revolutionize the development of new apps.

 

 

 

12 Good Augmented Reality Apps to Use in Your Instruction — from educatorstechnology.com

Excerpt:

Augmented reality technologies are transforming the way we live, learn and interact with each other. They are creating limitless learning possibilities and are empowering learners with  the required know-how to get immersed in meaningful learning experiences. We have already reviewed several educational AR tools and apps and have also shared this collection of excellent TED talks on the educational potential of AR technologies. Drawing on these resources together with EdSurge list, we have prepared for you this updated collection of some of the best AR apps to use in your instruction. You may want to go through them and see which ones work  for you.

 

 

eXtended Reality (XR): How AR, VR, and MR are Extending Learning Opportunities | Resource list from educause

 

 

 

 

 

 

 

 

 

Design Thinking: A Quick Overview — from interaction-design.org by Rikke Dam and Teo Siang

Excerpt:

To begin, let’s have a quick overview of the fundamental principles behind Design Thinking:

  • Design Thinking starts with empathy, a deep human focus, in order to gain insights which may reveal new and unexplored ways of seeing, and courses of action to follow in bringing about preferred situations for business and society.
  • It involves reframing the perceived problem or challenge at hand, and gaining perspectives, which allow a more holistic look at the path towards these preferred situations.
  • It encourages collaborative, multi-disciplinary teamwork to leverage the skills, personalities and thinking styles of many in order to solve multifaceted problems.
  • It initially employs divergent styles of thinking to explore as many possibilities, deferring judgment and creating an open ideations space to allow for the maximum number of ideas and points of view to surface.
  • It later employs convergent styles of thinking to isolate potential solution streams, combining and refining insights and more mature ideas, which pave a path forward.
  • It engages in early exploration of selected ideas, rapidly modelling potential solutions to encourage learning while doing, and allow for gaining additional insight into the viability of solutions before too much time or money has been spent
  • Tests the prototypes which survive the processes further to remove any potential issues.
  • Iterates through the various stages, revisiting empathetic frames of mind and then redefining the challenge as new knowledge and insight is gained along the way.
  • It starts off chaotic and cloudy steamrolling towards points of clarity until a desirable, feasible and viable solution emerges.

 

 

From DSC:
This post includes information about popular design thinking frameworks. I think it’s a helpful posting for those who have heard about design thinking but want to know more about it.

 

 

What is Design Thinking?
Design thinking is an iterative process in which we seek to understand the user, challenge assumptions we might have, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent with our initial level of understanding. As such, design thinking is most useful in tackling problems that are ill-defined or unknown.

Design thinking is extremely useful in tackling ill-defined or unknown problems—it reframes the problem in human-centric ways, allows the creation of many ideas in brainstorming sessions, and lets us adopt a hands-on approach in prototyping and testing. Design thinking also involves on-going experimentation: sketching, prototyping, testing, and trying out concepts and ideas. It involves five phases: Empathize, Define, Ideate, Prototype, and Test. The phases allow us to gain a deep understanding of users, critically examine the assumptions about the problem and define a concrete problem statement, generate ideas for tackling the problem, and then create prototypes for the ideas in order to test their effectiveness.

Design thinking is not about graphic design but rather about solving problems through the use of design. It is a critical skill for allprofessionals, not only designers. Understanding how to approach problems and apply design thinking enables everyone to maximize our contributions in the work environment and create incredible, memorable products for users.

 

 

 

 

Apple Special Event. March 27, 2018.
From Lane Tech College Prep High School, Chicago.

 

 

 

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. 

 


Also see:


 

Here are the biggest announcements from Apple’s education event — from engadget.com by Chris Velazco
The new iPad was only the beginning.

 

 

Apple’s Education-Focused iPad Event Pushes Augmented Reality Further into the Classroom — from next.reality.news by Tommy Palladino

Excerpt:

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.

 

 

 

 

 

Apple’s Education Page…which covers what was announced (at least as of 3/30/18)

 

 

Comparing Apple, Google and Microsoft’s education plays — from techcrunch.com by Brian Heater

Excerpt:

[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.

 

 

Apple Should Have Cut iPad Price Further For Schools, Say Analysts
Apple announced another affordable iPad and some cool new educational software today, but it might be too pricey to unseat Chromebooks in many classrooms.

 

 

Apple’s New Low-End iPad For Students Looks To Thwart Google, Microsoft

 

 

What educators think about Apple’s new iPad
Can a bunch of new apps make up for the high price?

 

 

Apple needs more than apps to win over educators
Apple used to be in a lot of classrooms, but are new iPads enough to woo educators?

 

 

 

 

 

 

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.

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.

 

 

 

 

How to Set Up a VR Pilot — from campustechnology.com by Dian Schaffhauser
As Washington & Lee University has found, there is no best approach for introducing virtual reality into your classrooms — just stages of faculty commitment.

Excerpt:

The work at the IQ Center offers a model for how other institutions might want to approach their own VR experimentation. The secret to success, suggested IQ Center Coordinator David Pfaff, “is to not be afraid to develop your own stuff” — in other words, diving right in. But first, there’s dipping a toe.

The IQ Center is a collaborative workspace housed in the science building but providing services to “departments all over campus,” said Pfaff. The facilities include three labs: one loaded with high-performance workstations, another decked out for 3D visualization and a third packed with physical/mechanical equipment, including 3D printers, a laser cutter and a motion-capture system.

 

 

 

The Future of Language Learning: Augmented Reality vs Virtual Reality — from medium.com by Denis Hurley

Excerpts:

Here, I would like to stick to the challenges and opportunities presented by augmented reality and virtual reality for language learning.

While the challenge is a significant one, I am more optimistic than most that wearable AR will be available and popular soon. We don’t yet know how Snap Spectacles will evolve, and, of course, there’s always Apple.

I suspect we will see a flurry of new VR apps from language learning startups soon, especially from Duolingo and in combination with their AI chat bots. I am curious if users will quickly abandon the isolating experiences or become dedicated users.

 

 

Bose has a plan to make AR glasses — from cnet.com by David Carnoy
Best known for its speakers and headphones, the company has created a $50 million development fund to back a new AR platform that’s all about audio.

Excerpts:

“Unlike other augmented reality products and platforms, Bose AR doesn’t change what you see, but knows what you’re looking at — without an integrated lens or phone camera,” Bose said. “And rather than superimposing visual objects on the real world, Bose AR adds an audible layer of information and experiences, making every day better, easier, more meaningful, and more productive.”

The secret sauce seems to be the tiny, “wafer-thin” acoustics package developed for the platform. Bose said it represents the future of mobile micro-sound and features “jaw-dropping power and clarity.”

Bose adds the technology can “be built into headphones, eyewear, helmets and more and it allows simple head gestures, voice, or a tap on the wearable to control content.”

 

Bose is making AR glasses focused on audio, not visuals

Here are some examples Bose gave for how it might be used:

    • For travel, the Bose AR could simulate historic events at landmarks as you view them — “so voices and horses are heard charging in from your left, then passing right in front of you before riding off in the direction of their original route, fading as they go.” You could hear a statue make a famous speech when you approach it. Or get told which way to turn towards your departure gate while checking in at the airport.
    • Bose AR could translate a sign you’re reading. Or tell you the word or phrase for what you’re looking at in any language. Or explain the story behind the painting you’ve just approached.
  • With gesture controls, you could choose or change your music with simple head nods indicating yes, no, or next (Bragi headphones already do this).
  • Bose AR would add useful information based on where you look. Like the forecast when you look up or information about restaurants on the street you look down.

 

 

The 10 Best VR Apps for Classrooms Using Merge VR’s New Merge Cube — from edsurge.com

 

Google Lens arrives on iOS — from techcrunch.com by Sarah Perez

Excerpt:

On the heels of last week’s rollout on Android, Google’s  new AI-powered technology, Google Lens, is now arriving on iOS. The feature is available within the Google Photos iOS application, where it can do things like identify objects, buildings, and landmarks, and tell you more information about them, including helpful details like their phone number, address, or open hours. It can also identify things like books, paintings in museums, plants, and animals. In the case of some objects, it can also take actions.

For example, you can add an event to your calendar from a photo of a flyer or event billboard, or you can snap a photo of a business card to store the person’s phone number or address to your Contacts.

 

The eventual goal is to allow smartphone cameras to understand what it is they’re seeing across any type of photo, then helping you take action on that information, if need be – whether that’s calling a business, saving contact information, or just learning about the world on the other side of the camera.

 

 

15 Top Augmented Reality (AR) Apps Changing Education — from vudream.com by Steven Wesley

 

 

 

CNN VR App Brings News to Oculus Rift — from vrscout.com by Jonathan Nafarrete

 

 

 

 

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.

 

 

 

 

Embracing Digital Tools of the Millennial Trade. — from virtuallyinspired.org

Excerpt:

Thus, millennials are well-acquainted with – if not highly dependent on – the digital tools they use in their personal and professional lives. Tools that empower them to connect and collaborate in a way that is immediate and efficient, interactive and self-directed. Which is why they expect technology-enhanced education to replicate this user experience in the virtual classroom. And when their expectations fall short or go unmet altogether, millennials are more likely to go in search of other alternatives.

 

 

From DSC:
There are several solid tools mentioned in this article, and I always appreciate the high-level of innovation arising from Susan Aldridge, Marci Powell, and the folks at virtuallyinspired.org.

After reading the article, the key considerations that come to my mind involve the topics of usability and advocating for the students’ perspective. That is, we need to approach things from the student’s/learner’s standpoint — from a usability and user experience standpoint. For example, a seamless/single sign-on for each of these tools would be a requirement for implementing them. Otherwise, learners would have to be constantly logging into a variety of systems and services. Not only is that process time consuming, but a learner would need to keep track of additional passwords — and who doesn’t have enough of those to keep track of these days (I realize there are tools for that, but even those tools require additional time to investigate, setup, and maintain).

So plug-ins for the various CMSs/LMSs are needed that allow for a nice plug-and-play situation here.

 

 

Virtual reality technology enters a Chinese courtroom — from supchina.com by Jiayun Feng

Excerpt:

The introduction of VR technology is part of a “courtroom evidence visualization system” developed by the local court. The system also includes a newly developed computer program that allows lawyers to present evidence with higher quality and efficiency, which will replace a traditional PowerPoint slideshow.

It is reported that the system will soon be implemented in courtrooms across the city of Beijing.

 

 

 

Watch Waymo’s Virtual-Reality View of the World — from spectrum.ieee.org by Philip Ross

From DSC:
This is mind blowing. Now I see why Nvidia’s products/services are so valuable.

 

 

Along these same lines, also see this clip and/or this article entitled, This is why AR and Autonomous Driving are the Future of Cars:

 

 

 

The Legal Hazards of Virtual Reality and Augmented Reality Apps — from spectrum.ieee.org by Tam Harbert
Liability and intellectual property issues are just two areas developers need to know about

Excerpt:

As virtual- and augmented-reality technologies mature, legal questions are emerging that could trip up VR and AR developers. One of the first lawyers to explore these questions is Robyn Chatwood, of the international law firm Dentons. “VR and AR are areas where the law is just not keeping up with [technology] developments,” she says. IEEE Spectrum contributing editor Tam Harbert talked with Chatwood about the legal challenges.

 

 

 

This VR Tool Could Make Kids A Lot Less Scared Of Medical Procedures — from fastcompany.com by Daniel Terdiman
The new app creates a personalized, explorable 3D model of a kid’s own body that makes it much easier for them to understand what’s going on inside.

Excerpt:

A new virtual reality app that’s designed to help kids suffering from conditions like Crohn’s disease understand their maladies immerses those children in a cartoon-like virtual reality tour through their body.

Called HealthVoyager, the tool, a collaboration between Boston Children’s Hospital and the health-tech company Klick Health, is being launched today at an event featuring former First Lady Michelle Obama.

A lot of kids are confused by doctors’ intricate explanations of complex procedures like a colonoscopy, and they, and their families, can feel much more engaged, and satisfied, if they really understand what’s going on. But that’s been hard to do in a way that really works and doesn’t get bogged down with a lot of meaningless jargon.

 

 

Augmented Reality in Education — from invisible.toys

 

Star Chart -- AR and astronomy

 

 

The state of virtual reality — from furthermore.equinox.com by Rachael Schultz
How the latest advancements are optimizing performance, recovery, and injury prevention

Excerpt:

Virtual reality is increasingly used to enhance everything from museum exhibits to fitness classes. Elite athletes are using VR goggles to refine their skills, sports rehabilitation clinics are incorporating it into recovery regimes, and others are using it to improve focus and memory.

Here, some of the most exciting things happening with virtual reality, as well as what’s to come.

 

 

Augmented Reality takes 3-D printing to next level — from rtoz.org

Excerpt:

Cornell researchers are taking 3-D printing and 3-D modeling to a new level by using augmented reality (AR) to allow designers to design in physical space while a robotic arm rapidly prints the work. To use the Robotic Modeling Assistant (RoMA), a designer wears an AR headset with hand controllers. As soon as a design feature is completed, the robotic arm prints the new feature.

 

 

 

From DSC:
How might the types of technologies being developed and used by Kazendi’s Holomeeting be used for building/enhancing learning spaces?

 

 

 

 

AR and Blockchain: A Match Made in The AR Cloud — from medium.com by Ori Inbar

Excerpt:

In my introduction to the AR Cloud I argued that in order to reach mass adoption, AR experiences need to persist in the real world across space, time, and devices.

To achieve that, we will need a persistent realtime spatial map of the world that enables sharing and collaboration of AR Experiences among many users.

And according to AR industry insiders, it’s poised to become:

“the most important software infrastructure in computing”

aka: The AR Cloud.

 

 

 

 

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.

 

 

 

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?

 

 

From page 45 of the PDF available here:

 

Might Alexa be a tool to periodically schedule/provide practice tests & distributed practice on content?

 

 

 

Scientists Are Turning Alexa into an Automated Lab Helper — from technologyreview.com by Jamie Condliffe
Amazon’s voice-activated assistant follows a rich tradition of researchers using consumer tech in unintended ways to further their work.

Excerpt:

Alexa, what’s the next step in my titration?

Probably not the first question you ask your smart assistant in the morning, but potentially the kind of query that scientists may soon be leveling at Amazon’s AI helper. Chemical & Engineering News reports that software developer James Rhodes—whose wife, DeLacy Rhodes, is a microbiologist—has created a skill for Alexa called Helix that lends a helping hand around the laboratory.

It makes sense. While most people might ask Alexa to check the news headlines, play music, or set a timer because our hands are a mess from cooking, scientists could look up melting points, pose simple calculations, or ask for an experimental procedure to be read aloud while their hands are gloved and in use.

For now, Helix is still a proof-of-concept. But you can sign up to try an early working version, and Rhodes has plans to extend its abilities…

 

Also see:

Helix

 

 

5 benefits of using Augmented & Virtual Reality Technologies in eLearning — from elearningindustry.com by Christoper Pappas
Are you looking for ways to make your eLearning course stand out from the crowd? What if I told you there is technology that can help you achieve not only that but also increase online learner engagement and motivation? In this article, I’ll share the most notable benefits of using Augmented and Virtual Reality technologies in your eLearning course.

Excerpt:

Although their full implications are yet to be explored, alternate reality technologies make eLearning more engaging and productive. They are here to stay, and who knows what benefits they will bring to future learners. As the technology evolves, so too will the applications in eLearning. Which is why it’s essential for eLearning pros to keep up with cutting-edge tech and think of new and innovative uses for AR and VR tools.

 

 

 

National Museum of Finland Offers Virtual Time Travel — from vrfocus.com by
Visitors can step into the world of Finland in 1863 with the power of virtual reality.

 

National Museum of Finland Offers Virtual Time Travel

 

 

Every type of AR and VR explained, from Rift to HoloLens and beyond — from t3.com by David Nield
Know your augmented from your virtual

 

 

 

 

 

 

Augmented reality lets doctors peer inside the body like never before — from nbcnews.com by Tom Metcalfe
New devices will end ‘historic disconnect’ in doctors’ treatments of patients.

Excerpt:

Augmented reality (AR) technologies that blend computer-generated images and data from MRI and CT scans with real-world views are making it possible for doctors to “see under the skin” of their patients to visualize bones, muscles, and internal organs without having to cut open a body.

Experts say AR will transform medical care by improving precision during operations, reducing medical errors, and giving doctors and patients alike a better understanding of complex medical problems.

 

 

 

Healthcare VR innovations are healing patients — from cio.com by Peter Nichol
Virtual reality is healing patients with augmented technologies. The patient experience has been transformed. Welcome to the era of engaged recovery — the new world of healing.

Excerpt:

Three emerging realities will change the hospital experience with unparalleled possibilities:

  • Virtual reality (VR): full immersion, a simulated reality.
  • Mixed reality: partial immersion, virtual objects in a real world.
  • Augmented reality (AR): information overlay, simulated information on top of the real world.

Today, we’ll explore how advances in virtual reality are creating worlds that heal.

The next generation of clinical education
The list of possibilities for VR is endless. Augmented and virtual reality medical solutions are removing distractions, improving the quality of critical thinking, and maturing learning solutions, saving time and money while supercharging the learning experience. Explosive developments in 3D virtual and augmented reality have taken clinical education and hands-on learning to the next level.

Innovation is ever present in the virtual reality space for healthcare.

  • Mindmaze has developed a breakthrough platform to build intuitive human-machine interfaces combining virtual reality, computer graphics, brain imaging and neuroscience.
  • MindMotionPRO is a healthcare product offering immersive virtual reality solutions for early motor rehabilitation in stroke patients.
  • Live 360 uses consumer-level virtual reality devices such as the Oculus Rift.
  • Medical Realities offers systems designed to reduce the cost of training.
  • ImmersiveTouch is a surgical virtual reality technology that offers a realistic surgical touch and feel. It also brings patient images to life with AR and VR imaging.
  • BioFlight VR offers a broad range of medical VR and AR services, including VR training and simulations, AR training, behavior modification and 360-degree video.
  • Zspace is an immersive medical learning platform, virtualizing anatomical representations into complete procedural planning. zSpace brings a new dimension to medical learning and visualization across three spaces: gross anatomy VR lab (13,000 plus anatomical objects), teaching presentation view (share the teaching experience with the class via HD TV) and DICOM Viewer (volumetrically render 2D DICOM slices).

 

EyeSim

 

 

 

Digital reality A technical primer — from deloitte.com

Excerpt:

Digital reality is generally defined as the wide spectrum of technologies and capabilities that inhere in AR, VR, MR, 360° video, and the immersive experience, enabling simulation of reality in various ways (see figure 1).

 

 

 

 

Key players in digital reality

In terms of key players, the digital reality space can be divided into areas of activity:

  • Tools/content—platforms, apps, capture tools, etc.
  • Application content—information from industry, analytics, social, etc.
  • Infrastructure—hardware, data systems, HMDs, etc.

Increasing investment in infrastructure may drive the growth of software and content, leading to new practical applications and, possibly, an infusion of digital reality software development talent.

 

 

 

 

This All-Female Founders Pitch Event Was Held in VR — from vrscout.com by Malia Probst
Hailing from 26 countries across the world, people came together in virtual reality to cheer on these top female founders in the XR industry.

 

 

 

 

 

How AR, VR and MR can Revolutionise Consumer Tech — from kazendi.com by Pauline Hohl

Excerpt:

Enterprise leading consumer tech adoption
Concerning the need for a VR/AR eco system Max referred to the challenge of technology adoption: people need to be able to try different use cases and be convinced about the potential of AR ,VR and MR. In order to become available (and affordable) for consumers, the technology would have to be adapted by businesses first as the story of 3D printing shows as one example.

He also highlighted the importance of the right training for users to reduce the general learning curve for immersive technology. Poor instructions in the first instance can lead to bad user experiences and cause doubt and even a dismissall of ‘new’ technologies.

We see this firsthand at Kazendi when users try out Microsoft HoloLens for the first time. Max commented that: ‘When people try to make the basic hand gestures and fail they often take the device off and say it’s broken.’

We do have a robust entry demo process to combat this but at the consumer level, and this is as true for VR as much as it is for MR and AR, there is little room for error when learning curves are concerned.

 

 

 

 
© 2025 | Daniel Christian