Amazon today announced that Amazon Music listeners can now build playlists using voice commands via Alexa. For example, if they’re streaming music from an app or listening to the radio on an Alexa-enabled device, they can use voice commands to add the current song to a playlist, or start a new playlist from scratch.
From DSC: I wonder how long it will be before we will be able to create and share learning-based playlists for accessing digitally-based resources…? Perhaps AI will be used to offer a set of playlists on any given topic…?
With the exponential pace of change that we’re starting to experience — plus the 1/2 lives of information shrinking — such features could come in handy.
The VR / AR / MR Breakdown
This year will see growth in a variety of virtual technologies and uses. There are differences and similarities between virtual, augmented, and mixed reality technologies. The technology is constantly evolving and even the terminology around it changes quickly, so you may hear variations on these terms.
Augmented reality is what was behind the Pokémon Go craze. Players could see game characters on their devices superimposed over images of their physical surroundings. Virtual features seemed to exist in the real world.
Mixed reality combines virtual features and real-life objects. So, in this way it includes AR but it also includes environments where real features seem to exist in a virtual world.
The folks over at Recode explain mixed reality this way:
In theory, mixed reality lets the user see the real world (like AR) while also seeing believable, virtual objects (like VR). And then it anchors those virtual objects to a point in real space, making it possible to treat them as “real,” at least from the perspective of the person who can see the MR experience.
And, virtual reality uses immersive technology to seemingly place a user into a simulated lifelike environment.
… Where You’ll Find These New Realities Education and research fields are at the forefront of VR and AR technologies, where an increasing number of students have access to tools. But higher education isn’t the only place you see this trend. The number of VR companies grew 250 percent between 2012 and 2017. Even the latest iPhones include augmented reality capabilities. Aside from the classroom and your pocket, here are some others places you’re likely to see VR and AR pop up in 2018.
VR/AR for Impact experiences shown this week at WEF 2018 include:
OrthoVR aims to increase the availability of well-fitting prosthetics in low-income countries by using Virtual Reality and 3D rapid prototyping tools to increase the capacity of clinical staff without reducing quality. VR allows current prosthetists and orthosists to leverage their hands-on and embodied skills within a digital environment.
The Extraordinary Honey Bee is designed to help deepen our understanding of the honey bee’s struggle and learn what is at stake for humanity due to the dying global population of the honey bee. Told from a bee’s perspective, The Extraordinary Honey Bee harnesses VR to inspire change in the next generation of honey bee conservationists.
The Blank Canvas: Hacking Nature is an episodic exploration of the frontiers of bioengineering as taught by the leading researchers within the field. Using advanced scientific visualization techniques, the Blank Canvas will demystify the cellular and molecular mechanisms that are being exploited to drive substantial leaps such as gene therapy.
LIFE (Life-saving Instruction For Emergencies) is a new mobile and VR platform developed by the University of Oxford that enables all types of health worker to manage medical emergencies. Through the use of personalized simulation training and advanced learning analytics, the LIFE platform offers the potential to dramatically extend access to life-saving knowledge in low-income countries.
Tree is a critically acclaimed virtual reality experience to immerse viewers in the tragic fate that befalls a rainforest tree. The experience brings to light the harrowing realities of deforestation, one of the largest contributors to global warming.
For the Amazonian Yawanawa, ‘medicine’ has the power to travel you in a vision to a place you have never been. Hushuhu, the first woman shaman of the Yawanawa, uses VR like medicine to open a portal to another way of knowing. AWAVENAis a collaboration between a community and an artist, melding technology and transcendent experience so that a vision can be shared, and a story told of a people ascending from the edge of extinction.
Types of Virtual Reality Technology
We can segregate the type of Virtual Reality Technology according to their user experience
Non-Immersive Non-immersive simulations are the least immersion implementation of Virtual Reality Technology.
In this kind of simulation, only a subset of the user’s senses is replicated, allowing for marginal awareness of the reality outside the VR simulation. A user enters into 3D virtual environments through a portal or window by utilizing standard HD monitors typically found on conventional desktop workstations.
Semi Immersive In this simulation, users experience a more rich immersion, where a user partly, not fully involved in a virtual environment. Semi immersive simulations are based on high-performance graphical computing, which is often coupled with large screen projector systems or multiple TV projections to properly simulate the user’s visuals.
Fully immersive Offers the full immersive experience to the user of Virtual Reality Technology, in this phase of VR head-mounted displays and motion sensing devices are used to simulate all of the user senses. In this situation, a user can experience the realistic virtual environment, where a user can experience a wide view field, high resolutions, increased refresh rates and a high quality of visualization through HMD.
These workers already routinely use technology such as tablets to access plans and data on site, but going from 2D to 3D at scale brings that to a whole new level. “Superimposing the digital model on the physical environment provides a clear understanding of the relations between the 3D design model and the actual work on a jobsite,” explained Olivier Pellegrin, BIM manager, GA Smart Building.
The application they are using is called Trimble Connect. It turns data into 3D holograms, which are then mapped out to scale onto the real-world environment. This gives workers an instant sense of where and how various elements will fit and exposes mistakes early on in the process.
Also see:
Trimble Connect for HoloLens is a mixed reality solution that improves building coordination by combining models from multiple stakeholders such as structural, mechanical and electrical trade partners. The solution provides for precise alignment of holographic data on a 1:1 scale on the job site, to review models in the context of the physical environment. Predefined views from Trimble Connect further simplify in-field use with quick and easy access to immersive visualizations of 3D data. Users can leverage mixed reality for training purposes and to compare plans against work completed. Advanced visualization further enables users to view assigned tasks and capture data with onsite measurement tools. Trimble Connect for HoloLens is available now through the Microsoft Windows App Store. A free trial option is available enabling integration with HoloLens. Paid subscriptions support premium functionality allowing for precise on-site alignment and collaboration. Trimble’s Hard Hat Solution for Microsoft HoloLens extends the benefits of HoloLens mixed reality into areas where increased safety requirements are mandated, such as construction sites, offshore facilities, and mining projects. The solution, which is ANSI-approved, integrates the HoloLens holographic computer with an industry-standard hard hat. Trimble’s Hard Hat Solution for HoloLens is expected to be available in the first quarter of 2018. To learn more, visit mixedreality.trimble.com.
From DSC:
Combining voice recognition / Natural Language Processing (NLP) with Mixed Reality should provide some excellent, powerful user experiences. Doing so could also provide some real-time understanding as well as highlight potential issues in current designs. It will be interesting to watch this space develop. If there were an issue, wouldn’t it be great to remotely ask someone to update the design and then see the updated design in real-time? (Or might there be a way to make edits via one’s voice and/or with gestures?)
I could see where these types of technologies could come in handy when designing / enhancing learning spaces.
There’s been a lot of cool stuff happening lately around Augmented Reality (AR), and since I love exploring and having fun with new technologies, I thought I would see what I could do with AR and the Web?—?and it turns out I was able to do quite a lot!
Most AR demos are with static objects, like showing how you can display a cool model on a table, but AR really begins to shine when you start adding in animations!
With animated AR, your models come to life, and you can then start telling a story with them.
If you’re in the market for some art in your house or apartment, Art.com will now let you use AR to put digital artwork up on your wall.
The company’s ArtView feature is one of the few augmented reality features that actually adds a lot to the app it’s put in. With the ARKit-enabled tech, the artwork is accurately sized so you can get a perfect idea of how your next purchase could fit on your wall. The feature can be used for the two million pieces of art on the site and can be customized with different framing types.
Bailenson’s newest book, Experience on Demand, builds on that earlier work while focusing more clearly — even bluntly — on what we do and don’t know about how VR affects humans.
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“The best way to use it responsibly is to be educated about what it is capable of, and to know how to use it — as a developer or a user — responsibly,” Bailenson wrote in the book.
Among the questions raised:
“How educationally effective are field trips in VR? What are the design principles that should guide these types of experiences?”
How many individuals are not meeting their potential because they lack the access to good instruction and learning tools?”
“When we consider that the subjects were made uncomfortable by the idea of administering fake electric shocks, what can we expect people will feel when they are engaging all sorts of fantasy violence and mayhem in virtual reality?”
“What is the effect of replacing social contact with virtual social contact over long periods of time?”
“How do we walk the line and leverage what is amazing about VR, without falling prey to the bad parts?”
From DSC: DC: Will Amazon get into delivering education/degrees? Is is working on a next generation learning platform that could highly disrupt the world of higher education? Hmmm…time will tell.
But Amazon has a way of getting into entirely new industries. From its roots as an online bookseller, it has branched off into numerous other arenas. It has the infrastructure, talent, and the deep pockets to bring about the next generation learning platform that I’ve been tracking for years. It is only one of a handful of companies that could pull this type of endeavor off.
And now, we see articles like these:
Amazon Snags a Higher Ed Superstar — from insidehighered.com by Doug Lederman Candace Thille, a pioneer in the science of learning, takes a leave from Stanford to help the ambitious retailer better train its workers, with implications that could extend far beyond the company.
Excerpt:
A major force in the higher education technology and learning space has quietly begun working with a major corporate force in — well, in almost everything else.
Candace Thille, a pioneer in learning science and open educational delivery, has taken a leave of absence from Stanford University for a position at Amazon, the massive (and getting bigger by the day) retailer.
Thille’s title, as confirmed by an Amazon spokeswoman: director of learning science and engineering. In that capacity, the spokeswoman said, Thille will work “with our Global Learning Development Team to scale and innovate workplace learning at Amazon.”
No further details were forthcoming, and Thille herself said she was “taking time away” from Stanford to work on a project she was “not really at liberty to discuss.”
Jeff Bezos’ Amazon empire—which recently dabbled in home security, opened artificial intelligence-powered grocery stores, and started planning a second headquarters (and manufactured a vicious national competition out of it)—has not been idle in 2018.
The e-commerce/retail/food/books/cloud-computing/etc company made another move this week that, while nowhere near as flashy as the above efforts, tells of curious things to come. Amazon has hired Candace Thille, a leader in learning science, cognitive science, and open education at Stanford University, to be “director of learning science and engineering.” A spokesperson told Inside Higher Ed that Thille will work “with our Global Learning Development Team to scale and innovate workplace learning at Amazon”; Thille herself said she is “not really at liberty to discuss” her new project.
What could Amazon want with a higher education expert? The company already has footholds in the learning market, running several educational resource platforms. But Thille is famous specifically for her data-driven work, conducted at Stanford and Carnegie Mellon University, on nontraditional ways of learning, teaching, and training—all of which are perfect, perhaps even necessary, for the education of employees.
From DSC: It could just be that Amazon is simply building its own corporate university and will stay focused on developing its own employees and its own corporate learning platform/offerings — and/or perhaps license their new platform to other corporations.
But from my perspective, Amazon continues to work on pieces of a powerful puzzle, one that could eventually involve providing learning experiences to lifelong learners:
Personal assistants
Voice recognition / Natural Language Processing (NLP)
The development of “skills” at an incredible pace
Personalized recommendation engines
Cloud computing and more
If Alexa were to get integrated into a AI-based platform for personalized learning — one that features up-to-date recommendation engines that can identify and personalize/point out the relevant critical needs in the workplace for learners — better look out higher ed! Better look out if such a platform could interactively deliver (and assess) the bulk of the content that essentially does the heavy initial lifting of someone learning about a particular topic.
Amazon will be able to deliver a cloud-based platform, with cloud-based learner profiles and blockchain-based technologies, at a greatly reduced cost. Think about it. No physical footprints to build and maintain, no lawns to mow, no heating bills to pay, no coaches making $X million a year, etc. AI-driven recommendations for digital playlists. Links to the most in demand jobs — accompanied by job descriptions, required skills & qualifications, and courses/modules to take in order to master those jobs.
Such a solution would still need professors, instructional designers, multimedia specialists, copyright experts, etc., but they’ll be able to deliver up-to-date content at greatly reduced costs. That’s my bet. And that’s why I now call this potential development The New Amazon.com of Higher Education.
[Microsoft — with their purchase of Linked In (who had previously
purchased Lynda.com) — is another such potential contender.]
8 ways augmented and virtual reality are changing medicine — from israel21c.org by Abigail Klein Leichman Israeli companies are using futuristic technologies to simplify complex surgery, manage rehab, relieve pain, soothe autistic kids and much more.
Here’s the trade-off: what we gain in development ease-of-use (native SDKs, integration into existing workflows) and performance enhancements (load times, battery efficiency, render quality, integration with native apps), we lose in universality; naturally, each company wants you staying within its own ecosystem.
In a nutshell: new AR platforms from today’s tech giants are aimed at reducing technical headache so you can focus on creating amazing experiences… but they also want you creating more apps for their respective mobile ecosystems.
Learning to play the piano is getting an immersive upgrade with a new augmented reality (AR) piano training software called Music Everywhere. The HoloLens app aims to help students of all talent levels build fundamental music theory and performance skills. While traditional piano lessons can cost upwards of $100 per hour, Music Everywhere is free on the Microsoft store and offers a cost effective tutoring solution that provides students with immediate interaction feedback, making it differ greatly from watching a video tutorial.
Founded in 2017, Music Everywhere began at Carnegie Mellon’s ETC with Seth Glickman, Fu Yen Hsiao, and Byunghwan Lee realizing the nascent technology could be used for skills training. The app was the first Augmented Reality music learning platform to take first prize in Microsoft’s HoloLens Developer Contest, beating more than one-thousand submissions.
The market for virtual reality applications is growing at a rapid pace, and is expected to double in the next five years (Bolkan, 2017). As the cost of equipment falls and schools have greater access to technology, there is great interest in virtual reality as an educational tool. A small but growing group of educators have started to integrate virtual reality in their classrooms, with promising results (Castaneda, Cechony & Bautista, 2017). We reached out to teachers and administrators who are currently using virtual reality in their classrooms to hear their perspectives and practical strategies for infusing this resource into their classrooms.
Teachers have creative ideas for how to incorporate immersive education in current classrooms: how to select activities, how to set up the classroom, how to get support during the activity and how to transport devices. Teachers also shared their ideas for future applications of VR, including how to deepen the learning experience and to expand the reach of these technologies to a greater population of students.
Here we share three vignettes of three different approaches: a social studies class in a suburban school district, a district-wide perspective from an urban school district and a class designed entirely around understanding and implementing VR for other classrooms. We also share how we are using these ideas to inform our own project in designing a collaborative immersive virtual reality educational game for introductory high school biology.
VR is already being used for many real-world applications–hiring, training, marketing/sales, medical purposes, entertainment, and more–and is worth considering for many different university departments.
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At German University in Cairo, architecture students used our platform to create tours of historical Cairo buildings, complete with educational hotspot overlays on particularly interesting features. This multimedia approach educated students without them having to travel to the buildings. It also made for a more “stickier” learning experience for the students involved in creating it.
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At Emporia State University, for example, the forensic science students view virtual crime scenes recorded at the Kansas Bureau of Investigation in Topeka. Forensic-science students can look for clues and learn facts via voiceover, mimicking an actual crime-scene inquiry quite impressively.
Just as televisions and driverless cars have become part of the furniture at the CES technology show, so too have virtual and augmented reality headsets.
Although the momentum behind VR’s growth slowed in 2017 – the industry seemingly unsure if it should progress with a technology destined to remain a niche – AR is being welcomed into the spotlight with open arms.
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Here are six AR and VR highlights from CES 2018.
The University of Washington, hoping to get ahead in the burgeoning field of augmented reality (AR) and virtual reality (VR), has launched the UW Reality Lab, a center for research, education and innovation in AR and VR.
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One of the first research centers in the world built for AR and VR projects, the UW Reality Lab is also located in Seattle — a hotspot for technology companies, from behemoths like Amazon and Microsoft to startups still trying to get off the ground.
“We’re seeing some really compelling and high-quality AR and VR experiences being built today,” Steve Seitz, center co-lead and Allen School professor, said in the university’s statement. “But, there are still many core research advances needed to move the industry forward — tools for easily creating content, infrastructure solutions for streaming 3D video, and privacy and security safeguards — that university researchers are uniquely positioned to tackle.”
Why Augmented Reality is Important for eLearning According to a report released by CCS Insight, augmented and virtual reality hardware is set to become a $4 billion market by 2018. Let’s take a look at how augmented reality can be leveraged in the online learning space:
Simulated working environments One of the most common advantages of online learning is the ability to form an environment in which the users have the freedom to experiment. As people usually learn from their mistakes, when they work in a consequence-free environment, they are most likely to remember the right way to do things.
Support Gamification
As online learning management systems (LMSs) use gamification widely, augmented reality can be directly applied. In AR reality training module, employees will be rewarded for effectively performing their routine tasks in the right way, which will eventually improve performance.
Immersive Learning Environments
Using a tablet, smartphone for the online training software means the users are constantly distracted with emails, notifications from social channels etc. This is one of the reasons why elearning content uses interactive multimedia elements to engage students. With augmented reality, elearning courses can be supported with 360° video, which will engage the user and remove distractions for them.
Motion tracking
Motion and gesture tracking are part of the AR experience. They are commonly leveraged for choosing menu items or engaging with video game-based environments.
In the online learning domain, LMSs can use this technology to track learner’s progress to ensure that they are achieving the set targets without fail. This will boost real-time training performance and improve interactivity with instant feedback.
Simply put, with augmented reality the possibilities are endless. With the growing number of Bring Your Own Device (BYOD) workplaces, it is expected that employees and learners will be delighted to use augmented reality.
The Musical Future of VR
VR technology is still in its earliest stages, but musicians are already seeing how they will be able to connect to fans and make news ones without the expense of touring. In artificial environments, bands can invite music lovers into their world.
But beyond the obvious entertainment factor, VR has the potential to become a tool for education. Music students could enter a studio space using VR gear for lessons and practice. The immediate feedback provided and game-like atmosphere may keep students more motivated and engaged. Imagine methods for teaching that include ways to slow down and loop difficult parts or bringing in the composer for lessons.
VR can also connect music lovers to the many people behind the scenes involved in producing the music they enjoy. Listeners can learn about the industry and how a song comes to life. They’ll understand why it’s important to play a part in sustaining the music business.
For this technology to become a reality in itself inside consumers’ listening and learning spaces, obstacles need addressing. The hardware is still pricey, bulky and requires a power source. Apps need creators who will need more in the way of artificial intelligence.
“The ability to combine digital information with the real world is going to disrupt every business model, transform human/machine interaction, and generate innovative use cases across every discipline and in every vertical including education, healthcare, manufacturing,” Werner continued. “I see ARiA as the TED for AR, where the best minds come together to solve real work problems and share ideas to capitalize on the huge opportunity.”
Broadcast news and sports now routinely lay data, graphics, and animation onto the physical world. AR has become ubiquitous in ways that have nothing to do with smart glasses. “AR is on the verge.
In regards to mixed reality for immersive learning:
Pearson – the world’s largest education company – will begin rolling out in March curriculum that will work on both HoloLens and Windows Mixed Reality immersive VR headsets. These six new applications will deliver seamless experiences across devices and further illustrate the value of immersive educational experiences.
We are expanding our mixed media reality curriculum offerings through a new partnership with WGBH’s Bringing the Universe to America’s Classrooms project****, for distribution nationally on PBS LearningMedia™. This effort brings cutting-edge Earth and Space Science content into classrooms through digital learning resources that increase student engagement with science phenomena and practices.
To keep up with growing demand for HoloLens in the classroom we are committed to providing affordable solutions. Starting on January 22, we are making available a limited-time academic pricing offer for HoloLens. To take advantage of the limited-time academic pricing offer, please visit, hololens.com/edupromo.
This week at Bett, we’ll show new Windows 10 and Windows 10 S devices from Lenovo and JP, starting at just $189, providing more options for schools who don’t want to compromise on Chromebooks. We’ll add new capabilities to our free Office 365 for Education software, enabling any student to write a paper using only their voice and making it easier to access Teams via mobile devices. And we’re making STEM learning fun with a new Chemistry update to Minecraft: Education Edition and new mixed reality and video curricula from partners like BBC Worldwide Learning, LEGO®* Education, PBS, NASA, and Pearson.
Starting in February, we will introduce dictation in Office 365
to help students write more easily by using their voice.
In regards to mixed reality for immersive learning:
Pearson – the world’s largest education company – will begin rolling out in March curriculum that will work on both HoloLens and Windows Mixed Reality immersive VR headsets. These six new applications will deliver seamless experiences across devices and further illustrate the value of immersive educational experiences.
We are expanding our mixed media reality curriculum offerings through a new partnership with WGBH’s Bringing the Universe to America’s Classrooms project****, for distribution nationally on PBS LearningMedia™. This effort brings cutting-edge Earth and Space Science content into classrooms through digital learning resources that increase student engagement with science phenomena and practices.
To keep up with growing demand for HoloLens in the classroom we are committed to providing affordable solutions. Starting on January 22, we are making available a limited-time academic pricing offer for HoloLens. To take advantage of the limited-time academic pricing offer, please visit, hololens.com/edupromo.
“Rise of the machines” — from January 2018 edition of InAVate magazine AI is generating lots of buzz in other verticals, but what can AV learn from those? Tim Kridel reports.
From DSC: Learning spaces are relevant as well in the discussion of AI and AV-related items.
A full-width frosted glass panel sits on the desk surface, above it fixed in the ceiling is a Wolfvision VZ-C12 visualiser. This means the teaching staff can write on the (wipeclean) surface and the text appears directly on two 94-in screens behind them, using Christie short-throw laser 4,000 lumens projectors. When the lecturer is finished or has filled up the screen with text, the image can be saved on the intranet or via USB. Simply wipe with a cloth and start again. Not only is the technology inventive, but it allows the teaching staff to remain in face-to-face contact with the students at all times, instead of students having to stare at the back of the lecturer’s head whilst they write.
From DSC: While I haven’t gone through all of these videos/modules/practice problems, I find the idea of using music to teach math very intriguing. So I wanted to pass this information along in case it helps some students (and teachers) out there!
You might find some (or all) of this a bit corny, but some kids out there might find this style much more interesting and engaging. It might better help get and maintain their attentions. It might help them better remember some of these concepts.
I’m posting these resources/links on my blog here because of such students. If such an approach helps them connect with the material, I say, “Good deal!” Such an approach might suit their preferences quite well.
In fact, perhaps teachers could have their students design and produce these sorts of videos themselves! Talk about active learning/project based learning! Such a cross-disciplinary, team-based approach would involve students with interests and developing skills involving:
Digital video editing
Digital audio editing
Music
Drama/acting
Script writing
Instructional design
Per Matt Wolf, Managing Director at Tylerbarnettpr.com:
Singing math tutor, Huzefa Kapedia, has launched a new musically-based SAT Math Video Course that is sure to bring a smile to faces.
From crooning about the quadratic formula to rapping about slope intercept form, Huzefa introduces the only math SAT course to teach difficult concepts through the power of song.
Additionally, he provides 700 practice problems (all frequency-based), each with its own video explanation.
And…it actually works. Huzefa is not only helping kids score big on their SATs; he is also making the whole math studying thing pretty darn enjoyable.
Problem Solved: Scalar Learning Proves Any Person Can Be a Math Person Online and In-Person Tutoring Platform Introduces Modern Mathematics for Today’s Student
Scalar Learning introduces an innovative online and in-person tutoring platform that enables individuals of all ages and backgrounds with the skills and confidence needed to master mathematics. Founded by software engineer and former patent attorney Huzefa Kapadia, Scalar Learning offers a variety of online courses, private tutoring sessions with specialized educators, and entertaining (and effective) math music videos geared at breathing new life into the outdated tutoring model.
“With Scalar Learning, I wanted to reinvent the tutoring concept for the modern world,” said Kapadia. “Everything I have designed and built is a product of my experience tutoring over 2,500 hours and teaching classrooms of both sixth and second grade math students. By blending vibrant and engaging video tutorials, high quality music videos to convey difficult formulas and concepts, and highly personalized and energetic one-on-one environments, we are able to engage our students on multiple levels. Too many people label themselves as ‘not a math person;’ my goal is to prove to them and the world that there is no such thing. Any person can become a math whiz with the right encouragement and training.”
Scalar Learning offers students a multi-tiered approach to mathematics, designed to engage at every level:
Online video courses, in subjects ranging from multiplication mastery to SAT prep, impart vital math concepts in an easy-to-digest and entertaining format.
One-on-one tutoring sessions with passionate educators can be arranged in-person, via Skype, or as a combination of the two, offering a welcomed flexibility to the traditional tutoring model.
A library of fun and highly entertaining free math music videos help reinforce important mathematical concepts through song, making it easier for students to remember complex formulas and explanations.
“Mathematics has always been my passion, which is why after years as an attorney, I made the career shift to education,” says Kapadia. “Having worked as a teacher and tutor at both private and public schools, I soon noticed how many students had a mental block when it came to math. They would admit defeat far too early simply because they were intimidated. Scalar Learning was born as a means to dismantle that premature defeat. Our system is proof that there is no such thing as being ‘bad at math.’ With the proper tools, practice, and guidance, any person can not only ‘get it,’ but they can also enjoy it.”
Television. TV. There’s an app for that. Finally! TV — that is, live shows such as the news, specials, documentaries (and reality shows, if you must) — is now just like Candy Crunch and Facebook. TV apps (e.g., DirecTV Now) are available on all devices — smartphones, tablets, laptops, Chromebooks. Accessing streams upon streams of videos is, literally, now just a tap away.
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Plain and simple: readily accessible video can be a really valuable resource for learners and learning.
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Not everything that needs to be learned is on video. Instruction will need to balance the use of video with the use of printed materials. That balance, of course, needs to take in cost and accessibility.
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Now for the 800 pound gorilla in the room: Of course, that TV app could be a huge distraction in the classroom. The TV app has just piled yet another classroom management challenge onto a teacher’s back.
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That said, it is early days for TV as an app. For example, HD (High Definition) TV demands high bandwidth — and we can experience stuttering/skipping at times. But, when 5G comes around in 2020, just two years from now, POOF, that stuttering/skipping will disappear. “5G will be as much as 1,000 times faster than 4G.” Yes, POOF!
From DSC: Learning via apps is here to stay. “TV” as apps is here to stay. But what’s being described here is but one piece of the learning ecosystem that will be built over the next 5-15 years and will likely be revolutionary in its global impact on how people learn and grow. There will be opportunities for social-based learning, project-based learning, and more — with digital video being a component of the ecosystem, but is and will be insufficient to completely move someone through all of the levels of Bloom’s Taxonomy.
I will continue to track this developing learning ecosystem, but voice-driven personal assistants are already here. Algorithm-based recommendations are already here. Real-time language translation is already here. The convergence of the telephone/computer/television continues to move forward. AI-based bots will only get better in the future. Tapping into streams of up-to-date content will continue to move forward. Blockchain will likely bring us into the age of cloud-based learner profiles. And on and on it goes.
We’ll still need teachers, professors, and trainers. But this vision WILL occur. It IS where things are heading. It’s only a matter of time.
The beginning of a year is a great time to take stock of the year gone by and plan for the year ahead. In this blog post, we will have a quick glimpse of what we believe would be some of the key trends in workplace learning this year.
Though the Next Big Thing won’t appear for a while, we know pretty much what it will look like: a lightweight, always-on wearable that obliterates the divide between the stuff we see on screens and the stuff we see when we look up from our screens.
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Not every company working on post-reality glasses shares an identical vision; some have differing views of how immersive it should be. But all have quietly adopted the implicit assumption that a persistent, wearable artificial reality is the next big thing. The pressure of the competition has forced them to begin releasing interim products, now.
And he added that “these glasses will offer AR, VR, and everything in between, and we’ll wear them all day and we’ll use them in every aspect of our lives.”
Concerned with the decay of African heritage sites, The Zamani Project, based at the University of Cape Town, South Africa, is seeking to immortalize historic spots in three-dimensional, virtual reality-ready models.
Professor Heinz Ruther steers the project. He ventures up and down the continent — visiting Ghana, Tanzania, Mali, Ethiopia, Kenya and elsewhere — recording in remarkable detail the structure and condition of tombs, churches and other buildings.
“I’ve seen how sites are deteriorating visibly,” Ruther told CNN.
The project’s aim is to build a database of complex, lifelike 3-D models. Presently, they’ve mapped around 16 sites including Lalibela in Ethiopia, Timbuktu in Mali and Kilwa in Tanzania.
Education has been a recurring theme throughout the many programs of the NYC Media Lab, a public-private partnership where I serve as an Executive Director. How will virtual and augmented reality change the classroom? How can teachers use immersive media to educate citizens and keep our communities vibrant? In what ways can enterprises leverage innovation to better train employees and streamline workflows?
These are just a few of the top-of-mind questions that NYC Media Lab’s consortium is thinking about as we enter the next wave of media transformation.
Researchers and professionals at work across the VR/AR community in New York City are excited for what comes next. At NYC Media Lab’s recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.
NYC Media Lab merges engineering and design research happening at the city’s universities with resources and opportunities from the media and technology industry—to produce new prototypes, launch new companies and advocate for the latest thinking.
In the past year, the Lab has completed dozens of rapid prototyping projects; exhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.
While it’s all too easy to lose ourselves in the countless VR worlds at our fingertips, sometimes we just need to access the desktop and get things done in Windows. Thanks to a few innovative apps, this is possible without removing your headset.
Inmates use VR to prepare for life on the outside— from vrscout.com by Kyle Melnick A new early-release program in Colorado helps prisoners convicted as teenagers adjust to the world they missed 20-plus years ago.
Excerpt:
The three year program encompasses a variety of beneficial training and invaluable mentorship, but the most popular aspect by far, at least for the first six inmates enrolled, has been the interactive VR element developed by NSENA CEO Ethan Moeller.
By introducing inmates to VR technology, Moeller and Colorado correctional facilities hope to expose inmates to the significant changes made in society over the past 20 years, as well as the new technology being developed. Prisoners are first given Samsung Gear VR headsets to enjoy a selection of spectator experiences such as running with wild elephants and sitting in the cockpit of a Blue Angel fighter jet. They’re also exposed to more informative experiences such as dealing with conflict and handling self-checkout at the grocery store.
After being eased into the immersive technology with casual 360-videos, the selected convicts are then given access to more interactive applications via an HTC Vive. Moeller has designed an eclectic catalogue of instructional VR applications that educate users in everything from bagging groceries and using a debit card, to doing laundry and de escalating potentially violent confrontations. The idea is to prepare these soon-to-be released prisoners with the necessary life skills they missed while incarcerated as teenagers.
From Elliott Masie’s Learning TRENDS – January 3, 2018.
#986 – Updates on Learning, Business & Technology Since 1997.
2. Curation in Action – Meural Picture Frame of Endless Art.
What a cool Curation Holiday Gift that arrived. The Meural Picture Frame is an amazing digital display, 30 inches by 20 inches, that will display any of over 10,000 classical or modern paintings or photos from the world’s best museums.
A few minutes of setup to the WiFi and my Meural became a highly personalized museum in the living room. I selected collections of an era, a specific artist, a theme or used someone else’s art “playlist”.
It is curation at its best! A personalized and individualized selection from an almost limitless collection. Check it out at http://www.meural.com
Also see:
From DSC: As I understand it, you can upload your own artwork and photography into this platform. As such, couldn’t we put such devices/frames in schools?!
Wouldn’t it be great to have each classroom’s artwork available as a playlist?! And not just the current pieces, but archived pieces as well!
Wouldn’t it be cool to be able to walk down the hall and swish through a variety of pieces?
Wouldn’t such a dynamic, inspirational platform be a powerful source of creativity in our hallways? The frames could display the greatest works of art from around the world!
Wouldn’t such a platform give young/budding artists and photographers incentive to do their best work, knowing many others can see their creative works as a part of a playlist?
Wouldn’t it be cool to tap into such a service and treasure chest of artwork and photography via your Smart/Connected TV?
The augmented reality industry made great strides in 2017, but its apex is not even in sight.
In terms of software, augmented reality is approaching meaningful mainstream awareness, thanks mostly to Apple and ARKit. Meanwhile, on the hardware side, AR is very much in its infancy, with headsets mostly limited to enterprise customers or developer kits and the majority of smartphones lacking the sensors necessary to achieve much more than parlor tricks.
We now have enough specimens of AR software and hardware to compile a roster of the best efforts of the industry. Rest assured, we expect every item listed herein to be surpassed in 2018 either by their next iterations or new entries.
3. Augmented reality goes mainstream Before smartphones existed 10 years ago, most people would consider spending five hours daily staring at your phone as crazy. In 2018, the bent-neck trend will start to reverse itself.
The mobile game Pokémon Go has unleashed a billion-dollar demand for augmented reality entertainment, and major brands are taking notice. Thanks to the introduction of affordable augmented reality glasses, our phones will remain in our pockets and Heads Up Displays (HUD) will improve how we work, shop, and play.
HUDs, best known today as the instrument gauges that fighter pilots monitor on their visors or windshields, will become a standard in consumer eyeglasses. Imagine walking down the street in a foreign country, for example, and having all of the store signs instantly translated into English thanks to your trendy sunglasses.
AR will customize in-store experiences with mannequins that match your body type and display enough virtual inventory to rival any online site. Merchants will create AR experiences with their packaging so that demonstration videos can appear when you look at the product on the shelf or celebrity spokespeople can magically stand in the aisle to pitch the product. Virtual pop-up stores can be built to appear anywhere that crowds are gathered (in a stadium, a busy street corner, or even inside a subway). These non-brick and mortar retail locations will bring new opportunities for merchants to create engaging shopping experiences anywhere with accessible bandwidth.
Li-Fi, a new light-base wireless connection with data speeds 100 times that of Wi-Fi, will bring high-definition virtual objects into stores. With Li-Fi and AR, consumers can see limitless virtual inventory in store, at scale.
With just a wave of your hand, a car salesperson can change the model, color, and customized features of the car “sitting” on the dealership’s showroom floor. Combining real and virtual objects can enhance experiences for all out-of-home activities. Sports stadiums will be brought into the 21st century with personalized HUDs of players on the field. Imagine watching a live football game in the stadium and seeing personalized stats floating above the fantasy sports players you follow. When watching sports from home, AR has the potential to bring the excitement of life-size boxing matches into your living room. The real promise of AR is to bring people the information they need without having to ask for it.
For many, 2018 will be the start of living an augmented life.
Smartphones vs. Glasses vs. The Future On the upside, it’s clear that investors are still bullish about AR, particularly in contrast to VR. That’s likely because they understand something that’s fairly obvious once you spend a decent amount of time analyzing both sectors: VR, as we know it today, is best suited as an escape experience (including interactive entertainment, passive consumption of visuals, and virtual meetings) in a stationary location. On the other hand, AR is limitless in its reach as a mobile-friendly tool for interfacing with the real world through our smartphones and tablets.
Those real-world AR interactions will begin to include everything from banking transactions, to driving and walking assistance (actually, some of this is already happening). Soon, AR will provide real-time language translations with subtitles floating over someone’s head like captions during a foreign movie, but in the real world.
A retrospective on the 2017 innovations that are helping the #VR and #AR industries to evolve. https://t.co/6dtSwtfoNm
Two University at Buffalo education researchers have teamed up to create an interactive classroom environment in which state-of-the-art virtual reality simulates difficult student behavior, a training method its designers compare to a “flight simulator for teachers.”
The new program, already earning endorsements from teachers and administrators in an inner-city Buffalo school, ties into State University of New York Chancellor Nancy L. Zimpher’s call for innovative teaching experiences and “immersive” clinical experiences and teacher preparation.
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The training simulator Lamb compared to a teacher flight simulator uses an emerging computer technology known as virtual reality. Becoming more popular and accessible commercially, virtual reality immerses the subject in what Lamb calls “three-dimensional environments in such a way where that environment is continuous around them.” An important characteristic of the best virtual reality environments is a convincing and powerful representation of the imaginary setting.
TeachLive.org TLE TeachLivE™ is a mixed-reality classroom with simulated students that provides teachers the opportunity to develop their pedagogical practice in a safe environment that doesn’t place real students at risk. This lab is currently the only one in the country using a mixed reality environment to prepare or retrain pre-service and in-service teachers. The use of TLE TeachLivE™ Lab has also been instrumental in developing transition skills for students with significant disabilities, providing immediate feedback through bug-in-ear technology to pre-service teachers, developing discrete trial skills in pre-service and in-service teachers, and preparing teachers in the use of STEM-related instructional strategies.
From DSC: It will be interesting to see all the “places” we will be able to go and interact within — all from the comfort of our living rooms! Next generation simulators should be something else for teaching/learning & training-related purposes!!!
The next gen learning platform will likely offer such virtual reality-enabled learning experiences, along with voice recognition/translation services and a slew of other technologies — such as AI, blockchain*, chatbots, data mining/analytics, web-based learner profiles, an online-based marketplace supported by the work of learning-based free agents, and others — running in the background. All of these elements will work to offer us personalized, up-to-date learning experiences — helping each of us stay relevant in the marketplace as well as simply enabling us to enjoy learning about new things.
But the potentially disruptive piece of all of this is that this next generation learning platform could create an Amazon.com of what we now refer to as “higher education.” It could just as easily serve as a platform for offering learning experiences for learners in K-12 as well as the corporate learning & development space.
In 2014, Kings College in New York became the first university in the U.S. to accept Bitcoin for tuition payments, a move that seemed more of a PR stunt than the start of some new movement. Much has changed since then, including the value of Bitcoin itself, which skyrocketed to more than $19,000 earlier this month, catapulting cryptocurrencies into the mainstream.
A handful of other universities (and even preschools) now accept Bitcoin for tuition, but that’s hardly the extent of how blockchains and tokens are weaving their way into education: Educators and edtech entrepreneurs are now testing out everything from issuing degrees on the blockchain to paying people in cryptocurrency for their teaching.