2018 Tech Trends for Journalism & Media Report + the 2017 Tech Trends Annual Report that I missed from the Future Today Institute

 

2018 Tech Trends For Journalism Report — from the Future Today Institute

Key Takeaways

  • 2018 marks the beginning of the end of smartphones in the world’s largest economies. What’s coming next are conversational interfaces with zero-UIs. This will radically change the media landscape, and now is the best time to start thinking through future scenarios.
  • In 2018, a critical mass of emerging technologies will converge finding advanced uses beyond initial testing and applied research. That’s a signal worth paying attention to. News organizations should devote attention to emerging trends in voice interfaces, the decentralization of content, mixed reality, new types of search, and hardware (such as CubeSats and smart cameras).
  • Journalists need to understand what artificial intelligence is, what it is not, and what it means for the future of news. AI research has advanced enough that it is now a core component of our work at FTI. You will see the AI ecosystem represented in many of the trends in this report, and it is vitally important that all decision-makers within news organizations familiarize themselves with the current and emerging AI landscapes. We have included an AI Primer For Journalists in our Trend Report this year to aid in that effort.
  • Decentralization emerged as a key theme for 2018. Among the companies and organizations FTI covers, we discovered a new emphasis on restricted peer-to-peer networks to detect harassment, share resources and connect with sources. There is also a push by some democratic governments around the world to divide internet access and to restrict certain content, effectively creating dozens of “splinternets.”
  • Consolidation is also a key theme for 2018. News brands, broadcast spectrum, and artificial intelligence startups will continue to be merged with and acquired by relatively few corporations. Pending legislation and policy in the U.S., E.U. and in parts of Asia could further concentrate the power among a small cadre of information and technology organizations in the year ahead.
  • To understand the future of news, you must pay attention to the future of many industries and research areas in the coming year. When journalists think about the future, they should broaden the usual scope to consider developments from myriad other fields also participating in the knowledge economy. Technology begets technology. We are witnessing an explosion in slow motion.

Those in the news ecosystem should factor the trends in this report into their strategic thinking for the coming year, and adjust their planning, operations and business models accordingly.

 



 

 

2017 Tech Trends Annual Report — from the Future Today Institute; this is the first I’ve seen this solid report

Excerpts:

This year’s report has 159 trends.
This is mostly due to the fact that 2016 was the year that many areas of science and technology finally started to converge. As a result we’re seeing a sort of slow-motion explosion––we will undoubtedly look back on the last part of this decade as a pivotal moment in our history on this planet.

Our 2017 Trend Report reveals strategic opportunities and challenges for your organization in the coming year. The Future Today Institute’s annual Trend Report prepares leaders and organizations for the year ahead, so that you are better positioned to see emerging technology and adjust your strategy accordingly. Use our report to identify near-future business disruption and competitive threats while simultaneously finding new collaborators and partners. Most importantly, use our report as a jumping off point for deeper strategic planning.

 

 



 

Also see:

Emerging eLearning Tools and Platforms Improve Results — from learningsolutionsmag.com

  • Augmented and virtual reality offer ways to immerse learners in experiences that can aid training in processes and procedures, provide realistic simulations to deepen empathy and build communication skills, or provide in-the-workflow support for skilled technicians performing complex procedures.
  • Badges and other digital credentials provide new ways to assess and validate employees’ skills and mark their eLearning achievements, even if their learning takes place informally or outside of the corporate framework.
  • Chatbots are proving an excellent tool for spaced learning, review of course materials, guiding new hires through onboarding, and supporting new managers with coaching and tips.
  • Content curation enables L&D professionals to provide information and educational materials from trusted sources that can deepen learners’ knowledge and help them build skills.
  • eBooks, a relative newcomer to the eLearning arena, offer rich features for portable on-demand content that learners can explore, review, and revisit as needed.
  • Interactive videos provide branching scenarios, quiz learners on newly introduced concepts and terms, offer prompts for small-group discussions, and do much more to engage learners.
  • Podcasts can turn drive time into productive time, allowing learners to enjoy a story built around eLearning content.
  • Smartphone apps, available wherever learners take their phones or tablets, can be designed to offer product support, info for sales personnel, up-to-date information for repair technicians, and games and drills for teaching and reviewing content; the possibilities are limited only by designers’ imagination.
  • Social platforms like Slack, Yammer, or Instagram facilitate collaboration, sharing of ideas, networking, and social learning. Adopting social learning platforms encourages learners to develop their skills and contribute to their communities of practice, whether inside their companies or more broadly.
  • xAPI turns any experience into a learning experience. Adding xAPI capability to any suitable tool or platform means you can record learner activity and progress in a learning record store (LRS) and track it.

 



 

DevLearn Attendees Learn How to ‘Think Like a Futurist’ — from learningsolutionsmag.com

Excerpt:

How does all of this relate to eLearning? Again, Webb anticipated the question. Her response gave hope to some—and terrified others. She presented three possible future scenarios:

  • Everyone in the learning arena learns to recognize weak signals; they work with technologists to refine artificial intelligence to instill values. Future machines learn not only to identify correct and incorrect answers; they also learn right and wrong. Webb said that she gives this optimistic scenario a 25 percent chance of occurring.
  • Everyone present is inspired by her talk but they, and the rest of the learning world, do nothing. Artificial intelligence continues to develop as it has in the past, learning to identify correct answers but lacking values. Webb’s prediction is that this pragmatic optimistic scenario has a 50 percent chance of occurring.
  • Learning and artificial intelligence continue to develop on separate tracks. Future artificial intelligence and machine learning projects incorporate real biases that affect what and how people learn and how knowledge is transferred. Webb said that she gives this catastrophic scenario a 25 percent chance of occurring.

In an attempt to end on a strong positive note, Webb said that “the future hasn’t happened yet—we think” and encouraged attendees to take action. “To build the future of learning that you want, listen to weak signals now.”

 



 

 

 

 

 

Will blockchain help make Virtual Reality more social? — from thenextweb.com by Alice Bonasio

Excerpt:

Emerging social VR platforms are experimenting with new ways of democratizing access and ownership of content and information.

VR has often been considered something of a solitary experience, but that’s changing fast. Social VR platforms are on the rise, and as the acquisition of AltspaceVR by Microsoft shows, major players in that space are taking notice.

This shows how momentum is building around social VR, and although it’s unlikely that such platforms will replace social media in terms of popularity overnight, the question is certainly being asked about who will emerge as “Facebook of VR.”

“We believe virtual reality will flourish once users have a more prominent role in controlling their creations. Currently, the companies that create the virtual worlds own all of the content built by the users. They are the ones who profit, reap the benefits from the network effects, and have the power to undo, change or censor what happens within the world itself. The true potential of VR might be realized, and certainly surpass what already exists, if this power were put into the hands of the users instead,” believes Ariel Meilich, founder of blockchain-based virtual platform Decentraland.

A blockchain is a digitized, decentralized public ledger of cryptocurrency transactions. Essentially each ‘block’ is like an individual bank statement. Completed ‘blocks’ (the most recent transactions) are added in chronological order allowing market participants to keep track of the transactions without the need for central record keeping. Just as Bitcoin eliminates the need for a third party to process or store payments, and isn’t regulated by a central authority, users in any blockchain structure are responsible for validating transactions whenever one party pays another for goods or services.

 

From DSC:
As this article reminded me, it’s the combination of two or more emerging technologies that will likely bring major innovation our way.  Here’s another example of that same idea/concept.

 

 

 

Warby Parker Uses Face ID in iPhone X to Measure Your Face for Glasses — from mobile-ar.reality.news by Tommy Palladino

Excerpt:

Online glasses retailer Warby Parker built its reputation by selling fashionable yet affordable eyeglasses, so it perhaps a surprise that it’s one of the first developers to take advantage of the technology in the least affordable iPhone yet.

While other developers are making adjusting to their apps to account for the infamous camera notch, Warby Parker decided to update its Glasses app to directly leverage the Face ID facial recognition system. Now, in the updated version of the app, Glasses can measure the user’s face to estimate which frames will fit best.

 

 

 

Apple Is Ramping Up Work on AR Headset to Succeed iPhone — from bloomberg.com by Mark Gurman

Excerpt:

Apple Inc., seeking a breakthrough product to succeed the iPhone, aims to have technology ready for an augmented-reality headset in 2019 and could ship a product as early as 2020.

Unlike the current generation of virtual reality headsets that use a smartphone as the engine and screen, Apple’s device will have its own display and run on a new chip and operating system, according to people familiar with the situation. The development timeline is very aggressive and could still change, said the people, who requested anonymity to speak freely about a private matter.

 

 

“The power is that we can take the user anywhere in the entire universe throughout all of time for historical experiences like this.” (source)

 

 

AR navigation app promises better accuracy than GPS alone — from engadget.com by Jon Fingas
Walk the streets as if you had a local by your side.

 

 

 

 

 

 

 

Want to Really Teach a Robot? Command It With VR — from wired.com by Matt Simon

Excerpt:

Ask a robot to do the same and you’ll either get a blank stare or a crumpled object in the cold, cold grasp of a machine. Because robots are good at repetitive tasks that require a lot of strength, but they’re still bad at learning how to manipulate novel objects. Which is why today a company called Embodied Intelligence has emerged from stealth mode to fuse the strengths of robots and people into a new system that could make it far easier for regular folk to teach robots new tasks. Think of it like a VR videogame—only you get to control a hulking robot.

 

From DSC:
To remain up-to-date, Engineering Departments within higher ed have their work cut out for them — big time! Those Senior Engineering Teams have many new, innovative pathways and projects to pursue these days.

 

 

 

Daqri ships augmented reality smart glasses for professionals — from venturebeat.com by Dean Takahashi

Excerpt:

Daqri has begun shipping its augmented reality smart glasses for the workplace.

Los Angeles-based Daqri is betting that AR — a technology that overlays digital animations on top of the real world — will take off first in the enterprise, where customers are willing to pay a higher price in order to solve complex problems. The idea is to help people solve real-world problems, like fixing a jet engine or piecing together an assembly. Daqri argues that the gains in productivity and efficiency make up for the initial cost.

At $4,995, the system is not cheap, but it is optimized to present complex workloads and process a lot of data right on the glasses themselves. It is available for direct purchase from Daqri’s web site and through channel partners. Daqri is targeting customers across manufacturing, field services, maintenance and repair, inspections, construction, and others.

 


 

 

 

 

The NBA really wants you to watch games in VR — from cnet.com by Terry Collins
The basketball league has now struck two partnerships to broadcast games in virtual reality. Are fans willing to watch them?

Excerpt:

What’s keeping you from watching NBA games in VR?

Is it the bulky headsets? Is it the slow camera switches that don’t follow the players quickly enough? Is it too expensive?

The NBA is betting that one reason is it just doesn’t have enough partnerships yet. So, the league is teaming up with Turner Sports and Intel TrueVR to air weekly games on TNT in VR starting with the All-Star weekend festivities from Los Angeles in February.
russell-westbrook-alley-oop.jpg

NBA fans will soon be able to see more of MVP Russell Westbrook in virtual reality.
NBAE/Getty Images

This partnership represents a doubling down of NBA’s VR efforts, despite indications it isn’t actually working. Last year, the NBA began airing games with NextVR as part of a multiyear deal.

 

 

 

Microsoft: Here’s how Mixed Reality will aid information workers and boost digital transformation — from techrepublic.com by Alison DeNisco Rayome
At Microsoft Future Decoded, the tech giant explained how mixed reality can help workers and companies achieve more.

Excerpt:

The 3 big takeaways

  1. At the Microsoft Future Decoded conference in London, executives from the tech giant offered a vision for integrating Microsoft 365, Microsoft HoloLens, Windows Mixed Reality, and 3D capabilities into modern workplaces to aid digital transformation.
  2. Firstline workers and information workers will likely be the first to benefit from mixed reality in the workplace, using the technology for collaboration, training, and more.
  3. Microsoft has made a number of moves into the mixed reality space recently, including expanding its HoloLens headset into new European markets.

 

 

 

 

 

 

 

How to improve memory retention in online training — from growthengineering.co.uk by Christopher Pappas

Excerpt:

4. Incorporate A “Moment Of Need” Online Training Repository
That brings us to the next tip, which is to incorporate a “just in time” online training library. This features microlearning online training resources that are easy to digest and remember. Employees can access support tools based on their needs, goals, and skill gaps. Best of all, they can expand their knowledge whenever it’s most convenient, whether that’s on the sales floor, before a client meeting, or during the morning commute. “Moment of need” online training repositories aid in memory retention by breaking the online training content into consumable pieces, instead of barraging your employees with large quantities of information.

 

From DSC:
This idea of an online training repository is tied in with a more recent development of “chatbots.” As artificial intelligence continues to pick up steam, these chatbots could offer internal employees as well as external customers automated responses to questions. People could ask the questions either by typing in their questions and/or by using their voices to ask their questions. So keep your eyes on chatbots — as they will likely bring a whole new method of obtaining information and professional development to us in the near future!

 



 

Also from Christopher Pappas (@cpappas) see:

 

 



 

 

Diminished reality will have as much power as AR for retailers — from by Beck Besecker

Excerpt (emphasis DSC):

It’s an exciting time for augmented reality. With new AR platforms launching from the biggest names in tech over the last few months, including Apple’s ARKit and Google’s ARCore, retailers like Ikea, Wayfair, and Anthropologie have already released ARKit-powered apps, opening the door to consumer acceptance of AR as viable retail technology.

But across the board, early AR shopping apps still leave much to be desired. Sure, it’s useful to use AR to virtually place a new chair, side table, work of art or sectional into a room. But unless you’re starting with an empty room, physical objects can get in the way of a true sense of presence and satisfying experience.

Enter diminished reality — a different “reality” — that promises to change that. With DR, users will be able to digitally remove unwanted, inanimate objects from their physical surroundings, to get an even more realistic view of how potential purchases will fit within the context of their lives.

So, what exactly is DR, and what does it mean for the future of retail and beyond?

 

 

Also, a somewhat relevant/interesting HCI-related item, see:

 

 

 

From DSC:
Reading the item below prompted me to return to a thought/question that I’ve had several times now…in the future, will students be able to choose “where” they want to study? One of our daughters would probably be able to focus better if she were able to be transported to a place of her choosing — perhaps by a stream of running water.

 

 

Anyway, it’s an interesting thought/question to consider. It would certainly provide:

 

 

 

Thanks to VR, your office will resemble a tropical island — from thenextweb.com by Amber Leigh Turner

Excerpt:

For example, the idea of being able to teleport their employees to worlds outside of the office – including on a beach on an island a thousand miles away – may help boost employees’ productivity while reducing their stress level.

Mure VR, an Icelandic company, has found a way to integrate virtual reality with your work with the introduction of Breakroom. According to their website, “Breakroom is the way to turn your virtual reality headset into a multi-monitor system. You open a relaxing virtual environment and open your regular Windows applications as a floating 2D monitor within the virtual world. You are no longer limited by the physical computer monitor and can surround yourself with applications.”

Breakroom allows employees to escape workplaces by creating a workspace – such as on the beach, or in a park – that is stress-reducing, while tailored specifically to their needs. Becoming immersed in your work and blocking out the distractions that come with now-popular open office environments is a practical way that Mure VR is bringing virtual reality into the workplace.

 

 

 

 

 

 


 

Also here’s another application of virtual reality:

Using virtual reality to teach medical students empathy for elders — from unionleader.com by Gretchen Grosky

Excerpt:

“We are Alfred” is a pioneering virtual reality program where students don a headset to experience first-hand what it is like to be an older adult living with these common conditions.

Students at the University of New England College of Osteopathic Medicine in Maine – the state with the oldest population in the country – are among the first in the world to use this program as a means to learn empathy for their patients.

“We’re trying to get our students to understand the person-to-person approach of caring for people and working with people,” said Dr. Marilyn R. Gugliucci, professor and director of geriatrics education and research at the college. “We don’t want to just teach in a classroom. They’ve got to know people to help heal people.”

 


 

 

 

Farmers Insurance is using the Oculus Rift to train workers in Virtual Reality — from fortune.com by Jonathan Vanian

Excerpt:

By the end of this year, about 50 employees will have donned the Oculus Rift headsets and participated in the VR training program, said Farmers Insurance chief claims officer Keith Daly. The company plans for hundreds more to be trained using the next year, and, eventually, get all of its thousands of claims adjusters through the program, Daly said.

The goal is to build on the company’s existing two-to-three week training that workers attend before going into real world to inspect homes damaged in earthquakes, floods, and other major catastrophes.

 

 

Also see:

 

 

VR and AR: Transforming Learning and Scholarship in the Humanities and Social Sciences — from er.educause.edu b

What if a text or work of art is no longer read, but instead, experienced? What new questions are raised when it’s possible to visit an author’s home or stroll through the streets of an ancient city? How will our interpretations of literature, art, history and archaeology change when we are no longer passive recipients but co-constructors and actors in immersive experiences? How will this challenge us to think outside our current learning paradigms? These and other questions arise when we examine the impact of immersive technologies on the humanities and the social sciences.

 

Some examples mentioned there include:

 

 

 

Microsoft joins the VR battle with Windows Mixed Reality [on 10/17/17] — from theverge.com by Tom Warren

Excerpt:

Microsoft is launching its own answer to virtual reality today, taking on HTC and Oculus in the process. Windows Mixed Reality will be available in the Windows 10 Fall Creators Update, and headsets are now available to buy. Here’s everything you need to know about Windows Mixed Reality.

Microsoft is offering movement tracking (six degrees of freedom) without the need for traditional external sensors placed throughout a room. Windows Mixed Reality headsets have cameras and sensors to track the motion controllers.

Walmart looks to see if virtual shopping is better than the real thing — from washingtonpost.com by Abha Bhattarai

Excerpts:

…Walmart, the world’s largest retailer, is setting its sights on virtual reality.  Imagine this, says Katie Finnegan, who heads Walmart’s tech incubator: You need a tent for your next camping trip. If all goes to plan, you could one day virtually swoop in to your campsite and see any given tent in action. “You could unzip it, lay down, look left and right and say, ‘Oh, this is supposed to be a two-person tent? It’s kind of tight,’ ” she said. And then you could move on to the next tent — without leaving your couch.

Here are the five ideas the Bentonville, Ark.-based company says could be making their way online:

  1. 3-D holograms at Bonobos.com, the male clothing site Walmart acquired this year for $310 million, that would make it possible for shoppers to try on virtual clothing for fit and style.
  2. At ModCloth, the women’s clothing site Walmart took over in March, customers may one day be able to take 3-D photos of themselves using their smartphones, and use those images to get an idea of how something might look on.
  3. An “interactive virtual store” for designer Rebecca Minkoff, whose items are sold at Walmart.com, would allow customers to sit in on fashion shows and shop directly from the runway.
  4. Tired of shopping online alone? If Walmart gets its way, you may soon be interacting with other shoppers and experts as you pick out items for your virtual cart.
  5. Electric outlets, stove tops and door handles can all be child safety hazards — and soon, an online tool could peek inside your home and tell you where the biggest risks are lurking.

 

 

 

Explore the surface of Mars from the comfort of your living room — from haptical.com
Google’s new project allows viewers to explore the discoveries of NASA’s Curiosity rover.

Excerpt:

NASA and Google have teamed up to build a new virtual experience that lets space enthusiasts explore the red planet without having to leave their homes. Dubbed as “Access Mars”, the new project virtually transports users, wherever they are, to Earth’s neighboring planet in the solar system.

 

 

 

 

 

Chinese School Opens Full-Function VR Classrooms — from vrfocus.com by Rebecca Hills-Duty
HTC Vive have created a system which allows 50 VR units to work together with no cross-interference.

 

 

 

 

 

 

From DSC:
In Part I, I looked at the new, exponential pace of change that colleges, community colleges and universities now need to deal with – observing the enormous changes that are starting to occur throughout numerous societies around the globe. If we were to plot out the rate of change, we would see that we are no longer on a slow, steady, incremental type of linear pathway; but, instead, we would observe that we are now on an exponential trajectory (as the below graphic from sparks & honey very nicely illustrates).

 

 

How should colleges and universities deal with this new, exponential pace of change?

1) I suggest that you ensure that someone in your institution is lifting their gaze and peering out into the horizons, to see what’s coming down the pike. That person – or more ideally, persons – should also be looking around them, noticing what’s going on within the current landscapes of higher education. Regardless of how your institution tackles this task, given that we are currently moving at an incredibly fast pace, this trend analysis is very important. The results from this analysis should immediately be integrated into your strategic plan. Don’t wait 3-5 years to integrate these new findings into your plan. The new, exponential pace of change is going to reward those organizations who are nimble and responsive.

2) I recommend that you look at what programs you are offering and consider if you should be developing additional programs such as those that deal with:

  • Artificial Intelligence (Natural Language Processing, deep learning, machine learning, bots)
  • New forms of Human Computer Interaction such as Augmented Reality, Virtual Reality, and Mixed Reality
  • User Experience Design, User Interface Design, and/or Interaction Design
  • Big data, data science, working with data
  • The Internet of Things, machine-to-machine communications, sensors, beacons, etc.
  • Blockchain-based technologies/systems
  • The digital transformation of business
  • Freelancing / owning your own business / entrepreneurship (see this article for the massive changes happening now!)
  • …and more

3) If you are not already doing so, I recommend that you immediately move to offer a robust lineup of online-based programs. Why do I say this? Because:

  • Without them, your institution may pay a heavy price due to its diminishing credibility. Your enrollments could decline if learners (and their families) don’t think they will get solid jobs coming out of your institution. If the public perceives you as a dinosaur/out of touch with what the workplace requires, your enrollment/admissions groups may find meeting their quotas will get a lot harder as the years go on. You need to be sending some cars down the online/digital/virtual learning tracks. (Don’t get me wrong. We still need the liberal arts. However, even those institutions who offer liberal arts lineups will still need to have a healthy offering of online-based programs.)
  • Online-based learning methods can expand the reach of your faculty members while offering chances for individuals throughout the globe to learn from you, and you from them
  • Online-based learning programs can increase your enrollments, create new revenue streams, and develop/reach new markets
  • Online-based learning programs have been proven to offer the same learning gains – and sometimes better learning results than – what’s being achieved in face-to-face based classrooms
  • The majority of pedagogically-related innovations are occurring within the online/digital/virtual realm, and you will want to have built the prior experience, expertise, and foundations in order to leverage and benefit from them
  • Faculty take their learning/experiences from offering online-based courses back into their face-to-face courses
  • Due to the increasing price of obtaining a degree, students often need to work to help get them (at least part of the way) through school; thus, flexibility is becoming increasingly important and necessary for students
  • An increasing number of individuals within the K-12 world as well as the corporate world are learning via online-based means. This is true within higher education as well, as, according to a recent report from Digital Learning Compass states that “the number of higher education students taking at least one distance education course in 2015 now tops six million, about 30% of all enrollments.”
  • Families are looking very closely at their return on investments being made within the world of higher education. They want to see that their learners are being prepared for the ever-changing future that they will encounter. If people in the workforce often learn online, then current students should be getting practice in that area of their learning ecosystems as well.
  • As the (mostly) online-based Amazon.com is thriving and retail institutions such as Sears continue to close, people are in the process of forming more generalized expectations that could easily cross over into the realm of higher education. By the way, here’s how our local Sears building is looking these days…or what’s left of it.

 

 

 

4) I recommend that you move towards offering more opportunities for lifelong learning, as learners need to constantly add to their skillsets and knowledge base in order to remain marketable in today’s workforce. This is where adults greatly appreciate – and need – the greater flexibility offered by online-based means of learning. I’m not just talking about graduate programs or continuing studies types of programs here. Rather, I’m hoping that we can move towards providing streams of up-to-date content that learners can subscribe to at any time (and can drop their subscription to at any time). As a relevant side note here, keep your eyes on blockchain-based technologies here.

5) Consider the role of consortia and pooling resources. How might that fit into your strategic plan?

6) Consider why bootcamps continue to come onto the landscape.  What are traditional institutions of higher education missing here?

7) And lastly, if one doesn’t already exist, form a small, nimble, innovative group within your organization — what I call a TrimTab Group — to help identify what will and won’t work for your institution.

 

 

 

 

 

Virtual Reality: A Great Fit for Employee Onboarding — from trainingindustry.com by Andrew Woodberry

Excerpts:

For jobs that are particularly dangerous or high-stress, introducing employees to the environment through virtual reality is a smart approach. In recent years, companies have created realistic VR applications that they have used to train people from surgeons to firefighters. Virtual reality gives new employees as close an approximation to their new workplace as they can have without actually needing to be physically present. The exposure to the simulated high-stress environment should, theoretically, make the VR users more comfortable when they actually face the real-world equivalent.

Tips for Adding VR to Onboarding

  1. Start with shorter VR onboarding videos.
  2. Add interactivity to generate a more memorable training experience.
  3. Measure the effectiveness of VR onboarding.

 

From DSC:
I appreciated that the article included the following sentence: “For industries without a lot of change, the VR training modules can be used for numerous years.”  This hints at the need to start small and be sure that your content won’t be changing all the time. If it does, VR may not be a good fit. It’s at least something to consider — along with the costs of the hardware to review/experience the training-related content (which are changing all of the time these days…and will likely continue to change for a while yet).

 

 

 

Top 10 Strategic Technology Trends for 2018 — from Gartner Research

Summary

  • The intelligent digital mesh is a foundation for future digital business and its ecosystems. To create competitive advantage, enterprise architecture and technology innovation leaders must evaluate these top trends to identify opportunities that their organizations can exploit.

Key Findings

  • Artificial intelligence (AI) delivers value to every industry, enabling new business models. It does so by supporting key initiatives such as customer engagement, digital production, smart cities, self-driving cars, risk management, computer vision and speech recognition.
  • As people, places, processes and “things” become increasingly digitalized, they will be represented by digital twins. This will provide fertile ground for new event-driven business processes and digitally enabled business models and ecosystems.
  • The way we interact with technology will undergo a radical transformation over the next five to 10 years. Conversational platforms, augmented reality, virtual reality and mixed reality will provide more natural and immersive interactions with the digital world.
  • A digital business is event-centric, which means it must be continuously sensing and adapting. The same applies to the security and risk infrastructure that supports it, which must focus on deceiving potential intruders and predicting security events.

Table of Contents

Analysis

Trend No. 1: AI Foundation
Today’s AI Is Narrow AI

Trend No. 2: Intelligent Apps and Analytics
Augmented Analytics Will Enable Users to Spend More Time Acting on Insights

Trend No. 3: Intelligent Things
Swarms of Intelligent Things Will Work Together

Trend No. 4: Digital Twins
Digital Twins Will Be Linked to Other Digital Entities

Trend No. 5: Cloud to the Edge
Edge Computing Brings Distributed Computing Into the Cloud Style

Trend No. 6: Conversational Platforms
Integration With Third-Party Services Will Further Increase Usefulness

Trend No. 7: Immersive Experience
VR and AR Can Help Increase Productivity

Trend No. 8: Blockchain
Blockchain Offers Significant Potential Long-Term Benefits Despite Its Challenges

Trend No. 9: Event-Driven Model
Events Will Become More Important in the Intelligent Digital Mesh

Trend No. 10: Continuous Adaptive Risk and Trust
Barriers Must Come Down Between Security and Application Teams

Gartner Recommended Reading

 

 



Also see:

 


 

 

 

 

7 Things You Should Know About Research on Active Learning Classrooms — from library.educause.edu

Excerpt:

Research into active learning classrooms (ALCs)—spaces explicitly designed to support and promote this kind of learning and pedagogy—is expanding. This research provides educators with insights about how best to implement active learning pedagogies and support learners in ALCs. Studying how pedagogy and physical space can influence each other, researchers assess how well design elements work and how they affect learning. Higher education needs to know why active learning works, how it works best, and how these methods can be adopted more widely. Research that shows the efficacy of ALCs helps advance the use of such spaces and informs improvements in the design of learning spaces.

That item also mentions:
A Guide to Teaching in the Active Learning Classroom

 

 

7 Things You Should Know About AR/VR/MR — from library.educause.edu

Excerpt:

Augmented reality can be described as experiencing the real world with an overlay of additional computer generated content. In contrast, virtual reality immerses a user in an entirely simulated environment, while mixed or merged reality blends real and virtual worlds in ways through which the physical and the digital can interact. AR, VR, and MR offer new opportunities to create a psychological sense of immersive presence in an environment that feels real enough to be viewed, experienced, explored, and manipulated. These technologies have the potential to democratize learning by giving everyone access to immersive experiences that were once restricted to relatively few learners.

 

 

 

 

Augmented Reality apps for iOS 11 — from appadvice.com

 

 

 

AR in the Enterprise: How the Technology Can Benefit Your Business — from blog.metavision.com by Lis Owuor

Excerpt:

3 Ways AR Can Benefit the Enterprise:
1. Advanced ways to interact with data and training materials: In today’s world of Big Data, knowledge workers, manufacturing employees, and others are required to take on a number of data-intensive tasks: accessing, analyzing, and acting on large quantities of information, all while tackling the everyday collaboration and communication tasks of a normal work day. For employees in a number of industries, AR has the potential to be a game-changer in how employees interact with and share information because the technology overlays digital information over a user’s view of the real world.

2. Increased sales opportunities: For those brands who want to deliver richer customer experiences and increase sales, AR offers plenty of opportunities to transform the way that ustomers purchase products.

3. Enhanced model visualization: One useful ability of AR’s technological potential for the enterprise revolves around its 3D technology.

 

 

Smart glasses stage new experiences for deaf theater fans — from cnet.com by Katie Collins
London’s National Theatre is using augmented reality to make its performances more accessible for hard of hearing customers.

Excerpt:

It’s something the theater is hoping to change with the help of Epson’s latest smart glasses. This week it launched a trial that will see deaf and hearing-impaired customers supplied with the eyewear, which displays subtitles in their field of vision wherever they’re sitting.

“The problem we’re aiming to solve is the lack of choice and the customer experience — it’s twofold,” Jonathan Suffolk, the theater’s technical director, said in an interview. The smart glass tech, he said, “gives customers the chance to come anytime they want, matinee or evening, and sit anywhere they want in any size theater.”

 

 

Augmented Reality Apps for Education — from virtualrealitypop.com by Derek Baird

Excerpts:

Like other technologies, AR has the potential to be a powerful constructivist learning technology that supports the personalized learning goals of students by bringing scannable content to life in an engaging and cost effective manner.

For a generation that’s been raised on interactive technologies, bringing AR into the classroom and curriculum can also help encourage active engagement and contribute to student retention.

Here are a few top picks for introducing and creating AR experiences in the classroom.

 

 

Designing for Presence in VR, Part 1: Introduction — from virtualrealitypop.com by Aki Järvinen

Excerpt:

I strongly believe that presence is the quality that makes Virtual Reality unique as a medium. Yet, analytical approaches to presence from a creative standpoint have been lacking. Let’s fix that.

 

 

Microsoft & Ford Demonstrate AR’s Potential for Innovation in Enterprises — from next.reality.news by Tommy Palladino

 

 

 

 

 

Writing for VR: The Definitive Guide to VR Storytelling — from vrscout.com by Jesse Damiani and Dylan Southard

Excerpt:

Though it’s geared toward 360° filmmaking, we also wanted to get creators thinking about conceiving and composing VR experiences with an eye toward the medium’s future. We’re guessing many readers fall into a similar camp, so we decided to make this resource available to the public—think of it as something like, “VR Writing and Storytelling 201.”

In other words, your audience will feel an increased sense of responsibility—these questions of Why am I here? and What should I do? This is why games and genre stories that focus on intentions (rescuing something; capturing something; escaping something; solving something) work particularly well.

The nuts-and-bolts part of presence is point of view (POV). In 360° storytelling, you must directly address the question of which specific POV you will utilize in your story. Will your audience see things through a specific character’s eyes (first-person POV) or will you simply take on an “objective,” detached perspective (third-person POV)?

 

We can’t express this enough: the space is as (if not more) important than your plot and characters. While composing your story, think about the ways you can build environments capable of making the viewer imagine stories of their own—even without any other human beings in the picture.

 

 

 

 

Udacity Launches a ‘Learn ARKit’ Course Created in Collaboration with Unity — from roadtovr.com by Scott Hayden

Excerpt:

With ARKit already baked into the mobile operating system of “hundreds of millions of iPhones and iPads,” the massive potential install base means there’s plenty of reasons for developers to start making new augmented reality apps for Apple’s App Store. Now Udacity, the for-profit online education site that was spawned from free Stanford University computer science classes, has created a course that says will take you one month to complete so you can start making your own AR apps for iOS.

 

 

From DSC:
Again, how many of these types of courses/programs are in the works right now throughout traditional institutions of higher education? My guess? Very few.

 

 

What’s keeping us from being more responsive?

 

 

 

 

From DSC:
Before we get to the announcements in more detail….
can you imagine being a teacher, a professor, or a trainer — with all of the required applications
launched — if you were the presenter in this video at say the 12:45 mark?

If you are at all interesting in emerging technologies and what several pieces
of our future learning ecosystems — and meeting spaces — could easily look like,
you NEED to watch the entire presentation.


Also, they announced

Microsoft’s purchase of AltspaceVR…in virtual reality!
This clip shows them meeting in a virtual space.

 

 



 

The era of Windows Mixed Reality begins October 17 — from blogs.windows.com by Alex Kipman
Samsung unveils Windows Mixed Reality headset, AltSpaceVR joins Microsoft, SteamVR catalog coming to Windows Mixed Reality this holiday.

 

 

At an event in San Francisco we unveiled our vision for Windows Mixed Reality, announced SteamVR and AltSpaceVR are coming to Windows Mixed Reality, introduced the new Samsung Odyssey HMD, and kicked off the holiday shopping season by announcing the availability of pre-orders for Windows Mixed Reality headsets at the Microsoft Store.

 

Also see:

 



 

Inside VR & AR

Oct 4th, 2017

 

Microsoft held its long-awaited launch of Windows 10 Mixed Reality yesterday, and while most of the new devices and products had been leaked earlier, there were still some big takeaways. Here are some of them:

  • Mixed Reality: Microsoft gave a demo of what its new platform will do, covering the AR/VR spectrum with games, apps, and experiences. One such experience is Cliff House, a virtual work space and entertainment room.
  • Altspace VR: When the pioneering social VR app shut down this summer and was rescued by a “third party,” people wondered who that was. Turns out it was Microsoft, which acquired Altspace VR for an undisclosed amount. The acquisition was announced yesterday.
  • Steam VR and Halo: Microsoft had previously announced that its new Mixed Reality headsets would support Steam VR titles. Developers can now access that support, and consumers will be able to access it later this year. In addition to the hundreds of VR titles available on Steam, on Oct. 17, Microsoft will offer free downloads of Halo Recruit.
  • Odyssey and other headsets: The new Windows 10 platform is launching alongside a host of new headsets. In addition to the new Odyssey, which was made in partnership with Samsung, there are other headsets forthcoming from Acer, HP, Dell, Lenovo, and Asus.
  • 2018 Olympics: This was announced previously in June, but yesterday Microsoft briefed the press that Intel is partnering with the International Olympic Committee to bring Windows Mixed Reality experiences to the 2018 games.

 

 



 

 

 

 

 

 
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