From DSC: At the Next Generation Learning Spaces Conference, held recently in San Diego, CA, I moderated a panel discussion re: AR, VR, and MR. I started off our panel discussion with some introductory ideas and remarks — meant to make sure that numerous ideas were on the radars at attendees’ organizations. Then Vinay and Carrie did a super job of addressing several topics and questions (Mary was unable to make it that day, as she got stuck in the UK due to transportation-related issues).
That said, I didn’t get a chance to finish the second part of the presentation which I’ve listed below in both 4:3 and 16:9 formats. So I madea recording of these ideas, and I’m relaying it to you in the hopes that it can help you and your organization.
Finding the best way to position and utilise your business when you’re dealing with future technologies like AR can be a difficult proposition. The skill set required is a relatively new thing, and the mobile developers who can do it, and are good at it, are likely to already be seeing offers from other companies. All of this adds up to mean that finding new talent to drive your AR business forward isn’t easy, and this is compounded if you’re new to the game and haven’t established a foothold. In an attempt to make it easier for you, we’ve already covered the top 10 IoT (Internet of Things) developers – and 3 ways to overcome your app backlog before that – and this week we’re looking at AR developers. Using our number crunching based on Alexa rankings, here’s who came out on top.
Earlier this week, the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI) jointly released the NMC Horizon Report > 2017 Higher Education Edition at the 2017 ELI Annual Meeting. This 14th edition describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in higher education. Six key trends, six significant challenges, and six important developments in educational technology are placed directly in the context of their likely impact on the core missions of universities and colleges.
The topics are summarized in the infographic below:
Can Virtual Reality “teach” empathy? — from hechingerreport.org by Chris Berdik Immersive VR in the classroom is spreading fast, as teachers take students into other worlds
Excerpt:
In November 2015, middle-school students from Westchester County, New York, found themselves on a windswept field in South Sudan mingling with a crowd of refugees fleeing civil war. Suddenly, they heard the deafening roar of low-flying military cargo planes overhead, followed by large bags of grain thudding to the ground all around them.
“The kids were jumping back from those bags dropping at their feet,” recalled Cayne Letizia, the teacher who used immersive virtual reality (VR) to transport his class into this emergency food drop featured in the New York Times 360-degree video series about refugees. Count Letizia among VR’s burgeoning fan base in education, where the spread of high-quality content and more-affordable hardware (especially Google’s $15 Cardboard Viewer) gives students myriad ways to briefly inhabit what they’re learning—from wandering the streets of ancient Rome to touring the International Space Station.
From DSC: I read the other day where someone asserted that you can’t make someone be more empathetic. That may be so, but VR can sure put you in someone else’s shoes — big time! And that seems like in many cases, that can be a good thing in terms of understanding what someone else might be going through.
The Mobile Crane Simulator combines an Oculus headset with a modular rig to greatly reduce the cost of training. The system, from Industrial Training International and Serious Labs, Inc, will debut at the ConExpo Event this March in Las Vegas. The designers chose the Oculus for its comfort and portability, but the set-up supports OpenVR, allowing it to potentially also work on the Vive. (The “mobile” in the device’s name refers to a type of crane, rather than to mobile VR.) – ROAD TO VR
How do terms like machine learning, AI, and cognitive computing relate to one another?
They’re not synonymous. So, cognitive computing is very different than machine learning, and I will call both of them a type of AI. Just to try and describe those three. So, I would say artificial intelligence is all of that stuff I just described. It’s a collection of things designed to either mimic behavior, mimic thinking, behave intelligently, behave rationally, behave empathetically. Those are the systems and processes that are in the collection of soup that we call artificial intelligence.
Cognitive computing is primarily an IBM term. It’s a phenomenal approach to curating massive amounts of information that can be ingested into what’s called the cognitive stack. And then to be able to create connections among all of the ingested material, so that the user can discover a particular problem, or a particular question can be explored that hasn’t been anticipated.
Machine learning is almost the opposite of that. Where you have a goal function, you have something very specific that you try and define in the data. And, the machine learning will look at lots of disparate data, and try to create proximity to this goal function ? basically try to find what you told it to look for. Typically, you do that by either training the system, or by watching it behave, and turning knobs and buttons, so there’s unsupervised, supervised learning. And that’s very, very different than cognitive computing.
Would you buy a home without ever stepping foot in it?
Thanks to virtual reality, prospective homebuyers can check out for-sale properties by viewing them through a headset — exploring faraway kitchens and bathrooms without ever leaving the couch.
“VR is the next natural evolution in terms of marketing real estate,” said David Scott Van Woert, account director at Transparent House, which has developed a virtual reality mobile app for home builders. “A lot of these companies are very tech-forward and always looking for, not only an edge over competition, but to stay current.”
From DSC: For those of us working on creating and renovating learning spaces, consider producing VR-based pieces for your donors to check out. It could really help paint the picture — the vision — of what your selected space will look like once it’s done. Very compelling visuals — and a very compelling experience.
The 4 Common Characteristics of Personalized Learning— from thejournal.com by Leila Meyer iNACOL offers ideas for implementing personalized learning in K-12 schools with the support of families and the community.
Excerpt:
According to the report, there are many different approaches to personalized learning, but most of them share these common characteristics:
Student ownership of their learning process;
Focus on the learning process rather than “big end-of-year tests”;
Competency or mastery-based student progression; and
Anytime, anywhere learning.
See also:
From DSC: In the spirit of pulse-checking the landscapes…those of us working in higher education, take heed. These are your future students. What expectations from students might you encounter in the (not-too-distant) future? What are the ramifications for which pedagogies you decide to use?
Further out, for those of you working in the corporate learning & development world or in corporate training/universities, your time may be further out here…but you need to take heed as well. These are your future employees. They will come into your organizations with their expectations for how they prefer to learn and grow. Will you meet them where they are at?
We operate in a continuum…we’d be wise to pulse-check what’s happening in the earlier phases of this continuum.
From DSC: By the way, I’m not posting this to suggest that professors/teachers/trainers/etc. are going away due to AI-based technologies. Humans like to learn with other humans (and we are decades away from a general AI anyway).
That said, I do think there’s a place for technologies to be used as beneficial tools. In this case, such an AI-backed robot could help with some of the heavy lifting of learning about a new subject or topic. This interesting piece — currently out at Kickstarter — is a good example of the combination of a variety of technologies such as AI/speech recognition/natural language processing (NLP), robotics, and other technologies.
Notice that you can download more interactive apps from the cloud with Professor Einstein. In other words, this is like a platform. (Along these lines…developers gave Alexa 4000 new skills last quarter — Amazon is creating a platform as well.)
Aside from AWS, Amazon Alexa-enabled devices were the top-selling products across all categories on Amazon.com throughout the holiday season and the company is reporting that Echo family sales are up over 9x compared to last season. Amazon aims to brand Alexa as a platform, something that has helped the product to gain capabilities faster than its competition. Developers and corporates released 4,000 new skills for the voice assistant in just the last quarter.
Alexa got 4,000 new skills in just the last quarter!
From DSC:
What are the teaching & learning ramifications of this?
By the way, I’m not saying for professors, teachers, & trainers to run for the hills (i.e., that they’ll be replaced by AI-based tools). But rather, I would like to suggest that we not only put this type of thing on our radars, but we should begin to actively experiment with such technologies to see if they might be able to help us do some heavy lifting for students learning about new topics.
Virtual Reality for architecture: a beginner’s guide — from aecmag.com With the availability of affordable headsets like the Oculus Rift and HTC Vive, VR is now within reach of AEC firms of all sizes. Greg Corke explores this brave new virtual world
Excerpt:
It’s an all too familiar scenario: an architect enters a building for the first time and the space doesn’t quite match the vision of his or her design. However beautiful a static rendered image may be, traditional design visualisation can only convey so much, even when the scene is rendered at eyelevel with furniture for scale.
At Gensler, design director and principal Hao Ko knows the feeling. “You still have to make a translation in your mind, in terms of how tall this space is going to feel,” he says. “More often than not, I’ll go to my own projects and I’ll be like, ‘Wow! That’s a lot bigger than I expected.’ You still have those moments.”
This, he says, is where virtual reality, or VR, comes in – and others in the industry are starting to reach the same conclusion.
VR head-mounted displays (HMDs) such as the Oculus Rift and HTC Vive have the power to change the way architects design and communicate buildings before they are built. The wearer is instantly immersed in a true three dimensional environment that gives an incredible sense of scale, depth and spatial awareness that simply cannot be matched by traditional renders, animations or physical-scale models.
What is the potential for Augmented Reality and Virtual Reality in the AEC industry? How might viewing virtual objects integrated into one’s physical environment or immersing oneself into a virtual world benefit the AEC sector? In this article, we will focus specifically on the use of augmented and virtual reality technology on head-mounted displays by architects, engineers and designers in the building design process.
The team at Google Spotlight Stories made history on Wednesday, as its short film Pearl became the first virtual reality project to be nominated for an Academy Award. But instead of serving as a capstone, the Oscar nod is just a nice moment at the beginning of the Spotlight team’s plan for the future of storytelling in the digital age.
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Google Spotlight Stories are not exactly short films. Rather, they are interactive experiences created by the technical pioneers at Google’s Advanced Technologies and Projects (ATAP) division, and they defy expectations and conventions. Film production has in many ways been perfected, but for each Spotlight Story, the technical staff at Google uncovers new challenges to telling stories in a medium that blends together film, mobile phones, games, and virtual reality. Needless to say, it’s been an interesting road.