CollabClassrmsMarkFutureHigherEd-EdDive-1-22-16

 

Collaborative classrooms mark wave of the future in higher ed — from educationdive.com by Tara García Mathewson
Student-centered models turn instructors into guides as students investigate for themselves

Excerpts:

The designs put students at the center of instruction, shifting the faculty role to one of tutor or guide.

“This changes the whole way we teach,” Benavides said.

Some colleges and universities are designing these spaces in new, modern buildings, while others are remodeling existing classrooms and making them work for this next generation of teaching and learning.

 

From DSC:
This sort of change may be uncomfortable to students and to faculty members alike. However, to shift the ownership of the learning to the student is a positive move. Why? Because we all need to be lifelong learners now.  The learning rests with each one of us now, or we could be broadsided and have a very difficult time getting back up. So to come out of college knowing how to learn…that’s a huge plus in my mind.

 

 

DanielChristian-No-longer-running-sprints--but-marathons

 

 

Also see:

 

Learning-Spaces-Guide-pkallscDotOrg

 

  • What do we want our learners to become?
  • What kind of learning experiences enable that becoming? 
  • What kind of learning spaces enable such experiences? 
  • How do we know? 

 

 

Meta-Analysis-Active-LearningSTEMApr2014

 

 

 

From DSC:
Currently, you can add interactivity to your digital videos. For example, several tools allow you to do this, such as:

So I wonder…what might interactivity look like in the near future when we’re talking about viewing things in immersive virtual reality (VR)-based situations?  When we’re talking about videos made using cameras that can provide 360 degrees worth of coverage, how are we going to interact with/drive/maneuver around such videos? What types of gestures and/or input devices, hardware, and software are we going to be using to do so? 

What new forms of elearning/training/education will we have at our disposal? How will such developments impact instructional design/designers? Interaction designers? User experience designers? User interface designers? Digital storytellers?

Hmmm…

The forecast?  High engagement, interesting times ahead.

Also see:

  • Interactive video is about to get disruptive — from kineo.com by James Cory-Wright
    Excerpt:
    Seamless and immersive because it all happens within the video
    We can now have embedded hotspots (motion tags) that move within the video; we can use branching within the video to change the storyline depending on the decisions you make; we can show consequences of making that decision; we can add video within video to share expert views, link directly to other rich media or gather real-time data via social media tools – all without leaving the actual video. A seamless experience.
    .
  • Endless learning: Virtual reality in the classroom — from pixelkin.org by David Jagneaux
    Excerpt:
    What if you could be part of the audience for Martin Luther King Jr.’s riveting “I Have a Dream” speech? What if you could stand in a chemistry lab and experiment without any risk of harm or danger? What if you could walk the earth millions of years ago and watch dinosaurs? With virtual reality technology, these situations could become real. Virtual reality (VR) is a hot topic in today’s game industry, but games are only one aspect of the technology. I’ve had fun putting  on a headset and shooting  down ships in outer space. But VR also has the potential to enhance education in classrooms.
    .
  • Matter VR

 

MatterVR-Jan2016

 

Holograms are coming to a high street near you — from telegraph.co.uk by Rebecca Burn-Callander
Can you tell what’s real and what’s not?

Excerpt:

Completely realistic holograms, that will be generated when you pass a sensor, are coming to the high street.

Some will be used to advertise, others will have the ability to interact with you, and show you information. In shops, when you find a shirt you like, the technology is now here to bring up a virtual clothes rail showing you that same shirt in a variety of colours, and even tell you which ones are in stock, all using the same jaw-dropping imaging we have previously only experienced wearing 3D glasses at the cinema.

Holograms, augmented reality – which superimposes technology over the real world – and virtual reality (VR), its totally immersive counterpart, are tipped to be the hot trends in retail next year. Pioneers of the technology are set to find increasingly entertaining, useful and commercially viable ways of using it to tempt people into bricks-and-mortar stores, and fight back against the rise of online shopping.

 

 

 

 

WaveOptics’ technology could bring physical objects, such as books, to life in new ways

 

 

Completely realistic holograms, that will be generated when you pass a sensor, are coming to the high street.

 

 

From DSC:
What might our learning spaces offer us in the not-too-distant future when:

  • Sensors are built into most of our wearable devices?
  • Our BYOD-based devices serve as beacons that use machine-to-machine communications?
  • When artificial intelligence (AI) gets integrated into our learning spaces?
  • When the Internet of Things (IoT) trend continues to pick up steam?

Below are a few thoughts/ideas on what might be possible.

A faculty member walks into a learning space, the sensors/beacons communicate with each other, and the sections of lights are turned down to certain levels while the main display is turned on and goes to a certain site (the latter part occurred because the beacons had already authenticated the professor and had logged him or her into the appropriate systems in the background). Personalized settings per faculty member.

A student walks over to Makerspace #1 and receives a hologram that relays some 30,000-foot level instructions on what the initial problem to be solved is about. This has been done using the student’s web-based learner profile — whereby the sensors/beacons communicate who the student is as well as some basic information about what that particular student is interested in. The problem presented takes these things into consideration. (Think IBM Watson, with the focus being able to be directed towards each student.) The student’s interest is piqued, the problem gets their attention, and the stage is set for longer lasting learning. Personalized experiences per student that tap into their passions and their curiosities.

The ramifications of the Internet of Things (IoT) will likely involve the classroom at some point.  At least I hope they do. Granted, the security concerns are there, but the IoT wave likely won’t be stopped by security-related concerns. Vendors will find ways to address them, hackers will counter-punch, and the security-related wars will simply move/expand to new ground. But the wave won’t be stopped.

So when we talk about “classrooms of the future,” let’s think bigger than we have been thinking.

 

ThinkBiggerYet-DanielChristian-August282013

 

 

 

Also see:

What does the Internet of Things mean for meetings? — from meetingsnet.stfi.re by Betsy Bair

Excerpt:

The IoT has major implications for our everyday lives at home, as well as in medicine, retail, offices, factories, worksites, cities, or any structure or facility where people meet and interact.

The first application for meetings is the facility where you meet: doors, carpet, lighting, can all be connected to the Internet through sensors. You can begin to track where people are going, but it’s much more granular.

Potentially you can walk into a meeting space, it knows it’s you, it knows what you like, so your experience can be customized and personalized.

Right now beacons are fairly dumb, but Google and Apple are working on frameworks, building operating systems, that allow beacons to talk to each other.

 

 

Addendum on 1/14/16:

  • Huddle Space Products & Trends for 2016 — from avnetwork.com by Cindy Davis
    Excerpt:
    “The concept is that you should be able to walk into these rooms, and instead of being left with a black display, maybe a cable on the table, or maybe nothing, and not know what’s going on; what if when you walked into the room, the display was on, and it showed you what meeting room it was, who had the meeting room scheduled, and is it free, can just walk in and I use it, or maybe I am in the wrong room? Let’s put the relevant information up there, and let’s also put up the information on how to connect. Although there’s an HDMI cable at the table, here’s the wireless information to connect.
 

The next phase of UX: Designing chatbot personalities — from fastcodesign.com by
When the conversation is the interface, experience design is all about crafting the right words.

Excerpt:

You may have heard that “conversational interfaces” are the new hotness in digital product design. Why open and close a bunch of apps on your phone to get stuff done when you can invoke a text-message-like window and just say what you want done to a chatbot? Well, here’s one reason: what if the bot is annoying or tedious to talk to? In conversational UIs, personality is the new UX.

 

 

Five ways businesses need to rethink UX in 2016 — from information-age.com by Chloe Green
How can businesses keep pace with customer expectations of their online experiences? Digital technologies are evolving fast, and with them user experience expectations.

Excerpt:

In today’s technology-driven world, the task of keeping customers happy is a constantly moving target. Not least because customer expectations of their digital interactions with a business are continually evolving.
Therefore, keeping pace with the changing expectations that customers have of their online user experience (UX), has never been more important.
Yet even digitally savvy organisations may not yet be prepared to make the necessary UX improvements to ensure they are meeting changing customer expectations in 2016. So, what are the five considerations that must be made to enable businesses to keep pace with customer expectations of their online experiences?

“Once the things in the IoT are connected and given a voice, they become more than just ‘things.’ They become part of a living experience shaped by interactions among people, places, and objects, among product, nature, and life,” said Olivier Ribet, VP of High Tech for Dassault Systemes. “They become contributors to what beckons just beyond the IoT: the Internet of Experiences. Earning a piece of the Internet of Experiences requires a higher level of strategic thinking-or Experience Thinking-but the returns promise to be higher as well.”

 

 

How the Internet of Things changes traditional design and user experience — from huffingtonpost by Phil Simon

Excerpt:

Make no mistake: Design is no longer an afterthought at progressive organizations. Companies are hiring highly paid user-experience experts en masse–a trend that will only intensify as the Internet of Things (IoT) arrives.

 

 

 

Web design trends: 6 designs to end 2015 — from webimp.com.sg

 

6designstoend2015-web-imp

 

 

 

Be careful about these 6 web design trends in 2016 — from awwwards.com
Are Hamburger Menus, Parallax Scrolling and Complex Typography a help or a hindrance?

Excerpt:

Trends in web design, like fashion trends, come and go. Sometimes trends are dictated by necessity (like responsive design). Other trends are industry shifts, such as the change from skeuomorphism to flat design.

The decision to follow a trend must depend on the needs of your users and your business. The decision should never be based solely on “it’s what the cool sites are doing”. Fads fade. A site built only on trends quickly becomes out of date.

With that in mind, let’s look at the design trends that you might want to think twice about using.

 

 

 

Top web design trends for 2016 — from creativebloq.com
We round up the hottest web design trends set to dominate 2016.

Excerpt:

Just like any other field of design, web design trends come and go with the passing of time. Unlike many other fields, however, web design has a relentless driver to change: technology. Because the basis of the platform is ever changing, some of the trends in design for the web are as a result of improvements to what’s possible as much as a reflection on changing taste.

2015 has been an interesting year in terms of web design. The visual landscape for web designers has remained largely as it was in 2014, with only a refinement of the minimalist approach that has become popular over the past few years. Underneath the aesthetic treatment of pages, however, the web has been quietly progressing.

 

 

Addendums:

  • The Most Important Design Jobs Of The Future — from fastcodesign.com
    Designers at Google, Microsoft, Autodesk, Ideo, Artefact, Teague, Lunar, Huge, New Deal, and fuseproject predict 18 new design jobs.
    Excerpt:
    Here are 18 of the most important design jobs of the future, as identified by the men and women who will no doubt do much of the hiring. Most looked three to five years out, but some peered farther into the future (see: organ designer).
  • 10 reasons to get excited about design in 2016 — from thenextweb.com
    Excerpt:
    It’s become more and more apparent that the number of screens with which designs must interact as well as the number of users is only going to grow. What’s more, the growth seems to be exponential. Equally compelling is the number of intersecting technologies for which a designer must prepare.Simply put, the challenges have never been greater, nor the solutions more complex.With such adversity comes inevitable excitement. To further enumerate the trends and techniques that are just starting to inspire widespread awe, we present to you this decennial diatribe: the top 10 reasons it’s going to be exciting to be a designer in 2016.
 

How IBM is Bringing Watson to Wine — from fortune.com by Jonathan Vanian
IBM helped the E.&J. Gallo Winery build an irrigation system that taps Jeopardy-winning technology to more efficiently water grapevines.

Excerpt (emphasis DSC):

IBM’s Watson super computer is learning to become a master winemaker.

At a vast vineyard outside Modesto, Calif., E&J Gallo Winery is testing a new irrigation system developed with IBM to grow grapes using less water. The plan is to eventually apply the lessons learned to Watson so that IBM’s data crunching technology can help farmers around the world.

Cutting water use can save huge amounts of money in the agriculture industry. It can also play a big role in water conservation, especially during droughts like the one that has plagued California for several years.

 

 

 

JCB tasting salon: A revolutionary wine tasting experience — from ideum.com

Excerpt:

Ideum, in collaboration with JCB by Jean-Charles Boisset, introduces an innovative new way to experience the exclusive wines within the JCB Collection, using state-of-the-art Ideum multitouch tables that digitally identify the placement of wine glasses. The full wine-tasting experience takes a group of four visitors through a flight of five wines. As new wines are introduced to the touch table, the visitors share a cinematic presentation introducing each wine. As visitors continue to taste each wine, they can access personalized tasting notes and additional information. The interactive experience takes between 40 minutes and an hour to complete.

 

ideum-winetasting-jan2016

 

Touchpress for Apple TV

touchpress-jan2016

 

beethoven-jan2016

 

 

Earthlapse

 

Earthlapse-Jan2016

 

 

Expand your vocabulary with Elevate Showdown on Apple TV — from appadvice.com by Jeff Byrnes

Excerpt:

Compete to expand your vocabulary
With Elevate Showdown, you race to match words to descriptions, playing against your friends in group mode using a custom Apple TV controller app, or versus competitors from around the world with Game Center integration. In group mode, you can play against up to three other people, while Game Center pits you head-to-head with a competitor.

 

ElevateApp-AppleTV-Jan2016

 

 

 

10 must-have Apple TV apps — from pcmag.com by Jordan Minor
Enjoy the App Store experience on your television with our Apple TV app starter set.

Excerpt (some example apps):

 

 

You can now explore 360-degree videos on Apple TV, no VR headset required — from fastcompany.com by Peter Wade
With a new app by Disney-backed virtual reality firm Littlstar, Apple TV users can access the platform’s library of 360-degree videos.

Related item:

Littlstar is the first to bring immersive 360 video to Apple TV — from twinkle.littlstar.com

Excerpt:

New York, NY – December 22, 2015 – Littlstar, the premier global network dedicated to virtual reality and 360 video, today announced the launch of its Apple TV app. The app, which is the first to bring immersive content to the new Apple TV platform, gives users access to a wide range of 360 video content from well-known brands.

 

 

Everything you need to know about the new Apple TV App Store — from blog.appfigures.com

Excerpt:

AppleTVappsbycategory-dec2015

 

 

App showdown: Roku vs. Chromecast vs. Apple TV vs. Fire TV vs. Android TV — from macworld.com

 

 

 

The tech that will change your life in 2016 — from wsj.com by Geoffrey A. Fowler and Joanna Stern
Gadgets, breakthroughs and ideas we think will define the state of the art in the year ahead

Excerpts:

  • Virtual Reality Gets Real
  • Wiser Messaging Apps
  • Safer, Smarter Drones
  • Happy New USB Port! (USB Type-C port)
  • Voice-Operated Everything
  • Chinese Phones Hit the U.S.
  • Cameras That See More
  • Streaming Channels Galore
  • Wireless Charging Everywhere
  • Independent Wearables
  • Cutting the Headphone Cord
  • A Useful Internet of Things

 

 

 

 

Technology trends 2016 — from thefuturesagency.com by Rudy de Waele

Excerpt:

It’s this time of the year again for everyone in the business to release their yearly predictions. In order to save you some time, we collected all the most important and relevant trends – from the sources that matter, in one post.

The trends have been collected by The Futures Agency partner, speaker and content curator, Rudy de Waele, and were originally published on the shift 2020 Brain Food blog and newsletter.

 

 

 

CES 2016: Smart homes, smart cars, virtual reality — from cnbc.com by Harriet Taylor

Excerpt:

Nevertheless, there are still some distinct themes this year: Products that highlight the so-called Internet of Things (IoT), the connected home, autos and virtual reality will all have a big presence.

 

 

From smart to intelligent: 2016 AV trends — from avnetwork.com by Jonathan Owens

Excerpts:

  • Sensors
  • Bring Your Own Identity
  • UCC Bridging and True Collaboration

 

 

Cloud, virtual reality among top tech trends for 2016 — from news.investors.com by Patrick Seitz

Excerpts:

  • Cloud computing
  • Voice user interfaces
  • Virtual reality
  • Autonomous Vehicles
  • Over-The-Top TV

 

 

Virtual reality, robot companions and wraparound smartphones: Top 5 tech trends due in 2016 — from scmp.com by Jack Liu

 

 

 

The headset cometh: A virtual reality content primer — from gigaom.com by Megan Logan

Excerpt:

When we talk about VR, we tend to talk in broad strokes. “Experiences,” we call them, as if that term is somehow covers and conveys the depth and disparity that exists between gaming, watching, and interacting with VR content. The reality of virtual reality, however, is not so easily categorized or described.

VR content is the big blanket term that clumsily and imprecisely covers large and vastly divergent portions of the content market as it stands. VR games, immersive video, and virtual cinema all fall under “VR content”, but they’re fundamentally different experiences, possibly appealing to very different portions of a potential mainstream VR market.

 

 

6 ways work will change in 2016 — from fastcompany.com by Jared Lindzon
Workplace trends for 2016 will be set in large part by what’s happening in the freelance world right now.

Excerpt:

Most major workplace trends don’t evolve overnight, and if you know where to look, you can already witness their approach.

Many of the trends that will come into focus in 2016 already exist today, but their significance is expected to grow and become mainstream in the year to come.

While such trends used to be set by the world’s largest companies, today many are championed by the smallest. Freelancers and independent employees need to stay ahead of future needs to ensure they are up to date with the most in-demand skills. Therefore, activity in the freelance market often serves as an early indication of the growing needs of traditional businesses.

At the same time, large organizations today are under greater threat of disruption, requiring early adoption and a heightened awareness of the surrounding business environment.

Here are some of the workplace trends that are expected to have far-reaching effects in 2016, from the boardrooms of Fortune 500 companies to the home offices, cafes, and coworking spaces of the freelance economy.

 

7 top tech trends impacting innovators in 2016 — from innovationexcellence.com by Chuck Brooks

Excerpts:

  1. The Internet of Things
  2. Data Science & Digital Transformation
  3. Artificial Intelligence (AI) and Augmented Reality technologies
  4. Quantum and Super Computing
  5. Smart Cities
  6. 3-D Printing
  7. Cybersecurity

 

 

 

 

Related:

 

Addendum on 1/13/16:

 

 

Introduction to Design Thinking — from experience.sap.com by Gerd Waloszek

Excerpt (emphasis DSC):

A Design Methodology
Basically, Design Thinking is a design methodology. It differs from traditional design approaches in specific ways described below. For example, some authors characterize Design Thinking as more creative and user-centered than traditional design approaches.

A Problem-Solving Approach or Process
Design Thinking can be regarded as a problem solving method or, by some definitions, a process for the resolution of problems (but see below for the differences between methods and process).

As a solution-based approach to solving problems, Design Thinking is particularly useful for addressing so-called “wicked” problems. Wicked means that they are ill-defined or tricky. For ill-defined problems, both the problem and the solution are unknown at the outset of the problem-solving process (as opposed to “tame” or “well-defined” problems, where the problem is evident and the solution is possible with some technical knowledge.) Even when the general direction of the problem may be clear, considerable time and effort is spent on clarifying the requirements. Thus, in Design Thinking, a large part of the problem-solving activity is comprised of defining and shaping the problem.

The resulting problem resolution is regarded as creative, fluid, and open, and also as the search for an improved future result (this is in line with Herbert A. Simon’s (1969) definition of design as the “transformation of existing conditions into preferred ones.”)

 

designthinking-sap-2012

 

 

Design Thinking Comes of Age — from the September 2015 Issue of the Harvard Business Review by Jon Kolko

Excerpts (emphasis DSC):

There’s a shift under way in large organizations, one that puts design much closer to the center of the enterprise. But the shift isn’t about aesthetics. It’s about applying the principles of design to the way people work.

This new approach is in large part a response to the increasing complexity of modern technology and modern business. That complexity takes many forms. Sometimes software is at the center of a product and needs to be integrated with hardware (itself a complex task) and made intuitive and simple from the user’s point of view (another difficult challenge). Sometimes the problem being tackled is itself multi-faceted: Think about how much tougher it is to reinvent a health care delivery system than to design a shoe. And sometimes the business environment is so volatile that a company must experiment with multiple paths in order to survive.

I could list a dozen other types of complexity that businesses grapple with every day. But here’s what they all have in common: People need help making sense of them. Specifically, people need their interactions with technologies and other complex systems to be simple, intuitive, and pleasurable.

A set of principles collectively known as design thinking—empathy with users, a discipline of prototyping, and tolerance for failure chief among them—is the best tool we have for creating those kinds of interactions and developing a responsive, flexible organizational culture.

Focus on users’ experiences, especially their emotional ones.

 


 

 


 

 


 

DesignThinkingMindShift-Dec2015

 


 

designthinking-twitter-dec2015

 

 

 

——————

Addendum on 1/6/16  (item #7)

 

figure 1

 

Figure 1. Design thinking’s five principles

Addendum:

Design thinking infiltrates K-12 education — from nextgenlearning.org by Michael Niehoff

Excerpts:

As education continues to evolve, many are looking outside the traditional classroom for new pedagogies to inform their instructional practice. One of these more recent schools of thought is design thinking: coming up with practical, creative solutions to current problems, with the intent of an improved future result.

Design thinking has been made famous by IDEO, a design firm that has taken the design thinking approach to create and innovate new products, services, spaces and interactive experiences. They have worked with education products and communities on a number of projects including redesigning online learning experiences, creating learning labs and even designing entirely new school programs.

Higher Education’s Torch Bearer:
The d. School at Stanford University including their efforts with the K12 Lab

K–12 Early Adopters:
Nueva Design Thinking Institute 
Design Tech High School

 

10 key design trends for 2016 (and how to make the most of them) — from fastcodesign.com
The global design firm Fjord (part of Accenture Interactive) delves into the major ideas shaping markets next year.

Excerpt:

Apps as we know them will disappear. Luxury will trickle down to the masses. VR will go mainstream. These are just a few of the major design and technology trends shaping the world in 2016. The trends we’ve identified focus on issues we—a firm with over 600 designers and developers—expect to tackle in the coming year. They reflect what clients are asking for, our experiences as citizens and users, and our well-informed guesses (we hope!) on the impact of emergent technology.

  • Micromoments will be mighty.
  • Big data will get some manners.
  • Organizations will design and innovate for their most important asset: their employees.
  • Apps as we know them will disappear.
  • Luxury services will be available to all.
  • Governments will embrace digital technologies to improve how they serve the public.
  • Healthy is the new wealthy.
  • VR’s dreams come true.
    • Think beyond gaming. It will be crucial for businesses to understand how the technology can be used for business processes as well as customers. Will VR conference calls be more productive? Can travel be eliminated or scaled back, in favor of virtual collaboration? Can you work on-site, while staying off-site?
  • Simplicity will win in an era of all-you-can-choose.
  • Design from within.
 

MIT’s amazing new app lets you program any object — from fastcodesign.com
The Reality Editor is a Minority Report style AR app that makes programming your smart home as easy as connecting the dots.

 

MITsRealityEditor-Dec2015

 

 

Take me away! Elderly home residents given virtual reality goggles to help them feel like they are travelling the world — from dailymail.co.uk by Belinda Cleary

  • Residents at a Perth nursing home are trialing virtual reality goggles
  • The technology will allow them to see the world without leaving their seats
  • It’s hoped the trial will bring back lost memories in dementia patients

 

perth-VR-elderly

 

NASA partners with Microsoft to provide holographic computing in space — from seriouswonder.com by B.J. Murphy

Excerpt:

Partnering with multinational technology company Microsoft, NASA has since been engaging with their astronauts to use HoloLens headsets to help them make complex computations and provide them with virtual aid as they work inside the ISS. Labeled Project Sidekick, this form of space-based holographic computing will help empower astronauts by allowing them to achieve greater autonomy in their work as they explore and connect back home at NASA headquarters.

With the Cygnus delivery of the HoloLens headsets, expect holographic computing to become a crucial facet of future space exploration – one more item to check off of our list on, “How to become more like Star Trek.”

 

 

How to try virtual reality today without breaking the bank — from bgr.com by Jacob Siegal

Excerpt:

2016 might be the year that virtual reality finally takes hold in the tech world. Sony, Microsoft and Oculus VR are all planning to launch their own hardware before the end of next year, with tons of developers already hard at work on games, apps and other software to ensure that VR hits the ground running.

But if you don’t want to wait until next year to see what VR has to offer, you can take a sneak peek at the innovations today without putting a strain on your wallet.

 

 

Breaking Down Billion-Dollar AR/VR Investment In The Last 12 Months — from techcrunch.com by Tim Merel

 

 

 

 

Which VR Headset Holds the Pole Position? — from statista.com by Felix Richter

 

 

 

The show goes on in Paris – through augmented-reality glasses — from theguardian.com by Barbara Casassus
If your French doesn’t go beyond bonjour, you can still enjoy a night at a Parisian theatre thanks to new glasses that provide simultaneous translations

Excerpt:

It’s Saturday night at Le Comédia theatre in central Paris and I’m staring at the stage through square plastic glasses. While the actors in the musical Mistinguett, Reine des Années Folles sing boisterously in French, the words appear simultaneously in English on a small screen in the right-hand lens. Though it’s not the same as watching the show unfettered, I find it surprisingly easy to follow the translated dialogue along with the action.

.

 

 

Immersive VR Education

 

ConeOfLearning-Dale-ImmersiveLearning-Dec2015

 

Also see Immersive VREducation’s:
ER VR Trailer – Virtual Reality Medical Training Simulation

 

 

 

Virtual-reality lab explores new kinds of immersive learning — from chronicle.com by Ellen Wexler

Excerpt:

That can have implications in distance learning, he said. For students attending class via webcam or video lecture, the video is two-dimensional, and the audio doesn’t sound as it would if they were in a real classroom. Mr. Duraiswami thinks the virtual-reality technology could help the experience feel more immersive. “If all you’re seeing is a bunch of things in front of you, you’re not as immersed,” Mr. Duraiswami said. “You want the instructor to feel as if they’re right in front of you.”

 

 

 

10 killer media applications enabled by ‘virtual reality’ headsets — from eweek.com by Mike Elgan
Virtual reality headsets can do much more than ‘virtual reality,’ a technical term that is badly defined in most news reports. Here are 10 rapidly developing applications.

 

 

Deakin University to launch virtual and augmented reality hub — from cio.com.au by Rebecca Merrett
Industry partners, as well and students and staff, can get their hands on latest virtual/augmented reality tech

Excerpt:

Deakin University will launch an Interactive Digital Centre Hub in Melbourne CBD in the first half of 2016, which will allow industry partners to access the latest virtual and augmented reality technology. Partnering with EON Reality, more than US$10 million has been poured into the facility and will be the first of dedicated centre to virtual and augmented reality in the Asian region. Having a strong group of researchers in virtual reality, Deakin University decided to open a hub to facilitate working with industry and host education programs and courses in this field.

 

 

Virtual reality could finally get people to care about climate change — from techinsider.io by Chris Weller

Excerpt:

As the founding director of Stanford’s Virtual Human Interaction Lab, Jeremy Bailenson firmly believes that statistics don’t make people care about issues.

Experiences do.

That’s why Bailenson has spent the last few years developing an underwater virtual reality (VR) experience that shows people firsthand how climate change impacts ocean health.

 

All the data in the world won’t make a problem seem real unless people care about it on an emotional level, he says. According to Bailenson, virtual reality solves that problem without creating new ones.

 

 

Virtual reality in 2016: The 10 biggest trends to watch — from techrepublic.com by Erin Carson
2016 promises to be a watershed year for virtual reality as a commercial product. Here’s what to expect.

 

Revolutionary tech for the real world — from createtomorrow.co.uk

Excerpt (emphasis DSC):

AR is also highly effective for education and training says Ronald Azuma who leads the AR team at Intel Labs. Why? “Because it makes instructions easier to understand by displaying them directly over the real-world objects that require manipulation, thus removing the cognitive load and ambiguity in spatially transforming directions from traditional media like manuals, text, images and videos into the situation at hand.”

 

 

 

Samsung launches Gear VR virtual reality headset in Australia, promises 360-degree web browsing — from news.com.au
AUSTRALIAN phone users will be able to play virtual reality games, watch 360-degree films, and navigate the web using their eyes as Samsung launches its third virtual reality headset.

 

 

CES 2016: driverless cars and virtual reality to dominate at world’s biggest technology show — from mirror.co.uk
The world’s biggest technology showcase kicks off in Las Vegas on 6 January 2016. Here’s what we know about what will be happening at the Consumer Electronics Show

 

 

Should your institution move into the Augmentarium future? — from ecampusnews.com by Ron Bethke
The University of Maryland, College Park, is leading the way in studying the innovative applications of augmented and virtual reality across a wide range of fields

Excerpt:

The potential applications of virtual and augmented reality in a host of disciplines–including education, science, medicine, the arts, entertainment and industry–are massive, say large institutions like the University of Maryland (UMD), whose Augmentarium serves as a potential instrumental model for innovative research facilities and universities looking to make their impact on the future.

 

 

Sundance 2016 dominated by VR, over 30 experiences listed — from vrfocus.com

Excerpt:

This year’s Sundance Film Festival in Park City, Utah was a surprise hit for virtual reality (VR) technology. It was here that Oculus VR revealed its new film-focused division, Oculus Story Studio, while plenty of other filmmakers and story tellers showcased their own projects using head-mounted displays (HMDs) in the festival’s New Frontier section. That section is set to return for the 2016 edition of the festival from 21st – 31st January, and is this time utterly dominated by VR experiences.

 

 

Virtual reality for all, finally — from scientificamerican.com by Larry Greenemeier
Will the new generation of headsets hitting the consumer electronics market deliver enhanced virtual-reality experiences at more affordable prices?

Excerpt:

You can be forgiven for rolling your eyes at the latest round of promises that virtual reality has finally arrived for the masses. Tech companies have been hanging their hats on that one for decades without much success, due to high prices and poorly rendered graphics that have given people headaches—literally.

Despite these missteps, a new generation of virtual-reality tech targeted at consumers has begun to hit the market, most prominently with Samsung’s $100 Gear VR visor released in late November. Both Gear VR and Google Cardboard—which starts at less than $20 and was launched in 2014—rely on a smartphone clipped or slid into their respective visors. The headset’s binocularlike lenses—between the phone and wearer—help deliver a 3-D VR experience. That makes the gadgets a relatively low-risk investment for consumers and enables tech companies to gauge public demand for virtual reality in advance of devices such as ones from Oculus, Sony and HTC slated for next year that feature more sophisticated embedded sensors and displays.

Now that VR headsets no longer cost tens of thousands of dollars the door is open for educational and social applications that are true to virtual reality’s roots, allowing people to learn and interact in digital classrooms and playgrounds.

 

Here’s what virtual reality means for kids stuck in the hospital — from techcrunch.com by Drew Olanoff

Excerpt:

Virtual reality is here to stay and it’s more important than just playing a game or watching a boxing match in a more immersive way. It could, and will, change lives. Imagine this kind of happiness in children’s hospitals everywhere, all of the time. Then think about how doctors can train for surgery virtually. Pretty amazing stuff, eh?

Addendum on 12/20/15:

 

Will Lynda.com/LinkedIn.com pursue this powerful vision with an organization like IBM? If so, look out!

From DSC:
Back in July of 2012, I put forth a vision that I called Learning from the Living [Class]Room

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

It’s a vision that involves a multitude of technologies — technologies and trends that we continue to see being developed and ones that could easily converge in the not-too-distant future to offer us some powerful opportunities for lifelong learning! 

Consider that in won’t be very long before a learner will be able to reinvent himself/herself throughout their lifetime, for a very affordable price — while taking ala carte courses from some of the best professors, trainers, leaders, and experts throughout the world, all from the comfort of their living room. (Not to mention tapping into streams of content that will be available on such platforms.)

So when I noticed that Lynda.com now has a Roku channel for the big screen, it got my attention.

 

lyndadotcom-roku-channel-dec2015

 

Lets add a few more pieces to the puzzle, given that some other relevant trends are developing quite nicely:

  • tvOS-based apps are now possible — and already there are over 2600 of them and it’s only been a month or so since Apple made this new platform available to the masses
  • Now, let’s add the ability to take courses online via a virtual reality interface — globally, at any time; VR is poised to have some big years in 2016 and 2017!
  • Lynda.com and LinkedIn.com’s fairly recent merger and their developing capabilities to offer micro-credentials, badges, and competency-based education (CBE) — while keeping track of the courses that a learner has taken
  • The need for lifelong learning is now a requirement, as we need to continually reinvent ourselves — especially given the increasing pace of change and as complete industries are impacted (broadsided), almost overnight
  • Big data, algorithms, and artificial intelligence (AI) continue to pick up steam; for example, consider the cognitive computing capabilities being developed in IBM’s Watson — which should be able to deliver personalized digital playlists and likely some level of intelligent tutoring as well
  • Courses could be offered at a fraction of the cost, as MOOC-sized classes could distribute the costs over a greater # of people and back end systems could help grade/assess the students’ work; plus the corporate world continues to use MOOCs to cost-effectively train their employees across the globe (MOOCs would thrive on such a tvOS-based platform, whereby students could watch lectures, demonstrations, and simulations on the big screen and then communicate with each other via their second screens*)
  • As the trends of machine-to-machine communications (M2M) and the Internet of Things (IoT) pick up, relevant courses/modules will likely be instantly presented to people to learn about a particular topic or task.  For example, I purchased a crib and I want to know how to put it together. The chip in the crib communicates to my Smart TV or to my augmented reality glasses/headset, and then a system loads up some multimedia-based training/instructions on how to put it together.
  • Streams of content continue to be developed and offered — via blogs, via channels like Periscope and Meerkat, via social media-based channels, and via other channels — and these streams of multimedia-based content should prove to be highly useful to individual learners as well as for communities of practice

Anyway, these next few years will be packed with change — the pace of which will likely take us by surprise. We need to keep our eyes upward and outward — peering into the horizons rather than looking downwards — doing so should reduce the chance of us getting broadsided!

*It’s also possible that AR and VR will create
a future whereby we only need 1 “screen”

 

The pace has changed significantly and quickly

 

 

Addendum:
After I wrote/published the item above…it was interesting to then see the item below:

IBM opens Watson IoT Global Headquarters, extends power of cognitive computing to a connected world — from finance.yahoo.com
1000 Munich-based experts to drive IoT and industry 4.0 innovation
Launches eight new IoT client experience centers worldwide
Introduces Watson API Services for IoT on the IBM Cloud

Excerpt:

MUNICH, Dec. 15, 2015 /PRNewswire/ — IBM (NYSE: IBM) today announced the opening of its global headquarters for Watson Internet of Things (IoT), launching a series of new offerings, capabilities and ecosystem partners designed to extend the power of cognitive computing to the billions of connected devices, sensors and systems that comprise the IoT.  These new offerings will be available through the IBM Watson IoT Cloud, the company’s global platform for IoT business and developers.

 

 

Web design trends of 2016: free ebook bundle — from creativebloq.com

Excerpt:

  • The first book, UX Design 2015 & 2016, explains the six most useful UX design trends of the past year, like advanced personalization, device-agnosticism, microinteractions, and the rebirth of gamification.
  • The second book, Web Design Book of Trends 2015 & 2016, explores the ten UI trends that gained traction this year including the cards layout, fluid animations, minimalism, and the new possibilities of typography.
  • Last, Mobile Design Book of Trends 2015 & 2016 gives the same treatment exclusively to mobile design, dissecting the best practices for gesture controls, layered interfaces, and how to apply the web trends for a smaller screen.

 

Also see:

 

USDesignTrendsBundle2015-2016

 

7 unexpected virtual reality use cases — from techcrunch.com by Andrew Thomson

Excerpt:

How VR will be used, and the changes that the technology will make to the day-to-day lives of regular people is still a matter of speculation. Gamers are warming up their trigger fingers for a new level of immersive gaming, and the field of entertainment will be transformed by the changes. But use cases in other industries could be just as transformative.

Indeed, some amazing and inventive new ways to use VR technology are already appearing that could dramatically impact people in their daily lives.

 

UnexpectedCases-VR-TechcrunchDec2015

 

Also see:

 

Unimersive-Dec2015

 

Also see:

 

zspace-dec2015

 

Also see:

Excerpt:

“VR is an individual experience. We’re looking at less obvious VR applications.”

One of these is education. To which end, Mr Hirsch took me into another room to watch a two-minute educational VR video Zypre have made with the Smithsonian National Air and Space Museum, along with some of the Avatar team, using AMD’s technology. It depicts the Wright brothers’ 1903 flight at Kitty Hawk, North Carolina.

The film took six months to make, with computer-generated photorealistic visuals and every detail overseen by historians. I watched it on a prototype of the much-heralded Oculus Rift VR headset, expected out early next year.

It was several times more startling than the VR footage I described in April. It was more than virtual reality; it was pretty much . . . reality.

It’s not enough to say that, standing in a stuffy, darkened room in LA, I truly felt I was on a beach in North Carolina in 1903.

It was way more vivid than that. I even thought I felt the sea breeze in my face, then the backdraught from the propeller of the brothers’ flying machine. I shouted out that I could feel the wind and the techies surrounding me laughed. Apparently, a lot of people say that. It seems the brain is so fooled that it extrapolates and adds effects it thinks should be there. I have to confess, my American history is so sketchy I didn’t even know the flight was on a beach.

 

Also see:

 

MShololens-dec2015

 

See more information re:the
Microsoft HoloLens Development Edition.

 

Museum collections enter VR with the launch of the Woofbert VR App for Samsung gear — from techcrunch.com by Jonathan Shieber
The museum and gallery world is getting is getting one of its first doorways into virtual reality with the launch of the new WoofbertVR app, (launched on 11/17/15) on Samsung Gear VR powered by Oculus.

Excerpt:

The company has an amazing app which will soon be able to take users on a tour of several marquee museums with some of the best collections of art and artifacts in the world.

For its first offering, the company is offering users who download the app a free view into one of the most famous rooms in the Courtauld Gallery, a gallery housing one of London’s most famous art collections.

The gallery, on a bend North of the Thames near the Waterloo Bridge, holds a treasure trove of Impressionist and Post-Impressionist masterpieces including works by Gauguin, Renoir, Manet, and Monet.

Through the first offering on the app, users get a voice guided tour of the room’s paintings narrated by the author Neil Gaiman (a Woofbert investor).

 

 

 

 

 

 

 

A virtual reality revolution, coming to a headset near you — from nytimes.com by Lorne Manly

Excerpts:

Virtual reality — once the stuff of science fiction — is still in its infancy. But there’s already a gold rush around the technology, which plunges viewers into a simulated 3-D environment and lets them explore their surroundings as if they were really there.

Technology and entertainment giants are betting billions that virtual reality is much more than a passing fad, one that will revolutionize the way we experience movies, news, sporting events, video games and more.

Meanwhile, filmmakers and other creators are grappling with an entirely new storytelling language and dealing with some formidable challenges — claustrophobic headsets that can make people cybersick.

Here, some of the other pioneers in film, journalism, sports and gaming talk about the potential and struggles of building a new art form from the ground up.

“You really engage on scene in a way that gives you this incredible connection to where you are,” Ms. de la Peña said. “And that’s why, early on, I was calling it an empathy generator, an empathy machine.”

 

 

VRHeadsetNearYou-NYTimes-Nov2015

 
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