What educationally-related affordances might we enjoy from these TV-related developments?

MakingTVMorePersonal-V-NetTV-April2014

 

EducationServiceOfTheFutureApril2014

 

CONTENTS

  • Content discovery and synchronization
    With access to rich data about their subscribers and what they do, operators can improve recommendation, encourage social TV and exploit second screen synchronization.
  • Recordings get more personal
    One of the next big steps in multiscreen TV is giving people access to their personal recordings on every screen. This is the moment for nPVR to finally make its entrance.
  • Evolving the User Experience
    As service providers go beyond household level and address individuals, the role of log-ins or context will become important. There is a place for social TV and big data.
  • The role of audio in personalization
    Audio has a huge impact on how much we enjoy video services. Now it can help to personalize them. ‘Allegiance’ based audio choices are one possibility.
  • Making advertising more targeted
    Addressable advertising is in its infancy but has a bright future, helping to fund the growth of on-demand and multiscreen viewing.

 

Some excerpts from this report:

Good content should be matched by good content discovery , including recommendations. The current state-of -the-art is defined by Netflix.

Today’s TV experience is worlds apart from the one we were talking about even five years ago. We’ve witnessed exponential growth in services such as HD and have moved from a model in which one screen is watched by many, to many screens (and devices) being available to the individual viewer, what is today called TV Everywhere.  Having multiscreen access to content is driving the demand for a more personalised experience, in which the viewer can expect to see what they want, where, and when. While video on-demand (VOD) has been a great method for delivering compelling content to viewers, it is not always a truly seamless TV-like experience, and traditionally has been limited to the living room. The growing demand for the personalised experience is driving seismic change within the TV industry, and we’ve seen great strides made already, with time-shifted TV and nPVR as just two examples of how we in the industry can deliver content in the ways viewers want to watch. The next step is to move towards more advanced content discovery, effectively creating a personalised channel or playlist for the individual user.

As the tools become available to deliver personalized experiences to consumers, content owners can better create experiences that leverage their content. For example, for sports with multiple points of action, like motor racing, multiple camera angles and audio feeds will allow fans to follow the action that is relevant to their favourite racing team. And for movies, access to additional elements such as director’s commentaries, which have been available on Blu-ray discs for some time, can be made available over broadcast networks.

 

 

From DSC:
Some words and phrases that come to my mind:

  • Personalization.
  • Data driven.
  • Content discovery and recommendation engines (which could easily relate to educational playlists)
  • Training on demand
  • Learning agents
  • Web-based learner profiles
  • Learning hubs
  • What MOOCs morph into
  • More choice. More control.
  • Virtual tutoring
  • Interactivity and participation
  • Learning preferences
  • Lifelong learning
  • Reinventing oneself
  • Streams of content
  • 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

 

 

 

streams-of-content-blue-overlay

 

Interlude CEO Yoni Bloch to showcase the power of interactive video at the Future of Kids’ TV Summit at MIPTV 2014 — from businesswire.com

Excerpt:

“Interactive videos that respond to children’s preferences can transform TV and educational programming from a passive experience to an active one that is fun and engaging. With kids today growing up with interactive devices, they have an appetite to do more with content than sit back and have it delivered to them in a one-way stream,” Bloch said. “With the potential to create wonderful learning experiences for children, The Summit provides a global stage for attendees to make meaningful changes in the technologies used for entertainment and education.”

 

Also see:

MIPTV: “Future of Kids TV Summit” announced — from
80 senior programming execs to map out digital strategies for kids entertainment.

Excerpt:

“I’m thrilled to be present at the Future of Kids’ TV Summit to discuss how content creators can create a digital playground for children,” said Bloch. “Interactive videos invite kids to continually engage and shape the story differently each time. I look forward to exploring new ways for the entertainment industry to help kids become active participants instead of passive viewers.”

The Future of Kids’ TV Summit is the latest in MIPTV’s established line-up of forward-looking events, following on the heels of the International Drama Coproduction Summit and the Digital Minds Summit. These forums are now recognised by key industry executives as must-attend events in their business agenda.

 

Expanding Learning Opportunities with Transmedia Practices (part 1) — from worlds-of-learning.com by Laura Fleming

 

Transmedia-LauraFleming-Part1-MarApr2014

Excerpt:

The proliferation of digital and networking technologies enables us to rethink,  restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students’ real emotional engagement with the process of learning. Transmedia learning applies storytelling techniques across multiple platforms to create immersive educational experiences that enable multiple entry and exit points for learning and teaching. By utilizing constructivist and connectivist precepts in the application of these techniques, we can create pedagogies that are transformative on many levels. Encapsulating these notions in the concept of the Transmedia LearningWorld (TLW) allows educators to combine the exciting affordances of the digital technologies with real-life experiences and truly learner-focused pedagogies to produce profoundly productive and powerful learning experiences.

Expanding Learning Opportunities with Transmedia Practices (part 2) — from worlds-of-learning.com by Laura Fleming

Excerpt:

Transmedia storytelling exemplifies learning in the twenty-first century by merging the concept of storytelling with that of the listener-learner and the resulting emotional engagement with the pervasiveness of media. We might define transmedia learning as: the application of storytelling techniques combined with the use of multiple platforms to create an immersive learning landscape which enables multivarious entry and exit points for learning and teaching.

Expanding Learning Opportunities with Transmedia Practices (part 3) — from worlds-of-learning.com by Laura Fleming

Excerpt:

None of this is easy though. Teachers must be given the support they will need to prepare for the concomitant shift in instruction; they will need help to make sense of the new kinds of content that will make their way into the classroom; they will need encouragement to change their approach to teaching and to learning accordingly; and they will need support in how to effectively weave and integrate technology into their practice. The effective use of digital learning can help school districts meet these educational challenges, including, as we have noted, implementing college and career-ready standards for all students, as outlined in the Common Core. Educators need to come to see technology as intrinsic to their instructional practices. Rather than envisaging a process in which technology is merely embedded into the curriculum, an attitude that so often relegates the technology to an afterthought or just one amongst a range of motivating techniques, it should be about the seamless integration of technology into every aspect of teaching and learning through transmedia practices. Technology tools should be so much a part of learning that the friction is removed because of educators and learners do not waste energy thinking about how it works, instead becoming an essential component of all that goes on in the classroom.

Expanding Learning Opportunities with Transmedia Practices (part 4) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The paradox lies in the fact that, at the same time that political and economic forces are pushing the agenda of standardization with some determination, the social-technological environment that we now inhabit is pushing education in the opposite direction. In a real sense, learning is breaking free from the tradition model of education—with school as the central paradigm in that model—simply because the walls of the school can no longer contain all the knowledge and content and desire to learn that is now flowing freely across the ether and intermingling across borders without constraint.

Expanding Learning Opportunities with Transmedia Practices (part 5) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The power of Inanimate Alice lies in the organic connection that is made between the story and the medium along with the innovative use of design and structure. The story unfolds in a game-like world that makes readers direct participants in helping the story to unfold across multiple platforms. With hours of interactive audio-visual experience built in, a gripping mesh of games, puzzles, sights, and sounds embellish and enhance the storyline. The interactivity and narrative are not distinct from one another. In the case of Inanimate Alice, the interactive elements simply cannot be separated from the story. Whether it is controlling Alice’s Baxi (her handheld gaming device) or communicating with Brad (her virtual friend on the Baxi), the embedded technology enhances the narrative and helps it to unfold in manifold directions under the reader’s impulse. It is this that makes Alice a truly unique digital reading experience.

Expanding Learning Opportunities with Transmedia Practices (part 6) — from worlds-of-learning.com by Laura Fleming

Excerpt:

As co-creators of content, our students actively participate in and take control of their own learning. As echoed by the United States Department of Education, the rich, fictional worlds of transmedia tend to create a greater level of social interaction that can inspire children to create their own stories and media products and to share them with each other. The experience of reading is changing. In a transmedia learning experience, reading is now simultaneously an individual act and a social act. Similarly, students can be individual producers but are also able to engage on collaborative sharing, joint creativity, and proliferation of knowledge across the globe.

 

 
 

W3C: Web Design & Applications

W3C-WebDesignMarch2014

 

Lynda.com

LyndaDotComWebDesign-March2014

 

Web Design Groups on LinkedIn.com

LinkedInWebDesignGroups-March2014

 

Relevant hashtags on Twitter:

 

Top Designer Google+ Communities You Should Follow — from hongkiat.com by Charnita Fance. Filed in Web Design.

Excerpt:

If you are active on Google+ there are a lot of communities for web designers or UI designers to join. Google+ Communities are like online groups or forums where people can come together to talk about a common hobby, interest or career (such as Design). Only members of a given community can see your posts in their stream. As a designer, this is great because you can share your work and get feedback from thousands of other designers, for free.

In the design communities below, you’ll find lots of great information, freebies, tips and tricks, and personal design work from members. Plus, you can ask for help or offer help to others. Let’s find the perfect Google+ design community for you.

 

Fresh Resources for Designers and Developers — March 2014 — from hongkiat.com

 

Infographic: HTML5 vs. native mobile app development [updated] — from kony.com by Dipesh Mukerji — also see his posting: Developing apps with HTML5: benefits and challenges

 

Responsive e-learning in a Multi-Device World — from elearning-reviews.traineasy.com

Excerpt:

“Day by day, the number of devices, platforms, and browsers that need to work with your site grows. Responsive web design represents a fundamental shift in how we’ll build websites for the decade to come,” says Jeffrey Veen, CEO & Cofounder of Typekit.

 

New ebook all about web design for Google Glass — from glassalmanac.com by Christian Bullock

Excerpt:

Well that was fast.

As someone who didn’t really know too many people were currently all about ensuring a site’s web design was fit for Google Glass browsing, there’s now an eBook by author Joe Casabona (known for his blog People Reacting to Glass) that’s a guide to web design for Glass.

Pretty cool idea and something I could see as being crucial when Glass launches publicly. I’m sure Glass adoption won’t be as high as tablet or smartphone adoption rates, but as we’re seeing now, it’s necessary for web designers to think of other ways people are interacting with websites aside from normal desktop or laptop computers.

 

Webmonkey.com

 

WebDesignerDepot.com

 

WebDesign.Tutsplus.com

 

 Addendums on 4/1/14:

 

Engaging ideas for designing learning videos — from Karl Kapp

Excerpt:

Here are some video techniques for creating a learning piece that caught my eye in terms of creativity and delivering a learning message. You may want to consider using some of these techniques for your own instructional design and delivery. It is always a good idea to mix up techniques to keep presentation styles fresh and engaging.

CreativeVideos-March2014

 

 

30 of the best apps for group project-based learning — from teachthought.com

Excerpt:

Project-based learning is a matter of identifying needs and opportunities (using an app like flipboard), gathering potential resources (using an app like pinterest), collecting notes and artifacts (with an app like Evernote), concept-mapping potential scale or angles for the project (using an app like simplemind), assigning roles (with an appp like Trello), scheduling deadlines (with apps like Google Calendar), and sharing it all (with apps like OneDrive or Google Drive).

With that in mind, below are 30 of the best apps for getting this kind of work done in the classroom, with an emphasis on group project-based learning apps for both Android and iPad (and even a few for plain old browsers).

 

11 ways to create learning experiences that work — from dashe.com by Ben Nesvig

Excerpt:

The list of recommendations for creating better learning experiences is by no means a complete list (if I’m missing any, please share them in the comments). Every recommendation might not be right for your specific situation, but as a general rule, they will help you create better learning experiences.

 

Incorporating Social — from clomedia.com by Katie Kuehner-Hebert
Once companies decide how social learning should take place, it’s important to fully integrate it into an organization’s overall learning strategy.

Excerpt:

Collaboration on social platforms can be enhanced if employees also have the chance to interact in person. Puttaswamy said one of Saba’s global clients gathered hundreds of its employees in one location for an “idea jam.” “Then they followed up with informal interaction. The results were really amazing,” he said. “They shared a number of ideas that were implemented, and the informal content was used to enhance their formal content.”

 

John Seely Brown on motivating learners (Big Thinkers Series) — from edutopia.org; the video in this pieces was published on Mar 6, 2013
Innovative thinker John Seely Brown, known for his ideas for merging digital culture and education, shares lessons educators can learn from surfers, gamers, and artists on how passion and competitive hunger can drive intrinsic motivation.

 

Introducing Coursera Learning Hubs: Global Participation, Local Access and Support! (back from 10/31/13)

Excerpt (emphasis DSC):

At Coursera, we envision a future where everyone has access to a world-class education. We strive to create and deliver experiences that break down daily barriers that stand in the way of successful learning. Today, in support of our goals, we’re delighted to announce a new initiative- Coursera Learning Hubs – that will offer people around the world physical spaces where they can access the Internet to take a Coursera course, while learning alongside peers in an interactive, facilitated setting. All for free.

 

From DSC:
This idea of learning hubs — where some of the learning content is beamed in synchronously or asynchronously and where other parts of the learning experience is worked through via a group of people in the same physical location —  continues to pick up steam and seems to combine the best of both worlds:

 

Let's take the best of both worlds -- online learning and face-to-face learning

 

What’s your learning philosophy? — from facultyfocus.com by Maryellen Weimer

Excerpt:

There are questions to ask before a learning experience, such as: How do you decide what you need to learn? And question to ask after: Was it worth learning? How do you know? If you were to learn it again, would you approach learning it in a different way? Why? In the process of learning this, did you discover anything about yourself as a learner? I agree with Haave. These are not questions most students have ever considered.
 

“BBC Forms The Guerrilla Group to Experiment with Digital Content” — from thevideoink.com by Sahil Patel

Excerpt (emphasis DSC):

BBC has created a new “digital innovation” unit aimed at developing and experimenting with new forms of content.

“Innovation at the BBC has never stood still, from the birth of radio and TV, to the first steps into the digital world with BBC Micro Computers and Ceefax, through to more recent services like BBC iPlayer,” said James Purnell, director of strategy and digital at BBC, in a statement. “The Guerrilla Group will help us explore the next-generation of BBC content and services, finding new and creative ways to tell our stories to future audiences.”

 

From DSC:
Are there enough groups/departments in the world of higher education that have this type of mission statement and purpose?  To experiment? To innovate? To find out what’s working and what’s not working? To create new kinds of learning experiences that motivate and engage the 21st century student?

I say that we need TRIMTAB Groups within the world of higher education. Now. Not later.

 

TheTrimtabInHigherEducation-DanielChristian

 

 

 

 

Google Glass: Not the only eye candy in town — from huffingtonpost.com by Robin Raskin; with special thanks to Mr. Rob Bobeldyk [Asst. Dir. Teaching & Learning at Calvin College] for this resource

Excerpted applications:

  • Manipulate objects in virtual space with your “real” hands… pulling, tugging, tapping and stretching
  • Creating a solid gamer and entertainment experience
  • A great training app/factory tool
  • Recognize the world in front of you and then overlay information atop of it
  • Play a game just by moving your eyes
  • A mature suite of apps can work with your calendar and make phone calls. A built in HD display camera takes and shares photos and videos.
  • Immersive/ultra-realistic entertainment experiences
  • Wearable headset aimed at the sports/active lifestyle enthusiast
  • Enterprise applications

 

 

 

Also, some excerpted applications from  Google Glass is Transforming Wearable Technology — from Daniel Burrus

  • Access information and a camera to capture activities in front of you
  • Use voice recognition to have it type messages or to send commands, like you do with Apple’s Siri or Google’s version of Siri, called Google Now
  • doctors are using Google Glass during surgery so they don’t have to take their eyes off of the operating table to view things like blood pressure, pulse, and temperature readings
  • Help train future surgeons
  • Google Glass would show not only the stores in your line of sight, but also overlay the types or names of products in each store

 

Also see:

 

 

A series re: The Learning Flow — by Jane Hart

(1) Beyond the Course: The Learning Flow – a new framework for the social learning era

(2) The Learning Flow and the User Experience

(3) Three Types of Learning Flow 

(4) The role of the Guide in a Learning Flow

 Excerpt:

  • S/he needs to be a knowledgeable expert in the relevant domain.
  • S/he needs to be a curator – but more than a curator.
  • S/he needs to able to pick out key resources and materials from the mass of material shared online. In other words s/he needs to be able to extract the “signal from the noise”.
  • S/he needs to be able to “join the dots” between resources – and show how one relates to the other.
  • S/he needs to be able to contextualize resources and make them relevant to the participants – drawing out the salient point(s) of the resources s/he shares.
  • S/he needs to be able to model good knowledge sharing skills.
  • S/he needs to “think small” – and create short manageable micro-learning activities.
  • S/he needs to “think social”- and how she can inspire and encourage short social learning experiences.
  • S/he needs to “think flexible”  – and how she can support autonomy and choice in users’ participation.

 

From Micro-Learning to Corporate MOOCs — from idreflections.blogspot.com by Sahana Chattopadhyay

Excerpt:

I see MOOC as a dissemination model that offer a unique opportunity to integrate both—micro-learning and learning flows. It is an approach that – if done right – can integrate all aspects of the Pervasive Learning model – Formal, Informal and Social – popularized by Dan Pontefract in the book, Flat Army. I will discuss this in a later post. In this post, I am going to focus my attention on how micro-learning and learning flows can be an integral part of a MOOC and how this may benefit the corporate world.

 

Sahana Chattopadhyay-LearningFlowsMarch2014

 

 

Practical ideas for using augmented reality in contextual mobile learning — from blog.commlabindia.com by Aruna Vayuvegula

Excerpt:

Using Augmented Reality for contextual mLearning sounds too futuristic – a phenomenon that is being experimented in universities and research centers across the world. Wikipedia defines Augmented reality (AR) as a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is rather hard for a non-technical person to perceive the implication of this definition in a learning situation.

However, when you come across a report that says

  • 864 million high-end cell phones could be AR enabled in 2014,
  • 103 million automobiles will have AR technology by 2020, (Ref: Semico)

You can’t ignore Augmented Reality (AR). You need to stop, to understand what it all means. That’s when I came across an article by Jason Haag, who spoke at DevLearn 13 on Augmented Reality in mobile learning. Published at Advanced Distributed Learning website, it lists some cool examples in the form of videos about AR in action. The video from the link given below is one of them; it truly helped me conceive the idea of AR in a learning context.

 

AR Music APP Enchantium by DAQRI — from realareal.com by Kiran Voleti

Excerpt:

In the 21st century classroom: Students can see the shape of knowledge, Students can hear the shape of knowledge, students can TOUCH the shape of knowledge.

 

Zientia: Changing the Way We Learn with Augmented Reality — from realareal.com by Kiran Voleti

 

AR-in-learning

 

AR-in-learning2

 

Enchantium is a 4D platform that uses augmented reality — from realareal.com by Kiran Voleti

Excerpt:

Discover a New Dimension of Play™ in a magical world of curated, kid-safe content where play sets can come to life and toys can talk, interact and learn new things.

Toys Become Enchanted

So much more than an app, Enchantium is a 4D platform that uses augmented reality and cutting edge technology to connect games and toys with interactive experiences.

 

Shift2020

 

Excerpt:

An 80 page eBook, paperback or hardcover photobook including insights, quotes and articles from industry leaders on the future of mobile technology and how it can change our world.

In addition to most of the original Mobile Trends 2020 contributors, the content is now extended with contributions of some 50 new experts from around the globe who are prominent futurists and trend-predictors and industry leaders.

 

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room — from businessinsider.com.au by Mark Hoelzel

 

In the connected TV world, an app is analogous to a TV channel.

 

Some key points:

  • In total, there will be more than 759 million televisions connected to the Internet worldwide by 2018, more than doubling from 307.4 million at year-end 2013.
  • Globally, shipments of smart TVs will reach a tipping point in 2015, when they will overtake shipments of traditional TVs.
  • Two tendencies dominate the connected TV ecosystem: closed and open approaches.
  • Despite platform fragmentation, HTML5 offers at least a faint hope for increased unification between connected TVs, just as it does on mobile.
  • How will developers and operating system operators monetise smart TV apps? Media downloads, subscriptions and — to a much lesser degree — advertisements will drive the dollars. Smart TV platform operators have begun experimenting with ads.

 

GlobalNumberOfConnectedTVs

 

 

From DSC:
If in a connected TV world, an app is analogous to a TV channel…then I say let’s bring on the educationally-related, interactive, multimedia-based apps!

 

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

 

From DSC:
I see the following items in the classrooms/learning spaces/”learning hubs” of the future:

  • iBeacon-like technology, quickly connecting the physical world with the online world (i.e. keep an eye on the Internet of Things/Everything  in the classroom); this may take place via wearable technology or via some other means of triggering events
  • Remote presence
  • Access to Artifical Intelligence (AI)-based resources
  • Greatly enhanced Human Computer Interactions (HCI) such as gesture-based interactions as well as voice and facial recognition
  • Interactive walls
  • BYOD baked into almost everything (requiring a robust networking infrastructure)
  • More makerspaces (see below for examples)
  • Tables and chairs (all furniture really) are on wheels to facilitate room configuration changes
  • Setups that facilitate collaborative/group work

 

 


Below are some other recent items on this topic:


 

To Inspire Learning, Architects Reimagine Learning Spaces — from MindShift by Allison Arieff

 

MakerLab_web

Excerpt:

As K–12 schools refocus on team-based, interdisciplinary learning, they are moving away from standardized, teach-to-test programs that assume a one-size-fits-all approach to teaching. Instead, there is a growing awareness that students learn in a variety of ways, and the differences should be supported. The students often learn better by doing it themselves, so teachers are there to facilitate, not just to instruct. Technology is there as a tool and resource, not as a visual aid or talking head.

 

 

3D printers and laser cutters?… it’s the classroom of the future — from standard.co.uk by Miranda Bryant

 

 

Rethinking our learning spaces — from rtschuetz.blogspot.com by Robert Schuetz

 

ClassroomMoveableFurnitureITESMCCM 02
CC Wikimedia – Thelmadatter

Excerpt:

Heutagogy, unlike pedagogy, focuses on self-directed learning. As learning and education become more heutaogical, shouldn’t our learning spaces accommodate this shift? What are the features and characteristics that define a modern learning space? Notice, that I have not used the word classroom. Several days of researching this topic has challenged my thinking on the concept of classroom. This verbiage has been replaced with terms like; ideation lab, innovation space, maker pods, gamer zone, and learning sector. The concept of specific learning zones is not new.

 

Mesmerizing fairy tale on the power of transmedia storytelling — from frametales.com by DRAFTFCB Madrid and posted by Filip Coertjens; with thanks to the Scoop on this from Laura Fleming (@NMHS_lms)

Cinderella2Dot0-Jan2014

 

BBC iWonder: Introducing Interactive Guides — from bbc.co.uk by Andrew Pipes

See this piece as an example of what they’ve come up with.

 

interactive guides_3_screens.jpg

Interactive guides on three screens

The BBC article also pointed to a bit older,
but very creative piece from the NYT entitled:
Snow Fall

 

Transmedia Story Stream: Don’t just read a book–play it! — from bleedingcool.com by Dan Wickline; with thanks to Digital Rocking Chair for the Scoop on this

Excerpt:

Instead of downloading a static book, Transmedia Story Stream allows readers to log into story worlds filled with fans, activities, and extended narrative that can include video, audio, casual video games or live gatherings. And just like in a video game, the book will award fans for participating in the story. Fans can earn points and badges, collect digital goodies to share, earn money for spreading word of mouth, participate in a live chat with an author or illustrator right in the book or win a phone call with a character in a story.

 

TSS_assured_destruction

 

Transmedia Story Stream

 

TransmediaStoryStream-Jan2014

 

Also see:

 

CleverWayToReopenRennovatedSpace-Amsterdam-April2013

 

Human Computer Interaction & the next generation of exhibits — from ideum.com by one of my former instructors at SFSU’s Multimedia Studies Program, Mr. Jim Spadacini

 

HCI Science Center Exhibits

Excerpt:

Computer-based technology continues to evolve at an ever-accelerating rate, creating both opportunities and challenges for science centers and museums. We are now seeing computing enter new realms, one that are potentially more promising for exhibit development than earlier ones.

 

Split screen interactivity and finger motion control on 2014 Samsung Smart TVs — from v-net.tv

Excerpt:

Samsung has made some incremental improvements to its Smart TV platform for 2014. During International CES the company unveiled the Multi-Link feature, which lets you split the screen and use one half to get more information about content you are watching. For example, you can watch live TV on half the screen and get search results from a web browser on the other or seek out relevant YouTube content. In effect, the company is enabling ‘companion’ or Second Screen activities but on the main screen.

 

Items re: IBM and Watson:

 

 

FURo-S and also see FutureRobot

 

FURo-S-Jan2014

 

Nuance unlocks personalized content for Smart TVs with voice biometrics for Dragon TV — from online.wsj.com

Excerpt:

Nuance Communications, Inc. (NASDAQ: NUAN) today announced that its Dragon TV platform now includes voice biometrics for TVs, set-top boxes and second screen applications, creating an even more personalized TV experience through voice. Upon hearing a person’s unique voice, Dragon TV not only understands what is being said, but authenticates who is saying it, and from there enables personalized content for different members of a household. As a result, individuals can have immediate access to their own preferred channels and content, customized home screens and social media networks.

From DSC:
Re: this last one from Nuance, imagine using this to get rid of the problem/question in online learning — is it really Student A taking that quiz?  Also, this type of technology could open up possibilities for personalized playlists/content for each learner.

 

 

 
© 2025 | Daniel Christian