From DSC:
How much longer before the functionalities that are found in tools like Bluescape & Mural are available via tvOS-based devices? Entrepreneurs and VCs out there, take note. Given:

  • the growth of freelancing and people working from home and/or out on the road
  • the need for people to collaborate over a distance
  • the growth of online learning
  • the growth of active/collaborative learning spaces in K-12 and higher ed
  • the need for lifelong learning

…this could be a lucrative market. Also, it would be meaningful work…knowing that you are helping people learn and earn.

 


 

Mural-Aug-2016

 

 

Bluescape-Aug2016

 

 

 

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

 

 

 

Augmented reality gets sinister as Pokemon Go leads players to a real-life dead body and armed robbers – – from quartz.com by Olivia Goldhill

Excerpt:

Augmented reality game Pokemon Go has inadvertently led users down disturbing paths less than a week after its launch.

On July 8, a teenager in Wyoming was hunting for a Pokemon on a riverbank, but discovered a man’s corpse instead. Police have said the death “appears to be accidental” and the teenager, 19-year-old Shayla Wiggens, told CNN that she’ll continue to hunt for water Pokemon.

Two days later, on July 10, robbers reportedly used Pokemon Go to lure victims to a remote area and rob them at gunpoint.

Police in O’Fallon, Missouri, responded to a report of an armed robbery at 2am, according to an update on the police department’s Facebook page. Having found the suspects and their handgun, the police linked the suspects to a series of earlier robberies which they believe all used Pokemon Go to lure players into their trap.

The smartphone game, which lets players hunt for virtual items in the real world, allows players to meet up and form teams.

 

 



A somewhat-related posting:

 


 

 

UX to LX: The Rise of Learner Experience Design — from edsurge.com by Whitney Kilgore

Excerpt:

Instructional design is now approaching a similar transition. Most student consumers have yet to experience great learning design, but the commoditization of online learning is forcing colleges and universities to think differently about how they construct digital courses. Courseware is enabling the development of new modalities and pedagogical shifts. An abundance of data now enables instructional designers to decode learning patterns. As a result, we are witnessing the growth of a new field: Learner Experience Design.

Parse higher-education job postings and descriptions, and it’s evident that LX design is, as a discipline, among the fastest growing fields in education. But what exactly makes for great learning design, and how can instructional designers ensure they remain competitive in this new era of student-centric education?

The transition to digital content has made entirely new layers of student data available. Learners now leave a digital footprint that allows designers to understand how students are interacting with course materials and for how long. LX designers can develop course pathways that connect student challenges to specific sections of content. For the first time, faculty have insights into time on task—before, during and after class. Ready access to student behavior data is helping institutions develop powerful predictive analytics, and LX designers are leading the field to make more and better informed choices on content delivery to help students better understand the critical concepts.

The groundswell of data and learning technology shows no sign of slowing down, and a LX designer’s job will grow more complex alongside it. Learner experience designers must rise to the challenge, so universities can deliver online courses that captivate and resonate with each unique student.

 

Ten skills you need to be a UX unicorn — from medium.com by Conor Ward

Excerpt:

So if the discipline of UX is not about improving how things LOOK, but instead how they WORK, then of course UX Design includes a multitude of varied deep specialisms and expertise. How could it not?

Well, thats where the mythical part of this discussion comes in, many UX designers out there still believe very strongly (and for good reason) that this multi skilled ‘specialist-generalist’ cannot exist.

They could well be correct in their current circumstances. For example if their company does not work like this, then how could they? Especially if their company is an agency, and their access to users is limited or non-existent.

My own experience is that we must strive towards unicorn-ism. I have created and curated a fantastic team of UX Unicorns (yes a group of unicorns is called a blessing, Google says so) and more importantly together with my colleagues and bosses we have created the environment for them to survive and thrive.

 

 

 

 

 

 

From DSC:
The above two articles get at a piece of what I was trying to relay out at The EvoLLLution.com. And that is, the growing complexities of putting digitally-based materials online — with a high degree of engagement, professionalism, and quality — require the use of specialists.  One person simply can’t do it all anymore. In fact, User Experience Designers and Learner Experience Designers are but a couple of the potential players at the table.

 

 

 

Specialists central to high-quality, engaging online programming [Christian]

DanielChristian-TheEvoLLLution-TeamsSpecialists-6-20-16

 

Specialists central to high-quality, engaging online programming — from EvoLLLution.com (where the LLL stands for lifelong learning) by Daniel Christian

Excerpts:

Creating high-quality online courses is getting increasingly complex—requiring an ever-growing set of skills. Faculty members can’t do it all, nor can instructional designers, nor can anyone else.  As time goes by, new entrants and alternatives to traditional institutions of higher education will likely continue to appear on the higher education landscape—the ability to compete will be key.

For example, will there be a need for the following team members in your not-too-distant future?

  • Human Computer Interaction (HCI) Specialists: those with knowledge of how to leverage Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in order to create fun and engaging learning experiences (while still meeting the learning objectives)
  • Data Scientists
  • Artificial Intelligence Integrators
  • Cognitive Computing Specialists
  • Intelligent Tutoring Developers
  • Learning Agent Developers
  • Algorithm Developers
  • Personalized Learning Specialists
  • Cloud-based Learner Profile Administrators
  • Transmedia Designers
  • Social Learning Experts

 

What Gen Z thinks about ed tech in college — from edtechmagazine.com by D. Frank Smith
A report on digital natives sheds light on their learning preferences.

Excerpt (emphasis DSC):

A survey of the collegiate educational-technology expectations of 1,300 middle and high school students from 49 states was captured by Barnes and Noble. The survey, Getting to Know Gen Z, includes feedback on the students’ expectations for higher education.

“These initial insights are a springboard for colleges and universities to begin understanding the mindset of Gen Z as they prepare for their future, focusing specifically on their aspirations, college expectations and use of educational technology for their academic journey ahead,” states the survey’s introduction.

Like the millennials before them, Generation Z grew up as digital natives, with devices a fixture in the learning experience. According to the survey results, these students want “engaging, interactive learning experiences” and want to be “empowered to make their own decisions.” In addition, the students “expect technology to play an instrumental role in their educational experience.”

 

From DSC:
First of all, I’d like to thank D. Frank Smith for the solid article and for addressing the topic of students’ expectations. These messages were echoed in what I heard a few days ago at the MVU Online Learning Symposium, a conference focused on the K-12 space.

 

MoreChoiceMoreControl-DSC2

 

I want to quote and elaborate on one of the items from the report (as mentioned in the article):

“There is a need for user-friendly tools that empower faculty to design the kinds of compelling resources that will comprise the next wave of instructional resources and materials,” the report states.

Most likely, even if such tools were developed, the end goal from the quote above won’t happen. Why? Because:

  • Most faculty simply don’t have the time — they are being overrun with all sorts of other demands on their time (committees, task forces, advising, special projects, keeping up with the changes in their disciplines, etc.)
  • Even with user-friendly tools, one still needs a variety of skill sets to create engaging, sophisticated content and learning environments. Creating “the next wave of instructional resources and materials” is waaaaaay beyond the skillsets of any one person!!! Numerous skills will be required to create the kinds of learning materials that we can expect to see in the future:
    • Information architecture
    • Instructional design
    • Interaction design
    • Videography and creating/working with multiple kinds of media
    • Programming/coding
    • Responsive web design and knowing how best to design content for multiple kinds of devices
    • User experience design
    • Graphic design
    • Game design
    • Knowledge of copyrights
    • Expertise in accessibility-related items
    • The ability to most effectively write for blended and/or online-based approaches
    • Knowing how to capture and use learning analytics/data
    • Keeping up with advancements in human computer interfaces (HCI)
    • Staying current with learning space design
    • How best to deliver personalized learning
    • and much more!

This is why I continue to assert that we need a much more team-based approach to creating our learning environments. The problem is, very few people are listening to this advice.

How can I say this?

Because I continue to hear people discussing how important professional development is and how much support is needed for faculty members.  I continue to see quotes, like the above one, that puts the onus solely on the backs of our faculty members. Conferences are packed full with this type of approach.

Let’s get rid of that approach — it’s not working!  Or at least not nearly to the degree that students need it to. There may be a small percentage of faculty members who have the time and skills to pull some things off here, but even they will run into some walls eventually (depending upon the level of sophistication being pursued). None of us can do it all.

But for the most part, years have gone by and not much has changed. Rather, we need to figure out how we could use teams to create and deliver content. That would be a much wiser use of our energies and time. This perspective is not meant to dog faculty members — it’s just recognizing realities:

  • One person simply can’t do it all anymore.
  • Tools don’t exist that can pull all of the necessary pieces together.
  • Even if such tools existed, they won’t be able to keep pace w/ the exponential rate of technological changes that we’re currently experiencing — and will likely continue to experience over the next 10-20 years.

If we’re going to insist on faculty members creating the next wave of instructional materials and resources, then faculty members better look out — they don’t know what’s about to hit them.  Forget about having families. Forget about having a life outside of creating/delivering content.  And find a way to create a 50-60 hour work DAY (not week) — cause that’s how much time one will need to achieve any where’s close to mastery in all the prerequisite areas.

 

 

Key point from DSC:
Digitally-based means of learning are going to skyrocket!!! Far more than what we’ve seen so far!  There are several trends that are occurring to make this so.


 

As background here, some of the keywords and phrases that are relevant to this posting include:

  • Wireless content sharing
  • Wireless collaboration solutions
  • Active learning based classrooms
  • Conference rooms
  • Bring Your Own Device (BYOD)
  • Enterprise wireless display solutions
  • Enterprise collaboration solutions
  • Cross platform support: iOS, Android, Windows
  • Personalized learning
  • Learning analytics

Some of the relevant products in this area include:

  • Bluescape
  • Mezzanine from Oblong Industries
  • Montage from DisplayNote Technologies
  • ThinkHub and ViewHub from T1V
  • Mersive Solstice
  • Crestron AirMedia
  • Barco Clickshare
  • Haworth Workware Wireless
  • Christi Brio
  • AMX enzo
  • NovoConnect from Vivitek
  • Arrive MediaPoint
  • Apple TV
  • Chromecast

From DSC:

First of all, consider the following products and the functionalities they offer.

People who are in the same physical space can collaborate with people from all over the world — no matter if they are at home, in another office, on the road, etc.

For several of these products, remote employees/consultants/trainers/learners can contribute content to the discussions, just like someone in the same physical location can.

 

Bluescape-March2016

 

BlueScape-2015

 

Mezzanine-from-Oblong-May2013

Mezzanine-By-Oblong-Jan2016

 

mezzanine-feb-2015

 

 

ThinkHub-March2016

 

mersive-March2016

Montage-March2016

ArriveMediaPoint-March2016

 


From DSC:

Many of these sorts of systems & software are aimed at helping people collaborate — again, regardless of where they are located. Remote learners/content contributors are working in tandem with a group of people in the same physical location. If this is true in business, why can’t it be true in the world of education?

So keep that in mind, as I’m now going to add on a few other thoughts and trends that build upon these sorts of digitally-based means of collaborating.

Q: Towards that end…ask yourself, what do the following trends and items have in common?

  • The desire to capture and analyze learner data to maximize learning
  • Colleges’ and universities’ need to increase productivity (which is also true in the corporate & K-12 worlds)
  • The trend towards implementing more active learning-based environments
  • The increasing use of leveraging students’ devices for their learning (i.e., the BYOD phenomenon)
  • The continued growth and increasing sophistication of algorithms

A: All of these things may cause digitally-based means of learning to skyrocket!!!

To wrap up this line of thought, below are some excerpts from recent articles that illustrate what I’m trying to get at here.


 

Embrace the Power of Data
A continuous improvement mindset is important. Back-end learning analytics, for example, can reveal where large numbers of students are struggling, and may provide insights into questions that require new feedback or content areas that need more development. Data can also highlight how students are interacting with the content and illuminate things that are working well—students’ lightbulb moments.

Five Principles for Your Learning Design Toolkit
from edsurge.com by Amanda Newlin

 

Mitchell gave the example of flight simulators, which not only provide students with a way to engage in the activity that they want to learn, but also have data systems that monitor students’ learning over time, providing them with structured feedback at just the right moment. This sort of data-centric assessment of learning is happening in more and more disciplines — and that opens the door to more innovation, he argued.

A promising example, said Thille, is the use of educational technology to create personalized and adaptive instruction. As students interact with adaptive technology, the system collects large amounts of data, models those data, and then makes predictions about each student based on their interactions, she explained. Those predictions are then used for pedagogical decision-making — either feeding information back into the system to give the student a personalized learning path, or providing insights to faculty to help them give students individualized support.

“We need the models and the data to be open, transparent, peer-reviewable and subject to academic scrutiny.”

“We began to actually examine what we could do differently — based not upon hunches and traditions, but upon what the data told us the problems were for the students we enroll,” said Renick. “We made a commitment not to raise our graduation rate through getting better students, but through getting better — and that gain meant looking in the mirror and making some significant changes.”

A 21st-century learning culture starts with digital content. In 2010, Jackson State University was looking for ways that technology could better address the needs of today’s learner. “We put together what we call our cyberlearning ecosystem,” said Robert Blaine, dean of undergraduate studies and cyberlearning. “What that means is that we’re building a 21st-century learning culture for all of our students, writ large across campus.” At the core of that ecosystem is digital content, delivered via university-supplied iPads.

7 Things Higher Education Innovators Want You to Know
from campustechnology.com by Rhea Kelly

 

 

On Bennett’s wish list right now is an application that allows students to give feedback at specific points of the videos that they’re watching at home. This would help him pinpoint and fix any “problem” areas (e.g. insufficient instructions for difficult topics/tasks) and easily see where students are experiencing the most difficulties.

TechSmith’s now-retired “Ask3” video platform, for example, would have done the trick. It allowed users to watch a video and ask text-based questions at the point where playback was stopped. “I’d like to be able to look at my content and say, ‘Here’s a spot where there are a lot of questions and confusion,'” said Bennett, who also sees potential in an “I get it” button that would allow students to hit the button when everything clicks. “That would indicate the minimum viable video that I’d need to produce.” Learning Catalytics offers a similar product at a fee, Bennett said, “but I can’t charge my students $20 a year to use it.”

6 Flipped Learning Technologies To Watch in 2016
from thejournal.com by Bridget McCrea

 


All of these trends lend themselves to causing a major increase in the amount of learning that occurs via digitally-based means and methods.


 

 
 

Labster: Empowering the Next Generation of Scientists to Change the World
Laboratory Simulations for Educators to Empower their STEM Students

From DSC:
I recently met Maaroof Fakhri at the Next Generation Learning Spaces Conference. It was a pleasure to meet him and hear him speak of the work they are doing at Labster (which is located in Denmark). He is very innovative, and he shines forth with a high degree of energy, creativity, and innovation.

Keep an eye on the work they are doing. Very sharp.

 

labster-march2016

 

 

Also see:

 

 

 

activelearning-labster-dec2015

 

 

learnathon

 

Learnathons, on the other hand are optimized sessions that teach participants how to apply what they learn as soon as possible. They are on the opposite end of how classroom teaching is organized, with lessons spread out over the course of a semester focusing on theory and weekly practice. They are a fairly new concept, but have created an environment for learning that is speeding up comprehension and application to levels that aren’t seen elsewhere.

 

 

 

Addendum on 3/16/16:

What are Remote Labs? <– from ilabcentral.org

Making high school science labs more real, more engaging, and more accessible
Remote Online laboratories (iLabs) are experimental facilities that can be accessed through the Internet, allowing students and educators to carry out experiments from anywhere at any time.

 

iLabCentral-march2016

 

 

From DSC:
Don’t rule out tvOS for some powerful learning experiences / new affordances.  The convergence of the television, the telephone, and the computer continues…and is now coming into your home. Trainers, faculty members, teachers, developers, and others will want to keep an eye on this space. The opportunities are enormous, especially as second screen-based apps and new forms of human computer interfaces (HCI) unfold.

The following items come to my mind:

Online-based communities of practice. Virtual reality, virtual tutoring. Intelligent systems. Artificial intelligence. Global learning. 24×7, lifelong learning. Career development. Flipping the classroom. Homeschooling.  Learning hubs. Online learning. Virtual schools. Webinars on steroids.

With the reach of these powerful technologies (that continue to develop), I would recommend trying to stay informed on what’s happening in the world of tvOS-based apps in the future. Towards that end, below are some items that might help.


 

techtalk-apple-feb2016

 

 

 

Apple releases Apple TV Tech Talks video series for building better tvOS apps — by AppleInsider Staff

Excerpt:

Apple on Wednesday released to developers a series of videos focusing on Apple TV and its tvOS operating system, offering a detailed look at the underlying SDK, resources and best practices associated with coding for the platform.

 

Also see:

 

TVTechTalk-fe3b2016

 

 

Addendum on 2/26/16:

  • Apple Adds Multiple New App Categories to tvOS App Store — from macrumors.com by Juli Clover
    Excerpt:
    [On 2/25/16] Apple updated the tvOS App Store to add several new app categories to make it easier for Apple TV 4 owners to find content on their devices. As outlined by AfterPad, a site that showcases Apple TV apps, the new categories are rolling out to Apple TV users and may not be available to everyone just yet. Some users may only see the new categories under Purchased Apps until the rollout is complete.

 

 

5-minute film festival: Resources for filmmaking in the classroom — from edutopia.org by Amy Erin Borovoy

Excerpt:

I’ll admit I’m a bit biased here since I’m a filmmaker by trade, but I truly believe the process of planning and making videos can offer tremendous learning opportunities for students of almost any age. Not only is the idea of telling stories with video really engaging for many kids, filmmaking is ripe with opportunities to connect to almost every academic subject area. As the technology to shoot and edit films becomes more ubiquitous, where is a teacher with no experience in video production to begin? I’ve shared some resources below to help you and your students get started on making blockbusters of your own.

 

 

Finding our voice: Instructional Designers in higher education — from er.educause.edu by Sandra Miller and Gayle Stein

Key Takeaways

  • A New Jersey workshop on instructional design gave attendees the opportunity to learn about instructional designers’ roles at different institutions and brainstorm good ideas, tips and tricks, important contributions to the field, and how to overcome shared challenges.
  • Instructional technologists and video production coordinators also are involved in the instructional design process, helping faculty learn how to use instructional tools.
  • A major challenge for instructional designers is faculty resistance to new pedagogies and deliveries — not just to hybrid and online courses.
  • Institutional acknowledgement of skill acquisition in their professional development can lead faculty to place a higher value on technology integration in teaching and learning.

What Instructional Designers Do
Instructional designers take on a variety of roles. They can be course development focused or technology focused. They can be facilitators, mentors, trainers, collaborators, reviewers, and mediators, and more likely some combination of those. They often have different roles to fill in addition to instructional design: they may supervise computer labs, have responsibility for classroom technology, and/or oversee video production facilities.

The instructional designers who attended the NJEDge.Net Instructional Design Symposium are involved in:

  • Providing both pedagogical and technology training, sometimes simultaneously and sometimes separately
  • Moving courses between learning management systems
  • Creating new online courses or transitioning face-to-face courses to online formats
  • Producing video and other multimedia
  • Supporting a variety of software that faculty want to use to create their courses or
  • Training faculty to teach more effectively using technology
  • Supporting students using LMSs
  • Ensuring that courses meet federal requirements for accessibility
  • Lobbying for funding for faculty who are taking time to create online courses
  • Creating challenging assessments to minimize cheating

Instructional technologists and video production coordinators also are involved in the instructional design process. They help faculty learn how to use instructional tools such as lecture capture, synchronous meetings, asynchronous discussions, collaborative document writing, group work, clickers, learning management systems, video production, and video editing.

 

The instructional designers found that it made a difference in terms of trust and respect accorded them when they sat on the academic side of the house. (Nonetheless, the majority of instructional designers at the symposium report to the IT side and ultimately (usually) to the financial/administrative side, despite their preference for the academic side.)

 

 

A prediction from DSC:
Those institutions who develop and use internal teams of specialists will be the winners in the future.

Below are some of the forces that will reward those institutions who pursue such a strategy in order to design, create, and provide their offerings/services include:

  • The rise of personalized/adaptive learning (data mining, learning analytics are also included in this bullet point)
  • The increased use of artificial intelligence and the development of intelligent systems/assistants/tutoring
  • Higher ed’s need to scale and reduce the going rates/prices of obtaining degrees — yet maintaining quality
  • Rapid technological changes and an ever increasing amount to know as instructional technologists (this is also true with videographers, multimedia developers, copyright experts, and other members of the team)
  • New discoveries and advances w/in the various disciplines — which require faculty members’ focus to stay on top of their disciplines
  • The changing expectations of students, and how they prefer to learn
  • The rise of alternatives to institutions of traditional higher education who, from their very start, develop and use internal teams of specialists (all the more relevant if these alternative organizations obtain the financial backing of the Federal Government)

The trick is how such teams should actually operate so as not to become bottlenecks in keeping the curricula relevant and up-to-date. After all, it takes time and resources to effectively design, create, and deliver blended and/or online courses.

 

 

EdTech: These four b-schools are exploring virtual reality with Oculus, Google, Samsung — from businessbecause.com by Seb Murray
Elite schools place bets on next big innovation in online learning

Excerpt:

The immersive potential of virtual reality has Silicon Valley’s finest pouring vast sums of money into headsets and other whizzy innovations.

Google, Apple and Samsung are betting that these sci-fi concepts will become a staple of everyday life, with potential uses in gaming, advertising, marketing and increasingly, education.

The hype surrounding VR and the more complex augmented reality, is not lost on universities and business schools, who are eyeing its early pioneers and conducting secretive trials of head-mounted VR displays.

Four of the world’s top-ranked schools have told BusinessBecause they are exploring VR in tie-ups with Oculus, Samsung, and Google, as they place bets on the next big innovation in online learning.

 

 

How Google is reimagining books — from fastcodesign.com by Meg Miller
Editions at Play” sees designers and authors working simultaneously to build a new type of e-book from the ground up.

Excerpt:

The first sign that Reif Larsen’s Entrances & Exits is not a typical e-book comes at the table of contents, which is just a list of chapters titled “Location Unknown.” Click on one of them, and you’ll be transported to a location (unknown) inside Google Street View, facing a door. Choose to enter the house and that’s where the narrative, a sort of choose-your-own-adventure string of vignettes, begins. As the book’s description reads, it’s a “Borgeian love story” that “seamlessly spans the globe” and it represents a fresh approach to the book publishing industry.

Larsen’s book is one of the inaugural titles from Editions at Play, a joint e-books publishing venture between Google Creative Lab Sydney and the design-driven publishing house Visual Editions, which launched this week. With the mission of reimagining what an e-book can be, Editions at Play brings together the author, developers, and designers to work simultaneously on building a story from the ground up. They are the opposite of the usual physical-turned-digital-books; rather, they’re books that “cannot be printed.”

 

From DSC:
Interesting to note the use of teams of specialists here…

 

 

 

Interactive app brings 4th-century thinker to life — from campustechnology.com by Toni Fuhrman
At Villanova University, a student-developed app version of Augustine’s Confessions brings contemporary vitality and relevance to a classic 4th-century work.

Excerpt:

Augustine of Hippo, who lived from A.D. 354 to 430, might be surprised to find his Confessions in circulation today, including a number of e-book versions. Still widely read, popular in great books programs and studied in university classes, The Confessions of St. Augustine is autobiography and confession, spiritual quest and emotional journey.

One of the most recent electronic versions of the Confessions is an interactive app developed at Villanova University (PA), the nation’s only Augustinian Catholic University. Released three months ago on Augustine’s birthday (Nov. 13), the Confessions app is required for all freshmen as part of a “foundation” course. Available for both Apple and Android devices, the app includes the 13 books of the Confessions, authoritative commentaries, photo gallery, timeline, map and text-highlighted audio, as well as search, note-taking, annotation and bookmark options.

 

“What better way to reflect on and update this struggle than for today’s students to use technology to bring the text to life through visual, audio and analytical components?”

 

 

 

Confessions-Feb2016

 

 

From DSC:
Love the idea. Love the use of teams — including students — to produce this app!

 

 

 

 

 

 

 

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.
 
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