5 reasons why legal tech matters — from lawyer-monthly.com by Colin Bohanna

Excerpt:

5. Technology can improve access to justice
Using technology can help to increase access to justice in a number of ways. The increased adoption of videoconferencing technology seen during the pandemic has had a positive impact on those who have traditionally struggled to access legal services. That includes those living in rural areas, who may not live in proximity to a lawyer qualified to deal with their specific matter; those working in precarious situations that may not enable them to travel to meet a lawyer or who may have family- or elder-care responsibilities; and people with disabilities who may have mobility issues that make travel difficult.

Tech can also play an essential role in the support of legal aid. We know there’s a perception that the level of paperwork, admin, and invoicing requirements means the burden of conducting legal aid is high. As Clio is committed to transforming the legal industry, we offer a legal aid solution as part of our practice management software at no extra cost in order to increase access to justice, for all. It helps to cut legal aid processes drastically so that legal aid providers can focus on their client work and make legal aid work more financially viable.

Also relevant/see:

Top 10 Legal Operations Trends in 2022. — from jdsupra.com

Key legal operations trends for 2022

1. Growing legal operations teams
2. Formalizing the legal operations function
3. Implementing a diversity, equity, and inclusion (DE&I) program
4. Finding new ways to improve processes
5. Insourcing more work
6. Strengthening vendor management
7. Expanding the use of data analytics tools
8. Increasing technology investments
9. Strengthening the law department’s technology acumen
10. Improving data security

 

6 ADA accessibility trends revealed in our mid-year 2022 report — from blog.usablenet.com by Jason Taylor

Excerpt:

We just published our mid-year ADA web and App report created by the UsableNet research team reviewing all lawsuits filed in federal courts under the ADA and California state court under Unruh. We review the cases to identify where a digital property, including websites, mobile apps, and video, is the subject of the claim. Our bi-annual reports let UsableNet inform our clients and provide them with the most up-to-date advice for planning their digital accessibility initiatives.

Here is my main take on some key numbers based on what we have seen in 2022 and what’s driving those numbers. 


 WEB ACCESSIBILITY LAWSUIT NUMBERS ARE HIGH AND SET TO ONLY GET HIGHER.

 

Tech & Learning Announces Winners of Best of Show at ISTE 2022 — from techlearning.com

Excerpt:

Tech & Learning’s Best of Show Awards at ISTELive 22(opens in new tab) celebrate the products, and businesses behind each one, who are transforming education in schools around the world. Tech & Learning’s panel of judges awarded the products and solutions to exhibitors at ISTELive 22 Live who show the greatest promise to the industry, according to the U.S.’s most tech-savvy and knowledgeable educators.

“It was great to be back in person at ISTELive22 and see so many examples of innovation on the exhibit hall floor,” says Christine Weiser, content director for Tech & Learning. “Our judges chose the following winners as examples of excellence in terms of value, quality, ease of use, and versatility. Congratulations to our winners!”

 

 
 

The Metaverse in 2040 — from pewresearch.org by Janna Anderson and Lee Rainie
Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

 

The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside.

Laurence Lannom, vice president at the Corporation for National Research Initiatives

“Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse.

Elizabeth Hyman, CEO for the XR Association

 


 

The table of contents for the Metaverse in 2040 set of articles out at Pew Research dot org -- June 30, 2022

 


 

Metaverse, NFTs, Web3 And Virtual Land In The Sandbox — from forbes.com by Bernard Marr

Excerpt (emphasis DSC):

So, what does Borget – undeniably one of the pioneers of the concept – think the metaverse actually is?

“For us, metaverse is really this myriad of worlds,” he tells me during our recent webinar conversation, “that users can experience through an avatar that becomes a 3D representation of themselves.”

These avatars are the key to unlocking “all sorts of new experiences … more creative, more immersive, unlike what we’ve seen before with traditional virtual worlds, where users can already socialize … here, what’s important is the ability of users to truly own their own identity, own their own belongings, digital assets, virtual land, houses … and are able to move that identity from one world to another without being constrained.”

“There will be millions of virtual worlds, places where users can take their avatars,” Borget continues. “What’s important is this ability to move from one to another while … keeping all their content they create in one and using it in others.”


Also see:

Metaverse Opportunities, risks and policy implications — from europarl.europa.eu by the European Parliamentary Research Service (EPRS)
Metaverse Opportunities, risks and policy implications

Summary:

One of the most talked about concepts in modern technology, the metaverse can be described as an immersive and constant virtual 3D world where people interact by means of an avatar to carry out a wide range of activities. Such activities can range from leisure and gaming to professional and commercial interactions, financial transactions or even health interventions such as surgery. While the exact scope and impact of the metaverse on society and on the economy is still unknown, it can already be seen that the metaverse will open up a range of opportunities but also a number of risks in a variety of policy areas.

Major tech companies are scaling up their metaverse activities, including through mergers and acquisitions. This has given impetus to a debate on how merger regulations and antitrust law should apply. Business in the metaverse is expected to be underpinned largely by cryptocurrencies and non-fungible tokens, raising issues of ownership, misuse, interoperability and portability. Furthermore, the huge volume of data used in the metaverse raises a number of data protection and cybersecurity issues (e.g. how to collect user consent or protect avatars against identity theft).

There is considerable scope for a wide range of illegal and harmful behaviours and practices in the metaverse environment. This makes it essential to consider how to attribute responsibility, inter alia, for fighting illegal and harmful practices and misleading advertising practices, and for protecting intellectual property rights. Moreover, digital immersion in the metaverse can have severe negative impacts on health, especially for vulnerable groups, such as minors, who may require special protection. Finally, the accessibility and inclusiveness of the metaverse remain areas where progress has still to be made in order to create an environment of equal opportunities.


Also see the following from the Legal Talk Network — with Dennis Kennedy and Tom Mighell

  • Metavisting the Metaverse – Dennis and Tom plunge into the metaverse—its trends, current tech, and possibilities for the future.
  • The Wild World of NFTs – Dennis and Tom dive into these unique digital objects (art, video, and much more) and outline the issues surrounding their current hype and value in the real world.

 

Denis Kennedy and Tom Mighell -- run the Legal Talk Network podcast

 


 

Screenshot of Adobe Live -- is Adobe Live a type of component of our future learning ecosystems?

From DSC:
It seems to me that this is one of the types of learning experiences that we will have in the future — i.e., where you can tap into a variety of live/virtual streams of content whereby you can peer over the shoulder of experts using products and/or services.

streams of content are ever flowing by -- we need to tap into them and contribute to them

 

AI Plus VR at Purdue University Global — from er.educause.edu by Abbey Elliott, Michele McMahon, Jerrica Sheridan, and Gregory Dobbin
Adding artificial intelligence to virtual reality provides nursing students with realistic, immersive learning experiences that prepare them to treat patients from diverse backgrounds.

Excerpt:

Adding artificial intelligence (AI) to immersive VR simulations can deepen the learning by enabling patient interactions that reflect a variety of patient demographics and circumstances, adjusting patient responses based on students’ questions and actions. In this way, the immersive learning activities become richer, with the goal of providing unique experiences that can help students make a successful transition from student to provider in the workforce. The use of AI and immersive learning techniques augments learning experiences and reinforces concepts presented in both didactic and clinical courses and coursework. The urgency of the pandemic prompted the development of a vision of such learning that would be sustainable beyond the pandemic as a tool for education on a relevant and scalable platform.


Speaking of emerging technologies and education/learning, also see:

NVIDIA's new AI magic turns 2d photos into 3D graphics

Best virtual tours of Ireland

 

Adobe—yes, Adobe—has one of the best free video-makers out there — from by Jeremy Caplan
Spark Video is best for beginners or those looking for something quick and easy.

Excerpt:

Adobe’s professional software has long struck me as unnecessarily clunky and complex. Adobe Premiere, Illustrator, Photoshop and other such apps are powerful, but daunting for beginners to learn.

So I was surprised to discover that Adobe Spark Video is one of the best free apps for making a quick slideshow-style video.

 

From DSC:
For those of you college students who are trying to determine what you enjoy doing, I wanted to pass some items along that may be helpful if you are interested in game development, film, and/or TV-related production.

Some friends recommended knowing how to use the following tools, but I realize one could dive very deep with these tools:


Excerpt from Unity.com
.
Unity can be used for games, in architecture, in automotive, and in film

Additional tip:

  • Stay within what your budget can provide. Making a film about five students on campus is doable. Making a Star Wars-type movie isn’t — unless you are making a spoof or presenting a knowingly-bad movie.

I just wanted to pass these items along.


Also relevant/see:


Addendums on 7/3/22:

 

From DSC:
An AI-backed platform will constantly search all job postings and present the most desired skills in the marketplace and then how to get those skills. The providers will be individuals, organizations, training providers, traditional institutions of higher education, vendors and more.

Depending upon what happens with blockchain — and if a much more energy-efficient/environmentally-friendly solution can be implemented — blockchain may be a part of that equation.

 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 

Facebook Seems to Be Adding Video-Course Features. For Edtech, That Raises Old Fears. — from edsurge.com by Daniel Mollenkamp

Excerpts:

The tech giant Meta, widely known under its previous name Facebook, seems to be eyeing a way to allow users to offer video classes.

Since at least last year, Meta has experimented with Facebook Classes, a program designed to make online instruction through its platform smoother. A consultant recently noticed a company announcement about the features in the U.K. version of the platform and shared a screenshot on Twitter.

The company did not respond to questions about the program. But recent reports have speculated that the company could “bootstrap an online course ecosystem.”

Meta’s learning offering could be most trouble for other tech behemoths like Google Classroom and Microsoft Teams, according to some speculations.

Either way, Meta’s possible entrance into the market plays into a long-standing fear of big tech in the edtech industry.

 

The Restaurant of Mistaken Orders: A Tokyo Restaurant Where All the Servers Are People Living with Dementia — from openculture.com

Whole towns have already begun to structure their services around a growing number of citizens with dementia. But dementia itself remains “widely misunderstood,” says Restaurant of Mistaken Orders producer Shiro Oguni in the “concept movie” at the top of the post. “People believe you can’t do anything for yourself, and the condition will often mean isolation from society. We want to change society to become more easy-going so, dementia or no dementia, we can live together in harmony.”

Also see:

How Technology Can Improve Elder Care — from digitalsalutem.com by João Bocas

In this article, I talk about:

  1. The growth of the aging population
  2. The future of elder care is already here
  3. Smart homes, augmented and virtual reality, and wearables as potential solutions
  4. How these solutions can help providers deliver elder care
  5. The benefits of using these solutions

The world is changing. The way we live, the way we work, and the way we age are all being transformed by technology. In fact, some experts say that by 2030, more than half of the world’s population will be over 50 years old.

This is a new phenomenon for humanity. With this shift comes a need for new approaches to healthcare that are better suited to an aging population with increasingly complex needs.

 

Bionic Reading

Bionic Reading

 

 

From DSC:
Thanks to my good friend Chris for this resource. By the way, this Chrome Extension, Converter, and API remind me a bit of Microsoft’s Immersive Reader.

Also related, see:

 
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