Is virtual reality the future of online learning? — from builtin.com by Stephen Gossett; with thanks to Dane Lancaster for his tweet on this (see below) Education is driving the future of VR more than any other industry outside of gaming. Here’s why virtual reality gets such high marks for tutoring, STEM development, field trips and distance education.
Education is driving the future of VR more than any other industry outside of gaming. Here’s why virtual reality gets such high marks for tutoring, STEM development, field trips and distance education. @xrmarin@cinjo@virtualgirlny@mrmadsen1https://t.co/6BvRxV9ea5
Bigscreen, an immersive social platform that allows you to access your computer in VR, aims to continue revolutionizing the TV viewing experience with Bigscreen TV — a VR streaming experience that opens up access to over 50 major television providers.
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“With Bigscreen, users can watch a Netflix show or a Twitch stream in an IMAX-like virtual movie theater,” Bigscreen reports. This means users from around the world can gather together to watch big championship games or their favorite shows with their friends as though they are together on the same couch.
From DSC: Interesting…how might technologies and vendors like Bigscreen TV impact learning-related experiences? Hmmm….time will tell.
From DSC: In a next generation learning system, it would be sharp/beneficial to have a Netflix-like interface to check out potential functionalities that you could turn on and off (at will) — as one component of your learning ecosystem that could feature a setup located in your living room or office.
For example, put a Netflix-like interface to the apps out ateduappcenter.com (i.e., using a rolling interface at first, then going to a static page/listing of apps…again…similar to Netflix).
1) Augmented reality can save lives through showing defibrillators nearby
2) Google Glass might help new mothers struggling with breastfeeding
3) Patients can describe their symptoms better through augmented reality
4) Nurses can find veins easier with augmented reality
5) Motivating runners through zombies
6) Pharma companies can provide more innovative drug information
7) Augmented reality can assist surgeons in the OR
8) Google’s digital contact lens can transform how we look at the world
No doubt about it. Virtual reality isn’t just for gamers and gadget geeks anymore. In fact, as the technology gets better and cheaper, VR is the wave of the future when it comes to creating a truly memorable and effective learning experience – and for good reason.
Multiple Learning Attributes. To begin with, it empowers us to create any number of safely immersive virtual learning environments that feel and respond much as they would in real life, as students engage and explore, interact with and manipulate objects within these worlds. Imagine teleporting your students to re-enact historic battles; explore outer space; or travel the inner workings of the human body. What’s more, using sophisticated controls, they can actually “practice” complex procedures like cardiac surgery, or master difficult concepts, such as the molecular properties of brain cells.
Likewise, VR gives new meaning to the term “field trip,” by enabling students to virtually experience first-hand some of the world’s great museums, natural wonders and notable landmarks. You can also embed 360-degree objects within the virtual classroom to support course content, much as Drexel University Online is doing after assembling its one-of-a-kind VRtifacts+ repository. And you can use it to live-stream events, guest lectures and campus tours, in addition to hosting virtual community spaces where learners can meet and connect in a seemingly “real” environment.
At EduTECH Asia 2018 this week in Singapore, EON Reality spent two full days speaking, promoting, and demonstrating the latest updates to the AVR Platform to the thousands of education and technology professionals in attendance.
With a focus on how the AVR Platform can best be used in the education world, EON Reality’s discussion, ‘Augmented and Virtual Reality in Education: The Shift to Classroom 3.0,’ highlighted Wednesday’s offerings with a full presentation and hands-on demos of the new tools in Creator AVR. Over the course of both days, visitors filled the EON Reality booth to get their own one-on-one experience of Creator AVR, Virtual Trainer, and the ways in which AR Assist can help out in the classroom.
The AVR Platform’s three products are the fundamental tools of EON Reality’s Classroom 3.0 vision for the Immersed Flipped Classrooms of the future. With Creator AVR — a SaaS-based learning and content creation solution — leading the way, the AVR Platform empowers Classroom 3.0 by providing teachers and educators of all types with the tools needed to create Augmented and Virtual Reality learning modules.
Bringing Asian educators from all over the continent together, EON Reality’s presence at EduTECH showed just how significantly Augmented Reality and Virtual Reality can elevate the overall educational experience going forward. After two full days of demonstrations, EON Reality introduced the AVR Platform to approximately 1500 teachers, school administration officials, and other decision-makers in Asia’s education industry.
As the AVR Platform expands to educational markets around the world, EON Reality’s revolutionary spin on traditional learning branches into new cultures and nations. With local Singaporean educational institutions like Temasek Polytechnic already onboard, the EduTECH Asia 2018 conference marked the continued spread of Classroom 3.0 and the AVR Platform on both a regional and global level.
Guiding faculty into immersive environments — from campustechnology.com by David Raths What’s the best way to get faculty to engage with emerging technologies and incorporate new learning spaces into their teaching? Five institutions share their experiences.
Excerpt:
One of the biggest hurdles for universities has been the high cost of VR-enabled computers and headsets, and some executives say prices must continue to drop before we’ll see more widespread usage. But John Bowditch, director of the Game Research and Immersive Design Lab at Ohio University’s Scripps College of Communication, is already seeing promising developments on that front as he prepares to open a new 20-seat VR classroom. “Probably the best thing about VR in 2018 is that it is a lot more affordable now and that democratizes it,” he said. “We purchased a VR helmet 13 years ago, and it was $12,000 just for the headset. The machine that ran it cost about $20,000. That would be a nonstarter beyond purchasing just one or two. Today, you can get a VR-enabled laptop and headset for under $2,000. That makes it much easier to think about integrating it into classes.”
Colleges and universities face several hurdles in getting faculty to incorporate virtual reality or immersive experiences in their courses. For one, instructional designers, instructional technologists and directors of teaching and learning centers may not have access to these tools yet, and the budgets aren’t always there to get the labs off the ground, noted Daniel Christian, instructional services director atWestern Michigan University‘s Cooley Law School. “Many faculty members’ job plates are already jam-packed — allowing little time to even look at emerging technologies,” he said. “Even if they wanted to experiment with such technologies and potential learning experiences, they don’t have the time to do so. Tight budgets are impacting this situation even further.”
From DSC regarding Virtual Reality-based apps:
If one can remotely select/change their seat at a game or change seats/views at a concert…how soon before we can do this with learning-related spaces/scenes/lectures/seminars/Active Learning Classrooms (ALCs)/stage productions (drama) and more?
Talk about getting someone’s attention and engaging them!
Excerpt:
(MAY 2, 2018) MelodyVR, the world’s first dedicated virtual reality music platform that enables fans to experience music performances in a revolutionary new way, is now available.
The revolutionary MelodyVR app offers music fans an incredible selection of immersive performances from today’s biggest artists. Fans are transported all over the world to sold-out stadium shows, far-flung festivals and exclusive VIP sessions, and experience the music they love.
What MelodyVR delivers is a unique and world-class set of original experiences, created with multiple vantage points, to give fans complete control over what they see and where they stand at a performance. By selecting different Jump Spots, MelodyVR users can choose to be in the front row, deep in the crowd, or up-close-and-personal with the band on stage.
With standalone VR headsets like the Oculus Go now available at an extremely accessible price point ($199), the already vibrant VR market is set to grow exponentially over the coming years. Current market forecasts suggest over 350 million users by 2021 and last year saw $3 billion invested in virtual and alternative reality.
Television. TV. There’s an app for that. Finally! TV — that is, live shows such as the news, specials, documentaries (and reality shows, if you must) — is now just like Candy Crunch and Facebook. TV apps (e.g., DirecTV Now) are available on all devices — smartphones, tablets, laptops, Chromebooks. Accessing streams upon streams of videos is, literally, now just a tap away.
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Plain and simple: readily accessible video can be a really valuable resource for learners and learning.
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Not everything that needs to be learned is on video. Instruction will need to balance the use of video with the use of printed materials. That balance, of course, needs to take in cost and accessibility.
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Now for the 800 pound gorilla in the room: Of course, that TV app could be a huge distraction in the classroom. The TV app has just piled yet another classroom management challenge onto a teacher’s back.
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That said, it is early days for TV as an app. For example, HD (High Definition) TV demands high bandwidth — and we can experience stuttering/skipping at times. But, when 5G comes around in 2020, just two years from now, POOF, that stuttering/skipping will disappear. “5G will be as much as 1,000 times faster than 4G.” Yes, POOF!
From DSC: Learning via apps is here to stay. “TV” as apps is here to stay. But what’s being described here is but one piece of the learning ecosystem that will be built over the next 5-15 years and will likely be revolutionary in its global impact on how people learn and grow. There will be opportunities for social-based learning, project-based learning, and more — with digital video being a component of the ecosystem, but is and will be insufficient to completely move someone through all of the levels of Bloom’s Taxonomy.
I will continue to track this developing learning ecosystem, but voice-driven personal assistants are already here. Algorithm-based recommendations are already here. Real-time language translation is already here. The convergence of the telephone/computer/television continues to move forward. AI-based bots will only get better in the future. Tapping into streams of up-to-date content will continue to move forward. Blockchain will likely bring us into the age of cloud-based learner profiles. And on and on it goes.
We’ll still need teachers, professors, and trainers. But this vision WILL occur. It IS where things are heading. It’s only a matter of time.
If you are at all interesting in emerging technologies and what several pieces
of our future learning ecosystems — and meeting spaces — could easily look like,
you NEED to watch the entire presentation.
The era of Windows Mixed Reality begins October 17— from blogs.windows.com by Alex Kipman Samsung unveils Windows Mixed Reality headset, AltSpaceVR joins Microsoft, SteamVR catalog coming to Windows Mixed Reality this holiday.
At an event in San Francisco we unveiled our vision for Windows Mixed Reality, announced SteamVR and AltSpaceVR are coming to Windows Mixed Reality, introduced the new Samsung Odyssey HMD, and kicked off the holiday shopping season by announcing the availability of pre-orders for Windows Mixed Reality headsets at the Microsoft Store.
Microsoft held its long-awaited launch of Windows 10 Mixed Reality yesterday, and while most of the new devices and products had been leaked earlier, there were still some big takeaways. Here are some of them:
Mixed Reality: Microsoft gave a demo of what its new platform will do, covering the AR/VR spectrum with games, apps, and experiences. One such experience is Cliff House, a virtual work space and entertainment room.
Altspace VR: When the pioneering social VR app shut down this summer and was rescued by a “third party,” people wondered who that was. Turns out it was Microsoft, which acquired Altspace VR for an undisclosed amount. The acquisition was announced yesterday.
Steam VR and Halo: Microsoft had previously announced that its new Mixed Reality headsets would support Steam VR titles. Developers can now access that support, and consumers will be able to access it later this year. In addition to the hundreds of VR titles available on Steam, on Oct. 17, Microsoft will offer free downloads of Halo Recruit.
Odyssey and other headsets: The new Windows 10 platform is launching alongside a host of new headsets. In addition to the new Odyssey, which was made in partnership with Samsung, there are other headsets forthcoming from Acer, HP, Dell, Lenovo, and Asus.
2018 Olympics: This was announced previously in June, but yesterday Microsoft briefed the press that Intel is partnering with the International Olympic Committee to bring Windows Mixed Reality experiences to the 2018 games.
Watch the Google Pixel 2 event in 19 minutes — from the verge.com by Natt Garun The Google Pixel event has wrapped and we got a good look at a bunch of new hardware lineup this year: the second generation of Pixel smartphones, new Google Homes, a Pixelbook, and a surprise new Google camera that uses artificial intelligence to snap pictures and videos of your family. Is it as weird as it sounds? If you missed the keynote where Google presented everything, here’s a recap of everything Google announced in about two hours cut into a 19-minute video so you can see for yourself if these new products will make it to your shopping list this holiday season.
With Google Earth VR, you can go anywhere in virtual reality. Whether you want to stroll along the canals of Venice, stand at the summit of Mount Kilimanjaro or soar through the sky faster than a speeding bullet, there’s no shortage of things to do or ways to explore. We love this sense of possibility, so we’re bringing Street View to Earth VR to make it easier for you to see and experience the world.
This update lets you explore Street View imagery from 85 countries right within Earth VR. Just fly down closer to street level, check your controller to see if Street View is available and enter an immersive 360° photo. You’ll find photos from the Street View team and those shared by people all around the world.
Learning from the Living [Class] Room: A vision for a global, powerful, next generation learning platform
By Daniel Christian
NOTE: Having recently lost my Senior Instructional Designer position due to a staff reduction program, I am looking to help build such a platform as this. So if you are working on such a platform or know of someone who is, please let me know: danielchristian55@gmail.com.
I want to help people reinvent themselves quickly, efficiently, and cost-effectively — while providing more choice, more control to lifelong learners. This will become critically important as artificial intelligence, robotics, algorithms, and automation continue to impact the workplace.
Learning from the Living [Class] Room:
A global, powerful, next generation learning platform
What does the vision entail?
A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:
“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.
A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
An AI-backed system of analyzing employment trends and opportunities will highlight those courses and “streams of content” that will help someone obtain the most in-demand skills
A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
(Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
(Potentially) Direct access to popular job search sites
(Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)
Further details:
While basic courses will be accessible via mobile devices, the optimal learning experience will leverage two or more displays/devices. So while smaller smartphones, laptops, and/or desktop workstations will be used to communicate synchronously or asynchronously with other learners, the larger displays will deliver an excellent learning environment for times when there is:
A Subject Matter Expert (SME) giving a talk or making a presentation on any given topic
A need to display multiple things going on at once, such as:
The SME(s)
An application or multiple applications that the SME(s) are using
Content/resources that learners are submitting in real-time (think Bluescape, T1V, Prysm, other)
The ability to annotate on top of the application(s) and point to things w/in the app(s)
Media being used to support the presentation such as pictures, graphics, graphs, videos, simulations, animations, audio, links to other resources, GPS coordinates for an app such as Google Earth, other
Other attendees (think Google Hangouts, Skype, Polycom, or other videoconferencing tools)
An (optional) representation of the Personal Assistant (such as today’s Alexa, Siri, M, Google Assistant, etc.) that’s being employed via the use of Artificial Intelligence (AI)
This new learning platform will also feature:
Voice-based commands to drive the system (via Natural Language Processing (NLP))
Language translation (using techs similar to what’s being used in Translate One2One, an earpiece powered by IBM Watson)
Speech-to-text capabilities for use w/ chatbots, messaging, inserting discussion board postings
Text-to-speech capabilities as an assistive technology and also for everyone to be able to be mobile while listening to what’s been typed
Chatbots
For learning how to use the system
For asking questions of – and addressing any issues with – the organization owning the system (credentials, payments, obtaining technical support, etc.)
For asking questions within a course
As many profiles as needed per household
(Optional) Machine-to-machine-based communications to automatically launch the correct profile when the system is initiated (from one’s smartphone, laptop, workstation, and/or tablet to a receiver for the system)
(Optional) Voice recognition to efficiently launch the desired profile
(Optional) Facial recognition to efficiently launch the desired profile
(Optional) Upon system launch, to immediately return to where the learner previously left off
The capability of the webcam to recognize objects and bring up relevant resources for that object
A built in RSS feed aggregator – or a similar technology – to enable learners to tap into the relevant “streams of content” that are constantly flowing by them
Social media dashboards/portals – providing quick access to multiple sources of content and whereby learners can contribute their own “streams of content”
In the future, new forms of Human Computer Interaction (HCI) such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) will be integrated into this new learning environment – providing entirely new means of collaborating with one another.
Likely players:
Amazon – personal assistance via Alexa
Apple – personal assistance via Siri
Google – personal assistance via Google Assistant; language translation
Facebook — personal assistance via M
Microsoft – personal assistance via Cortana; language translation
IBM Watson – cognitive computing; language translation
Education
Virtual Reality to teach the skills needed for the future by enabling learners to explore, play, work as a team, compete, and be rewarded for their achievements through interactive lessons.
Virtual Field Trips
Immersive VRXOne Lab
VR for Arts & Design
Safe Laboratory Practicals through VR
Game based Learning
Geography, Marine Life VR Exploration
Astronomy & Space Research through VR
Architecture & Interiors
VR for Sports & Games
VR to improve Public Speech
Corporate Training Virtual reality (VR) enhances traditional training methods through a new, practical and interactive approach. Improve Knowledge Retention by doing things in an immersive Environment.
* VR based Induction/ Onboarding
* Improving Health & Safety through VR
* Increase Knowledge Retention
* Hands-on VR Training Simulations
* Customer interactivity through VR
* VR to improve Marketing Strategy
* Special purpose training in VR
* High Risk Environment VR Simulation
* Critical National Infrastructure brief on VR
* VR for Business Planning
Healthcare
Virtual Reality has proven great results with 34% of Physical Health and 47% of Mental Health Improvements through various applications and learning programs.
* 360° Live streaming of Surgical Procedure
* Medical & Nursing Simulation
* Emergency Drill Scenario
* VR for pain & anxiety relief
* Assistive Technology for Special Education.
* Interactive Anatomy Lessons
* Yoga, Meditation and Recreational Therapy
* Virtual Medical Consultation
* Motivational Therapy for Aged Citizens
* VR for Medical Tourism
Google has recently released a brand new version of Google Earth for both Chrome and Android. This new version has come with a slew of nifty features teachers can use for educational purposes with students in class. Following is a quick overview of the most fascinating features…