How tech is helping courtroom newbies become virtual pros — from law360.com by Brandon Lowrey

Excerpt:

You walk into a courtroom and a woman strides toward you with an outstretched hand, rattling off details about a new case. There’s a settlement conference this afternoon, you learn — and you’re going to be there representing your new client.

If you don’t know who this person is, just look at the words hovering over her head: “Supervising Attorney.” Nervous because you’ve never been in a courtroom before? Don’t worry — you still haven’t.

This is how a virtual-reality training video begins for some attorneys who have volunteered to handle pro bono renter-landlord cases through the San Francisco Bar Association.

They don virtual reality goggles to prepare for their first courtroom experiences. Harvard Law Access to Justice Lab researchers hope that the program will embolden attorneys who’ve only worked in front of a computer screen rather than a judge to volunteer at pro bono clinics to help out in the courtroom.

This can be a terrifying prospect for some attorneys, and it’s a big reason why many wash out when they discover what’s expected of them.

 

The program in San Francisco is one of several planned studies to see whether a 15-minute virtual reality experience might make attorneys usually holed up in cubicles more willing to take on pro bono work and, when they do, win better outcomes for their clients. If it works, it could become a more widely used tool used to prepare attorneys in legal-aid settings and beyond.

 

Also see:

 

Israeli tech co. uses virtual & augmented reality tech to help Christians engage with the Bible — with thanks to Heidi McDow for the resource
Compedia Partners with U.S. Clients to Utilize Company’s Biblical Knowledge and Technological Expertise

TEL AVIV, Israel, Aug. 7, 2019 – Compedia, an Israel-based business-to-business tech company, is using virtual reality technology to service Christian clients with products that help users engage with the Bible in a meaningful way.

Compedia partnered with The Museum of the Bible in Washington, D.C., which attracted more than 1 million visitors during its first year of operation, to help bring the museum’s exhibits to life. With the help of Compedia’s innovation, visitors to the museum can immerse themselves in 34 different biblical sites through augmented reality tours, allowing them to soar across the Sea of Galilee, climb the stairs of the Temple Mount, explore the Holy Sepulchre and so much more. In addition to creating on-site attractions for The Museum of the Bible, Compedia also created a Bible curriculum for high-school students that includes interactive maps, 3-D guides, quizzes, trivia and more.

“Many people are dubious of augmented and virtual reality, but we see how they can be used for God’s glory,” said Illutowich. “When clients recognize how attentive users are to the Bible message when it’s presented through augmented and virtual reality, they see the power of it, too.”

In addition to their passion for furthering Bible education, Compedia is committed to developing products that help educators engage students of all types. The company is currently in partnership with a number of educational institutions and schools around the U.S. to utilize its interactive technology both in the classroom and in the online learning space. Other client collaborations include Siemens, Sony and Intel, to name a few.

About Compedia
Compedia uses cutting-edge technology to help students succeed by making education more fun, engaging, and meaningful. With over 30 years of experience in developing advanced learning solutions for millions of people in 50 countries and 35 languages, Compedia offers expertise in visual computing, augmented reality, virtual reality and advanced systems, as well as instructional design and UX.

 


 

 

 


 

 

DSC: Holy smokes!!! How might this be applied to education/learning/training in the 21st century!?!

DC: Holy smokes!!! How might this be applied to education/learning/training in the 21st century!?!

 

“What if neither distance nor language mattered? What if technology could help you be anywhere you need to be and speak any language? Using AI technology and holographic experiences this is possible, and it is revolutionary.”

 

 

Also see:

Microsoft has a wild hologram that translates HoloLens keynotes into Japanese — from theverge.com by
Azure and HoloLens combine for a hint at the future

Excerpt:

Microsoft has created a hologram that will transform someone into a digital speaker of another language. The software giant unveiled the technology during a keynote at the Microsoft Inspire partner conference [on 7/17/19] in Las Vegas. Microsoft recently scanned Julia White, a company executive for Azure, at a Mixed Reality capture studio to transform her into an exact hologram replica.

The digital version appeared onstage to translate the keynote into Japanese. Microsoft has used its Azure AI technologies and neural text-to-speech to make this possible. It works by taking recordings of White’s voice, in order to create a personalized voice signature, to make it sound like she’s speaking Japanese.

 

 

 

A new immersive classroom uses AI and VR to teach Mandarin Chinese — from technologyreview.com by Karen Hao
Students will learn the language by ordering food or haggling with street vendors on a virtual Beijing street.

Excerpt:

Often the best way to learn a language is to immerse yourself in an environment where people speak it. The constant exposure, along with the pressure to communicate, helps you swiftly pick up and practice new vocabulary. But not everyone gets the opportunity to live or study abroad.

In a new collaboration with IBM Research, Rensselaer Polytechnic Institute (RPI), a university based in Troy, New York, now offers its students studying Chinese another option: a 360-degree virtual environment that teleports them to the busy streets of Beijing or a crowded Chinese restaurant. Students get to haggle with street vendors or order food, and the environment is equipped with different AI capabilities to respond to them in real time.

 

 

45% of ORs will be integrated with artificial intelligence by 2022 – from healthitanalytics.com by Jessica Kent
Operating rooms will become infused with artificial intelligence in the coming years, with interoperability and partnerships fueling growth.

Excerpt:

Thirty-five percent to 45 percent of operating rooms (ORs) in the US and beyond will become integrated with artificial intelligence and virtual reality technologies by 2022, according to a recent Frost & Sullivan analysis.

AI, virtual reality, and other advanced tools will enable ORs to use intelligent and efficient delivery options to improve care precision. Robotic-assisted surgery devices (RASDs) will play a key role in driving the $4.5 billion US and European hospital and OR products and solutions market to $7.04 billion by 2022, the analysis said.

 

Bigscreen TV launches with 50+ channels of video content — from vrscout.com by Allison Hollender

Excerpts:

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.


“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.

 

How might immersive techs like those found in BigScreen TV impact teaching and learning related experiences?

 

From DSC:
Interesting…how might technologies and vendors like Bigscreen TV impact learning-related experiences? Hmmm….time will tell.

 
 

The World’s First Full in VR Semester Course Taught by Survios CTO — from medium.com by Rahel Demant

Excerpt:

VR First is excited to announce its strategic partnership with Axon Park?—?the world’s first educational campus in VR. To kick things off, they are running a full semester course taught in VR. Launching this fall, the course will teach expert-level Unreal Engine VR development, taught remotely by Survios CTO and Co-Founder Alex Silkin with support from the Unreal Engine team.

To enable Axon Park’s commitment to diversity and inclusion through immersive education, VR First has signed a strategic partnership with Axon Park, an organization which maintains the largest network of VR lab enabled universities and science parks internationally. Together, Axon Park and VR First are announcing a needs-based scholarship program that will provide students with low cost or free access to VR hardware and resources through their partner network of 850 universities. With their expertise in VR/AR workforce education and regional tech cluster facilities, VR First is the international distribution partner for Axon Park training solutions to universities, businesses and governments.

 

 

Also see:

Axon Park -- in fall 2019, delivering the world’s first full in VR semester course

 

 

Amy Peck (EndeavorVR) on enterprises’ slow adoption of AR and the promise in education — from thearshow.com by Jason McDowall

Description:

In this conversation, Amy and [Jason McDowall] discuss the viability of the location-based VR market and the potential for AR & VR in childhood education.

We get into the current opportunities and challenges in bringing spatial computing to the enterprise. One of these challenges is the difficulty in explaining a technology that needs to be directly experienced, so much so that Amy now insists C-level executives put on a headset as a first step in the consulting process.

We also talk about VR & AR in healthcare, and the potential impact of blockchain technology.

Fast forward to 29:15 or so for the piece
of this podcast that relates to education.

Also see:

Reality Check: The marvel of computer vision technology in today’s camera-based AR systems — from arvrjourney.com by Alex Chuang
How does mobile AR work today and how will it work tomorrow

Excerpt:

AR experiences can seem magical but what exactly is happening behind the curtain? To answer this, we must look at the three basic foundations of a camera-based AR system like our smartphone.

  • How do computers know where it is in the world? (Localization + Mapping)
  • How do computers understand what the world looks like? (Geometry)
  • How do computers understand the world as we do? (Semantics)

 

 

9 amazing uses for VR and AR in college classrooms — from campustechnology.com by Dian Schaffhauser
Immersive technologies can help students understand theoretical concepts more easily, prepare them for careers through simulated experiences and keep them engaged in learning.

Excerpt:

Immersive reality is bumping us into the deep end, virtually speaking. Colleges and universities large and small are launching new labs and centers dedicated to research on the topics of augmented reality, virtual reality and 360-degree imaging. The first academic conference held completely in virtual reality recently returned for its second year, hosted on Twitch by Lethbridge College in Alberta and Centennial College in Toronto. Majors in VR and AR have begun popping up in higher education across the United States, including programs at the Savannah School of Design (GA), Shenandoah University (VA) and Drexel University Westphal (PA). Educause experts have most recently positioned the timing for broad adoption of these technologies in education at the two-year to three-year horizon. And Gartner has predicted that by the year 2021, 60 percent of higher education institutions in the United States will “intentionally” be using VR to create simulations and put students into immersive environments.

If you haven’t already acquired your own headset or applied for a grant from your institution to test out AR or VR for instruction, it’s time. We’ve done a scan of some of the most interesting projects currently taking place in American classrooms to help you imagine the virtual possibilities.

 


 

 

Virtual reality helping those with developmental disabilities — from kivitv.com by Matt Sizemore
How VR is making autistic individuals more independent

Excerpts:

EAGLE, IDAHO — If you think modern day virtual reality is just for gaming, think again. New technology is helping those with developmental disabilities do more than ever before, and much of that can be found right in their own backyard.

“I see unlimited potential inside of their minds. I see us being able to unlock a certain person who can achieve things that we never thought could be done, and all of this could happen off of just exposing them to virtual reality,” said Smythe.

VR1 and the Autism XR Institute are constantly creating tools and ideas to help kids and adults with autism live a more independent life through virtual reality.

 

Also see:

Making a final wish comes true: Hospice expanding virtual reality therapy — from galioninquirer.com by Russell Kent

Excerpt:

ASHLAND — Hospice of North Central Ohio is extending its virtual reality therapy (VRT) in an effort to help Richland County hospice and palliative patients fulfill their last wishes, thanks to a $7,000 grant from the Robert and Esther Black Family Foundation Fund of The Richland County Foundation.

VRT uses video technology to generate realistic 360-degree, photographic or animated three-dimensional images, accompanied by sounds from the actual environment. When donning the headset and headphones, viewers are surrounded by visuals and sounds that give the impression of being physically present in the environment. Virtual reality therapy treatment allows patients to relive memories, return to places of emotional significance, or experience something or somewhere that they desire.

 

Augmented Reality and Virtual Reality | The Future of Healthcare — from creativitism.blog by with thanks to Woontack Woo for this resource

Excerpt:

When we talk about virtual reality, most people think about its advancement in the gaming industry. But now Virtual Reality (VR) and Augmented Reality (AR) is being introduced in other sectors as well. A great example is the use of VR in the medical sector: the application of this latest technology has entered the field of healthcare and can bring great difference and be of great help both in training and in the practice of medical activities.

In fact, the medical sector is one of the main fields of action of Virtual Reality. There are so many applications to help both doctors and patients. The advantages of Virtual Reality are now applied in surgeries, in patients with disorders and phobias, in the treatment of diseases and especially in medical training.Frequently, people have such disorders as: tachycardia, panic attacks, antisocial behavior, anxiety, as well as psychological trauma after violence, traffic accidents, etc. Using VR / AR applications, patients receive a course of rehabilitation therapy.

 

AR and VR -- the future of healthcare

 

Also see:

 

 

How blockchain, virtual assistants and AI are changing higher ed — from educationdive.com by Ben Unglesbee

Dive Brief:

  • In the coming years, advanced technologies like mixed reality, artificial intelligence (AI), blockchain and virtual assistants could play a bigger role at colleges and universities, according to a new report from Educause, a nonprofit focused on IT’s role in higher ed.
  • The 2019 Horizon Report, based on a panel of higher ed experts, zeroes in on trends, challenges and developments in educational technology. Challenges range from the “solvable,” such as improving digital fluency and increasing demand for digital learning experiences, to the “wicked.” The latter includes rethinking teaching and advancing digital equity.
  • The panel contemplated blockchain’s use in higher ed for the first time in the 2019 report. Specifically, the authors looked at its potential for creating alternative forms of academic records that “could follow students from one institution to another, serving as verifiable evidence of learning and enabling simpler transfer of credits across institutions.”

 

 

Collaborate in VR and AR with the Wild’s Revit Add-In — from revitiq.com by Gabe Paez

Excerpt:

Sharing your model in The Wild enables you to cohabitate the space with your collaborators. Anyone with access can join using their own virtual reality headset and explore the space with you, whether they’re located in the same building or across the world.

 

 

From DSC:
First of all, an article:

The four definitive use cases for AR and VR in retail — from forbes.com by Nikki Baird

AR in retail

Excerpt (emphasis DSC):

AR is the go-to engagement method of choice when it comes to product and category exploration. A label on a product on a shelf can only do so much to convey product and brand information, vs. AR, which can easily tap into a wealth of digital information online and bring it to life as an overlay on a product or on the label itself.

 

From DSC:
Applying this concept to the academic world…what might this mean for a student in a chemistry class who has a mobile device and/or a pair of smart goggles on and is working with an Erlenmeyer flask? A burette? A Bunsen burner?

Along these lines...what if all of those confused students — like *I* was struggling through chem lab — could see how an experiment was *supposed to be done!?*

That is, if there’s only 30 minutes of lab time left, the professor or TA could “flip a switch” to turn on the AR cloud within the laboratory space to allow those struggling students to see how to do their experiment.

I can’t tell you how many times I was just trying to get through the lab — not knowing what I was doing, and getting zero help from any professor or TA. I hardly learned a thing that stuck with me…except the names of a few devices and the abbreviations of a few chemicals. For the most part, it was a waste of money. How many students experience this as well and feel like I did?

Will the terms “blended learning” and/or “hybrid learning” take on whole new dimensions with the onset of AR, MR, and VR-related learning experiences?

#IntelligentTutoring #IntelligentSystems #LearningExperiences
#AR #VR #MR #XR #ARCloud #AssistiveTechnologies
#Chemistry #BlendedLearning #HybridLearning #DigitalLearning

 

Also see:

 

“It is conceivable that we’re going to be moving into a world without screens, a world where [glasses are] your screen. You don’t need any more form factor than [that].”

(AT&T CEO)

 

 

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