Radar Trends to Watch: July 2022 — from oreilly.com
Developments in AI, Metaverse, Programming, and More

Excerpt (emphasis DSC):

The most important issue facing technology might now be the protection of privacy. While that’s not a new concern, it’s a concern that most computer users have been willing to ignore, and that most technology companies have been willing to let them ignore. New state laws that criminalize having abortions out of state and the stockpiling of location information by antiabortion groups have made privacy an issue that can’t be ignored.

Also relevant/see:

 
 

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

 


 

Virtual reality gives humans a turtle’s-eye view of wildlife — from phys.org by Laurel Hamers, University of Oregon

Excerpt:

A virtual reality simulation designed by a University of Oregon (UO) professor could help spur people to environmental action.

Participants in Project Shell don a virtual reality headset and take on the body of a loggerhead sea turtle, sporting flippers instead of arms. During a 15-minute immersive experience, they journey from a hatchling to an adult turtle, dodging hazards like ships and wayward fishing gear.

Participating in the simulation increased people’s empathy and concern for environmental issues, new research shows. 

“Embodiment of non-human bodies is a powerful tool that environmental storytellers can use,” said Daniel Pimentel, a professor in the UO’s School of Journalism and Communication who led the work. “I hope that this experience can help raise awareness and hopefully engage the public in a way that trickles down to more support.”

From DSC:
While we’re talking turtles, see these miniature creations!

 

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

 

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:


 

The 2022 L&D Global Sentiment Survey — from donaldtaylor.co.uk by Donald Taylor

Excerpt:

This year’s L&D Global Sentiment Survey, the ninth, shows L&D at a turning point, as the result of two forces. One is the demands of organisations, as they emerge from the pandemic, for more training delivery, very often with unchanged or reduced resources for L&D. The other is the need to deal with the emergency measures put in place in 2020 to deal with the immediate impact of COVID-19.

This sense of practitioners being under pressure is amply illustrated by responses to the free text question ‘What is your biggest L&D challenge in 2022?’ 40% of respondents answered, with the answers painting a picture of practitioners being asked to do more, in difficult circumstances, to support the learning of overworked employees and uninterested employers.

It is tempting to see this as a return to business-as-usual for L&D. Hasn‘t it always been the case that the department needed to fight for the attention of both executives and employees? Behind this undeniable reality, however, there are definite signs of longer-term trends emerging.


 


 

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.

 

Will Learning Move into the Metaverse? — from learningsolutionsmag.com by Pamela Hogle

Excerpt:

In its 2022 Tech Trends report, the Future Today Institute predicts that, “The future of work will become more digitally immersive as companies deploy virtual meeting platforms, digital experiences, and mixed reality worlds.”

Learning leaders are likely to spearhead the integration of their organizations’ workers into a metaverse, whether by providing training in using the tools that make a metaverse possible or through developing training and performance support resources that learners will use in an immersive environment.

Advantages of moving some workplace collaboration and learning into a metaverse include ease of scaling and globalization. The Tech Trends report mentions personalization at scale and easy multilingual translation as advantages of “synthetic media”—algorithmically generated digital content, which could proliferate in metaverses.

Also see:

Future Institute Today -- Tech Trends 2022


Also from learningsolutionsmag.com, see:

Manage Diverse Learning Ecosystems with Federated Governance

Excerpt:

So, over time, the L&D departments eventually go back to calling their own shots.

What does this mean for the learning ecosystem? If each L&D team chooses its own learning platforms, maintenance and support will be a nightmare. Each L&D department may be happy with the autonomy but learners have no patience for navigating multiple LMSs or going to several systems to get their training records.

Creating common infrastructure among dispersed groups
Here you have the problem: How can groups that have no accountability to each other share a common infrastructure?

 

Apple Starts Connecting the Dots for Its Next Big Thing — from nytimes.com by Tripp Mickle and Brian X. Chen
The company has enlisted Hollywood directors like Jon Favreau to help its effort to create products that blend the physical and virtual worlds.

Excerpt:

Nearly 15 years after the iPhone set off the smartphone revolution, Apple is assembling the pieces for what it hopes will become its next business-altering device: a headset that blends the digital world with the real one.

The company has enlisted Hollywood directors such as Jon Favreau to develop video content for a headset that it is expected to ship next year, according to three people familiar with that work. Mr. Favreau, an executive producer of “Prehistoric Planet” on Apple TV+, is working to bring that show’s dinosaurs to life on the headset, which looks like a pair of ski goggles and aims to offer virtual- and augmented-reality experiences, these people said.

Speaking of the future, here’s another item regarding what’s coming down the pike:

 

What Is the Metaverse? A Beginner’s Guide to Tech’s Latest Obsession — from singularityhub.com by Aaron Frank; with thanks to Jack Aldrich for this resource
The metaverse is the internet, but it’s also a spatial (and often 3D), game-engine-driven collection of virtual environments.

Excerpts:

A couple months ago, friends and business contacts started asking me for a crash course on my professional research studying virtual environments. Their interest reflects an explosion—which you’ve probably noticed—of noise and hype surrounding something called the “metaverse.”

This article is an introduction for a complete or almost beginner. There’s plenty of mainstream coverage on the topic, but it often conflates concepts: virtual reality is not the metaverse (though it’s related), and crypto/Web3 by itself is not the metaverse (though also related). Confusing, I know. Whether you’re a businessperson or bystander, this is my best effort to lay everything out.

So if the metaverse is just the internet—what about the internet is about to change? To answer that question, I’ve broken this article into four parts:

    1. Spatial Computing (What is that?)
    2. Game Engines (What are those?)
    3. Virtual Environments (Is that the metaverse? …sort of)
    4. Virtual Economies (Please don’t tell me I have to learn about NFTs…you might)

Also see:

 

Into the metaverse: What does it hold for the future of L&D? — from chieflearningofficer.com by Calvin Coffee

Excerpt:

Instead of putting learners in front of 2D videos where they’re answering questions or just clicking boxes, the metaverse allows learners to experience what a job is actually like before accepting and will enable leaders to see if employees are ready for the next level of work. In the same way flight simulators can prepare pilots for many aspects of operating and flying an aircraft, through technologies like VR the metaverse can prepare employees for almost anything at work.

“This technology can impact every stage of the HR journey for an employee,” Belch says. “We all know the interviewing process is flawed and riddled with bias. Let’s have someone do the job and show us whether or not they can do the job.” And if they mess up in VR, they’re not going to take down the whole factory. From hiring and beyond, there is an abundance of potential spaces that the metaverse can capitalize on and improve.

Research in medical training has found that information retention rates can reach 80 percent after a full year of training through immersive simulated experiences compared to just 20 percent for traditional training. “People are picking it up and are much more comfortable performing their tasks after going through the simulation,” Jordan says. “It’s incredibly powerful.”

Also from chieflearningofficer.com:

 

From DSC:
The report below contains some great examples of a few of the elements in a learning ecosystem! Though there are many other elements in a learning ecosystem, tools and technologies are certainly two key components of one.

Some of the topics in this report at:

  • Knowledge bases and knowledge management technology
  • Microlearning
  • Learning record store
  • Learning Experience Platform (LXP)
  • Augmented reality / Virtual reality (AR/VR)
  • Adaptive learning / Intelligent tutor
  • Technology stack

2022 Trends in Learning Technology — from learningguild.com by Steve Foreman

Excerpt:

In this research report, Steve Foreman analyzes recent survey findings to examine eight learning technologies and explore how they impact the L&D space, organizations, customer satisfaction, and more.

This image contains some information regarding the learning record store

 

SXSW EDU Launch Winner Our Worlds Bringing Native American Culture to Life Through Mobile-Based Immersive Reality — from the74million.org by Tim Newcomb

Excerpt:

Take a stroll along the La Jolla Shores Beach in San Diego, and you might find sand between your toes. But users of the new Our Worlds app, winner of the 2022 SXSW EDU Launch Competition, might also find much more. Through augmented reality, they can look at that same stretch of beach and see handmade tule boats from the local Kumeyaay tribe.

Our Worlds launched to highlight Native American history via modern-day technology, putting what founder and CEO Kilma Lattin calls “code to culture” and pushing Native American civilization forward. Lattin says Our Worlds offers a full suite of technology — virtual reality, augmented reality, artificial intelligence — to capture all the components that make a culture.

 

Apple’s first AR/VR headset inches closer to launch — from protocol.com by Nat Rubio-Licht
The company reportedly showed off the device to board members as it makes progress on the headset’s operating system.

Camp K12 Launches Hatch Kids, a Metaverse & AR/VR Creation Platform for Kids — from edtechreview.in by Stephen Soulunii

….

 

 
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