6 trends are driving the use of #metaverse tech today. These trends and technologies will continue to drive its use over the next 3 to 5 years:

1. Gaming
2. Digital Humans
3. Virtual Spaces
4. Shared Experiences
5. Tokenized Assets
6. Spatial Computing
#GartnerSYM

.

“Despite all of the hype, the adoption of #metaverse tech is nascent and fragmented.” 

.

Also relevant/see:

According to Apple CEO Tim Cook, the Next Internet Revolution Is Not the Metaverse. It’s This — from inc.com by Nick Hobson
The metaverse is just too wacky and weird to be the next big thing. Tim Cook is betting on AR.

Excerpts:

While he might know a thing or two about radical tech, to him it’s unconvincing that the average person sufficiently understands the concept of the metaverse enough to meaningfully incorporate it into their daily life.

The metaverse is just too wacky and weird.

And, according to science, he might be on to something.

 

Higher Education in Motion: The Digital and Cultural Transformations Ahead — from er.educause.edu by John O’Brien

Excerpts (emphasis DSC):

In 2015 when Janet Napolitano, then president of the University of California, responded to what she saw as a steadily growing “chorus of doom” predicting the demise of higher education, she did so with a turn of phrase that captured my imagination and still does. She said that higher education is not in crisis. “Instead, it is in motion, and it always has been.”

A brief insert by DSC:
Yes. In other words, it’s a learning ecosystem — with constant morphing & changing going on.

“We insisted then, and we continue to insist now, that digital transformation amounts to deep and coordinated change that substantially reshapes the operations, strategic directions, and value propositions of colleges and universities and that this change is enabled by culture, workforce, and technology shifts.

The tidal movement to digital transformation is linked to a demonstrably broader recognition of the strategic role and value of technology professionals and leaders on campus, another area of long-standing EDUCAUSE advocacy. For longer than we have talked about digital transformation, we have insisted that technology must be understood as a strategic asset, not a utility, and that senior IT leaders must be part of the campus strategic decision-making. But the idea of a strategic role for technology had disappointing traction among senior campus leaders before 2020.

From DSC:
The Presidents, Provosts, CIO’s, board members, influential faculty members, and other members of institutions’ key leadership positions who didn’t move powerfully forward with online-based learning over the last two+ decades missed the biggest thing to hit societies’ ability to learn in 500+ years — the Internet. Not since the invention of the printing press has learning had such an incredible gust of wind put in its sails. The affordances have been staggering, with millions of people now being educated in much less expensive ways (MOOCs, YouTube, LinkedIn Learning, other). Those who didn’t move forward with online-based learning in the past are currently scrambling to even survive. We’ll see how many close their doors as the number of effective alternatives increases.

Instead of functioning as a one-time fix during the pandemic, technology has become ubiquitous and relied upon to an ever-increasing degree across campus and across the student experience.

Moving forward, best of luck to those organizations who don’t have their CIOs at the decision-making table and reporting directly to the Presidents — and hopefully those CIO’s are innovative and visionary to begin with. Best of luck to those institutions who refuse to look up and around to see that the world has significantly changed from the time they got their degrees.

The current mix of new realities creates an opportunity for an evolution and, ideally, a synchronized reimagination of higher education overall. This will be driven by technology innovation and technology professionals—and will be made even more enduring by a campus culture of care for students, faculty, and staff.

Time will tell if the current cultures within many traditional institutions of higher education will allow them to adapt/change…or not.


Along the lines of transformations in our learning ecosystems, also see:


OPINION: Let’s use the pandemic as a dress-rehearsal for much-needed digital transformation — from hechingerreport.org by Jean-Claude Brizard
Schools must get ready for the next disruption and make high-quality learning available to all

Excerpts:

We should use this moment to catalyze a digital transformation of education that will prepare schools for our uncertain future.

What should come next is an examination of how schools can more deeply and deliberately harness technology to make high-quality learning accessible to every learner, even in the wake of a crisis. That means a digital transformation, with three key levers for change: in the classroom, in schools and at the systems level.

Platforms like these help improve student outcomes by enhancing teachers’ ability to meet individual students’ needs. They also allow learners to master new skills at their own pace, in their own way.

As Digital Transformation in Schools Continues, the Need for Enterprising IT Leaders Grows — from edtechmagazine.com by Ryan Petersen

K-12 IT leaders move beyond silos to make a meaningful impact inside and outside their schools.According to Korn Ferry’s research on enterprise leadership, “Enterprise leaders envision and grow; scale and create. They go beyond by going across the enterprise, optimizing the whole organization and its entire ecosystem by leading outside what they can control. These are leaders who see their role as being a participant in diverse and dynamic communities.”

 

 

What might the ramifications be for text-to-everything? [Christian]

From DSC:

  • We can now type in text to get graphics and artwork.
  • We can now type in text to get videos.
  • There are several tools to give us transcripts of what was said during a presentation.
  • We can search videos for spoken words and/or for words listed within slides within a presentation.

Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.



This raises some ideas/questions for me:

  • What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
  • What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
  • Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
  • How might this type of thing impact storytelling?
  • Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
  • What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
  • Will this kind of thing be standard in the next version of the Internet (Web3)?
  • Will this help people with special needs — and way beyond accessibility-related needs?
  • Will data be next (instead of typing in text)?

Hmmm….interesting times ahead.

 

VIRTUAL CAREER EXPLORATION SERIES — from kentisd.org (emphasis DSC)

Kent ISD’s Career Chats are designed to provide 7-12 grade students a virtual opportunity to meet real professionals employed in real jobs.  This series of 30-40 minute sessions will highlight professions in a variety of career pathways, giving students the opportunity to learn more about a career of interest, or to explore new options.  Professionals will share their own career path, along with valuable industry insights that support student career exploration.  Students will have an opportunity to ask their own questions through the platform’s chat function.

 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
.

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

.

Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

Per Adobe today (emphasis DSC):

And we’re live! Starting 9:30am pst on Adobe Live’s YouTube Channel

After years of partnering with the Creative Cloud YouTube channel to bring our community inspiration and advice, Adobe Live will be streaming to our own YouTube channel (+Behance!) starting 9/6! This gives the Adobe Live team an exciting opportunity to connect closely with YOU, our community, through tailored content, YouTube’s community tab and, of course, LIVE streams.

Make sure to subscribe to the Adobe Live channel NOW!
.

Adobe Live is now on YouTube -- as of 9-6-22

 

EdTech Giant Unacademy Launches 50 New Channels On YouTube To Democratise Online Education — from edtechreview.in by Shalini Pathak

Excerpt:

Unacademy, an Indian EdTech unicorn and one of the leading online learning platform, has recently launched 50 new education channels on Google-owned YouTube. The channels significantly help in increasing accessibility for millions of learners across academic and non-academic categories.

Few of these 50 channels are built on the existing content categories as offered by Unacademy. They mark Unacademy’s foray into newer terrains such as ‘Tick Tock Tax’- to simplify the direct and indirect tax concepts, and Life After IIT – a platform to crack JEE and discuss success stories of top rankers.

 

The State of the Digital Divide in the United States — from pcrd.purdue.edu by Roberto Gallardo

Introduction

The COVID-19 pandemic shed a bright light on an issue that has been around for decades: the digital divide. As parents, children, and workers scrambled to learn, socialize, and work from home, adequate internet connectivity became critical. This analysis takes a detailed look at the digital divide as it was in 2020 (latest year available), who it affected, and its socioeconomic implications by using an innovative metric called the digital divide index. It should also increase awareness on this issue as communities and residents prepare to take advantage of a once-in-a-lifetime investment in both broadband infrastructure and digital equity, components of the Infrastructure Investment and Jobs Act.

Data for this analysis came primarily from the U.S. Census Bureau 5-year American Community Survey. Additional sources include but are not limited to the Bureau of Economic Analysis, Lightcast (formerly known as Economic Modeling Specialists, Inc. or EMSI) and Venture Forward by GoDaddy. The unit of analysis was U.S. counties for which DDI scores were calculated 1 .

 

Dive Into AI, Avatars and the Metaverse With NVIDIA at SIGGRAPH — from blogs.nvidia.com

Excerpt:

Innovative technologies in AI, virtual worlds and digital humans are shaping the future of design and content creation across every industry. Experience the latest advances from NVIDIA in all these areas at SIGGRAPH, the world’s largest gathering of computer graphics experts, [which ran from Aug. 8-11].

At SIGGRAPH, NVIDIA CEO Jensen Huang Illuminates Three Forces Sparking Graphics Revolution — from blogs.nvidia.com by Rick Merritt
NVIDIA unveils new products and research to transform industries with AI, the metaverse and digital humans.

NVIDIA AI Makes Performance Capture Possible With Any Camera — from blogs.nvidia.com by Isha Salian
Derivative, Notch, Pixotope and others use NVIDIA Vid2Vid Cameo and 3D body-pose estimation tools to drive performances in real time.

How to Start a Career in AI — from blogs.nvidia.com by Brian Caulfield
Four most important steps to starting a career in AI, seven big questions answered.

As Far as the AI Can See: ILM Uses Omniverse DeepSearch to Create the Perfect Sky — from blogs.nvidia.com by Richard Kerris
Omniverse AI-enabled search tool lets legendary studio sift through massive database of 3D scenes.

Future of Creativity on Display ‘In the NVIDIA Studio’ During SIGGRAPH Special Address — from blogs.nvidia.com by Gerardo Degaldo
Major NVIDIA Omniverse updates power 3D virtual worlds, digital twins and avatars, reliably boosted by August NVIDIA Studio Driver; #MadeInMachinima contest winner revealed.

What Is Direct and Indirect Lighting? — from blogs.nvidia.com by JJ Kim
In computer graphics, the right balance between direct and indirect lighting elevates the photorealism of a scene.

NVIDIA Studio Laptops Offer Students AI, Creative Capabilities That Are Best in… Class — from blogs.nvidia.com by Gerardo Degaldo
Designed for creativity and speed, Studio laptops are the ultimate creative tool for aspiring 3D artists, video editors, designers and photographers.

Design in the Age of Digital Twins: A Conversation With Graphics Pioneer Donald Greenberg — from blogs.nvidia.com by Rick Merritt
From his Cornell office, home to a career of 54 years and counting, he shares with SIGGRAPH attendees his latest works in progress.

 

Nvidia launches new metaverse efforts at SIGGRAPH — from inside.com

Excerpt:

There is an increasing overlap between computer graphics, the metaverse and AI and that overlap is exactly what is on display this week at the SIGGRAPH 2022 conference, where Nvidia is revealing its latest set of software innovations for computer graphics.

[On 8/11/22] at the conference, Nvidia announced a series of technology innovations that bring the metaverse and AI closer together than ever before. Among the announcements is the Nvidia Omniverse Avatar Cloud Engine, which is a set of tools and services designed to create AI-powered virtual assistants.

Also relevant/see:

Nvidia Sees a Metaverse Populated With Lifelike Chatbot Avatars
— from cnet.com by Stephen Shankland

Excerpt:

What’s happening
Nvidia announced technology to let metaverse developers create lifelike avatars that can give an animated human face to the computers that people will interact with online.

Why it matters
The metaverse needs new computing tools if it’s to live up to its potential of new 3D realms for working, learning, socializing and goofing off, and Nvidia’s technology could also eventually give humans a new look online, not just bots.

 

The future of learning: Co-creating skills development strategies with employee preferences — from chieflearningofficer.com by Stacey Young Rivers
The limitations of developing just-in-time learning strategies perpetuate a paradigm where learning and development can appear ineffective for teams that have to move quickly and fail fast.

Excerpt:

I believe the future of learning will be a system where employees and learning teams co-create experiences. No longer will skills development programs be created in silos for employees to consume. Gone will be the days of conducting exhaustive needs analysis that can add layers of complexity for program delivery.

The limitations of developing just-in-time learning strategies perpetuate a paradigm where learning and development can appear ineffective for teams that have to move quickly and fail fast. Thinking about how to overcome these challenges conjures a solution similar to a metaverse, a persistent virtual world that is always open. One value proposition of a metaverse is that everyone can create their own adventure in an ecosystem supporting curiosity and experimentation, two areas undergirding skills development.

With this lens, understanding employee preferences for learning is the beginning of co-creating experiences, and one approach for how L&D leaders can begin to structure skills development programs. While conducting a study to engage employees in training, we uncovered new insights into where corporate L&D is headed in the future.

Also relevant here, see:

Workplace Learning: Still a Mess — from eliterate.us by Michael Feldstein

Excerpt:

There’s a mantra these days that higher education needs to get better at listening to industry so they can better prepare students for work. And while there is definitely some truth to that, it assumes that “industry” knows what it needs its workers to know. Former HP CEO Lew Platt once famously said, “If only Hewlett Packard knew what Hewlett Packard knows, we’d be three times more productive.”

In other words, a lot of vital know-how is locked up in pockets within the organization. It doesn’t reach either the training folks or the HR folks. So how are either universities or EdTech professional development companies supposed to serve an invisible need?

It’s not that they don’t know how to learn or they don’t like to learn online. It’s because their experience tells them that their valuable time spent “learning” might not equate to actual skills development.


Addendum on 8/15/22:


 

The Metaverse Is Not a Place — from oreilly.com by Tim O’Reilly
It’s a communications medium.

Excerpt:

Foundations of the metaverse
You can continue this exercise by thinking about the metaverse as the combination of multiple technology trend vectors progressing at different speeds and coming from different directions, and pushing the overall vector forward (or backward) accordingly. No new technology is the product of a single vector.

So rather than settling on just “the metaverse is a communications medium,” think about the various technology vectors besides real-time communications that are coming together in the current moment. What news from the future might we be looking for?

  • Virtual Reality/Augmented Reality
  • Social media
  • Gaming
  • AI
  • Cryptocurrencies and “Web3”
  • Identity

#metaverse #AI #communications #gaming #socialmedia #cryptocurrencies #Web3 #identity #bots #XR #VR #emergingtechnologies

 

Online Learning, From the Margins to the Center — from insidehighered.com by Ray Schroeder
Online learning has evolved over the past 25 years from a niche position on the margins of higher ed to the leading driver of growth in enrollment and innovation.

Excerpt:

Online learning has grown from a marginal niche of higher ed to the largest provider of postsecondary learning in the world. We are now on the cusp of yet another technological evolution in the delivery of online learning. The advent of the metaverse in higher education is closer than many casual observers may think. By 2025, we will begin to see significant numbers of offerings using avatars and immersive technologies such as virtual reality, augmented reality and extended reality engaging learners at a distance.

Do you have developmental immersion laboratories for your faculty and staff to prepare for 2025? Who at your university is advocating for the integration of VR, AR and XR into online delivery? Are you already collaborating with industry and business in developing the most effective and relevant technology-enhanced online programs that will meet their needs? Those who lead in these ventures will set the standards and gain the recruiting advantage in higher education.

 

Brands Are Already Making Millions in the Metaverse. Here’s What Business Owners Need To Know. — from inc.com by Ben Sherry
Entrepreneurs who follow Gen-Z into the metaverse could gain a competitive advantage.

Excerpt (emphasis DSC):

If you’re still skeptical about the metaverse, you certainly aren’t alone. According to a recent survey, 55 percent of adults with yearly incomes over $100,000 said they were not interested or excited about the concept, while 37 percent said they were primarily worried about it. Only 6 percent of respondents claimed to be excited about the metaverse.

Those numbers might not seem encouraging, but it’s important to remember that one of the most popular metaverse platforms currently available, Roblox, averages more than 54 million daily users, the vast majority of whom are Gen-Z or younger. Those users have cumulatively spent more than $1 billion on digital items such as outfits or accessories designed to be worn by player avatars in addition to in-experience upgrades and various other paid features.

From DSC:
The article stated that over 30 million virtual worlds had been created from scratch using Roblox Studio, the platform’s creation engine. So youth are creating, sharing, and participating in virtual worlds all the time…while experimenting, playing, and practicing their creativity. This all is done outside of school. Hmm…

 

 

The Metaverse Will Reshape Our Lives. Let’s Make Sure It’s for the Better. — from time.com by Matthew Ball

Excerpts (emphasis DSC):

The metaverse, a 30-year-old term but nearly century-old idea, is forming around us. Every few decades, a platform shift occurs—such as that from mainframes to PCs and the internet, or the subsequent evolution to mobile and cloud computing. Once a new era has taken shape, it’s incredibly difficult to alter who leads it and how. But between eras, those very things usually do change. If we hope to build a better future, then we must be as aggressive about shaping it as are those who are investing to build it.

The next evolution to this trend seems likely to be a persistent and “living” virtual world that is not a window into our life (such as Instagram) nor a place where we communicate it (such as Gmail) but one in which we also exist—and in 3D (hence the focus on immersive VR headsets and avatars).

 

Matthew Ball on the metaverse: We’ve never seen a shift this enormous — protocol.com by Janko Roettgers
The leading metaverse theorist shares his thoughts on the sudden rise of the concept, its utility for the enterprise and what we still get wrong about the metaverse.

Excerpts:

What are the biggest misconceptions about the metaverse?
First, the idea that the metaverse is immersive virtual reality, such as an Oculus or Meta Quest. That’s an access device. It would be akin to saying the mobile internet is a smartphone.

We should think of the metaverse as perhaps changing the devices we use, the experiences, business models, protocols and behaviors that we enjoy online. But we’ll keep using smartphones, keyboards. We don’t need to do all video conferences or all calls in 3D. It’s supplements and complements, doesn’t replace everything.

Also relevant/see:

A former Amazon exec thinks Disney will win the metaverse — from protocol.com by

Excerpt:

This month, Ball is publishing his book, “The Metaverse: And How It Will Revolutionize Everything.” The work explains in detail what the metaverse is all about and which shifts in tech, business and culture need to fall into place for it to come into existence.

How will the metaverse change Hollywood? In his book, Ball argues that people tend to underestimate the changes new technologies will have on media and entertainment.

  • Instead of just seeing a movie play out in 360 degrees around us, we’ll want to be part of the movie and play a more active role.
  • One way to achieve that is through games, which have long blurred the lines between storytelling and interactivity. But Ball also predicts there will be a wide range of adjacent content experiences, from virtual Tinder dates in the “Star Wars” universe to Peloton rides through your favorite movie sets.

Addendum on 7/24/22:

Neurodiversity, Inclusion And The Metaverse — from workdesign.com by Derek McCallum

Excerpt:

Innovation in virtual and augmented reality platforms and the vast opportunities connected to the metaverse are driving innovation in nearly every industry. In the workplace, future-focused companies are increasingly exploring ways to use this nascent technology to offer workers more choices and better support for neurodiverse employees.

It would be nearly impossible to list all the challenges and opportunities associated with this technology in a single article, so I’ll keep things focused on an area that is top-of-mind right now as many of us start to make our way back into the office—the workplace. The truth is, while we can use our expertise and experience to anticipate outcomes, no one truly knows what the metaverse will become and what the wide-ranging effects will be. At the moment, the possibilities are exciting and bring to mind more questions than answers. As a principal and hands-on designer in a large, diverse practice, my hope is that we will be able to collectively harness the inherent opportunities of the metaverse to support richer, more accessible human experiences across all aspects of the built environment, and that includes the workplace.


 
© 2024 | Daniel Christian