CES 2020: Finding reality in a deluge of utopia — from web-strategist.com by Jeremiah Owyang

Excerpts:

One of my strategies is to look past the products that were announced, and instead find the new technologies that will shed light on which products will emerge such as sensors and data types.

The trick to approaching CES: Look for what creates the data, then analyze how it will be used, therein lies the power/leverage/business model of the future.

Sharp’s augmented windows give us an interesting glimpse of what retail could look like if every window was a transparent screen…

Rivian, the new electric truck company, which is funded by both Ford and Amazon was featured at the Amazon booth, with a large crowd, each wheel has an independent motor and it’s Alexa integrated – watch out Cybertruck.

Caution: “Data leakage” (where your data ends up in places you didn’t expect) is frightening, and people will start to care. The amount of devices present, that offer data collection to unknown companies in unknown countries is truly astounding. Both from a personal, business, and national security perspective, consumers and businesses alike really don’t know the ramifications of all of this data sharing.

Also see:

 

XR for Teaching and Learning — from educause

Key Findings

  • XR technologies are being used to achieve learning goals across domains.
  • Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
  • Integration of XR into curricula faces two major challenges: time and skills.
  • The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
  • The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.

XR for Teaching and Learning

 

Creativity Required: How a Tesla Partnership is Setting the Stage for Program and Credential Innovation — from evolllution.com by Lenore Rodicio
By building strong employer partnerships and bringing a creative approach to program design and credentialing, it’s possible for colleges to create opportunities for learners to build the skills they need to work while progressing toward a degree.

Excerpt:

So for this particular program, a new state-of-the-art facility is being specifically constructed at MDC’s west campus from the ground up. Tesla provides the vehicles, equipment, instructors, tools and curriculum for hands-on learning.

 

Here’s another item that deals with creativity:

  • Digital Transformation: A Focus on Creativity, Not Tools — from campustechnology.com by Mary Grush and Ellen Wagner
    Excerpt:
    It is easier to talk about [the technology tools] than it is to talk about the things people need to do to adapt to working with the new tools. And what’s odd is the lack of anticipation about the potential of digital transformation to open up true innovation and creativity. That’s the real prize, and it seems like this point is often missed.

    Of course, in my role as a researcher at the Mixed Emerging Technology Integration Lab (the METIL lab) at the University of Central Florida’s Institute for Simulation and Training, I’ve begun work on three new projects that incorporate simulation, mobile, and artificial intelligence. We don’t just learn about the tools; we study their impact and how they can extend creativity.For another example of related research, take a look at ShapingEdu and the Humersive Learning Project at Arizona State University. There, the researchers look specifically at immersive learning and how to humanize it while fostering innovation.
 

Turn Your Home Into A Mixed Reality Record Store With Spotify On Magic Leap — from vrscout.com by Kyle Melnick

“We see a time in the not too distant future when spatial computing will extend into the wider world of podcasts, audiobooks and storytelling,” continues Magic Leap in their post. “And this is just the beginning. The launch of Spotify marks an evolution in the way you can see, hear and experience the bands and artists that you love. It’s an exciting time for music. For musicians. For developers. And for music-lovers the world over.”

 

Six Examples of Augmented Reality in Performance Support — from learningsolutionsmag.com by Jeff Batt

Excerpt:

What do you think of when you hear the words “performance support”? We may all have our interpretation, but for me, performance support gives the learner instruction on how to perform actions while on the job and in the moment they need it. That has AR written all over it.

AR in performance support puts learning content in the context of what the learner is seeing. It enhances the real world, and it guides the learner through steps they need to take in the real world and even allows them to explore content they cannot easily access otherwise.

That has enormous potential for the learning and development space and gets me super excited about using AR. In this article, I’ll explore some possible scenarios for using AR in your performance support materials.

 

How technology is helping those on the autism spectrum master the job interview — from miamiherald.com by Nancy Dahlberg, with thanks to Beth DeWilde out on LinkedIn for this resource

Excerpt:

That need is real: Nationally, some 80% of adults with autism are unemployed and most are never able to live independently. Through its programs, Dan Marino’s success rate has been impressive: Over the past four years, about 72% of its Marino Campus students have found employment.

 

 

FTI 2020 Trend Report for Entertainment, Media, & Technology [FTI]

 

FTI 2020 Trend Report for Entertainment, Media, & Technology — from futuretodayinstitute.com

Our 3rd annual industry report on emerging entertainment, media and technology trends is now available.

  • 157 trends
  • 28 optimistic, pragmatic and catastrophic scenarios
  • 10 non-technical primers and glossaries
  • Overview of what events to anticipate in 2020
  • Actionable insights to use within your organization

KEY TAKEAWAYS

  • Synthetic media offers new opportunities and challenges.
  • Authenticating content is becoming more difficult.
  • Regulation is coming.
  • We’ve entered the post-fixed screen era.
  • Voice Search Optimization (VSO) is the new Search Engine Optimization (SEO).
  • Digital subscription models aren’t working.
  • Advancements in AI will mean greater efficiencies.

 

 

XR for Teaching and Learning — from library.educause.edu

Excerpt:

The HP/EDUCAUSE Campus of the Future project is now in its second year of investigation into the benefits of XR for teaching, learning, and research at the institution. Our most recent report focuses on the types of learning goals that are effectively supported by XR technology.

See what institutions participating in the XR project discovered about achieving learning goals, effective pedagogical uses, curricula integration challenges, XR adoption requirements, and factors influencing effectiveness.

 

Also see:

 

NVIDIA announces CloudXR for AR/VR rendering of SteamVR applications over 5G — from roadtovr.com by Ben Lang

Excerpt:

At MWC Los Angeles this week, NVIDIA CEO Jensen Huang demonstrated the company’s CloudXR platform which is made to stream cloud-rendered AR and VR content over 5G connections. Built to support SteamVR/OpenVR content out of the box, Nvidia says it will release a CloudXR SDK to enable companies to offer AR and VR content from the cloud.

Nvidia wants to leverage GPU-based cloud infrastructures to enable businesses to render high-end AR and VR visuals remotely and deliver them to customers over 5G. The idea is to remove VR’s high-end hardware barrier by rendering the visuals in the cloud and streaming them to a host device which itself doesn’t need particularly beefy or expensive hardware. Nvidia already offers a very similar service called GeForce Now, but it’s for traditional games rather than VR.

 
 

The 7 biggest technology trends in 2020 everyone must get ready for now — from forbes.com by Bernard Marr

Excerpts:

  • AI-as-a-service
  • 5G data networks
  • Autonomous Driving
  • Personalized and predictive medicine
  • Computer Vision
  • Extended Reality
  • Blockchain Technology

 

From DSC:
I appreciate this list from Bernard. I would also add voice-enabled interfaces/products (NLP) to this list, as well as more integration of AI into learning-related applications and services. 

For the federal agencies, state representatives, senators, law schools, students in law school, lawyers, legislators, CIO’s, and CEO’s etc. out there: Are you/we ready for these? Given the pace of exponential change, how are you seeking to keep a pulse-check on these types of emerging technologies and their impacts on our society? How are you/we guiding the development of these emerging technologies?

 

How augmented reality will overhaul our most crucial industries — from singularityhub.com by Peter Diamandis

Excerpts:

Healthcare
(1) Surgeons and physicians
(2) Assistance for those with disabilities
(3) Biometric displays

Retail & Advertising
(1) Virtual shopping
(2) Advertising

Education & Travel
(1) Customized, continuous learning

Within the classroom, Magic Leap One’s Lumin operating system allows multiple wearers to share in a digital experience, such as a dissection or historical map. And from a collaborative creation standpoint, students can use Magic Leap’s CAD application to join forces on 3D designs.

In success, AR’s convergence with biometric sensors and AI will give rise to an extraordinarily different education system: one comprised of delocalized, individually customizable, responsive, and accelerated learning environments.

(2) Training
(3) Travel

Manufacturing
(1) Design
(2) Supply chain optimization
(3) Quality assurance & accessible expertise

Transportation & Navigation
(1) Autonomous vehicles
(2) Navigation

Entertainment
(1) Gaming
(2) Art

 

Top jobs in 2040 will involve virtual reality, artificial intelligence & robotics — from themanufacturer.com by Jonny Williamson
Emerging technologies such as virtual reality (VR), artificial intelligence (AI) and robotics will strongly influence the careers we do in the future, according to new research from BAE Systems.

Excerpt:

  • Almost half of young people (47%) aged between 16-24 believe that one day they will work in a role that doesn’t exist yet, but only one-in-five (18%) think they are equipped with the skills required to future-proof their careers.
    .
  • Three-quarters (74%) also feel that they are not getting enough information about careers that will be available in the future.

 

 

5 emerging tech trends impacting the enterprise — from campustechnology.com by Rhea Kelly

Excerpts:

Gartner’s Emerging Technologies Hype Cycle focuses specifically on new technologies (not previously highlighted in past Hype Cycles) that “show promise in delivering a high degree of competitive advantage over the next five to 10 years.” The five most impactful trends to watch this year are:

  1. Sensing and mobility.
  2. Augmented human.
  3. Postclassical compute and comms.
  4. Digital ecosystems.
  5. Advanced AI and analytics.
 

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.

 

 

 

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