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.

 

 

 
 

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.

 


 

 

 


 

 

Per Jacob Strom at HeraldPR.com:

KreatAR, a subsidiary of The Glimpse Group, is helping change the way students and teachers are using augmented reality technology with PostReality, to help make learning more interactive with poster boards.

See:

 


Also see:

 

 

Imagining new futures for students, nurses, prisoners and more — from extendedmind.io

Excerpt:

Jessica Outlaw and Trevor F. Smith hosted an interdisciplinary gathering of educators, technologists, and designers at the Outlaw Center for Immersive Behavioral Science at Concordia University to discuss how instructional design can be transformed by the unique capabilities of immersive web technology, with an emphasis on VR & AR.

This blog is part 2 of the recap of the Instructional Design Summit that took place on June 3, 2019. To read part 1, which covered what experts in instructional design said about the immersive web, click here.

In this blog post, we will share output from the day’s workshop activity. The goal was to stimulate new ideas, build connections across disciplines, and give participants the experience of imagining multiple futures in a systemic way.

 

From DSC:
I appreciated their offering up potential scenarios or futures for each area. We all need to be doing this and thinking like this.

 

 
© 2024 | Daniel Christian