From DSC:
I posted an item yesterday warning parents of the potential dangers of Pokémon Go.  But I don’t want to leave it at that. I’m generally pro-technology and there are many solid, good, positive reasons for using most technologies.  So I also want to post some other, more positive items showing the enormous success of this augmented reality (AR)-based app.


 

PokemonGo-HugeSuccess-July2016

 

 

5 Crazy Facts That Prove the Ridiculous Popularity of ‘Pokemon GO’ — from uploadvr.com by David Jagneaux

Excerpts:

  • Nintendo’s Valuation Increased by $9 Billion
  • People Are Already Using it As Much as Twitter
  • It’s Helping People Fight Depression and Anxiety
  • Businesses Are Changing the Way They Operate
  • Pokemon GO is Bringing People Closer to Together

 

 

 

The Weekend Pokémon Go Took Over America — from wired.com by Emily Dreyfuss, Brian Barrett, Kevin McFarland, Emma Ellis, Jake Muncy, and Chris Kohler

 

 

 

 

This Surprising Game Is Driving People To Church — from ministrytech.com

 

 

 

 

‘Pokemon Go’ Readies for Wider Launch as Nintendo Shares Soar — from uploadvr.com by by Jamie Feltham

 

 
Pokemon Go Is Driving Augmented Reality And Geolocation Adoption — from zugara.com by Matthew Szymczyk

 

 

 

What #PokemonGo means for immersive learning — from learningintandem.blogspot.com by Koreen Pagano

Excerpt:

But let’s end with some larger implications for learning, particularly organizational learning.

  • New hire training: tour facilities with augmented reality or virtual reality. Meet key folks in the organization. See behind the scenes production, or visit HQ virtually.
  • Skill refinement: once the basics have been taught, present ongoing practice scenarios. Could be internal, customer-facing, or software/equipment training.
  • Product training: provide the ability to interact with multiple customers and see how the product benefits them differently.
  • Application in context: how do you navigate a real-life complex environment effectively? Think busy retail, insurance adjusters, combat/disaster zones, crime scenes, etc.
  • Just in time geographically relevant support: have a question in context? What if an app let you access training and tips relevant to where you are?

 

 

 

Pokémon Go is Improving Thousands of Users’ Mental Health — from interestingengineering.com by Trevor English

 

 

 

“Pokémon Go” May Prove That AR Is More Mainstream Than VR — from fastcompany.com by Daniel Terdiman
Ever seen this many people with VR headsets on at one time? Didn’t think so.

Playing Pokemon Go? You Need the Right Gear — from wired.com by Tim Moynihan

 

 

 

And along the security/safety awareness line:

 

 

 

UX to LX: The Rise of Learner Experience Design — from edsurge.com by Whitney Kilgore

Excerpt:

Instructional design is now approaching a similar transition. Most student consumers have yet to experience great learning design, but the commoditization of online learning is forcing colleges and universities to think differently about how they construct digital courses. Courseware is enabling the development of new modalities and pedagogical shifts. An abundance of data now enables instructional designers to decode learning patterns. As a result, we are witnessing the growth of a new field: Learner Experience Design.

Parse higher-education job postings and descriptions, and it’s evident that LX design is, as a discipline, among the fastest growing fields in education. But what exactly makes for great learning design, and how can instructional designers ensure they remain competitive in this new era of student-centric education?

The transition to digital content has made entirely new layers of student data available. Learners now leave a digital footprint that allows designers to understand how students are interacting with course materials and for how long. LX designers can develop course pathways that connect student challenges to specific sections of content. For the first time, faculty have insights into time on task—before, during and after class. Ready access to student behavior data is helping institutions develop powerful predictive analytics, and LX designers are leading the field to make more and better informed choices on content delivery to help students better understand the critical concepts.

The groundswell of data and learning technology shows no sign of slowing down, and a LX designer’s job will grow more complex alongside it. Learner experience designers must rise to the challenge, so universities can deliver online courses that captivate and resonate with each unique student.

 

Ten skills you need to be a UX unicorn — from medium.com by Conor Ward

Excerpt:

So if the discipline of UX is not about improving how things LOOK, but instead how they WORK, then of course UX Design includes a multitude of varied deep specialisms and expertise. How could it not?

Well, thats where the mythical part of this discussion comes in, many UX designers out there still believe very strongly (and for good reason) that this multi skilled ‘specialist-generalist’ cannot exist.

They could well be correct in their current circumstances. For example if their company does not work like this, then how could they? Especially if their company is an agency, and their access to users is limited or non-existent.

My own experience is that we must strive towards unicorn-ism. I have created and curated a fantastic team of UX Unicorns (yes a group of unicorns is called a blessing, Google says so) and more importantly together with my colleagues and bosses we have created the environment for them to survive and thrive.

 

 

 

 

 

 

From DSC:
The above two articles get at a piece of what I was trying to relay out at The EvoLLLution.com. And that is, the growing complexities of putting digitally-based materials online — with a high degree of engagement, professionalism, and quality — require the use of specialists.  One person simply can’t do it all anymore. In fact, User Experience Designers and Learner Experience Designers are but a couple of the potential players at the table.

 

 

 
 

Specialists central to high-quality, engaging online programming [Christian]

DanielChristian-TheEvoLLLution-TeamsSpecialists-6-20-16

 

Specialists central to high-quality, engaging online programming — from EvoLLLution.com (where the LLL stands for lifelong learning) by Daniel Christian

Excerpts:

Creating high-quality online courses is getting increasingly complex—requiring an ever-growing set of skills. Faculty members can’t do it all, nor can instructional designers, nor can anyone else.  As time goes by, new entrants and alternatives to traditional institutions of higher education will likely continue to appear on the higher education landscape—the ability to compete will be key.

For example, will there be a need for the following team members in your not-too-distant future?

  • Human Computer Interaction (HCI) Specialists: those with knowledge of how to leverage Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in order to create fun and engaging learning experiences (while still meeting the learning objectives)
  • Data Scientists
  • Artificial Intelligence Integrators
  • Cognitive Computing Specialists
  • Intelligent Tutoring Developers
  • Learning Agent Developers
  • Algorithm Developers
  • Personalized Learning Specialists
  • Cloud-based Learner Profile Administrators
  • Transmedia Designers
  • Social Learning Experts

 

HolographicStorytellingJWT-June2016

HolographicStorytellingJWT-2-June2016

 

Holographic storytelling — from jwtintelligence.com by Jade Perry

Excerpt (emphasis DSC):

The stories of Holocaust survivors are brought to life with the help of interactive 3D technologies.

New Dimensions in Testimony’ is a new way of preserving history for future generations. The project brings to life the stories of Holocaust survivors with 3D video, revealing raw first-hand accounts that are more interactive than learning through a history book.

Holocaust survivor Pinchas Gutter, the first subject of the project, was filmed answering over 1000 questions, generating approximately 25 hours of footage. By incorporating natural language processing from Conscience Display, viewers were able to ask Gutter’s holographic image questions that triggered relevant responses.

 

 

From DSC:
I wonder…is this an example of a next generation, visually-based chatbot*?

With the growth of artificial intelligence (AI), intelligent systems, and new types of human computer interaction (HCI), this type of concept could offer an on-demand learning approach that’s highly engaging — and accessible from face-to-face settings as well as from online-based learning environments. (If it could be made to take in some of the context of a particular learner and where a learner is in the relevant Zone of Proximal Development (via web-based learner profiles/data), it would be even better.)

As an aside, is this how we will obtain
customer service from the businesses of the future? See below.

 


 

 

*The complete beginner’s guide to chatbots — from chatbotsmagazine.com by Matt Schlicht
Everything you need to know.

Excerpt (emphasis DSC):

What are chatbots? Why are they such a big opportunity? How do they work? How can I build one? How can I meet other people interested in chatbots?

These are the questions we’re going to answer for you right now.

What is a chatbot?
A chatbot is a service, powered by rules and sometimes artificial intelligence, that you interact with via a chat interface. The service could be any number of things, ranging from functional to fun, and it could live in any major chat product (Facebook Messenger, Slack, Telegram, Text Messages, etc.).

A chatbot is a service, powered by rules and sometimes artificial intelligence, that you interact with via a chat interface.

Examples of chatbots
Weather bot. Get the weather whenever you ask.
Grocery bot. Help me pick out and order groceries for the week.
News bot. Ask it to tell you when ever something interesting happens.
Life advice bot. I’ll tell it my problems and it helps me think of solutions.
Personal finance bot. It helps me manage my money better.
Scheduling bot. Get me a meeting with someone on the Messenger team at Facebook.
A bot that’s your friend. In China there is a bot called Xiaoice, built by Microsoft, that over 20 million people talk to.

 

 

Bringing Outlook Mail and Calendar to Microsoft HoloLens — from blogs.office.com
and
Microsoft Outlook makes its Augmented-Reality (AR) debut on HoloLens — from eweek.com by Pedro Hernandez

MailCalendarToHoloLens-June2016

 

 

 

Introducing the New Blippar App: The power of visual discovery — from blippar.com

Excerpt:

Blipparsphere is our new proprietary knowledge graph baked right into the Blippar app as of today. It builds on our existing computer vision and machine learning technology to capture deeper and more rich information about the world around you.

 

 

 

This augmented reality app will now have an added feature — from by Sneha Banerjee
Blipparsphere is live now in the Blippar app for iOS and Android.

Excerpt:

This technology startup, which specializes in augmented reality, artificial intelligence and computer vision, launched Blipparsphere. This is a new proprietary knowledge graph technology, which is live now on the Blippar app. Blipparsphere builds on the company’s existing machine learning and computer vision capabilities to deepen and personalize information about a user’s physical surroundings, providing a true visual discovery browser through the app.

 

 

 

5 top virtual reality & augmented reality technology trends for 2016 — from marxentlabs.com by Joe Bardi

Excerpt:

What are the top Virtual Reality and Augmented Reality technology trends for 2016?
2015 was a year of tantalizing promise for Virtual Reality and Augmented Reality technology, with plenty of new hardware announced and initial content forays hitting the mainstream. 2016 is shaping up as the year that promise is fulfilled, with previously drooled over hardware finally making its way into the hands of consumers, and exciting new content providing unique experiences to a public hungry to experience this new technology.  So where are Virtual Reality and Augmented Reality headed in 2016? Here’s our top 5 emerging trends…

 

 

 

CASE STUDY: How Lowe’s used the PIONEERS framework to lead a successful augmented reality and virtual reality project — from marxentlabs.com by Beck Besecker

Excerpt:

PIONEERS Case Study: Lowe’s Innovation Labs
By following the PIONEERS framework, Lowe’s Innovation Labs was able to create a brand new buying experience that is wowing customers. A project of Lowe’s Innovation Labs, the Lowe’s Holoroom is powered by Marxent’s VisualCommerce™, which enables Lowe’s to fill the Holoroom’s 3D space with virtual renderings of real products stocked by the home improvement retailer. Shoppers can design their perfect kitchen and then literally walk into it, share it via YouTube 360, and then buy the products that they’ve selected and turn their virtual design into reality.

 

 

 

College students experiment with virtual reality — from edtechmagazine.com by Eli Zimmerman
Innovative course curricula at three higher ed institutions give students hands-on practice with virtual reality.

 

College-VR-Experiments-May2016

 

 

 

Connecting the education community with research on learning — from digitalpromise.org

Excerpt:

When designing a program or product, many education leaders and ed-tech developers want to start with the best knowledge available on how students learn. Unfortunately, this is easier said than done.

Although thousands of academic articles are published every year, busy education leaders and product developers often don’t know where to start, or don’t have time to sift through and find studies that are relevant to their work. As pressure mounts for “evidence-based” practices and “research-based” products, many in the education community are frustrated, and want an easier way to find information that will help them deliver stronger programs and products — and results. We need better tools to help make research more accessible for everyday work in education.

The Digital Promise Research Map meets this need by connecting education leaders and product developers with research from thousands of articles in education and the learning sciences, along with easy-to-understand summaries on some of the most relevant findings in key research topics.

 

Also see:

DigitalPromise-ResearchMapJune2016

 

 

DigitalPromise-ChordView-June2016

 

DigitalPromise-NetworkView-June2016

 

DigitalPromise-NetworkView2-June2016

 

 

GoldmanSachs-Jan2016Report
With thanks to Fred Steube for this resource

 

 

Virtual reality facilitates higher ed research and teaches high-risk skills — from edtechmagazine.com by Jacquelyn Bengfort
From neuroscience to ship navigation, virtual environments deliver real-world learning inside the classroom.

Excerpt:

Simulators are an important part of their education. Stepping into one of three full-mission bridge simulators replicates the experience of standing in an ocean liner’s pilothouse and lets students practice their skills in handling a ship — without risk.

“In the simulator, you can push the limits of the environment: increase the amount of current that’s there, go to the limits of the amount of wind that can be handled by the tugs,” says Capt. Victor Schisler, one of Cal Maritime’s simulator instructors.

 

 

 

 

Oculus Launches Virtual Reality Program in High Schools — from thejournal.com by Sri Ravipati
The new initiative provides students with VR equipment to create short films on social issues.

Excerpt:

Oculus has announced a new pilot program for high school students to use virtual reality as a tool for social change.

As part of the VR for Good initiative, the 360 Filmmaker Challenge will connect nine San Francisco Bay Area high schools with professional filmmakers to create three- to five- minute 360 degree films about their communities. Students will receive a Samsung Gear VR, a Galaxy S6, Ricoh Theta S 360 cameras and access to editing software to make their films, according to Oculus.

 

 

 

 

How Adobe is connecting virtual reality with the world of product placement: 360-degree video mixes atmosphere and ads — from adweek.com by Marty Swant

Excerpt:

Interested in watching the 2015 hit film The Martian from the surface of the moon? Adobe wants you to take you there.

Adobe isn’t entering the latest next-generation space race to compete with SpaceX, Blue Origin or Virgin Galactic anytime soon. But it is for the first time entering the worlds of virtual reality and augmented reality through new Adobe Primetime products.

[On May 17th] Adobe debuted Virtual Cinema, a feature that will allow Primetime clients to develop experiences for users to enter a virtual environment. According to Adobe, users will be able to view traditional video in a custom environment—a cinema, home theater or branded atmosphere—and watch existing TV and motion picture content in a new way. There’s also potential for product placement within the virtual/augmented reality experience.

 

 

 

From Samsung Gear 360 Unboxing and Video Test — from vrscout.com by Jonathan Nafarrete

 

360-degree-camera-comparisons-May2016

 

 

Could HoloLens’ augmented reality change how we study the human body? — from edtechmagazine.com by D. Frank Smith
Case Western Reserve University is helping to revolutionize medical-science studies with a new technology from Microsoft.

Excerpt:

While the technology world’s attention is on virtual reality, a team of researchers at Case Western Reserve University (CWRU) is fixated on another way to experience the world — augmented reality (AR).

Microsoft’s forthcoming AR headset, HoloLens, is at the forefront of this technology. The company calls it the first holographic computer. In AR, instead of being surrounded by a virtual world, viewers see virtual objects projected on top of reality through a transparent lens.

CWRU was among the first in higher education to begin working with HoloLens, back in 2014. They’ve since discovered new ways the tech could help transform education. One of their current focuses is changing how students experience medical-science courses.

 

 

 

 

How to make a mixed reality video and livestream from two realities — from uploadvr.com by Ian Hamilton

Excerpt:

Follow these steps to record or stream mixed reality footage with the HTC Vive
A mixed reality video is one of the coolest ways to show people what a virtual environment feels like. A green screen makes it easy for a VR-ready PC to automatically remove everything from a camera’s feed, except for your body movements.  Those movements are then seamlessly combined with a view from another camera in a virtual environment. As long as the two cameras are synced, you can seamlessly combine views of two realities into a single video. In essence, mixed reality capture is doing what Hollywood or your weatherman has been doing for years, except at a fraction of the cost and in real-time. The end result is almost magical.

 

 

 

 

Per Jack Du Mez at Calvin College, use this app to randomly call on your students — while instilling a game-like environment into your active learning classroom (ALC)!

 

Randomly-App-May2016

Description:
Randomly is an app made specifically for teachers and professors. It allows educators to enter their students into individual classes. They can then use the Random Name Selector feature to randomly call on a student to answer a question by one of two ways: Truly random, where repeated names are allowed, or a one pass – where all students are called once before they are called again. The device you’re using will even call out (vocally) the student’s name for you!

This app can also be used to randomly generate groups for you. You can split your class into groups by number of groups or by number of students per group. It intelligently knows what to do with any remaining students too!

This app supports Apple Watch, so you can call on your students with the use of your Apple Watch!

 

From DSC:
In the future, given facial and voice recognition software, I could see an Augmented Reality (AR)-based application whereby a faculty member or a teacher could see icons hovering over the students — letting the faculty member/teacher know who has been called upon recently and who hasn’t been called upon recently (with settings to change the length of time for this type of tracking — i.e., this student has been called upon in this class session, or in the last week, or in the last month, etc.).

 

AR-based-call-on-me-DanielChristian-5-10-16

 

 

 

 

Virtual reality: The Next Big Thing for college creatives — from college.usatoday.com by Morgan Buckley, University of Southern California

Excerpt:

College students across the country — from the University of Southern California to the University of Minnesota to Southern Methodist University — are also experimenting with virtual reality applications via clubs, design labs and hackathons.

The tech industry is taking note.

Among the bigger showcases for the technology took place last month, when the University of Southern California’s Virtual Reality Club (VRSC) hosted its first annual Virtual Reality Festival and Demo Day, a showcase of projects and panels with The Walt Disney Company as its title sponsor.

Students traveled from the University of California-San Diego, UCLA, Chapman University, Loyola Marymount University and the University of Colorado-Boulder to attend the fest. The judges were industry professionals from companies including NVIDIA, Google, Maker Studios and Industrial Light and Magic’s X Lab.

Some $25,000 in prizes were split among winners in four categories: 360 Live-Action Videos, 360 Animation, Interactive VR Games and Immersive Technology/Augmented Reality (AR). VR/AR categories ranged from health care to games, journalism, interactive design and interpretive dance.

 

understood.org


 
 

Understood-April2016

 

From DSC:
I’d like to thank Jenny Zeeff for the reminder on this resource. Though I’ve posted this item before, Jenny reminded me of this set of resources that might be very useful to someone else out there as well.

 

 

 

Active Learning: In Need of Deeper Exploration — from facultyfocus.com by Maryellen Weimer

Excerpt (emphasis DSC):

The one proposed by Bonwell and Eison in an early (and now classic) active learning monograph is widely referenced: involving “students in doing things and thinking about the things they are doing.” (p. 2)

Those are fine places to start, but as interest in active learning has grown—and with its value now firmly established empirically—what gets labeled as active learning continues to expand. Carr, Palmer, and Hagel recently wrote, “Active learning is a very broad concept that covers or is associated with a wide variety of learning strategies.” (p. 173) They list some strategies now considered to be active learning. I’ve added a few more: experiential learning; learning by doing (hands-on learning); applied learning; service learning; peer teaching (in various contexts); lab work; role plays; case-based learning; group work of various kinds; technology-based strategies such as simulations, games, clickers, and various smart phone applications; and classroom interaction, with participation and discussion probably being the most widely used of all active learning approaches. Beyond strategies are theories such as constructivism that have spun off collections of student-centered approaches that promote student autonomy, self-direction, and self-regulation of learning.

 

 

“It’s Not You, It’s the Room”— Are the High-Tech, Active Learning Classrooms Worth It? [2013] – from cvm.umn.edu by Sehoya Cotner, Jessica Loper, J. D. Walker, and D. Christopher Brooks

Excerpt (emphasis DSC):

Several institutions have redesigned traditional learning spaces to better realize the potential of active, experiential learning. We compare student performance in traditional and active learning classrooms in a large, introductory biology course using the same syllabus, course goals, exams, and instructor. Using ACT scores as predictive, we found that students in the active learning classroom outperformed expectations, whereas those in the traditional classroom did not. By replicating initial work, our results provide empirical confirmation that new, technology-enhanced learning environments positively and independently affect student learning. Our data suggest that creating space for active learning can improve student performance in science courses. However, we recognize that such a commitment of resources is impractical for many institutions, and we offer recommendations for applying what we have learned to more traditional spaces.

We believe that the investment in ALCs at the University of Minnesota was worth it. Documented increases in student engagement and confirmed average gains of nearly 5 percentage points in final grades are improvements in the student academic experience that few educational interventions could aspire to. However, whether these improvements warrant the capital investment in ALCs is a judgment each educational institution must make for itself, drawing on local priorities and resources.

Instructors may need to think seriously and creatively about changing the manner in which they deliver their courses in spaces such as these —not only for the sake of navigating the challenges of teaching in a decentered space, but also to take advantage of the features of the room that allow us to better realize the benefits of active learning. The classroom architecture is bound to frustrate the efforts of faculty who don’t yield to the rooms’ novel demands. There is no well-identified “stage” from which to deliver a traditional lecture. Half of the students in the class may be facing away from the instructor at any given time. Teachers who view silence as engagement will need to adjust their perceptions, as one goal of decentralized classrooms is increased small-group interaction and this activity can be noisy and difficult to monitor. And, in the case of the ALCs at our institution, there is a learning curve with respect to the technological capabilities of the rooms.

 

 

Excerpt from the University of Minnesota’s Active Learning Classrooms web page:

What Is an Active Learning Classroom (ALC)?
ALC is the term often used to describe the student-centered, technology-rich learning environments at the University of Minnesota. U of M ALCs feature large round tables with places for nine students. Each table supports three laptops, with switching technology that connects them to a fixed flat-panel display projection system, and three microphones. There is a centered teaching station which allows the instructor to select and display table-specific information. Multiple white boards or glass-surface marker boards are distributed around the perimeter of the classrooms.

 

 

 

MicrosoftHololensDevelopmentKit-March2016

 

Introducing first ever experiences for the Microsoft HoloLens Development Edition — from blogs.windows.com by Kudo Tsunoda

Excerpt:

I am super excited about today’s announcement that the Microsoft HoloLens Development Edition is available for pre-order. We set out on a mission to deliver the world’s first untethered holographic computer and it is amazing to finally be at this point in time where developers will be receiving the very first versions so they can start building their own holographic experiences.

With HoloLens, we are committed to providing the development community with the best experience possible. In order to help get developers started creating experiences for HoloLens, we’ve provided a number of great resources. First of all, there is a complete set of documentation provided to developers both by the people who have created the platform and by the people who have been building holographic experiences. We want to share all of our holographic knowledge with developers so they can start bringing their holographic dreams to reality as easily as possible. We have also provided a host of tutorial videos to help people along. All of the documentation and videos can be found at dev.windows.com/holographic.

 

 

MicrosoftHololensDevelopmentKit2-March2016

 

 

 

Harvard’s new official tour app leverages augmented reality — from betaboston.com

 

New York Times showcases virtual reality technology — from browndailyherald.com by Harry August
Virtual reality, used to craft more immersive storytelling, risks providing less narrative context

 

Oculus preview event to highlight multiplayer games — from uploadvr.com

 

Woofbert are using VR to bring great art to everyone — from roadtovr.com by Kent Bye
Voices of VR Podcast – Episode #303

 

Woofbert VR

woofbertVR-Feb2016

 

Microsoft developing video calling that projects people in front of yYou — from gadgets.ndtv.com by Robin Sinha

 

Facebook has created a new ‘Social VR’ team to explore how we’ll communicate in virtual reality — from businessinsider.com by Jillian D’Onfro

 

I planned out my last vacation in virtual reality — here’s what it was like — from Business Insider By Brandt Ranj

 

Augmented reality looks to future where screens vanish — from interaksyon.com by Glenn Chapman

 

VR And AR will be mobile’s demand driver, not its replacement — from techcrunch.com by Mike Hoefflinger

Excerpt:

Projections for the big players
If things go in this direction, here’s how it may play out for The Big Six:

  • Apple…
  • Google…
  • Facebook…
  • Samsung…
  • Sony…
  • Microsoft…

 

 

Addendum:

 

LeapMotion-Feb2016

 

 

 

5-minute film festival: Resources for filmmaking in the classroom — from edutopia.org by Amy Erin Borovoy

Excerpt:

I’ll admit I’m a bit biased here since I’m a filmmaker by trade, but I truly believe the process of planning and making videos can offer tremendous learning opportunities for students of almost any age. Not only is the idea of telling stories with video really engaging for many kids, filmmaking is ripe with opportunities to connect to almost every academic subject area. As the technology to shoot and edit films becomes more ubiquitous, where is a teacher with no experience in video production to begin? I’ve shared some resources below to help you and your students get started on making blockbusters of your own.

 

 
© 2025 | Daniel Christian