K-12 2018 Readers’ Choice Awards — from The Journal’s October/November edition
Also see:
Excerpt:
Mae Jemison, the first woman of color to go into space, stood in the center of the room and prepared to become digital. Around her, 106 cameras captured her image in 3-D, which would later render her as a life-sized hologram when viewed through a HoloLens headset.
Jemison was recording what would become the introduction for a new exhibit at the Intrepid Sea, Air, and Space Museum, which opens tomorrow as part of the Smithsonian’s annual Museum Day. In the exhibit, visitors will wear HoloLens headsets and watch Jemison materialize before their eyes, taking them on a tour of the Space Shuttle Enterprise—and through space history. They’re invited to explore artifacts both physical (like the Enterprise) and digital (like a galaxy of AR stars) while Jemison introduces women throughout history who have made important contributions to space exploration.
Interactive museum exhibits like this are becoming more common as augmented reality tech becomes cheaper, lighter, and easier to create.
Oculus will livestream it’s 5th Connect Conference on Oculus venues — from vrscout.com by Kyle Melnick
Excerpt (emphasis DSC):
Using either an Oculus Go standalone device or a mobile Gear VR headset, users will be able to login to the Oculus Venues app and join other users for an immersive live stream of various developer keynotes and adrenaline-pumping esports competitions.
From DSC:
What are the ramifications of this for the future of webinars, teaching and learning, online learning, MOOCs and more…?
10 new AR features in iOS 12 for iPhone & iPad — from mobile-ar.reality.news by Justin Meyers
Excerpt:
Apple’s iOS 12 has finally landed. The big update appeared for everyone on Monday, Sept. 17, and hiding within are some pretty amazing augmented reality upgrades for iPhones, iPads, and iPod touches. We’ve been playing with them ever since the iOS 12 beta launched in June, and here are the things we learned that you’ll want to know about.
For now, here’s everything AR-related that Apple has included in iOS 12. There are some new features aimed to please AR fanatics as well as hook those new to AR into finally getting with the program. But all of the new AR features rely on ARKit 2.0, the latest version of Apple’s augmented reality framework for iOS.
Berkeley College Faculty Test VR for Learning— from campustechnology.com by Dian Schaffhauser
Excerpt:
In a pilot program at Berkeley College, members of a Virtual Reality Faculty Interest Group tested the use of virtual reality to immerse students in a variety of learning experiences. During winter 2018, seven different instructors in nearly as many disciplines used inexpensive Google Cardboard headsets along with apps on smartphones to virtually place students in North Korea, a taxicab and other environments as part of their classwork.
Participants used free mobile applications such as Within, the New York Times VR, Discovery VR, Jaunt VR and YouTube VR. Their courses included critical writing, international business, business essentials, medical terminology, international banking, public speaking and crisis management.
This Android app lets you search for specific words in books & documents via augmented reality — from mobile-ar.reality.news by Tommy Palladino
Excerpt:
One of the neatest tricks available in Google Lens, an app that can identify and interpret real world information, is the ability to copy text from the app’s camera view and paste it into a digital document.
And while the computer vision assistance of Google Lens takes care of the copy and paste function in augmented reality, a new mobile app from Find It Software fulfills the find function directly on printed documents in real time.
Adobe Announces the 2019 Release of Adobe Captivate, Introducing Virtual Reality for eLearning Design — from theblog.adobe.com
Excerpt:
Blippar unveils indoor visual positioning system to anchor AR — from martechtoday.com by Barry Levine
Employing machine vision to recognize mapped objects, the company says it can determine which way a user is looking and can calculate positioning down to a centimeter.
The Storyteller’s Guide to the Virtual Reality Audience — from medium.com by Katy Newton
Excerpt:
To even scratch the surface of these questions, we need to better understand the audience’s experience in VR — not just their experience of the technology, but the way that they understand story and their role within it.
Hospital introducing HoloLens augmented reality into the operating room — from medgadget.com
Excerpt:
HoloLens technology is being paired with Microsoft’s Surface Hub, a kind of digital whiteboard. The idea is that the surgical team can gather together around a Surface Hub to review patient information, discuss the details of a procedure, and select what information should be readily accessible during surgery. During the procedure, a surgeon wearing a HoloLens would be able to review a CT or MRI scan, access other data in the electronic medical records, and to be able to manipulate these so as to get a clear picture of what is being worked on and what needs to be done.
Raleigh Fire Department invests in virtual reality to enrich training — from vrfocus.com by Nikholai Koolon
New system allows department personnel to learn new skills through immersive experiences.
Excerpt:
The VR solution allows emergency medical services (EMS) personnel to dive into a rich and detailed environment which allows them to pinpoint portions of the body to dissect. This then allows them then see each part of the body in great detail along with viewing it from any angle. The goal is to allow for users to gain the experience to diagnose injuries from a variety of vantage points all where working within an virtual environment capable of displaying countless scenarios.
For another emerging technology, see:
Someday this tiny spider bot could perform surgery inside your body — from fastcompany.com by Jesus Diaz
The experimental robots could also fix airplane engines and find disaster victims.
Excerpt:
A team of Harvard University researchers recently achieved a major breakthrough in robotics, engineering a tiny spider robot using tech that could one day work inside your body to repair tissues or destroy tumors. Their work could not only change medicine–by eliminating invasive surgeries–but could also have an impact on everything from how industrial machines are maintained to how disaster victims are rescued.
Until now, most advanced, small-scale robots followed a certain model: They tend to be built at the centimeter scale and have only one degree of freedom, which means they can only perform one movement. Not so with this new ‘bot, developed by scientists at Harvard’s Wyss Institute for Biologically Inspired Engineering, the John A. Paulson School of Engineering and Applied Sciences, and Boston University. It’s built at the millimeter scale, and because it’s made of flexible materials–easily moved by pneumatic and hydraulic power–the critter has an unprecedented 18 degrees of freedom.
Plus some items from a few weeks ago
Excerpts (emphasis DSC):
I liked that it gave a new perspective to the video clip I’d watched: It threw the actual game up on the wall alongside the kind of information a basketball fan would want, including 3-D renderings and stats. Today, you might turn to your phone for that information. With Magic Leap, you wouldn’t have to.
…
Abovitz also said that intelligent assistants will play a big role in Magic Leap’s future. I didn’t get to test one, but Abovitz says he’s working with a team in Los Angeles that’s developing high-definition people that will appear to Magic Leap users and assist with tasks. Think Siri, Alexa or Google Assistant, but instead of speaking to your phone, you’d be speaking to a realistic-looking human through Magic Leap. Or you might be speaking to an avatar of someone real.
“You might need a doctor who can come to you,” Abovitz said. “AI that appears in front of you can give you eye contact and empathy.”
And I loved the idea of being able to place a digital TV screen anywhere I wanted.
Magic Leap One Available For Purchase, Starting At $2,295 — from vrscout.com by Kyle Melnick
Excerpt:
December of last year U.S. startup Magic Leap unveiled its long-awaited mixed reality headset, a secretive device five years and $2.44B USD in the making.
This morning that same headset, now referred to as the Magic Leap One Creator Edition, became available for purchase in the U.S. On sale to creators at a hefty starting price of $2,275, the computer spatial device utilizes synthetic lightfields to capture natural lightwaves and superimpose interactive, 3D content over the real-world.
Magic Leap One First Hands-On Impressions for HoloLens Developers — from magic-leap.reality.news
Excerpt:
After spending about an hour with the headset running through set up and poking around its UI and a couple of the launch day apps, I thought it would be helpful to share a quick list of some of my first impressions as someone who’s spent a lot of time with a HoloLens over the past couple years and try to start answering many of the burning questions I’ve had about the device.
World Campus researches effectiveness of VR headsets and video in online classes — from news.psu.edu
Excerpt:
UNIVERSITY PARK, Pa. — Penn State instructional designers are researching whether using virtual reality and 360-degree video can help students in online classes learn more effectively.
Designers worked with professors in the College of Nursing to incorporate 360-degree video into Nursing 352, a class on Advanced Health Assessment. Students in the class, offered online through Penn State World Campus, were offered free VR headsets to use with their smartphones to create a more immersive experience while watching the video, which shows safety and health hazards in a patient’s home.
Bill Egan, the lead designer for the Penn State World Campus RN to BSN nursing program, said students in the class were surveyed as part of a study approved by the Institutional Review Board and overwhelmingly said that they enjoyed the videos and thought they provided educational value. Eighty percent of the students said they would like to see more immersive content such as 360-degree videos in their online courses, he said.
7 Practical Problems with VR for eLearning — from learnupon.com
Excerpt:
In this post, we run through some practical stumbling blocks that prevent VR training from being feasible for most.
…
There are quite a number of practical considerations which prevent VR from totally overhauling the corporate training world. Some are obvious, whilst others only become apparent after using the technology a number of times. It’s important to be made aware of these limitations so that a large investment isn’t made in tech that isn’t really practical for corporate training.
Augmented reality – the next big thing for HR? — from hrdconnect.com
Augmented reality (AR) could have a huge impact on HR, transforming long-established processes into engaging and exciting something. What will this look like? How can we shape this into our everyday working lives?
Excerpt (emphasis DSC):
AR also has the potential to revolutionise our work lives, changing the way we think about office spaces and equipment forever.
Most of us still commute to an office every day, which can be a time-consuming and stressful experience. AR has the potential to turn any space into your own customisable workspace, complete with digital notes, folders and files – even a digital photo of your loved ones. This would give you access to all the information and tools that you would typically find in an office, but wherever and whenever you need them.
And instead of working on a flat, stationary, two-dimensional screen, your workspace would be a customisable three-dimensional space, where objects and information are manipulated with gestures rather than hardware. All you would need is an AR headset.
AR could also transform the way we advertise brands and share information. Imagine if your organisation had an AR stand at a conference – how engaging would that be for potential customers? How much more interesting and fun would meetings be if we used AR to present information instead of slides on a projector?
AR could transform the on-boarding experience into something fun and interactive – imagine taking an AR tour of your office, where information about key places, company history or your new colleagues pops into view as you go from place to place.
RETINA Are Bringing Augmented Reality To Air Traffic Control Towers — from vrfocus.com by Nikholai Koolonavi
Excerpt:
A new project is aiming to make it easier for staff in airport control towers to visualize information to help make their job easier by leveraging augmented reality (AR) technology. The project, dubbed RETINA, is looking to modernise Europe’s air traffic management for safer, smarter and even smoother air travel.
Augmented and virtual reality mean business: Everything you need to know — from zdnet by Greg Nichols
An executive guide to the technology and market drivers behind the hype in AR, VR, and MR.
Excerpt:
Overhyped by some, drastically underestimated by others, few emerging technologies have generated the digital ink like virtual reality (VR), augmented reality (AR), and mixed reality (MR). Still lumbering through the novelty phase and roller coaster-like hype cycles, the technologies are only just beginning to show signs of real world usefulness with a new generation of hardware and software applications aimed at the enterprise and at end users like you. On the line is what could grow to be a $108 billion AR/VR industry as soon as 2021. Here’s what you need to know.
The reason is that VR environments by nature demand a user’s full attention, which make the technology poorly suited to real-life social interaction outside a digital world. AR, on the other hand, has the potential to act as an on-call co-pilot to everyday life, seamlessly integrating into daily real-world interactions. This will become increasingly true with the development of the AR Cloud.
The AR Cloud
Described by some as the world’s digital twin, the AR Cloud is essentially a digital copy of the real world that can be accessed by any user at any time.For example, it won’t be long before whatever device I have on me at a given time (a smartphone or wearable, for example) will be equipped to tell me all I need to know about a building just by training a camera at it (GPS is operating as a poor-man’s AR Cloud at the moment).
What the internet is for textual information, the AR Cloud will be for the visible world. Whether it will be open source or controlled by a company like Google is a hotly contested issue.
Augmented reality will have a bigger impact on the market and our daily lives than virtual reality — and by a long shot. That’s the consensus of just about every informed commentator on the subject.
Mixed reality will transform learning (and Magic Leap joins act one) — from edsurge.com by Maya Georgieva
Excerpt:
Despite all the hype in recent years about the potential for virtual reality in education, an emerging technology known as mixed reality has far greater promise in and beyond the classroom.
Unlike experiences in virtual reality, mixed reality interacts with the real world that surrounds us. Digital objects become part of the real world. They’re not just digital overlays, but interact with us and the surrounding environment.
If all that sounds like science fiction, a much-hyped device promises some of those features later this year. The device is by a company called Magic Leap, and it uses a pair of goggles to project what the company calls a “lightfield” in front of the user’s face to make it look like digital elements are part of the real world. The expectation is that Magic Leap will bring digital objects in a much more vivid, dynamic and fluid way compared to other mixed-reality devices such as Microsoft’s Hololens.
Now think about all the other things you wished you had learned this way and imagine a dynamic digital display that transforms your environment and even your living room or classroom into an immersive learning lab. It is learning within a highly dynamic and visual context infused with spatial audio cues reacting to your gaze, gestures, gait, voice and even your heartbeat, all referenced with your geo-location in the world. Unlike what happens with VR, where our brain is tricked into believing the world and the objects in it are real, MR recognizes and builds a map of your actual environment.
Also see:
virtualiteach.com
Exploring The Potential for the Vive Focus in Education
Digital Twins Doing Real World Work — from stambol.com
Excerpt:
On the big screen it’s become commonplace to see a 3D rendering or holographic projection of an industrial floor plan or a mechanical schematic. Casual viewers might take for granted that the technology is science fiction and many years away from reality. But today we’re going to outline where these sophisticated virtual replicas – Digital Twins – are found in the real world, here and now. Essentially, we’re talking about a responsive simulated duplicate of a physical object or system. When we first wrote about Digital Twin technology, we mainly covered industrial applications and urban infrastructure like transit and sewers. However, the full scope of their presence is much broader, so now we’re going to break it up into categories.
Digital twin refers to a digital replica of physical assets (physical twin), processes and systems that can be used for various purposes.[1] The digital representation provides both the elements and the dynamics of how an Internet of Things device operates and lives throughout its life cycle.[2]
Digital twins integrate artificial intelligence, machine learning and software analytics with data to create living digital simulation models that update and change as their physical counterparts change. A digital twin continuously learns and updates itself from multiple sources to represent its near real-time status, working condition or position. This learning system, learns from itself, using sensor data that conveys various aspects of its operating condition; from human experts, such as engineers with deep and relevant industry domain knowledge; from other similar machines; from other similar fleets of machines; and from the larger systems and environment in which it may be a part of. A digital twin also integrates historical data from past machine usage to factor into its digital model.
In various industrial sectors, twins are being used to optimize the operation and maintenance of physical assets, systems and manufacturing processes.[3] They are a formative technology for the Industrial Internet of Things, where physical objects can live and interact with other machines and people virtually.[4]
Disney to debut its first VR short next month — from techcrunch.com by Sarah Wells
Excerpt:
Walt Disney Animation Studio is set to debut its first VR short film, Cycles, this August in Vancouver, the Association for Computing Machinery announced today. The plan is for it to be a headliner at the ACM’s computer graphics conference (SIGGRAPH), joining other forms of VR, AR and MR entertainment in the conference’s designated Immersive Pavilion.
This film is a first for both Disney and its director, Jeff Gipson, who joined the animation team in 2013 to work as a lighting artist on films like Frozen, Zootopia and Moana. The objective of this film, Gipson said in the statement released by ACM, is to inspire a deep emotional connection with the story.
“We hope more and more people begin to see the emotional weight of VR films, and with Cycles in particular, we hope they will feel the emotions we aimed to convey with our story,” said Gipson.
Computing in the Camera — from blog.torch3d.com by Paul Reynolds
Mobile AR, with its ubiquitous camera, is set to transform what and how human experience designers create.
One of the points Allison [Woods, CEO, Camera IQ] made repeatedly on that call (and in this wonderful blog post of the same time period) was that the camera is going to be at the center of computing going forward, an indispensable element. Spatial computing could not exist without it. Simple, obvious, straightforward, but not earth shaking. We all heard what she had to say, but I don’t think any of us really understood just how profound or prophetic that statement turned out to be.
“[T]he camera will bring the internet and the real world into a single time and space.”
— Allison Woods, CEO, Camera IQ
The Camera As Platform — from shift.newco.co by Allison Wood
When the operating system moves to the viewfinder, the world will literally change
“Every day two billion people carry around an optical data input device — the smartphone Camera — connected to supercomputers and informed by massive amounts of data that can have nearly limitless context, position, recognition and direction to accomplish tasks.”
– Jacob Mullins, Shasta Ventures
The State Of The ARt At AWE 18 — from forbes.com by Charlie Fink
Excerpt:
The bigger story, however, is how fast the enterprise segment is growing as applications as straightforward as schematics on a head-mounted monocular microdisplay are transforming manufacturing, assembly, and warehousing. Use cases abounded.
…
After traveling the country and most recently to Europe, I’ve now experienced almost every major VR/AR/MR/XR related conference out there. AWE’s exhibit area was by far the largest display of VR and AR companies to date (with the exception of CES).
Student Learning and Virtual Reality: The Embodied Experience — from er.educause.edu by Jaime Hannans, Jill Leafstedt and Talya Drescher
Excerpts:
Specifically, we explored the potential for how virtual reality can help create a more empathetic nurse, which, we hypothesize, will lead to increased development of nursing students’ knowledge, skills, and attitudes. We aim to integrate these virtual experiences into early program coursework, with the intent of changing nursing behavior by providing a deeper understanding of the patient’s perspective during clinical interactions.
…
In addition to these compelling student reflections and the nearly immediate change in reporting practice, survey findings show that students unanimously felt that this type of patient-perspective VR experience should be integrated and become a staple of the nursing curriculum. Seeing, hearing, and feeling these moments results in significant and memorable learning experiences compared to traditional classroom learning alone. The potential that this type of immersive experience can have in the field of nursing and beyond is only limited by the imagination and creation of other virtual experiences to explore. We look forward to continued exploration of the impact of VR on student learning and to establishing ongoing partnerships with developers.
Also see: