Updated Creative Cloud helps you create with precision and speed and collaborate seamlessly — from blog.adobe.com by Scott Belsky

Excerpt:

Over the past few years, creative expression has become a widespread desire. From new social media platforms to our efforts to stand out in school, or at work through our ideas, creativity has become a vital skill for everyone. Our teams at Adobe are on a mission to outfit everyone to create.

The latest version of Adobe Creative Cloud, released [on 10/18/22] at Adobe MAX, includes innovations that support creativity for all.

Also relevant/see:

 

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.

 

Artificial Intelligence in Video Production — from provideocoalition.com by Iain Anderson

Introduction

Artificial Intelligence has promised so much for so long, and in many ways, it’s been less than perfect. Siri doesn’t quite understand what you’re asking; Google Translate can’t yet seamlessly bridge the gap between languages, and navigation software still doesn’t always offer an accurate route. But it’s getting pretty good. While a variety of AI-based technologies have been improving steadily over the past several years, it’s the recent giant strides made in image generation that’s potentially groundbreaking for post production professionals. Here, I’ll take you through the ideas behind the tech, along with specific examples of how modern, smart technology will change your post workflow tomorrow, or could today.

Also relevant/see:

 

Arts Integration and STEAM Resources for K-12 Educators

Unlock the power of creativity -- arts integration and STEAM resources for K-12 educators

Official Trailer (Art Works for Teachers)

Excerpt:

Introducing the Art Works for Teacher Podcast Trailer! Get a quick sneak peek at what you can expect from this new show, launching September 22, 2022. New episodes will be available each Thursday on your favorite podcast platform, on YouTube, and right here on our site.


From DSC:
Along these lines, also see WEST MICHIGAN CENTER FOR ARTS + TECHNOLOGY. Such a learning environment builds skills and creativity while supercharging participation and engagement!

 

 

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?


 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

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.

 

Augmented Books Are On The Way According To Researchers — from vrscout.com by Kyle Melnick

Excerpt:

Imagine this. You’re several chapters into a captivating novel when a character from an earlier book makes a surprise appearance. You swipe your finger across their name on the page at which point their entire backstory is displayed on a nearby smartphone, allowing you to refresh your memory before moving forward.

This may sound like science fiction, but researchers at the University of Surrey in England say that the technology described above is already here in the form of “a-books” (augmented reality books).

The potential use-cases for such a technology are virtually endless. As previously mentioned, a-books could be used to deliver character details and plot points for a variety of fictional works. The same technology could also be applied to textbooks, allowing students to display helpful information on their smartphones, tablets, and smart TVs with the swipe of a finger.

From DSC:

  • How might instructional designers use this capability?
  • How about those in theatre/drama?
  • Educational gaming?
  • Digital storytelling?
  • Interaction design?
  • Interface design?
  • User experience design?

Also see:


 
 

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.


 
 

From DSC:
The following two items make me wonder how Extended Reality (XR)-related techs will impact theatre, gaming, opera, & other forms of entertainment.


AR Opera Glasses Could Change Broadway Forever — from vrscout.com by Kyle Melnick

Excerpt:

Immersive technology brings the stage to life like never before.

Students from the South Korean Hongik University have developed a pair of reimagined 19th-century opera glasses that utilize AR technology to immerse spectators in Broadway shows in a variety of unique and imaginative ways. The device is compatible with popular shows such as Wicked, Aladdin, Cats, Mamma Mia, and Frozen.

Reddot_Rene from ???/??????? on Vimeo.


What ‘Shakespeare Karaoke’ Teaches About the Virtual Reality Future — from edsurge.com by Rebecca Koenig
Does technology work better as a solo encounter or a group experience?

Excerpt:

To immerse, or not to immerse?

For professors designing virtual reality versions of Shakespeare’s plays, that is the question. The answer(s) may have implications for designing new edtech tools—and VR technology intended to be used beyond the classroom, too.

The Bard’s masterpieces, plays written in the late 1500s and early 1600s, have received all kinds of digital makeovers in the 21st century. Two current efforts designed by academics for use in teaching draw on extended reality tools that invite users to actively participate in scenes from works like “Romeo and Juliet.”

Play the Knave is a video game that helps users design actor-avatars they can direct with their bodies around virtual theater spaces. Shakespeare-VR is a project-in-development that will enable users to don a VR headset, step on to a virtual Elizabethan stage and perform alongside avatars voiced by professional actors.

Play the Knave* is a mixed reality video game that enables virtual design and performance of dramatic scenes from Shakespeare--or any text you choose

 

17 Best Video Converter Software in 2022 (Free and Paid) — from videoproc.com by Cecilia Hwung

Excerpt:

Looking for the best video converter software? We may need a free or paid video converter for various reasons. For instance,

  • Change videos into different formats for playing on iPhone, TVs, PS4, Xbox, Mac…
  • Convert videos recorded by GoPro, DJI, iPhone, DSLR cameras, or screen captures to editing-friendly format
  • Transcode videos for sending on Discord, Pinterest, Twitter, and other social media without quality loss
  • Share the same video on different platforms with different formats for getting the best outcomes on each platform
  • Convert DVDs (including the new and 99-title DVDs) with favored chapters, subtitles, and languages

Given the fact that hundreds of paid and free video converters out there claim themselves to be powerful, fast, and easy-to-learn while giving no compromise to quality, choosing the best video converter software becomes one of the most frustrating roadblocks you may encounter.

Lucky you are here. We have carefully selected and assembled a list of the best video converter software you can get right now. Most of them are open-source and cross-platform, meaning they are completely free video file converter programs for Windows 11/10/8/7, macOS, Linux, and web.

 

Best Sites and Apps for Digital Storytelling — from techlearning.com by Diana Restifo
Digital storytelling can help boost communication and presentation skills

Excerpt:

…storytelling is a great way for kids to learn to love reading and writing. But almost any school subject can be considered through a dramatic frame, from history to geography to science. Even math can be taught through narrative (word problems, anyone?). Most importantly, storytelling gives kids the opportunity to be inventive with language, graphics, and design, and to share their creations with others.

The following sites and apps for storytelling range from basic to advanced. Many are designed for educators or include guides for use in education. And while most are paid products, the prices are generally reasonable and nearly every platform offers a free trial or free basic account.

6 best classroom noise meters for teachers — from educatorstechnology.com by Med Kharbach

Excerpt:

One of the effective ways to monitor and reduce noise levels in classrooms is by making noise visible. Enabling students to visualize their noise raises awareness to their sound levels and makes them noise conscious. There are several noise meter tools and apps to use in your classroom to bring down students noise and therefore help in creating optimal learning experiences. Below is a collection of some of the best noise meters for classroom use.  They are simple, easy to use, and cost-effective.

Digital age classroom projects — from thetechedvocate.org by Matthew Lynch

Excerpt:

Classroom learning today has left the era of flipping through textbooks trying to be on the same page with the teacher, though not for every class lesson. Educators today are seizing the opportunities of digital devices and media to expand learning opportunities beyond pencil and paper homework. Also, assessment is not just a multiple-choice test.

Consider trying one of these projects:

The Education of Incarcerated Youth with Disabilities Ep.14 — from edcircuit.com

Excerpt:

The School Justice Project (SJP) champions an extremely vulnerable population: incarcerated youth with disabilities. The SJP’s mission is to ensure every learner, in or out of prison facilities, receives the education they were promised and deserve. Their current class action lawsuit against the DC prison system underscores the impact of their efforts. Featured guest, Claire Blumenson, pulls no punches as she forces us to look, and not to look away, in this pivotal moment.

We are educators, parents, siblings, and friends who aren’t satisfied with the quality of the content our students are exposed to. We know they deserve better, and are committed to bringing authentic, engaging, diverse and accessible content to all learners.

Business Leaders Say Computer Science Needs to Be A Core Subject — from edsurge.com by Daniel Mollenkamp

Excerpt:

[On July 12], a collection of more than 500 prominent business, education and nonprofit leaders called on states to update their K-12 curriculum to make computer science a core subject.

In a letter sent to governors from all fifty states, they write, “computer science provides an essential foundation—not only for careers in technology, but for every career in today’s world,” and call upon state leaders to update curriculum to ensure that all students have an opportunity to learn computer science in school.

What is Microsoft Sway and How Can it Be Used to Teach? Tips & Tricks — from techlearning.com by Luke Edwards
Microsoft Sway is a presentation tool that works really well for teaching

Excerpt:

Microsoft Sway is the company’s alternative to PowerPoint as a presentation tool that embraces collaborative working. As such, this is a powerful system for teachers and students to use in the classroom and beyond.

The idea behind Sway is to offer a super simple setup that allows anybody to create presentation slideshows. This makes it good for both younger students and teachers for in-class or online-based presenting.


For a somewhat related item, see:

Exploring some different instructional strategies and discovering how to incorporate them into the classroom process can rekindle a love affair with teaching. Finding the right instructional strategy to fit your classroom can make a world of difference to your students by allowing them to make meaningful connections with what they are learning. Take a look at a few different strategies, and see which one might suit your students this academic year.


 
 
© 2024 | Daniel Christian