Check out:
computerhistory.org/timeline/
For the history of AI and robotics, see:
computerhistory.org/timeline/ai-robotics/

Below are some interesting thoughts and predictions from CEDIA, the leading global authority in the home technology industry.
CEDIA’s Tech Council Sees the Future, Part 1: In No Particular Order
Prediction 1: Mixed reality rooms will begin to replace home theater.
As Eric Johnson summed up last year in Recode, “to borrow an example from Microsoft’s presentation at the gaming trade show E3, you might be looking at an ordinary table, but see an interactive virtual world from the video game Minecraft sitting on top of it. As you walk around, the virtual landscape holds its position, and when you lean in close, it gets closer in the way a real object would.” Can a “holographic” cinema experience really be that far off? With 3D sound? And Smell-O-Vision?
CEDIA’s Tech Council Sees the Future, Part 2: Wes Anderson’s Favorite Screen
Prediction 13. Full-wall video with multiscreens will appear in the home. Here’s something interesting: The first three predictions in this set of 10 all have an origin in commercial applications. This one — think of it more as digital signage than sports bar — will allow the user to have access to a wall that includes a weather app, a Twitter feed, a Facebook page, the latest episode of Chopped, a Cubs game, and literally anything else a member — or members — of the family are interested in. The unintended consequences: some 13-year-old will one day actually utter the phrase, “MOM! Can you minimize your Snapchat already!?!”
CEDIA’s Tech Council Sees the Future, Part 3: Glass, Moore’s Law, and “Autopilot”
Prediction 22: Intelligent glass will be used as a control interface, entertainment platform, comfort control, and communication screen. Gordon van Zuiden says, “We live in a world of touch, glass-based icons. Obviously the phone is the preeminent example — what if all the glass that’s around you in the house could have some level of projection so that shower doors, windows, and mirrors could be practical interfaces?” Extend that smart concept to surfaces that don’t just respond to touch, but to gesture and voice — and now extend that to surfaces outside the home.
Prediction 28: User-programmable platforms based on interoperable systems will be the new control and integration paradigm. YOU: “Alexa, please find Casablanca on Apple TV and send it to my Android phone. And order up a pizza.”
CEDIA’s Tech Council Sees the Future, Part 4: “Anything That Can Be Hacked, Will Be Hacked”
Prediction 34. Consumer sensors will increase in sensitivity and function. The Internet of Things will become a lot like Santa: “IoT sees you when you’re sleeping/IoT knows when you’re awake/IoT knows if you’ve been bad or good…”
CEDIA’s Tech Council Predicts the Future, Part 5: Getting Older
Prediction 47. Policy and technology will drive the security concerns over internet and voice connected devices. “When you add the complexity of ‘always on, always listening’ connected devices … keeping the consumer’s best interests in mind might not always be top of mind for corporations [producing these devices],” notes Maniscalco. “[A corporation’s] interest is usually in profits.” Maniscalco believes that a consumer push for legislation on the dissemination of the information a company can collect will be the “spark that ignites true security and privacy for the consumer.”
CEDIA’s Tech Council Predicts the Future, Part 6: Lights! Uber! Security!
Prediction 53. The flexible use of the light socket: Lighting becomes more than lighting. Think about the amount of coverage — powered coverage — that the footprint of a home’s network of light sockets provides. Mike Maniscalco of Ihiji has: “You can use that coverage and power to do really interesting things, like integrate sensors into the lighting. Track humidity, people’s movements, change patterns based on what’s happening in that room.”
CEDIA’s Tech Council Predicts the Future, Part 7: Networks, Voice Control, and The Three Laws of Robotics
Prediction 64. Voice and face recognition and authentication services become more ubiquitous. Yes, your front door will recognize your face — other people’s, too. “Joe Smith comes to your door, you get a text message without having to capture video, so that’s a convenience,” notes Jacobson.
Teaching while learning: What I learned when I asked my students to make video essays — from chronicle.com by Janine Utell, Professor of English at Widener University
Excerpt:
This is not exactly a post about how to teach the video essay (or the audiovisual essay, or the essay video, or the scholarly video). At the end I share some resources for those interested in teaching the form: the different ways we might define the form, some of the theoretical/conceptual ideas undergirding the form, how it allows us to make different kinds of arguments, and some elements of design, assignment and otherwise.
What I’m interested in here is reflecting on what this particular teaching moment has taught me. It’s a moment still in progress/process. These reflections might pertain to any teaching moment where you’re trying something new, where you’re learning as the students are learning, where everyone in the room is slightly uncomfortable (in a good, stretching kind of way), where failure is possible but totally okay, and where you’re able to bring in a new interest of your own and share it with the students.
…
Take two: I tried this again in an upper-level narrative film course, and the suggestions made by students in the previous semester paid off. With the additional guidance, students felt comfortable enough being challenged with the task of making the video; a number of them shared that they liked having the opportunity to learn a new skill, and that it was stimulating to have to think about new ways of making choices around what they wanted to say. Every step of realizing their storyboard and outline required some problem-solving, and they were able to articulate the work of critical thinking in surprising ways (I think they themselves were a little surprised, too).
…
Some resources on the video essay/scholarly video:
From DSC:
A couple of comments that I wanted to make here include:
I’m convinced this virtual reality short is the future of animation — from techinsider.io by Kirsten Acuna
Excerpt:
If there’s one takeaway I’ve gathered from the Tribeca Film Festival, it’s that people are doing some incredible things with VR.
The New York City festival has 18 virtual experiences on display for attendees to check out this year in a Virtual Arcade, and one I kept hearing a lot of chatter about was “Allumette,” a nearly 20-minute animated short from startup Penrose Studios. I heard several people declare it the best VR short of the festival by far.
I agree. It’s excellent.
I checked out “Allumette” (French for Matchstick), which first debuted at the Sundance Film Festival earlier this year, Wednesday evening and was blown away by the experience.

It’s that level of immersion — where you feel like a participant in the actual story — that makes me excited to see what else filmmakers and artists will continue to do in this medium.
The promise of virtual reality in higher education — from er.educause.edu by Bryan Sinclair and Glenn Gunhouse
Excerpt:
Just as hypertext, digital publishing, and other digital media have transformed the ways in which we engage with documents and collections, the technologies surrounding virtual reality (VR) may ultimately transform the ways in which we teach, learn, engage with each other, and experience the world writ large. In a not-too-distant future, as VR technologies advance at a steady pace and become embedded in our lives, we may one day look back with a sense of amazement at students once bound to a physical classroom, campus setting, locale, or even place in time.
VR may be seen as the next logical extension of cyberspace.

Five ways virtual reality is reshaping industries — from by Daniel Terdiman
Gaming is only the beginning.
Excerpt:
It’s rare that a consumer technology is a giant leap forward rather than the next iterative step. Virtual reality represents just that kind of leap. With the spring launch of the Oculus Rift and HTC Vive, as well as the imminent release of Sony’s PlayStation VR, high-end virtual reality has arrived. Add to that lower-end headsets like Samsung’s Gear VR, Google’s Cardboard, and many other players and it’s clear that 2016 is the year the technology goes mainstream. While none of the hardware makers are promising to sell millions of units this year, estimates peg the VR market—hardware and content—at $30 billion by 2020. It’s not just gaming and entertainment that are poised for transformation. Here are some of the most interesting—and potentially lucrative—ways VR is being deployed.
Why you should try that crazy virtual reality headset — from wsj.com by Joanna Stern
VR isn’t just for gamers—take a journey through the virtual experiences that will make the real world better
Excerpt:
You’re going to own a virtual reality headset one day.
Yes, you’re going to put those funny-looking goggles on your face and your eyes won’t be rolling at me like they are right now.
I’ve been there. My interest in gaming stops at Monopoly. The promise of virtual reality meant little more to me than a funny photo opp.
But the buzz! It’s the future, they say! So I went on a journey to find virtual reality’s practical uses.
You can take a class of fifth-graders across the world without needing permission slips. You can inspect the countertops in that dream house you’ve been eyeing. You can feel your heart pound as you practice your big speech in front of a room of people who aren’t actually there.
John Carmack calls ‘Minecraft’ for Gear VR ‘the best thing’ on Oculus — from uploadvr.com by Ian Tingen
Excerpt:
After a hands-on with Minecraft VR – an in-development title for the Samsung Gear VR – Oculus CTO John Carmack gave a speech where he proclaimed Minecraft VR to be, “the best thing to come out on Oculus…Not just for the Gear VR but everything”.
Virtual reality headsets are roaring in 2016 : What’s your pick? — from unimersiv.com by Sanjay Bojan
Excerpt:
In 2016, although still in their infant stages, VR headsets are advancing thick and fast. On that note, here is a selection of the best VR headsets you could buy at the moment.
How virtual reality will democratize learning — from readwrite.com by Jacob Tempchin
Excerpt:
Still, I am confident that virtual reality will revolutionize how we learn, and the reason is simple. Virtual reality is not just a technology, it’s a medium. And I’ve seen how powerful that medium can be.
Jaunt’s ‘cinematic VR’ tech will take you around the world — from engadget.com by Mariella Moon
First stop: Machu Picchu.

Addendum on 3/25/16:
The world’s first virtual reality cinema has opened in Amsterdam — from springwise.com
The VR Cinema gives movie-goers an immersive experience via Samsung Gear VR, headphones, and 360 degree chairs.
Excerpt:
At the beginning of this month, the world’s first VR Cinema opened in Amsterdam.
The idea originated as a pop-up cinema touring cities in the Netherlands, Germany and Switzerland. Unlike a traditional cinema, the theatre uses Samsung Gear VR, combined with a Samsung Galaxy S6 and a 360 degree chair to allow people to look around freely through the film. This is combined with immersive headphones to give a full VR experience to those watching the films.
Now showing:
Addendum on 3/17/16:
Predictions on the future of digital media — from techcrunch.com by Peter Csathy
Excerpt:
It’s pundit time — this time, digital media style. Last year I predicted challenges to YouTube’s dominance in online video, a beginning of cord cutting and the unbundling of video services, and an explosion in short form video content. This year the media landscape will continue to shift as VR grows up and consolidation takes over.
MIT’s amazing new app lets you program any object — from fastcodesign.com
The Reality Editor is a Minority Report style AR app that makes programming your smart home as easy as connecting the dots.
Take me away! Elderly home residents given virtual reality goggles to help them feel like they are travelling the world — from dailymail.co.uk by Belinda Cleary
NASA partners with Microsoft to provide holographic computing in space — from seriouswonder.com by B.J. Murphy
Excerpt:
Partnering with multinational technology company Microsoft, NASA has since been engaging with their astronauts to use HoloLens headsets to help them make complex computations and provide them with virtual aid as they work inside the ISS. Labeled Project Sidekick, this form of space-based holographic computing will help empower astronauts by allowing them to achieve greater autonomy in their work as they explore and connect back home at NASA headquarters.
With the Cygnus delivery of the HoloLens headsets, expect holographic computing to become a crucial facet of future space exploration – one more item to check off of our list on, “How to become more like Star Trek.”
How to try virtual reality today without breaking the bank — from bgr.com by Jacob Siegal
Excerpt:
2016 might be the year that virtual reality finally takes hold in the tech world. Sony, Microsoft and Oculus VR are all planning to launch their own hardware before the end of next year, with tons of developers already hard at work on games, apps and other software to ensure that VR hits the ground running.
But if you don’t want to wait until next year to see what VR has to offer, you can take a sneak peek at the innovations today without putting a strain on your wallet.
Breaking Down Billion-Dollar AR/VR Investment In The Last 12 Months — from techcrunch.com by Tim Merel

Which VR Headset Holds the Pole Position? — from statista.com by Felix Richter
The show goes on in Paris – through augmented-reality glasses — from theguardian.com by Barbara Casassus
If your French doesn’t go beyond bonjour, you can still enjoy a night at a Parisian theatre thanks to new glasses that provide simultaneous translations
Excerpt:
It’s Saturday night at Le Comédia theatre in central Paris and I’m staring at the stage through square plastic glasses. While the actors in the musical Mistinguett, Reine des Années Folles sing boisterously in French, the words appear simultaneously in English on a small screen in the right-hand lens. Though it’s not the same as watching the show unfettered, I find it surprisingly easy to follow the translated dialogue along with the action.
.

Also see Immersive VREducation’s:
ER VR Trailer – Virtual Reality Medical Training Simulation
Virtual-reality lab explores new kinds of immersive learning — from chronicle.com by Ellen Wexler
Excerpt:
That can have implications in distance learning, he said. For students attending class via webcam or video lecture, the video is two-dimensional, and the audio doesn’t sound as it would if they were in a real classroom. Mr. Duraiswami thinks the virtual-reality technology could help the experience feel more immersive. “If all you’re seeing is a bunch of things in front of you, you’re not as immersed,” Mr. Duraiswami said. “You want the instructor to feel as if they’re right in front of you.”

10 killer media applications enabled by ‘virtual reality’ headsets — from eweek.com by Mike Elgan
Virtual reality headsets can do much more than ‘virtual reality,’ a technical term that is badly defined in most news reports. Here are 10 rapidly developing applications.
Deakin University to launch virtual and augmented reality hub — from cio.com.au by Rebecca Merrett
Industry partners, as well and students and staff, can get their hands on latest virtual/augmented reality tech
Excerpt:
Deakin University will launch an Interactive Digital Centre Hub in Melbourne CBD in the first half of 2016, which will allow industry partners to access the latest virtual and augmented reality technology. Partnering with EON Reality, more than US$10 million has been poured into the facility and will be the first of dedicated centre to virtual and augmented reality in the Asian region. Having a strong group of researchers in virtual reality, Deakin University decided to open a hub to facilitate working with industry and host education programs and courses in this field.
Virtual reality could finally get people to care about climate change — from techinsider.io by Chris Weller
Excerpt:
As the founding director of Stanford’s Virtual Human Interaction Lab, Jeremy Bailenson firmly believes that statistics don’t make people care about issues.
Experiences do.
That’s why Bailenson has spent the last few years developing an underwater virtual reality (VR) experience that shows people firsthand how climate change impacts ocean health.
All the data in the world won’t make a problem seem real unless people care about it on an emotional level, he says. According to Bailenson, virtual reality solves that problem without creating new ones.
Virtual reality in 2016: The 10 biggest trends to watch — from techrepublic.com by Erin Carson
2016 promises to be a watershed year for virtual reality as a commercial product. Here’s what to expect.
Revolutionary tech for the real world — from createtomorrow.co.uk
Excerpt (emphasis DSC):
AR is also highly effective for education and training says Ronald Azuma who leads the AR team at Intel Labs. Why? “Because it makes instructions easier to understand by displaying them directly over the real-world objects that require manipulation, thus removing the cognitive load and ambiguity in spatially transforming directions from traditional media like manuals, text, images and videos into the situation at hand.”
Samsung launches Gear VR virtual reality headset in Australia, promises 360-degree web browsing — from news.com.au
AUSTRALIAN phone users will be able to play virtual reality games, watch 360-degree films, and navigate the web using their eyes as Samsung launches its third virtual reality headset.
CES 2016: driverless cars and virtual reality to dominate at world’s biggest technology show — from mirror.co.uk
The world’s biggest technology showcase kicks off in Las Vegas on 6 January 2016. Here’s what we know about what will be happening at the Consumer Electronics Show
Should your institution move into the Augmentarium future? — from ecampusnews.com by Ron Bethke
The University of Maryland, College Park, is leading the way in studying the innovative applications of augmented and virtual reality across a wide range of fields
Excerpt:
Sundance 2016 dominated by VR, over 30 experiences listed — from vrfocus.com
Excerpt:
This year’s Sundance Film Festival in Park City, Utah was a surprise hit for virtual reality (VR) technology. It was here that Oculus VR revealed its new film-focused division, Oculus Story Studio, while plenty of other filmmakers and story tellers showcased their own projects using head-mounted displays (HMDs) in the festival’s New Frontier section. That section is set to return for the 2016 edition of the festival from 21st – 31st January, and is this time utterly dominated by VR experiences.
Virtual reality for all, finally — from scientificamerican.com by Larry Greenemeier
Will the new generation of headsets hitting the consumer electronics market deliver enhanced virtual-reality experiences at more affordable prices?
Excerpt:
You can be forgiven for rolling your eyes at the latest round of promises that virtual reality has finally arrived for the masses. Tech companies have been hanging their hats on that one for decades without much success, due to high prices and poorly rendered graphics that have given people headaches—literally.
Despite these missteps, a new generation of virtual-reality tech targeted at consumers has begun to hit the market, most prominently with Samsung’s $100 Gear VR visor released in late November. Both Gear VR and Google Cardboard—which starts at less than $20 and was launched in 2014—rely on a smartphone clipped or slid into their respective visors. The headset’s binocularlike lenses—between the phone and wearer—help deliver a 3-D VR experience. That makes the gadgets a relatively low-risk investment for consumers and enables tech companies to gauge public demand for virtual reality in advance of devices such as ones from Oculus, Sony and HTC slated for next year that feature more sophisticated embedded sensors and displays.
…
Now that VR headsets no longer cost tens of thousands of dollars the door is open for educational and social applications that are true to virtual reality’s roots, allowing people to learn and interact in digital classrooms and playgrounds.
Here’s what virtual reality means for kids stuck in the hospital — from techcrunch.com by Drew Olanoff
Excerpt:
Virtual reality is here to stay and it’s more important than just playing a game or watching a boxing match in a more immersive way. It could, and will, change lives. Imagine this kind of happiness in children’s hospitals everywhere, all of the time. Then think about how doctors can train for surgery virtually. Pretty amazing stuff, eh?
Addendum on 12/20/15: