Penn State World Campus implements 360-degree videos in online courses — from news.psu.edu by Mike Dawson
Videos give students virtual-reality experiences; leaders hopeful for quick expansion

Excerpt:

UNIVERSITY PARK, Pa. — Penn State World Campus is using 360-degree videos and virtual reality for the first time with the goal of improving the educational experience for online learners.

The technology has been implemented in the curriculum of a graduate-level special education course in Penn State’s summer semester. Students can use a VR headset to watch 360-degree videos on a device such as a smartphone.

The course, Special Education 801, focuses on how teachers can respond to challenging behaviors, and the 360-degree videos place students in a classroom where they see an instructor explaining strategies for arranging the classroom in ways best-suited for the learning activity. The videos were produced using a 360-degree video camera and uploaded into the course in just a few a days.

 

 

 

 

Campus Technology Announces 2017 Impact Award Honorees — from campustechnology.com

Excerpt:

“When you consider the use of technology in education, one of the most important factors is impact — how it benefits students, improves teaching, streamlines costs, contributes to the community, furthers the institutional mission, etc.,” said Rhea Kelly, executive editor of Campus Technology. “These 10 projects are making a difference in higher education in variety of inspiring ways, and we are so pleased to recognize them with this year’s Impact Awards.”

 

From DSC:
I was a Member of the Review Board for this year’s Impact Awards program. As such, I want to extend my sincere congratulations to these recipients! I also want to extend congratulations to the many other people/organizations who — though they didn’t win an award this year — are doing some great work out there as well!

 

 

 

 

2017 Ed Tech Trends: The Halfway Point — from campustechnology.com by Rhea Kelly
Four higher ed IT leaders weigh in on the current state of education technology and what’s ahead.

This article includes some perspectives shared from the following 4 IT leaders:

  • Susan Aldridge, Senior Vice President for Online Learning, Drexel University (PA); President, Drexel University Online
  • Daniel Christian, Adjunct Faculty Member, Calvin College
  • Marci Powell, CEO/President, Marci Powell & Associates; Chair Emerita and Past President, United States Distance Learning Association
  • Phil Ventimiglia, Chief Innovation Officer, Georgia State University

 

 

Also see:

 

 

 

Campus Technology 2017: Virtual Reality Is More Than a New Medium — from edtechmagazine.com by Amy Burroughs
Experts weigh in on the future of VR in higher education.

Excerpts:

“It’s actually getting pretty exciting,” Georgieva said, noting that legacy companies and startups alike have projects in the works that will soon be on the market. Look for standalone, wireless VR headsets later this year from Facebook and Google.

“I think it’s going to be a universal device,” he said. “Eventually, we’ll end up with some kind of glasses where we can just dial in the level of immersion that we want.”

— Per Emery Craig, at Campus Technology 2017 Conference


“Doing VR for the sake of VR makes no sense whatsoever,” Craig said. “Ask when does it make sense to do this in VR? Does a sense of presence help this, or is it better suited to traditional media?”

 

 

Virtual Reality: The User Experience of Story — from blogs.adobe.com

Excerpt:

Solving the content problems in VR requires new skills that are only just starting to be developed and understood, skills that are quite different from traditional storytelling. VR is a nascent medium. One part story, one part experience. And while many of the concepts from film and theater can be used, storytelling through VR is not like making a movie or a play.

In VR, the user has to be guided through an experience of a story, which means many of the challenges in telling a VR story are closer to UX design than anything from film or theater.

Take the issue of frameless scenes. In a VR experience, there are no borders, and no guarantees where a user will look. Scenes must be designed to attract user attention, in order to guide them through the experience of a story.

Sound design, staging cues, lighting effects, and movement can all be used to draw a user’s attention.

However, it’s a fine balance between attraction to distraction.

“In VR, it’s easy to overwhelm the user. If you see a flashing light and in the background, you hear a sharp siren, and then something moves, you’ve given the user too many things to understand,” says Di Dang, User Experience Lead at POP, Seattle. “Be intentional and deliberate about how you grab audience attention.”

 

VR is a storytelling superpower. No other medium has the quite the same potential to create empathy and drive human connection. Because viewers are for all intents and purposes living the experience, they walk away with that history coded into their memory banks—easily accessible for future responses.

 

 

 

Google’s latest VR experiment is teaching people how to make coffee — from techradar.com by Parker Wilhelm
All in a quest to see how effective learning in virtual reality is

Excerpt:

Teaching with a simulation is no new concept, but Google’s Daydream Labs wants to see exactly how useful virtual reality can be for teaching people practical skills.

In a recent experiment, Google ran a simulation of an interactive espresso machine in VR. From there, it had a group of people try their virtual hand at brewing a cup of java before being tasked to make the real thing.

 

 



 

Addendum on 7/26/17:

 



 

 

 

More Than Just Cool? — from insidehighered.com by Nick Roll
Virtual and augmented realities make headway in courses on health care, art history and social work.

Excerpt:

When Glenn Gunhouse visits the Pantheon, you would think that the professor, who teaches art and architecture history, wouldn’t be able to keep his eyes off the Roman temple’s columns, statues or dome. But there’s something else that always catches his eye: the jaws of the tourists visiting the building, and the way they all inevitably drop.

“Wow.”

There’s only one other way that Gunhouse has been able to replicate that feeling of awe for his students short of booking expensive plane tickets to Italy. Photos, videos and even three-dimensional walk-throughs on a computer screen don’t do it: It’s when his students put on virtual reality headsets loaded with images of the Pantheon.

 

…nursing schools are using virtual reality or augmented reality to bring three-dimensional anatomy illustrations off of two-dimensional textbook pages.

 

 

 



 

Also see:

Oculus reportedly planning $200 standalone wireless VR headset for 2018 — from techcrunch.com by Darrell Etherington

Excerpt:

Facebook is set to reveal a standalone Oculus virtual reality headset sometime later this year, Bloomberg reports, with a ship date of sometime in 2018. The headset will work without requiring a tethered PC or smartphone, according to the report, and will be branded with the Oculus name around the world, except in China, where it’ll carry Xiaomi trade dress and run some Xiaomi software as part of a partnership that extends to manufacturing plans for the device.

 



Facebook Inc. is taking another stab at turning its Oculus Rift virtual reality headset into a mass-market phenomenon. Later this year, the company plans to unveil a cheaper, wireless device that the company is betting will popularize VR the way Apple did the smartphone.

Source



 

 

 
 

The case for a next generation learning platform [Grush & Christian]

 

The case for a next generation learning platform — from campustechnology.com by Mary Grush & Daniel Christian

Excerpt (emphasis DSC):

Grush: Then what are some of the implications you could draw from metrics like that one?

Christian: As we consider all the investment in those emerging technologies, the question many are beginning to ask is, “How will these technologies impact jobs and the makeup of our workforce in the future?”

While there are many thoughts and questions regarding the cumulative impact these technologies will have on our future workforce (e.g., “How many jobs will be displaced?”), the consensus seems to be that there will be massive change.

Whether our jobs are completely displaced or if we will be working alongside robots, chatbots, workbots, or some other forms of AI-backed personal assistants, all of us will need to become lifelong learners — to be constantly reinventing ourselves. This assertion is also made in the aforementioned study from McKinsey: “AI promises benefits, but also poses urgent challenges that cut across firms, developers, government, and workers. The workforce needs to be re-skilled to exploit AI rather than compete with it…”

 

 

A side note from DSC:
I began working on this vision prior to 2010…but I didn’t officially document it until 2012.

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

Learning from the Living [Class] Room:

A global, powerful, next generation learning platform

 

What does the vision entail?

  • A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:

“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.

  • A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
  • A customizable learning environment that will offer up-to-date streams of regularly curated content (i.e., microlearning) as well as engaging learning experiences
  • Along these lines, a lifelong learner can opt to receive an RSS feed on a particular topic until they master that concept; periodic quizzes (i.e., spaced repetition) determines that mastery. Once mastered, the system will ask the learner whether they still want to receive that particular stream of content or not.
  • A Netflix-like interface to peruse and select plugins to extend the functionality of the core product
  • An AI-backed system of analyzing employment trends and opportunities will highlight those courses and streams of content that will help someone obtain the most in-demand skills
  • A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
  • A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
  • A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
  • Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
  • (Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
  • (Potentially) Direct access to popular job search sites
  • (Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)
  • (Potentially) Integration with one-on-one tutoring services

Further details here >>

 

 

 



Addendum from DSC (regarding the resource mentioned below):
Note the voice recognition/control mechanisms on Westinghouse’s new product — also note the integration of Amazon’s Alexa into a “TV.”



 

Westinghouse’s Alexa-equipped Fire TV Edition smart TVs are now available — from theverge.com by Chaim Gartenberg

 

The key selling point, of course, is the built-in Amazon Fire TV, which is controlled with the bundled Voice Remote and features Amazon’s Alexa assistant.

 

 

 

Finally…also see:

  • NASA unveils a skill for Amazon’s Alexa that lets you ask questions about Mars — from geekwire.com by Kevin Lisota
  • Holographic storytelling — from jwtintelligence.com
    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 the USC Institute for Creative Technologies (ICT), people are able to ask Gutter’s projected image questions that trigger relevant responses.

 

 

 

 

Historical virtual reality application makes ‘time travel’ a reality — from haptic.al by Deniz Ergürel
‘Virtual Time Binoculars’ provides a unique window into the city of Edinburgh around the time of the birth of Mary Queen of Scots.

Excerpt:

A new application called ‘Virtual Time Binoculars’, allows historians to explore the old Edinburgh city in entirely new and exciting ways.

Launched by a group of academics from the University of St. Andrews, the app brings the original views of streets, marketplaces and churches as they may have been in the 16th century.

Created by the University of St Andrews’s spinout company Smart History, Virtual Time Binoculars: Edinburgh 1544 provides a unique window into the capital around the time of the birth of Mary Queen of Scots.

Also see:
the Virtual Time Binoculars website.

 

 

 

Also see:

Virtual reality app highlights Penn State campus landmarks — from centredaily.com by Leon Valsechi

Excerpt:

The Penn State University Park campus is ornamented by senior class gifts that date back to the late 1800s and a team of Penn State researchers has developed a mobile virtual reality app that highlights some of the more popular landmarks.

Through the lens of a virtual reality headset, users are instantly transported to University Park, where they can visit some of the campus’s most recognizable relics. The trip is made possible by ChoroPhronesis, a research team operating within the Department of Geography that focuses on immersive virtual reality.

 

 

 

 

EdTech magazine covers the latest news and discussions, live from ISTE 2017 in San Antonio, Texas.

 

 

 

ISTE 2017: 6 New Products Unveiled on the Show Floor — from edtechmagazine.com by Jena Passut
New offerings from big tech companies highlight this year’s megaconference in San Antonio.

Excerpt:

With more than 18,000 attendees and plenty of press coverage, the annual ISTE’s 2017 Conference & Expo has become a prime place for vendors to launch new products and announce updates. This year is no different. Check out some of the latest offerings announced at the 2017 event, and then head over to EdTech’s coverage page to read and see more news from ISTE.

 

 



Also see:



 

 

 
 

Winner takes all — from by Michael Moe, Luben Pampoulov, Li Jiang, Nick Franco, & Suzee Han

 

We did a lot of things that seemed crazy at the time. Many of those crazy things now have over a billion users, like Google Maps, YouTube, Chrome, and Android.

— Larry Page, CEO, Alphabet

 

 

Excerpt:

An alphabet is a collection of letters that represent language. Alphabet, accordingly, is a collection of companies that represent the many bets Larry Page is making to ensure his platform is built to not only survive, but to thrive in a future defined by accelerating digital disruption. It’s an “Alpha” bet on a diversified platform of assets.

If you look closely, the world’s top technology companies are making similar bets.

 


 

 

Technology in general and the Internet in particular is all about a disproportionate gains to the leader in a category. Accordingly, as technology leaders like Facebook, Alphabet, and Amazon survey the competitive landscape, they have increasingly aimed to develop and acquire emerging technology capabilities across a broad range of complementary categories.

 

 

 

Virtual Reality Coursework Provides Rich Training Ground — from edtechmagazine.com by Dave Doucette
Colleges embrace VR to develop students’ technical skills and expand their experiences.

Excerpt:

IDC forecasts that global sales of VR headsets will jump to 61 million by 2020, up from 10.1 million in 2016. As adoption ramps up, demand for applications will be fast on its heels, and professionals trained in all aspects of VR will be in hot demand. Institutions across the country are stepping up to help students get ready.

VR also expands the realm of possibility for students interested in creativity and problem solving. Colleges are already offering courses dedicated to VR technology, in which students create films, interactive games, campus tours and even customized projects for real-world clients. As one educator has noted, VR amounts to a new art form: both a new way to tell stories and an entirely new professional field.

 

 

 

What a future, powerful, global learning platform will look & act like [Christian]


Learning from the Living [Class] Room:
A vision for a global, powerful, next generation learning platform

By Daniel Christian

NOTE: Having recently lost my Senior Instructional Designer position due to a staff reduction program, I am looking to help build such a platform as this. So if you are working on such a platform or know of someone who is, please let me know: danielchristian55@gmail.com.

I want to help people reinvent themselves quickly, efficiently, and cost-effectively — while providing more choice, more control to lifelong learners. This will become critically important as artificial intelligence, robotics, algorithms, and automation continue to impact the workplace.


 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

Learning from the Living [Class] Room:
A global, powerful, next generation learning platform

 

What does the vision entail?

  • A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:

“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.

  • A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
  • An AI-backed system of analyzing employment trends and opportunities will highlight those courses and “streams of content” that will help someone obtain the most in-demand skills
  • A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
  • A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
  • A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
  • Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
  • (Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
  • (Potentially) Direct access to popular job search sites
  • (Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)

Further details:
While basic courses will be accessible via mobile devices, the optimal learning experience will leverage two or more displays/devices. So while smaller smartphones, laptops, and/or desktop workstations will be used to communicate synchronously or asynchronously with other learners, the larger displays will deliver an excellent learning environment for times when there is:

  • A Subject Matter Expert (SME) giving a talk or making a presentation on any given topic
  • A need to display multiple things going on at once, such as:
  • The SME(s)
  • An application or multiple applications that the SME(s) are using
  • Content/resources that learners are submitting in real-time (think Bluescape, T1V, Prysm, other)
  • The ability to annotate on top of the application(s) and point to things w/in the app(s)
  • Media being used to support the presentation such as pictures, graphics, graphs, videos, simulations, animations, audio, links to other resources, GPS coordinates for an app such as Google Earth, other
  • Other attendees (think Google Hangouts, Skype, Polycom, or other videoconferencing tools)
  • An (optional) representation of the Personal Assistant (such as today’s Alexa, Siri, M, Google Assistant, etc.) that’s being employed via the use of Artificial Intelligence (AI)

This new learning platform will also feature:

  • Voice-based commands to drive the system (via Natural Language Processing (NLP))
  • Language translation (using techs similar to what’s being used in Translate One2One, an earpiece powered by IBM Watson)
  • Speech-to-text capabilities for use w/ chatbots, messaging, inserting discussion board postings
  • Text-to-speech capabilities as an assistive technology and also for everyone to be able to be mobile while listening to what’s been typed
  • Chatbots
    • For learning how to use the system
    • For asking questions of – and addressing any issues with – the organization owning the system (credentials, payments, obtaining technical support, etc.)
    • For asking questions within a course
  • As many profiles as needed per household
  • (Optional) Machine-to-machine-based communications to automatically launch the correct profile when the system is initiated (from one’s smartphone, laptop, workstation, and/or tablet to a receiver for the system)
  • (Optional) Voice recognition to efficiently launch the desired profile
  • (Optional) Facial recognition to efficiently launch the desired profile
  • (Optional) Upon system launch, to immediately return to where the learner previously left off
  • The capability of the webcam to recognize objects and bring up relevant resources for that object
  • A built in RSS feed aggregator – or a similar technology – to enable learners to tap into the relevant “streams of content” that are constantly flowing by them
  • Social media dashboards/portals – providing quick access to multiple sources of content and whereby learners can contribute their own “streams of content”

In the future, new forms of Human Computer Interaction (HCI) such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) will be integrated into this new learning environment – providing entirely new means of collaborating with one another.

Likely players:

  • Amazon – personal assistance via Alexa
  • Apple – personal assistance via Siri
  • Google – personal assistance via Google Assistant; language translation
  • Facebook — personal assistance via M
  • Microsoft – personal assistance via Cortana; language translation
  • IBM Watson – cognitive computing; language translation
  • Polycom – videoconferencing
  • Blackboard – videoconferencing, application sharing, chat, interactive whiteboard
  • T1V, Prsym, and/or Bluescape – submitting content to a digital canvas/workspace
  • Samsung, Sharp, LCD, and others – for large displays with integrated microphones, speakers, webcams, etc.
  • Feedly – RSS aggregator
  • _________ – for providing backchannels
  • _________ – for tools to create videocasts and interactive videos
  • _________ – for blogs, wikis, podcasts, journals
  • _________ – for quizzes/assessments
  • _________ – for discussion boards/forums
  • _________ – for creating AR, MR, and/or VR-based content

 

 

Some applications of VR from vrxone.com

Education
Virtual Reality to teach the skills needed for the future by enabling learners to explore, play, work as a team, compete, and be rewarded for their achievements through interactive lessons.

  • Virtual Field Trips
  • Immersive VRXOne Lab
  • VR for Arts & Design
  • Safe Laboratory Practicals through VR
  • Game based Learning
  • Geography, Marine Life VR Exploration
  • Astronomy & Space Research through VR
  • Architecture & Interiors
  • VR for Sports & Games
  • VR to improve Public Speech

Corporate Training
Virtual reality (VR) enhances traditional training methods through a new, practical and interactive approach. Improve Knowledge Retention by doing things in an immersive Environment.

* VR based Induction/ Onboarding
* Improving Health & Safety through VR
* Increase Knowledge Retention
* Hands-on VR Training Simulations
* Customer interactivity through VR
* VR to improve Marketing Strategy
* Special purpose training in VR
* High Risk Environment VR Simulation
* Critical National Infrastructure brief on VR
* VR for Business Planning

Healthcare
Virtual Reality has proven great results with 34% of Physical Health and 47% of Mental Health Improvements through various applications and learning programs.

* 360° Live streaming of Surgical Procedure
* Medical & Nursing Simulation
* Emergency Drill Scenario
* VR for pain & anxiety relief
* Assistive Technology for Special Education.
* Interactive Anatomy Lessons
* Yoga, Meditation and Recreational Therapy
* Virtual Medical Consultation
* Motivational Therapy for Aged Citizens
* VR for Medical Tourism

 

 

 

Oculus Education Pilot Kicks Off in 90 California Libraries — from oculus.com

Excerpt:

Books, like VR, open the door to new possibilities and let us experience worlds that would otherwise be beyond reach. Today, we’re excited to bring the two together through a new partnership with the California State Library. This pilot program will place 100 Rifts and Oculus Ready PCs in 90 libraries throughout the state, letting even more people step inside VR and see themselves as part of the revolution.

“It’s pretty cool to imagine how many people will try VR for the very first time—and have that ‘wow’ moment—in their local libraries,” says Oculus Education Program Manager Cindy Ball. “We hope early access will cause many people to feel excited and empowered to move beyond just experiencing VR and open their minds to the possibility of one day joining the industry.”

 

 

Also see:

Oculus Brings Rift to 90 Libraries in California for Public Access VR — from roadtovr.com by Dominic Brennan

Excerpt:

Oculus has announced a pilot program to place 100 Rifts and Oculus Ready PCs in 90 libraries throughout the state of California, from the Oregon border down to Mexico. Detailed on the Oculus Blog, the new partnership with the California State Library hopes to highlight the educational potential of VR, as well as provide easy access to VR hardware within the heart of local communities.

“Public libraries provide safe, supportive environments that are available and welcoming to everyone,” says Oculus Education Program Manager Cindy Ball. “They help level the playing field by providing educational opportunities and access to technology that may not be readily available in the community households. Libraries share the love—at scale.”

 

 

 
© 2025 | Daniel Christian