Research study suggests VR can have a huge impact in the classroom — from uploadvr.com by Joe Durbin

Excerpt:

“Every child is a genius in his or her own way. VR can be the key to awakening the genius inside.”

This is the closing line of a new research study currently making its way out of China. Conducted by Beijing Bluefocus E-Commerce Co., Ltd and Beijing iBokan Wisdom Mobile Internet Technology Training Institution, the study takes a detailed look at the different ways virtual reality can make public education more effective.

 

“Compared with traditional education, VR-based education is of obvious advantage in theoretical knowledge teaching as well as practical skills training. In theoretical knowledge teaching, it boasts the ability to make abstract problems concrete, and theoretical thinking well-supported. In practical skills training, it helps sharpen students’ operational skills, provides an immersive learning experience, and enhances students’ sense of involvement in class, making learning more fun, more secure, and more active,” the study states.

 

 

VR for Education – what was and what is — from researchvr.podigee.io

Topics discussed:

  • VR for education: one time use vs everyday use
  • Ecological Validity of VR Research
  • AR definition & history
  • Tethered vs untethered
  • Intelligent Ontology-driven Games for Teaching Human Anatomy
  • Envelop VR
  • VR for Education
  • Gartner curve – then and now

 

 

 

Virtual reality industry leaders come together to create new association — from gvra.com

Excerpt:

CALIFORNIA — Acer Starbreeze, Google, HTC VIVE, Facebook’s Oculus, Samsung, and Sony Interactive Entertainment [on 12/7/16] announced the creation of a non-profit organization of international headset manufacturers to promote the growth of the global virtual reality (VR) industry. The Global Virtual Reality Association (GVRA) will develop and share best practices for industry and foster dialogue between public and private stakeholders around the world.

The goal of the Global Virtual Reality Association is to promote responsible development and adoption of VR globally. The association’s members will develop and share best practices, conduct research, and bring the international VR community together as the technology progresses. The group will also serve as a resource for consumers, policymakers, and industry interested in VR.

VR has the potential to be the next great computing platform, improving sectors ranging from education to healthcare, and contribute significantly to the global economy. Through research, international engagement, and the development of best practices, the founding companies of the Global Virtual Reality Association will work to unlock and maximize VR’s potential and ensure those gains are shared as broadly around the world as possible.

For more information, visit www.GVRA.com.

 

 

 

Occipital shows off a $399 mixed reality headset for iPhone — from techcrunch.com by Lucas Matney

Excerpt:

Occipital announced today that it is launching a mixed reality platform built upon its depth-sensing technologies called Bridge. The headset is available for $399 and starts shipping in March; eager developers can get their hands on an Explorer Edition for $499, which starts shipping next week.

 

 

From DSC:
While I hope that early innovators in the AR/VR/MR space thrive, I do wonder what will happen if and when Apple puts out their rendition/version of a new form of Human Computer Interaction (or forms) — such as integrating AR-capabilities directly into their next iPhone.

 

 

Enterprise augmented reality applications ready for prime time — from internetofthingsagenda.techtarget.com by Beth Stackpole
Pokémon Go may have put AR on the map, but the technology is now being leveraged for enterprise applications in areas like marketing, maintenance and field service.

Excerpt:

Unlike virtual reality, which creates an immersive, computer-generated environment, the less familiar augmented reality, or AR, technology superimposes computer-generated images and overlays information on a user’s real-world view. This computer-generated sensory data — which could include elements such as sound, graphics, GPS data, video or 3D models — bridges the digital and physical worlds. For an enterprise, the applications are boundless, arming workers walking the warehouse or selling on the shop floor, for example, with essential information that can improve productivity, streamline customer interactions and deliver optimized maintenance in the field.

 

 

15 virtual reality trends we’re predicting for 2017 — from appreal-vr.com by Yariv Levski

Excerpt (emphasis DSC):

2016 is fast drawing to a close. And while many will be glad to see the back of it, for those of us who work and play with Virtual Reality, it has been a most exciting year.

By the time the bells ring out signalling the start of a new year, the total number of VR users will exceed 43 million. This is a market on the move, projected to be worth $30bn by 2020. If it’s to meet that valuation, then we believe 2017 will be an incredibly important year in the lifecycle of VR hardware and software development.

VR will be enjoyed by an increasingly mainstream audience very soon, and here we take a quick look at some of the trends we expect to develop over the next 12 months for that to happen.

 

 

Murdoch University hosts trial of virtual reality classroom TeachLivE — from communitynews.com.au by Josh Zimmerman

Excerpt:

IN an Australian first, education students will be able hone their skills without stepping foot in a classroom. Murdoch University has hosted a pilot trial of TeachLivE, a virtual reality environment for teachers in training.

 

The student avatars are able to disrupt the class in a range of ways that teachers may encounter such as pulling out mobile phones or losing their pen during class.

 

murdoch-university-teachlive-dec017

 

 

8 Cutting Edge Virtual Reality Job Opportunities — from appreal-vr.com by Yariv Levski
Today we’re highlighting the top 8 job opportunities in VR to give you a current scope of the Virtual Reality job market.

 

 

 

Epson’s Augmented Reality Glasses Are a Revolution in Drone Tech — from dronelife.com by Miriam McNabb

Excerpt:

The Epson Moverio BT-300, to give the smart glasses their full name, are wearable technology – lightweight, comfortable see-through glasses – that allow you to see digital data, and have a first person view (FPV) experience: all while seeing the real world at the same time. The applications are almost endless.

 

 

 

Volkswagen Electric Car To Feature Augmented Reality Navigation System — from gas2.org by Steve Hanley

Excerpt:

Volkswagen’s pivot away from diesel cars to electric vehicles is still a work in progress, but some details about its coming I.D. electric car — unveiled in Paris earlier this year — are starting to come to light. Much of the news is about an innovative augmented reality heads-up display Volkswagen plans to offer in its electric vehicles. Klaus Bischoff, head of the VW brand, says the I.D. electric car will completely reinvent vehicle instrumentation systems when it is launched at the end of the decade.

 

 

These global research centers are a proof that virtual reality is more than gaming — from haptic.al by Deniz Ergürel

Excerpt:

For decades, numerous research centers and academics around the world have been working the potential of virtual reality technology. Countless research projects undertaken in these centers are an important indicator that everything from health care to real estate can experience disruption in a few years.

  • Virtual Human Interaction Lab — Stanford University
  • Virtual Reality Applications Center — Iowa State University
  • Institute for Creative Technologies—USC
  • Medical Virtual Reality — USC
  • The Imaging Media Research Center — Korea Institute of Science and Technology
  • Virtual Reality & Immersive Visualization Group — RWTH Aachen University
  • Center For Simulations & Virtual Environments Research — UCIT
  • Duke immersive Virtual Environment —Duke University
  • Experimental Virtual Environments (EVENT) Lab for Neuroscience and Technology — Barcelona University
  • Immersive Media Technology Experiences (IMTE) — Norwegian University of Technology
  • Human Interface Technology Laboratory — University of Washington

 

 

Where Virtual and Physical Worlds Converge — from disruptionhub.com

Excerpt:

Augmented Reality (AR) dwelled quietly in the shadow of VR until earlier this year, when a certain app propelled it into the mainstream. Now, AR is a household term and can hold its own with advanced virtual technologies. The AR industry is predicted to hit global revenues of $90 billion by 2020, not just matching VR but overtaking it by a large margin. Of course, a lot of this turnover will be generated by applications in the entertainment industry. VR was primarily created by gamers for gamers, but AR began as a visionary idea that would change the way that humanity interacted with the world around them. The first applications of augmented reality were actually geared towards improving human performance in the workplace… But there’s far, far more to be explored.

 

 

VR’s killer app has arrived, and it’s Google Earth — from arstechnica.com by Sam Machkovech
Squishy geometry aside, you won’t find a cooler free VR app on any device.

Excerpt:

I stood at the peak of Mount Rainier, the tallest mountain in Washington state. The sounds of wind whipped past my ears, and mountains and valleys filled a seemingly endless horizon in every direction. I’d never seen anything like it—until I grabbed the sun.

Using my HTC Vive virtual reality wand, I reached into the heavens in order to spin the Earth along its normal rotational axis, until I set the horizon on fire with a sunset. I breathed deeply at the sight, then spun our planet just a little more, until I filled the sky with a heaping helping of the Milky Way Galaxy.

Virtual reality has exposed me to some pretty incredible experiences, but I’ve grown ever so jaded in the past few years of testing consumer-grade headsets. Google Earth VR, however, has dropped my jaw anew. This, more than any other game or app for SteamVR’s “room scale” system, makes me want to call every friend and loved one I know and tell them to come over, put on a headset, and warp anywhere on Earth that they please.

 

 

VR is totally changing how architects dream up buildings — from wired.com by Sam Lubell

Excerpt:

In VR architecture, the difference between real and unreal is fluid and, to a large extent, unimportant. What is important, and potentially revolutionary, is VR’s ability to draw designers and their clients into a visceral world of dimension, scale, and feeling, removing the unfortunate schism between a built environment that exists in three dimensions and a visualization of it that has until now existed in two.

 

 

How VR can democratize Architecture — from researchvr.podigee.io

Excerpt:

Many of the VR projects in Architecture are focused on the final stages of design process, basically for selling a house to a client. Thomas sees the real potential in the early stages: when the main decisions need to be made. VR is so good for this, as it helps for non professionals to understand and grasp the concepts of architecture very intuitively. And this is what we talked mostly about.

 

 

 

How virtual reality could revolutionize the real estate industry — from uploadvr.com by Benjamin Maltbie

 

 

 

Will VR disrupt the airline industry? Sci-Fi show meets press virtually instead of flying — from singularityhub.com by Aaron Frank

Excerpt:

A proposed benefit of virtual reality is that it could one day eliminate the need to move our fleshy bodies around the world for business meetings and work engagements. Instead, we’ll be meeting up with colleagues and associates in virtual spaces. While this would be great news for the environment and business people sick of airports, it would be troubling news for airlines.

 

 

How theaters are evolving to include VR experiences — from uploadvr.com by Michael Mascioni

 

 

 

#AI, #VR, and #IoT Are Coming to a Courthouse Near You! — from americanbar.org by Judge Herbert B. Dixon Jr.

Excerpt:

Imagine during one of your future trials that jurors in your courtroom are provided with virtual reality headsets, which allow them to view the accident site or crime scene digitally and walk around or be guided through a 3D world to examine vital details of the scene.

How can such an evidentiary presentation be accomplished? A system is being developed whereby investigators use a robot system inspired by NASA’s Curiosity Mars rover using 3D imaging and panoramic videography equipment to record virtual reality video of the scene.6 The captured 360° immersive video and photographs of the scene would allow recreation of a VR experience with video and pictures of the original scene from every angle. Admissibility of this evidence would require a showing that the VR simulation fairly and accurately depicts what it represents. If a judge permits presentation of the evidence after its accuracy is established, jurors receiving the evidence could turn their heads and view various aspects of the scene by looking up, down, and around, and zooming in and out.

Unlike an animation or edited video initially created to demonstrate one party’s point of view, the purpose of this type of evidence would be to gather data and objectively preserve the scene without staging or tampering. Even further, this approach would allow investigators to revisit scenes as they existed during the initial forensic examination and give jurors a vivid rendition of the site as it existed when the events occurred.

 

 

Microsoft goes long for mixed reality — from next.reality.news

Excerpt:

The theme running throughout most of this year’s WinHEC keynote in Shenzhen, China was mixed reality. Microsoft’s Alex Kipman continues to be a great spokesperson and evangelist for the new medium, and it is apparent that Microsoft is going in deep, if not all in, on this version of the future. I, for one, as a mixed reality or bust developer, am very glad to see it.

As part of the presentation, Microsoft presented a video (see below) that shows the various forms of mixed reality. The video starts with a few virtual objects in the room with a person, transitions into the same room with a virtual person, then becomes a full virtual reality experience with Windows Holographic.

 

 

From DSC:
In the future, I’d like to see holograms provide stunning visual centerpieces for the entrance ways into libraries, or in our classrooms, or in our art galleries, recital halls, and more. The object(s), person(s), scene(s) could change into something else, providing a visually engaging experience that sets a tone for that space, time, and/or event.

Eventually, perhaps these types of technologies/setups will even be a way to display artwork within our homes and apartments.

 

hologram-earth

Image from 900lbs.com

 

 

 

learningthemes2016-elliottmasie

Learning Themes
Curated Content from Learning 2016
Open Source eBook – No Cost
http://www.masie.com/eBookL16

 

From an email from Elliott Masie and the Masie Center:

This 35-page eBook is packed with content, context, conversations, video links, and curated resources that include:

  • Learning Perspectives from Anderson Cooper, Scott Kelly, Tiffany Shlain, George Takei, Richard Culatta, Karl Kapp, Nancy DeViney, and other Learning 2016 Keynotes
  • Graphic Illustrations from Deirdre Crowley, Crowley & Co.
  • Video Links for Content Segments
  • Learning Perspectives from Elliott Masie
  • Segments focusing on:
    • Brain & Cognitive Science
    • Gamification & Gaming
    • Micro-Learning
    • Visual Storytelling
    • Connected & Flipped Classrooms
    • Compliance & Learning
    • Engagement in Virtual Learning
    • Video & Learning
    • Virtual Reality & Learning
  • And much more!

We have created this as an open source, shareable resource that will extend the learning from Learning 2016 to our colleagues around the world. We are using the Open Creative Commons license, so feel free to share!

We believe that CURATION, focusing on extending and organizing follow-up content, is a growing and critical dimension of any learning event. We hope that you find your eBook of value!

 

 

 

Artificial Intelligence Ethics, Jobs & Trust – UK Government Sets Out AI future — from cbronline.com by Ellie Burns

Excerpt:

UK government is driving the artificial intelligence agenda, pinpointing it as a future technology driving the fourth revolution and billing its importance on par with the steam engine.

The report on Artificial Intelligence by the Government Office for Science follows the recent House of Commons Committee report on Robotics and AI, setting out the opportunities and implications for the future of decision making. In a report which spans government deployment, ethics and the labour market, Digital Minister Matt Hancock provided a foreword which pushed AI as a technology which would benefit the economy and UK citizens.

 

 

 

 

MIT’s “Moral Machine” Lets You Decide Who Lives & Dies in Self-Driving Car Crashes — from futurism.com

In brief:

  • MIT’S 13-point exercise lets users weigh the life-and-death decisions that self-driving cars could face in the future.
  • Projects like the “Moral Machine” give engineers insight into how they should code complex decision-making capabilities into AI.

 

 

Wearable Tech Weaves Its Way Into Learning — from edsurge.com by Marguerite McNeal

Excerpt:

“Ethics often falls behind the technology,” says Voithofer of Ohio State. Personal data becomes more abstract when it’s combined with other datasets or reused for multiple purposes, he adds. Say a device collects and anonymizes data about a student’s emotional patterns. Later on that information might be combined with information about her test scores and could be reassociated with her. Some students might object to colleges making judgments about their academic performance from indirect measurements of their emotional states.

 

 

New era of ‘cut and paste’ humans close as man injected with genetically-edited blood – from telegraph.co.uk by Sarah Knapton

Excerpt:

A world where DNA can be rewritten to fix deadly diseases has moved a step closer after scientists announced they had genetically-edited the cells of a human for the first time using a groundbreaking technique.

A man in China was injected with modified immune cells which had been engineered to fight his lung cancer. Larger trials are scheduled to take place next year in the US and Beijing, which scientists say could open up a new era of genetic medicine.

The technique used is called Crispr, which works like tiny molecular scissors snipping away genetic code and replacing it with new instructions to build better cells.

 

 

 

Troubling Study Says Artificial Intelligence Can Predict Who Will Be Criminals Based on Facial Features — from theintercept.com by Sam Biddle

 

 

 

Artificial intelligence is quickly becoming as biased as we are — from thenextweb.com by Bryan Clark

 

 

 

A bug in the matrix: virtual reality will change our lives. But will it also harm us? — from theguardian.stfi.re
Prejudice, harassment and hate speech have crept from the real world into the digital realm. For virtual reality to succeed, it will have to tackle this from the start

Excerpt:

Can you be sexually assaulted in virtual reality? And can anything be done to prevent it? Those are a few of the most pressing ethical questions technologists, investors and we the public will face as VR grows.

 

 

 

Light Bulbs Flash “SOS” in Scary Internet of Things Attack — from fortune.com by Jeff John Roberts

 

 

 

How Big Data Transformed Applying to College — from slate.com by Cathy O’Neil
It’s made it tougher, crueler, and ever more expensive.

 

 

Not OK, Google — from techcrunch.com by Natasha Lomas

Excerpts (emphasis DSC):

The scope of Alphabet’s ambition for the Google brand is clear: It wants Google’s information organizing brain to be embedded right at the domestic center — i.e. where it’s all but impossible for consumers not to feed it with a steady stream of highly personal data. (Sure, there’s a mute button on the Google Home, but the fact you have to push a button to shut off the ear speaks volumes… )

In other words, your daily business is Google’s business.

“We’re moving from a mobile-first world to an AI-first world,” said CEO Sundar Pichai…

But what’s really not OK, Google is the seismic privacy trade-offs involved here. And the way in which Alphabet works to skate over the surface of these concerns.

 

What he does not say is far more interesting, i.e. that in order to offer its promise of “custom convenience” — with predictions about restaurants you might like to eat at, say, or suggestions for how bad the traffic might be on your commute to work — it is continuously harvesting and data-mining your personal information, preferences, predilections, peccadilloes, prejudices…  and so on and on and on. AI never stops needing data. Not where fickle humans are concerned. 

 

 

Welcome to a world without work — from by Automation and globalisation are combining to generate a world with a surfeit of labour and too little work

Excerpt:

A new age is dawning. Whether it is a wonderful one or a terrible one remains to be seen. Look around and the signs of dizzying technological progress are difficult to miss. Driverless cars and drones, not long ago the stuff of science fiction, are now oddities that can occasionally be spotted in the wild and which will soon be a commonplace in cities around the world.

 

From DSC:
I don’t see a world without work being good for us in the least. I think we humans need to feel that we are contributing to something. We need a purpose for living out our days here on Earth (even though they are but a vapor).  We need vision…goals to works towards as we seek to use the gifts, abilities, passions, and interests that the LORD gave to us.  The author of the above article would also add that work:

  • Is a source of personal identity
  • It helps give structure to our days and our lives
  • It offers the possibility of personal fulfillment that comes from being of use to others
  • Is a critical part of the glue that holds society together and smooths its operation

 

Over the last generation, work has become ever less effective at performing these roles. That, in turn, has placed pressure on government services and budgets, contributing to a more poisonous and less generous politics. Meanwhile, the march of technological progress continues, adding to the strain.

 

 

10 breakthrough technologies for 2016 — from technologyreview.com

Excerpts:

Immune Engineering
Genetically engineered immune cells are saving the lives of cancer patients. That may be just the start.

Precise Gene Editing in Plants
CRISPR offers an easy, exact way to alter genes to create traits such as disease resistance and drought tolerance.

Conversational Interfaces
Powerful speech technology from China’s leading Internet company makes it much easier to use a smartphone.

Reusable Rockets
Rockets typically are destroyed on their maiden voyage. But now they can make an upright landing and be refueled for another trip, setting the stage for a new era in spaceflight.

Robots That Teach Each Other
What if robots could figure out more things on their own and share that knowledge among themselves?

DNA App Store
An online store for information about your genes will make it cheap and easy to learn more about your health risks and predispositions.

SolarCity’s Gigafactory
A $750 million solar facility in Buffalo will produce a gigawatt of high-efficiency solar panels per year and make the technology far more attractive to homeowners.

Slack
A service built for the era of mobile phones and short text messages is changing the workplace.

Tesla Autopilot
The electric-vehicle maker sent its cars a software update that suddenly made autonomous driving a reality.

Power from the Air
Internet devices powered by Wi-Fi and other telecommunications signals will make small computers and sensors more pervasive

 

 

The 4 big ethical questions of the Fourth Industrial Revolution — from 3tags.org by the World Economic Forum

Excerpts:

We live in an age of transformative scientific powers, capable of changing the very nature of the human species and radically remaking the planet itself.

Advances in information technologies and artificial intelligence are combining with advances in the biological sciences; including genetics, reproductive technologies, neuroscience, synthetic biology; as well as advances in the physical sciences to create breathtaking synergies — now recognized as the Fourth Industrial Revolution.

Since these technologies will ultimately decide so much of our future, it is deeply irresponsible not to consider together whether and how to deploy them. Thankfully there is growing global recognition of the need for governance.

 

 

Scientists create live animals from artificial eggs in ‘remarkable’ breakthrough — from telegraph.co.uk by Sarah Knapton

 

 

 

Robot babies from Japan raise questions about how parents bond with AI — from singularityhub.com by Mark Robert Anderson

Excerpt:

This then leads to the ethical implications of using robots. Embracing a number of areas of research, robot ethics considers whether the use of a device within a particular field is acceptable and also whether the device itself is behaving ethically. When it comes to robot babies there are already a number of issues that are apparent. Should “parents” be allowed to choose the features of their robot, for example? How might parents be counseled when returning their robot baby? And will that baby be used again in the same form?

 

 

 

 

 

 

 

 

Amazon’s Vision of the Future Involves Cops Commanding Tiny Drone ‘Assistants’ — from gizmodo.com by Hudson Hongo

 

 

 

DARPA’s Autonomous Ship Is Patrolling the Seas with a Parasailing Radar — from technologyreview.com by Jamie Condliffe
Forget self-driving cars—this is the robotic technology that the military wants to use.

 

 

 

China’s policing robot: Cattle prod meets supercomputer — from computerworld.com by Patrick Thibodeau
China’s fastest supercomputers have some clear goals, namely development of its artificial intelligence, robotics industries and military capability, says the U.S.

 

 

Report examines China’s expansion into unmanned industrial, service, and military robotics systems

 

 

 

Augmented Reality Glasses Are Coming To The Battlefield — from popsci.com by Andrew Rosenblum
Marines will control a head-up display with a gun-mounted mouse

 

 

———-

Addendum on 12/2/16:

Regulation of the Internet of Things — from schneier.com by Bruce Schneier

Excerpt:

Late last month, popular websites like Twitter, Pinterest, Reddit and PayPal went down for most of a day. The distributed denial-of-service attack that caused the outages, and the vulnerabilities that made the attack possible, was as much a failure of market and policy as it was of technology. If we want to secure our increasingly computerized and connected world, we need more government involvement in the security of the “Internet of Things” and increased regulation of what are now critical and life-threatening technologies. It’s no longer a question of if, it’s a question of when.

An additional market failure illustrated by the Dyn attack is that neither the seller nor the buyer of those devices cares about fixing the vulnerability. The owners of those devices don’t care. They wanted a webcam —­ or thermostat, or refrigerator ­— with nice features at a good price. Even after they were recruited into this botnet, they still work fine ­— you can’t even tell they were used in the attack. The sellers of those devices don’t care: They’ve already moved on to selling newer and better models. There is no market solution because the insecurity primarily affects other people. It’s a form of invisible pollution.

 

 

 

Google Earth lets you explore the planet in virtual reality — from vrscout.com by Eric Chevalier

 

 

 

How virtual reality could change the way students experience education — from edtechmagazine.com by  by Andrew Koke and Anthony Guest-Scott
High-impact learning experiences may become the norm, expanding access for all students.

Excerpt:

The headlines for Pokémon GO were initially shocking, but by now they’re familiar: as many as 21 million active daily users, 700,000 downloads per day, $5.7 million in-app purchases per day, $200 million earned as of August. Analysts anticipate the game will garner several billion dollars in ad revenue over the next year. By almost any measure, Pokémon GO is huge.

The technologies behind the game, augmented and virtual reality (AVR), are huge too. Many financial analysts expect the technology to generate $150 billion over the next three years, outpacing even smartphones with unprecedented growth, much of it in entertainment. But AVR is not only about entertainment. In August 2015, Teegan Lexcen was born in Florida with only half a heart and needed surgery. With current cardiac imaging software insufficient to assist with such a delicate operation on an infant, surgeons at Nicklaus Children’s Hospital in Miami turned to 3D imaging software and a $20 Google Cardboard VR set. They used a cellphone to peer into the baby’s heart, saw exactly how to improve her situation and performed the successful surgery in December 2015.

“I could see the whole heart. I could see the chest wall,” Dr. Redmond Burke told Today. “I could see all the things I was worried about in creating an operation.”

 

 

 

Visionary: How 4 institutions are venturing into a new mixed reality — from ecampusnews.com by Laura Devaney
Mixed reality combines virtual and augmented realities for enhanced learning experiences–and institutions are already implementing it.

Excerpt:

Texas Tech University Health Sciences Center in Lubbock and San Diego State University are both part of a Pearson mixed reality pilot aimed at leveraging mixed reality to solve challenges in nursing education.

At Bryn Mawr College, a women’s liberal arts college in Pennsylvania, faculty, students, and staff are exploring various educational applications for the HoloLens mixed reality devices. They are testing Skype for HoloLens to connect students with tutors in Pearson’s 24/7 online tutoring service, Smarthinking.

At Canberra Grammar School in Australia, Pearson is working with teachers in a variety of disciplines to develop holograms for use in their classrooms. The University of Canberra is partnering with Pearson to provide support for the project and evaluate the impact these holograms have on teaching and learning.

 

 

 

ZapBox brings room-scale mixed reality to the masses — from slashgear.com by JC Torres

Excerpt:

As fantastic as technologies like augmented and mixed reality may be, experiencing them, much less creating them, requires a sizable investment, financially speaking. It is just beyond the reach of consumers as well as your garage-type indie developer. AR and VR startup Zappar, however, wants to smash that perception. With ZapBox, you can grab a kit for less than a triple-A video game to start your journey towards mixed reality fun and fame. It’s Magic Leap meets Google Cardboard. Or as Zappar itself says, making Magic Leap, magic cheap!

 

 

 

 

Shakespeare’s Tempest gets mixed reality makeover — from bbc.com by Jane Wakefield

 

intel-flying-whale-at-ces-2014Intel’s flying whale was the inspiration for the technology in The Tempest

 

 

 

eon-reality-education-nov2016

 

 

 

Excerpts from the 9/23/16 School Library Journal Webcast:

vr-in-education-thejournal-sept2016

 

 

 

 

 

ar-vr-elearningguildfall2016

 

Table of Contents

  • Introduction
  • New Technologies: Do They Really Change Learning Strategies? — by Joe Ganci and Sherry Larson
  • Enhanced Realities: An Opportunity to Avoid the Mistakes of the Past — by David Kelly
  • Let the Use Case Drive What Gets Augmented—Not the Other Way Around — by Chad Udell
  • Augmented Reality: An Augmented Perspective — by Alexander Salas
  • Virtual Reality Will Be the Perfect Immersive Learning Environment — by Koreen Pagano
  • Will VR Succeed? Viewpoint from Within a Large Corporation — by John O’Hare
  • Will VR Succeed? Viewpoint from Running a VR Start-up — by Ishai Albert Jacob

 

 

 

From DSC:
I think Technical Communicators have a new pathway to pursue…check out this piece from Scope AR and Caterpillar.

 

scopear-nov2016

 

 

 

Smart Home Design Inspiration III — from medium.com by Josh

From DSC:
The animated gifs on this posting are incredible — very well done. Here’s a still shot of one of them:
timelapse-romanvyshyvanov

 

dribbble.com — “show and tell for designers”

dribble

 

 

Art & Design Students Produce Virtual Reality Musical — from campustechnology.com by Dian Schaffhauser

Excerpt:

Students in a Georgia institution that were among the first to experiment with virtual reality have just had a premier of their first VR musical. The project undertaken at the Savannah College of Art and Design brought together 116 people from 14 different programs over the course of 20 weeks to create a 360-degree narrative, “Say It With Music.”

The movie was shown during the recent Savannah Film Festival, as part of a VR showcase, which allowed participants to experience VR gear from four vendors.

Last year the college allowed students to visit its campus virtually by shipping out 10,000 pairs of Google Cardboard to those who had already been accepted to the school as well as those being recruited.

 

 

 

Stunning Curved Glass Sculptures — from fubiz.net by K. William LeQuier i

 

 

 

 

 

 

Tech for change – from jwtintelligence.com by Jade Perry

Excerpt (emphasis DSC):

At this year’s WIRED conference, technology entrepreneurs were dialed in to how they might tackle world issues.

Over two days of sessions in London, speakers celebrated technology’s latest developments in fields ranging from healthcare to finance, from energy to art. Throughout the event, the notion of ‘humane tech’ emerged to describe the ways in which technology is being used to improve the state of the world. Increasingly, technology startups are harnessing the latest advances, including virtual reality and mobile technologies, to solve societal problems and tackle real issues.

Alexandra Ivanovitch, founder of Simorga, presented the company’s mission to develop VR apps that combat prejudice. The work follows research from BeAnotherLab which demonstrated that racial and gender biases can be reduced using virtual reality. When a user experiences the world as someone else, essentially swapping their body for a different one, empathy increases and bias decreases. Stanford University’s Virtual Human Interaction Lab has created a similar experience in which participants encounter racism while embodying someone else. The project’s mission is reminiscent of Sandy Speaks, the chatbot that uses artificial intelligence to educate people about the Black Lives Matter movement.

In a world where 26% of countries are described as ‘not free,’ technology is increasingly coming into play to empower citizens.

Another human rights issue that technology can seek to tackle is access to education. With approximately 250 million children globally failing to learn even the basics, there is scope for teaching through a range of technologies.

In addition to social issues and human rights, technology is being used on a broader scale to fight climate change…

Renewable energies that transform the everyday were another key focus.

 

A school bus, virtual reality, & an out-of-this-world journey — from goodmenproject.com
“Field Trip To Mars” is the barrier-shattering outcome of an ambitious mission to give a busload of people the same, Virtual Reality experience – going to Mars.

Excerpt:

Inspiration was Lockheed‘s goal when it asked its creative resources, led by McCann, to create the world’s first mobile group Virtual Reality experience. As one creator notes, VR now is essentially a private, isolating experience. But wouldn’t it be cool to give a busload of people the same, simultaneous VR experience? And then – just to make it really challenging – put the whole thing on wheels?

“Field Trip To Mars” is the barrier-shattering outcome of this ambitious mission.

 

From DSC:
This is incredible! Very well done. The visual experience tracks the corresponding speeds of the bus and even turns of the bus.

 

 

 

lockheed-fieldtriptomarsfall2016

 

 

Ed Dept. Launches $680,000 Augmented and Virtual Reality Challenge — from thejournal.com by David Nagel

Excerpt:

The United States Department of Education (ED) has formally kicked off a new competition designed to encourage the development of virtual and augmented reality concepts for education.

Dubbed the EdSim Challenge, the competition is aimed squarely at developing students’ career and technical skills — it’s funded through the Carl D. Perkins Career and Technical Education Act of 2006 — and calls on developers and ed tech organizations to develop concepts for “computer-generated virtual and augmented reality educational experiences that combine existing and future technologies with skill-building content and assessment. Collaboration is encouraged among the developer community to make aspects of simulations available through open source licenses and low-cost shareable components. ED is most interested in simulations that pair the engagement of commercial games with educational content that transfers academic, technical, and employability skills.”

 

 

 

Virtual reality boosts students’ results — from raconteur.net b
Virtual and augmented reality can enable teaching and training in situations which would otherwise be too hazardous, costly or even impossible in the real world

Excerpt:

More recently, though, the concept described in Aristotle’s Nicomachean Ethics has been bolstered by further scientific evidence. Last year, a University of Chicago study found that students who physically experience scientific concepts, such as the angular momentum acting on a bicycle wheel spinning on an axel that they’re holding, understand them more deeply and also achieve significantly improved scores in tests.

 

 

 

 

 

 

 

Virtual and augmented reality are shaking up sectors — from raconteur.net by Sophie Charara
Both virtual and augmented reality have huge potential to leap from visual entertainment to transform the industrial and service sectors

 

 

 

 

Microsoft’s HoloLens could power tanks on a battlefield — from theverge.com by Tom Warren

Excerpt:

Microsoft might not have envisioned its HoloLens headset as a war helmet, but that’s not stopping Ukrainian company LimpidArmor from experimenting. Defence Blog reports that LimpidArmor has started testing military equipment that includes a helmet with Microsoft’s HoloLens headset integrated into it.

The helmet is designed for tank commanders to use alongside a Circular Review System (CRS) of cameras located on the sides of armored vehicles. Microsoft’s HoloLens gathers feeds from the cameras outside to display them in the headset as a full 360-degree view. The system even includes automatic target tracking, and the ability to highlight enemy and allied soldiers and positions.

 

 

 

Bring your VR to work — from itproportal.com by Timo Elliott, Josh Waddell 4 hours ago
With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer.

Excerpt:

With all the hype, there’s surprisingly little discussion of the latent business value which VR and AR offer — and that’s a blind spot that companies and CIOs can’t afford to have. It hasn’t been that long since consumer demand for the iPhone and iPad forced companies, grumbling all the way, into finding business cases for them. Gartner has said that the next five to ten years will bring “transparently immersive experiences” to the workplace. They believe this will introduce “more transparency between people, businesses, and things” and help make technology “more adaptive, contextual, and fluid.”

If digitally enhanced reality generates even half as much consumer enthusiasm as smartphones and tablets, you can expect to see a new wave of consumerisation of IT as employees who have embraced VR and AR at home insist on bringing it to the workplace. This wave of consumerisation could have an even greater impact than the last one. Rather than risk being blindsided for a second time, organisations would be well advised to take a proactive approach and be ready with potential business uses for VR and AR technologies by the time they invade the enterprise.

 

In Gartner’s latest emerging technologies hype cycle, Virtual Reality is already on the Slope of Enlightenment, with Augmented Reality following closely.

 

 

 

VR’s higher-ed adoption starts with student creation — from edsurge.com by George Lorenzo

Excerpt:

One place where students are literally immersed in VR is at Carnegie Mellon University’s Entertainment Technology Center (ETC). ETC offers a two-year Master of Entertainment Technology program (MET) launched in 1998 and cofounded by the late Randy Pausch, author of “The Last Lecture.”

MET starts with an intense boot camp called the “immersion semester” in which students take a Building Virtual Worlds (BVW) course, a leadership course, along with courses in improvisational acting, and visual storytelling. Pioneered by Pausch, BVW challenges students in small teams to create virtual reality worlds quickly over a period of two weeks, culminating in a presentation festival every December.

 

 

Apple patents augmented reality mapping system for iPhone — from appleinsider.com by Mikey Campbell
Apple on Tuesday was granted a patent detailing an augmented reality mapping system that harnesses iPhone hardware to overlay visual enhancements onto live video, lending credence to recent rumors suggesting the company plans to implement an iOS-based AR strategy in the near future.

 

 

A bug in the matrix: virtual reality will change our lives. But will it also harm us? — from theguardian.stfi.re
Prejudice, harassment and hate speech have crept from the real world into the digital realm. For virtual reality to succeed, it will have to tackle this from the start

 

 

 

The latest Disney Research innovation lets you feel the rain in virtual reality — from haptic.al by Deniz Ergurel

Excerpt:

Virtual reality is a combination of life-like images, effects and sounds that creates an imaginary world in front of our eyes.

But what if we could also imitate more complex sensations like the feeling of falling rain, a beating heart or a cat walking? What if we could distinguish, between a light sprinkle and a heavy downpour in a virtual experience?

Disney Research?—?a network of research laboratories supporting The Walt Disney Company, has announced the development of a 360-degree virtual reality application offering a library of feel effects and full body sensations.

 

 

Relive unforgettable moments in history through Timelooper APP. | Virtual reality on your smartphone.

 

timelooper-nov2016

 

 

Literature class meets virtual reality — from blog.cospaces.io by Susanne Krause
Not every student finds it easy to let a novel come to life in their imagination. Could virtual reality help? Tiffany Capers gave it a try: She let her 7th graders build settings from Lois Lowry’s “The Giver” with CoSpaces and explore them in virtual reality. And: they loved it.

 

 

 

 

learningvocabinvr-nov2016

 

 

 

James Bay students learn Cree syllabics in virtual reality — from cbc.ca by Celina Wapachee and Jaime Little
New program teaches syllabics inside immersive world, with friendly dogs and archery

 

 

 

VRMark will tell you if your PC is ready for Virtual Reality — from engadget.com by Sean Buckley
Benchmark before you buy.

 

 

Forbidden City Brings Archaeology to Life With Virtual Reality — from wsj.com

 

 

holo.study

hololensdemos-nov2016

 

 

Will virtual reality change the way I see history? — from bbc.co.uk

 

 

 

Scientists can now explore cells in virtual reality — from mashable.com by Ariel Bogle

Excerpt:

After generations of peering into a microscope to examine cells, scientists could simply stroll straight through one.

Calling his project the “stuff of science fiction,” director of the 3D Visualisation Aesthetics Lab at the University of New South Wales (UNSW) John McGhee is letting people come face-to-face with a breast cancer cell.

 

 

 

 

Can Virtual Reality Make Us Care More? — from huffingtonpost.co.uk by Alex Handy

Excerpt:

In contrast, VR has been described as the “ultimate empathy machine.” It gives us a way to virtually put us in someone else’s shoes and experience the world the way they do.

 

 

 

Stanford researchers release virtual reality simulation that transports users to ocean of the future — from news.stanford.edu by Rob Jordan
Free science education software, available to anyone with virtual reality gear, holds promise for spreading awareness and inspiring action on the pressing issue of ocean acidification.

 

 

 

 

The High-end VR Room of the Future Looks Like This — from uploadvr.com by Sarah Downey

Excerpt:

This isn’t meant to be an exhaustive list, but if I missed something major, please tell me and I’ll add it. Also, please reach out if you’re working on anything cool in this space à sarah(at)accomplice(dot)co.

Hand and finger tracking, gesture interfaces, and grip simulation:

AR and VR viewers:

Omnidirectional treadmills:

Haptic feedback bodysuits:

Brain-computer interfaces:

Neural plugins:

  • The Matrix (film)
  • Sword Art Online (TV show)
  • Neuromancer (novel)
  • Total Recall (film)
  • Avatar (film)

3D tracking, capture, and/or rendering:

Eye tracking:

 VR audio:

Scent creation:

 

 

 

The gigantic list of augmented reality use cases — from uploadvr.com by Sarah Downey

Excerpt:

This gigantic list of future AR use cases should get you reeling with the possibilities. Although most of these are future applications, they’ll arrive within the next 10 to 15 years. Let’s make this a living document: if I missed a major use of AR, comment below and I’ll add it.

Three quick notes before we start. First, let’s clarify the difference between AR and VR.

VR blocks out the real world and immerses the user in a digital experience.

If you’re putting on a headset in your living room and suddenly transported to a zombie attack scenario, that’s VR.

AR adds digital elements on top of the real world.

If you’re walking down the street in real life and a Dragonite pops up on the sidewalk, that’s AR.

AR is more focused on bridging digital and physical spaces. It accompanies you as you move through the world and augments your activities with information, whereas you typically step out of that world to immerse yourself in VR. When we talk about AR headsets, they’re big helmet-like visors now, but they’re heading toward normal-looking glasses and ultimately contact lenses.

Third, AR and VR are converging into the same thing. Our ability to tell what’s “real” and not digital will decrease as graphics get increasingly better. An AR sign outside a building could be as real and as significant as a physical one if everyone is using AR tech, everyone sees it when they walk by, and it is persistent in that location. Ultimately, we’ll have hardware that lets us switch between AR and VR modes, with less and more opacity for the context. We’re discussing AR and VR distinctly for now because they’re developing separately and on different timelines.

 

 

 

 

 

 

Augmented Reality: Top 100 Influencers and Brands — from onalytica.com

topbrandsar-2016

 

 

Augmented reality is going from ‘Pokémon Go’ to the factory floor — from businessinsider.com by Matt Weinberger

Excerpt:

That data, readily available from other sources, is just the tip of the iceberg, though, Campbell says. It also overlays a graphic showing how the pieces fit together, how to disassemble it, and what other pieces of the machine that part might connect to. It combines the physical world of the machine part with the digital world of the IoT-gleaned info.

Just being able to look at a machine, and say, yes, this is the one that needs work, and this is the work that needs doing, can vastly improve the speed with which work gets done, and thus operational efficiency of the whole enterprise.

“There’s so much value in visualizing information,” Campbell says.

 

 

 

Virtual Reality Changes Global Engineering Schools — from by Ilana Kowarski
Engineering professors say virtual reality contributes to the student experience.

Excerpt:

At engineering schools throughout the world, professors are turning to virtual reality technology in the classroom.

The technology provides 3-D visuals that help engineering students improve their designs, alerting them to flaws before the building process starts.

Engineering schools are researching technologies that could transform the way people communicate and interact by – for instance – allowing people to visit one another in a virtual space if they can’t meet in person. Engineering schools are also exploring medical applications of virtual reality that could save lives, such as 3-D X-rays that allow doctors to peer inside the bodies of patients.

Some engineering schools are taking virtual reality lessons a step further and challenging students to develop new virtual reality programs.

 

 

 

 

 

Broward Students Learning Through Augmented Reality — from nbcmiami.com by Ari Odzer

Excerpt:

We hear about technology’s impact on education all the time. Usually, that means computers, new apps, or 3D printers. Now there’s a new tool that has the promise of revolution, the potential for creating a new paradigm in how students learn. It’s called augmented reality.

 

 

Augmented Reality And Kinect Create Unique Art Experience At Cleveland Museum — from forbes.com by Jennifer Hicks

 

 

 



Addendum on 11/1/16:

 



 

 

 

 

Some reflections/resources on today’s announcements from Apple

tv-app-apple-10-27-16

 

tv-app2-apple-10-27-16

From DSC:
How long before recommendation engines like this can be filtered/focused down to just display apps, channels, etc. that are educational and/or training related (i.e., a recommendation engine to suggest personalized/customized playlists for learning)?

That is, in the future, will we have personalized/customized playlists for learning on our Apple TVs — as well as on our mobile devices — with the assessment results of our taking the module(s) or course(s) being sent in to:

  • A credentials database on LinkedIn (via blockchain)
    and/or
  • A credentials database at the college(s) or university(ies) that we’re signed up with for lifelong learning (via blockchain)
    and/or
  • To update our cloud-based learning profiles — which can then feed a variety of HR-related systems used to find talent? (via blockchain)

Will participants in MOOCs, virtual K-12 schools, homeschoolers, and more take advantage of learning from home?

Will solid ROI’s from having thousands of participants paying a smaller amount (to take your course virtually) enable higher production values?

Will bots and/or human tutors be instantly accessible from our couches?

Will we be able to meet virtually via our TVs and share our computing devices?

 

bigscreen_rocket_league

 

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

 

 

 


Other items on today’s announcements:


 

 

macbookpro-10-27-16

 

 

All the big announcements from Apple’s Mac event — from amp.imore.com by Joseph Keller

  • MacBook Pro
  • Final Cut Pro X
  • Apple TV > new “TV” app
  • Touch Bar

 

Apple is finally unifying the TV streaming experience with new app — from techradar.com by Nick Pino

 

 

How to migrate your old Mac’s data to your new Mac — from amp.imore.com by Lory Gil

 

 

MacBook Pro FAQ: Everything you need to know about Apple’s new laptops — from amp.imore.com by Serenity Caldwell

 

 

Accessibility FAQ: Everything you need to know about Apple’s new accessibility portal — from imore.com by Daniel Bader

 

 

Apple’s New MacBook Pro Has a ‘Touch Bar’ on the Keyboard — from wired.com by Brian Barrett

 

 

Apple’s New TV App Won’t Have Netflix or Amazon Video — from wired.com by Brian Barrett

 

 

 

 

Apple 5th Gen TV To Come With Major Software Updates; Release Date Likely In 2017 — from mobilenapps.com

 

 

 

 

Microsoft just democratized virtual reality with $299 headsets — from pcworld.com by Gordon Mah Ung

Excerpt:

VR just got a lot cheaper.

Microsoft on Wednesday morning said PC OEMs will soon be shipping VR headsets that enable virtual reality and mixed reality starting at $299.

Details of the hardware and how it works were sparse, but Microsoft said HP, Dell, Lenovo, Asus, and Acer will be shipping the headsets timed with its upcoming Windows 10 Creators Update, due in spring 2017.

Despite the relatively low price, the upcoming headsets may have a big advantage over HTC and Valve’s Vive and Facebook’s Oculus Rift: no need for separate calibration hardware to function. Both Vive and Oculus require multiple emitters on stands to be placed around a room for the positioning to function.

 

microsoft-299-vr-headsets-10-26-16

 

 

 

These VR apps are designed to replace your office and daily commute — from uploadvr.com by David Matthews

Excerpt:

Eric Florenzano is a VR consultant and game designer who lives in the San Francisco Bay area. He is currently working on new game ideas with a small team spread out across the US.

So far, so normal, right?. But what you don’t know is that Florenzano is one of a handful of advocates pioneering something they claim could transform work, end commuting, and even lead to a mass exodus from large cities: the virtual office.

“There’s no physical office [for us.] It’s all virtual. That’s the crazy thing,” explains Florenzano. Rather than meeting in person or arranging a conference call, his team jumps into Bigscreen, which allows users, who are represented by floating heads and controllers, to share their monitors in virtual rooms.

 

uploadvrimage-oct2016

 

Also see:

 

bigscreen_rocket_league

 

 

How to train thousands of surgeons at the same time in virtual reality — from singularity.com by Sveta McShane

Excerpt:

Recently, I wrote about how the future of surgery is going to be robotic, data-driven and artificially intelligent.

Although it’s approaching fast, that future is still in the works. In the meantime, there is a real need to train surgeons in a more scalable way, according to Dr. Shafi Ahmed, a surgeon at the Royal London and St. Bartholomew’s hospitals and cofounder of Medical Realities, a company developing a new virtual reality platform for surgical training.

In April of 2016, he live-streamed a cancer surgery in virtual reality. The procedure, a low-risk removal of a colon tumor in a man in his 70s, was filmed in 360 video and streamed live across the world. The high-def 4K camera captured the doctors’ every movement, and those watching could see everything that was happening in immersive detail.

 

 

Duke neurosurgeons test Hololens as an AR assist on tricky procedures — from techcrunch.com by Devin Coldewey,

Excerpt:

“Since we can manipulate a hologram without actually touching anything, we have access to everything we need without breaking a sterile field. In the end, this is actually an improvement over the current OR system because the image is directly overlaid on the patient, without having to look to computer screens for aid,” said Cutler in a Duke news release.

 

 

OTOY Enables Groundbreaking VR Social Features — from uploadvr.com

Excerpt:

Oculus and OTOY may have achieved a breakthrough in social VR functionality.

VR headset owners should soon be able to share a variety of environments and Web-based content with one another in virtual reality. For example, friends can feel like they are together on the bridge of the Enterprise, and on the viewscreen of the ship they see a list of Star Trek episodes to watch with one another.

We have yet to test all of this functionality first-hand, but we’ve seen some of it live in the Gear VR — accessing, for example, a Star Trek environment inside OTOY’s ORBX Media Player app from within the Oculus Social Beta.

 

 

 

 

VR just got a lot more stylish with the Dlodlo V1 Glasses — from seriouswonder.com by B.J. Murphy

 

dlodlovr-glasses-oct2016

 

 

Microsoft CEO says mixed reality is the ‘ultimate computer’ — from engadget.com by Nicole Lee
The company’s goal is to “invent new computers and new computing.”

Excerpt:

“Whether it be HoloLens, mixed reality, or Surface, our goal is to invent new computers and new computing,” he added. This also includes investing in artificial intelligence, which is now its own group within the company.

Nadella admitted that for a long time, Microsoft was complacent. “Early success is probably the worst thing that can happen in life,” he said. But now, he wants Microsoft to be more of a “learn-it-all” culture rather than a “know-it-all” culture.

 

 

A Chinese Lens on Augmented, Virtual and Mixed Reality — from adage.com by David Berkowitz

Excerpt:

These networks keep growing. One of the hosts of the conference, ARinChina, brought me over along with a group of about a half-dozen Westerners. This media company connects a community of 60,000 developers, all of whom are invested in staying ahead of breakthrough technologies like virtual reality (VR), augmented reality (AR) and the hybrid known as mixed reality (MR). The AR track where I presented was hosted by RAVV, a new technology think tank that is pulling together subject matter experts across robotics, artificial intelligence, autonomous vehicles, VR and AR. RAVV is building an international ecosystem that includes its own approaches for startup incubation, knowledge sharing and other collaborative endeavors.

To get a sense of how global the emerging mixed reality field is, consider that, in February, China’s e-commerce giant Alibaba led the $800 million Series C round for Florida-based Magic Leap, an MR startup. As our daily reality becomes more virtual and augmented, it doesn’t matter where someone is on the map. This field is connecting far-flung practitioners, hinting at a time, soon, when AR, VR and MR will connect people in ways never before possible.

 

 


Addendum 10/25/16:

 

 

 
 

vrinclassroom-usnews-oct2016

 

Virtual Reality in the Classroom — from usnews.com by Charles Sahm
Using virtual reality as an educational tool could transform the American high school experience.

Excerpt:

Listening to Andrew describe the potential of virtual reality tools to improve education is thrilling. He talks about the evolution of a student reading about France in a textbook, to watching a YouTube video about France, to, via virtual reality, being able to walk the streets of Paris. He imagines students not only being able to read about the Constitutional Convention, but to actually be in “the room where it happens.” (Andrew, like many, is enamored of the musical “Hamilton.”)

Andrew acknowledges, however, that virtual reality as an educational tool is still in the very early stages. Washington Leadership Academy intends to develop a number of programs and then share them with other schools. It is exciting to consider what could be accomplished if the power of virtual reality were harnessed for education rather than gaming; if developers turned their resources away from creating games that teach children how to steal cars and kill people and toward allowing them to explore history, science, art and other subjects in innovative new ways.

 

 

 

 

Google welcomes the future of mobile VR with its $79 Daydream View VR headset — from techcrunch.com by Lucas Matney

Excerpt:

Today at its October hardware/software/everything event, the company showed off its latest VR initiatives including a Daydream headset. The $79 Daydream View VR headset looks quite a bit different than other headsets on the market with its fabric exterior.

Clay Bavor, head of VR, said the design is meant to be more comfortable and friendly. It’s unclear whether the cloth aesthetic is a recommendation for the headset reference design as Xiaomi’s Daydream headset is similarly soft and decidedly design-centric.

The headset and the Google Daydream platform will launch in November.

 

 

 

 

Here’s the Google Pixel — from techcrunch.com by Brian Heater

Excerpt:

While the event is positioned as hardware first, this is Google we’re talking about here, and as such, the real focus is software. The company led the event with talk about its forthcoming Google Assistant AI, and as such, the Pixel will be the first handset to ship with the friendly voice helper. As the company puts it, “we’re building hardware with the Google Assistant it its core. ”

 

 

 

 

 

 

 

Google Home will go on sale today for $129, shipping November 4 — from techcrunch.com by Frederic Lardinois

Excerpt:

Google Home, the company’s answer to Amazon’s Echo, made its official debut at the Google I/O developer conference earlier this year. Since then, we’ve heard very little about Google’s voice-activated personal assistant. Today, at Google’s annual hardware event, the company finally provided us with more details.

Google Home will cost $129 (with a free six-month trial of YouTube red) and go on sale on Google’s online store today. It will ship on November 4.

Google’s Mario Queiroz today argued that our homes are different from other environments. So like the Echo, Google Home combines a wireless speaker with a set of microphones that listen for your voice commands. There is a mute button on the Home and four LEDs on top of the device so you know when it’s listening to you; otherwise, you won’t find any other physical buttons on it.

 

 

 

 

Google Working with Netflix, HBO & Hulu for Daydream Content— from vrfocus.com by Kevin Joyce
#madebygoogle reveals services ready and on the way to support Google Daydream

Excerpt:

Google’s #madebygoogle press conference today revealed some significant details about the company’s forthcoming plans for virtual reality (VR). Daydream is set to launch later this year, and along with the reveal of the first ‘Daydream Ready’ smartphone handset, Pixel, and Google’s own version of the head-mounted display (HMD), Daydream View, the company revealed some of the partners that will be bringing content to the device.

 

 

Google officially unveils $649 Pixel phone with unlimited storage; $129 Google Home — from cnbc.com by Anita Balakrishnan

 

 

 

Google Unveils ‘Home,’ Embraces Aggressive Shift To Hardware — from forbes.com by Matt Drange

Excerpt:

You can add to the seemingly never-ending list of things that Google is deeply involved in: hardware production.

On Tuesday, Google made clear that hardware is more than just a side business, aggressively expanding its offerings across a number of different categories. Headlined by the much-anticipated Google Home and a lineup of smartphones, dubbed Pixel, the announcements mark a major shift in Google’s approach to supplementing its massively profitable advertising sales business and extensive history in software development.

Aimed squarely at Amazon’s Echo, Home is powered by more than 70 billion facts collected by Google’s knowledge graph, the company says. By saying, “OK, Google” Home quickly pulls information from other websites, such as Wikipedia, and gives contextualized answers akin to searching Google manually and clicking on a couple links. Of course, Home is integrated with Google’s other devices, so adding items to your shopping list, for example, are easily pulled up via Pixel. Home can also be programmed to read back information in your calendar, traffic updates and the weather. “If the president can get a daily briefing, why shouldn’t you?” Google’s Rishi Chandra asked when he introduced Home on Tuesday.

 

 

 

 


A comment from DC:
More and more, people are speaking to a device and expect that device to do something for them. How much longer, especially with the advent of chatbots, before people expect this of learning-related applications?

Natural language processing, cognitive computing, and artificial intelligence continue their march forward.


 

Addendums:

 

trojanhorse4ai-googleoct2016

 

 

googleassistanteverywhere-oct2016

 

 

 
© 2025 | Daniel Christian