Mobile World Congress 2016: Event Highlights

Excerpts:

  • Over 100,000 attendees came to Mobile World Congress 2016: nearly 101,000, in fact. Attendees from 204 countries and territories were present, and was covered by more than 3,600 members of the international press and media.
  • More than 2,200 companies participated
  • Everything from virtual reality, new handsets and ingenious app ideas, to 3D printing, privacy protection and backend solutions were on display.
  • 5G & NFV, mobile apps, retail & digital commerce, mobile media, IoT and security
  • 374 speakers from consumer brands, mobile organisations, mobile operators and industries touched by the mobile market — including advertising, banking, health, NGOs, entertainment and education.

 

Also see their blog.

 

 

 

From DSC:
Don’t rule out tvOS for some powerful learning experiences / new affordances.  The convergence of the television, the telephone, and the computer continues…and is now coming into your home. Trainers, faculty members, teachers, developers, and others will want to keep an eye on this space. The opportunities are enormous, especially as second screen-based apps and new forms of human computer interfaces (HCI) unfold.

The following items come to my mind:

Online-based communities of practice. Virtual reality, virtual tutoring. Intelligent systems. Artificial intelligence. Global learning. 24×7, lifelong learning. Career development. Flipping the classroom. Homeschooling.  Learning hubs. Online learning. Virtual schools. Webinars on steroids.

With the reach of these powerful technologies (that continue to develop), I would recommend trying to stay informed on what’s happening in the world of tvOS-based apps in the future. Towards that end, below are some items that might help.


 

techtalk-apple-feb2016

 

 

 

Apple releases Apple TV Tech Talks video series for building better tvOS apps — by AppleInsider Staff

Excerpt:

Apple on Wednesday released to developers a series of videos focusing on Apple TV and its tvOS operating system, offering a detailed look at the underlying SDK, resources and best practices associated with coding for the platform.

 

Also see:

 

TVTechTalk-fe3b2016

 

 

Addendum on 2/26/16:

  • Apple Adds Multiple New App Categories to tvOS App Store — from macrumors.com by Juli Clover
    Excerpt:
    [On 2/25/16] Apple updated the tvOS App Store to add several new app categories to make it easier for Apple TV 4 owners to find content on their devices. As outlined by AfterPad, a site that showcases Apple TV apps, the new categories are rolling out to Apple TV users and may not be available to everyone just yet. Some users may only see the new categories under Purchased Apps until the rollout is complete.

 

 

Harvard’s new official tour app leverages augmented reality — from betaboston.com

 

New York Times showcases virtual reality technology — from browndailyherald.com by Harry August
Virtual reality, used to craft more immersive storytelling, risks providing less narrative context

 

Oculus preview event to highlight multiplayer games — from uploadvr.com

 

Woofbert are using VR to bring great art to everyone — from roadtovr.com by Kent Bye
Voices of VR Podcast – Episode #303

 

Woofbert VR

woofbertVR-Feb2016

 

Microsoft developing video calling that projects people in front of yYou — from gadgets.ndtv.com by Robin Sinha

 

Facebook has created a new ‘Social VR’ team to explore how we’ll communicate in virtual reality — from businessinsider.com by Jillian D’Onfro

 

I planned out my last vacation in virtual reality — here’s what it was like — from Business Insider By Brandt Ranj

 

Augmented reality looks to future where screens vanish — from interaksyon.com by Glenn Chapman

 

VR And AR will be mobile’s demand driver, not its replacement — from techcrunch.com by Mike Hoefflinger

Excerpt:

Projections for the big players
If things go in this direction, here’s how it may play out for The Big Six:

  • Apple…
  • Google…
  • Facebook…
  • Samsung…
  • Sony…
  • Microsoft…

 

 

Addendum:

 

LeapMotion-Feb2016

 

 

 

2020 Vision: Experts Predict the Future of Virtual Reality — from vrscout.com by Eric Chevalier

Excerpt:

  1. VR will be the new internet.
  2. You will spend your flights in virtual reality.
  3. AR will beat VR.
  4. There will be no MMO. [yet]
  5. Virtual reality will change the film industry.
  6. Parallax technology won’t be able to support augmented reality.
  7. The space we’ll explore won’t be in the sky.
  8. We will see a MMO game with a million subscribers.
  9. The Divine Comedy will provide a model for successful VR storytelling.
  10. Robots will touch you in VR and you’ll like it.
  11. Journalism will be forever transformed.

 

 

 

Teachers-in-training-VR-Feb2016

 

Teachers-in-training learn through virtual reality — from thedmonline.com by Madeleine Beck

Excerpt:

The UM School of Education is using a program that allows teachers-in-training to practice classroom skills in a virtual setting before sending them into local elementary and secondary schools.

The simulated TeachLivE classroom consists of an 80-inch monitor with five student avatars. Each avatar has his or her own personality.

“All five avatar children are actually controlled by somebody in Florida, an actor or actress,”  Dean of the School of Education David Rock said. “They’re set up with equipment so that if the actor raises his hand in Florida, the avatar child will raise his hand on the screen.”

 

 

EON Reality launches EON Creator AVR, a do-it-yourself augmented and virtual reality knowledge content creation application for teachers and students
EON Creator AVR empowers students and teachers to make engaging AR and VR knowledge transfer applications without programming skills.

Excerpt:

IRVINE, CA, February 16th, 2016 – EON Reality Inc., the world leader in Virtual Reality based knowledge transfer for industry, education, and edutainment, announced the upcoming release of EON Creator AVR (Augmented Virtual Reality), a mobile based application that enables users to easily create, share, collaborate, and publish Augmented Reality (AR) and Virtual Reality (VR) knowledge content. Using EON Reality’s patent pending Augmented Virtual Reality (AVR) technology, EON Creator AVR combines both Augmented Reality and Virtual Reality with a large AR/VR component library and assessment database to create one of a kind learning experiences. EON Creator AVR also leverages built in intelligence to help students and teachers quickly create highly interactive learning content directly on their tablets, smart phones, VR headsets, or AR glasses without requiring programming skills.

 

eonreality-feb2016

 

 

5 top augmented reality apps for education — from hongkiat.com by Gabriela Jugaru

Excerpt:

1. Google Sky Map
This is an augmented reality app which makes learning about astronomy interesting and fun. Instead of looking at descriptions of constellations in a book and then attempting to identify them in the sky, you can use Google Sky Map to directly identify stars and constellations using the camera on your smartphone.

Google Sky Map

 

 

 

How virtual reality could soon help stroke victims recover — from cnet.com by Max Taves
A $100 million investment in a Swiss startup highlights how VR offers more than just fun and games.

Excerpt:

Doctors could soon start prescribing an unusual solution to help stroke victims in the US: virtual reality goggles.

That’s the hope of Switzerland-based MindMaze, which on Wednesday got a $100 million investment to bring its blend of virtual reality hardware and neuroscience to market. The four-year-old startup’s technology has already won approval from regulators in Europe, where its applications for brain injury victims showcase what could soon be possible in the United States.

MindMaze’s 34-year-old founder and CEO Tej Tadi explains how: Imagine a stroke victim who’s lost control of her left hand but can still move her right hand. After putting on MindMaze goggles, the patient sees a 3-D image, or avatar, of her left hand that moves as she moves her right hand.

“That triggers areas in the brain to say, ‘Wait, let’s regain control of this hand’,” says Tadi. “The hand that was not working now works.” And that process of tricking the brain into seeing something that’s actually not there in the real world accelerates recovery, he says.

 

 

The Associated Press is partnering with AMD for more virtual reality journalism — from theverge.com by Adi Robertson

Excerpt:

After moving into virtual reality video journalism last year, the Associated Press is partnering with chip maker AMD for a new push into VR. Today, the companies announced that they’re launching a web portal for AP virtual reality, promising more journalistic endeavors soon — including “lifelike VR environments” built with the help of AMD.

Several news outlets have now started producing 360-degree videos, which can be watched through a Google Cardboard headset or a smartphone. The New York Times, which partnered with production house Vrse.works, offers documentary video about topics like child refugees and the 2016 presidential election in a dedicated NYT VR app. Vice has similarly partnered with Vrse.works, and ABC News worked with Jaunt to record a 360-degree version of a tour in North Korea. So far, the AP has partnered with a VR studio called RYOT, whose past work includes a short film about the April 2015 earthquake in Nepal.

 

 

Blippar’s new augmented reality app is supposed to recognize any object you point it at (video) — from recode.net by Lauren Goode

Excerpt:

But it’s safe to say that augmented reality is coming into a new phase: The contextual information being supplied is getting smarter, and people are gradually becoming more aware of the capabilities of AR and virtual reality (some are even excited to wear headsets, if you can believe it). So Blippar, in an effort to evolve along with the rest of the AR world, has just launched a new version of its smartphone app that is supposed to recognize literally any object you point at it — whether it has been “tagged” with an AR code or not.

 

 

 

Meta Unveils Incredible Augmented Reality Headset at TED — from uploadvr.com

Excerpt:

Redwood City-based Meta showed its latest AR glasses live on stage at TED in Vancouver.

The Meta 2 was demonstrated live by CEO Meron Gribetz with a person-to-person “call” showing a hand-off of a 3D model from a holographic person. Gribetz’ perspective was shown through the glasses as he reached out and took a model of a brain — a 3D hologram — from the hands of a colleague he saw projected in front of him.

“We’re all going to be throwing away our external monitors,” Gribetz said.

 

 

 

 

 

EdTech: These four b-schools are exploring virtual reality with Oculus, Google, Samsung — from businessbecause.com by Seb Murray
Elite schools place bets on next big innovation in online learning

Excerpt:

The immersive potential of virtual reality has Silicon Valley’s finest pouring vast sums of money into headsets and other whizzy innovations.

Google, Apple and Samsung are betting that these sci-fi concepts will become a staple of everyday life, with potential uses in gaming, advertising, marketing and increasingly, education.

The hype surrounding VR and the more complex augmented reality, is not lost on universities and business schools, who are eyeing its early pioneers and conducting secretive trials of head-mounted VR displays.

Four of the world’s top-ranked schools have told BusinessBecause they are exploring VR in tie-ups with Oculus, Samsung, and Google, as they place bets on the next big innovation in online learning.

 

 

WSJ-VR-in-classrooms-feb2016

 

Virtual Reality Learns How to Get Into the Classroom — from wsj.com by Georgia Wells

Excerpt:

Nearpod Inc., a startup that makes education software used in 10,000 schools across the U.S., is launching virtual-reality lessons on [2/11/16]. Here’s their pitch: instead of requiring schools to invest heavily in headsets and other hardware, Nearpod’s approach relies on students using their own devices or district-supplied electronics.

Students already use tablets and netbooks in the classroom, to share text, record and watch videos, and conduct research. Virtual reality – the technology that lets people experience immersive, 360-degree images – would take technology in the classroom to the next level. Google parent Alphabet Inc.experimented with virtual reality in the classroom last September, a temporary project using its cardboard viewer.

Virtual-reality proponents argue students engage more with a lesson when it is interactive, such as virtual “field trips” to far places.

 

 

 

ARVRClassrooms-Feb2016

 

#Trending: VR and AR Classrooms — from wareable.com

Excerpt:

When today’s kids grow up, they will no doubt mock our penchant for pocket screens. VR and AR could be the new normal.

In this week’s Trending we’re looking at the wave of new schemes bringing virtual reality and augmented reality into the classroom as a tool for students. Oculus and Jaunt just started working with universities to offer classes on VR filmmaking. Google has been extremely vocal about bringing VR into the classroom, while Microsofts HoloLens has shown off augmented reality demos for college anatomy classes.

The educational benefits of both VR and AR are immense. VR allows students to explore other worlds or relive moments in history through virtual field trips, whereas AR can provide instructions with overlays, maps and more.

Here’s the ideas tearing up tech classrooms as well as who needs to go back to the chalkboard.

 

 

 

VR-PublicSpeaking4Cardboard-Feb2016

 

Use virtual reality to overcome your fear of public speaking — from  3dvrcentral.com

Excerpt:

Got a presentation coming up? Between keeping your thoughts straight, sticking to the time limit and braving an audience, public speaking gigs can be daunting.

A new Android app for Google Cardboard aims to help you get over your fears by putting you in front of a virtual audience.

Public Speaking for Cardboard lets you choose between two locations — a small conference room and a large auditorium — with animated audience members and ambient noise to simulate the experience of speaking on stage.

 

 

 

OcolusReadyPCs-Feb2016

Also see:

Oculus Rift’ Release Date, Specs: Rift Ready PC Bundles Available For Pre-Order, Price Ranges From $900 To $2000 — from breathecast.com

 

 

 

6 outstanding augmented reality apps for science teachers — from educatorstechnology.com

Excerpt:

Augmented Reality (AR) technologies are making some huge leaps into the educational landscape transforming the way teaching and learning are taking place. Educators and teachers are increasingly adopting AR technologies in their classrooms. As extensions of the physical world,  AR technologies amplify its dimensions and bring life to its static constituents. There are a variety of ways you can use AR in your class. For instance, you can use them to take your students into virtual field trips, visit world museums, animate and enrich textbook content and many more.

Today we are sharing with you some interesting AR apps specifically curated for science teachers. These apps can make science learning more fun, engaging and challenging. Enjoy!

 

 

7 of the best iPad augmented reality apps for teachers — from educatorstechnology.com

Excerpt:

The use of augmented reality (AR) technology in education is on the raise. Some speculate that the year 2016 will be an AR year par excellence. The basic premise behind augmented reality is the extension of the physical world to include components of the virtual world. The potential of augmented reality in teaching and learning is huge. Our AR section here in EdTech and mLearning features a number of key resources to help you better understand how to include AR technologies in your class. We are also adding this handy collection of what we think are some of the best iPad AR apps to use with your students. Check them out below and as always share with us your feedback. Enjoy!

 

 

Jeremy Bailenson Peers Into the Future of Virtual Reality — from wsj.com by
Strivr Labs co-founder says VR has the potential to change the way users feel—and behave

Excerpt:

Virtual reality is getting a lot better at simulating the real world. Just how good is it going to get, and how fast? And what’s the best way to deploy the technology for consumers and businesses alike? The Wall Street Journal’s Geoffrey A. Fowler spoke to Jeremy Bailenson, co-founder of Strivr Labs and director of the Virtual Human Interaction Lab at Stanford University. Here are edited excerpts of their discussion.

 

As a white male, I would be transformed into a woman of color. I would then experience prejudice firsthand, meaning another avatar would walk in the room and would say horrible things to me about my race and about my gender. For about 12 years now, we’ve been running study after study showing that feeling discrimination firsthand while walking a mile in someone else’s shoes is a better way to change attitudes and behavior.

 

 

 

Winner revealed for Microsoft’s HoloLens App Competition — from vrfocus.com by Peter Graham

Excerpt:

Out of the thousands of ideas entered, Airquarium, Grab the Idol and Galaxy Explorer were the three that made it through. Out of those the eventual winner was Galaxy Explorer with a total of 58 per cent of the votes. The app aims to give users the ability to wander the Milky Way and learn about our galaxy. Navigating through the stars and landing on the myriad of planets that are out there.

 

 

 

Also see:

Virtual Reality in 2016: What to expect from Google, Facebook, HTC and others in 2016 — from tech.firstpost.com by Naina Khedekar

Excerpt:

Many companies have made their intentions for virtual reality clear. Let’s see what they are up to in 2016.

 

 

Also see:

 

Somewhat related, but in the AR space:

Except:
Augmented reality(AR) has continued to gain momentum in the educational landscape over the past couple of years. These educators featured below have dove in head first using AR in their classrooms and schools. They continue to share excellent resources to help educators see how augmented reality can engage students and deepen understanding.

 

 

 

Intel launches x-ray-like glasses that allow wearers to ‘see inside’ objects — from theguardian.com by
Smart augmented reality helmet allows wearers to overlay maps, schematics and thermal images to effectively see through walls, pipes and other solid objects

Excerpt:

Unlike devices such as HoloLens or Google Glass, which have been marketed as consumer devices, the Daqri Smart Helmet is designed with industrial use in mind. It will allow the wearer to effectively peer into the workings of objects using real-time overlay of information, such as wiring diagrams, schematics and problem areas that need fixing.

 

 

NMCHorizonReport2016

 

New Media Consortium (NMC) & Educause Learning Initiative (ELI) release the NMC Horizon Report > 2016 Higher Ed Edition — from nmc.org

Excerpt:

The New Media Consortium (NMC) and EDUCAUSE Learning Initiative (ELI) are jointly releasing the NMC Horizon Report > 2016 Higher Education Edition at the 2016 ELI Annual Meeting. This 13th edition describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in higher education.

The report identifies six key trends, six significant challenges, and six important developments in educational technology across three adoption horizons spanning over the next one to five years, giving campus leaders, educational technologists, and faculty a valuable guide for strategic technology planning. The report provides higher education leaders with in-depth insight into how trends and challenges are accelerating and impeding the adoption of educational technology, along with their implications for policy, leadership, and practice.

 

NMCHorizonReport2016-toc

 

 

Cognii launches virtual learning assistant for the education market — from edtechreview.in

Excerpt:

BOSTON, MA, January 27, 2016 ­­
Cognii, a leading provider of educational assessment technologies, today announces the launch of Virtual Learning Assistant (VLA), a next­ generation personalized adaptive learning platform for the Education and Training market. Cognii’s VLA uses Artificial Intelligence and Natural Language Processing technologies to engage students in real­time adaptive tutoring conversations and provides instant formative assessment on their constructed response (short essay) answers with guidance towards conceptual mastery. It also provides rich learning analytics to the teachers based on students’ conceptual understanding or difficulties, for better instructional support.

 

From the Cognii website:

At Cognii, we’re developing leading edge assessment technology to evaluate essay-type answers for online learning platforms. Our exclusive natural language processing technology can also give customized feedback, not just a score, to engage students in an active learning process and improving their knowledge retention. We’re offering Cognii’s solution through an API for all online learning platforms, including LMS (Learning Management System), MOOCs (Massive Online Open Course), and more.

 

Addendum / a somewhat related posting:

 

50 of the best teaching & learning apps for 2016 — from teachthought.com

Excerpt:

What are the best teaching and learning apps for 2016? That’s a good question this post looks to answer.

Every year, we put together a collection of what we believe are the best teaching and learning apps for that year. (Here, for example, is our 2015 version of the list below, where you will notice about half the apps are the same, and half have changed. That’s not bad for progress, is it?

This year, we were asked by the good folks at Easelly (the infographic and visual data platform) to create a collection of resources that while including their apps, would curate a lot of good stuff teachers would benefit from in 2016. Since we were preparing to release our TeachThought Editor’s Choice: 2016 Best Teaching and Learning Apps–and have used Easelly for years ourselves–we combined the two projects to give you something you can use to guide your #edtech integration this year.

 

 

6 ed tech tools to try in 2016 — from cultofpedagogy.com by Jennifer Gonzalez

Excerpt:

About a year ago, I published an e-book called the Teacher’s Guide to TechOver the last month, I have been updating it for 2016, adding over 30 new tools and refreshing the information I had about the original ones. I have to say, the 2015 version was excellent, but now it’s SO MUCH BETTER. (To take a peek at the guide, scroll to the bottom of this post.)

In the process, I discovered some tools that I absolutely fell in love with, and I wanted to share them with you here. Each of these tools can make your teaching more efficient and effective, and your students’ learning deeper and more engaging.

Let’s take a look.

 

6toolstotry-2016

 

 

Visit Shakespeare’s London at FIU’s new virtual reality facility — from cec.fiu.edu

Excerpt:

It’s 1598, and you’re on your way to the Globe Theater to watch one of Shakespeare’s plays. You walk along the dirt roads and the green fields of London and you realize you can see the London Bridge in the distance. A vagabond asks you for a coin, and you find the village houses and the town market bustling with customers. Once you arrive at the theater, you watch the first few minutes of the opening monologue of “Henry V.”

This is a virtual world created by a multidisciplinary team of FIU students – and you can immerse yourself in this time-travel journey starting Jan. 29 when the I-CAVE opens at Modesto A. Maidique Campus.

.

 

 

Google brings commenting to sheets and slides on mobile— from techcrunch.com by Frederic Lardinois

Excerpt:

Google announced [on 1/28/16] a couple of updates to the commenting features in its Google Apps productivity suite.

These include the launch of mobile commenting in the iOS and Android apps for Slides and Sheets. Thanks to this, the commenting experience in Google’s apps is now (almost) the same across all of its apps — whether on the web or on mobile. I’m not sure why Google didn’t already offer this before, but better late than never, right?

 

 

10 very good tools for student researchers — from educatorstechnology.com

Excerpt:

One of the onerous parts in essay and academic writing is the bibliography section. Managing, organizing and citing references can sometimes be a real challenge especially if you don’t keep track of what and who you cite. The last thing you  want after a strenuous writing task is a messy bibliography with one reference missing a page number, the other needs publication date or, worse of all, having to go back to your sources to check for the source of that quotation you included in your conclusion. If you find yourself constantly grappling with problems such as these, the web tools below are absolutely something you might need to consider. These are some of the best applications for organizing, managing, and publishing bibliographies, citations and references. Some of these softwares are integrated with Google Scholar.

 

 

Fresco News app brings crowdsourced journalism to Apple TV — from imore.com by Dan Thorp-Lancaster

Excerpt:

Fresco News, an app that crowdsources news footage by allowing citizen journalists to upload and share their photos videos of current events around the globe, has officially launched an Apple TV app. With the app, users can check out first-hand accounts of events around the world on the big screen through their Apple TV.

 

 

5 Apple TV fitness apps to get in shape on a budget — from macworld.com by Caitlin McGarry
There are tons of streaming TV apps, but I’m on the hunt for a streaming workout app that won’t cost a fortune.

Excerpt:

The fourth-generation Apple TV now has more than 3,600 tvOS apps, Apple revealed in its first-quarter earnings call Tuesday. Most of those are games or streaming video apps, and there are tons of great options in both categories. When it comes to fitness, which seems to me a natural fit for the TV, the selection is sparse. But still, I was sure at least one Apple TV app would have what I was looking for: a cheap way to stay in shape. But it wasn’t that easy.

 

 

Codespark.org

 

codespark-jan2016

 

 

Codemonkey

codemonkey-jan2016

 

 

Best iPhone 6 and 6s tripods for stablizing and mounting — from imore.com by Brent Zaniewski
A dependable tripod can enhance your iPhone photography skills and help you get an otherwise impossible shot.

 

 

 

Livestream unveils new device for affordable multi-camera productions — from bizbash.com by Mitra Sorrells
The tiny Movi camera links with an iOS app for real-time recording, editing, and streaming from events.

Excerpt:

Planners interested in creating multi-camera video productions at their events will soon have a new, inexpensive option. Livestream, the company behind live online events for brands such as Tesla, Salesforce.com, the N.B.A., and more, has created a 2.5-inch device that lets users record and edit in real time between nine virtual high-definition cameras. Movi is available for preorder for delivery in April, currently at a price of $299.

 

 

This lens can widen your view into a classroom for only $10 — from blog.edthena.com

 

 

How Five EdTech Start-Ups Are Using Big Data To Boost Business Education — from by Seb Murray
MOOC platforms explore analytics with b-school partners

Excerpt:

Education tech companies including Coursera, edX, Udacity and their b-school and university partners are delving deeper into big data analytics to improve teaching and student learning.

Simon Nelson, CEO of online learning company FutureLearn, says: “The potential is incredible — and we are just scratching the surface.”

A report to be published in January by the UK’s Higher Education Commission (HEC) envisages that big data will help identify risk of failure; give students instant feedback; and benchmark their performance against peers.

Addendum on 2/1/16:

Addendum on 2/2/16:

 

 

From DSC:
A close family member struggles with maintaining focus. She is easily distracted by noises and motions inside the classroom. When she’s distracted, there’s a loss of focus…which then results in errors and missed learning cues. Although she hasn’t been diagnosed as having Attention Deficit Disorder (ADD), she still struggles in this area.

That got me to wondering…

  • Could virtual reality be used to help students w/ Attention Deficit Disorder (ADD), and/or with Attention Deficit Hyperactivity Disorder (ADHD), and/or with folks like my family member who are easily distracted?
    .
  • That is, could students who are struggling within their current learning environments create their own, individualized VR-based learning environment that would better suit their learning preferences?  i.e., immerse oneself into a setting that’s quieter with less visual distractions. Or into a setting where there’s soft, mellow music playing in the background while studying by a gently rolling river (or from a choice of library-based settings, or choose from a variety of rooms that offer a great deal of “natural light,” or on the beach, or on a mountaintop, etc.)

Hmmm…

 

vr-students-alchemylearning

Image from:
http://alchemylearning.com/adopting-virtual-reality-for-education/

 

 

river-stream

Image from:
http://www.snipview.com/q/Wykoff_Run

 

 

 

Virtual reality shines light on illiteracy at World Economic Forum — from fortune.com by John Gaudiosi

Excerpt:

A trio of virtual reality experiences, Project Literacy: A Life Unseen, debuted at the World Economic Forum in Davos-Klosters, Switzerland, today.

Each virtual reality scenario is a frozen moment in the life of an illiterate person. They explore the global nature of illiteracy and its correlation with gender inequality and malnutrition. According to UNESCO, these two global challenges incur economic costs estimated at $3.5 trillion and $12 trillion, respectively.

“As others have aptly called it, virtual reality is the ultimate empathy machine,” Shamlin says. “Nothing else gives you the same sense of immersion and presence. The international struggle to fight illiteracy has raged on for a long time and we were asked to bring fresh perspective. Now, with the advent of this technology, we can bring a renewed and more intimate awareness of how people struggle with illiteracy.”

 

From DSC:
Currently, you can add interactivity to your digital videos. For example, several tools allow you to do this, such as:

So I wonder…what might interactivity look like in the near future when we’re talking about viewing things in immersive virtual reality (VR)-based situations?  When we’re talking about videos made using cameras that can provide 360 degrees worth of coverage, how are we going to interact with/drive/maneuver around such videos? What types of gestures and/or input devices, hardware, and software are we going to be using to do so? 

What new forms of elearning/training/education will we have at our disposal? How will such developments impact instructional design/designers? Interaction designers? User experience designers? User interface designers? Digital storytellers?

Hmmm…

The forecast?  High engagement, interesting times ahead.

Also see:

  • Interactive video is about to get disruptive — from kineo.com by James Cory-Wright
    Excerpt:
    Seamless and immersive because it all happens within the video
    We can now have embedded hotspots (motion tags) that move within the video; we can use branching within the video to change the storyline depending on the decisions you make; we can show consequences of making that decision; we can add video within video to share expert views, link directly to other rich media or gather real-time data via social media tools – all without leaving the actual video. A seamless experience.
    .
  • Endless learning: Virtual reality in the classroom — from pixelkin.org by David Jagneaux
    Excerpt:
    What if you could be part of the audience for Martin Luther King Jr.’s riveting “I Have a Dream” speech? What if you could stand in a chemistry lab and experiment without any risk of harm or danger? What if you could walk the earth millions of years ago and watch dinosaurs? With virtual reality technology, these situations could become real. Virtual reality (VR) is a hot topic in today’s game industry, but games are only one aspect of the technology. I’ve had fun putting  on a headset and shooting  down ships in outer space. But VR also has the potential to enhance education in classrooms.
    .
  • Matter VR

 

MatterVR-Jan2016

 

Why augmented reality is expected to be four times bigger than virtual reality — from networkworld.com by Colin Neagle
Although virtual reality products like Oculus Rift have attracted more attention lately, augmented reality devices like Google Glass might have more potential in the market.

Excerpt (emphasis DSC):

Among the use cases Merel listed for AR going forward is “a-commerce,” a new term that he called a “cousin of e-commerce and m-commerce” and which Digi-Capital forecasts to account for a significant share of all AR revenues. Presumably, a-commerce would mean that an AR device like smart glasses would project information like promotions in nearby retail stores or detailed product content along with the ability to make purchases directly from an AR app.

 

Holograms are coming to a high street near you — from telegraph.co.uk by Rebecca Burn-Callander
Can you tell what’s real and what’s not?

Excerpt:

Completely realistic holograms, that will be generated when you pass a sensor, are coming to the high street.

Some will be used to advertise, others will have the ability to interact with you, and show you information. In shops, when you find a shirt you like, the technology is now here to bring up a virtual clothes rail showing you that same shirt in a variety of colours, and even tell you which ones are in stock, all using the same jaw-dropping imaging we have previously only experienced wearing 3D glasses at the cinema.

Holograms, augmented reality – which superimposes technology over the real world – and virtual reality (VR), its totally immersive counterpart, are tipped to be the hot trends in retail next year. Pioneers of the technology are set to find increasingly entertaining, useful and commercially viable ways of using it to tempt people into bricks-and-mortar stores, and fight back against the rise of online shopping.

 

 

 

 

WaveOptics’ technology could bring physical objects, such as books, to life in new ways

 

 

Completely realistic holograms, that will be generated when you pass a sensor, are coming to the high street.

 

 

From DSC:
What might our learning spaces offer us in the not-too-distant future when:

  • Sensors are built into most of our wearable devices?
  • Our BYOD-based devices serve as beacons that use machine-to-machine communications?
  • When artificial intelligence (AI) gets integrated into our learning spaces?
  • When the Internet of Things (IoT) trend continues to pick up steam?

Below are a few thoughts/ideas on what might be possible.

A faculty member walks into a learning space, the sensors/beacons communicate with each other, and the sections of lights are turned down to certain levels while the main display is turned on and goes to a certain site (the latter part occurred because the beacons had already authenticated the professor and had logged him or her into the appropriate systems in the background). Personalized settings per faculty member.

A student walks over to Makerspace #1 and receives a hologram that relays some 30,000-foot level instructions on what the initial problem to be solved is about. This has been done using the student’s web-based learner profile — whereby the sensors/beacons communicate who the student is as well as some basic information about what that particular student is interested in. The problem presented takes these things into consideration. (Think IBM Watson, with the focus being able to be directed towards each student.) The student’s interest is piqued, the problem gets their attention, and the stage is set for longer lasting learning. Personalized experiences per student that tap into their passions and their curiosities.

The ramifications of the Internet of Things (IoT) will likely involve the classroom at some point.  At least I hope they do. Granted, the security concerns are there, but the IoT wave likely won’t be stopped by security-related concerns. Vendors will find ways to address them, hackers will counter-punch, and the security-related wars will simply move/expand to new ground. But the wave won’t be stopped.

So when we talk about “classrooms of the future,” let’s think bigger than we have been thinking.

 

ThinkBiggerYet-DanielChristian-August282013

 

 

 

Also see:

What does the Internet of Things mean for meetings? — from meetingsnet.stfi.re by Betsy Bair

Excerpt:

The IoT has major implications for our everyday lives at home, as well as in medicine, retail, offices, factories, worksites, cities, or any structure or facility where people meet and interact.

The first application for meetings is the facility where you meet: doors, carpet, lighting, can all be connected to the Internet through sensors. You can begin to track where people are going, but it’s much more granular.

Potentially you can walk into a meeting space, it knows it’s you, it knows what you like, so your experience can be customized and personalized.

Right now beacons are fairly dumb, but Google and Apple are working on frameworks, building operating systems, that allow beacons to talk to each other.

 

 

Addendum on 1/14/16:

  • Huddle Space Products & Trends for 2016 — from avnetwork.com by Cindy Davis
    Excerpt:
    “The concept is that you should be able to walk into these rooms, and instead of being left with a black display, maybe a cable on the table, or maybe nothing, and not know what’s going on; what if when you walked into the room, the display was on, and it showed you what meeting room it was, who had the meeting room scheduled, and is it free, can just walk in and I use it, or maybe I am in the wrong room? Let’s put the relevant information up there, and let’s also put up the information on how to connect. Although there’s an HDMI cable at the table, here’s the wireless information to connect.
 
© 2025 | Daniel Christian