After an AI bot wrote a scientific paper on itself, the researcher behind the experiment says she hopes she didn’t open a ‘Pandora’s box’ — from insider.com by Hannah Getahun

Excerpt:

  • An artificial-intelligence algorithm called GPT-3 wrote an academic thesis on itself in two hours.
  • The researcher who directed the AI to write the paper submitted it to a journal with the bot’s consent.
  • “We just hope we didn’t open a Pandora’s box,” the researcher wrote in Scientific American.

AI Empowers Scalable Personalized Learning and Knowledge Sharing — from learningsolutionsmag.com by Markus Bernhardt

Excerpt:

AI aids in providing true personalization
Automation through AI is providing us with the tools necessary to deploy fully personalized digital learning, extremely fast and at scale. With the advent of this technology, we will see a revolution in digital training; in addition, I predict that the impact the digital piece will have on human-led efforts will lead to a further revolution of education, training, workshops, mentoring, and coaching.

How A.I. Could Help You Design Your Perfect Office (or Store) — from inc.com by Ben Sherry
Artificial intelligence may soon help fill the gap between your interior design skills and your imagination.

Excerpt:

Boom Interactive is one of several companies attempting to streamline the interior design process using automation. The Salt Lake City-based startup’s free app, Bubbles, which is scheduled to soft launch in the third quarter of 2022, uses artificial intelligence to read floor plans and create a “digital twin” of your real-life space, according to CEO and founder Timber Barker. Once a “twin” has been created, users have full freedom to customize the space by adding doors, erasing walls, and placing furniture.

The Increasing Role of Artificial Intelligence in Our Lives — from rdene915.com by Rachelle Dene Poth

Excerpt:

All of this recent information has made me even more curious about the role artificial intelligence will play over the next few months as we hopefully get back to more of a normal life experience and can engage in work and learning but also in leisure activities. What can we learn from the recent uptick in AI information and how can it help us in the future?

Optical illusions could help us build the next generation of AI — from digitaltrends.com by Luke Dormehl

 

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


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

Excerpt:

Immersive technology brings the stage to life like never before.

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

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


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

Excerpt:

To immerse, or not to immerse?

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

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

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

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

 

Forget the Jetsons. Transportation of the future will look more like ‘Westworld’ — from fastcompany.com
Futuristic public transportation projects are already in the works.

Excerpt:

THE NEXT GENERATION
The way we commute has already started to change. With next generation transportation projects, public transportation is becoming more efficient by employing self-driving buses and trains and installing automatic card-ticketing systems.

From DSC:
But we need to look out here. As we’ve seen before, not everything is so rosy with emerging technologies. See this next item for example:

Cruise’s Robot Car Outages Are Jamming Up San Francisco— from wired.com by Aarian Marshall
In a series of incidents, the GM subsidiary lost contact with its autonomous vehicles, leaving them frozen in traffic and trapping human drivers.

“A letter sent anonymously by a Cruise employee to the California Public Utilities Commission that month alleged that the company loses contact with its driverless vehicles ‘with regularity,’ blocking traffic and potentially hindering emergency vehicles.”

 

From DSC:
Below are several observations re: our learning ecosystems — and some ideas on how we can continue to improve them.


It takes years to build up the knowledge and skills in order to be a solid teacher, faculty member, instructional designer, and/or trainer. It takes a lot of studying to effectively research how the brain works and how we learn. Then we retire…and the knowledge is often lost or not passed along. And the wheel gets reinvented all over again. And again. And again.

Along these lines — and though we’re making progress in this area — too often we separate the research from the practical application of that research. So we have folks working primarily in learning science, neuroscience, cognitive psychology, and related fields. But their research doesn’t always get practically applied within our learning spaces. We have researchers…and then we have practitioners. So I greatly appreciate the likes of Pooja Agarwal and Patrice Bain out at RetrievalPractice.org, Daniel Willingham, Eva Keiffenheim, The Learning Scientists, James Lang, and several others who bridge this gap.

We need to take more of the research from learning science and apply it in our learning spaces.

Perhaps more researchers, faculty members, teachers, trainers, instructional designers, principals, provosts, etc. could blog or be active out on social media.

***

Along these lines, we need to spend more time helping people know how best to study and to learn.
If that type of thing is ever to be learned, it seems like it’s often learned or discussed in the mid- to later years of one’s life…often after one’s primary and secondary days are long gone.

Instead, we should consider putting these easy-to-understand posters from the Learning Scientists in every K-12 school, college, and university in the nation — or something like them.

***

To provide the most effective engaging learning experiences, we should consider using more team-based approaches. As appropriate, that could include the students themselves.

***

We put way too much emphasis on grades — which produces gameplayers who seek only to do the minimum amount of work necessary to get the A’s.  Doing so creates systems whereby learning is not the goal — getting a 4.0+ is.

***
As we are now required to be lifelong learners, our quality of life as a whole goes waaaay up if we actually enjoy learning.  Many people discover later in life that they like to learn…they just didn’t like school. Perhaps we could place greater emphasis within K-16 on whether students enjoyed their learning experiences or not. And if not, what might have made that topic more enjoyable to them? Or what other topics would they like to dive into (that weren’t’ on the original learning menu)?

This could also apply in the corporate training/L&D space as well. Such efforts could go a long way in helping establish stronger learning cultures.

***

We don’t provide enough choice to our students. We need to do a better job of turning over more control to them in their learning journey. We turn students off to learning because we try to cram information that they don’t care about down their throats. So then we have to use the currency of grades to force them into doing the work that they could care less about doing. Their experience with learning/school can easily get soured.

Learners need: More voice. More choice. More control. -- this image was created by Daniel Christian

We need to be more responsive with our curricula. And we need to explain how the information we’re trying to relay is relevant in the real world and will be relevant in their futures.

***

So those are some ideas that I wanted to relay. Thanks for your time and for your shared interests here!

 

The Path Ahead for Community Colleges — from chronicle.com by Lee Gardner; PDF file here
3 ways to reset and succeed.

Excerpts:

This country often underappreciates its community colleges, but there’s no question that it needs them and the job they do. Here are three specific areas that scholars, advocates, and community-college leaders say are vital to future success for two-year institutions, and some examples of those that are trying new strategies to help themselves reset and rebuild.

  1. Rethink Enrollment
  2. Cater to Adults
  3. Look for New Leadership

 

 

The Metaverse in 2040 — from pewresearch.org by Janna Anderson and Lee Rainie
Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

 

The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside.

Laurence Lannom, vice president at the Corporation for National Research Initiatives

“Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse.

Elizabeth Hyman, CEO for the XR Association

 


 

The table of contents for the Metaverse in 2040 set of articles out at Pew Research dot org -- June 30, 2022

 


 
 

Metaverse, NFTs, Web3 And Virtual Land In The Sandbox — from forbes.com by Bernard Marr

Excerpt (emphasis DSC):

So, what does Borget – undeniably one of the pioneers of the concept – think the metaverse actually is?

“For us, metaverse is really this myriad of worlds,” he tells me during our recent webinar conversation, “that users can experience through an avatar that becomes a 3D representation of themselves.”

These avatars are the key to unlocking “all sorts of new experiences … more creative, more immersive, unlike what we’ve seen before with traditional virtual worlds, where users can already socialize … here, what’s important is the ability of users to truly own their own identity, own their own belongings, digital assets, virtual land, houses … and are able to move that identity from one world to another without being constrained.”

“There will be millions of virtual worlds, places where users can take their avatars,” Borget continues. “What’s important is this ability to move from one to another while … keeping all their content they create in one and using it in others.”


Also see:

Metaverse Opportunities, risks and policy implications — from europarl.europa.eu by the European Parliamentary Research Service (EPRS)
Metaverse Opportunities, risks and policy implications

Summary:

One of the most talked about concepts in modern technology, the metaverse can be described as an immersive and constant virtual 3D world where people interact by means of an avatar to carry out a wide range of activities. Such activities can range from leisure and gaming to professional and commercial interactions, financial transactions or even health interventions such as surgery. While the exact scope and impact of the metaverse on society and on the economy is still unknown, it can already be seen that the metaverse will open up a range of opportunities but also a number of risks in a variety of policy areas.

Major tech companies are scaling up their metaverse activities, including through mergers and acquisitions. This has given impetus to a debate on how merger regulations and antitrust law should apply. Business in the metaverse is expected to be underpinned largely by cryptocurrencies and non-fungible tokens, raising issues of ownership, misuse, interoperability and portability. Furthermore, the huge volume of data used in the metaverse raises a number of data protection and cybersecurity issues (e.g. how to collect user consent or protect avatars against identity theft).

There is considerable scope for a wide range of illegal and harmful behaviours and practices in the metaverse environment. This makes it essential to consider how to attribute responsibility, inter alia, for fighting illegal and harmful practices and misleading advertising practices, and for protecting intellectual property rights. Moreover, digital immersion in the metaverse can have severe negative impacts on health, especially for vulnerable groups, such as minors, who may require special protection. Finally, the accessibility and inclusiveness of the metaverse remain areas where progress has still to be made in order to create an environment of equal opportunities.


Also see the following from the Legal Talk Network — with Dennis Kennedy and Tom Mighell

  • Metavisting the Metaverse – Dennis and Tom plunge into the metaverse—its trends, current tech, and possibilities for the future.
  • The Wild World of NFTs – Dennis and Tom dive into these unique digital objects (art, video, and much more) and outline the issues surrounding their current hype and value in the real world.

 

Denis Kennedy and Tom Mighell -- run the Legal Talk Network podcast

 


 

Blurring the lines between education and workforce — from hechingerreport.org by Javeria Salman
A proposition to ‘blur’ the boundaries between K-12, higher ed, and the workforce industry

Excerpts:

One idea that’s been gaining steam since last year is to break down barriers between high school, college and career to create a system that bridges all three.

The concept is called the “Big Blur.”

“What would it look like to change the typical, or what we think of as the conventional high school experience and instead design something that was built for the modern economy?” said Vargas.

Vargas said that JFF is arguing for new programs or institutions that serve students in grades 11 through 14 (grades 13 and 14 being the first two years of college, under our current configuration). The institutions would be co-designed with regional employers so that all students get work-based learning experiences and graduate — without tuition costs — with a post-secondary credential that has labor market value.

 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 

The Future of Education | By Futurist Gerd Leonhard | A Video for EduCanada — from futuristgerd.com

Per Gerd:

Recently, I was invited by the Embassy of Canada in Switzerland to create this special presentation and promotional video discussing the Future of Education and to explore how Canada might be leading the way. Here are some of the key points I spoke about in the video. Watch the whole thing here: the Future of Education.

 

…because by 2030, I believe, the traditional way of learning — just in case — you know storing, downloading information will be replaced by learning just in time, on-demand, learning to learn, unlearning, relearning, and the importance of being the right person. Character skills, personality skills, traits, they may very well rival the value of having the right degree.

If you learn like a robot…you’ll never have a job to begin with.

Gerd Leonhard


Also relevant/see:

The Next 10 Years: Rethinking Work and Revolutionising Education (Gerd Leonhard’s keynote in Riga) — from futuristgerd.com


 

The Restaurant of Mistaken Orders: A Tokyo Restaurant Where All the Servers Are People Living with Dementia — from openculture.com

Whole towns have already begun to structure their services around a growing number of citizens with dementia. But dementia itself remains “widely misunderstood,” says Restaurant of Mistaken Orders producer Shiro Oguni in the “concept movie” at the top of the post. “People believe you can’t do anything for yourself, and the condition will often mean isolation from society. We want to change society to become more easy-going so, dementia or no dementia, we can live together in harmony.”

Also see:

How Technology Can Improve Elder Care — from digitalsalutem.com by João Bocas

In this article, I talk about:

  1. The growth of the aging population
  2. The future of elder care is already here
  3. Smart homes, augmented and virtual reality, and wearables as potential solutions
  4. How these solutions can help providers deliver elder care
  5. The benefits of using these solutions

The world is changing. The way we live, the way we work, and the way we age are all being transformed by technology. In fact, some experts say that by 2030, more than half of the world’s population will be over 50 years old.

This is a new phenomenon for humanity. With this shift comes a need for new approaches to healthcare that are better suited to an aging population with increasingly complex needs.

 

Slido Lesson Plan — from techlearning.com by Stephanie Smith Budhai, Ph.D.
This Slido Lesson Plan is designed to help educators implement the digital tool into their instruction

Excerpt:

Slido is an exciting online engagement edtech tool that can be used to connect all students with academic content while getting them involved in the lesson.

While Slido is often used to incorporate polling into virtual workshops and presentations, there are a wide range of student engagement features within the Slido platform that can be used by teachers during lessons.

Also see:

Slido -- your go-to interaction app for hybrid meetings

 

Conduct Your Own Virtual Orchestra In Maestro VR — from vrscout.com by Kyle Melnick

Niantic moves beyond games with Lightship AR platform and a social network — from theverge.com by Alex Heath
The maker of Pokémon Go is releasing its AR map for other apps and a location-based social network called Campfire

Excerpt:

Niantic made a name for itself in the mobile gaming industry through the enduring success of Pokémon Go. Now the company is hoping to become something else: a platform for other developers to build location-aware AR apps on top of.

disguise launches Metaverse Solutions division enabling next-level extended reality experiences — from etnow.com

Excerpt:

UK – disguise, the visual storytelling platform and market leader for extended reality (xR) solutions has launched its Metaverse Solutions division to enable the next generation of extraordinary live, virtual production and audiovisual location-based experiences for the metaverse.

The recent rise of real-time 3D graphics rendering capabilities in gaming platforms means that today’s audiences are craving richer, more immersive experiences that are delivered via the metaverse. While the metaverse is already defined as an $8 trillion dollar opportunity by Goldman Sachs, companies are still finding it challenging to navigate the technical elements needed to start building metaverse experiences.

On this item, also see:

disguise.one

disguise launches Metaverse Solutions division — from televisual.com by

Excerpt:

“Our xR technology combines key metaverse building blocks including real-time 3D graphics, spatial technologies and advanced display interfaces – all to deliver a one-of-a-kind gateway to the metaverse,” says disguise CXO and head of Metaverse Solutions Alex Wills.

 
© 2025 | Daniel Christian