International Data Corporation says it expects the number of AI jobs globally to grow 16% this year.
a new report released Wednesday, IBM found the majority (85%) of AI professionals think the industry has become more diverse over recent years
3,200 people surveyed across North America, Europe and India, 86% said they are now confident in AI systems’ ability to make decisions without bias.
A plurality of men (46%) said they became interested in a tech career in high school or earlier, while a majority of women (53%) only considered it a possible path during their undergraduate degree or grad school.
more on immersive technologies in this IMS blog
more on art and immersive teaching in this IMS blog
2020 Immersive Learning Technology
2020-Immersion-012420 per Mark Gill’s finding
Technology is rapidly changing how we learn and grow. More and more, tools and platforms that make use of virtual reality (VR), augmented reality (AR), and extended reality (ER)—collectively known as immersive learning technology—are moving from the niche world of Silicon Valley into retail stores, warehouses, factory floors, classrooms as well as corporate education and training programs. The value is clear: these immersive learning tools help companies, training providers, and educators train workers better, faster, and more efficiently. Of course, the impact doesn’t stop at the bottom line. Immersive learning presents an opportunity to reliably train employees for situations that are expensive to support, challenging to replicate, and even dangerous. And it can be done efficiently, safely, and with better learning outcomes.
1 in every 3 small and mid-size businesses in the U.S. is expected to be piloting a VR employee training program by 2021, seeing their new hires reach full productivity 50% faster as a result.1
The worldwide AR and VR market size is forecast to grow nearly 7.7 times between 2018 and 2022.
14 million AR and VR devices are expected to be sold in 2019
By 2023, enterprise VR hardware and software revenue is expected to jump 587% to $5.5 billion, up from an estimated $800 million in 2018.
Virtual Reality VR A computer-generated experience that simulates reality. VR may include visual, auditory, or tactile experiences.
Augmented Reality AR A live experience of a physical space, where computer-enhanced visualizations, sounds, or tactile experiences overlay the real-world environment.
Mixed Reality MR A blend of virtual experiences and the real world where virtual and augmented experiences are presented simultaneously
Extended Reality ER An immersive experience involving interactions with the real world, virtual reality, augmented reality, as well as other machines or computers adding content to the experience.
Soft Skills Technical Skills Immersive learning technologies can help people develop human skills, such as empathy, customer service, improving diversity and inclusion, and other areas
Technical Skills. Immersive learning technologies enable workers to learn through simulated experiences, providing the opportunity for risk-free repetition of complex or dangerous technical tasks.
more on immersive learning in this IMS blog
As part of our involvement with the Extended Reality Community of Practice, InforMedia Services and SCSU VizLab are offering the following workshops / introductions in augmented and virtual reality:
– Wednesday, March 18, 3PM, MC 205 (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to 360 Video: easy adoption of virtual reality in your classroom
Plamen Miltenoff will lead exploration of resources; capturing 360 images and videos; hands-on session on creating virtual tours with existing and acquired imagery.
– Wednesday, March 25, 3PM, MC 205 (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to Augmented Reality
Alan Srock and Mark Gill will demonstrate the use of the Merge Cube and other augmented reality tools in their courses.
Plamen Miltenoff will lead hands-on session on creating basic AR content with Metaverse.
– Wednesday, April 1, 3PM, MC 205 (directions to MC 205: https://youtu.be/jjpLR3FnBLI )
Intro to Virtual Reality
Mark Gill, Alan Srock and Plamen Miltenoff will demonstrate AltSpaceVR and Virbela.
Hands-on session on creating learning spaces in virtual reality.
These sessions will share ready-to-go resources as well as hands-on creation of materials suitable for most disciplines taught on this campus.
please use this D2L discussion thread to log your thoughts regarding the readings below
Instructional Design in Virtual Reality Experiences
reading this short article, what are the questions, VR poses to IDs (e.g. SCORM for things like learner picked up the correct tool.)
why do you think creating higher order thinking learning objectives for a virtual reality training
Instructional Design in VR Training
In this conversation between Monica Price and David Cleverdon, what is the most striking idea, you gathered?
Do you think Monica is right when she says that only “see and hear” is not that potent to let us learn?
Can you elaborate on Monica’s thoughts regrading the connection between simulation and retention (e.g. Imo’s group final project can argue that their project for new employees training is superior to the current training with the ability for the employee to repeat the simulation until they think, it is retained)
The Future of Instructional Design: Experience Design
A glimpse inside the role of instructional design for Immersive Learning
Allen claims that traditional ID does not translate to VR ID. Do you agree and why?
VR is supposed to be more engaging then 2D. Why?
Which of the six steps do you find important and why?
3 Instructional Design Strategies For Virtual Reality Learning
which of the three instructional design strategies you find most appealing and why?
A Toolkit for an Immersive VR/AR Experience: The Verb Collective
The Verb Collective is an open set of VR/AR assets built on Unity and designed to help nonprogrammers (arts and humanities students) that quickly transform ideas into 3D experiences. Learn how the Verb Collective is used in the classroom and explore templates to create your own action assets.
Outcomes: Help new VR/AR users quickly create their own 3D experiences using the Verb Collective framework * Access and install the framework * Add to the framework by using a simple verb-based template to outline new actions
We define immersive scholarship as any scholarly work developed through or implemented utilizing technologies including Virtual Reality, Augmented Reality, Mixed Reality, Visualization (i.e., large format displays and visualization walls, GIS, Tableau), and any related hardware, programs or software.
We are seeking survey participants who are employed in an academic library and who currently support immersive scholarship and technologies at their institution.
how your academic library has developed tools, implemented third party hardware/software, and in what barriers you have identified at your institution in supporting immersive scholarship.
Link to Online Survey
K–12 Teachers Use Augmented and Virtual Reality Platforms to Teach Biology
Immersive technology allows students to explore the world firsthand on a molecular level.
t universities and medical schools, students are already using AR and VR
Originally, AR and VR lesson plans revolved around the virtual field trip.with the HTC Vive, for example, can take a detailed, 3D-rendered journey.
In May 2018, Google announced a partnership with Labster, a virtual lab simulator, to develop immersive high school and college biology and anatomy courses.
by Intel last year, Middle Township High School in New Jersey embraced the idea of using Oculus Rift headsets to examine virtual frogs. In California, a new bill introduced in the state legislature would swap out real animals in schools for virtual replacements to teach biology more humanely.