Future Trends Forum hosted by Bryan Alexander will address the most powerful forces of change in academia. The founder of the online blog Future Trends in Technology and Education has begun this weekly forum to enliven the discussion around the pressing issues at the cross roads of education and technology through weekly online video chat conversations where practitioners in the field can contribute and share their most recent experiences.
Paul Signorelli, co-author of Workplace Learning & Leadership with Lori Reed, helps clients and colleagues explore, foster, and document innovations in learning to produce concrete results. He also is heavily engaged in supporting team-building and communities of collaboration. As a San Francisco-based writer, trainer, instructional designer, and consultant, he designs and facilitates learning opportunities for a variety of clients, helps others become familiar with e-learning, social media, MOOCs, mobile technology, innovations in learning spaces, and community partnerships (onsite and online) to creatively facilitate positive change within organizations. He has served on advisory boards/expert panels for the New Media Consortium Horizon Project documenting educational technology trends and challenges since 2010; remains active locally and nationally in the Association for Talent Development (formerly the American Society for Training & Development); and facilitates webinars for the American Library Association and other learning organizations. His most recent work remains focused on connectivist MOOCs (massive open online courses) and building sustainable onsite and online communities and partnerships. Signorelli earned an MLIS through the University of North Texas (with an emphasis on online learning) and an M.A. in Arts Administration at Golden Gate University (San Francisco); blogs at http://buildingcreativebridges.wordpress.com; and can be reached at email@example.com.
First-time users: upon entering the room, click “Allow” to the Flash prompt requesting access to your webcam. (Chrome users may need to click Allow a second time).
Note: The Shindig app currently only supports interacting with the featured speakers through text. To fully enjoy the Shindig experience and be enabled to ask video chat questions of the speaker or video chat privately with other participants, please log in from a computer with webcam and microphone capabilities.
Mining social media has its potential to extract actionable patterns that can be beneficial for business, users, and consumers. Opinion mining from social media can be a faster and less expensive alternative to traditional survey and polling, on which many sustainability researches are based.
Crowd Capital Theory.
ex-post facto design
my opinion: format-wise – poorly written. No proofreading by the authors, but also by the peer-previewers.
Academic English does not recognize “get” and “put.” Sometimes, the ideas are not presented clearly. In-text citations need work: e.g. p. 946 “Andrews in 2012 said that may researchers indicate that the info…”; instead of “According to Andrews (2012), numerous researchers indicate the possibility of social network information to be used as a tool for spying.” Similarly, on page 947: ” (Saxton et al., 2012)” must be “Saxton et al., (2012)”
Verbs are missing: e.g. p. 946 “A case study on effect of social networking sites in emergency departments for patient care.”
p. 953 “in all these study” – adjective / subject disagreement.
content-wise, the article also presents ad-hod information, rather then clearly structured and delinted conclusions: e.g., on page p. 947, the authors announce as the goal of this study ” to investigate the role of “social networks” in creating a positive or negative impact on the social, behavioral and educational aspics of our community.”
None of the three links to the surveys are functional:e.g.,https://docs.google.com/forms/d/1yzVo2SL85iqr7CVRGDZ1bUGKzZPQOo4bBD42 CI9f9e8/viewform?c=0&w=1&usp=mail_form_link
The content itself isn’t VR, just the digital venue.
Along with these three apps, Google has also brought NextVR to Daydream, which is the only app of the bunch that actually offers 360-degree, 3D video. With Netflix VR, HBO VR, NextVR, Hulu VR and Google Play Movies & TV, Daydream has suddenly become the undisputed leader of VR video.
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: http://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
TwistedWave is an audio recording and editing tool that is included in Next Vista’s list of recommended tools. Through TwistedWave you can create and edit spoken audio recordings from scratch. Your completed tracks can be exported to Google Drive and SoundCloud.
Lenovo’s prototype headset is compatible with Microsoft’s Windows Holographic platform. Like the HoloLens, its design features depth-sending cameras located on the front of the device, allowing full-room movement tracking.