Archive of ‘technology literacy’ category
Edtech playground: Helping teachers choose better tools
By Nicole Krueger Leadership
A virtual reality headset can take students on an immersive journey to another world. But no matter how cool it is, if that $3,000 piece of equipment enters a classroom and doesn’t provide any real instructional value, it can quickly become a very expensive paperweight.
Most schools don’t do edtech procurement really well yet. Sometimes we buy products that end up in closets because they don’t fit the instructional needs of students, and we end up not being good stewards of taxpayer dollars.
Located in the district’s central office, where hundreds of teachers and staff members stop by each week for professional development, the playground offers a creative space that encourages teachers to explore new tools that have been vetted and approved by the district’s tech department.
In the United States, K-12 schools spend more than $13 billion a year on edtech — often without any idea whether it will make a difference in learning outcomes.
More on ISTE in this IMS blog
more on digital literacy for ed leaders in this IMS blog
more on library technologies in this IMS blog
Are your phone camera and microphone spying on you?
Apps like WhatsApp, Facebook, Snapchat, Instagram, Twitter, LinkedIn, Viber
Felix Krause described in 2017 that when a user grants an app access to their camera and microphone, the app could do the following:
- Access both the front and the back camera.
- Record you at any time the app is in the foreground.
- Take pictures and videos without telling you.
- Upload the pictures and videos without telling you.
- Upload the pictures/videos it takes immediately.
- Run real-time face recognition to detect facial features or expressions.
- Livestream the camera on to the internet.
- Detect if the user is on their phone alone, or watching together with a second person.
- Upload random frames of the video stream to your web service and run a proper face recognition software which can find existing photos of you on the internet and create a 3D model based on your face.
For instance, here’s a Find my Phone application which a documentary maker installed on a phone, then let someone steal it. After the person stole it, the original owner spied on every moment of the thief’s life through the phone’s camera and microphone.
- Edward Snowden revealed an NSA program called Optic Nerves. The operation was a bulk surveillance program under which they captured webcam images every five minutes from Yahoo users’ video chats and then stored them for future use. It is estimated that between 3% and 11% of the images captured contained “undesirable nudity”.
- Government security agencies like the NSA can also have access to your devices through in-built backdoors. This means that these security agencies can tune in to your phone calls, read your messages, capture pictures of you, stream videos of you, read your emails, steal your files … at any moment they please.
Hackers can also gain access to your device with extraordinary ease via apps, PDF files, multimedia messages and even emojis.
An application called Metasploit on the ethical hacking platform Kali uses an Adobe Reader 9 (which over 60% of users still use) exploit to open a listener (rootkit) on the user’s computer. You alter the PDF with the program, send the user the malicious file, they open it, and hey presto – you have total control over their device remotely.
Once a user opens this PDF file, the hacker can then:
- Install whatever software/app they like on the user’s device.
- Use a keylogger to grab all of their passwords.
- Steal all documents from the device.
- Take pictures and stream videos from their camera.
- Capture past or live audio from the microphone.
- Upload incriminating images/documents to their PC, and notify the police.
And, if it’s not enough that your phone is tracking you – surveillance cameras in shops and streets are tracking you, too
- You might even be on this website, InSeCam, which allows ordinary people online to watch surveillance cameras free of charge. It even allows you to search cameras by location, city, time zone, device manufacturer, and specify whether you want to see a kitchen, bar, restaurant or bedroom.
more on privacy in this IMS blog
more on surveillance in this IMS blog
more on Apple in this IMS blog
Course title: IM 554 Developing Skills for Online Teaching and Learning
Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business
7:20 to 8:20 PM, Thursday, March 29. Instructor: Yun Claire Park
- What did we learn from last year: http://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/
- definitions and delineation of gaming and gamification
- the connection to BYOD
- What do we want to learn this year/today?
- more on gaming and gamification
- more on realities
- what is VR – virtual reality
Virtual reality (VR) is “a computer technology that uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to
generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment” (“Virtual Reality” n.d.) VR is accomplished by using headsets, such as HTC Vive, Oculus Rift, PlayStation VR, and Samsung Gear VR. The use of the headsets creates (and enhances) digitally constructed “reality,” thus providing excellent opportunities for simulations and learning through training and practice. Among a myriad of other definitions, Noor (2016, 34) describes Virtual Reality (VR) as “a computer-generated environment that can simulate physical presence in places in the real world or imagined worlds. The user wears a headset and through specialized software and sensors is immersed in 360- degree views of simulated worlds.”
from our book chapter: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality (under review).
what is AR – augmented reality
“Augmented Reality (AR) supplements the physical environment with computer-generated sensory input such as sound, video, graphics, or other useful information – essentially overlaying the digital information on top of the physical world. Some consider the smartphone popular game “Pokemon Go” a form of consumer AR.”
from my book Chapter 12: VR, AR and Video 360: A Case Study Towards New Realities in Education by Plamen Miltenoff (under review)
what is MR – mixed reality
- Video 360
- how to create non-expensive VR = Video 360 degrees
A two-dimensional flat frame
Consumer types of cameras
More information on GBL in this IMS blog:
more on VR in education in this IMS blog:
more on AE in this IMS blog
Plamen Miltenoff and Mark Gill presentation: http://sched.co/E8l3
#LTC2018 #VRlib – join us for a discussion
Commercial Content Moderation:
Sarah Roberts talk about psychological effects of working at Caleris; it resembles the effect of air strikes on the drone pilots
Drupal based. Google Analytics like. Bookmarks. objects list can be shared through social media, email, etc. Pachyderm used to have timeline like Islandora. still images, audio, video
Notes from LIBTECH 2017: http://blog.stcloudstate.edu/ims/2017/03/07/library-technology-conference-2017/
2018 digital markerting trends
split your screen on various devices: shortcuts
The Microphones I Use for Video and Audio Recordings
Snowball iCE microphone a
Insignia omnidirectional lapel microphone
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