Archive of ‘technology’ category

VR and AR doubles each year

Report: VR and AR to Double Each Year Through 2021

By Joshua Bolkan  08/07/17

https://thejournal.com/articles/2017/08/07/report-vr-and-ar-to-double-each-year-through-2021.aspx

a new forecast from International Data Corp. (IDC).

Canada will see the fastest growth, with a CAGR of 145.2 percent over the forecast period. Other leaders in terms of growth include Central and Eastern Europe at 133.5 percent, Western Europe at 121.2 percent and the U.S. at 120.5 percent.

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Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom

An interview with the former Apple K–12 systems engineer, who will participate in multiple sessions during ISTE.

By Richard Chang 05/12/17

https://thejournal.com/Articles/2017/05/12/Leslie-Fisher-Presents-at-Ed-Tech-Conferences-for-a-Living.aspx

THE Journal: What do you think about virtual reality (VR) and augmented reality (AR) in the classroom? Is the cost point for VR prohibitive?

In virtual reality, one of my favorite apps is CoSpaces. It allows anyone to design a 3D space, and then interact with it in virtual reality.

Virtual reality can be quite affordable with Google Cardboard. We can get into basic interaction in VR with Cardboard. There are 40 or 50 VR apps where you can simply use Cardboard and explore. Google Street View allows you to do virtual viewing of many different locations. That technology augments what the teacher is doing.

Most kids can’t afford to buy their own Oculus headset. That price point is quite a bit higher. But we don’t need to have 30 kids using Oculus all of the time. Two or three might work

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more on VR and AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

podcast at 2x

Speeding Up Your Podcasts Won’t Solve Your Problems

https://plus.google.com/+DanievanderMerwe/posts/CSFxq67eSC4

https://theringer.com/inefficiency-week-podcasts-speed-comprehension-f0ea43949e42

My note: sometimes around 2011, the Chronicle had a report on Berkeley students listening to coursecasts at 2X (can’t find the reference). Here some other sources about #speedlistening:

Stop listening to podcasts at 1.5x

185 comments
https://www.theverge.com/2015/2/17/8043077/stop-listening-to-podcasts-fast-speed
and the opposite opinion:

Lots of Us Listen to Podcasts Faster Than “Normal.” Join Us!

Aisha Harris Oct. 6 2016 1:58 PM http://www.slate.com/blogs/normal/2016/10/06/speed_listening_to_podcasts_is_totally_normal_and_practical.html

Watching lectures at increased speed? Discussion in ‘Medical Students – MD‘ started by kimbosliced, Dec 24, 2010.

https://forums.studentdoctor.net/threads/watching-lectures-at-increased-speed.783750/

The Rise of ‘Speed-Listening’
Books can be places for intellectual wandering. They can also be mined of precious information with ruthless efficiency.

Megan Garber

https://www.theatlantic.com/technology/archive/2015/06/the-rise-of-speed-listening/396740/

the introduction of Overcast, a podcast-playback app designed by the creator of the text-bookmaking app Instapaper. One of Overcast’s key selling points is a feature called Smart Speed. Smart Speed isn’t about simply playing audio content at 150 or 200 percent of the standard rate; it instead tries to remove, algorithmically, the extraneous things that can bulk up the play time of audio content: dead air, pauses between sentences, intros and outros, that kind of thing.
Here is also the general tendency of podcast use until 2015 from previous IMS blog
http://blog.stcloudstate.edu/ims/2015/02/18/digital-literacy-instruction-for-scsu-health-class/

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more on podcast in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=podcast+education

CRS and pedagogy

I’m in ‘Kahoots’ with Technology in the Classroom

By:  July 31st, 2017

https://www.facultyfocus.com/articles/teaching-with-technology-articles/im-kahoots-technology-classroom/

Teaching tool or distraction? The key to any engaging lesson in the classroom, of course, is to connect it to the learning objectives, and Kahoot! makes it easy to do so.

https://www.sli.do/. A basic account is free. this package does not allow question moderation and restricts the number of polls you can ask per class

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The Distracted Classroom: Transparency, Autonomy, and Pedagogy

July 30, 2017 

http://www.chronicle.com/article/The-Distracted-Classroom-/240797

https://www.polleverywhere.com/

in my role as director of my college’s teaching center, I hosted a faculty discussion of Jay R. Howard’s excellent book Discussion in the College Classroom, which recommends that we build structural methods of participation into our courses, rather than just relying on the vocal students to carry the conversation.

The first three columns in “The Distracted Classroom” series have explored the fundamental problem of digital distraction in our lives today, the way recent technologies have exacerbated that problem, and the possible solutions. All of those columns drew on the research presented by Adam Gazzaley and Larry D. Rosen in their excellent book, The Distracted Mind: Ancient Brains in a High-Tech World.

Autonomy. The literature on helping students take a deep approach toward their learning — as opposed to a more surface or strategic orientation — suggests they learn best when they feel a sense of autonomy in class. Another approach to the problem of digital distraction, then, would be to invite students into the process of setting the policies that will operate in the classroom.

Cathy Davidson has argued very effectively for what she calls a “class constitution” — an agreement that the class has reached together about certain aspects of how the course will operate.

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More on Classroom Respire Systems in this IMS blog
http://blog.stcloudstate.edu/ims?s=crs

fake emails

Why everyone still falls for fake emails

By Richard Matthews  Jul 31, 2017

https://gcn.com/articles/2017/07/31/why-fake-emails-still-work.aspx

Phishing is likely to get only more sophisticated.

Based on my experience in Tallinn, we will see companies become more transparent in how they deal with cyber attacks. After a massive cyber attack in 2007, for example, the Estonian government reacted in the right way.

free anti-phishing software

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more on phishing in this IMS blog
http://blog.stcloudstate.edu/ims?s=phishing+

fake news and video

Computer Scientists Demonstrate The Potential For Faking Video

http://www.npr.org/sections/alltechconsidered/2017/07/14/537154304/computer-scientists-demonstrate-the-potential-for-faking-video

As a team out of the University of Washington explains in a new paper titled “Synthesizing Obama: Learning Lip Sync from Audio,” they’ve made several fake videos of Obama.

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Fake news: you ain’t seen nothing yet

Generating convincing audio and video of fake events, July 1, 2017

https://www.economist.com/news/science-and-technology/21724370-generating-convincing-audio-and-video-fake-events-fake-news-you-aint-seen

took only a few days to create the clip on a desktop computer using a generative adversarial network (GAN), a type of machine-learning algorithm.

Faith in written information is under attack in some quarters by the spread of what is loosely known as “fake news”. But images and sound recordings retain for many an inherent trustworthiness. GANs are part of a technological wave that threatens this credibility.

Amnesty International is already grappling with some of these issues. Its Citizen Evidence Lab verifies videos and images of alleged human-rights abuses. It uses Google Earth to examine background landscapes and to test whether a video or image was captured when and where it claims. It uses Wolfram Alpha, a search engine, to cross-reference historical weather conditions against those claimed in the video. Amnesty’s work mostly catches old videos that are being labelled as a new atrocity, but it will have to watch out for generated video, too. Cryptography could also help to verify that content has come from a trusted organisation. Media could be signed with a unique key that only the signing organisation—or the originating device—possesses.

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more on fake news in this IMS blog
http://blog.stcloudstate.edu/ims?s=fake+news

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

not on your work computer

6 things you should never do on your work computer

Amy Elisa Jackson, Glassdoor Mar. 15, 2017, 10:45 AM

http://www.businessinsider.com/things-you-should-never-do-on-your-work-computer-2017-3

cyber security experts say that weaving your personal and professional lives together via a work laptop is risky business — for you and the company. Software technology company Check Point conducted a survey of over 700 IT professionals which revealed that nearly two-thirds of IT pros believed that recent high-profile breaches were caused by employee carelessness.

  1. DON’T: Save personal passwords in your work device keychain.
  2. DON’T: Make off-color jokes on messaging software.
  3. DON’T: Access free public wi-fi while working on sensitive material.
  4. DON’T: Allow friends or non-IT department colleagues to remotely access your work computer.
  5. DON’T: Store personal data.
  6. DON’T: Work on your side hustle while at the office.

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more on privacy in this IMS blog
http://blog.stcloudstate.edu/ims?s=privacy

more on surveillance in this IMS blog:
http://blog.stcloudstate.edu/ims?s=surveillance

asynch and LMS online

Asynch Delivery and the LMS Still Dominate for Online Programs

By Dian Schaffhauser  05/22/17

https://campustechnology.com/articles/2017/05/22/asynch-delivery-and-the-lms-still-dominate-for-online-programs.aspx

a recent research project  by Quality Matters and Eduventures, the “Changing Landscape of Online Education (CHLOE)” offers a “baseline” examination of program development, quality measures and other structural issues.

95 percent of larger programs (those with 2,500 or more online program students) are “wholly asynchronous” while 1.5 percent are mainly or completely synchronous. About three-quarters (73 percent) of mid-sized programs (schools with between 500 and 2,499 online program students) and 62 percent of smaller programs are fully asynchronous.

The asynchronous nature of this kind of education may explain why threaded discussions turned up as the most commonly named teaching and learning technique, mentioned by 27.4 percent of respondents, closely followed by practice-based learning, listed by 27.3 percent of survey participants.

Blackboard and Instructure Canvas dominated. Audio- and videoconferencing come in a “distant second,” according to the researchers. The primary brands that surfaced for those functions were Adobe Connect, Cisco WebEx, Zoom, Kaltura, Panopto, TechSmith Camtasia and Echo360.

While the LMS plays a significant role in online programming, the report pointed to a distinct lack of references to “much-hyped innovations,” such as adaptive learning, competency-based education systems, simulation or game-based learning tools. (my note: my mouth run dry of repeating every time people start becoming orgasmic about LMS, D2L in particular)

four in 10 require the use of instructional design support, three in 10 use a team approach for online course design and one in 10 outsources the work. Overall, some 80 percent of larger programs use instructional design expertise.

In the smallest programs, instructional design support is treated as a “faculty option” for 53 percent of institutions. Another 18 percent expect faculty to develop their online courses independently. For 13 percent of mid-sized programs, the faculty do their development work independently; another 64 percent may choose whether or not to bring in instructional design help. (my note: this is the SCSU ‘case’)

Measuring Quality

Among the many possible quality metrics suggested by the researchers, the five adopted most frequently for internal monitoring were:

  • Student achievement of program objectives (83 percent);
  • Student retention and graduation rates (77 percent);
  • Program reputation (48 percent);
  • Faculty training (47 percent); and
  • Student engagement measures (41 percent).

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http://blog.stcloudstate.edu/ims?s=online+learning

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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more on augmented reality in this IMS blog
http://blog.stcloudstate.edu/ims?s=augmented

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