Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

June 28, 2021

Musing #3: The AOA Weighs In

 


Hygiene standards for VR headgear (and previously, 3D glasses) in schools have been top of mind for the doctors and scientists of the American Optometric Association (AOA), long before the current Covid crisis ever erupted. Although there have been no reported instances of problems and no published studies, the American Optometric Association informs us that the eye can be an important route of microbial exposure. Their recommendations, which can be viewed as hygiene standards, are summarized here: 

Teachers and children should be instructed to ask about the cleanliness of headgear; hand washing before use would be helpful; cleaning the VR headgear with cold disinfecting systems between uses or employ existing UV cabinets (found in many science classrooms) will provide additional disinfecting and anti-microbial protection between uses.”

June 19, 2020

Why Visualization is Better



I learned a lot from the Pandemic, mostly from the epic educational fails I’ve observed. I’ve seen parents at their wit’s end, teachers pushed beyond their capacity, and technologies that don’t quite have the ‘umph’ to get the job done. I’ve also seen Zoom fatigue set in, lessons shortened to make weak learning experiences a bit more palatable, and student boredom reign supreme.

Isn’t there a better way to do remote learning / online teaching / blended learning or whatever other form of classroom learning we can expect to wrestle with in the coming school year? Isn’t there a better way for educators to prepare for the unexpected? There certainly is. One answer rests in using visualization as a powerful teaching method. John Medina, the author of the bestselling book, Brain Rules, explains it this way: “Vision trumps all other senses... We learn more, faster, and retain learning longer if we use image rich content.” According to Medina, this “phenomenon is so pervasive, it has been given its own name: the pictorial superiority effect, or PSE.

One of the new learning technologies now coming on to the scene—the expansive 3D visualization library from CubeDigiCo—enables such a richly visual learning experience. For example, imagine a science animation that conveys through rich animation the process of photosynthesis in glorious 3D.


More than words that are spoken or still pictures in an ebook, this delightfully visual and animated 5-minute video vignette can convey complex concepts to children in a way that registers with the way they truly learn. And it conveys the information quickly, so that learner attention spans are not strained. (My experience is that these 3D animations are so visually appealing that students will not mind watching them more than once. See this example vignette.)

The quiet explosion these 3D visualization technologies in K12 schools enable a richer learning experience, magically ushering the learning at hand into the “mind’s eye.” Let’s reduce repetitive drill and practice programs, dull e-book readings, take-home packets, and uncomfortable Zoom sessions and move forward using a more richly visual canvas.


July 29, 2019

Is VR Headed for a Pricing Failure?


The evening weather was hot and unforgiving, the humidity beyond palpable. Not a great time to be wearing a suit in Puerto Vallarta, I thought, nevertheless enjoying the enchanting gourmet meal set out with certain elegance before me. I found myself here at the well-appointed Hacienda San Angel hotel, on a hilltop above the beautiful Guadalupe Church, not very far from the connected casitas that hosted Richard Burton and Liz Taylor in 1964.

The occasion for my visit was a destination wedding, a joyous gathering for the daughter of long-time friends and frequent co-travellers. Next to me sat a world-renowned New York City surgeon, “the” specialist in his field. He had invented and perfected successful medical procedures that were adopted all across the world. Yet, he was such a kind and unassuming man. 

He softly nodded and asked me: “What is it that you do?” 

I responded: “I work in the field of education, with a particular emphasis on 3D visualization and virtual reality.” 


A pleasant conversation ensued, but also a whirlwind of discovery. The conversation led to the use of 3D surgery in his field. He saw 3D surgery as a laudable development, but one that remained impractical. “Why?” I asked. He explained carefully and methodically that current medical surgical procedures were quite effective. He added that 3D surgery did, in fact, offer a number of incremental advantages and improvements. But the price offered to hospitals made the decision an easy one: it wasn’t worth the money to gain some benefits on the margin. The price for 3D surgical equipment was just too high. It just made no sense to switch to this nascent and ‘smart’ technology. So everyone in his field, for the most part, he explained, has stayed with traditional surgical methods. In fact, his manner changed slightly, as a bit of soft-anger oozed out, oddly contrasting with his normally calm demeanor. 

“They can’t expect us to pay those prices,” he charged.

That, dear readers, is what we call a “pricing failure.”  Join us the next two weeks for a look at the possibility of pricing failure in the flourishing VR world.

February 4, 2019

NSA 3D Convention

Readers should be aware of the upcoming 3D-Con 2019 convention, an effort supported by the National Stereoscopic Association Convention , being held in Akron (OH), July 30-August 5, 2019.  I have attended one of these conferences, and they are quite interesting, from the perspective of legacy 3D and moving forward into its VR future. 

February 5, 2018

Future-Talk 3D VR Worldview

Добрый день      Bom dia   مرحبا   こんにち Bienvenidos

The Future-Talk 3D VR blog serves a diverse international audience interested in educational 3D and VR. Our readers might be interested in seeing which countries are our top blog visitors. Based on web impressions, here is how the data shape up:

It is worthwhile to note that Russia has been a real leader consistently; and that, over the years, there is a relentless back-and-forth wrestling match between the other countries on this list.

Are there any surprises here? Or are these just “the usual suspects?” What do you think? Please comment.

Of course, this chart only represents the top ten. Many hundreds of other visitors have frequented this blog, coming from countries all over the world. Future-Talk 3D VR blog has been visited by nearly every country in North, South, and Central America. The same is true for Europe; the entire Middle East is also broadly represented. Most of Asia has visited us, as well as the plurality of countries from Africa.  

I want to thank you for your deep and committed interest in 3D and VR in education. Please write me, let me know what you are doing in your country. I would love to feature some interviews in 2018.

September 18, 2017

Sensavis Refreshed

What's new these days with Sensavis, the 3D content manufacturer? I followed them over the years, and their recent efforts have lent themselves to a fresh perspective, a rebranding, if you will.

Sensavis continues their U.S. messaging, recalibrating their 3D offering in a smart way. Their previous product, called The 3D Classroom, is now simply called 'Sensavis'. This makes sense, because the nomenclature 3D sounds old-school these days, having been effectively replaced by a newcomer to the mat—VR. (See my past post about this evolution, "What's in a Name?") 


At the same time, Sensavis has reshaped and refocused their mission: “teach, create, activate.” This notion can be translated as better teaching (through visualization), easy content creation, and actively involving students in their own learning. A nice reverse move! Student content creation is the newest meme coming out of educational circles, and Sensavis is wise to make this transition.


August 7, 2017

A 3D Video Essay

Here’s a delightful little primer, a video essay on the Art of 3D Cinema, for your enjoyment. Ever wonder about the artistic tablature of the 3D medium? Grab your VR headgear and watch it!


The Art of 3D Cinema from Louis Pattinson on Vimeo.

July 31, 2017

More 2D-3D-VR

Here’s another look at the differences between 2D-3D-VR. This one comes from Germany.


July 24, 2017

Seeing 2D-3D-VR

Folks are often confused with the differences between 2D, 3D, and VR. I ran into this visual interpretation on LinkedIn, which I am reproducing here, for all to see. I thought it might help a few folks.
Still, this graphic has at least three problems:
  1. It represents 3D glasses as anaglyph only, which is anachronistic. It ignores passive and active 3D glasses and may therefore confuse novices.
  2. It does not represent auto-stereoscopic 3D at all in its limited taxonomy. Glasses-free 3D only requires a screen—no glasses.
  3. The graphic does not provide an accurate representation of most VR glasses


Can you identify any other problems with this chart?

May 15, 2017

Where to go from here


The 3D/VR industry itself can help us move away from the unwarranted bandwagoning.  (See previous three posts.) Moving beyond the gratuitious hype of the exhibit hall booth, the VR industry can perform some of its own heavy lifting. Yes, the 3D/VR industry can speed up the momentum of VRin education.  How you ask? It can be stimulated by: 
  • simplifying the technology; 
  • establishing reasonable technical standards; 
  • training school-facing distribution and support people; 
  • implementing insightful and transportable case studies; 
  • developing interesting use cases; 
  • conducting both action research and more rigorous educational research; 
  • providing recognition programs and publicity for successful educators; 
  • providing recognition and momentum for effective educational s3D/VR content creation by carving out an educational category in industry awards; 
  • providing platform stability and consistency; 
  • committing to unceasing drip marketing and consistent messaging via social media; 
  • deemphasizing hyperbole; and 
  • talking to educators.

Yet, sadly, much of the industry is following hard after 3D, 4K and UHD in search of the “next big thing” for the education market. Déjà vu all over again.

May 8, 2017

Waiting for GenZ

Trying to push 3D VR to Generation X is like waiting for Godot. I find that, as far as 3D VR is concerned, older generations can take it or leave it. And for those Generation Xers in educational leadership positions, their timorousness can easily translate into defensive gatekeeping. (Their idea of the “next big thing” now demands  1:1 tablets and open educational resources.) 

Not so with Generation Y and Z. They enjoy 3D VR and yearn for more. (Except for those who cannot comfortably 'see' it, due to a personal vision issue.) Some of the heavy lifting required to move 3D VR toward its true educational promise will come from these younger generations, as they acquire more influence over the years. For now, they are nearly invisible.

May 1, 2017

Heavy Lifting

As 3D VR (see the post from two weeks ago) moves aggressively into the educational space, I remain worried. My extensive conversations with folks in the ed-tech or related industries suggest that these people are not interested in the heavy lifting required to push an innovation out of the trough of disillusionment upwards into Gartner’s slope of enlightenment and plateau of productivity.  This unwholesome attitude, this notion of 3D VR as a windfall, somehow sticks in my craw.

Again, they hope for the downwards gravity of an avalanche, anticipating that the “next big thing” in education will rush at them, money in hand. No, selling 3D VR in education will require some heavy lifting. It will require hard work to get this right. And Google cannot do it on its own...

April 10, 2017

Chasing the Hype

At every conference I attend., I try to either interview or investigate what is currently happening with the big “3D players” of the past—some of the largest vendors selling to the education market four-five years ago, when the hype was at a high point. 

These days, these firms are not featuring 3D in their booths. Frankly, many of these sales people and manufacturers felt burned and betrayed by the educational market. They expected an avalanche of 3D sales and got only a dusting of 3D snow; they anticipated a gold rush of activity and only extracted a few nuggets. Their viewpoint, as expressed to me, was simple: if 3D doesn’t generate considerable volume in sales in the education market, they must move on to new and more attractive opportunities. These well-meaning manufacturers, integrators, and sales reps live for an avalanche mindset, delighting in the hopes of selling the “next big thing.”


Unfortunately, these folks fell for the trap illustrated in the well-travelled Gartner Hype Cycle.  They built their business sandcastles in the ebb tide of inflated expectations, only to lose their faith as the flood tides of disillusionment washed away their expectations.  The “next big thing” never panned out, at least in the realm of 3D in education. As VR now moves aggressively onto the world stage, will things turn out any different? See next week’s post for an answer.

March 27, 2017

Before and After 3D

It’s important to periodically unpack some of the emerging research on 3D, VR, and other dynamic visualization technologies. In today’s post, we are highlighting some informal, classroom-based “action research” effort conducted in a Minnesota elementary school.


One of first questions people ask me about 3D, VR and HD visualization technologies) concerns its instructional effectiveness. “What is the difference some of these technologies make in learning?” “How effective are these technologies with young learners?” they ask. “Action research”, as it is called, is informal research conducted in live classrooms by practicing teachers. It can provide very useful empirical insight about learning with technology. The next two posts highlight one story worth our attention. (Later I will report on a similar study using VR that had identical results.)

The Problem.
Holli Hillman, a 4th grade teacher in Minnesota knew that her new 3D visualization technology was having an impact on young learners, but she needed a way to demonstrate that learning effectiveness to the leaders who funded her classroom grant. Accountability was expected. Ms. Hillman decided to conduct a focused action research effort, showing before and after examples of actual student work.

The Backdrop.
For her project, Ms. Hillman used stereo 3D projectors, along with science simulation content in her fourth grade classroom over several years. Typically, she used age-appropriate parts of 3D simulations, but would mute the software, providing her own personal voice as narrator.  Ms. Hillman would have the children watch each simulation—regularly pausing the simulations for timely discussion, comments, and questions—and then have the students watch the simulation again to allow for optimal comprehension.

The Protocol.
In her effort to create a before and after perspective, Ms.Hillman followed a specific protocol:
I taught the water cycle using books, posters and discussions; kids were then asked to draw their visual understanding of the water cycle. A few months later, I completely retaught the water cycle using the stereo 3D simulations only (not the books and posters.)  Again I asked the kids to draw their visual understanding of the water cycle.
Through her action research, Ms. Hillman wanted to compare the two treatments. How did the children fare? See for yourself in next week's posting.

February 27, 2017

Good-Better-Best

Here is an insightful chart, which succinctly summarizes what we know to date about the instructional effectiveness of 3D (and to a lesser extent VR and HD visualization technologies):



It is interesting to note that the buzzwords of ‘engagement’ and ‘retention’ – the low-lying fruit—are  the most frequently and popularly employed terms for marketers and business development managers. For educators, however, the remaining categories are the findings that really draw their attention. The Good-Better-Best findings are very important to experienced teachers and educational leaders alike.

In the last few years, there has been a flurry of activity on the research front for 3D VR, and visualization technologies. But these reports and findings have little traction in the press, often replaced by more populist sound bites preferred by reporters and editors.  

For me, all types of research matter. I am not a purist. For example, when the European LiFe studies were first released---many experts I spoke with mocked them, due to their lack of rigor.  Not me. I prefer to read and report on all of it.

Each study, survey, action research effort, or anecdotal collection provide us with the clues, contacts, and stepping stones to learn more. Each enables us to grow wiser, gather fresh insight, and seize upon new perspective. Each grows our database of knowledge. 

February 20, 2017

The Research Chase


One of first questions people ask me about 3D (and sometimes VR or HD visualization technologies) is about instructional effectiveness and research. “What is the difference some of these technologies make in learning?” “How effective are these technologies with young learners?” they ask.

Of course, a key issue is “What kind of research are you talking about?” In school environments, there are many types of formal and informal research. There are survey data, focus group reporting, and case studies. There is also anecdotal evidence, which can provide very useful empirical insight, when collected well and over time. There is action research, informal classroom research, and even research on fidelity of implementation—how to implement well.  There is industry-conducted  research, sponsored external research, and independent research (if the latter exists!) There is also planned research, which is also quite insightful, because we get pre-knowledge about the upcoming purpose or key research questions being asked in an upcoming study.


Then, of course there is capital ‘R’ Research—the gold standard—with control groups and rigorous evaluative processes.  The most expensive kind, I must add. And let’s not forget my favorite type of research: the meta-analysis, or the compilation or big picture of what we have learned from many dozens of previous research studies.

But back to my kick-off sentence:  Regarding modern visualization technologies, the first question educators typically ask me is “How much does it cost?” But the second question invariably targets the effectiveness, or research, question. Of course, providing an answer for this question in the spare seconds that the listener is willing to offer becomes a difficult proposition, to say the least. I usually offer to send the requester an insightful chart, which succinctly summarizes what we know to date about the instructional effectiveness of 3D (and to a lesser extent VR and HD visualization technologies). I'll show you this chart in next week's post.

February 13, 2017

Mursion


One of the newest and most interesting arrivals at this year’s ed-tech expo halls is Mursion, a company that designs customized training simulations held in virtual space. A San-Francisco-based company with a satellite office in Orlando, Mursion does not produce off-the-shelf content for virtual reality. Instead, they use their simulation engine to customize specific solutions for their customers. In my interview with Brentt Brown, Mursion’s Director of Business Strategy, he explained his company’s footprint in this way: “We focus on creating a virtual environment where professionals practice and rehearse fundamental interpersonal skills for high-stakes careers.” Here are a few examples showing how that actually works
In Education. Many of their customers asked them to develop virtual reality simulations enabling prospective teachers to practice classroom management (classroom discipline) skills. Others employ their engine to build VR simulations for rehearsing essential teaching techniques, such as how to more effectively use questions to elicit deeper student thinking. 
In Hospitality. Best Western Resorts and Hotels recently used Mursion to train and provide performance assessment for their globally distributed workforce of more than 15,000 front desk staff, focusing on front-line customer service acumen conducted via live simulation role playing. 
In Medicine. Another customer is using the Mursion simulation engine to help medical and hospital staff rehearse in a realistic VR environment the delivery of information to patients receiving unfortunate findings from recent diagnostic tests. 
In Industry. Mursion helps clients create multi-avatar environments that enable trainees practice facilitating team meetings or manage interpersonal conflict that is impeding job performance
And there’s much more in the works. In the near future, Mursion will enable the creation of a simulation that populates a virtual classroom with student avatars with differing learning challenges, including language-diverse, ADHD-diagnosed, and autistic-spectrum students; a simulation that helps educators improve how they communicate with parents; and a simulation for autistic students that will help them practice their social skills.

Using its modular and cost efficient simulation engine, Mursion offers their customers a cost/benefit ratio that appears noteworthy. According to Brown, “most simulations require three-hundred hours of design work to produce one hour of simulation for classroom delivery.” With the use of the Mursion development templates, however, "the cost of designing most simulations is less than $1000 (or about eight hours of development time)." Mursion is also aiming to organize a marketplace or clearinghouse of role-playing simulations (designed by current clients) to offer even more cost avoidance to future customers.
Consistent with a trend I’ve been seeing across the education spectrum, Mursion is preparing for the immersive VR world as well. While most of Mursion's current clients experience simulations on a 2D screen (usually a flat screen TV or a laptop), all of Mursion's simulators can easily be rendered to run in 3D via a head-mounted display (HMD), such as the Oculus Rift. Mursion expects that over the next few years the majority of its clients will transition to fully immersive experiences on HMDs. 

January 23, 2017

NETP, zSpace, & VR

In last week's post, we highlighted some of future trends predicted in the National Education Technology Plan (NETP). Most notably to our blog readers, the interactive three-dimensional imaging software trend spotlights a well-known company frequenting U.S. educational conferences: zSpace. Quoting from page 16 of the 2016 NETP:

Interactive three-dimensional imaging software, such as zSpace, is creating potentially transformational learning experiences. With three-dimensional glasses and a stylus, students are able to work with a wide range of images from the layers of the earth to the human heart. The zSpace program’s noble failure feature allows students constructing a motor or building a battery to make mistakes and retry, learning throughout the process. Although the content and curriculum are supplied, teachers can customize and tailor lesson plans to fit the needs of their classes. This type of versatile technology allows students to work with objects schools typically would not be able to afford, providing a richer, more engaging learning experience.
It's important to realize that some visualization technologies, like zSpace, can multi-task in their purpose: they can serve several educational agendas at the same time.Take for example the NETP’s four categories for future technologies that offer educational promise (remembering that 3D visualization is mentioned in only the third category):
Increased use of games and simulations. The zSpace curriculum itself is designed around a rich collection of STEM-based games and simulations. 
New ways to connect physical and virtual interaction.   The “near-holographic” zSpace hardware platform makes the content appear not on a screen, but in the students’ own personal space, manipulated by a physical stylus. And the cooperative (paired) learning approach promoted by the zSpace STEM Lab also brings a physical presence and process to the visualized lesson. 
Interactive three-dimensional imaging software. ‘Interactive’ being the key word here, this tool is not just about viewing or watching—it’s mainly about doing, constructing, testing, evaluating, and rebuilding. 
Augmented reality. Interestingly, the zSpace zView enhancement lets an entire class—not just the students wearing passive glasses—see each simulation in starkly vivid augmented reality.
Although, in the 2016 NETP, the 3D visualization meme was positioned solely in the third category above, clearly some technologies work across lanes.  I am suggesting that some successful 3D visualization products, like zSpace, operate in all four of these domains.

January 16, 2017

NETP Meets 3D

The 2016 National Education Technology Plan (NETP), Future Ready Learning: Reimagining the Role of Technology in Education, by the U.S. Office of Educational Technology is already in motion. Past national education technology plans have been well received by U.S. K12 schools; their recommendations have slowly been adopted country wide, due to incentives and organic pressure from federal, state, local, and even foundation funding. Given the past impact of previous NETPs, this the 2016 NETP is due serious consideration.


Now—on to some interesting specifics. One of the chapters in the 2016 National Education Technology Plan (NETP) is necessarily more forward looking than the other sections, spotlighting some upcoming areas in cyberlearning. “The Future of Learning Technologies” section of the 2016 NETP is an attempt to move the reader beyond an “understanding of the current state of educational technologies; it also [identifies] the research being done on early-stage educational technology and how this research might be applied more widely in the future to learning.” In fact, the NETP highlights four promising avenues for future learning technologies, based chiefly on the investigative work of the National Science Foundation in “researching opportunities offered by integrating emerging technologies with advances in the learning sciences.” These auspicious avenues include:
  • Increased use of games and simulations
  • New ways to connect physical and virtual interaction with learning technologies
  • Interactive three-dimensional imaging software
  • Augmented reality (AR) 

No surprise here, in our next post we will highlight the the third bullet above, one that predicts the growth of interactive 3D in education. More to come next week...

January 9, 2017

FETC Preview

The Future of Education Technology Conference (FETC) is shaping up to be a must-attend event in Orlando, January 24-27. One of the largest and most innovative ed-tech conferences in the country, FETC has a long history of exceeding expectations. Here is a preview of what to expect in the arena of VR and 3D. I hope to see you there!
Expo
The exhibit hall this year will bring a number of players in both the 3D and VR fields to our attention. Samsung, Google, Nearpod, and Best Buy will likely be showing their popular VR solutions. Sensavis will return with their excellent 3D visualization content. A stalwart in the 3D and VR industry, Eon Reality will exhibit for the first time at FETC. And the venerable zSpace will be back in the house with their unique desktop virtual reality. (zSpace has won best of show at two consecutive ISTE conferences.)

Workshops
Four workshops will be offered with a VR meme: two by Samsung, one focused on Google Expeditions, a do-it-yourself virtual reality content creation workshop by Eon Reality, and my own in-depth VR workshop, described below.

Sessions
Concurrent sessions will offer a few interesting opportunities to learn about VR in education. One district will be presenting about their Nearpod immersive project, while innovators from North Carolina State University will do a deep dive into desktop virtual reality, focusing on zSpace technology. I will also be doing a session on Virtual Reality and a surprisingly positive connection to early learning/reading, entitled “See to Achieve: Virtual Reality, 3D, Vision, and Learning.”

My Sessions
Of course, I have to do a shameless plug for my own workshop. The FETC 3D VR Bootcamp (EDW070) is a distinctive experience, a very non-traditional workshop, to say the least. This workshop uses both a flipped learning model and a fishbowl approach to make for the ultimate in personalization. It will be offered from 5-7:30 pm on Thursday, January 26.  This highly popular
workshop will help you dig deeper, and go beyond the hype. We will explore 3D VR content, low cost options for VR headgear; teaching strategies; instructional weaknesses in the technology; how to deal with VR vision discomfort; managing VR in the classroom; disinfecting headgear; zSpace and their award-winning desktop VR; VR visualization spaces; and, of course, next-up developments to you can expect to see. Please join us!