Here’s a graphic word cloud of all the key words or themes in our Future-Talk 3D blog during the year 2013. The more the word is found, the larger it appears in this word cloud. It's good to see what's most important--you can tell from its size! The word cloud is interactive, so explore a bit!
Thoughtful discussions about emerging and high-leverage technology use in education.
December 30, 2013
FT3D Word Cloud
December 23, 2013
Future-Talk 3D Worldview
Добрый день
Bom dia 您好مرحبا こんにちは Bienvenidos
The Future-Talk
3D blog serves a diverse international audience
interested in educational 3D. Our readers might be interested in seeing which
countries were our top ten blog visitors during 2013. Based on
web impressions for the 2013 calendar year, here is how the data shape up:
It is worthwhile to note that Germany
outpaced Russia this year; there is a relentless back-and-forth wrestling match
between Australia and India (and India won out this year); and that France
has surged from tenth to sixth place this year.
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 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 more than 16 countries from Africa.
I want to thank you for your deep and
committed interest in 3D in education. Please write me, let me know what you
are doing in your country. I would love to feature some interviews in 2014.
December 16, 2013
Zombie Apocalypse
Last week we continued the discussion about the recent problem with Apple’s new iPhone iOS7 making people sick. In the first post of this four-part series, I suggested that the real story is about a lesson not yet learned, in fact, about two lessons not yet learned. This week's post focuses on lesson #2.
Lesson #2: The 3D experience can provide an indicator
of underlying vision problems.
Now, if you read the
recent post of Christopher Mims, Hurl into this! Digital motion sickness will
be the occupational disease of the 21st century, you would certainly
imagine a new world threat has arrived on the scene; or at least, that the
zombie apocalypse is upon us. He complains: “I get headaches at 3D movies and
motion sick at the slightest provocation.” Apparently, the newest Apple 3D
parallax feature comes right at the heels of previous and wanton 3D
destruction. He warns of a new zombie apocalypse: “the 21st century is going to
be one you’ll want to spend hiding from just about every kind of
innovation in human-computer interfaces.” Mr. Mims is recognizing a
genuine problem, but he is partially misinformed.
Perhaps Dr. Dominick
Maino (OD, MEd, FAAO, FCOVD-A), an internationally
recognized expert in pediatrics/binocular vision at the Illinois College of Optometry/Illinois Eye Institute,
explains it best: "Vision induced motion sickness has been recognized for
decades. It is frequently called "See Sickness" or
Neuro-Ocular Vestibular Dysfunction. Many experience blurred vision,
diplopia, headache, nausea, dizziness, fatigue, malaise, and drowsiness.”
Further Dr. Maino advises
that such symptoms are treatable and therefore avoidable: “It can be successfully diagnosed and treated
by an optometrist specifically trained to evaluate the functional capabilities
of your vision. These optometrists can be found at http://www.covd.org.” He recommends reviewing an excellent presentation/discussion on this topic at:
http://visionhelp.wordpress.com/2011/07/10/the-see-sick-syndrome-when-visual-dysfunction-causes-motion-sickness/" Sometimes the solution is as simple as tweaking your
contact or glass prescriptions, as is the case with many adults. Sometimes it
can be resolved with vision correction (eyeglasses), vision therapy, or a
combination of both.
Dr. Jeri Schneebeck
(Optometrist, F.C.O.V.D), a highly respected Colorado vision expert and owner
of Colorado’s only 3D vision lab, knows that this is not just about poor 3D
design: “It’s about vision,” she
confirms. In fact, the day I interviewed her about this Apple issue, she
was reminded that she just had a patient complain to her today that she had a
significant vision problem with her new iPhone, and had returned it to the
store. Zeroing in on understanding this new Apple iPhone parallax issue,
another Colorado optometrist, Dr. Jacinta Yeung (OD, MEd/VFL), observes: “I'm
not sure I can pinpoint exactly which part of the visual system would ‘cause’
this discomfort. It is probably a combination of factors but it would be nice
to evaluate a group of these individuals to see if there is a common weakness
in their visual system.” She has also
heard of patients reporting this problem. In the meantime, folks are turning
off the effect.
So here we are again,
revisiting the vision health issues identified in some of my past posts. Most
notably, I want to point our readers to two predictions I made for the year
2013 in my post, Whither
eS3D:
- The vision health issue will struggle to
receive the attention it deserves due to inability of the medical
community to employ effective marketing and PR strategies.
- The struggle to debunk 3D mythologies (3D is
bad for you, it makes everyone sick, it hurts children) won’t go away.
We’ll still have to wrestle with those unfortunate media-generated sound bites
for some time.
Yes, we still have
our work cut out for us. Mr. Mims was correct in some ways: Poorly designed 3D can cause problems, all
by itself. You have to pay attention to these things, Apple. But he was
totally off base in terms of the bigger picture of 3D and vision health. These hurtful
zombies keep coming back to life. We just have to stop feeding them. Maybe it’s
time to bite back.
December 9, 2013
Unlearned Lesson 1
Lesson #1: The 3D experience requires thoughtful design
We need reminding about a number of key points here:
- Companies creating 3D experiences must not be so entranced with their ‘cool’ technology that they forget about the user. The user experience, the human interface, should never come last. It should come first, especially when developing 3D content.
- Companies creating 3D experiences in their products should consider the science and art of 3D communication, not be oblivious to it. In Clyde DeSouza’s Think in 3D, we see the importance of truly understanding the 3D medium before we deploy it.
Apple has tried to keep their 3D development ideas under wraps for years, but how secret are they, really? I heard beforehand about this one, and future 3D technologies Apple has in development, long ago. They did succeed, however, in secreting their 3D product features well away from the people who might have prevented this all along—the human interface experts, vision experts, and stereo experience designers. Poorly designed 3D can cause problems, all by itself. You have to pay attention to these things. It's a no-brainer.
December 2, 2013
My iPhone Makes Me Sick
Apple’s new iPhone
iOS7 is making people sick. All over the country, it’s turning stomachs to the
dark side. It has to do with a parallax effect (see this example) now available on backgrounds
and in some apps that have been updated to iOS7. My wife has a newer phone than
I do, so I tested it out right after I heard about the problem. For me, it was
barely noticeable. A non-issue, really. For my wife, it was the same. But for
folks with vision issues, in can quickly unravel
their world. In fact--it has become so uncomfortable—a few folks are
running back to the Apple store or their service provider to turn the new
phones in and reclaim their old phones.
There are less drastic measures that can be taken, of course. Instead of returning the iPhone or resetting
it to an older operating system, one can:
Choose a non-dynamic ‘stills’ background:
SettingsàWallpapers
& Brightnessà
Stills
------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------
Turn off the effect: SettingsàGeneralàAccessibilityàReduce MotionàOn
But the increasing
number of people getting sick when using the 3D-like parallax effect on the
iPhone is not the real story here.
The real story is about a lesson not yet
learned. In fact, about two lessons
not yet learned. I guess it’s time to re-learn
them. We will focus on lesson #1 in next week's post.
November 25, 2013
Circle 3D Application (2)
In our last post, we introduced our Future-Talk 3D readers to "circle 3D." In this posting, we will address some of the potential educational applications for volumetric 3D.
Headquartered in Ames
(IA) with a team in L.A, MICOY’s mission
is
to evolve the spherical 3D Market (volumetric
stereo). Their ultimate goal, offers CEO Pierce, is
“to create a platform for developers to build applications in all types of
markets.”
The use cases for this technology are myriad. Beyond the
obvious applications within the gaming and entertainment industry, MICOY sees a
real role for volumetric 3D within medical education. He believes that
volumetric 3D will soon be used to provide physical therapy, treat depression, and support those suffering with
PTSD. Pierce tells the story of a friend, a former NFL player, who was in an
accident that left the athlete quadriplegic. Pierce placed a prototype virtual
reality helmet on his friend and allowed his friend to virtually run down a bicycle
path in a park, showing some live action footage they had shot. “When we took
the helmet off his head, tears were running down his cheek,” The formal NFL
player cried “ I haven’t sensed and had the feeling of motion since before my
accident, and you just had me running through the park.”
Pierce
also sees the potential for engineering departments, design and manufacturing
teams, and molecular scientists to be able to ‘sculpt’ designs, parts, or
biomolecules in real time 3D.
Of course, the
educational applications for this technology are legion. MICOY has their eye
firmly set on virtual reality
training simulations, including high-stakes training that can save lives by
putting anyone inside a physical environment at any time.
In terms of K12 and
post-graduate education, my mind also races with the possibilities. Imagine
being lifted out of your current reality and being transported into the middle
of a cacophonous room in Independence Hall in the sweltering heat of the first
few days of July in 1776. The debate and eventual ratification of the
Declaration of Independence by the Continental Congress occurs all around you.
Gone is the fourth wall. You are now part of the intense arguments,
negotiations, and compromises that came out of that room to touch history.
None of this is
really “pie in the sky.” I’ve been to the dome, been in the dome, and I’ve seen
this technology first hand.
November 18, 2013
Circle 3D
When I first saw it in L.A., my thoughts quickly raced towards
the educational implications of “Circle 3D”. I entered the spherical dome in front of me, and I was
suddenly picked up and literally whisked out of this world to a fascinating
micro-universe. Ushered into the subatomic world inside the aging bones of a
senior adult suffering with osteoporosis, a disease of the bone, I felt like I
was becoming a part of the movie “Fantastic Voyage”—on a personally immersive
level.
This surreal
experience was created inside a unique dome structure, a spherical portable
planetarium theater. Developed by a group of partners led by the MICOY Corporation, this technology can be described as “omni-directional 3D immersive imagery.” It can also be
called spherical 3D or 360° 3D. Don Pierce, the CEO and President of MICOY,
explains: “Volumetric Stereo 3d allows us to paint on a new canvas, to play on
a whole new playground; it enhances visualization to the next generation.” Pierce, who got his start when
computer animation first began to be integrated into visual effects remarked:
“It’s so exciting to be on the edge; to see the direction in which
visualization is going.”
Volumetric stereo
places the user inside the game or experience; and it is totally interactive.
Pierce comfortably jests: “We should have a head start on the closest thing to
the holodeck, minus tactile feeling, of course.” Pierce also believes that MICOY technology offers another unique
advantage: imagine creating a stereo environment with no headaches, no
convergence point, no planes, just a natural volumetric environment. “Stereo is
not just in front of you from the screen, but coming from all around you,” he
explains.
November 11, 2013
A Swedish Success Story
There are a lot of good
things happening with educational 3D across the country, yet I find that most
of the great stories about 3D in classrooms somehow seem to fly under the
radar. Yes, good things are in fact happening, but often no one knows about
them. That’s because educators rarely toot their own horn; it’s also because
the education industry is highly isolated and successful programs are often
geographically pigeonholed. Rarely do successes get the broad recognition they
deserve. It's for that reason that I
provide another school success story here.
*****
Case
study trials of interactive 3D software being conducted in Sweden over a two
month period last year produced impressive results.
Background
Two
Stockholm schools were involved in this project. The first is Vällingbyskolan, which enrolls over 700 students
from the ages of six to fifteen, including students with learning disorders and
disabilities. The students taking part in the trials, however, were mainly ages 13 to 15. Class size at Vällingbyskolan ranges from 15-25
students. The second school, Högalidsskolan, piloted 3D with students
in year 5 to year 9 (students in the 10-16 age group). Both
schools were piloting The 3D Classroom,
a solution offered by Sensavis, focusing on the “Human Body”
series covering the heart, lungs, kidney and fertility.
The Results
According
to the principals who lead these projects in their respective buildings,
a number of observable academic and behavioral benefits were evidences when
using 3D in the classroom. Let me present these findings in this fashion (the
hierarchy is mine, not theirs):
The principals of these schools, both of whom I interviewed, are indeed bullish
on 3D. “A motivated student absorbs knowledge
more easily and remembers what they have been taught. We have trialed 'The 3D
Classroom' for two months and I am convinced that this is the future of
learning,” said Fredrik Boström, principal of Vällingbyskolan.
“This technique captures attention, engages the students, and moreover, it is
cost effective.” Mattias Boström, the principal of Högalidsskolan, reflected,
“We have been trialing The 3D Classroom for the past eight weeks and have
been monitoring the response from teachers and students. The feedback is
overly positive. We will definitely implement this program in our school.” (Please
note that, despite identical last names, these two school leaders are not
relatives.)
Despite
the apparent slow-dance we generally see in the educational market, high-tempo
schools are not letting up. Principals like Mattias Boström see it as the future. They continue to employ and
explore 3D for its educational advantage. These schools in Stockholm are
swinging to an upbeat rhythm—the rhythm of 3D visualization in education—I like
to call it the rhythm of the mind’s eye. It’s just another example of 3D school
success stories in action.
November 4, 2013
3D Content Fall 2013
Everywhere I go, the first question educators,
manufacturers, and resellers ask me about 3D in education is entirely
predictable: “What kind of content is available in 3D?” Twice a year, I release
a list of available stereo 3D content specific to the educational market.
I started reporting my comprehensive list in January 2010,
with my first report highlighting seven software companies producing
stereo 3D content for the educational market. That’s all we could find at that
time. Something interesting has happened along the way. Today, three years
later, our awareness of the number of 3D educational content publishers has
grown to thirty two. And it’s still growing. That’s a growth trajectory
in excess of 450%. An interesting development to note is the increasing
emergence of more 3D content for the elementary classroom.
Here’s a link
to my October 2013 list of producers of 3D educational content. The content
producers are listed in alphabetic order, along with a few
salient comments on each provider. Enjoy!
October 28, 2013
A New e-Book
Sensavis Visualization AB, the Stockholm-based
3D visualization company, recently released an e-book entitled “The
Future of 3D Education: What every educator should know about 3D in the
classroom.” This e-book features the latest research and information about
3D use in education. The e-book provides examples of successful implementation
of 3D technology in the classroom and asks the key question: “Is it something
that could work in your school?” In particular, the e-book explores such
critical questions as:
- How does 3D improve learning?
- What is needed to make it successful in the classroom?
- How does it affect the way teachers teach?
- What benefits does it carry for promoting improved vision health?
This e-book does a very good job adding to 3D’s
recent momentum in educational circles. It not only talks about the future of
3D in many educational contexts, it also explains to adults not
familiar with stereo 3D that “this is not your childhood 3D.”
I am also impressed
with its reference to the neuroscience that supports visual learning in
education: “85% of students prefer visual and kinesthetic learning while only
15% prefer hearing about a topic as a way to learn about it.”
If Future-Talk blog readers
would like a copy of “The Future of 3D
Education” e-book, just use this link to sign up up to receive a free copy:
http://the3dclassroom.com/ebook-offer/
Sensavis recently
announced their flagship educational product, the 3D Classroom,
their first foray into K12 education, so this e-book is timely in its release. Previously their work had concentrated 3D
visualization in the corporate, university, and medical education fields.
October 21, 2013
The Tablet Context (4)
In our concluding
post in this four-part series, I want to focus on where a tool like the NEO3DO
fits in the grand scheme of education.
The
Educational Context. In schools, mobility tools like
tablets and iPads are clearly the most popular kids on the block. Educational
conferences assign an inordinate amount of importance and mindshare time to
these devices. In fact, all traditional educational computing has largely
become ho-hum in the face of these eye-catching new arrivals. It seems everyone
in education wants a piece of the mlearning revolution (mlearning = mobility
learning). Although they have not yet replaced laptops and desktops in most
schools, tablets and iPads are gaining ground in schools, making their way into
pilot projects, shared classroom sets, the welcoming arms of innovative
teachers and principals, and the desks of 1:1 schools that can afford them. The
context is simple: in today’s educational environments, mobility tools matter.
The
Content Context. Although there’s nothing wrong with
the NEO3DO tool itself, I was discouraged by the content posture it poses. The
company loaded some nice demos and loops for me to explore. That was
appreciated. Thanks. But what the company doesn’t yet understand (yet soon
will) is that schools have little respect for video, aka movies, flicks, cinema, film, entertainment, Hollywood,
features. (A positive exception would be the short, focused video vignettes,
like the well-known DesignMate resources.)
Within educational circles, the train has long
since left the station in that regard. You will never widely sell a tool to
schools on the basis of being able to see videos.
Educators today want less passive and more active (interactive) experiences
with mobility devices. They want students to be able to create, construct,
design, or experience learning with mobility devices. Loops, movies and running
demos just don’t cut it for demonstration purposes to educators. Anachronistic
artifacts from the past century won’t do this device justice. Instead, we need
to see 3D simulations and micro-simulations, 3D serious games, tethered and
tightly focused 3D visualizations, and avenues for 3D content creation. (I am
speaking specifically of stills, animation, shorts, and narrated machinimas.) Now, the NEO3DO can do all the right
things—but they are not yet loaded on it.
The
Competitive Context. I am worried about NEO3DO’s
competition. How will this tiny company fair against the likes of Apple,
Microsoft, and Asus in school sales? Is autostereoscopic 3D enough to give them
an edge? I believe this tool must be bundled with stellar content and steered
by brilliant marketing strategy in order to carve a presence into the stubbornly
resistant educational market.
October 14, 2013
What People Think (3)
What do people think about the glasses-free NEO3DO? It depends. Here is where my grand experiment has taken me thus far:
What
Educators Think. Every educator I’ve shown this device
to likes it, especially the autostereoscopic 3D part. The tablet gets their
minds rolling with ideas and possibilities, heretofore unimaginable. The most
excited educator was a large-district STEM (science, technology, engineering
and math) coordinator. That makes sense. I also demonstrated the NEO3DO to the
entire instructional technology leadership team (6 people) from a large urban
school district on the east coast. They too liked what they saw.
What
non-educators think. I have also been taking time to show
the NEO3DO to non-educators. Lawyers, middle school kids, elementary school
kids, college students, homemakers, business people, investors, grandmas. Here
in the U.S. and in Puerto Rico. In each case, it was certainly their first
experience with autostereoscopic 3D. They all liked the NEO, but had different
interests in terms of how to use it: 3D movies. Look at cute boys in 3D concerts.
Glasses-free enjoyment. Just having a low-cost android tablet. Enjoying the
untethered freedom of portability. Again, looking at cute boys in 3D. Games du
jeur. Making 3D, not just consuming 3D. I'm guessing that such diversity of
perceived uses is a positive sign indeed.
October 7, 2013
Glasses-free Test Drive (2)
I’ve been working feverishly
with the NEO3DO, examining it from an educator’s perspective and showing it to
folks everywhere I go. As a result, I’ve
learned quite a lot. Here’s what I know so far: It works. It works very well.
In fact, the most telling and consistent phenomenon I have experienced while
showing the NEO3DO to educators and non-educators alike is the common reaction
I see: a physical reflex reaction from folks who jerk their heads back in
astonishment, peer more closely, point, or pose an enchanted second take in
utter disbelief. Everyone, and I mean everyone, is taken back at what they see
before them.
Clyde Dsouza, in his seminal book Think in 3D,
suggests that “the ability of 3D to influence people has still not been
studied.” He reminds us that 3D is “a powerful phenomenon that can even
activate our physical reflexes.” That’s what NEO3DO seems to do for people. It
makes them flinch in delight. For me, it resulted in a pleasurable head rush of
visual Elysium.
Enough slobbbering,
however. This is a good implementation for educational purposes. A
full-featured, low-cost Android tablet that does it all: ebooks, browsing,
hi-def visuals, educational apps, work on-the-go. Good for reading, writing,
research, media viewing, simulation, and gamification. Smooth finger controls, by the way. Oh, and did I mention it offers rich autostereoscopic (glasses-free) 3D to boot? From an educational perspective, this tool offers all the basics plus a bright future.
September 30, 2013
The NEO3DO Tablet
For the last few
weeks I have been taking the new NEO3DO glasses-free (meaning you can see stereo 3D without 3D glasses) tablet on an
educator’s test drive, critically kicking its tires and examining its potential
for K-12 and university classrooms. NEO3DO
is an “autostereoscopic” android-based tablet developed by a team of San Diego
innovators.
I have known for some
time about this new product. I was intrigued by its promise, but too invested
in doubt to take any action at first. But then, driven by pure “technology
director” instinct, followed by cat-like curiosity after viewing scenes from
this video,
and after having solicited feedback from dear friends on the West Coast who had
actually played with these devices, I took the plunge. My impatience got the
best of me, so I seized the opportunity to play with one,
once offered the chance.
So how did the NEO3DO
fare in my rigorous test drive? Stay tuned for next week’s remarkable post…
September 23, 2013
On the Road Again
I’m doing quite a bit of presenting this
year on Teaching and Learning with Depth
(transformative teaching and learning
using stereo 3D). Here is a current list showing my speaking schedule through
February, in case you are interested in attending. If you are in the vicinity,
it’s also always a good excuse for an opportunity to meet and have some coffee
or conversation.
Conference
|
Location and Date
|
Topic(s)
|
CTEA
|
Lakewood, CO
October 3
|
-
Teaching with DEPTH for Technology
Educators
|
COVD
|
Orlando, FL
October 10
|
-
Experiences with Simulated 3D in
Classrooms
|
zCon East
|
Boston, MA
October 21
|
-
3D in Education: Important Things
to Know about Depth-defying Learning
|
TIES
|
Minneapolis, MN
December 16-17
|
-
Exhibit hall booth presentations
(tentative)
|
TCEA
|
Austin, TX
February 4
|
-
Depth-defying Learning with 3D (3 hour
workshop)
|
September 16, 2013
zCon East
Here’s a free ‘happening’ event I’ll be participating in, which is scheduled
for late October: zCon East.
zCon is the zSpace Developers’ Conference, a meeting place to explore immersive, lifelike and interactive technologies with the goal to accelerate the pace of innovation in manufacturing, biotechnology, architecture, government, medical, entertainment, gaming, education, and
research.
zCon East brings together those at the forefront of building 3D applications on the zSpace platform. (zSpace provides a highly-‐realistic visualization experience, enabling users to directly interact with virtual-‐ holographic simulations as if they were real physical objects. For a virtual demonstration of zSpace, visit
www.zspace.com.)
zCon East includes sessions in technical/user experience, research/academia, and business-oriented topics, conducted by 3D industry experts. The event is scheduled for Monday, October 21, 2013 at the Microsoft NERD Center in Boston, MA -‐ free registration is available. You can Register Here.
This event might be a fit for you if you are a (an):
- Educator dealing with complex problems that can’t always be visualized, described and solved in two dimensions.
- Student who aims to create applications of the future
- Professional interested in emerging tools that allow new human-computer interface models.
- Software company executive engaged in efforts to accelerate your company’s innovation and growth.
- Software engineer who creates state-of-the-art and next-generation 3D applications
- Investor or policy-maker who needs to understand where the future of 3D technology is headed.
- Researcher who wants to be on the forefront of a major shift in human-computer interaction.
I'll be there. If you get there, please look me up. Let’s do coffee and conversation!
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