A Toast to the Tech Future

Businessman holding transparent tablet innovative future technology

LinkedIn Top Voices in Tech & Innovation were asked their thoughts about the technologies shaping the future of how we live and work. I'm wary of "thought leaders" and prognostication in general, but I know it is part of all this. There are buzzworthy topics that I have written about here - the metaverse, NFTs, Roblox - which are all starting to have an impact but likely have not changed your present.

Here are some links to these voices. See if someone piques your interests and read their post or follow them.

Allie Miller - Global Head of Machine Learning BD, Startups and Venture Capital, AWS - Miller is all about AI

Anthony Day - Blockchain Partner, IBM -  blockchain in crypto, NFTs and other trends and innovations

Asmau Ahmed - Senior Leader, X, the moonshot factory - she posts about her company’s latest work - robots, access to clean and reliable power, improving availability of safe drinking water (by harvesting water from air)

Many of these people are consciously or unconsciously also posting about who they are and how they got to where they are - and perhaps, where they want to go.

Avery Akkineni - President, VaynerNFTT which is Gary Vaynerchuk’s new NFT venture.

Bernard Marr - Founder & CEO, Bernard Marr & Co. - a self-defined futurist, he writes cars, phones, delivery robots, trends in artificial intelligence and machine learning.

Cathy Hackl - Chief Metaverse Officer, Futures Intelligence Group - how many CMOs have you heard of so far? Her agency helps companies prepare for the metaverse.

Martin Harbech worked at Google and Amazon prior to Meta (formerly Facebook) and shares news and updates from the tech industry. You might read about remote truck drivers, photorealistic avatars, or haptic gloves research. He also shares insights on new companies and the future of various industries.

Make That Informational Resource Educational

resources
Image by Manfred Steger from Pixabay

A recent post by David Wiley is titled "The Difference Between an Informational Resource and an Educational Resource"
(Creative Commons Attribution 4.0 International)  He wrote "Recently I’ve been thinking about the difference between an informational resource and an educational resource. I’ve had the sense that an educational resource is an informational resource with a little something extra and have enjoyed coming back to this thought again and again over the last several weeks, trying to reduce this “something extra” to its simplest form."

Thinking about that myself, I recalled how many times as a young person I was told that a book, movie or even a TV show was "educational." But were they? A book can certainly be informational, but can a book be educational just by reading it? Wiley gives as an example an encyclopedia. Certainly it is informational if read. It has some characteristics that Wiley sees as essential: comprehensive, accurate, and well-organized. What would need to be added to make it an educational resource? Is Wikipedia educational because it has interactivity built in to it?

Another example that Wiley ponders is creating an open textbook. A book - especially a textbook - is clearly meant to be informational, but I think many of us (especially in academia) probably also consider a textbook to be "educational."

You could say that what takes a resource to educational is what you do with it. When a reader takes information about how to paint a watercolor and then starts to paint one, it seems to have moved beyond informational. But that doesn't make the resource educational, does it? What can a creator do in the creation of a resource to better insure that it can be educational?

Wiley's suggestion for that open textbook is to consider what would result if the writer (possibly a faculty member) partnered with an instructional designer? How might the book be written if along the way you are thinking about how it will be used by a teacher and student. For example, adding practice (not a new textbook component) with feedback might be one thing that moves a resource into the realm of educational.

I have a category on this blog called RESOURCES and looking over the posts there (including this one) I realize they are informational, not educational. That's not a bad thing, but it is a thing to consider in creation. If you had asked me earlier if my resources were educational, I think I would have casually replied that they were educational. You might read this post, click the link and read Wiley's original post. Good information. You might even go on to make your your next informational creation -a lecture, a handout, a textbook - educational by designing it with additional elements. That would be good - but it would not make my post or Wiley's educational. Kind of a humbling consideration.

Educating in the Metaverse

AR use

Using augmented reality to see what is not physically there.

There is not much mention of education in all the discussions this year about the metaverse, but it is thought that it will better allow students to have a cyber-physical learning experience. The virtual world will merge with the real one more and more seamlessly.

For the past 20 months, there has been a global educational experiment in online learning. But don't think that what has happened in education because of the COVID-19 pandemic is an accurate account or prediction of what teaching and learning are at their best, or what they will become in a metaverse. The forced move to online education was awkward for most schools, students and teachers, particularly in the first two semesters. By the spring of 2021, all parties were better adapted to learning online. For the fall 2021 semester, many schools were able to go back to their pre-pandemic methodologies and content delivery. The best schools and teachers have not abandoned what was learned in those online days, and for them learning has continued to shift between online and in person. Online delivery has become more of an integral component of education. The whole move online in 2020 and 2021 should lead to more inclusive and creative pedagogical solutions.

My earlier post on the building of the metaverse did not consider education. No one should think that what we now call online education looks anything like the metaverse. Actually, some online worlds from decades past, such as Second Life, are closer to the metaverse than current online education. The building game Minecraft is enjoyed by millions of young and old learners and has found a place in higher education too. Both of those products have been used to enhance lectures, allow virtual field trips and make students creators. I took tours of campuses in Second Life at the start of this century. They were crude by today's tech standards but they didn't require a clunky headset. I did it once in front of a giant screen and it was more "immersive" but no metaverse.

Current virtual reality (VR) simulations allow students in medicine, engineering, and architecture to practice skills that are difficult to rehearse in real life.

Most followers of the metaverse will say that some forms of it are already here. I discussed in the previous article some companies that already offer applications and platforms that fit part of the definitions (and there are multiple definitions as of now) of the metaverse.  Another company that is making inroads to educational use is Roblox. In its current version, it looks very much like a game, which is often a serious deterrent for educators to consider using technology. But they are expanding the tools offered and giving users and developers more opportunities to create experiences of their own.  with an emphasis on safety.

Roblox has more than 203 million monthly active users in their virtual world. Some might call this platform a "proto-metaverse." But so far, it lacks the VR and AR that are part of all definitions of the metaverse. There is also caution required here for safety since many of those users are children. Roblox CEO David Baszucki may have used some hyperbole in saying during an interview that his company’s business model predicted the metaverse 17 years ago.

The media is already countering any metaverse visioning with cautionary tales of the dangers it might also offer. It ranges from fears that predators might use it to lure children. Since the porn industry has been at the lead with many technologies from VHS tapes and DVDs to online video, there's a good chance that they will want in on the metaverse. A lot of warnings currently come from a lack of understanding about what a metaverse will look like, and the misperception that somehow Zuckerberg and Meta will be THE metaverse rather than a part of it.

John Preston (Professor of Sociology, University of Essex) believes that some aspects of the metaverse are already in universities. His fear is that it will offer revolutionary potential for greater profits to be made in higher education. His research on digital technologies in higher education shows that a metaverse could monetize the student experience even more than now and also exploit the work of academics.

Jaron Lanier, who was an early promoter of VR and founded the first VR company (VPL Research) and made Virtual Reality the term for the head-mounted display has changed his mind on the metaverse. I attended a workshop he did at a conference in the late 1990s and wore his headset and put on the wired gloves to walk through a virtual world while moving around a small room that had a few ramps and objects that became something else in my headset view. It was pretty cool. And pretty awkward. I heard him speak at an edtech conference around 2010 when he had published his "manifesto" You Are Not A Gadget. Lanier's wonder-filled dreams for what these new technologies as we turned into the 21st century could provide for humanity had become nightmares.  His 2018 book, Ten Arguments for Deleting Your Social Media Accounts Right Now indicates that the dreams are still nightmares.  In a recent Forbes article, Lanier says, "If you run [the metaverse] on a business model that’s similar to the one that Facebook runs on, it’ll destroy humanity. I’m not saying that rhetorically. That is a literal and specific prediction that humanity could not survive that."

While some people may be creating a virtual research center ecosystem using Microsoft Teams, others are suggesting that we need to forget the tech and focus on human beings, while some feel we need to use digital simulations to prepare students for future careers.

My own metaverse predictions are that it is farther away than the current buzz seems to indicate, and that augmented reality (AR) will play a greater role than virtual reality (VR) - unless they can get rid of that clunky VR headgear. I see that Meta, which owns Oculus (known initially for making hose clunky goggles) has dropped the Oculus branding. Maybe they will also drop the headgear.

The Metaverse Is Being Built

I know that Facebook has generated a lot of talk about the metaverse, but the metaverse will be built and contain many companies and persistent virtual worlds. Those places will interoperate with one another. They will also interoperate with the physical world. Microsoft has described the metaverse as “a persistent digital world that is inhabited by digital twins of people, places and things.”

It will certainly create its own economy, much like what happened from the early days of the Internet. Many metaverse stories seem to portray as a leisure and game environment, but it will take in much more serious industries and markets. It will certainly include eventually finance, retail,  health & fitness and others. (I think it will be incorporated into education too, but that will be an upcoming article.)

Do you recall when Niantic launched its very popular Pokemon Go in 2016? That launch moved the idea of merging the physical world and AR and VR experiences. I read recently that Niantic CEO John Hanke had once called the metaverse a “dystopian nightmare,” but now they are looking to create their own version that will be AR-focused. Their augmented reality development kit is called Lightship. It is intended to make it easier to build AR experiences.

An article on gizmodo.com listed other companies besides Facebook and Niantic that are already building their way into a metaverse.   

Microsoft announced efforts to pursue an enterprise, office-focused metaverse by integrating AR and VR from its Microsoft Mesh platform into Teams which it sees as a “gateway to the metaverse."

Nvidia's OmNVIDIA Omniverse is an open platform where creators, designers, researchers, and engineers can connect major design tools, assets, and projects to collaborate and iterate in a shared virtual space. The company's announcement shows it as part of their broader “omniverse” ambitions. Omniverse is their own branded name for the metaverse and I suspect other companies will also try to brand their part of the metaverse, although a true metaverse will contain all of them. The Internet contains many portals, platforms, domains, and websites, but they are all the Internet or World Wide Web.

Meta, which people consider something new, actually has years of experience building its VR and AR applications. They already have their Horizons Workrooms platform available as a free beta on the Oculus Quest 2. It is a virtual office space designed for workers at home, in the office, or anywhere else. (Note: The Oculus brand


NOTE: In October 2021, Facebook, Inc. announced that it would change its corporate name to Meta, and that the Oculus brand name would be phased out in 2022. Future VR hardware produced by the company is expected to fall under the "Meta" brand rather than Oculus, while "Horizon" will be used for immersive social experiences operated by Meta, including those previously operated under the Oculus brand.