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What’s new in ICT, popular culture, media and education?

Some interesting developments – artificial intelligence, robots taking our jobs, disengaged students, Generation Alpha, words of the year, great new films, TV and books….

Previous presentations about What’s New can also be found here.

http://dckclib.wikispaces.com/Technology%2C+media+%26+popular+culture+updates

 

 

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future Internet of Things popular culture robots and drones virtual reality

Yes it’s Back to the Future Day today 21 Oct 2015 – but what are the technology predictions for 21 October 2045?

 

Read what some Australian tech experts think….

 

  • 2045 will be a world of ubiquitous, continuous computing – smartphones and tablets will be so 2015!
  • We will be able to control some machines through brain control and telepathy
  • Pilots will be obsolete and planes will run on biofuels and repair themselves
  • Scramjet-powered planes will fly to London in less than an hour
  • People will be digitally ever-present in a fully connected world
  • Individuals will have a unique global digital identity – with privacy settings!
  • Data will be owned by the individual who creates it – allowing individuals to trade, share and volunteer their data for personal gain (eg.targeted advertising – yes you Google…)
  • Disrupted domestic political orders will transform the world (new Prime Ministers every 2months?)
  • Neural implants and active contact lenses will connect you digitally with your world
  • Apple’s iOS 20 delivers true artificial intelligence in all the major languages of the world to our phones and tablets. Google releases Android version later.
  • Apple and Android AI operating systems compete to control our cars, homes, phones and offices
  • And YES! Flying cars! Or rather, flying taxis.

 

http://theconversation.com/its-back-to-the-future-day-today-so-what-are-the-next-future-predictions-48740?utm_medium=email&utm_campaign=Latest+from+The+Conversation+for+October+21+2015+-+3674&utm_content=Latest+from+The+Conversation+for+October+21+2015+-+3674+CID_fed86e8284e6bf194323ce97c54e2fbc&utm_source=campaign_monitor&utm_term=Its%20Back%20to%20the%20Future%20Day%20today%20%20so%20what%20are%20the%20next%20future%20predictions

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coding ed tech future Games and gaming Google internet Internet of Things Maker movement popular culture virtual reality YouTube

ICT news

Lots of interesting developments….HoloLens, Minecraft, Google & STEM, video games, the internet….

 

HoloLens by Microsoft

At the Electronic Entertainment Expo (E3) in L.A. in June, Microsoft demonstrated its upcoming HoloLens, an Augmented Reality (AR) headset that allows players to visualise and manipulate digital images overlaid on the real world and to explore games in full 3D. Microsoft describes HoloLens as a “see-through holographic computer” that allows holograms to integrate with our world – an experience they call “mixed reality”. They believe it will unlock new ways to create, communicate, work and play.

In the demo, the player enters the world of Minecraft, playing first on a wall and then building a 3D world on a coffee table….awesome! He uses an Xbox controller and then voice commands and hand gestures. He can look around and through his creations by simply moving around in real space. HoloLens will probably be available in 2016, along with other Virtual Reality (VR) headsets – Sony’s Morpheus, Oculus Rift (owned by Facebook) and Valve.

Impressive 3 min. video – playing Minecraft with HoloLens: http://www.engadget.com/2015/06/15/microsoft-minecraft-hololens/

The possibilities of HoloLens – 2 min. video: https://www.microsoft.com/microsoft-hololens/en-us

More info: http://www.trustedreviews.com/opinions/hololens-release-date-news-and-price

 

Minecraft in education: can we change the way we learn?

The global phenomenon Minecraft, begun in 2009, has been owned by Microsoft since Sept 2014. More than 70 million copies have been sold across all platforms. Microsoft is now creating an online portal for teachers. “Minecraft in education is students visiting an ancient civilization and creating a setting for a story. It is exploring math concepts using Minecraft blocks. It is practicing collaboration, problem solving, digital citizenship and leadership skills while designing experiments and demonstrating mastery. Minecraft in education is teachers inspired by their students to explore and create, and students motivated to learn.”

Short video: http://www.mcvuk.com/news/read/microsoft-launching-minecraft-program-for-teachers/0152049

http://education.minecraft.net (not fully running yet)

 

Minecon: the biggest Minecraft fan convention

10 000 players attended Minecon in London earlier in July. Whilst there are many younger players, the average age is 29. Guests included Stampy, a famous Minecraft YouTuber who now has Wonder Quest, an online animated Minecraft series, and Mindcrack, a community of online Minecraft players.

https://www.youtube.com/user/Wonderquest

http://www.engadget.com/2015/07/17/this-is-minecon-the-biggest-minecraft-fan-convention/

 

Google pledges $1 million to boost STEM in Aust.

Google will work with 3 Australian not-for-profits to inspire under-represented students to careers in science, technology, engineering and maths. Cash grants will deliver hands-on training and career programs. Aust. Indigenous Mentoring Experience will develop STEM content for Year 7 & 8 indigenous students; First Robotics Aust. will take robotics programs into 150 schools; Engineers Without Borders Aust. will give hands-on training to 5000 young people, focusing on young women.

Keep up with Google with their blog: http://google-au.blogspot.com.au/

 

Bond University Digital Australia report 2016 (DA16)

This report has been released annually since 2010 for the Interactive Games and Entertainment Association. Gaming is a massively popular activity for people of all ages and a growing industry. 68% of Australians play video games, with an average age of 33 years. 47% of gamers are female. Half of video game players are avid video game watchers as well. The International Defense of the Ancients 2 Championship (DotA2 – an online battle game) takes place next week in Seattle with many professional gamers and $22 million in prize money. Many will pay to watch the top players battle it out.

http://www.igea.net/wp-content/uploads/2015/07/Digital-Australia-2016-DA16-Final.pdf

http://www.cnet.com/au/news/digital-australia-16-igea-pc-gaming-broadband-bottleneck/

 

Gamers on Twitch.tv and YouTube

People are more than willing to watch others play video games – and will even pay to do it. Twitch.tv (owned by Amazon) has 100 million visitors per month who watch others play video games online and “e-sports” (the big video game competitions). Sarah Pike has a full-time job as a gamer on Twitch.tv. Viewers pay $6.70 a month to watch her play games like Call of Duty – she keeps half of that. She also gets donations and tips. Fans even order home delivered meals for her when she’s playing. 9 million viewers a month watch Elliott Watkins play Team Fortress on YouTube. He gets between 60c and $1 for every 1000 views…..$108 000p.a.

http://www.dailytelegraph.com.au/news/nsw/meet-the-online-gamers-making-big-money-just-by-letting-others-watch-them/story-fni0cx12-1227456740274

http://www.news.com.au/technology/home-entertainment/australians-play-video-games-for-15-hours-a-day-survey/story-e6frfrt9-1227459456488

 

Global Internet Report 2015

The second report by the Internet Society focuses on mobile networks and devices, because they “will be instrumental in bringing the next billion people online”(Brown). More than 90% of the world’s population is covered by at least one mobile network, with 3 billion internet users. The time spent using apps exceeds the time spent using browsers on mobile devices. 84% of tablets and 72% of mobile phones are Android. Tablet sales will exceed PC sales within a year. There is widespread concern about the mass sharing of personal data arising from location-sharing apps. Neutrality, copyright and low-cost access are also issues. Governments must ensure that enough spectrum is available nationally and internationally to support the growth of mobile usage. By 2019, 71% of the world’s population will be using mobile networks.

http://www.smh.com.au/digital-life/digital-life-news/global-report-finds-mobile-rules-the-internet-and-android-rules-mobile-20150722-gicler.html

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coding ed tech future Google internet Internet of Things

ICT news

Pyne pushes for maths or science to be compulsory for Year 11 & 12

Education Minister Pyne will call for changes at an Education Council meeting on Friday. The government estimates that up to 75% of the areas with fastest-growing jobs will require STEM skills. There is a shortage of STEM teachers, particularly in rural areas. Meanwhile Labor plans to offer free access to certain degrees and the introduction of computer coding in primary and secondary schools. The Review of the Australian Curriculum in Aug 2014 recommended that coding not be compulsory in primary years, despite other countries introducing it, such as Britain, Vietnam, Israel, South Korea and Finland. The Aust. Curriculum: Digital Technologies awaits final endorsement.

http://www.afr.com/technology/apps/education/bill-shorten-is-right-to-push-computer-coding-in-schools-20150517-gh2vc4

http://www.smh.com.au/federal-politics/political-news/christopher-pyne-pushes-for-maths-or-science-to-be-compulsory-for-year-11-and-12-students-20150525-gh9kjv.html

 

One million Micro Bit mini-computers for UK schools

In March the BBC announced it would give away 1 million Micro Bit mini-computers to all Year 7 students, as part of the Make it Digital initiative, aimed at improving the UK’s digital skills. The tiny programmable computer (like a Raspberry Pi) is used in computer coding, which is taught from the age of 5 in UK schools. Thirty years ago, PM Thatcher put BBC Micro Computers into schools and many students learned to code using them. The Micro Bit is a small wearable device with an LED display. It can connect and communicate with other Micro Bits and other devices including Arduino and Raspberry Pi. BBC Learning lessons and other online content from partners will support teachers and students.

http://www.bbc.co.uk/mediacentre/mediapacks/makeitdigital/micro-bit

http://www.bbc.co.uk/schoolreport/31854427

 

4D printing

The 4th dimension is time. 3D printed objects are designed to reshape themselves or self-assemble over time eg. medical devices or a printed pipe can sense the need to expand or contract; furniture and jewellery can change shape over time. Recently scientists developed a 3D implant to help 3 babies with their breathing. It changed shape over time as they grew and eventually dissolved when their airways grew.

http://www.smh.com.au/technology/sci-tech/4d-printing-is-cooler-than-3d-printing-and-why-that-means-the-end-of-ikea-flatpacks-20150421-1mp2aj.html

http://www.livescience.com/50668-4d-implant-babies-breathing-problems.html

 

3D body scanners at Westfield

The mPort Body Scanner tracks more than 200 000 points across the body in 7 seconds. The measurements create a 3D avatar of the user’s body which can be synched with online retailers to help find the correct size clothes.

http://www.heraldsun.com.au/leader/east/hi-tech-three-dimensional-body-scanner-at-westfield-doncaster-helps-shoppers-find-their-perfect-fit/story-fngnvlxu-1227278322835

 

Would you rather have an implant?

A survey by Visa found 25% of Australians were “slightly interested” in having a commerce-oriented chip implanted in their skin, so they no longer had to use cash, credit cards, smartphones or smartwatches. They would just wave their hand over the payment terminal. 32% would be interested in paying with a smartwatch; 29% with a smart ring; 26% with smart glasses. Some people already have chips implanted and have had them for more than 10 years.

http://www.theaustralian.com.au/business/technology/implants-to-aid-payment-with-a-wave-of-the-hand/story-e6frgakx-1227368819195

http://www.smh.com.au/digital-life/digital-life-news/human-microchipping-ive-got-you-under-my-skin-20140416-zqvho.html

 

Google developing new Operating System for Internet of Things (IoT)

26 billion devices are predicted to be connected to the Internet of Things by 2020 (900 million in 2009). IoT devices connect to the internet and allow users to receive data related to them on their smartphones or computers. Devices can also communicate to each other. Google hopes that device manufacturers will use their operating system – to be called Brillo, a version of Android designed for low power devices. A single operating system could be very useful – whilst you away on holidays, your rain gauge, running Brillo, could communicate with your watering system, also running Brillo. There are already other IoT operating systems around, so Google will be another competitor. And they will be very happy if they can find another way into your home to market to you. J

http://www.techtimes.com/articles/55128/20150524/hello-brillo-google-developing-new-os-internet-things.htm

http://www.eweek.com/cloud/slideshows/what-a-google-internet-of-things-os-would-mean-for-the-it-industry.html

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Apple ed tech Facebook future human rights internet Internet of Things language popular culture sociology

ICT news

Mapping the future: the future of the internet

The World Economic Forum has many interesting articles about world trends – great for global studies classes. By 2020, there will be 26 billion devices on the Internet of Things – all connected to the web, giving and receiving information. Who should oversee our online world? Should core infrastructure remain in Western institutions? Do the real dangers of the internet lie with the emergence of monolithic platforms eg. Google, Facebook? Can existing laws about copyright, libel, data protection and freedom of expression be effectively enforced online?

http://reports.weforum.org/outlook-global-agenda-2015/future-agenda/mapping-the-future-the-future-of-the-internet/

http://www.weforum.org/reports

 

“The internet will disappear”

Google chairman Eric Schmidt states that the internet’s presence will become so all-encompassing that we won’t even be aware it’s there. With devices, sensors, wearables etc, the Internet of Things (IoT) will be highly personalised & interactive.

http://www.huffingtonpost.co.uk/2015/01/23/ericschmidt-internet-will-disappear_n_6530574.html

 

Internet.org

Two thirds of the world is not connected to the internet. You have probably seen the ads recently on TV –  Internet.org (a non-profit organisation founded by Mark Zuckerberg) will bring the internet to developing nations, in partnership with local carriers. It was launched on Android phones in Colombia and Ghana in January and India in February; also available in Zambia, Kenya and Tanzania. Users have free access to websites and services – news, local info, education, books, health info; sport, job search. Services include BBC News, Wikipedia, Facebook, Wattpad.

http://www.internet.org/

 

Facebook suicide prevention

Facebook has 1.4 billion users. Working with mental health organisations, Facebook will add new tools in the US (and then globally) to assist users who express suicidal thoughts. If someone posts something that indicates self-harm and it is reported to Facebook, they will be sent messages that encourage them to speak with a mental health expert and offered support. Resources will also be offered to those who flag the posts.

http://www.theverge.com/2015/2/26/8113735/facebook-suicideprevention-feature

 

What are the most important features of digital content to improve student learning?

Center for Digital Education Survey (2014). 1. Enables interaction among students or between students and teachers (44%) 2. Is adaptive or personalised (22%) 3. Is project or problem-based (16%) 4. Is game-based (12%) 5. Includes video (6%).

http://www.centerdigitaled.com/paper/Curriculum-of-the-Future-How-Digital-Content-is-Changing-Education.html

 

Apple iWork

Apple is to challenge Office 365 and Google Apps by offering their productivity suite (Pages, Numbers , Keynote and 1GB of storage) free to Android and Windows users via a browser.

http://www.theverge.com/2015/2/15/8043569/iwork-apps-apple-nowavailable-android-windows

 

Most anticipated technology of 2015

The Apple Watch has been launched (available late April); USB 3.1 Type C – faster, reversible, no “right way up” – yay!; lightning accessories for Apple’s port eg. wireless speakers; Windows 10; self-driving cars; Oculus Rift virtual reality headset; Sony Project Morpheus (VR for Playstation)…..

http://www.cnet.com/au/pictures/most-anticipated-tech-of-2015/

 

Top 10 emerging technologies of 2015

Next-generation robotics; emergent artificial intelligence; “sense and avoid” drones; digital genome….

http://www3.weforum.org/docs/WEF_Top10_Emerging_Technologies_2015.pdf

 

No punctuation is funnier

What. Vs What? A written statement can be funnier when there isn’t any punctuation. The informality and open structure of text messaging has led to stylistic changes – full stops, commas, capitals and other punctuation are used infrequently, especially on Twitter. It is a style that can remove emotion from a sentence or present a feigned nonchalance.

http://www.huffingtonpost.com/2015/03/19/twitter-grammar-no-punctuation_n_6785766.html?ir=Technology&ncid=newsltushpmg00000003

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ed tech future Games and gaming Internet of Things

Horizon Report 2014 K-12 Edition

This annual report, released in June, examines emerging technologies for their potential impact on and use in teaching, learning and creative inquiry in K-12 education.

Key trends:
Rethinking the roles of teachers
Shift to Deep Learning approaches
Increasing focus on open content
Increasing use of hybrid learning designs
Rapid acceleration of intuitive technology
Rethinking how schools work

Significant challenges:
Creating authentic learning opportunities
Integrating personalized learning
Complex thinking and communication
Increased privacy concerns
Competition from new models of education
Keeping formal education relevant

Important developments in technology for K-12 education:
BYOD (Bring Your Own Device)
Cloud computing
Games and gamification
Learning analytics
The Internet of Things
Wearable technology

Summary: http://cdn.nmc.org/media/2014-horizon-k12-preview.pdf
Full report: http://www.nmc.org/publications/2014-horizon-report-k12
Summary video (3 min.): https://www.youtube.com/watch?v=2FlxIcZqWEc

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How good is the internet?!

In 2014, the Pew Research Center’s Internet Project, together with Elon University, are releasing 8 reports to celebrate the 25th anniversary of the creation of the World Wide Web by Sir Tim Berners-Lee.

 

14 May: The Internet of Things will thrive by 2025

Many experts believe the growth of the Internet of Things and embedded and wearable devices will have widespread and beneficial effects by 2025. Networking of everything and everyone continues through the proliferation of smart sensors, cameras, software, databases, massive data centres, tagging and analytical mapping of physical and social realms. People receive information from portable, wearable & implantable technologies.

 

There will be sensors that provide patients’ vital signs; devices giving feedback on our fitness; smart cities with GPS readouts for traffic and pollution; sensored roads & infrastructure that provide alerts when repairs are needed; smartphone apps for adjusting household heating etc; readings from forests, oceans, soil, resources.  Voice and touch commands will increase. However, there will also be privacy concerns with higher levels of profiling and targeting, as well as equity issues. Disruption of business models will occur – notably in finance, entertainment, publishing and education. But maintaining all this? “We will live in a world where many things won’t work and nobody will know how to fix them.” (gulp) – Howard Rheingold.

http://www.pewinternet.org/2014/05/14/internet-of-things/

 

11 March: Digital life in 2025

Experts predict the Internet will become ‘like electricity’ — less visible, yet more deeply embedded in people’s lives for good and ill.

Good things:

Effortless information sharing; more global relationships and less ignorance; Internet of Things; augmented reality; political awareness facilitated with more uprisings (Arab Spring); increased awareness of  massive disparities in health care, clear water, education, food, and human rights. The internet may even become “the internets”, with separate channels and layers of privacy.

An internet-enabled revolution in education will spread more opportunities, with less money spent on real estate and teachers – “the biggest impact on the world will be universal access to all human knowledge” (Hal Varian, Google). He states that cheap mobile devices and tools such as the Khan Academy will have a huge impact on literacy & numeracy. Access to the internet will be a human right and with global perspectives, there will be breakthroughs in many issues such as poverty, inequality and the environment (Tiffany Shlain).

Bad things:

Equity issues; loss of privacy; commonplace cyber-terrorism; mob mentality; governments will try to assert political and social control;  people will lose their grounding in the realities of life and work; too many superficial interactions (not face-to-face). Privacy may end up being only for the privileged. The increasing proportion of non face-to-face online human interactions will lead to less respect and integrity in our relations (Bob Briscoe).

http://www.pewinternet.org/2014/03/11/digital-life-in-2025/

http://www.pewinternet.org/2014/03/11/15-theses-about-the-digital-future/ 

 

27 Feb: The web at 25 in the US

The overall verdict: The internet has been a plus for society and an especially good thing for individual users.

Personally – 90% say it has been good; 6% bad; 3% both. For society – 76% good; 15% bad; 8% both.

The internet would be harder to give up then mobile phones, TV, email, landlines and social media. Most internet users thought online communication had strengthened their relationships and that the environment was kind.

http://www.pewinternet.org/2014/02/27/the-web-at-25-in-the-u-s/

 

Upcoming reports – net access & copyright; killer apps in the gigabit age; cyber attacks; security and privacy; artificial intelligence and robotics; corporations most likely to succeed:

http://www.elon.edu/e-web/imagining/surveys/2014_survey/default.xhtml

 

Imagining the Internet

Insights into the internet’s future and past:

http://www.elon.edu/e-web/imagining/#