Categories
ed tech future Games and gaming Google internet media popular culture robots and drones sociology TV virtual reality

ICT news

Young and eSafe

Portal from the Office of the eSafety Commissioner that empowers young people to make a positive impact in their online world.“ Practical advice by young people, for young people to help challenge the haters and fakers online.” Sections include: I question things; I get back up; I am responsible; I feel for others; I respect differences. Lots of clear information – great for secondary class discussions.

https://esafety.gov.au/youngandesafe/

Excellent primary and secondary classroom resources: https://esafety.gov.au/education-resources/classroom-resources

 

Tim Berners-Lee on the future of the web: ‘The system is failing’

The inventor of the web remains optimistic but has concerns over advertising, net neutrality, fake news, propaganda and the web’s increasing polarisation. The web as an open platform has changed and there are ‘increasingly powerful digital gatekeepers’ who can easily manipulate algorithms and use Artificial Intelligence to distract and target web users. Clickbait, fake news and ad revenue does not promote truth and democracy.

https://www.theguardian.com/technology/2017/nov/15/tim-berners-lee-world-wide-web-net-neutrality

 

Google’s push to make the web more secure

Google wants all websites to migrate to using HTTPS and now flags websites as ‘not secure’ that use HTTP. Google states that 64% of Chrome traffic on Android is now protected as well as over 75% of Chrome traffic on ChromeOS and Mac. 66% of Windows Chrome traffic is also protected. 71% of the top 100 websites now use HTTPS by default. Apple and Facebook have also supported the shift to HTTPS.

https://techcrunch.com/2017/10/20/https-is-booming-says-google/

 

Twitter doubles tweet limit to 280 characters

User growth has been slow so you can now use more characters. Tests showed that longer tweets meant more followers, more interactions and more time on the platform. It was also easier to tweet and fit thoughts in. The roll-out includes all languages except Japanese, Korean and Chinese because they can convey double the amount of information in one character compared with many other languages.

https://www.bloomberg.com/news/articles/2017-11-07/brevity-begone-twitter-doubles-tweet-limit-to-280-characters

 

Technology addiction and what you can do about it

Short and sharp facts about children and technology (12 min.) – parents have an important role in appropriate screen use.

https://www.youtube.com/watch?v=0adeZP6aDQw

 

How Netflix sucks you in

Netflix tries to personalise its service, featuring different titles for different customers. It hires taggers around the world who watch every piece of content and tag it eg. storyline, tone etc – yes they get paid! For the hit show Stranger Things, the Netflix algorithm applied 12 tags to capture how people relate to it. Netflix also has 2000 ‘taste communities’ and a popular show can appear in more than one community. It also tailors the images that accompany recommendations for you, to suit what you like to watch.

https://www.cnet.com/news/stranger-things-addict-heres-how-netflix-sucked-you-in/?ftag=CAD1c318f6&bhid=23787909704659446143753669728655

 

Animojis

Animated emojis – only for the iPhone X, which uses its front-facing camera for facial recognition. Using thousands of data points, your facial expressions are turned into an animoji which mimics your movement.

https://www.cnet.com/how-to/getting-started-with-the-iphone-x-animoji-apple/

 

Are you eSports ready?

Professional video game playing is huge – thousands of teams, millions of players, $24m prize pool, $266m in sponsorship, $696m revenue and a global audience of 385 million and growing. Players are usually aged 16-30, with 80% male. Popular eSports include League of Legends and Dota 2. Watch highlights on YouTube or streamed live on Twitch, where you can interact with players and other fans.

https://australiascience.tv/vod/are-you-esports-ready/

http://www.businessinsider.com/esports-market-growth-ready-for-mainstream-2017-3/?r=AU&IR=T

 

Sophia robot granted citizenship to Saudi Arabia

The lifelike robot was granted citizenship at a tech summit. She appeared on stage saying she was very honoured to be the first robot in the world to be granted citizenship. Sophia responded to simple questions about artificial intelligence. She has also visited Australia recently.

https://www.livescience.com/60815-saudi-arabia-citizen-robot.html

http://www.smh.com.au/comment/why-sophia-the-robot-is-not-what-it-seems-20171030-gzbi3p.html

 

Augmented Reality enhanced educational books

Textbooks of the future will probably all be like this….Livit Studios is launching a series of AR books with features including animated 3D models, animated characters and interactive 3D games.

http://www.emergingedtech.com/2017/11/new-electronic-text-augmented-reality-textbook/

https://www.kickstarter.com/projects/1418527006/imagina-books-human-body-augmented-reality-educati

 

Trust me, I’m an expert

A new monthly podcast for The Conversation. Fascinating stories where the experts “bust the myths, explain the science and put the news headlines into context…in a way we can understand and enjoy”. 2 Nov: Sibling competition and its role in evolution.

https://theconversation.com/au/podcasts/trust-me-podcast

Categories
Apple ed tech Facebook films future Games and gaming Google internet iPads mobile phones pedagogy popular culture robots and drones sociology TV virtual reality

ICT news

Ok it had to happen…your bot shopping experience is here! The Kmart Buddy bot will help you with suggestions this Xmas. Search for Buddy in Facebook Messenger. Specify what you want and Buddy presents web pages where you can buy the goods online.

http://www.theaustralian.com.au/business/technology/kmart-buddy-bot-can-it-do-your-christmas-shopping/news-story/9f0b135b5def79e6e6880b39b54dc53f

 

Digital Inclusion Index Report

Produced by Swinburne University of Technology and Telstra in August. The Australian Digital Inclusion Index measures the extent of digital inclusion in Australia – access, affordability and digital ability. No surprise – Australians are spending more time and doing more online. The highest-scoring state is ACT, followed by Victoria. Groups with high digital inclusion include those who speak other languages. Those with low levels of income, education and employment are less included. Indigenous Australians and people with disability have low but improving inclusion. The gender gap is narrow but there is a marked difference in attitudes towards learning new technology. Geography also plays a critical role – inclusion is higher in capital cities than country areas. Access and affordability can be barriers but a person’s digital ability (attitudes, skills, activities, safety concerns) also has a large impact. The Index will help inform and promote policy and programs to enhance digital inclusion in Australia.

http://www.swinburne.edu.au/news/latest-news/2016/08/swinburne-study-measures-australias-digital-divide.php

http://digitalinclusionindex.org.au/

http://digitalinclusionindex.org.au/wp-content/uploads/2016/08/Australian-Digital-Inclusion-Index-2016.pdf

 

Born Digital 2016

Born Digital 2016, the National and State Libraries Australasia conference in August, explored the collection and preservation of digital content via video interviews with experts. Topics included Science and space; Indigenous voices; Digital lifestyles; Video games.

http://www.nsla.org.au/born-digital-2016

Why it’s important to preserve video games: http://www.nsla.org.au/news/borndigital2016-day-5-play

Truth and history with John Birmingham – libraries need to preserve digital content such as Facebook, blogs and tweets: http://www.nsla.org.au/news/borndigital2016-day-3-truth-and-history

 

The NBN GranTechie Report: the new wave of silver surfers

This Sept 2016 report shows that access to fast broadband, NBN and smart devices is redefining how older Australians are using the internet and debunks myths that they are not using technology to connect and learn. 72% of grandparents say the internet makes them feel more educated, more purposeful (66%) and more connected (85%). 93% go online every day; 79% use technology to stay connected with family and friends; 59% use the internet for online shopping; 72% couldn’t imagine life without the internet. And 49% of 18-34 year olds believe older generations are just as savvy as them when it comes to technology and the internet. Go Nan and Pop!

http://www.nbnco.com.au/content/dam/nbnco2/documents/The%20nbn%E2%84%A2%20GranTechies%20Report.pdf

https://startsat60.com/stories/tech/grantechies-rise-of-the-silver-surfer

Good books and reviews: https://startsat60.com/category/stories/entertain/books

 

Google Expeditions adds 50 new tours for schools

There are now over 400 virtual reality field trips, with over 100 lesson plans also available. Places include Machu Picchu, Antarctica, coral reefs, the International Space Station and a Viking settlement. Expeditions has been used by over 1 million students and is the app is available in 123 countries. Google Cardboard VR sets make the experience more immersive, but are not essential. Android and iOS.

http://www.theaustralian.com.au/business/technology/peter-cosgrove-launches-google-tour-of-government-house/news-story/560b2534672c74be7174c170ae587fb0

https://blog.google/topics/education/adding-50-new-tours-schools-google-expeditions/

https://support.google.com/edu/expeditions/answer/6335093?hl=en&ref_topic=6334250

 

Google Earth Timelapse

Google has updated Timelapse, their comprehensive picture of the Earth’s changing surface. First released 2013, it now includes 4 additional years of imagery, petabytes of new data from satellites, and a sharper view of the Earth from 1984 to 2016. Watch the sprouting of Dubai’s artificial Palm Islands, the retreat of Alaska’s Columbia Glacier, glaciers in Antarctica and a river in Tibet.

https://blog.google/products/earth/our-most-detailed-view-earth-across-space-and-time/

View Timelapse: https://earthengine.google.com/timelapse/

 

Bloom’s Digital Taxonomy Verbs

This infographic lists verbs used to facilitate technology in the classroom, from lower-order thinking skills (LOTS) to higher-order thinking skills (HOTS).

https://globaldigitalcitizen.org/blooms-digital-taxonomy-verbs

Bloom’s taxonomy and apps for the iPad: http://www.educatorstechnology.com/2016/06/new-visual-on-blooms-digital-taxonomy.html

More Bloom’s and apps: http://www.educatorstechnology.com/2016/11/new-blooms-digital-taxonomy-poster-for.html

 

Netflix shows can now be downloaded and watched offline

Rolled out worldwide last week. Enjoy an offline binge on your smartphones and tablets. Update your Netfix app and choose the downward arrow icon when browsing. Free.

https://www.wired.com/2016/11/netflix-offline-viewing/

 

18 best external storage devices for iPad and iPhone

Very useful when your device is full of photos and videos. Includes Verbatim iStore ‘n’ Go (USB at one end and a Lightning port at the other) and SanDisk Connect Wireless USB flash drive (copies photos automatically straight onto the device).

http://www.macworld.co.uk/feature/iphone/best-ways-get-more-storage-for-your-iphone-or-ipad-external-devices-3579792/

Lexar JumpDrive (USB and Lightning connectors): http://www.lexar.com/products/usb-flash-drives/Lexar-JumpDrive-M20i-USB-3-flash-drive.html

 

Categories
books ed tech Facebook internet iPads media mobile phones news newspapers popular culture sociology TV virtual reality

ICT and media news

RUOK? survey reveals Aussies spend more time with screens than quality time with family and friends

We spend an average of 46 hours of our weekly downtime looking at TVs and devices, compared to 6 hours engaging with family and friends. About half of all Australians spend 2 hours or less weekly connecting with those who matter to them. Obstacles include distance, being too tired, being busy, housework and long work hours. Finding time in busy schedules is crucial. Strong and caring connections provide a safety net to help people cope with challenging times.

https://www.ruok.org.au/new-survey-reveals-aussies-spend-more-time-with-screens-than-quality-time-with-family-and-friends

 

Deloitte Media Consumer Survey 2016

Their 5th edition- more than 2000 Australians aged 14 to 69 were surveyed. The survey provides a snapshot of how consumers are interacting with media, entertainment and technologies. Results include:

 

* Huge influence of social media – the #1 digital destination; 84% are on a social network

*61% use social media every day; 84% of younger millennials use it every day

*Most used social media sites: 1.  Facebook (92%) 2. Instagram (28%) 3. Twitter (24%) 4. (All equal) Snapchat, LinkedIn, Google+ (18%)

*18% use social media sites as their most frequently used source of news (14% online papers; 6% print newspapers); many younger people use social media as their primary source of news

*Word of mouth is still the main influence on purchase decisions, followed by recommendations on social media (which has surpassed the influence of TV advertising)

*TV viewing, on any device, is the most preferred entertainment activity (62% rate it in top 3)

*Using the internet for social or personal interests is almost as popular as TV (60% rate it in top 3)

*Millennials prefer using the internet as their top source of entertainment; watching TV is the most popular with other generations

*Live programming is the most used method for consuming TV (42% of viewing time)

*Watching streamed programming is increasing (22% pay for a subscription)

*Millennials lead the uptake of streaming services such as Netflix, Stan and Presto

*Almost everyone likes to binge-watch (74% millennials; 50% others)

* 88% multitask while watching TV

*66% own tablet devices

*86% of households own a smartphone and a laptop; 85% own a TV

*67% rank smartphones in their top 3 devices

*Social media apps are the most popular with millennials; banking apps are also popular with younger people; older people like weather apps!

*10% intend to buy a Virtual Reality headset next year

*21% own a fitness band and 11% own a smartwatch

*Millennials (age 14 to 32) lead the way in engaging with the digital media universe

 

Preferred entertainment activities of all respondents – including books!

  1. Watching TV (any device) 2. Using the internet 3. Listening to music (any device) 4. Going to the movies 5. Reading books 6. Playing video games 7. Attending live performances 8. Reading newspapers (print or online) 9. Listening to the radio (any device/format) 10. Reading magazines (print or online)

*Reading books (in any format) is rated by 25% of people as a top 3 entertainment activity

*Reading books (in any format) decreased in popularity by 8% compared to 2015, despite gains for the past 4 years.

*Reading books and playing video games are almost equal in popularity as a top 3 entertainment activity (25% for books; 24% for video games)

*Movie-going increased in popularity by 5% over the past year

*Aside from using the internet and watching TV, millennials also favour listening to music, going to the movies and playing video games

*Aside from watching TV and using the internet, boomers and matures also like reading newspapers and books

 

Good short video and infographic: http://www2.deloitte.com/au/en/pages/technology-media-and-telecommunications/articles/media-consumer-survey-2016.html

The report: http://bit.ly/2cV9Ml2

Summary: http://which-50.com/social-dominates-digital-reshapes-media-habits/

Categories
ed tech future Games and gaming internet Mental health pedagogy popular culture TEDTalks virtual reality

ICT news

Digital Australia Report 2016 (DA16)

The video game industry in Australia is worth over $1 billion a year and sales exceed movie box office receipts. The Australian games industry is growing and video games are being used widely in education, health and ageing. Bond University and IGEA (Interactive Games & Entertainment Assoc.) surveyed 3398 Australians of all ages. 68% of the population plays video games – mostly on PCs but phones and tablets have seen increased use for adults. Children play on all devices. Average age of video gamers is 33 years. 47% of video game players are female. 98% of homes with children have video games. 35% of children have played games for the school curriculum. 24% have used video games at work for training. 89% say video gaming can improve thinking skills. 61% think video games could fight dementia. 49% of people over 50 play – the fastest growing segment.

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

 

PlayStation Virtual Reality headset

PlayStation VR, Sony’s virtual reality headset  for the PlayStation 4, will arrive in October 2016 for $AU550. Attached to a comfortable padded headset, special curved lenses stretch and magnify a 5.7 inch screen across your field of vision. It will come with 50 games, immersing you in a 3D world of virtual reality. You will also need a PlayStation camera and motion controllers (wands). It will be cheaper than the other 2 VR headsets coming this year – Oculus Rift and HTC Vive.

http://www.cnet.com/products/sony-playstation-vr/?ftag=CAD1acfa04&bhid=23787909704659446143753669728655

Virtual Reality and Augmented Reality were huge this year at TED in Vancouver and the Mobile World Congress in Barcelona, with VR headsets now available with the latest mobile phones. Mark Zuckerberg: “VR is the next platform, where anyone can experience and share anything they want”.

http://www.cbc.ca/news/canada/british-columbia/ted-virtual-augmented-reality-1.3453884

http://www.smh.com.au/technology/technology-news/mwc-2016-virtual-reality-steals-the-show-in-barcelona-20160224-gn24fq.html

 

Minecraft Education Edition

Minecraft (owned by Microsoft) is used in over 7000 classrooms in more than 40 countries. Microsoft recently acquired learning game MinecraftEdu from Finland, which has lessons for teachers using Minecraft with STEM, history, language and art. The new Minecraft Education Edition will be rolled out mid 2016 – free at first, then $5 pa per child.

http://education.minecraft.net/

 

Do games boost learning?

A 2013 French study of 27 000 Year 9 students found very little correlation between playing video games and cognitive/school tests. However, a new study from the Uni of Bristol found that progressive scoring systems in games deactivate the brain’s Default Mode Network and quieten down parts of the brain associated with unfocused mind-wandering. Students given a gamified quiz showed higher engagement and more goal-directed behaviour.

http://readwrite.com/2016/01/27/video-games-education-default-attention-mode/

 

Problem: Australia’s internet/broadband speed

In 2015, our download speed was ranked 49th in the world . By 2025, our broadband speed will be 75% of the world average, ranking 100th. The government’s Fibre-to-the-node (FTTN) network will struggle to accommodate all devices and their download requirements in the future (eg. 4K ultra HD video streaming).

http://theconversation.com/infographic-how-fast-is-the-nbn-54392

 

Social media and sleep

No surprise really…recent Uni of Pittsburgh studies of 19-32 yr olds found heavy use of social media was linked to sleep problems and a significantly greater risk of depression. A 2015 study of 11-17 yr olds found social media use was linked to diminished sleep quality, lower self-esteem and elevated levels of anxiety and depression.

https://www.psychologytoday.com/blog/sleep-newzzz/201601/tweeting-not-sleeping-balancing-sleep-and-social-media

Categories
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

Categories
Apple books coding ed tech Facebook films future Games and gaming Google internet iPads literature Maker movement mobile phones popular culture sociology virtual reality

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

Here is the link to my Moderation Day presentation on 13 August to Year 11 and 12 teacher librarians in Canberra, ACT.

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

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

Categories
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

Categories
Apple ed tech Google internet language popular culture sociology virtual reality

ICT news

What’s new at Google?

Google I/O 2015, the annual software developer-focused conference, was held last week in San Francisco (I/O = Input/Output and Innovation in the Open). Announcements include:

  • Google Photos for Android, iOS and Web – unlimited storage for photos and videos (see below)
  • Chrome and Android both have over 1 billion active users
  • Android Pay (Apple Pay competitor)
  • Brillo OS and common language Weave for the Internet of Things
  • Jump – people create and share virtual reality experiences; compatible with GoPro cameras; 16 cameras will work as one to combine images
  • Inbox – new email app
  • Cardboard Expeditions (see below)
  • Advancements in deep learning (AI) for image and speech recognition – Google’s speech recognition has just an 8% error rate (23% in 2013)
  • Launch of the Family Store in Google Play for children and parents – find apps for children by their age
  • Chromecast allows you to use mobile gadgets to play games on your TV and stream videos and photos from your laptop

http://venturebeat.com/2015/05/28/everything-google-announced-at-io-2015/

 

Google Cardboard and virtual reality platform Cardboard Expeditions

A smartphone (Android and iOS) slides into the cardboard gadget, creating a virtual reality headset. 1 million Cardboard viewers are being used with hundreds of apps in Google Play. Cardboard Expeditions brings virtual reality into classrooms – students with multiple Cardboards can see the same content as the teacher. Cardboard kits cost about $25.

Short video: http://venturebeat.com/2015/05/28/google-announces-cardboard-expeditions-to-let-teachers-take-classes-on-field-trips/

 

Google Photos

Launched last week. All your photos and videos synced on all your devices , automatically backed up and easy to share. Find photos by content; transform still photos into movies, animations, GIFs and panoramas; automatically created photo stories; easy editing tools. Free storage for images of 16 megapixels or less and videos of 1080p or less (the most common smartphone files); larger items get compressed. App for Android and iOS; browser version for Mac and PCs.

https://www.google.com/photos/about/?page=auto-awesome

https://photos.google.com/

Good review: http://recode.net/2015/06/02/the-new-google-photos-free-at-last-and-very-smart/

 

The unrealized vision of Google Glass

The project was paused in Jan 2015 after protoypes were released in April 2013. Some people feared privacy violations and some places banned it eg. theatres and bars. Google are possibly working on a new model that is more acceptable, fashionable and user friendly – foldable, so it can easily be removed and stored, with a red light to show it is recording to alert others. Should they be banned when driving?

http://www.cnet.com/au/news/lost-explorers-the-unrealized-vision-of-google-glass/

 

Apple WWDC 2015

Apple’s Worldwide Developers Conference is on 8-12 June in San Francisco. Some predictions: Apple TV update; new versions of Mac OS X and iOS9 (the operating system for the iPad, iPhone and iPod Touch); new Macs and iMacs; relaunch of iTunes Radio and music streaming to rival Spotify.

http://www.macworld.co.uk/feature/apple/wwdc-2015-ios-9-os-x-apple-tv-macs-displays-how-get-tickets-video-beats-music-3522648/

 

Emoji and other cool words added to dictionary

The free online Merriam-Webster Dictionary last week added 1700 new words, including hip internet words!: emoji; meme; net neutrality; click fraud; clickbait; photobomb; NSFW; WTF.

http://unabridged.merriam-webster.com/blog/2015/05/a-growth-spurt/

 

New Scrabble words

6 500 words have just been added to the official dictionary. Updates usually happen every 5 years, based on the Collins dictionary, but this update came after only 3 years, reflecting the pace of language change. Words include: onesie; lolz; tweep; bezzy; twerking; hashtag; sexting; thanx; lotsa; ridic; facetime; obvs; grr; eew; wuz. Twitter seems to be a driving force for many of the new words. However, lol is not permitted.

http://www.abc.net.au/news/2015-05-26/scrabble-new-words-bezzy-tweep-onesie-lotsa-ridic/6496944

Categories
ed tech Games and gaming virtual reality

Virtual reality and Oculus Rift

Interesting developments in virtual reality…..

Facebook acquires virtual reality company Oculus VR for $2 billion

The Oculus Rift virtual reality (VR) goggles were developed during a Kickstarter campaign, one of the most successful ever. When you wear the headset goggles, you are immersed in a virtual world (eg. a computer game running on your computer) – and you interact with that world as if you were actually there. Currently, developer kits for the Oculus Rift are available and now Facebook has bought the company. Zuckerberg says he wants to “make the Oculus a platform for many other experiences” – including classroom use, medical consultations and sport. The Oculus team believe that virtual reality has the “potential to transform the way we learn, share, play and communicate”. Some say Facebook is betting on virtual reality replacing smartphones & other mobile devices.

http://www.huffingtonpost.com/2014/03/25/facebook-oculus_n_5030801.html

Here at Dickson College in the ACT, Maker culture is thriving. Our innovative IT & Engineering teacher Andrew Moss is using the Oculus Rift developers’ kit with students in years 11 & 12. They are adding webcams so that the Oculus can film where they look and then turn this into virtual reality. The Oculus might also be used with the UAV (Unmanned Aerial Vehicle) program. The students demonstrated the Oculus and the 3D printer as part of our United Nations International Day of Happiness celebrations on 20 March. I had a turn with the Oculus goggles and they were awesome!! You really felt immersed in a virtual world – in this case, a rollercoaster ride. Could be quite addictive!

Video using Oculus Rift in Skyrim game (impressive!): http://www.youtube.com/watch?v=k7n5kRRHDpw

Other videos (including satire): http://www.youtube.com/results?search_query=oculus+rift&sm=3

Will Facebook just turn the Oculus headset into another device for mining personal information and selling advertising? Many supporters of Oculus Rift are less than impressed at the Facebook acquisition. Minecraft creator Markus Persson has decided against using Oculus in the game, because Facebook creeps him out. Check out the GIF haha: http://www.huffingtonpost.com/2014/03/26/oculus-rift-facebook_n_5034699.html

Facebook begins its quest to replace reality: http://www.huffingtonpost.com/2014/03/25/facebook-oculus-vr_n_5031089.html

Exciting times!