Wearable Technology developments will have a significant impact on Education. Technology will become increasingly mobile and invisible, offering us new ways to interact with the world through Virtual and Augmented Reality and provide us with continuous streams of information.
This opens up innovative opportunities in pedagogy that will redefine what we mean by terms such as “experience” and “learning”; how will texts change when 3D virtual objects emerge from the page or screen? How will learning change when we can experience an historical era through an Augmented Reality App?
Wearable Tech will impact our current instructional technology in Education, creating new opportunities for collaboration and documenting learning while make obsolete current solutions for lecture capture and video conferencing. Wearables will fuel the already massive increase in visual resources in contemporary society and pose new challenges for educational institutions on data use and questions of personal privacy. If the futurist Ray Kurzweil said that the Smartphone is a “gateway to Knowledge” then what will Wearable Tech be for learning?
This presentation was given at the Campus Technology conference, Boston, 2014
1. Wearable Tech is Coming
to your Campus!
Emory Craig
Director of eLearning
The College of New Rochelle
Campus Technology
July 2014
2. Today . . .
Our first “Summer of Wearables”
Google Glass, Vuzix, Meta 3D Glasses,
Oculus Rift, Narrative Clip Lifelogging
Camera
Challenges – What’s holding us back?
Impact on our Learning Environments
Some insights (the foggy Crystal Ball)
3. What’s the Attraction?
Ubiquitous – yes, everywhere
Always on – Goodbye “off” switch
Connectivity – without picking up our
Smartphones (an average of 150 times a day)
Useful – Location aware, intention aware
Transformative – New data (body trackers) and
new experiences (AR and VR)
Hands-free – Please disappear (completely)!
9. Google Glass
• High resolution display,
equivalent of 25” HD
screen 8’ away
• Camera: 5 MP
• Video – 720p
• But Google (or we?)
tripped over the social
acceptance issue
10. Vuzix M100 Smart Glasses
• Display equivalent to a
smartphone screen at
typical 14” distance
• 5MP Camera and 1080P
video
• Runs local but designed
to pair with an Android
device (we’ll get to
battery life in a minute)
11. Meta 3D Glasses – Now It Gets
Interesting
• True augmented, holographic reality glasses
• Available late 2014 for $3,000
• Wired to a small
pocket computer
to do the serious
work
12. And Oculus Rift Goes All In (and
so does Facebook)
• Virtual Reality head-
mounted display
• Expected 1920x1080
resolution
• Designed as an in-
expensive gaming
device
13. Smaller Devices - Huge Impact?
Narrative Clip
• Life logging Camera
• Size: 1.42“ X 1.42“ X 0.35"
• Time-stamped, geotagged photo
every 30 sec
• No on/off switch
• 2 day Battery life
• Wear it and forget it
14. Continuous Snapshots of Your Life
• Photos stored in
the cloud
• Organizes images
by “Moments”
• In one day you’ll
take 1,700 photos
or 12,000 a week
(not a typo)
17. But They All Encounter Tech and
Design Challenges
Battery life – the Achilles Heel of Wearables
Attractiveness - Can they truly become
fashion accessories – seductive, worn “for
their own sake”?
Purpose Driven: Can they become “essential
wear” like a coat in winter?
18. Battery Life is a Problem of
Weight
Battery life obstacle –
Samsung’s 210mAh
battery
Compare Smartphones:
1500mAh – 2500mAh
• Look at Fast / Slow iPhone progress:
• Processor is 40 times faster in 7 years
• Battery life only 12% increase in 6 years
19. Patchwork Solutions Until
Problem is Solved
PWRGlass: an add-on developed for Google
Glass that increases battery life 3X (actually
quite creative)
25. The Glaringly Obvious: Wearables
and Learning
Easy first person video
Hands-free documentation
Full Social Media integration
Easy Collaboration (which was once so hard)
Virtual field trips – from a first-person
perspective
Hello outside experts!
27. Virtual Field Trips - Andrew
Vanden Heuvel
Doing a virtual field trip for students into the Large Hadron Collider
28. Can we Reinvent “Experiential
Learning"?
Not just life experience – but actually
experience, or “see” history
HistoryPin Project – collaborative effort to
visualize the past
Smartphone App - overlay historical scenes on
the contemporary landscape
Now combine this with Wearables
29. StreetMuseum – Stroll Through
19th Century London
Amazing even now as an iPhone App - think about the
possibilities with Wearables
38. Wearables will Bring a Tidal Wave
of Data and Images
Estimated that humans have taken 3.8 trillion
photographs since the invention of the camera –
10% of those were taken in the past year – 3.8 Billion
39. Do the Math: 1800 Images a Day,
12,000 a Week - One Narrative Clip
40. What Fence? Boundary Between Public and Private
Space – Fascinating and Contentious Issue
41. A Final Thought:
“Mobile phones are misnamed.
They should be called gateways
to human knowledge.”
—Ray
Kurzweil
42. Rephrased . . .
Wearables are misnamed.
They should be called gateways
to innovative learning