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New technologies and ongoing developments in the fields of Virtual reality, augmented reality and artificial intelligence are changing the ways in which we facilitate learning. Recognising the positive role these technologies can play in the learning and progress of students assessed as having special educational needs, this practical guide explains the characteristics, benefits, risks and potential applications of new technologies in the classroom. An innovative and timely resource, Virtual Reality, Augmented Reality and Artificial Intelligence in Special Education offers a background in the evidence-based theory and practice of using new technologies in an educational context. Accessible and free of complex jargon, chapters provide information on the development, intended uses and most current terminology used in relation to technologies, and explains how modern equipment, approaches and possibilities can be used to promote improved communication skills, independent learning and heightened self-esteem amongst students diagnosed with SEND. Offering a wealth of practical tips, downloadable resources and ideas for engaging with technology in the classroom, the text will support teachers to ensure that students can benefit from exciting technological advances and learn to use them appropriately. Demystifying a complex and varied field, this practical resource will inspire and inform teachers, SENCOs and practitioners working with children and students with SEND as they harness the use of technology in the classroom.
Ten years from today, the center of our digital lives will no longer be the smart phone, but device that looks like ordinary eyeglasses: except those glasses will have settings for Virtual and Augmented Reality. What you really see and what is computer generated will be mixed so tightly together, that we won't really be able to tell what is real and what is illusion.Instead of touching and sliding on a mobile phone, we will make things happen by moving our eyes or by brainwaves. When we talk with someone or play an online game, we will see that person in the same room with us. We will be able to touch and feel her or him through haptic technology.We won't need to search online with words, because there will be a new Visual Web 100 times larger than the current Internet, and we will find things by images, buy things by brands, or just by looking at a logo on the jacket of a passerby. Language will be irrelevant, and a merchant in a developing world will have access to global markets.Medical devices will cure schizophrenia, allow quadriplegics to walk. People will be able to touch and feel objects and other people who are not actually there for conversations, games and perhaps intimate experiences. From Kindergarten to on-the-job, learning will become experiential. Children will visit great battlefields and tour historic places in VR rather than read about them in text books. Med students and surgeons will learn and practice on virtual humans rather than cadavers; oil rig workers will understand how to handle emergencies, before the ever leave the home office.The Fourth Transformation is based on two years of research and about 400 interviews with technologists and business decision makers. It explains the technology and product landscape on a level designed to be interesting and useful to business thinkers and general audiences. Mostly it talks about how VR and AR are already being used, or will be used in the next one-to-three years. It explains how this massive and fundamental transformation will be driven, nit just by Millennials, but by the generation following them, which the authors have named the Minecraft Generation.Robert Scoble and Shel Israel have written this book in the hope that it will serve as a business thinker's guidebook to the near-term future. They hope readers will walk away understanding the massive changes rapidly arising, so that they will navigate a successful course through the changes they will be facing sooner than they-or their competitors-- may realize just yet.
Showcases the latest trends in new virtual/augmented reality healthcare and medical applications and provides an overview of the economic, psychological, educational and organizational impacts of these new applications and how we work, teach, learn and provide care. With the current advances in technology innovation, the field of medicine and healthcare is rapidly expanding and, as a result, many different areas of human health diagnostics, treatment and care are emerging. Wireless technology is getting faster and 5G mobile technology allows the Internet of Medical Things (IoMT) to greatly improve patient care and more effectively prevent illness from developing. This book provides an overview and review of the current and anticipated changes in medicine and healthcare due to new technologies and faster communication between users and devices. The groundbreaking book presents state-of-the-art chapters on many subjects including: A review of the implications of Virtual Reality (VR) and Augmented Reality (AR) healthcare applications A review of current augmenting dental care An overview of typical human-computer interaction (HCI) that can help inform the development of user interface designs and novel ways to evaluate human behavior to responses in VR and other new technologies A review of telemedicine technologies Building empathy in young children using augmented reality AI technologies for mobile health of stroke monitoring & rehabilitation robotics control Mobile doctor brain AI App An artificial intelligence mobile cloud computing tool Development of a robotic teaching aid for disabled children Training system design of lower limb rehabilitation robot based on virtual reality
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
The increase in smartphone usage and new technologies embedded in smart devices have led to innovative developments and applications throughout a variety of industries. However, new techniques such as spatial augmented reality are becoming more affordable for business, allowing consumers to experience and interact with the world as they never have before. AR and VR have vast implications for management and can allow companies to increase their sustainability and reduce their CO2 footprint. Managerial Challenges and Social Impacts of Virtual and Augmented Reality is a pivotal reference source that provides vital research on the applications of VR, AR, and related technologies from the perspectives of managers and marketers in the industry and discusses the social impact of these technologies. While highlighting topics such as consumer analysis, privacy ethics, and relationship marketing, this book is ideally designed for managers, marketers, technology developers, managing directors, business professionals, academicians, students, and researchers seeking current studies on the evolution of interactive technology.
***BUSINESS BOOK AWARDS - FINALIST 2021*** Discover how 25 powerful technology trends are transforming 21st century businesses How will the latest technologies transform your business? Future Tech Trends in Practice will give you the knowledge of today’s most important technology trends, and how to take full advantage of them to grow your business. The book presents25 real-world technology trends along with their potential contributions to organisational success. You’ll learn how to integrate existing advancements and plan for those that are on the way. In this book, best-selling author, strategic business advisor, and respected futurist Bernard Marr explains the role of technology in providing innovative businesses solutions for companies of varying sizes and across different industries. He covers wide-ranging trends and provides an overview of how companies are using these new and emerging technologies in practice. You, too, can prepare your company for the potential and power of trending technology by examining these and other areas of innovation described in Future Tech Trends in Practice: Artificial intelligence, including machine and deep learning The Internet of Things and the rise of smart devices Self-driving cars and autonomous drones 3D printing and additive manufacturing Blockchain technology Genomics and gene editing Augmented, virtual and mixed reality When you understand the technology trends that are driving success, now and into the future, you’ll be better positioned to address and solve problems within your organisation.
With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. - Educates readers how best to use augmented reality regardless of industry - Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods - Includes actual examples and case studies from both private and government application
This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas. The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others. Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”.
Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
Intelligent machines are revolutionizing business. Machine learning and data analytics are powering a wave of groundbreaking technologies. Is your company ready? If you read nothing else on how intelligent machines are revolutionizing business, read these 10 articles. We've combed through hundreds of Harvard Business Review articles and selected the most important ones to help you understand how these technologies work together, how to adopt them, and why your strategy can't ignore them. In this book you'll learn how: Data science, driven by artificial intelligence and machine learning, is yielding unprecedented business insights Blockchain has the potential to restructure the economy Drones and driverless vehicles are becoming essential tools 3-D printing is making new business models possible Augmented reality is transforming retail and manufacturing Smart speakers are redefining the rules of marketing Humans and machines are working together to reach new levels of productivity This collection of articles includes "Artificial Intelligence for the Real World," by Thomas H. Davenport and Rajeev Ronanki; "Stitch Fix's CEO on Selling Personal Style to the Mass Market," by Katrina Lake; "Algorithms Need Managers, Too," by Michael Luca, Jon Kleinberg, and Sendhil Mullainathan; "Marketing in the Age of Alexa," by Niraj Dawar; "Why Every Organization Needs an Augmented Reality Strategy," by Michael E. Porter and James E. Heppelmann; "Drones Go to Work," by Chris Anderson; "The Truth About Blockchain," by Marco Iansiti and Karim R. Lakhani; "The 3-D Printing Playbook," by Richard A. D’Aveni; "Collaborative Intelligence: Humans and AI Are Joining Forces," by H. James Wilson and Paul R. Daugherty; "When Your Boss Wears Metal Pants," by Walter Frick; and "Managing Our Hub Economy," by Marco Iansiti and Karim R. Lakhani.