Appearition Insights with Jaime Donally from ARVRinEDU

In this interview, Appearition team members Mark Hillebrand and Brittney Smith sit down on the couch for an e-coffee with Jamie Donally from ARVRinEDU, to chat about immersive technology in education and the future of learning.

Jaime Donally is a former maths teacher turned instructional technology specialist. Jaime is passionate about providing new immersive learning experiences to staff and students. She provides staff development and training on immersive technology as an EdTech consultant.

 

If you would like to hear more from Jaime Donally and her work in the education industry you can find Jaime at:

ARVRinEDU Twitter Youtube

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Industry Insights with Antonio Grasso

Appearition was very fortunate to have the opportunity to chat with the insightful and thought-provoking Antonio Grasso to chat about all things digital transformation, digital technology adoption and the rapid development of technologies enabling it’s users to perform powerful tasks.
Antonio Grasso is the founder and CEO of Italian company Digital Business Innovation srl. Antonio is a expert in the digital technology world and highly regarded as one of the top digital transformation influencers on Artificial Intelligence, cyber security, digital transformation, Internet of Things, and blockchain. He is an advisor, enterprise and public sector consultant and mentor to numerous startups.

The following Q&A has been lightly edited for length and clarity.

A: Antonio, tell us a little bit about how you’ve been spending your time during lockdown. Unfortunately in Melbourne we have just been placed into further lockdown measures. Italy faced challenges early on in the pandemic. What was this experience like for you?

AG: I am very fortunate because so much of my work and documents is stored in the cloud, so it has not been so much of a change whether I work from the office or home. Although some activities stopped, the majority of my activities were performed and fulfilled as normal.  Prior to the COVID-19 pandemic, I was travelling and attending events and suddenly everything has moved online. In terms of my work I consider myself a very lucky guy as I have been able to continue as usual, however many others have struggled due to the closure of shops, restaurants, recreational activities and entertainment. So, yes I am very lucky in this context as it has not changed too much for me.

A: You are well known in the digital technologies space and highly regarded for your work and advice. What drives you to play in this space and what brought you to work in this exciting area?

AG: I have always had a strong passion for technology. 37 years ago when I was a software developer, I began to feel a strong link with my work and the desire to explore. About 10 years ago, digital technology began to emerge thanks to digital infusion like the introduction of iPhones. No longer was it just a mobile phone, but now a computer – small yes, but very powerful. About 3 years ago, I started to share information on my social media channels and that was amazing because it was a shift in my job. Now, I split my time between running my company and online activity with my followers, 50:50. I publish educational posts, I create infographs, I try to give other people something to think about, something to discover. My relationship with technology, it’s a passion, it’s something that I have in my heart and in my mind.

A: When you were growing up, was there a certain turning point in your life that influenced your passion for technology?

AG: In the 1970’s when I was young, we had no digital technology. I was always interested in machines; so I pulled apart and destroyed every machine I played with to discover the inner mechanisms. In the 80’s and 90’s, I began to work with many other types of technologies. At the time computers and hard disks were very big compared to now. So it was different, but the relationship was the same every time – always keen to discover what was happening inside.

“My relationship with technology, it’s a passion, it’s something that I have in my heart and in my mind.”

 

A: You have worked in the digital technology space for many years now. Across your years in the technology space, what has been the greatest piece of digital technology advice you have been given?

AG: When I started 37 years ago, computers and software were a lever – you know a lever helps you do your task better and faster. If you need to do reports, accounting, invoices, payments, you can begin to do this all very fast with the software. That was the previous technology, but now we are starting to see a shift. The role of technology is changing, it is no longer just a lever that helps you do your tasks better but an enabler. So, my advice is to think about the role of technology, not only, does it leverage you to do things faster, but also, what it can enable. What new product can enable you to do something you could not do before. When we think of digitalisation, it allows your product or service to become digital. For example, the streaming of video is changing the entertainment movie market, as it is creating something that before did not exist. This is possible thanks to digital infusion.

Digital infusion is phenomenal at bringing technology to our fingertips. Not only is it bringing technology as a lever but also as an enabler. An enabler for new things, new markets, new opportunities. So the approach needs to be holistic, a 360 degree approach. With purchase automation you can fulfil the customers purchase very quickly due to new technologies. It is creating new opportunities; new sources of revenue, new products, it’s amazing.

 

“The role of technology is changing, it is no longer just a lever that helps you do your tasks better but an enabler.”

 

A: How consumers interact with your business has changed. With that, traditional product development methods need to change. A world class digital experience is expected. What should business leaders consider when it comes to product development? What technologies should be at the forefront of consideration?

AG: It depends on the industry, one side does not fit all in this case. When we talk about product development, one thing that comes to mind is one of the latest developments of the digital twin. The digital twin is something that is unbelievable, it really helps the product development stage. When you develop a product, you need to also develop a prototype, this prototype is usually physical. The digital twin is a technology that you can create a digital representation of your product. This type of technology in product development is unbelievable and once again we come back to the leverage in technology to do better and enable you to do something you could not do before. Augmented reality is something that can aid in customer service or workforce. This enables you to give a workforce a different kind of training. With AR you can put the necessary knowledge at the fingertips of others when needed, right there, right now.

A: At the moment, what do you think is the most interesting trend in digital technologies?

AG: One very important and exciting thing is confluence. This requires bringing together two or more emerging technologies to create new outcomes. If we talk about emerging technologies, we have some technologies that are horizontal or AI that can work on all kinds of industries with different approaches and different outcomes. There is also blockchain security. If you say AI adoption in my company has a value of 2 and the blockchain has a value of 3.  But if you put the two together these two technologies would not equal 2+3=5, the result is more like 7. This is because they work together to create more than just the single technology. It is something that is happening now, but in the future it is something that will be happening with even more integrated technology.

I wrote an article about confluence robotic optimisation and the confluence of AI  that explores the software that can do so much more than just reading emails. It can read the emails but also send the invoices. It is programmed so if ‘this’ then ‘do that’ or ‘if that’ then ‘do this’. But, if you inject this model with deeper learning it can use technologies such as AI to do it. So, when you inject the technology with another emerging technology you create something bigger. This is an area of technology I’m very passionate about.

 

If you would like to read more from Antonio Grasso and his work in the technology industry you can find Antonio at:

Twitter  Facebook  LinkedIn  Blog

 

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All About Blockchain

Blockchain technology allows digital information to be distributed but not copied’. It’s a  growing list of records, called blocks, which are linked using cryptography. Outside of the widely known ‘Bitcoin’ application, blockchain as a technology has lots to offer for several industries. Appearition’s Developers Simon Galanakis and Sujanth Sebamalaithasan talk about the technology, its application and the future:

  1. Blockchain – as a technology seems scalable. What are the sectors that can adapt to it?

Blockchain as a technology is useful when you keep an open and transparent record and history of data. This is so that people can look at the history and trust it if it is true. No one can manipulate it if that is the case.

Blockchain will be able to benefit sectors that require large data sets to be stored with a high-level of encryption. Some industries include:

Banks and finance

Medical sectors – patients medical records

Industries using copyrighted content or sectors like film or software where patent plays an important role.

Law firms where client details need to be stored securely

Property ownership and management

  1. Blockchain and AR – do you see a plausible future? If so, how?

There is definitely a future (for blockchain and AR). There are a number of areas that we need to explore where blockchain could work with AR. If AR is treated as an object or a commodity, for example, an AR experience in a bottle – in which you can scan for a promotional video. If you consider that to be one package/entity, something that people want to share or retain ownership and for that to be genuine, you can employ blockchain. It is possible to record the particular details (eg. who created it, when it was created) that make up an AR experience in that blockchain.

  1. AR and blockchain – is it possible to keep the AR data/commodity, private/free from misuse?

Yes, it is possible. Conceptually it is a block – and if the block is used to play a video (An AR experience) and suddenly shows only a picture – it is a change in experience. If someone tries to tamper with the history of this block saying it was originally designed to showcase a picture – that’s a situation when blockchain can come into the picture and vouch for what was originally planned.

When used privately blockchain is not very useful. It will gain value when people start creating Augmented Reality (AR) products and begin to own them, share them and want to track its usage.

For instance, people create and upload videos on YouTube, which only YouTube can control and view the analytics and claim its accuracy. Whereas, if you want to de-centralise a control – it can be done by allowing every AR experience to be posted into the blockchain record. This is potentially a way in which we can track it. The concept of blockchain application needs to be considered here. Its power is very useful when you want to ensure that records are not tampered with; especially publicly visible records, that are available to others.

The idea of the blockchain is that it is an ever-growing ledger. Think of it as one big file, which continues to grow as blocks. The data is out into the blocks. In the example of Bitcoin, it is close to 160 gigabytes now. It is how big the blockchain is. As more and more transactions occur, it is going to have problems as it continues to grow. So, I think it is going to become a technological issue that needs to be solved. There are some solutions being proposed currently. Like, Hard Fork – decentralised ledgers, Distributed Ledger Technology (DLT) – digitised version of cryptocurrency rather than the crypto version.

Right now, the scalability for blockchain with all the services around the world (for Bitcoin), when a new node/server wants to come on board, they must download 160 gigabytes of data for the first code. Then it is going to work on just partial data received all over the internet. The rise of the internet and email system in the 90s, meant people could only send a few emails and can only have a few contacts or a few hundred megabytes in their inbox. These days, some email servers offer unlimited storage for these data. I think the role of technology is evolving to keep up the demands of blockchain. It needs to be seen as not really the kind of one-stop solution kind of tool, it is just another tool in the tool world that can potentially solve a particular business problem.

  1. What are some things one needs to be cautious about when using this technology?

If an individual or an organisation tries to build their own blockchain, then they need to create their own node/service. The idea of the system or its integrity is the fact that you have more than 51% of all nodes of the network belonging to a particular chain or block is valid or correct. If you’re constructing your own blockchain, you need to manage your own nodes. Again, that kind of defeats the purpose of decentralised responsibility. You’ll still own the blockchain, you’ll still manage the nodes, so it kind of defeats the purpose. I’d question whether it is useful. When many people acknowledge this technology and start to use this in their day to day life then blockchain technology will become more stable.

  1. Business IPO and blockchain – Can you please elaborate?

Business IPO means initial public offerings. Companies who need capital to expand their business, usually do the IPO and distribute the company’s shares to the public. Likewise, in the Cryptocurrency environment, companies who are involved in this technology use ICO (initial coin offerings) to collect their capital before starting the project. The public who backed these projects will get cryptocurrencies and some useful benefits if that project successfully implemented

  1. How do you see blockchain aiding digital transformation?

Digital transformation is driven by four main factors, Internet of Things, big data, business platform models and collaborations between businesses. Using blockchain technology we can easily improve the above factors. Blockchain is increasing the trust between the unknown participants which can give a more collaborative environment to businesses. It helps to secure data and protect from anonymous access. Securing information is the major challenge in the digital world so blockchain will take a major role in digital transformation in the near future.

Learn More About Blockchain

Want to learn more about blockchain? Check out this TED Talk by Bettina Warburg

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Education Digital Transformation Trends

Education Digital Transformation Trends 

There is no doubt that digital technologies make our life easier. Up until now, digital technology has been dominating every aspect of our lives, except for education. Times are changing, and digital technology is advancing to change the education sector for all the right reasons. The traditional learning environment is now enhanced due to the digital transformation that’s available.

In the 21st century, digital transformation in education is a necessity and the need of the hour. The benefits of technology in the classroom is valued by all educators across all levels of education.

The current digital trends are making rounds in the education sector and making a name for themselves. Digital transformation in the educational sector is already leading teachers to make drastic changes in the way of planning lessons, the physical appearance of the classrooms, and assigning assessments, at a much faster rate than expected. Or one might say, it was unexpected for educators to adapt to digital transformation so quickly.

Augmented Reality / Virtual Reality / Mixed Reality  

Today, it is hard to expect our students to sit quietly in the classroom and pay attention. Gone are the good old days, when students used to sit quietly and follow instructions. Teaching is evolving and is beginning to focus on a more interactive way of learning. Classes are beginning to become more collaborative and interactive with the introduction of educational technology.

Examples of transformative technology include; Augmented Reality, Virtual Reality and Mixed Reality. These technologies enhance the students’ experience of receiving instructions from the teacher, which helps in creating immersive lessons that are a lot more fun and appealing for the students. 

The idea of Immersive technologies is to bring the outside world inside and take the inside world outside. Virtual Reality and Augmented Reality technologies have the capability and potential to do the same. There are educational apps that allow students to travel to Greece of ancient times, while others apps allow students to go ahead with sharing the respective virtual creations with the outer world. Immersive technologies as a learning tool increases technological literacy, visual literacy, and attention skills, potentially transforming every classroom and enhancing the learning experience for students.

Artificial Intelligence 

The use of Artificial Intelligence in ChatBots ensures that students answer all the questions related to the set homework, and can help in the case of urgency to understand the process of paperwork – such as financial aids and paying bills. Also, the use of Artificial Intelligence helps in easing the workload of the people, who otherwise have to go through the tedious process of explaining the same thing, individually to each student, whenever they have a query. 

These new technologies and opportunities are a fun and exciting way for students to learn. These advanced learning opportunities offer endless possibilities, in which otherwise would not be possible for the students to experience.

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The changing face of a workplace

Disruptive technologies like Augmented Reality (AR), Virtual Reality (VR) and Artificial Intelligence (AI) are redefining the workplace. Several jobs’ skill sets are constantly evolving, and several others’ scope has been widening.

Appearition and its team of researchers are always working towards solving tomorrow’s problems, thereby enabling others’ success. One such area of our research includes a project on drawing on immersive games experiences to develop tools for workplace support in the digital economy.

It is a collaborative research project between Appearition Pty Ltd and the Swinburne University of Technology. The project combines AR and AI informed by decades of game design, to develop a support platform for future modes of collaboration, workplace learning, and decision making.

‘Appearition is very committed to this research partnership with Swinburne University. Research and Development is one of the three main arms of our company. All our platforms and services have been developed after years of rigorous research and testing. We are also constantly working towards upgrading them to fit evolving technology and people needs,’ shares Vivek Aiyer, Founder, CEO, Appearition.

A transdisciplinary research team from Games and Interactivity, Immersive Experiences, and Data Visualisation are working with us, and the Swinburne Smart Cities Research Institute, to develop a prototype platform for supporting future workplace models in urban environments rich in IoT technologies.

The why

As technologies reshape our workplace, it will require a new understanding of work to support these changes. Ventures such as Airtasker, Uber, and Airbnb are challenging traditional workplace models. They are predicated on fast-paced real-time interactions between employees, often geographically remote from each other. Although relatively simple, the core concepts of these new business structures can be applied within enterprises and between enterprise and external clients. Network connectivity, rapid exchange of data, and mobile display technologies are some of the well-established characteristics of smart city environments in which this work takes place. New platforms are needed to support these new work models, because they require employees to share and respond to real-time data quickly and collaboratively, in an improvisational construct.

The How

Online multiplayer and location-based AR games provide a readymade platform for investigating how to achieve new interactions between employees. Multiplayer games host complex ecosystems of thousands of players with distinctive attributes and experience levels. Location-based AR games embed information within urban environments ensuring data is ready-to-hand. ‘Our project aims to develop a prototype platform to support the needs of workers in the digital economy using proven methods from these game design platforms. Collaborative task attainment, group formation, decision support, environmental information overlays, role management, inventory and setting of goals are key features that the prototype system will benefit from in drawing on game design to enable smart citizens to respond to change in the workplace,’ explains John McCormick, Lecturer in Interactive Media, Swinburne University.

Games are familiar to a large percentage of next-generation work seekers and therefore do not pose a huge cultural shift. The innovation in this project is to integrate widely understood methods for player organisation and interaction with a new approach to integrating AR and AI. These technologies are changing the nature of smart cities to work beyond data collection and IoT networks to explore how these can be made tangible and relatable to those living and working in urban environments.

AR does this through the real-time integration of data with the user’s environment and context. AI filters and connects the rich data of the IoT environments of smart cities to manage interactions between players, non-player characters, and the urban environment. While integrating AI and AR is not in itself new, our project will address how the relationships between users within a company can be supported and facilitated within this type of platform. However, these technologies can be disruptive in the workplace. Drawing upon game design methodologies this project will generate a new approach to the management of dynamic, timely information displayed fluently in the workspace.

Watch this space to know more on Appearition’s research projects. Get in touch with us to know more on using AR for your business!

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How will technology shape learning?

A look at the trends and impact of digital transformation and possibilities of AR in education and training

Technology has become an imperative part of education in the past decade. The introduction of immersive technologies meant interactive classes and unparalleled experience in learning. A study conducted by Justin Tosco, a master’s student at Saint Catherine University, shows that students prefer lessons that use technology.

The study found that there was 16% accuracy in short answers and increase engagement for students taught with the aid of technology.

We are currently living in a fully-digital world with average adults spending over 5-7 hours a day on the internet. And Generation Z – a popular name for today’s school-going kids, have grown along with this digital boom. This makes them quite familiar with the use of technology in everyday activities.

Research by Geer and Sweeney (2012) showed that the use of a variety of media applications to explain concepts increased the understanding and supported greater collaboration between students.

AR provides an efficient way to represent a model that needs visualization. This immersive technology provides seamless interaction between the real and virtual world. Furthermore, it facilitates field visits within four walls, thereby increasing visual retention.

Some key benefits of adopting technology in education:

  1. Improves knowledge retention (taps the potential of visual memory)

    Students learn multiple subjects at school and need to remember them all. Technology like Augmented Reality and Virtual Reality bring content to life. Studies suggest that visual memory appeals to mind within 0.01 second! Students learn as they see, thereby sub-consciously retaining knowledge.

  2. Induces interest in students (provides the wide platform for students to self-exploration)

Generally, teaching is believed to be the mode of acquiring knowledge or learning. Immersive technologies facilitate self-learning, in a fun and engaging manner. Subjects like History, which are narrative and quite visual, can be easily learned through these.

  1. Facilitates holistic learning (caters to visual, auditory and speech sensory)

As a study rightly says, use of technology involves real-world problems, current informational resources, simulations of concepts, and communication with professionals in the field. In addition, learning using technology is believed to complement the traditional forms of teaching and learning. This promotes the visual, auditory and speech senses simultaneously.

  1. Reduce classroom disruption (aids students with limited attention span, engages a big class)

Learning and paying attention to new concepts are challenging for children with autism, down syndrome, etc. AR and VR have proven to improve their attention span, aid in expressing their self and improves their interactive behaviour. Furthermore, these technologies act as students’ centre of attraction, thereby reducing any possible distraction.

  1. Improves mastery of abstract subjects (theorems, certain chemical compounds, food chain)

Learning about obtuse triangle or explanation of food chain through mere theory makes a student’s life difficult. These are abstract concepts and are understood better when demonstrated. Augmented Reality and other similar technologies bring such abstract subjects to life with their overlay and video demonstration capacities.

  1. Visualisation of theoretical concepts (Eg: air pressure, Archimedes principle, types of clouds)

Learning by viewing animated objects leads to better understanding and simplifies what is taught. Immersive technology such as Virtual Reality can enable students to feel or experience some theoretical concepts like air pressure, or the working of Archimedes principle.

  1. Simplification of complex subjects (table of elements – their qualities, geometric formulae)

We have discussed on technologies ability to simplify learning. Let us understand this further:

The introduction of powerpoint slides or projectors meant students had a visual aid to break-down important points while being taught. Whereas, some of these technologies weren’t accessible always and by all students. With high levels of mobile penetration to Gen-Z, today’s technology like 3D learning, AR, VR, MR and AI are all accessible at the touch of a button on a mobile.

These technologies enable re-visiting and learning a concept at an individual time and pace. They further act as a personal tutor for students, walking them through every step.

  1. Objectification of content (providing a direction to what is being taught)

History and Civics are two subjects with relatively easy concepts to understand but can be quite monotonous if learnt theoretically. Use of technology in such subjects enable objectification of content and provides a skeletal frame to what is taught. For instance, when learning about legislature or an assembly, students can play-out scenarios of a majority, coalition or stages in creating a law. These are effective methods of teaching and enables them to grasp concepts better.

Advantages of AR in Education

  • Supports seamless interaction between real and virtual environments and allows the use of a tangible interface metaphor for object manipulation
  • Provide instructors with a way to strengthen students’ understanding in the classroom by augmenting physical props with virtual annotations and illustrations
  • Creates a learning experience that is linked to the formal classroom, so that student(s) can learn outside of class hours and outside of school limits
  • Enables the visualization of interactions among amino acids and protein building processes as static 2D/3D images and 3D dynamic images (animations)

(Source: University Teknologi Malaysia Research)

Applications in medical training

AR and VR are widely being used to train medical students in a number of ways. VR can be leveraged in training medical students and residents on procedures for a more truly immersive experience before engaging with real patients.

For patients, these technologies can speed education about conditions or treatment plans.

Use of virtual cadavers in anatomy training is one specific example, which can be extended to practice sessions with an AR-enhanced smartphone.

(Excerpts from Deloitte Digital Trends report)

The University of Twente, Netherlands is developing an economical smartphone technology based on the usage of Simultaneous Localization and Mapping (SLAM) and Augmented Reality (AR). This technology enables medical personnel to reconstruct 3D body sections quickly, by directing the smartphone to the area of interest.

Subject wise application:

SubjectPurpose of the technologyFeatures used

Chemistry

Provides an efficient way to represent and interact with moleculesAR exhibits

Chemical engineering

Using a glass tabletop laden with coffee mugs and popsicle sticks, students rearranged the objects in a recent teaching exercise to simulate reactions in a real-life, sprawling chemical plant.Projector, AR table-top, QR coding

Mathematics

Aides teaching geometry, shapes, area etcAR and MR

Geography

Facilitates virtual tours; enables visualising different flora and fauna. To a certain level, immersive aspect lets students experience air pressure or view how a water cycle is complete.AR, VR and MR

History

To gather information and enhance the experience of visitors to cultural organisations (museums and archaeological sites)Mobile AR educational games

Biology

To teach participants that habitats are connected like links in a chain (food chain)
Facilitates students to view micro-organisms and their characteristics without the help of microscope (to an extent)
AR

Physics

To overlay graphics on top of the physical props to visualize these forces (speed, velocity, acceleration, pressure, friction, energy changes) invisible to the human eyeAugmented video, video conferencing, tracked physical props (e.g. toy cars)

Architecture

Enables 3D visualisation and walk-throughs of cites;

helps assess structural worthiness, measure area and volume;

aides error correction in draft plans easily with its layered approach
from lighting to flooring to foundations – it will also let designers test out environments before actually building them

AR, VR and MR

Astronomy

To show augmented views of the celestial bodies and support learning using spatial visual guides and views from a terrestrial observerAR and VR

Medicine

Enables complete learning of body parts from the external skin to internal organs;
facilitates in learning more on surgical points;
virtual cadavers help students overcome the fear of surgery;

virtual reality provides medical and dental students a safe and controlled environment to practice surgeries and procedures, allowing them to make mistakes without having any impact on an actual patient, and prepare for any unexpected situations.

AR for body over-lay

Holo-lens assisted surgery in VR

MR

Journalism

Will aid in separating verified and unverified news information;
news aggregators will also help identify a breaking news through social media and other related uploads before the first official news is out.
AI

 

The way forward:

Technologies such as AR, VR, MR, AI etc are fast changing the face of learning and education. Integration of these technologies benefits teachers along with students. With the aid of technology like AR, visualisation of subject matter improves. Teachers can impart knowledge and facilitate learning in a simple way.

Use of technology in learning should be focussed on student centred learning. As observed earlier, these have vast use in almost every field of work. These technologies have become the new basic skillset to work around just like emails and mobile apps.

Businesses are adopting AR and VR to enhance processes. They have proved to save time, cut costs and increase efficiency.

As disruptive technologies grow, thousands of jobs will be created, and several others’ skill sets will widen. Introduction to these technology concepts from school will better prepare students for a digital world ahead.

 

With excerpts from 1, 2, 3

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Frontier technologies – Future beckons

Mouli Ganguly, Member, Board of Advisors, talks on Industry 4.0, Digital Transformation, Frontier Technologies and more:

  1. What are some technologies that you think will play a huge role in Digital Transformation and why?

All of them play a role in terms of Digital Transformation. So, let us take an industrial example. Dump trucks used in mining have huge tyres. Their worth is about a million odd dollars and some of their tyres cost up to $100k. Now it is important to see the level of productivity an application can deliver. The benefits are already clear & compelling.

Every modern piece of truck has got transponders all over the place. That kicks in the IoT element. This enables us to track what it is doing by tracking the signals received. With AI and insights, what we can do with the data coming through is, collect and put them in a place. We can decide here is what I want to get the data or do something about it.

With AR, VR and MR, you render the whole application to how the user can best use it, with data and insights. For example, you could present the same information that you’re collecting via transponders to the truck drivers in a manner where he can see the whole environment around him. You can set it up, such that language is not a barrier. In India, for instance, truck drivers driving cross-country speak different languages. Irrespective of whatever language one speaks, they can all see an image, interpret & take decisions. Every driver knows what a boulder is. Or what are the factors that may damage the dumpster or damage the tyres or something else. Whilst sitting inside the dumpster, they may not be able to view everything through naked eye.

“Seeing the information presented through Virtual or Augmented reality enables him to make better decisions.”

Another way to grasp all this up – you see a control room can observe the movements of a dumpster. They receive the information from transponders and visualise the data and interpret the implications that arise from it. They can then come up with solutions like specific risk issues or actions that need to be taken. A team from the customer & Appearition has to plan this out.

In terms of Blockchain, it makes sure that a certain event, transaction or data, is stamped as authentic. It is not widely used yet. There are restrictions on its usage or application. But for transactions of high value, this technology not only gives you an experience but also makes the transaction very safe and auditable. It also facilitates to build a record as to who did what at exactly when. This can also act as an audit trail for any purpose required. It is a foul-proof way to keep track of things. The transaction can be financial or otherwise.

So that is how all the technologies can play a role in Digital Transformation. Often a combination of these technologies that answers / solves a business problem.

  1. What will be the road-map of early adapters vs cautious players?

Typically, early adapters are an organisation’s visionary. They are in the very senior position. Also, in a generational sense, say between gen X, gen Y or the middle aged people, there are several technology gaps. Kids born after 2000 basically grew up with screens. Just like millennials grew up with the PCs. Every time a new technology is introduced, you think of things in a very different way. For example, in my generation of baby boomers, , people would write text for a power point presentation. Whereas, these days, a presentation is far more experiential.

In an organisational context, the gap is often at thinking through the process change or adaption for an idea.  If the plan is not backed by experience or relevant subject matter expertise, it will fall through.

As an early adapter, the visionaries come up with ideas. The cautious players are the ones who go through the practical things. So, they go through factors like business use case, defining what will change, how will it work, the change management and integration part of it, how to get data out of organisational system that exists, make sure that the data is accurate, quality is good.

Early adapters are analytical thinkers/dreamers. Cautious people on the other hand, achieve dreamers’ dreams. This kcan take a very long time. Now, where an organisation is driven by a visionary, often, you get things moving simply because he has got an idea that he wants to make it happen. And he (CEO/COO) will tell somebody typically that, ‘look I just want to make it happen. Work as a team and make it happen’.

Facebook phenomenon

For an early adapter enterprise, if you get the vision right, you get a first mover advantage over others. For instance, the Facebook phenomenon. They have created an entirely new business. Whereas sometimes, early adapters who did not plan well have gone bust. Because, they have placed some bets that have gone awfully wrong. And this has sort of impacted their existing business, customers and whole the lot. Cautious players tend to be thoughtful followers. They let others experiment and use those learnings in their business. They try to keep their profitability high and ensure quality, risk management & repeatability, so thatcustomer engagement does not take a hit.

  1. In this process, how can an enterprise build its internal and external stakeholders’ digital IQ?

There are whole lot of methodologies. In my view really simple. The agenda very much is a COO/CFO/CIO/CMO/CPO idea. The CEO says this is what we need to do. The CMO then says, this is how we want to market it. This is the experience we want to provide. The CPO Says here is the culture or context in which I want my people to operate. Those are the three elements – the customers, the culture, the strategic direction and somewhere in between there is an elephant in the room, the digital space. Compliance, security, all those kinds of things. All this has to hang together be funded effectively and provide return to the investors, That is why you need a special type of CFO for the digital businesses. That is very important in terms of creating the digital IQ.

You drive the innovation, which is the business agenda. Secondly, you need to be agile. Agility is where you can own up to your mistakes quickly when needed and at a low cost.  The whole team, not just some champions  must work together on an agile manner. We need collaboration within the organisation and with the suppliers & customers. Within the compliance ecosystem the regulatory authority, and any number of agencies are there, because the laws haven’t caught up in Digital yet. And the next comes the partners. Because no one organisation can do everything by themselves. It is very, very important for the partners to work together. Again, look at what Appearition is doing. They work with a whole lot of partners to deliver what must be delivered. And, at another level, the IQ is built through great culture of innovation and risk taking.

The first question you ask is why are you doing it? What is the innovation? Why am I doing it? What difference will it make? And the ability to execute, in my mind is the other side of the equation. The CIO, the guy whom implements the technology. The CFO, the guy who checks out the money, burning millions of dollars, putting things at risk. Those kinds of functions become responsible of every action. So, the whole thing is a question of balance.

The ability to execute the vision is possibly the biggest challenge of the Exec team.

  1. What will the role of data analytics be in this revolution?

If you take the first thing that comes out in the digital world, it is data. There is so much data in every aspect of our life, every moment. We are being absolutely bombarded with data. Our memory spans have reduced. In today’s mindset, I don’t think people have the patience to read a booklet. This data is compressed and made consumable through AI and Analytics. This is turned into information. But then, to turn it into information, you need to know, what information you were after. You need to take the data in a certain way. From information, comes knowledge. Then you personalise it. Then you look at the information and say, I’ve read the report, what I’ve learnt out of the report is this, this and that. And then, beyond that comes very, very content specific, decisions.

For instance, if you are an insurance company and you want to know the information on who are the people who do not have an insurance and are most likely to become my customers? And if there are certain attributes that you identify, you may decide whether it is important or not and do something with it.

2/2 of his exclusive interview. Click here to read the first part.

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Immersive Technologies – Museum visits made interesting

We have seen that use of immersive technologies enhances productivity, aids emergency response situations, makes education interactive and simplifies shopping. Augmented Reality and museum visits – sounds like chalk and cheese isn’t it? Well, it no longer is.
Several museums across the globe have successfully incorporated Augmented and Virtual Reality in their channels.

Museums have been using AR-VR to their advantage to bring exhibits and artefacts to life. Let’s look at how this has changed museum visits:

Promotes easy learning

The ‘Story of Forest’ art, in Singapore museum, had about 69 giant murals, housed in the museum’s glass rotunda. Visitors use an app and hunt for flora and fauna within the drawings. After hunting various drawings, the photos are added to a collection. Visitors can use this collection to know more information on the plant or animal variety. These kind of fun exercises and over-lay learning helps them understand on an animal’s dietary plans, species and other general information.

Brings display to life

Smithsonian Natural Museum of History, Washington D C, utilised Augmented Reality innovatively. They launched an app called ‘Skins and Bones’, which brought animals to life using AR technology’s super-imposed pictures. Users can scan and point the app at an animal bone in display and view it in flesh and movement. These kinds of activities enable visualisation of extinct animals or artefacts.
Virtual Museum visits

Furthermore, the app also provided an immersive experience to users who were unable to visit the museum. They provided enthusiasts with ‘trigger images’ (See picture below) that they can aim at and experience the same picture from home comfort.

Image Courtesy

Hologram – Immersive walk-throughs

The Kennedy Space Centre in Florida, USA, brought former astronauts to life and enabled an immersive experience with them. Interactive pieces located throughout the building allow early astronauts and NASA legends to tell their stories.

Image Courtesy

Hologram – Immersive walk-throughs

The Kennedy Space Centre in Florida, USA, brought former astronauts to life and enabled an immersive experience with them. Interactive pieces located throughout the building allow early astronauts and NASA legends to tell their stories.

Image Courtesy

Interactive Learning

England’s Historic cities app serves as one-stop-AR interactive view of over 12 cities from Durham to Salisbury. This app is an example of learning while viewing. Users can know more on each city by clicking on the Augmented information on display.

Image Courtesy

This is blog is a re-written excerpt from Smithsonian.com

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The Oodl story

Impressive Advertising is a leading advertising and branding enterprise, based out of Adelaide, Australia.  They produce print, online, video and audio advertisements and campaigns for their clients.

Advertisements are of many forms these days. From simple print ads to social media campaigns, there are plethora of brands targeting the consumers. However, today’s audience prefer more visuals, concise and innovative ads. An ad these days is not just consumed, but shared, liked and discussed about on social networking sites, more often than before. This form of ad consumption has paved way for more innovative presentation.

Adapting to changes in Digital Transformation has been the order of ad campaigns in the last decade. If everyone is doing the same, how does one stand out?

Met with one such need for innovation, Impressive Advertising decided to improvise using Augmented Reality (AR). The idea was to bring an image to life by augmenting it. Thereby, enabling the best of both mediums for a campaign – print and mobile.

Oodl it

Generally, while skimming through ads, extensions or teasers grabs one’s attention. Bearing that in mind, the team used Appearition’s 8AR platform to create an image recognition app called Oodl.

Oodl is an image recognition browser tool, delivering informative and relatable content embedded in everyday surroundings.

The Oodl app cloud technology allows one to visualise digital information in a completely new way, taking you from a one-dimensional experience into a whole new world of exciting discoveries.

A holistic AR experience

To build their audience engagement goals they have produced adverts that include AR experiences throughout, created full page Oodl experience newspaper adverts and produced promotional card campaigns to entice consumers to download the app.

These posters and ad campaigns contain the Oodl icon, which when scanned through the app projects augmented information.

AR allows us to create computer-generated enhancements in video or animation atop of existing reality which is very exciting, says Trevor Worley, Managing Director, Impressive Advertising.

The 8AR platform

8AR is a SaaS based platform, therefore is highly extensible and can be easily customized and monetized. It does not require any coding, making it easy for enterprise to augment.

Customer response

We expect Oodl to develop in AR as it has easier consumer reach, i.e. anyone with a smartphone, says the team.  The UI designed is simple and attractive. Upon logging in and scanning an object, there is an auto-pop video and further information that appear alongside.

Customer response to the Oodl AR/VR feature app has always been met with a ‘wow’ beams the team. “AR market is where we see Oodl developing as AR is less intrusive and is accessible to every person that has a smart phone. It allows us to create computer-generated enhancements in video or animation atop of existing reality which is very exciting,” adds Trevor.

As more and more media options developed, Impressive Advertising was looking to combine the best of all worlds and found the answer in AR.

 

Stand out with AR. Get in touch with us to know more about launching your own 8AR platform!

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Shaping the role of educators with technology

 

Digital transformation will impact job roles in future. Hence, it is important to shape the role of an educator. Market leaders predict that Augmented Reality and Virtual Reality (AR/VR) will change the basics of how teachers teach.

E-Learning

Immersive technology will enter e-learning and classroom learning in near future, making teachers mentors first, says Michio Kaku, Physicist and Author. A recent Technavio study predicts that online higher education market in the US is set to grow at a compound annual growth (CAGR) rate of 20% until 2021.

If teachers start using technology as a medium of instruction whilst teaching, it will enable students to learn the ropes of this at an early stage.

Some ways in which teachers can use AR/VR technology in classrooms:

  1. Smart class: Moving away from traditional projectors or picture projects, teachers can use AR to overlay an animal or forest picture for a social science class or produce a square or hexagonal shape for geometry.
  2. Presentation skills: Adding fun to Powerpoint, teachers can promote the use of AR/VR and prompt students to learn further by pointing at an object.
  3. Beyond classrooms: AR/VR can be used anywhere with just a small, handheld device. This can enable teachers to make field trips and lab visits even more interesting with prompters and overlays.

The Technavio report further says AR in education market will grow steadily at a CAGR of more than 82% by 2021. Educationists say, students are increasingly interested in learning things that are aided with an augmented overlay or e-vision. In such an environment, the students are completely engrossed in the space around them. These enhance students’ cognitive and interactive skills.

Based on an article published in Edtech and EdSurge.

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