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TEACHING
Authentic experiences in different subjects such as biology, history, geography...

Museo visitings

Using 360 videos as a stimulus for teaching

RESEARCH
Analysing videodata, feel the group in different ways

Emotions are stronger --> for research purposes

organising training for research participants

Practising interviews

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- possibility to make observations of different kinds of environments (e.g. rain forest, molecules)
- what differentiates VR videos from normal ones? --> depth of experience, one can target whatever part is most interesting, affective elements
- tool for group work: e.g. group can shoot a 360 video of their learning experience and others can view the results
- could be good for learners with special needs who might need the ability to see and experiences things for themselves; also could help with possible fears or be used as a relaxation exercise
- children are more able to report their thoughts if they can experience things in context --> may be interesting for data collection
- perspective-taking, e.g. how does someone with ADHD experience/see the world?
- might raise new kinds of ethical concerns (how do children understand what virtual reality means compared to reality? Can videos cause anxiety?)
- Interesting opportunities for stimulated recall interview! (e.g. colleborative learning research)
- learning language as a foreign language (learning a language abroad): ability to hear and see the target language and culture through videos, even try out interaction
- intercultural education: how do people in different cultures behave in a certain situation
- could the 360 video headset be used with eye-tracking?
- simulating an experience before doing it in real life (e.g. how to drive a car, what to do in an emergency)
- the next step: how to add something to the video, how to interact with the video

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+ Use the technique not only at the lessons for the educational purposes, but also for the mindfulness sessions. For instance, the students need to unwind and switch their mindsets in between different subjects (for instance, in between geography and maths). Watching some relaxing 360 video with some background music  or a recorded story might do the trick.

+ Teachers

Students creating a content for the teaching. Creating videos that can be used further to presentations / teaching.

Teaching students how to use the apps and how to create the 360 vids in real time.

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Rumor: Apple has 'hundreds of staff' working on virtual & augmented reality projects

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Rumor: Apple has 'hundreds of staff' working on virtual & augmented reality projects

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Through a series of acquisitions, Apple has a considerably large staff dedicated to experimental virtual reality and augmented reality projects, some of whom are reportedly working on prototype headset configurations that could one day compete with the likes of Facebook's Oculus Rift.

http://appleinsider.com/articles/16/01/29/rumor-apple-has-hundreds-of-staff-working-on-virtual-augmented-reality-projects

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Through a series of acquisitions, Apple has a considerably large staff dedicated to experimental virtual reality and augmented reality projects, some of whom are reportedly working on prototype headset configurations that could one day compete with the likes of Facebook's Oculus Rift.

Details on Apple's apparent VR and AR initiatives were revealed on Friday by the Financial Times, which indicated that Apple has been building prototype headsets for "several months." The report also revealed that Apple had acquired a company called Flyby Media, an augmented reality firm that had previously worked closely with Google.

Apple's interest in virtual and augmented reality is no secret, as a number of acquisitions and patent applications fall directly into those fields. But the fact that the company has allegedly experimented with building prototype hardware headsets, the likes of which could compete with Oculus or Microsoft Hololens or even Google Glass, may come as a surprise.

The revelations also come only a few days after Apple Chief Executive Tim Cook was asked about his thoughts on virtual reality. In brief comments made during his company's quarterly earnings conference call, Cook said he thought VR is "cool," and suggested it won't be a niche product as it matures.

In terms of acquisitions, Apple purchased German augmented reality firm Metaio in May of last year. And in 2013, Apple also purchased PrimeSense, which collaborated with Microsoft for the first-generation Kinect hardware for Xbox 360. Then, last November, Apple confirmed it acquired motion capture firm Faceshift, whose technology is capable of rendering human-like gestures onto the faces of virtual characters.

Apple also holds a variety of patents covering a wide gamut of augmented reality applications, including transparent displays, mobile mapping solutions and iPhone-powered virtual displays. One particularly interesting property details a smartphone that can identify physical objects in real time using computer vision.

Rumors first cropped up last March suggesting that Apple has a small team tasked with experimental work in the field of augmented reality. But Friday's report would suggest that since that time, Apple's team devoted to the new technology has grown considerably, whether just through acquisitions or otherwise.

Augmented reality is a layer of digital information overlaid onto the physical world, allowing information such as instantly accessible navigation directions in the user's field of view. The most well-known implementation of AR is Google Glass.

iPhone users can get a very basic taste of virtual reality thanks to the Google Cardboard project, which turns a handset into a cheap and easy way to test out VR apps available on the App Store. AppleInsider's comprehensive roundup of the best virtual reality apps for iPhone can help you get started.

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Rumor: Apple has 'hundreds of staff' working on virtual & augmented reality projects

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Through a series of acquisitions, Apple has a considerably large staff dedicated to experimental virtual reality and augmented reality projects, some of whom are reportedly working on prototype headset configurations that could one day compete with the likes of Facebook's Oculus Rift.

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Why virtual reality in education is the next big thing

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Why virtual reality in education is the next big thing

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Virtual reality in education is the new hype and it’s changing the meaning of a sentence I love since I was a kid: “We love books because they are the greatest escape. That is because our own minds eye is the purest form of virtual reality.” Virtual reality will provide immersive experience for learning, but I see some signals it will come at a slower pace than you expect. This is what I’m going to explore in this post.

http://www.31december2099.com/2016/01/24/why-virtual-reality-in-education-is-the-next-big-thing/

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Virtual reality in education is the new hype and it's changing the meaning of a sentence I love since I was a kid: " We love books because they are the greatest escape. That is because our own minds eye is the purest form of virtual reality. " Virtual reality will provide immersive experience for learning, but I see some signals it will come at a slower pace than you expect. This is what I'm going to explore in this post.

Virtual reality ramifications in the educational sector are a reason for all the attention it's receiving. Virtual reality, similarly to distance learning technologies, will enable learning from remote, when travelling, when a teacher is not available, at any time in the day (or night) and at your own pace. In addition to online learning, students will be transported to another programmed world through the use of feedback headsets, tactile gloves and motion sensors. It will become a supplement to traditional methods. Virtual reality in education promises to deliver the best aspects of both real classrooms and online platforms: avatars, educator's assistance, voice and video, PowerPoint, collaborative technologies, chat and messaging, ability to record and replay lectures etc....

It sounds all correct, but we have evidences that past innovations, although really amazing, failed to substantially change education: cinema, computers, tablets and apps, online and distance learning. A movie is able to immerse the audience in another world, but our schools mainly use movies when it comes to teach a foreign language. Ironically a language is mainly about "listening", a movie is about "watching". Yes, but computers, labs and interactive whiteboards changed dramatically the scenario. And now that tablets and apps kicked in, the revolution is completed. Unfortunately, this is false. In 2015, OECD examined the impact of school technology on international test results, in 70 countries, and made two "incredible" discoveries:

The world is still unplugged

Students who use computers very frequently at school get worse results

This is frustrating. Our kids and teens spend less than half an hour per day at school on a computer, the diffusion of technology helping education is extremely dis-homogenous and it does not even work. The diffusion can be about the cost of the equipment, but there must be something in the approach, in the way we use technology. According to Saomya Saxena, an educational blog author at Ed Tech Review, the effect of technology on education depends on the design of instruction: the design of the instruction accounts for more variance in how and why people learn than the technology used to deliver the instruction. In other words, technology is just one ingredient in the recipe of education; so if learning is not effective, it's not easy to separate the role of technology from the other elements; sometimes technology is fine, the rest is poor.

So I decided to search for some definitions of "learning" and they are mainly around the concepts of permanently changing the behavior through experience, instruction, or study. I feel comfortable in adding that learning to me " is about gaining the ability to use your head to face any situation ". Merely studying the concepts is a mean to an end. Today technology is able to provide all the information you need in just a picosecond and in engaging ways, but I guess this is not sufficient to learn how to apply proper reasoning. Static technology is making lifelong learning a practicality, but the results are not as good as expected. According to constructivism theories, learning is an active process of constructing rather than acquiring knowledge; and instruction is a process of supporting that construction rather than communicating knowledge. In the next paragraph, you will see that virtual reality fits well with it.

Is virtual reality in education any better?

So, virtual reality is enough to learn better? What does learn better mean? Understand better? Remember longer?

The first comment is really about learning through experience. The pedagogies of constructivism and game-based learning show that children learn best by doing or by being. They should not just read about history, they should be historians. They should not just study archaeology, they should be archaeologists. Using state of the art graphics, which are comparable to video games, virtual reality can educate as well as entertain students through uniquely realistic recreation of a time period that no longer exists or locations that are difficult to reach. I write about Google Expeditions in the next section, and that's a clear example.

Game based education is another relevant topic. It's more fun and engaging. Bringing a video game-like experience to students and presenting material in a more engaging way, will help get a new generation of students get excited about topics they think are boring. Somebody thinks that virtual reality in education is better suited for matters related to visual skills, for ex. it would be better for arts than for math. I'm not sure about this point, there are ways to visualize also a math or chemical formula and make it alive. Virtual reality headsets already allow students to move planets, see around stars and track the progress of a comet. This also enables them to see how abstract concepts work in a three dimensional environment which makes them easier to understand and retain. 3D interaction with objects can help students to understand difficult theoretical concepts through applications that would visually represent those topics. Since VR is a computer simulation of a natural environment, interaction with a 3D model is more natural than browsing through 2D webpages looking for information. The zSpace platform described ahead is a good example of these concepts.

The fact virtual reality in education is interactive brings with it collaboration. The collaborative aspect of learning is crucial. In fact, immersion, imagination and interaction, are the three fundamental features of virtual reality. The advantage is that it enables large groups of students to interact with each other as well as within a three dimensional environment. Much of collaborative learning strategy is built on VR technologies and allows learners to discuss and solve visualization problems in a group. In other words, students can help each other, investigate a problem, propose and debate solutions, learn from experienced peers etc.... But the interesting point is that virtual reality can maximize also the opposite of collaboration, individualism. Virtual reality allows student to progress at their own pace without being held back at a class schedule while also motivating them to learn. The motivation comes from being the protagonists of their learning session. It would be like a movie in which the student is playing the protagonist. Compared to the classic situation where students sit at the back of classroom and passively assist to a lesson, virtual reality can improve both participation and retention.

The last benefit, is often undervalued, virtual reality changes the methods of rewarding students. Virtual reality is going to transform the traditional concept of incentives in the learning process. Students engage step by step to achieve intermediate results and complete their understanding; there's gaming component in this approach. This kind of rewards engages the brain and keep learners questing for more. Emotional rewards cannot be ignored either. They make a huge impact on students' desire to study. There are rewards for achievements. Failures are generally ignored. This is the opposite of standard education where success is neutral and failure is punished.

5 remarkable examples of virtual reality in education
zSpace
zSpace for Education is a streamlined hardware and software solution that allows students to manipulate virtual, 3D objects ranging from human hearts to helicopters to learn concepts such as math, physics, engineering and biology. In this video, real use into classrooms.

Google Expeditions
Imagine visiting the bottom of the sea or the surface of Mars in an afternoon. With Expeditions, teachers can take their classes on immersive virtual journeys to bring their lessons to life. In this video, if you focus on the faces of the students, you can have a feeling of the concept of "engagement".

EON Reality
EON is a platform that empowers the creation of virtual reality environments that can be navigated from the inside with headsets. The video is intriguing and shows the infinite possibilities.

Unimersiv
" Tell Me and I Will Forget; Show Me and I May Remember; Involve Me and I Will Understand. " Confucius. According to them, Unimersiv has the largest library of immersive virtual reality educational experiences. The quality is impressive in YouTube; I can bet with a headset it's even better.

Radical Impact
The combination of virtual reality and Oculus make the experience similar to watching a movie, but interactive. If I had the opportunity to study like this... A great example of virtual reality in education.

Newsletter: because there's more than virtual reality in education here!
The Futurist Hub Newsletter is the greatest thing after the Big Bang. Once per month, only the news, free of spam. And with a free ebook as a bonus.

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Why virtual reality in education is the next big thing

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Virtual reality in education is the new hype and it's changing the meaning of a sentence I love since I was a kid: " We love books because they are the greatest escape. That is because our own minds eye is the purest form of virtual reality.

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add your content here

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1. Skim through the list of references (beneath)

2. Explore material above

3. Elaborate your experiences with VR material and (preliminary) tools for producng the content

Discuss and think together: what kind of opportunities this could bring to teaching and learning research?
Add notes (just by clicking empty area) for each teaching or research idea what you got during your discussions

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(for one group at the time)

Get familiar with Theta S camera and it's iOS or Android companion theta app.

Shoot still image by using iPad prepared for testing or install app to your own device and connect it with camera

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The smartphone app screenshots shown in this document are from RICOH THETA S for iPhone. There may be some differences from RICOH THETA S for Android. *There are some differences between functions provided by the iOS app and Android app.

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How to Shoot, Edit, and Upload 360-Degree Videos

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How to Shoot, Edit, and Upload 360-Degree Videos

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Get ahead of the curve by learning how to produce 360-degree content for mobile devices and VR headsets. Here are the tools you need to shoot, edit, and upload 360-degree videos.
360-degree videos have now been released to the masses via YouTube and Facebook. Prior to that, you had to have a VR developers kit and share your work with other developers.

Now that any user has the ability to upload and share content, let’s take a look at a few ways you can start producing 360-degree videos.

http://www.premiumbeat.com/blog/how-to-shoot-edit-and-upload-360-degree-videos/

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We’re really impressed by the recording quality of the Cardboard Camera. They are doing a great job at preserving the parallax effect while still reducing stitching errors. This is a hard problem we’ve been working on for the past year as well.

Like the Google Cardboard app itself, the Google Cardboard Camera is an important step to make virtual reality more accessible. It shows how easy it is to record VR content yourself by using a recording process similar to ours.

https://medium.com/@optonaut/introducing-optonaut-a-vr-camera-for-ios-339937588186#.xdkesutk7

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METHOD 1: Google’s Cardboard Camera App Makes Anyone a VR Photographer

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METHOD 1: Google’s Cardboard Camera App Makes Anyone a VR Photographer

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anyone with an Android phone can start creating pictures like Podwal did. The Google Cardboard Camera app lets you snap your own virtual reality photos for viewing in Google Cardboard. Anyone who’s taken a panoramic shot using their smartphone already knows how to use this app: You hold your phone in a vertical position, tap the camera button, and move in a circle

http://www.wired.com/2015/12/google-cardboard-camera-app/

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Google product manager Mike Podwal was back home for the holidays and hanging out with his father, an artist. Years ago, Podwal's dad had given him some original paintings as a gift, which Podwal had proudly hung on the walls of his living room. But father and son hadn't seen each other in a long time-Podwal's dad didn't even know what his son's apartment looked like. So Podwal decided to show him a photo.

But this wasn't just any old picture. The photo was captured in 360-degree, 3-D virtual reality, allowing Podwal's dad to immerse himself his son's virtual living room using Cardboard, Google's cheap virtual reality goggles.

"This was the first time he saw my home, and the effect his gift had on my life," Podwal said during a recent meeting at Google's San Francisco offices. "He was so moved. He kept saying, 'Wow.'"

'What if we could let absolutely anyone create experiences for VR?'

Mike Powdal, product manager, Google Cardboard

Starting today, anyone with an Android phone can start creating pictures like Podwal did. The Google Cardboard Camera app lets you snap your own virtual reality photos for viewing in Google Cardboard. Anyone who's taken a panoramic shot using their smartphone already knows how to use this app: You hold your phone in a vertical position, tap the camera button, and move in a circle. The only difference is that, unlike regular panoramic pictures, you make a full 360-degree turn. A snippet of sound also gets recorded as you're capturing the photo.

The result is pretty striking: a three-dimensional panorama where near things look near, far things look far, and you can look in front of you, to your sides, or crane your neck all the way behind you to see the entire captured scene. (The top and bottom parts of the image are, disappointingly, still empty.)

Unlike VR video, the elements in the picture aren't moving; it's a stillframe moment in time, enhanced by the natural sounds of the scene. It reminds you a bit of looking at a Snapchat-at least, that's what it did for me-except it's way more immersive. Though the scene is static, it still did feel like I had been transported into other worlds. During my demo at Google's offices, I stood on a beach and squinted at tiny human figures backlit against the water's horizon; I invaded a family campfire scene with recently put-out flames sending wisps of smoke into the air; I enjoyed the view atop Mount Kilimanjaro without the strenuous hike. It's hard not to see this as yet another incremental effort in Google's ultimate goal to own "democratized" virtual reality-that is, virtual reality that's cheap and accessible to everyone.

Podwal, who was the first product manager to work on Jump, Google's professional-grade virtual reality video platform, says the app was born out of a natural question they had while developing the original product. "What if we could let absolutely anyone create experiences for VR?" Podwal says. "How do we make this more universal and open?"

Clever Algorithms (But No Sharing)

Podwal worked with Carlos Hernandez, a software engineer from Google, to bring the kernel of that idea to fruition. Hernandez had a lot of experience in photography apps; he'd previously programmed a lens blur feature for Google's regular camera app. The simulated blur cleverly used software to mimic a shallow depth of field effect on photos, making closer objects appear in sharp focus while further objects are blurred out-similar to how human eyes focus on one close-up thing and the rest fades into the background.

In virtual reality photos, smart software is once again deployed to recreate a stereoscopic effect. Basically, the app uses computational photography and computer vision to recreate the 3-D experience without a special camera. "It calculates 3-D," Podwal says.

Cardboard Camera took about a year to develop, and as Podwal tells it, the team concentrated on just one thing: the act of taking the photos themselves. And the focus seems to have paid off: It takes only a minute or so for phones to output each picture, and the images publish in .JPEG-a common image format that's compatible across most computers and smartphones. File sizes range from 4 to 10 MB or so-relatively small compared to the hundreds of megabytes of most immersive VR videos.

But the focus on taking VR photos means the app has left out one crucial feature: sharing. There's no share button at all within the app-the only way for folks to let their friends enjoy their VR pictures is to actually hand them a Google Cardboard unit with the phone that captured a particular scene. That's acceptable for now, since not every household has a Google Cardboard unit sitting in its living room. But with the number of owners creeping up higher after several clever promotions, Google will need to add sharing soon, which the company says will happen. Google also plans to support VR platforms other than Cardboard with the app.

Platform Limitations

But Google's commitment to making VR accessible for everybody does come with some compromises.

"You can sort of say it's a 'common man' VR," says Brian Blau, an analyst with research firm Gartner who has studied virtual reality both as an academic and in the commercial realm. He points out that Cardboard-which relies on readily available tech like the smartphone in your pocket and a $5 viewer-doesn't deliver the same quality you would get from a higher-end VR system. At the higher end, VR systems can be connected to a computer, take advantage of more advanced cameras, and often include higher-resolution displays. "You could say that exposing people to this sort of lower quality may somehow give people the wrong impression of what [virtual reality] can do," says Blau.

At the same time, these compromises allow Google to get VR in the hands of as many people as possible-something that's very attractive to another segment of the population Google wants to court: businesses. "I don't think this push [into virtual reality] is all coming from Google. This is a pull from businesses, too," says Blau, adding that brand tie-ins like the recent New York Times initiative can be helpful as a marketing tool, or to help extend the reach of a brand using pretty neat (albeit a little gimmicky) VR applications.

Either way, Google's Cardboard Camera makes one thing clear: Google doesn't want you to forget about VR. Not now, and not anytime in the near future. "You could say they struck gold with Cardboard and VR, because it could get into a lot of people's hands," says Blau. "And now, they want to keep it in front of people."

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Google's Cardboard Camera App Turns Every Android User Into a VR Photographer

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Google product manager Mike Podwal was back home for the holidays and hanging out with his father, an artist. Years ago, Podwal's dad had given him some original paintings as a gift, which Podwal had proudly hung on the walls of his living room.

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Reflect: :How VR can be used in learning? How to conduct research of VR in learning?

1. Familiarize yourself to the 360 camera

2. Discuss and think together: how it could be used?

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ACTIVITY 1: Consumers' perspective (3-4 members in group)

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ACTIVITY 1: Consumers' perspective (3-4 members in group)

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Reflect: :How VR can be used in learning? How to conduct research of VR in learning?

Affordable approach: Google Cardboard and other cardboard classes (5eur <)

1. Build a Google Cardboard classes and use it with your mobile (not Lumia) to watch VR-materials. You can also use one plastic set for similar purpose.

2. Download software to your mobile: Software available in iTunes App Store: (same apps are available also in Google Play store). http://www.gizmag.com/google-vr-best-content-guide/40140/

3. Watch 360 material Use apps that you installled

Expensive approach: Samsung Gear (900eur)
Try Samsung Gear classes to gain a 100% VR experience (everyone for 5-10min)

1. Modify fittings so that classes are comfortable and image is sharp. You can also change sharpness by using rotary dial on top of the device.

2. Explore classes in order to find touchpad and return button

3. Wear classes and go to library. Start introduction application in order to learn how to use the device or go directly to apps.

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LINKEDIN selostus aiheesta
https://www.linkedin.com/pulse/25-disruptive-technology-trends-2016-2019-brian-solis
Slideshare.net:

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25 Disruptive Technology Trends 2015 - 2016

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Brian Solis explores some of the biggest technology trends and possible twists on the horizon for 2015 and 2016. Topics include cyber security, mobile payments...

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TECHCRUNCH: Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020

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TECHCRUNCH: Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020

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Virtual reality and augmented reality are exciting – Google Glass coming and going, Facebook’s $2 billion for Oculus, Google’s $542 million into Magic Leap, not to mention Microsoft’s HoloLens. There are amazing early-stage platforms and apps, but VR/AR in 2015 feels a bit like the smartphone market before the iPhone. We’re waiting for someone to say “One more thing…” in a way that has everyone thinking “so that’s where the market’s going!”

http://techcrunch.com/2015/04/06/augmented-and-virtual-reality-to-hit-150-billion-by-2020/#.qp819uw:R0vA

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Editor's note: Tim Merel is the managing director of Digi-Capital.

Virtual reality and augmented reality are exciting - Google Glass coming and going, Facebook's $2 billion for Oculus, Google's $542 million into Magic Leap, not to mention Microsoft's HoloLens. There are amazing early-stage platforms and apps, but VR/AR in 2015 feels a bit like the smartphone market before the iPhone. We're waiting for someone to say "One more thing..." in a way that has everyone thinking "so that's where the market's going!"

A pure quantitative analysis of the VR/AR market today is challenging, because there's not much of a track record to analyze yet. We'll discuss methodology below, but this analysis is based on how VR/AR could grow new markets and cannibalize existing ones after the market really gets going next year.

AR is from Mars, VR is from Venus

VR and AR headsets both provide stereo 3D high-definition video and audio, but there's a big difference. VR is closed and fully immersive, while AR is open and partly immersive - you can see through and around it. Where VR puts users inside virtual worlds, immersing them, AR puts virtual things into users' real worlds, augmenting them.

You might think this distinction is splitting hairs, but that difference could give AR the edge over not just VR, but the entire smartphone and tablet market. There are major implications for Apple, Google, Microsoft, Facebook and others.

Where's the beef?

VR is great for games and 3D films - that's what it was designed for. However it is primarily a living room, office or seated experience, as you might bump into things if you walked down the street wearing a closed headset. It's still a great technology with a ready and waiting user base of tens of millions among console, PC and MMO gamers, those who prefer 3D to 2D films, as well as niche enterprise users (e.g. medical, military, education). This has attracted a growing apps/games ecosystem around early players like Unity, Valve, Razer and others.

AR is great fun for games, but maybe not as much fun as VR when true immersion is required - think mobile versus console games. But that possible weakness for gamers is exactly why AR has the potential to play the same role in our lives as mobile phones with hundreds of millions of users. You could wear it anywhere and do anything. Where VR is like wearing a console on your face (Oculus), AR is like wearing a transparent mobile phone on it ( Magic Leap, HoloLens).

Eye phone

AR could play a similar role to mobile across sectors, as well as a host of uses nobody has thought of yet. The sort of things you might do with AR include a-commerce (we just invented a new cousin to e-commerce and m-commerce), voice calls, web browsing, film/TV streaming in plain old 2D as well as 3D, enterprise apps, advertising, consumer apps, games and theme park rides. So while games feature prominently in most AR demos, they are only one of a multitude of potential uses for AR. See full analysis by sector here.

Real dollars

We forecast that AR/VR could hit $150 billion revenue by 2020, with AR taking the lion's share around $120 billion and VR at $30 billion.

So where do these big numbers come from?

We think VR's addressable market is primarily core games and 3D films, plus niche enterprise users. VR could have tens of millions of users, with hardware price points similar to console. We anticipate consumer software/services economics similar to current games, films and theme parks, but don't expect substantial additional data or voice revenues from VR. There could be meaningful enterprise VR revenues, but we think that AR could take more of that market.

We think AR's addressable market is similar to the smartphone/tablet market. So AR could have hundreds of millions of users, with hardware price points similar to smartphones and tablets. This could drive large hardware revenues for device makers.

AR software and services could have similar economics to today's mobile market, as they both cannibalize and grow it. A large AR user base would be a major revenue source for TV/film, enterprise, advertising, and consumer apps from Facebook to Uber to Clash of Clans. Amazon and Alibaba would have an entirely new platform for selling to a mass audience. Together with innovative applications nobody has thought of yet, AR's scale could prove a bonanza for mobile networks' voice and data businesses. Someone has to pay for all that mobile data.

The sector forecasts by market from 2016 are covered in detail here, and below is what the market could look like in 2020. Between now and then we'll be refining regularly as more data becomes available, and expect a lot of debate about where the market is headed.

Vomit reality and Glassholes

It's not all virtual beer and Skittles, as some VR applications give people motion sickness, and the privacy questions surrounding Google Glass raised a lot of scrutiny. So there are both technical and social issues to resolve as both markets become real.

One more thing...

From the perspective of current giants, there are pluses and minuses. Facebook placed an early bet on Oculus, which might win VR but not address the larger AR market. Google learned from Glass, and had the foresight to invest in Magic Leap. HoloLens could allow Microsoft to regain the glory it lost to Apple in the last decade. And Apple? We would love to see an augmented "One more thing..."

The full analysis is here.

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Augmented And Virtual Reality To Hit $150 Billion, Disrupting Mobile By 2020

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Editor's note: Tim Merel is the managing director of Digi-Capital. Virtual reality and augmented reality are exciting - Google Glass coming and going, Facebook's $2 billion for Oculus, Google's $542 million into Magic Leap, not to mention Microsoft's HoloLens. There are amazing early-stage platforms and apps, but VR/AR in 2015 feels a bit like the smartphone market before the iPhone.

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http://www.theguardian.com/technology/2016/jan/07/virtual-reality-future-oculus-rift-vr

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Life inside the bubble of a virtual reality world | Ana Serrano | TEDxToronto

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Life inside the bubble of a virtual reality world | Ana Serrano | TEDxToronto

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https://www.youtube.com/watch?v=yRUCU5FsvTY

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International Academy of Digital Arts and Sciences

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Life inside the bubble of a virtual reality world | Ana Serrano | TEDxToronto

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This talk was given at a local TEDx event, produced independently of the TED Conferences. Since the introduction of virtual reality (VR), technologists have struggled to design products and applications that draw users into digital worlds that are comparable to real-life experiences.

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http://www.engineering.com/DesignerEdge/DesignerEdgeArticles/ArticleID/10287/How-Virtual-Reality-can-Improve-Online-Learning.aspx

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https://www.edsurge.com/news/2015-09-07-how-virtual-reality-can-close-learning-gaps-in-your-classroom

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http://www.opetin.fi/blogi/opetussuunnitelmasta-virtuaalitodellisuuteen-ja-elamykselliseen-oppimiseen/

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http://virtuaalitodellisuus.fi/21-erilaista-tapaa-kayttaa-virtuaalitodellisuutta/

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TED talks on the future of virtual reality

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TED talks on the future of virtual reality

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TED is where the world's greatest mind gather to offer their insights into the biggest and most futuristic ideas – so where better than to get a picture of where the world of virtual reality is heading?

Essential reading: Best wearable tech TED talks

VR is set to have its breakout year in 2016 with Oculus, PlayStation VR and HTC's Vive headsets all due to be released. But what's the bigger picture? Are there uses beyond gaming? And does VR have the change to be more than a vehicle for shoot 'em ups and branding gimmicks?

Here's what TED's best minds had to say:

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TED is where the world's greatest mind gather to offer their insights into the biggest and most futuristic ideas - so where better than to get a picture of where the world of virtual reality is heading?

Essential reading: Best wearable tech TED talks
VR enjoyed its breakout year in 2016 with Oculus, PlayStation VR and HTC's Vive headsets all launching to critical acclaim. But what's the bigger picture? Are there uses beyond gaming? And does VR have the change to be more than a vehicle for shoot 'em ups and branding gimmicks?

Here's what TED's best minds had to say:

Chris Milk

Virtual reality can create the ultimate empathy machine

Chris Milk has worked with some of the world's most famous musicians including Kanye and Arcade Fire, but in this TED talk he shows why there's more to VR than just eye-popping music videos. His exploration of life in a Syrian refuge camp helps the viewer "to feel the humanity" and explains how virtual reality can "change minds."

Ana Serrano

Life inside the bubble of a virtual reality world

In her TED talk Ana Serrano explains why data will drive the way we consume entertainment in a similar way to the way advertising works today. Her argument is that the way data has been collected through the growth of the internet reveals the future of virtual reality.

"Technology will be so good it will be very hard for people to watch something that's not been tailored for them," she says. But there is a darker side. Serrano believes that VR will subvert what psychologists call the "zero moment of truth" - aka the moment we're "uniquely out of control of any sentient decision moment and more susceptible to manipulation." In other works, VR will make us more commercially pliable.

George Bloom

Virtual reality : how the 'metaverse' will change filmmaking

Bloom is an executive producer at CBS Digital and introduces the concept of the "metaverse" and how it will change film creation for sets, crew, actors and the story. He reveals how filmmakers, marketers and even people at home can create million dollar sets at a fraction of the cost by using laser scanners.

David Sackman

Real change through virtual reality

"Today we're going to talk about how to use VR to change human behaviour to make the world a better place" is the opening promise of David Sackman's talk on using virtual reality to change emotions. Sackman's background is from the world of marketing and knows a thing or two about convincing humans to make decisions. In this TED talk he explains the forces for good it can be used for.

Jim Blascovich

Virtual reality, avatars and multiple identities

The final talk of our round up looks on from how VR will be adopted to what happens when it's part of our daily lives. Jim is a professor of psychological and brain sciences and asks whether our brains will be able to distinguish between realities when the virtual ones become so immersive.
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"Years ago multiple reality disorder suffers were treated as freaks," he says. But what happens when we're "having virtual sex, have virtual abs of steel or make ourselves virtually taller"? Watch to find out.

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​TED talks on the future of virtual reality

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TED is where the world's greatest mind gather to offer their insights into the biggest and most futuristic ideas - so where better than to get a picture of where the world of virtual reality is heading?

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MEGATREND 1: VIRTUAL & AUGMENTED REALITY

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MEGATREND 1: VIRTUAL & AUGMENTED REALITY

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Gartner's 2015 Hype Cycle for Emerging Technologies Identifies the Computing Innovations That Organizations Should Monitor