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AI Rebuilt XR (AR,VR): XR Now Feeds AI. Huge Robotics Implications.

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W110A

Innovator Talk
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Session description

XR finally mainstream? The promise since Google Glass finally arrived. Why? AI built XR's spatial reality. Now AIs (and robots) feed from wearable video input. Robots learn by watching you every day. Explore Meta Ray-Bans, the Orion, updated headsets, and implications of two-way data. Bonus: Free apps shared!

Outline

10 minutes: Quick demonstration of engaging, compelling hardware apps and new wearables (glasses) and an explanation of how they collect data.
10 minutes:Headsets and the cost, choice, and selection between hardware systems.
10 minutes: Implementation strategies for a small number of headsets/wearables, or a model with large numbers.
10 minutes: Exploring free XR apps, with online doc for people to take and further explore
15 minutes: Participants build or suggest models for practical classroom practice. If time
5 Minutes or time remaining: Questions and volunteer use of headsets supplied by presenter.

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Outcomes

After this session attendees will be familiar with new wearable XR's hardware and the significant new impact of their data collection. Also, they will learn the apps, potential, and power of spatial computing as headsets with AI incorporate a much deeper level of immersive reality. They will be able to compare costs, effectiveness and implementation plans for integrating XR into their technology and learning programs.They will also take away a resource doc with no-cost apps, experiences, and trainings built for educators. After this session, if attendees remain, they will experience first hand headsets brought by the presenter.

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Supporting research

Augmented Reality in K–12 Education: A Systematic Review and Meta-Analysis of the Literature from 2000 to 2020 August 7, 2022
https://www.mdpi.com/2071-1050/14/15/9725
K–12 Schools Use Mixed and Virtual Reality to Immerse Students in Future Careers
https://edtechmagazine.com/k12/article/2023/04/k-12-schools-use-mixed-and-virtual-reality-immerse-students-future-careers, April 13, 2023
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature 01/05/2021
https://link.springer.com/article/10.1007/s10055-020-00489-9
Ten years of Augmented Reality in Education: : A meta-analysis of (quasi-) experimental studies to investigate the impact https://dl.acm.org/doi/10.1016/j.compedu.2022.104641?utm_

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Presenters

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Senior Director, Global Learning Initiatives
Discovery Education

Session specifications

Topic:

Emerging Technologies, AR, VR, and XR

Grade level:

6-12

Audience:

Librarian, Teacher, Technology Coach/Trainer

Attendee devices:

Devices not needed

Participant accounts, software and other materials:

Only web browsers are required. Resources and links to explore will be housed at http://TinyUrl.com/HDhandouts for web access. Examples from 2025 are there and they and resources from 2026 will be created and posted there.

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Educators: Collaborator, Designer

Transformational Learning Principles:

Ensure Opportunity, Develop Expertise

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.