Educating in the Metaverse

AR use

Using augmented reality to see what is not physically there.

There is not much mention of education in all the discussions this year about the metaverse, but it is thought that it will better allow students to have a cyber-physical learning experience. The virtual world will merge with the real one more and more seamlessly.

For the past 20 months, there has been a global educational experiment in online learning. But don't think that what has happened in education because of the COVID-19 pandemic is an accurate account or prediction of what teaching and learning are at their best, or what they will become in a metaverse. The forced move to online education was awkward for most schools, students and teachers, particularly in the first two semesters. By the spring of 2021, all parties were better adapted to learning online. For the fall 2021 semester, many schools were able to go back to their pre-pandemic methodologies and content delivery. The best schools and teachers have not abandoned what was learned in those online days, and for them learning has continued to shift between online and in person. Online delivery has become more of an integral component of education. The whole move online in 2020 and 2021 should lead to more inclusive and creative pedagogical solutions.

My earlier post on the building of the metaverse did not consider education. No one should think that what we now call online education looks anything like the metaverse. Actually, some online worlds from decades past, such as Second Life, are closer to the metaverse than current online education. The building game Minecraft is enjoyed by millions of young and old learners and has found a place in higher education too. Both of those products have been used to enhance lectures, allow virtual field trips and make students creators. I took tours of campuses in Second Life at the start of this century. They were crude by today's tech standards but they didn't require a clunky headset. I did it once in front of a giant screen and it was more "immersive" but no metaverse.

Current virtual reality (VR) simulations allow students in medicine, engineering, and architecture to practice skills that are difficult to rehearse in real life.

Most followers of the metaverse will say that some forms of it are already here. I discussed in the previous article some companies that already offer applications and platforms that fit part of the definitions (and there are multiple definitions as of now) of the metaverse.  Another company that is making inroads to educational use is Roblox. In its current version, it looks very much like a game, which is often a serious deterrent for educators to consider using technology. But they are expanding the tools offered and giving users and developers more opportunities to create experiences of their own.  with an emphasis on safety.

Roblox has more than 203 million monthly active users in their virtual world. Some might call this platform a "proto-metaverse." But so far, it lacks the VR and AR that are part of all definitions of the metaverse. There is also caution required here for safety since many of those users are children. Roblox CEO David Baszucki may have used some hyperbole in saying during an interview that his company’s business model predicted the metaverse 17 years ago.

The media is already countering any metaverse visioning with cautionary tales of the dangers it might also offer. It ranges from fears that predators might use it to lure children. Since the porn industry has been at the lead with many technologies from VHS tapes and DVDs to online video, there's a good chance that they will want in on the metaverse. A lot of warnings currently come from a lack of understanding about what a metaverse will look like, and the misperception that somehow Zuckerberg and Meta will be THE metaverse rather than a part of it.

John Preston (Professor of Sociology, University of Essex) believes that some aspects of the metaverse are already in universities. His fear is that it will offer revolutionary potential for greater profits to be made in higher education. His research on digital technologies in higher education shows that a metaverse could monetize the student experience even more than now and also exploit the work of academics.

Jaron Lanier, who was an early promoter of VR and founded the first VR company (VPL Research) and made Virtual Reality the term for the head-mounted display has changed his mind on the metaverse. I attended a workshop he did at a conference in the late 1990s and wore his headset and put on the wired gloves to walk through a virtual world while moving around a small room that had a few ramps and objects that became something else in my headset view. It was pretty cool. And pretty awkward. I heard him speak at an edtech conference around 2010 when he had published his "manifesto" You Are Not A Gadget. Lanier's wonder-filled dreams for what these new technologies as we turned into the 21st century could provide for humanity had become nightmares.  His 2018 book, Ten Arguments for Deleting Your Social Media Accounts Right Now indicates that the dreams are still nightmares.  In a recent Forbes article, Lanier says, "If you run [the metaverse] on a business model that’s similar to the one that Facebook runs on, it’ll destroy humanity. I’m not saying that rhetorically. That is a literal and specific prediction that humanity could not survive that."

While some people may be creating a virtual research center ecosystem using Microsoft Teams, others are suggesting that we need to forget the tech and focus on human beings, while some feel we need to use digital simulations to prepare students for future careers.

My own metaverse predictions are that it is farther away than the current buzz seems to indicate, and that augmented reality (AR) will play a greater role than virtual reality (VR) - unless they can get rid of that clunky VR headgear. I see that Meta, which owns Oculus (known initially for making hose clunky goggles) has dropped the Oculus branding. Maybe they will also drop the headgear.

The Metaverse Is Being Built

I know that Facebook has generated a lot of talk about the metaverse, but the metaverse will be built and contain many companies and persistent virtual worlds. Those places will interoperate with one another. They will also interoperate with the physical world. Microsoft has described the metaverse as “a persistent digital world that is inhabited by digital twins of people, places and things.”

It will certainly create its own economy, much like what happened from the early days of the Internet. Many metaverse stories seem to portray as a leisure and game environment, but it will take in much more serious industries and markets. It will certainly include eventually finance, retail,  health & fitness and others. (I think it will be incorporated into education too, but that will be an upcoming article.)

Do you recall when Niantic launched its very popular Pokemon Go in 2016? That launch moved the idea of merging the physical world and AR and VR experiences. I read recently that Niantic CEO John Hanke had once called the metaverse a “dystopian nightmare,” but now they are looking to create their own version that will be AR-focused. Their augmented reality development kit is called Lightship. It is intended to make it easier to build AR experiences.

An article on gizmodo.com listed other companies besides Facebook and Niantic that are already building their way into a metaverse.   

Microsoft announced efforts to pursue an enterprise, office-focused metaverse by integrating AR and VR from its Microsoft Mesh platform into Teams which it sees as a “gateway to the metaverse."

Nvidia's OmNVIDIA Omniverse is an open platform where creators, designers, researchers, and engineers can connect major design tools, assets, and projects to collaborate and iterate in a shared virtual space. The company's announcement shows it as part of their broader “omniverse” ambitions. Omniverse is their own branded name for the metaverse and I suspect other companies will also try to brand their part of the metaverse, although a true metaverse will contain all of them. The Internet contains many portals, platforms, domains, and websites, but they are all the Internet or World Wide Web.

Meta, which people consider something new, actually has years of experience building its VR and AR applications. They already have their Horizons Workrooms platform available as a free beta on the Oculus Quest 2. It is a virtual office space designed for workers at home, in the office, or anywhere else. (Note: The Oculus brand


NOTE: In October 2021, Facebook, Inc. announced that it would change its corporate name to Meta, and that the Oculus brand name would be phased out in 2022. Future VR hardware produced by the company is expected to fall under the "Meta" brand rather than Oculus, while "Horizon" will be used for immersive social experiences operated by Meta, including those previously operated under the Oculus brand.

 

 

Fake Facebook Accounts

signupNo one is giving Facebook or Meta or Mark Zuckerberg a free pass these days. Criticism is a daily event and their PR people must be in constant firefighting mode. But Facebook has been doing things to protect privacy and security and Facebook I keep hearing ads on podcasts about how they are promoting safety.  Unfortunately, the criticism is usually drowning out the tools they do offer and the actions they are taking. If you are on Facebook, you should be doing your part in protecting your account. Much of online protection is a matter of personal responsibility.

One of the areas that often gets attention is fake accounts. By the end of 2019, Facebook removed a staggering 5.5 billion fake accounts. Plenty of companies would be happy to have that many legitimate accounts but Facebook far exceeds that number. The removals continue and from the fourth quarter of 2017 to the third quarter of 2021 they removed approximately 1.8 billion fake accounts, up from 1.3 billion fake accounts in the corresponding quarter in 2020.

Why would anyone want to make a fake account?

Scammers use fake Facebook accounts to connect with users and then their friends to scrape personal information. That can be used to steal identities. They can also reach out to anyone who's accepted that fake friend request to try and scam them, since this fake account is sending friend requests to all your friends. This is called Facebook cloning.

I have seen a number of my friends' accounts be cloned using a few photos they have made public and any "public" information. When a clone of your account is created using your name you are not the real object of attention. It is actually your friends that are the target and the hope is that your friends will accept the fake friend request.

The cloned account often looks quite bare. Some people immediately recognize that they are already friends with that person/name and know this new request is fake. But if you have many friends or accept requests without looking a bit closer, you can be scammed. If you accept that friend request, the scammer now has access to your friend-visible information and then your friends' accounts' personal information. This access expands rapidly even if not everyone accepts the requests.

To report a fake account, go to  https://www.facebook.com/help/306643639690823

You should also take the initiative to use some tools Facebook offers and do some protecting on your own.

Privacy Checkup - helps you control who can see what you share, how your information is used and how to secure your account.

You see the message if you click next to the ad "Why Am I Seeing This Ad?" You can adjust what ads you see starting with that one.

Off-Facebook Activity is a tool most users don't know about. It lets you control or disconnect the information businesses send to Meta about your activity on other apps and websites.

And you can download or request and export your data so you can move it between services.

AI to Human Relationships

AI human
     Photo by Tara Winstead from Pexels

Artificial intelligence will change human relationships. How those relationships will change is unknown.

We create non-biological life forms, such as robots, and we usually make them in our own image. And yet, when they are too close to humans most of us find it creepy.

Mary Shelley was thinking about this long before computer science and AI. Her 1818 novel Frankenstein in which a scientist becomes horrified after he creates new life. Currently, although you hear about AI almost daily, most of it is behind the scenes. It is helping design drugs and also trying to predict what you want to stream next on your TV or might want to buy.

The concept of artificial general intelligence (AGI) is AI as a multitasking problem-solver whose capacity to understand and learn is equal or superior to ours. That may sound scary (we don't usually like to be surpassed by machines) but it could be a reality within decades.

Jeanette Winterson wrote 12 Bytes: How We Got Here. Where We Might Go Next, a collection of essays on the implications of artificial intelligence for the way we live and love. Frankenstein is only one of many examples of a scientific advancement that started out as fiction. (Winterson also wrote a novel, Frankissstein, a reimagining of Frankenstein.)

Winterson seems to me to be both hesitant about full-on AI and excited about its possibilities. Maybe much further in the future, we will share our world with robots or whatever AI human forms that are as intelligent or more intelligent than us.

Sooner than that, we might have a companion for a senior citizen using AI who will always listen, day and night, will remember not only when to take what medication but also about all their family and friends. Maybe it will play games with them. Not video games but moving chess and checkers on a board or holding a hand of cards. And it can be fine-tuned to win sometimes and lose believably sometimes.

There will be sexbots too. Fiction predicted that a long time ago. But you don't have to be a senior citizen to have an AI companion of the platonic type. The overall theme of the book - and a central question in AI ethics - is how our relationships will change when we live with and among AI. This is not just human to AI relationships changing but it is going to change human to human relationships.

The book brings up topics new to me, such as transhumanism. That is the idea that we can our biological limits. Yes, that means merging with AI - an idea that came up long ago in fiction. It's not surprising that Winterson became interested in artificial intelligence after reading Ray Kurzweil’s The Singularity is Near:When Humans Transcend Biology

12 bytes is 12 essays. She goes back to the first industrial revolution. It gave us steam engines, mass production and leaps in technology. It also gave us pollution and a hard-worked lower class. She considers how AI, being genderless, may affect concepts of gender. She considers robots as possibly being a transitional stage for AI. AGI would be all around, and it might also be in us. 

As human/nonhuman boundaries blur, perhaps the most radical AI transhumnism  would be when your self/soul is placed within some kind of AI container. Life after death. Surely, this would make us reevaluate what makes a human a human.

All this makes Zuckerberg's vision of a metaverse seem tame, though I suspect that very few of us want to be a thing in the Internet of Things.