IMMERSE
AR/VR, IoT and Mobile Technologies for the Untethered Educator 7/17/2018

Spotlight


  • Smartphones, NetFlix Having Biggest Impact on ResNet

    For the first time, smartphones top the list for having the greatest potential impact on bandwidth consumption on campus, surpassing desktop computers and laptops. In a survey on residential networks ("ResNets"), respondents consisting of IT, housing and business people at colleges and universities were asked to rate a list of devices based on the impact each could have on bandwidth consumption for the ResNet in coming years. iPhones and Androids were rated as having the most severe impact among 73 percent of survey participants, an 11 percentage point jump over 2017.

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Research


  • Want to Make Students Happier with Learning? Use More Video

    The majority of people in education believe that video usage on campus increases student satisfaction with their learning experiences; more than nine in 10 respondents (92 percent) said just that to a recent research project on the topic. The survey was done by Kaltura, a company that sells products and services for capturing, creating, managing and hosting videos.

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  • Online STEM Courses Need More Real-World Interactivity

    What do students want in the learning activities for their online STEM courses? They'd prefer more real-life problems to solve and instructional resources such as simulations, case studies, videos and demonstrations, according to a research project from the Center for Distributed Learning at the University of Central Florida

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  • Video Captioning on the Rise for Both Social Access and Compliance

    Captioning in video, while still not the norm, is on the rise. While just 34 percent of respondents to a 2017 survey on the topic said they caption all of their videos, that grew to 36 percent in 2018 — even as the share of organizations that are publishing more than 500 hours of video content annually is growing (up from 17 percent last year to 29 percent this year). These responses surfaced during a survey on the "State of Captioning," produced by 3PlayMedia.

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