3.1 – Simulation AI/VR Education Creates New Waves in Learning.
An educational and training renaissance is about to explode upon the business world and creative multidimensional media will be in even higher demand than it already is in the future world. Educational realms needs to be prepared. According to New Media magazine, in its old February ’94 issue, careers in multimedia soon will be one of the most important areas of corporate and educational development. Those days have long come and gone, but media has since exploded upon our world via massive amplification, but education still looks like grandma’s world. Those in the know, are already beyond scrambling for investment and expansion financing by circumventing all means to an end and have gone to massive versions of Home Schooling. Multimedia concerns are searching for artists, graphic artists and other creatives who have the visualizing abilities to see and build the new products for tomorrow’s demands filled with Virtual Reality and Simulation Reality.
The point of all the above is that we must educate the inclinations of the total person. In order to accomplish this, we must interface with their individual differences through a flexible method…communications technology and a creative (field sensitive) philosophy. Collectively, this amplified communication/s will then allow us to: (1) teach symbolically or visually to those who have language problems (right brain dominants); (2) teach through simulation of process via Mirror-jective realms; (3) teach via special effects and presentation graphics (science and math symbols representation); (4) teach through interactive/integrated menu driven thresholds (AI hypertext and hyperworld concepts); (5) teach through expressive or soft-entry methodology; (6) teach through heightened visual excitement and entertaining programing (edutainment); (7) teach via transpersonal psychology ; (8) teach via individually developed student presentations with AI multimedia tools; (9) teach via access to current data vendors and networks; (10) teach via access to educational bulletin Push boards; (11) teach through outside research provisions allowing students to go to the world to seek answers; (12) teach through increased business interfaces and agreements; (13) teach through home/community AI/VR store augmentation to homestudy; (14) teach via real-life or life-like experiences VR modality; (15) teach via advanced showmanship, marketing, and increased dialogue establishment; (16) teach through simulation of values, social mores, and respect (programmed examples); (17) teach through symbols testing or field sensitive testing with gestalt thresholds; (18) teach via new research into Archaeological breakthroughs. If we can begin to reach out with this new powerful Quantum Computer AI/VR technology, then we will address the totality that tunnel-vision, Liberal (Field Independent ?), has so far caused us to miss.