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The visual record of the discussions around Questions 2 and 3:
Q2. What technologies that have a solid user base in consumer, entertainment, or other industries should colleges and universities be actively looking for ways to apply? Looking to industry for examples of technologies that could be applied to education, the group identified a few that take advantage of high bandwitdh (video conferencing, massively multiplayer online gaming). Mapping technologies also came to mind.
Q3. What are the key emerging technologies you see developing to the point that colleges and universities should begin to take notice during the next 3 to 5 years? What institutions or companies are the leaders in these technologies?
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The visual record of the discussions around Questions 4 and 5:
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