Immersive New World:       Web 3.0 Communities, Social       Networks & Shared Dreams                 Niki Lambropoulos Di...
Shared Dreams Atlas     • Web… Learning 1.0, 2.0, 3.0, what next ?     • Social Networks & Online Communities     • Profes...
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Web Evolutionhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Web 2.0 Tools                          http://learningtolead.edublogs.org/files/2010/05/Web-20-Collage-v2-by-nickrate.jpgh...
Online Communitieshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
About Communities…     • Community: a group of people who consciously share a sense of       belonging anchored in common ...
Social Networks                        http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpghttp://blogs.sch.gr/eu...
About Social Networks     • Social Network: a social structure made up of a set       of actors (such as individuals or or...
Web 2.0: Social Networks +                                       Online Communities     • Effective Online Communication  ...
What is Web 3.0?            http://loopinginfinities.blogspot.gr/2011/03/web-10-20-and-to-come-30.htmlhttp://blogs.sch.gr/...
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Professional Networks                                                           User Innovation Networkshttp://blogs.sch.g...
Communities of Practicehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Shared Content & Experienceshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
New Idea Generationhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Cocreation         http://www.flickr.com/photos/visualthinkmap/2483438065/http://blogs.sch.gr/eu-pdede/ * www.immersive-wo...
Community Evolution     1. Legitimate Peripheral Participation (LPP): The        process of social learning that occurs in...
Participation Eyeball     McDonald, 2003http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Participation Eyeballhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Participation Avatarshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Community Artefacts   We shape our tools    and afterwards   our tools shape ushttp://blogs.sch.gr/eu-pdede/ * www.immersi...
Sociability - Usability     • Sociability -       Usability Index       (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive...
Leaders’ Real Time Recognition               (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Mastering how to..     1. Participate in        virtual        collaboration     2. Use the        community        artefa...
Sense of Community Index     1. E-Learning Community evolution: initial opinions on the        community evolution, shared...
Benefits     • Joint Personal & Professional Growth           – Knowledge – Experience – Skills – Competence – Expertise (...
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
New Skills – New Jobs     From a Newbie to a Master by     • Exchanging information     • Sharing knowledge & experience  ...
Soft Skills for example     •    Effective & clear online communication     •    Online content creation     •    Intercon...
Barriers     •    Lack of time     •    Participation cost     •    Lack of confidence and insecurity towards experts     ...
Web 3.0 Primary aims     •    Virtual Collaboration     •    Online Learning     •    Quality group work / learning     • ...
Gamification 3.0http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
What is all about really?http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Learning results in…http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
FOR PERSONAL& COMMUNITY EVOLUTION
Lifelong Learning * Becominghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Working Together from                                       Physical…http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds....
To Virtual Proximityhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
HOW?
Immerse into Worldshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Immersive Taxonomy                With Rolf Reinhardthttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Interactivity Management                (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
User eXperience (UX)     • ISO: User eXperience (UX) is           – a persons perceptions           – responses           ...
User eXperience (UX)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Breath Taking eXperiencehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
What is common in                                       Breath Taking eXperience?                                         ...
Immersive Worlds     • Purpose     • Powerful Presence & Co-Presence     • Zone of Proximal Flow (ZPF)     • Connectedness...
HOW?http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Purpose – Common Purposehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Presence – Co-Presence     • Intimacy (closeness) as the interpretation of the       degree of interpersonal interactions ...
Zone of Proximal Flow       Extract of Figure from Repenning,       A. "Programming Goes to School",       B. CACM, 55, 5,...
Zone of Proximal Development                                   http://lmrtriads.wikispaces.com/file/view/zpdgraph.jpg/7475...
Creative Flow                                                     http://www.deepfun.com/flow.gifhttp://blogs.sch.gr/eu-pd...
Zone of Proximal Flow       Extract of Figure from Repenning,       A. "Programming Goes to School",       B. CACM, 55, 5,...
ZPF 10 Immersive Factors     1.  Clear goals as challenge level and skill high level     2.  Concentration and focused att...
Group Connectedness     Converging     1. Direction / Motivation / Activation     2. Knowledge / Understanding / Meaning  ...
Engagementhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Engagement Factors     1. Perception via the senses     2. Action via the body/kinaesthetic – physical body        functio...
PROBLEM     • Online environments suffer from reduced       capacity to transmit such cues               Problemhttp://blo...
Avatars e.g. Second Lifehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Example: Affective Haptics     • Study and design of devices and systems to       elicit, enhance, or influence the emotio...
Example: Social Robots     • Autonomous robots that interact and actively       and emotionally communicate with humans or...
Example: Embodied Cognition     • Cognition is embodied when it is deeply       dependent upon features of the physical bo...
Example: Kinect     • An action motion sensing input device based       around a webcam-style add-on peripheral (e.g.     ...
Kinect Medical Usehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Example: Augmented reality   • A live, direct or indirect, view of a physical, real-     world environment whose elements ...
Adaptive Learning Systems     Use of computers to deliver material and     information in a way that responds to each     ...
Example: Adaptive Systemshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Semantic Web     1. Semantic Web interconnects the meaning        rather than the wording for massive user        generate...
The Present Future      Participate in a Novel & Unique     Immersive eXperience     1. Immersive multisensory stimuli (e....
Sense of Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Online Sense of Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Immersive eXperience (IX)           1.           Common Purpose           2.           Presence & Co-presence           3....
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Mulțumesc!!Niki Lambropoulosnikilambropoulos at gmail.com
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
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Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams

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Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
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Novice International Conference - Insights for online professional communities - 4th-5th October 2012 Faculty of Veterinary Medicine, Bucharest, Romania
http://novice-conference.com/

http://www.noviceproject.eu/

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  • The 21st century started with a digital revolution; communicate, connect and collaborate via the Internet was the moto for everyone; the whole world passed from the industrial age to the communication and collaboration age. Modernisation of collaborative working, learning and fun was supported by new technologies making groups and community active engagement in tasks and entertainment possible and easy.
  • Joint development and exchange of good practice lead to active engagement and organic evolution based on shared content which serves as the background for new knowledge building.
  • Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams

    1. Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams Niki Lambropoulos Diploma, MA, PhD European Projects Manager, Immersive Worlds Expert Regional Directorate of Primary and Secondary Education in Western Greece Immersive Worlds Team LANETO Group Novice International Conference - Insights for online professional communities - 4th-5th October 2012 Faculty of Veterinaryhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com Medicine, Bucharest, Romania
    2. Shared Dreams Atlas • Web… Learning 1.0, 2.0, 3.0, what next ? • Social Networks & Online Communities • Professional Networks and CoPs – Active Participation & Use of Artefacts • Lifelong Learning as a necessity • Immersive Worlds in the Present Future – Experience Layer – Immersive Taxonomy • A Shared Dreams Atlas for Community Evolutionhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    3. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    4. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    5. Web Evolutionhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    6. Web 2.0 Tools http://learningtolead.edublogs.org/files/2010/05/Web-20-Collage-v2-by-nickrate.jpghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    7. Online Communitieshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    8. About Communities… • Community: a group of people who consciously share a sense of belonging anchored in common interests and enhanced by social interactions. • Online community: an online social aggregation that emerges when enough people carry on those public discussions long enough to form relationships. Members’ social interactions are facilitated by ICTs. • Community of Practice (CoP): a group of people who share a concern or a passion for something they do, and learn how to do it better as they interact regularly. • Collaborative e-Learning Community (CeLC): a social aggregation that emerges in online courses when enough people carry on progressive dialogues for the purpose of learning.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    9. Social Networks http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    10. About Social Networks • Social Network: a social structure made up of a set of actors (such as individuals or organizations) and the dyadic ties between these actors (Wasserman & Faust, 1994). Ties can be based on: friendship, common interests, mutual friends, family members, business, dislikes etc. • Social Network Platform: an other online service focusing on building and creating networks. • We are: Friends (Facebook), followers (Twitter), readers (Blog), subscribers (YouTube) etc.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    11. Web 2.0: Social Networks + Online Communities • Effective Online Communication – Time – Distance – Cost • Cocreation – Engagement – Exchange of Best Practices – Joint Development • Sense of Belonging Onlinehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    12. What is Web 3.0? http://loopinginfinities.blogspot.gr/2011/03/web-10-20-and-to-come-30.htmlhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    13. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    14. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    15. Professional Networks User Innovation Networkshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    16. Communities of Practicehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    17. Shared Content & Experienceshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    18. New Idea Generationhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    19. Cocreation http://www.flickr.com/photos/visualthinkmap/2483438065/http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    20. Community Evolution 1. Legitimate Peripheral Participation (LPP): The process of social learning that occurs in Communities of Practice containing different levels en route for members’ engagement and practice 2. Participation involves the use of tools: Artefacts used within a cultural practice carry a substantial portion of that practices heritage. Thus, understanding the technology of practice is a way to connect with the history of practice and participate more directly in its cultural life (Lave & Wenger, 1991)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    21. Participation Eyeball McDonald, 2003http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    22. Participation Eyeballhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    23. Participation Avatarshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    24. Community Artefacts We shape our tools and afterwards our tools shape ushttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    25. Sociability - Usability • Sociability - Usability Index (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    26. Leaders’ Real Time Recognition (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    27. Mastering how to.. 1. Participate in virtual collaboration 2. Use the community artefactshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    28. Sense of Community Index 1. E-Learning Community evolution: initial opinions on the community evolution, shared interests and values, knowing about the community, new members’ contribution, and the collaborative tools 2. Affective factors 1. Sense of belonging 2. Empathy as a representation of what members know and feel 3. Trust: knowledge /experience exchange, help and support 3. Human-Human Interactions 4. Human-Computer Interactions 5. Intensity: levels of passive and active participation, and persistence 6. Global - Local Social Network Analysis 7. Collaborative e-learning within LPP: participants’ opinions and the number of new knowledge generation episodeshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    29. Benefits • Joint Personal & Professional Growth – Knowledge – Experience – Skills – Competence – Expertise (KESE) – Formal - Informal learning • Recognised expert by international communities of experts – Learn from and with the best – Sense of belonging – Helping others • Keeping the network and community with you – Convenient access – Mobile students – Online alumni • Logistics – Financial benefits (discounts, free insurance, legal cover etc) – Travel with covered expenses – Participation in projects such as Novicehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    30. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    31. New Skills – New Jobs From a Newbie to a Master by • Exchanging information • Sharing knowledge & experience • Stealing skills based on empathy • Solving problems • Use of tools • Cocreating new fields for community evolution Empathy: A complex psychological inference in which observation, memory, knowledge and reasoning are combined to yield insights into the thoughts and feelings of others.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    32. Soft Skills for example • Effective & clear online communication • Online content creation • Interconnectedness • Closeness • Sense of belonging • Confidence for mastery • Virtual collaboration A computer mediated, coordinated, synchronous activity as a result of a continued attempt to construct and maintain a shared conception of an idea/problem.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    33. Barriers • Lack of time • Participation cost • Lack of confidence and insecurity towards experts • Passive or null participation – Post fear • Credibility problems with quality of information offered • Cultural issues • Technical barriers – Lack of knowledge about online communities management and platforms – Problems with platforms – Lack of technical supporthttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    34. Web 3.0 Primary aims • Virtual Collaboration • Online Learning • Quality group work / learning • Cocreation • Environments can be modelled entirely by the user e.g. Gamificationhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    35. Gamification 3.0http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    36. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    37. What is all about really?http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    38. Learning results in…http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    39. FOR PERSONAL& COMMUNITY EVOLUTION
    40. Lifelong Learning * Becominghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    41. Working Together from Physical…http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    42. To Virtual Proximityhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    43. HOW?
    44. Immerse into Worldshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    45. Immersive Taxonomy With Rolf Reinhardthttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    46. Interactivity Management (pdf)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    47. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    48. User eXperience (UX) • ISO: User eXperience (UX) is – a persons perceptions – responses – resulting from • use and/or • anticipated use of a product, system or service • UX is subjective • UX focuses on the usehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    49. User eXperience (UX)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    50. Breath Taking eXperiencehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    51. What is common in Breath Taking eXperience? Purpose Presence Engagement Proximal Flow Connectedness Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    52. Immersive Worlds • Purpose • Powerful Presence & Co-Presence • Zone of Proximal Flow (ZPF) • Connectedness • Engagement in Compelling & Memorable Activities • Sense of Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    53. HOW?http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    54. Purpose – Common Purposehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    55. Presence – Co-Presence • Intimacy (closeness) as the interpretation of the degree of interpersonal interactions (Argyle & Dean, 1965) • Immediacy (directedness) as psychological distance (Wiener & Mehrabian, 1968) • The degree of salience (stands out) of the other person in a mediated communication and the consequent salience of their interpersonal interactions (Short and colleagues, 1976:65) • The degree by which a person was perceived as real in an online conversation (Meyer, 2002)http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    56. Zone of Proximal Flow Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    57. Zone of Proximal Development http://lmrtriads.wikispaces.com/file/view/zpdgraph.jpg/74751165/zpdgraph.jpghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    58. Creative Flow http://www.deepfun.com/flow.gifhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    59. Zone of Proximal Flow Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    60. ZPF 10 Immersive Factors 1. Clear goals as challenge level and skill high level 2. Concentration and focused attention 3. Loss of feeling 4. Distorted sense of time 5. Direct and immediate feedback 6. Balance between ability level and challenge 7. Sense of personal control over the situation or activity 8. The activity is intrinsically rewarding, so there is an effortlessness of action 9. Lack of awareness of bodily needs 10. Absorption into the activityhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    61. Group Connectedness Converging 1. Direction / Motivation / Activation 2. Knowledge / Understanding / Meaning 3. Skills / Competencies 4. Flow / Activities 5. Trust / Belonging 6. Learning / Sharing / Co-creation 7. Consciousness / Inter-Connectednesshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    62. Engagementhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    63. Engagement Factors 1. Perception via the senses 2. Action via the body/kinaesthetic – physical body functions 3. Emotion via the heart – emotional & instinctual nature functions 4. Cognition via the mind – rational consciousness functions 5. Co-creativity via imagination & intuition – higher consciousness thinking functions 6. All of the abovehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    64. PROBLEM • Online environments suffer from reduced capacity to transmit such cues Problemhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    65. Avatars e.g. Second Lifehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    66. Example: Affective Haptics • Study and design of devices and systems to elicit, enhance, or influence the emotional state of a human by means of sense of touch.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    67. Example: Social Robots • Autonomous robots that interact and actively and emotionally communicate with humans or other autonomous physical agents by following social behaviours and rules attached to its role.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    68. Example: Embodied Cognition • Cognition is embodied when it is deeply dependent upon features of the physical body of an agenthttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    69. Example: Kinect • An action motion sensing input device based around a webcam-style add-on peripheral (e.g. for the Xbox 360 console) that enables users to control and interact with the device without the need to touch a game controller, through a natural user interface using gestures and spoken commands.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    70. Kinect Medical Usehttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    71. Example: Augmented reality • A live, direct or indirect, view of a physical, real- world environment whose elements are augmented by computer-generated sensory input.http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    72. Adaptive Learning Systems Use of computers to deliver material and information in a way that responds to each individual’s performance and/or activity on the system. • Continuous adaptivity • Personalised Learning • Customisation • Distributed User Interfaces • Scalability Knewton Adaptive Learning Platform™http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    73. Example: Adaptive Systemshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    74. Semantic Web 1. Semantic Web interconnects the meaning rather than the wording for massive user generated content (e.g. Latent Semantic Analysis) 2. Co-development platforms 3. Idea management systems 4. Evolving innovation 5. Collective Intelligence: Community learning as an entityhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    75. The Present Future Participate in a Novel & Unique Immersive eXperience 1. Immersive multisensory stimuli (e.g. touching, movement capture, haptic sensor) 2. Emotional channels (e.g. affective computing) 3. System adaptation & interoperability (e.g. personalisation & distributed user interfaces) …a Strong Vibration to Rememberhttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    76. Sense of Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    77. Online Sense of Belonginghttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    78. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    79. Immersive eXperience (IX) 1. Common Purpose 2. Presence & Co-presence 3. Zone of Proximal Flow (ZPF) • Immersive Factors 4. Connectedness 5. Engagement Factors 6. Sense of Belonging 7. Immersive World Platformshttp://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    80. http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
    81. Mulțumesc!!Niki Lambropoulosnikilambropoulos at gmail.com

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