Slideshow transcript
Slide 1: Emerging realities of metaverse, media and learning Tamme de Leur 1 Part 3 - 5
Slide 2: Emerging realities of metaverse, media and learning Part 3 2
Slide 3: Emerging realities of metaverse, media and learning Part 1: Metaverse 4 square Part 2: Metaverse in depth Part 3: Media World Part 4: Learning Part 5: Critical issue’s See also publication of part 1 and 2 3
Slide 4: Reality 4
Slide 5: Our World 5
Slide 6: Media World 6
Slide 7: opening slide The Future of Media: Mass Media, New Media & Television See: Http://Tammeblog.blogspot.com 7
Slide 8: paradigm shift 8
Slide 9: conceptual age 9
Slide 10: serving info 10
Slide 11: medium is message 11
Slide 12: rupert murdoch 12
Slide 13: time you 13
Slide 14: time you 14
Slide 15: iPod convergence cult.0 15
Slide 16: sem web 3.0 16
Slide 17: develop digi media pic 17
Slide 18: evo: broadcast 18
Slide 19: evo: interactive 19
Slide 20: evo: social media 20
Slide 21: "The epistemology being formed by digital culture (as opposed to print culture or book culture) is where E=experiential, P=participatory, I=image rich, and C=connective". (Dr. Leonard Sweet) 21
Slide 22: Changing Mass Media Example Television "Television is a medium of entertainment which permits millions of people to listen to the same joke at the same time, and yet remain lonesome." T.S. Eliot 22
Slide 23: Changing Mass Media Example Television 2.0 23
Slide 24: The revolution 1950: Introduction Television ! 24
Slide 25: The revolution 6000 + international TV channels Broadcasters, public and commerical Digital TV Internet TV Films, Soaps, Series .... Satelite TV Preview, Postview DVD 25
Slide 26: TV 2.0 You choose what you want to see, and when ! In 50 years from TV to My TV and We TV ! 26
Slide 27: Development Digital TV 2.0 From TV 1.0 to TV 2.0: • viewers decide, what and when to look. • development digital technology • creating new platforms • preview/mainview/postview 27
Slide 28: Development Digital TV 2.0 A new way of thinking: • Think: multi-platform • Think: crossmedia • Think: multiple viewing moments • Think: screens instead of carier • Think: media agnostic 28
Slide 29: More viewtime, more platforms Viewtime TV channels TV TV repeats Digital TV New digital TV channels Video on Cable TV demand IP TV Internet Mobile TV New Media more ! Think: Platfom Preview Viewer Postview Screen ! 29
Slide 30: 30
Slide 31: Emerging realities of metaverse, media and learning Part 4 31
Slide 32: Emerging realities of metaverse, media and learning Part 1: Metaverse 4 square Part 2: Metaverse in depth Part 3: Media World Part 4: Learning Part 5: Critical issue’s 32
Slide 33: Our World 33
Slide 34: Reality Learning 34
Slide 35: What are the ‘realities’ in your world? Your institution? Your students? Your values? Your finances? 35
Slide 36: The traditional conception Knowledge, values, institutions, facts… these were all real and unchanging… 36
Slide 37: The reality is… We define what counts as real… It’s a question of attitude, or perception. This varies, person to person, time to time 37
Slide 38: Two exercises… 1. What is a student? • What is a natural student? • A genuine student? • A physical (non-virtual) student? • An existing student? • An actual (non-delusional) student? 38
Slide 39: Two exercises… 2. What is learning? • What is natural learning? • Genuine learning? • Physical (non-virtual) learning? • Existing learning? • Actual (non-delusional) learning? 39
Slide 40: The reality is… Learning has changed from being about reality… to verifying reality… to creating reality… 40
Slide 41: It’s learning in an age… • of obscurity, where reality is not known • of chaos, where outcomes are uncertain • of change, where what is true today has changed by tomorrow 41
Slide 42: The old Transmission model 42
Slide 43: Learning is not ‘remembering’ • empty words • empty math “We can remember without learning, and we can learn without remembering”. 43
Slide 44: Learning is not ‘content’ • Learning is a process of becoming rather than a process of acquiring • To learn is to instantiate patterns of connectivity in the mind (in the neural net) • You do not ‘make meaning’ or ‘construct meaning’, you grow meaning 44
Slide 45: What learning really is… M.Polanyi - tacit knowledge - personal knowledge Ineffable Depends on Context You can’t put it into words You can’t generalize it 45
Slide 46: What knowing really is… The knowledge is in the network Old: universals – rules – categories New: patterns – patterns – similarities The knowledge is the network 46
Slide 47: Learning Network 47
Slide 48: E-Learning 2.0 The idea is that learning is not based on objects and contents that are stored, as though in a library 48
Slide 49: E-Learning 2.0 Flow Rather, the idea is that learning is like a utility - like water or electricity - that flows in a network or a grip, that we tap into when we want. 49
Slide 50: Flow • Twitter • Facebook ‘status’ updates – the now • RSS, podcasting and other content feeds • Mode – the idea of flow – how do you survive in a world of constant change? • Stop thinking of things as static 50
Slide 51: Remember: people come to virtual worlds to: • Interact, enjoy, experience, relax, Second Health Operating Theatre, SciLands Sim explore, entertain, earn • Collaborate, recruit, conduct business • Build, create, prototype, model, simulate, test • Learn, teach, demonstrate City of Arcadia CA Water Treatment Plant, Etopia Sim 51
Slide 52: Learn and collaborate 52
Slide 53: Academia, museums, non-profits Princeton Art Gallery Science Friday International Spaceflight Museum Computer History Museum American Cancer Society Relay for Life 53
Slide 54: Government, politics and collective action US Congress US Congress – hot topic legislation European Community Campaign HQs Davos protest 54
Slide 55: Learning: • Immersive • Connected • Learner centred • Game-bases • Network 55
Slide 56: Immersive Learning Learning by doing 56
Slide 57: Connected Learning The computer connects the student to the rest of the world Learning occurs through connections with other learners Learning is based on conversation and interaction 57
Slide 58: Learner centered Learning is centered around the interests of the learner Learning is owned by the learner This implies learner choice of subjects, materials, learning styles Can this be true learning? Where is the mentor? 58
Slide 59: Game-based learning 59
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Slide 61: Network learning: • The intersection between the worlds for media, education, work, and home. Learner, mentor, network. • Key requirement is easy-to-use tools and hosting services* • A “e-Portfolio-as-blog” approach 61
Slide 62: sem web 3.0 62
Slide 63: Metaverse 4 square Augmention External Intimate Simulation 63
Slide 64: Metaverse Universe University 64
Slide 65: 65
Slide 66: What is Reality? 66
Slide 67: What is Real? artificial fake illusion delusion 67
Slide 68: ‘Real’ vs ‘Virtual’ The idea of ‘real’ as being ‘physical’ or, at the very least, non-digital… 68
Slide 69: Google Earth inside panorama’s Google Earth Tate Modern Museum, London Museum outside Tate Andy Warhol inside Tate 69
Slide 70: ‘Real’ vs ‘Metaverse’ The idea of ‘real’ as being ‘physical’ versus - as in Metaverse - augmented reality, virtual worlds, mirror worlds or lifelogging reality. 70
Slide 71: Learning reality… Learning has changed from being about reality… to verifying reality… to creating reality… 71
Slide 72: Emerging realities of metaverse, media and learning Part 5 72
Slide 73: Emerging realities of metaverse, media and learning Part 1: Metaverse 4 square Part 2: Metaverse in depth Part 3: Media World Part 4: Learning Part 5: Critical issue’s 73
Slide 74: 74
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Slide 76: The thing about predictions... 76
Slide 77: 77
Slide 78: "Computers in the future may weigh no more than 1.5 tons." Popular Mechanics, forecasting the relentless march of science, 1949 78
Slide 79: "I think there is a world market for maybe five computers." Thomas Watson, chairman of IBM, 1943 79
Slide 80: "640K ought to be enough for anybody." Bill Gates, 1981 80
Slide 81: "There is no reason anyone would want a computer in their home." Ken Olson, president, chairman and founder of Digital Equipment Corp., 1977 81
Slide 82: Things are Shifting ! Metaverse, Media and Learning are changing us ! 82
Slide 83: And in the media? 83
Slide 84: the end is near 84
Slide 85: Our world 85
Slide 86: What is Reality? 86
Slide 87: What is Reality? "Humankind cannot bear very much reality.” T.S. Eliot 87
Slide 88: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 88
Slide 89: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 89
Slide 90: 15 minutes of fame (2000) 15 seconds of fame (2005 >) 90
Slide 91: mcluhan obsolescence 91
Slide 92: pic 9 digitL 92
Slide 93: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 93
Slide 94: Google 2084 94
Slide 95: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 95
Slide 96: big brother pic 96
Slide 97: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 97
Slide 98: first life pic 98
Slide 99: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 99
Slide 100: pict amusing : 100
Slide 101: We are amusing ourselves to death. (1985) We are informing ourselves to death. (1990) 101
Slide 102: “Informing ourselves to death” concluding words: “......Even the humblest cartoon character knows this, and I shall close by quoting the wise old possum named Pogo, created by the cartoonist, Walt Kelly. I commend his words to all the technological utopians and messiahs present. "We have met the enemy," Pogo said, "and he is us ! " 102
Slide 103: Critical issue’s: • Obsolescence? • Identity? • Control? • Utopia? • Human reality? 103
Slide 104: 104
Slide 105: Thank You! Thanks too: Metaverse Roadmap Yuri van Geest Melanie Swan, Steven Downes, WWW, Google, N. Postman, M. McLuhan, L.Sweet and all others 105
Slide 106: Thank You! Thanks too: Metaverse Roadmap Yuri van Geest Melanie Swan, Steven Downes, WWW, Google, N. Postman, M. McLuhan, L.Sweet and all others 106
Slide 107: Emerging realities of metaverse, media and learning Interaction, Discussion, Question time 107




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