Slideshare.net (beta)

 
Post: 
Myspace Hi5 Friendster Xanga LiveJournal Facebook Blogger Tagged Typepad Freewebs BlackPlanet gigya icons



All comments

Add a comment on Slide 1

If you have a SlideShare account, login to comment; else you can comment as a guest


Showing 1-50 of 3 (more)

Emerging realities in metaverse, media and learning. Part 3-5

From tammeppt, 3 months ago

Emerging realities in metaverse, media and learning. <br />part 3 - 5. more

1188 views  |  0 comments  |  3 favorites  |  2 embeds (Stats)
 

Tags

realities emerging shift worlds virtual tamme tammeblog powerpoint education television

more

 
 

Groups/Events

Not added to any group/event

 
 

Privacy InfoNew!

This slideshow is Public

 
Embed in your blog
Embed (wordpress.com)
custom

Slideshow Statistics
Total Views: 1188
on Slideshare: 1162
from embeds: 26* * Views from embeds since 21 Aug, 07

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

Slide 60: 60

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

Slide 75: 75

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