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

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

    1. Emerging realities of metaverse, media and learning Tamme de Leur Part 3 - 5
    2. Emerging realities of metaverse, media and learning
        • Part 3
    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
    4. Reality
    5. Our World
    6. Media World
    7. opening slide The Future of Media: Mass Media, New Media & Television See: Http://Tammeblog.blogspot.com
    8. paradigm shift
    9. conceptual age
    10. serving info
    11. medium is message
    12. rupert murdoch
    13. time you
    14. time you
    15. iPod convergence cult.0
    16. sem web 3.0
    17. develop digi media pic
    18. evo: broadcast
    19. evo: interactive
    20. evo: social media
    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)
    22. 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 Changing Mass Media Example
    23. Television 2.0 Changing Mass Media Example
    24. The revolution 1950: Introduction Television !
    25. DVD Preview, Postview Films, Soaps, Series .... 6000 + international TV channels Satelite TV Internet TV Digital TV Broadcasters, public and commerical The revolution
    26. You choose what you want to see, and when ! TV 2.0 In 50 years from TV to My TV and We TV !
    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
    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
    29. More viewtime, more platforms TV Digital TV IP TV Mobile TV Platfom Preview Postview Viewer more ! Viewtime Video on demand Cable TV Internet New Media New digital TV channels Think: Screen ! TV repeats TV channels
    30.  
    31. Emerging realities of metaverse, media and learning
        • Part 4
    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
    33. Our World
    34. Reality Learning
    35. What are the ‘ realities ’ in your world? Your institution? Your students? Your values? Your finances?
    36. The traditional conception Knowledge, values, institutions, facts… these were all real and unchanging …
    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
    38. Two exercises…
      • What is a natural student?
      • A genuine student?
      • A physical (non-virtual) student?
      • An existing student?
      • An actual (non-delusional) student?
      1. What is a student?
    39. Two exercises… 2. What is learning?
      • What is natural learning?
      • Genuine learning?
      • Physical (non-virtual) learning?
      • Existing learning?
      • Actual (non-delusional) learning?
    40. The reality is… Learning has changed from being about reality… to verifying reality… to creating reality…
    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
    42. The old Transmission model
    43. Learning is not ‘remembering’
      • empty words
      • empty math
      “ We can remember without learning, and we can learn without remembering”.
    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
    45. What learning really is…
      • tacit knowledge
      Ineffable You can’t generalize it You can’t put it into words - personal knowledge M.Polanyi Depends on Context
    46. What knowing really is… The knowledge is in the network The knowledge is the network Old: universals – rules – categories New: patterns – patterns – similarities
      • Learning Network
    47. 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. 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. 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. Remember: people come to virtual worlds to:
      • Interact, enjoy, experience, relax, 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 Second Health Operating Theatre, SciLands Sim
    51. Learn and collaborate
    52. Academia, museums, non-profits Princeton Art Gallery Science Friday International Spaceflight Museum Computer History Museum American Cancer Society Relay for Life
    53. Government, politics and collective action US Congress European Community US Congress – hot topic legislation Campaign HQs Davos protest
      • Learning:
      • Immersive
      • Connected
      • Learner centred
      • Game-bases
      • Network
      • Immersive Learning
      Learning by doing
      • 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
      • 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?
      • Game-based learning
    54.  
      • 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
    55. sem web 3.0
    56. Metaverse 4 square Intimate Simulation Augmention External
    57. Metaverse Universe University
    58.  
    59. What is Reality?
    60. delusion fake illusion What is Real? artificial
    61. ‘ Real’ vs ‘Virtual’ The idea of ‘real’ as being ‘physical’ or, at the very least, non-digital…
    62. Google Earth inside panorama’s Museum outside Tate Andy Warhol inside Tate Google Earth Tate Modern Museum, London
    63. ‘ Real’ vs ‘Metaverse’ The idea of ‘real’ as being ‘physical’ versus - as in Metaverse - augmented reality, virtual worlds, mirror worlds or lifelogging reality.
    64. Learning reality… Learning has changed from being about reality… to verifying reality… to creating reality…
    65. Emerging realities of metaverse, media and learning
        • Part 5
    66. 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
    67.  
    68.  
    69. The thing about predictions...
    70.  
    71. "Computers in the future may weigh no more than 1.5 tons." Popular Mechanics, forecasting the relentless march of science, 1949
    72. "I think there is a world market for maybe five computers." Thomas Watson, chairman of IBM, 1943
    73. "640K ought to be enough for anybody." Bill Gates, 1981
    74. "There is no reason anyone would want a computer in their home. " Ken Olson, president, chairman and founder of Digital Equipment Corp., 1977
    75. Things are Shifting ! Metaverse, Media and Learning are changing us !
    76. And in the media?
    77. the end is near
    78. Our world
    79. What is Reality?
    80. What is Reality? "Humankind cannot bear very much reality.” T.S. Eliot
    81. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    82. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    83. 15 seconds of fame (2005 >) 15 minutes of fame (2000)
    84. mcluhan obsolescence
    85. pic 9 digitL
    86. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    87. Google 2084
    88. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    89. big brother pic
    90. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    91. first life pic
    92. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    93. pict amusing :
    94. We are amusing ourselves to death. (1985) We are informing ourselves to death. (1990)
    95. “ ......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 ! " “ Informing ourselves to death” concluding words:
    96. Critical issue’s:
      • Obsolescence?
      • Identity?
      • Control?
      • Utopia?
      • Human reality?
    97.  
    98. Thank You! Thanks too: Metaverse Roadmap Yuri van Geest Melanie Swan, Steven Downes, WWW, Google, N. Postman, M. McLuhan, L.Sweet and all others
    99. Thank You! Thanks too: Metaverse Roadmap Yuri van Geest Melanie Swan, Steven Downes, WWW, Google, N. Postman, M. McLuhan, L.Sweet and all others
    100. Emerging realities of metaverse, media and learning Interaction, Discussion, Question time

    + Tamme de LeurTamme de Leur, 2 years ago

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