HUMlab Virtual Worlds: Learning and Research N00sphere Playground by Sachiko Hayashi (2007-2008)
<ul><li>Consider three cognate terms: archive – architecture – archaeology.  </li></ul><ul><li>The prefix  arche  (found i...
<ul><li>Architecture </li></ul><ul><li>Agency </li></ul><ul><li>Actors </li></ul>Places In Virtual Spaces
http://yoshikaze.blogspot.com/
Walking, not running, and getting nowhere (exploration #1)  Garrett Lynch
 
 
Visualization of Archeological Data in Virtual Environments
Identity
Pinocchio Goes to Church: The religious life of avatars “ The aim of the project is to analyze the motivation of avatars a...
Performance and Simulation http://blog.humlab.umu.se/?p=3398
Museum Studies
Student’s work is presented in a group seminar
Vernissage of Student Work Mixed Reality Real Time
Machinima for Leaning Machinima is the creation of films using 3D graphics software such as virtual worlds and computer ga...
 
 
 
Culture Analysis (2009-Present) A term-long course for media and culture students.  The project involved three groups each...
The Language House <ul><li>Spanish </li></ul><ul><li>Finnish </li></ul><ul><li>North Sami </li></ul><ul><li>Real time </li...
Pharmacy Simulations http://www.upc.umu.se/om-upc/projekt/kommunikationstraning-i-virtuella-apotek /
 
Thank You [email_address]
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HUMlab: Virtual Worlds Learning and Research

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A summary of actions conducted in HUMlab related to virtual worlds.

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HUMlab: Virtual Worlds Learning and Research

  1. 1. HUMlab Virtual Worlds: Learning and Research N00sphere Playground by Sachiko Hayashi (2007-2008)
  2. 2. <ul><li>Consider three cognate terms: archive – architecture – archaeology. </li></ul><ul><li>The prefix arche (found in archive and architecture and archaeology) is Greek for beginning, origin, foundation, source, first principle, central location and origin of power, authority, sovereignty. It represents a starting point or founding act in both an ontological sense (&quot;this is whence it began&quot;) and a nomological sense (&quot;this is whence it derives its authority&quot;). Archives are all about narratives of origin, identity and belonging, and the politics of ownership, organization, access and use. </li></ul><ul><li>Archive 1.0 — bureaucracy in the early state – temple and palace archives – inscription as an instrument of management. </li></ul><ul><li>Archive 2.0 — mechanization and digitization of archival databases, with an aim of fast, easy and open access based upon efficient dendritic classification and retrieval, associated also with statistical analysis performed upon the data. </li></ul><ul><li>Archive 3.0 — new prosthetic architectures for the production and sharing of archival resources – the animated archive. </li></ul><ul><li>What is involved in bringing archives alive? What are signs of this shift? </li></ul><ul><li>Remix, rich engagement, co-creative regeneration. </li></ul><ul><li>From “Archive and Memory in Virtual Worlds” by Michael Shanks </li></ul>
  3. 3. <ul><li>Architecture </li></ul><ul><li>Agency </li></ul><ul><li>Actors </li></ul>Places In Virtual Spaces
  4. 4. http://yoshikaze.blogspot.com/
  5. 5. Walking, not running, and getting nowhere (exploration #1) Garrett Lynch
  6. 8. Visualization of Archeological Data in Virtual Environments
  7. 9. Identity
  8. 10. Pinocchio Goes to Church: The religious life of avatars “ The aim of the project is to analyze the motivation of avatars and their drivers (participants as well as entrepreneurs), assuming that both groups are seeking experiences of holiness, with an added motivation among entrepreneurs from positive evaluation by other avatars.” - Jørgen Straarup and Stefan Gelfgren
  9. 11. Performance and Simulation http://blog.humlab.umu.se/?p=3398
  10. 12. Museum Studies
  11. 13. Student’s work is presented in a group seminar
  12. 14. Vernissage of Student Work Mixed Reality Real Time
  13. 15. Machinima for Leaning Machinima is the creation of films using 3D graphics software such as virtual worlds and computer games. Machinima can embody rhetorical and critical practices as well as design, composition, writing and postproduction skills.  
  14. 19. Culture Analysis (2009-Present) A term-long course for media and culture students. The project involved three groups each making a machinima film using Second Life. Fieldwork was conducted in Second Life concerning the theory component of the course, and then a film was made with a narrative concerning the same topics. The results of the student’s work can be seen here: http:// www.youtube.com/user/imoviehumlab  
  15. 20. The Language House <ul><li>Spanish </li></ul><ul><li>Finnish </li></ul><ul><li>North Sami </li></ul><ul><li>Real time </li></ul><ul><li>Context driven </li></ul><ul><li>Over distance </li></ul><ul><li>Collaborative </li></ul><ul><li>Interactive </li></ul>
  16. 21. Pharmacy Simulations http://www.upc.umu.se/om-upc/projekt/kommunikationstraning-i-virtuella-apotek /
  17. 23. Thank You [email_address]

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