Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
keynote presentation
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/
Immersive New World: Web 3.0 Communities, Social Networks & Shared Dreams
1.
2.
3. 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 Veterinary
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com Medicine, Bucharest, Romania
4. 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
Evolution
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
14. 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
15. Social Networks
http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
16. 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
17. Web 2.0: Social Networks +
Online Communities
• Effective Online Communication
– Time
– Distance
– Cost
• Cocreation
– Engagement
– Exchange of Best Practices
– Joint Development
• Sense of Belonging Online
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
18. What is Web 3.0?
http://loopinginfinities.blogspot.gr/2011/03/web-10-20-and-to-come-30.html
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
27. 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 practice's 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
33. Leaders’ Real Time Recognition
(pdf)
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
34. Mastering how to..
1. Participate in
virtual
collaboration
2. Use the
community
artefacts
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
35. 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 episodes
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
36. 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 Novice
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
38. 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
39. 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
40. 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 support
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
41. Web 3.0 Primary aims
• Virtual Collaboration
• Online Learning
• Quality group work / learning
• Cocreation
• Environments can be modelled entirely by
the user
e.g. Gamification
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
64. User eXperience (UX)
• ISO: User eXperience (UX) is
– a person's perceptions
– responses
– resulting from
• use and/or
• anticipated use of a
product, system or service
• UX is subjective
• UX focuses on the use
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
68. What is common in
Breath Taking eXperience?
Purpose
Presence
Engagement
Proximal Flow
Connectedness
Belonging
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
69. Immersive Worlds
• Purpose
• Powerful Presence & Co-Presence
• Zone of Proximal Flow (ZPF)
• Connectedness
• Engagement in Compelling &
Memorable Activities
• Sense of Belonging
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
71. Purpose – Common Purpose
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
72. 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
73. 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
74. Zone of Proximal Development
http://lmrtriads.wikispaces.com/file/view/zpdgraph.jpg/74751165/zpdgraph.jpg
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
76. 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
77. 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 activity
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
80. 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 above
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81. PROBLEM
• Online environments suffer from reduced
capacity to transmit such cues
Problem
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82. Avatars e.g. Second Life
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
83. 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
84. 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
85. Example: Embodied Cognition
• Cognition is embodied when it is deeply
dependent upon features of the physical body
of an agent
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
86. 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
88. 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
89. 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
91. 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 entity
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
92. 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 Remember
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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.