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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
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
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Web Evolution




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Web 2.0 Tools




                          http://learningtolead.edublogs.org/files/2010/05/Web-20-Collage-v2-by-nickrate.jpg


http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Online Communities




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
Social Networks




                        http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
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
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Professional Networks




                                                           User Innovation Networks




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Communities of Practice




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Shared Content & Experiences




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
New Idea Generation




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Cocreation




         http://www.flickr.com/photos/visualthinkmap/2483438065/




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
Participation Eyeball




     McDonald, 2003

http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Participation Eyeball




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Participation Avatars




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Community Artefacts




   We shape our tools
    and afterwards
   our tools shape us
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Sociability - Usability
     • Sociability -
       Usability Index
       (pdf)




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Leaders’ Real Time Recognition

               (pdf)




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Mastering how to..

     1. Participate in
        virtual
        collaboration
     2. Use the
        community
        artefacts
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
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
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
Gamification 3.0




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
What is all about really?




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Learning results in…




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
FOR PERSONAL
& COMMUNITY
 EVOLUTION
Lifelong Learning * Becoming




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Working Together from
                                       Physical…




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
To Virtual Proximity




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
HOW?
Immerse into Worlds




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Immersive Taxonomy




                With Rolf Reinhardt
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Interactivity Management

                (pdf)




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
User eXperience (UX)




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Breath Taking eXperience




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
What is common in
                                       Breath Taking eXperience?

                                               Purpose

                                    Presence
                                                           Engagement
 Proximal Flow
                                                           Connectedness
           Belonging
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
HOW?




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Purpose – Common Purpose




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
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
Creative Flow




                                                     http://www.deepfun.com/flow.gif
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
Group Connectedness

     Converging
     1. Direction / Motivation / Activation
     2. Knowledge / Understanding / Meaning
     3. Skills / Competencies
     4. Flow / Activities
     5. Trust / Belonging
     6. Learning / Sharing / Co-creation
     7. Consciousness / Inter-Connectedness
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Engagement




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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

http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
PROBLEM
     • Online environments suffer from reduced
       capacity to transmit such cues



               Problem




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Avatars e.g. Second Life




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
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
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
Kinect Medical Use




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
Example: Adaptive Systems




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
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
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
Sense of Belonging




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Online Sense of Belonging




http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Immersive eXperience (IX)

           1.           Common Purpose
           2.           Presence & Co-presence
           3.           Zone of Proximal Flow (ZPF)
                •         Immersive Factors
           4.           Connectedness
           5.           Engagement Factors
           6.           Sense of Belonging
           7.           Immersive World Platforms
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
Mulțumesc!!
Niki Lambropoulos
nikilambropoulos at gmail.com

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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
  • 5.
  • 6.
  • 7.
  • 8.
  • 12. Web 2.0 Tools http://learningtolead.edublogs.org/files/2010/05/Web-20-Collage-v2-by-nickrate.jpg 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
  • 21. Professional Networks User Innovation Networks http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 22.
  • 24. Shared Content & Experiences http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 26. Cocreation http://www.flickr.com/photos/visualthinkmap/2483438065/ 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
  • 28. Participation Eyeball McDonald, 2003 http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 31. Community Artefacts We shape our tools and afterwards our tools shape us http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 32. Sociability - Usability • Sociability - Usability Index (pdf) 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
  • 43.
  • 44.
  • 46. What is all about really? http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 47.
  • 48.
  • 49.
  • 50.
  • 52.
  • 53.
  • 55. Lifelong Learning * Becoming http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 56. Working Together from Physical… http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 58. HOW?
  • 60. Immersive Taxonomy With Rolf Reinhardt http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 61. Interactivity Management (pdf) http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 62.
  • 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
  • 66.
  • 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
  • 75. Creative Flow http://www.deepfun.com/flow.gif 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
  • 78. Group Connectedness Converging 1. Direction / Motivation / Activation 2. Knowledge / Understanding / Meaning 3. Skills / Competencies 4. Flow / Activities 5. Trust / Belonging 6. Learning / Sharing / Co-creation 7. Consciousness / Inter-Connectedness 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 http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 81. PROBLEM • Online environments suffer from reduced capacity to transmit such cues Problem http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 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
  • 93.
  • 95. Online Sense of Belonging http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com
  • 97. Immersive eXperience (IX) 1. Common Purpose 2. Presence & Co-presence 3. Zone of Proximal Flow (ZPF) • Immersive Factors 4. Connectedness 5. Engagement Factors 6. Sense of Belonging 7. Immersive World Platforms http://blogs.sch.gr/eu-pdede/ * www.immersive-worlds.com

Editor's Notes

  1. 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.
  2. 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.