The document discusses the relationship between arts, drama, and technology and calls for more collaboration between these fields. It argues that drama has ideas that could inspire new interface designs and that technologies like virtual worlds and games could be used as educational role-playing environments. However, it acknowledges that some drama teachers fear technology may change their work, and suggests drama teachers work with technology experts to address these fears and redefine their roles to explore implications of new media with students.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/ESLTEC
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/ESLTEC
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
The road to innovation requires special behaviors and skills, we will explore both of them in this presentation. We will also follow a few innovative bread crumbs on the way.
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
The Information Age moved us into a Connected Economy but didn’t fully restored the relational Poetry it had conceiled. The Sensor Age is finally here. We can now fully awake the Poetic Potential of the Internet of things. The physical world is the new platform (again).
Removing the friction between the various touchpoints of a typical daily human experience to create Meaningful Immersive Experience that doesn't isolate the user has proven to be a very challenging task.
The panel will be organized to navigate the limitless possibilities of the various services, products tools and mindsets that allows any Urban Planners, any changemaker, any Retail Strategist, any Creative Director, any Storyteller, any Poet to create Experiences that seamlessly incorporate Human Behaviors, the ever-growing types of wearables & connected objects, mobile devices & their applications, environmental media systems (sounds, video, special effects) and a vast array of Sensors and Sensors Networks.
Presenters
Jonathan Belisle
Chief Experience Architect
SAGA
Jonathan Bélisle has been a Relational Artist and Web entrepreneur for close to 20 years. He is an interactive production director, dedicated UX poet, creative techie, and an inspired teacher.
Lance Weiler
Storyteller
Connected Sparks
Lance Weiler is a storyteller, entrepreneur and thought leader. An alumni of the Sundance Screenwriting Lab, he is recognized as a pioneer because of the way he mixes storytelling and technology.
Meghan Athavale
CEO
Lumo Play
Meghan Athavale grew up in Northern Canada, in the mining community of Thompson, Manitoba. She spent her childhood running through forests, fishing, swimming, and climbing trees.
Vincent Routhier
CEO
SAGA
I am the Chief Storytelling Officer at SAGA, a wonderful living space of creativity where multidisciplinary and international teams share high knowledge and innovative approaches to foster positive change.
Gamification, Pandemics, Appropriate Technologies, Classroom Strategies, Rapid Games Prototyping, Data Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics
Welcome to the GAETSS August 2015 E-Newsletter. This newsletter is a mixed bag of new presentations, ideas and opportunities that have arisen over the last month during a trip to Asia for 3 conference events.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
These are notes from the Make It So presentation Chris Noessel and I have given at SXSW as well as a few other venues. Because the presentation itself isn't in a format that is easily savable, these notes are a better way to share the content.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
The road to innovation requires special behaviors and skills, we will explore both of them in this presentation. We will also follow a few innovative bread crumbs on the way.
SXSW 2015 - Storytelling Engines for Smart Environmentscalmr.io
The Information Age moved us into a Connected Economy but didn’t fully restored the relational Poetry it had conceiled. The Sensor Age is finally here. We can now fully awake the Poetic Potential of the Internet of things. The physical world is the new platform (again).
Removing the friction between the various touchpoints of a typical daily human experience to create Meaningful Immersive Experience that doesn't isolate the user has proven to be a very challenging task.
The panel will be organized to navigate the limitless possibilities of the various services, products tools and mindsets that allows any Urban Planners, any changemaker, any Retail Strategist, any Creative Director, any Storyteller, any Poet to create Experiences that seamlessly incorporate Human Behaviors, the ever-growing types of wearables & connected objects, mobile devices & their applications, environmental media systems (sounds, video, special effects) and a vast array of Sensors and Sensors Networks.
Presenters
Jonathan Belisle
Chief Experience Architect
SAGA
Jonathan Bélisle has been a Relational Artist and Web entrepreneur for close to 20 years. He is an interactive production director, dedicated UX poet, creative techie, and an inspired teacher.
Lance Weiler
Storyteller
Connected Sparks
Lance Weiler is a storyteller, entrepreneur and thought leader. An alumni of the Sundance Screenwriting Lab, he is recognized as a pioneer because of the way he mixes storytelling and technology.
Meghan Athavale
CEO
Lumo Play
Meghan Athavale grew up in Northern Canada, in the mining community of Thompson, Manitoba. She spent her childhood running through forests, fishing, swimming, and climbing trees.
Vincent Routhier
CEO
SAGA
I am the Chief Storytelling Officer at SAGA, a wonderful living space of creativity where multidisciplinary and international teams share high knowledge and innovative approaches to foster positive change.
Gamification, Pandemics, Appropriate Technologies, Classroom Strategies, Rapid Games Prototyping, Data Visualisation, Pattern Recognition, Robot Trust and Big Data Analytics
Welcome to the GAETSS August 2015 E-Newsletter. This newsletter is a mixed bag of new presentations, ideas and opportunities that have arisen over the last month during a trip to Asia for 3 conference events.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
These are notes from the Make It So presentation Chris Noessel and I have given at SXSW as well as a few other venues. Because the presentation itself isn't in a format that is easily savable, these notes are a better way to share the content.
Visualisation and Simulation for teaching, learning and assessmentdebbieholley1
Session two of a series of keynotes talks at the University of the Sunshine Coast
Visualisation and Simulation:
“The future is human, and the future of learning is immersive. In the future, learning will take the shape of a story, a play, a game; involving multiple platforms and players; driven by dialogue and augmented with technology, an interplay of immersive experiences, data, and highly social virtual worlds” State of XR and Immersive Learning Outlook Report (2021 p 21)
Debbie contributed to the Delphi study above, , and to the updated with findings due this June. This session will consider the opportunities afforded by Visualisation and Simulation; and discuss ways in which educators can draw upon both lo-tec and hi-tech solutions in a range of disciplinary contexts; and consider what digital futures may offer us as educators, as well as those we educate, our students.
Student-directed engagement in community-linked STEM integration through coll...Kim Flintoff
Prepared for the Deakin STEM Education Conference 2021.
This paper will be co-authored by a team of participating Year 10 students who are working on a challenge-based learning project in their TIDES (Technology Innovation Design Enterprise Sustainability) class at Peter Carnley Anglican Community School.
They are considering a problem derived from the theme of National Science Week 2021 (Food: Different by Design). The focus on issues relating to Food Security has enabled them to create a body of work that supports deep engagement and a scope of learning that exceeds most traditional content-delivery models. They have been able to generate work that can be submitted across a variety of contexts and to enable entry to several external programs for recognition.
With their teacher, the students will describe and evaluate the processes and ways of working they have adopted, as well as highlighting how their work has produced interdisciplinary artifacts that can be used to guide and assess learning across a range of subject areas within their regular school timetable. They will also consider the benefits of student agency and external audiences in building engagement and focus in their learning. The students will discuss how programs such as Game Changer Awards, ANSTO National Science Week Hackathon, STEM4Innovation and think tank events provide platforms for the practice and application of their collaborative human-centered design-thinking process to enhance their learning in STEM and other areas across the curriculum.
Too often student experience of learning is not reflected in education conferences. As one of the most important voices in the whole system, they often struggle to be heard. This paper will provide insights into student perceptions of integrated STEM as an approach to meaningful learning that provides scope and depth of learning across many parts of the broader K-100 curriculum. Content and capabilities will be considered and the students along with their teacher will endeavour to unpack the benefits and challenges they encounter.
Establishing global connections and being a global educatorKim Flintoff
Participating in AISWA's Purposeful Pedagogies PD... the story of being a global educator involves being disrupted (and disruptive), embracing risk, ambiguity and uncertainty... but above all, connected!
If learning is confined to a classroom and doesn't connect beyond the school gates its probably irrelevant...
Part of a series of presentations about Challenge-based Learning and Curtin University's Global Challenge platform. Presented during May 2020 via the Cisco Digital Schools Network.
http://LearningFuturesNetwork.org
http://GlobalCnallenge.org.au
Sparking a K-12 Innovation Conversation: Moving from Global to Local Trends
Wednesday, May 13, 2020: 1:00 PM - 3:00 PM
Description
How do you lead a thoughtful conversation about emerging technologies and innovation in your school district/system? This interactive Global Symposium will define the most important trends that should be addressed by K-12 edtech leaders today to empower learners tomorrow. CoSN gathered a panel of international advisors to examine the key obstacles we are seeking to overcome in education along with intensifying megatrends. In the context of the recently released Driving K-12 Innovation: Hurdles/Accelerators publication, the 2020 Global Symposium will help you make the connection between global megatrends and what’s going on in your local school system. Speakers, facilitators, and panelists will be announced shortly. Take part in a hands-on, interactive session to help you stimulate conversation and about innovation in education when you go home. You’ll receive tips on conversation starters and hear how panelists have initiated future-focused discussions in their communities.
The Schools Innovation Projects Initiative (SIPI) promotes research and fosters understanding of how new technologies support academic excellence and student success. SIPI leverages a “network of networks”, including tools and practices that will collaboratively increase efficiency and capacity for high-quality learning engagement.
Balance of the Planet is a project from Curtin University that connects learners from around the globe and invites them to learn valuable skills, compete for scholarship funds and prizes, and gain university-endorsed recognition by solving real-world problems associated with the United Nations Sustainable Development Goals (SDGs).
Future Landscapes for Educational TechnologyKim Flintoff
WA Education Summit - May 24 - Optus Stadium
2017 saw the conclusion of one of the most significant global projects around educational technologies. The Horizon Report K-12 was published for the last time as the New Media Consortium was wound up operations. During 2018 several new projects emerged around the globe including the CoSN Driving K-12 Innovation project, Australian Educational Technology Trends, and others. Each seeking to bridge the knowledge gap between where education is heading and what will be happening in terms of technology use. This session will consider some of the emerging trends, and discuss some of the expectations over the next 2-5 years as they are likely to be experienced by schools, teachers, administrators and technology leaders. Extended reality, drones, eSports, data and analytics, visualisation technologies, space science and astronomy, new strategies for assessment, and other imminent engagements will be discussed.
Global Challenge Video: https://www.youtube.com/watch?v=I2QEgqV4sCA
Black Swans and the Future of EducationKim Flintoff
“A black swan is an event or occurrence that deviates beyond what is normally expected of a situation and is extremely difficult to predict. Black swan events are typically random and unexpected.”
2017 saw the conclusion of one of the most significant global projects around educational technologies. The Horizon Report K-12 was published for the last time as the New Media Consortium was wound up operations.
During 2018 several new projects emerged around the globe including the CoSN Driving K-12 Innovation project, Australian Educational Technology Trends, and others. Each seeking to bridge the knowledge gap between where education is heading and what will be happening in terms of technology use.
This talk will consider some of the emerging trends, and discuss some of the expectations over the next 2-5 years as they are likely to be experienced by schools, teachers, administrators and technology leaders. Extended reality, drones, eSports, data and analytics, visualisation technologies, space science and astronomy, new strategies for assessment, and other imminent engagements will be discussed.
Convened in the Think Space at Curtin University November 29 2018. The afternoon really concreted that vision we had in launching the Learning Futures Network that by drawing together schools and non-schools we can start to shape a new model of relationships that keeps us involved at all stages but removes most of the administrative and resourcing overheads. We saw 3 of our ISC members step up as project leaders willing to share their work to date and to assist with guiding these new projects so each school involved cam address local priorities within a consortia-based umbrella.
Education and Emerging Futures Children's Week 2018Kim Flintoff
A presentation for Childrens' Week 2018. Offered at State Library of Western Australia in Perth October 24, 2018. Thanks to Meeralinga for their invitation and support.
Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Affordable Stationery Printing Services in Jaipur | Navpack n PrintNavpack & Print
Looking for professional printing services in Jaipur? Navpack n Print offers high-quality and affordable stationery printing for all your business needs. Stand out with custom stationery designs and fast turnaround times. Contact us today for a quote!
Tata Group Dials Taiwan for Its Chipmaking Ambition in Gujarat’s DholeraAvirahi City Dholera
The Tata Group, a titan of Indian industry, is making waves with its advanced talks with Taiwanese chipmakers Powerchip Semiconductor Manufacturing Corporation (PSMC) and UMC Group. The goal? Establishing a cutting-edge semiconductor fabrication unit (fab) in Dholera, Gujarat. This isn’t just any project; it’s a potential game changer for India’s chipmaking aspirations and a boon for investors seeking promising residential projects in dholera sir.
Visit : https://www.avirahi.com/blog/tata-group-dials-taiwan-for-its-chipmaking-ambition-in-gujarats-dholera/
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
https://viralsocialtrends.com/vat-registration-outlined-in-uae/
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
Digital Transformation and IT Strategy Toolkit and TemplatesAurelien Domont, MBA
This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
Editable Toolkit to help you reuse our content: 700 Powerpoint slides | 35 Excel sheets | 84 minutes of Video training
This PowerPoint presentation is only a small preview of our Toolkits. For more details, visit www.domontconsulting.com
Digital Transformation and IT Strategy Toolkit and Templates
Arts and Technology: A Creative Alliance (DramaQueensland 2005)
1. Arts and Technology A Creative Alliance Kim Flintoff April 30, 2005 Drama Queensland Conference A story about embracing…. RISK UNCERTAINTY AMBIGUITY
13. New forms from new applications? EYESWEB PROJECT http://www.infomus.dist.unige.it/eywindex.html The EyesWeb open platform has been originally conceived for the design and development of real-time dance, music, and multimedia applications.
14. Electronic/Digital Arts? David Haines The work uses Six degrees of freedom for navigation. The work uses extensive number of video textures with alpha channels to create a richly cinematic environment along with hand modelled 3d objects to make up the world. In this prototype, navigation is via a traditional game controller but the work will eventually use neural feedback i.e. thought control for navigation.
16. New Spaces for Enactment? A completely new approach to online/virtual performance, theatre and storytelling is in development. http://www.upstage.org.nz/ UpStage (NZ)
26. Fear of the Unknown “ The birth of a new medium of communication is both exhilarating and frightening. Any industrial technology that dramatically extends our capabilities also makes us uneasy by challenging our concept of humanity itself.” Janet Horowitz Murray “ Hamlet on the Holodeck”
27. Drama as a frame for exploration? Where else in school do we get to ask questions and explore the human implications of “cyberculture” ?
28. Drama creates new metaphors? Drama works explicitly with Metaphor – we need new metaphors to accommodate new technologies http://peace.saumag.edu/faculty/Kardas/Courses/CS/spratt.htm
29. Computer games as theatre. “ Role-playing games are theatrical in a non-traditional but thrilling way. Players are both actors and audience for one another, and the events they portray often have the immediacy of personal experience ” Janet Horowitz Murray “ Hamlet on the Holodeck”
30. Computer games as theatre. MMORPG M assive M ultiplayer O nline R ole P laying G ames Why aren’t we using these as educational role-playing environments?
31. Swimming with or against the Tide? “ We are surrounded by favorable and unfavorable forces. We cannot fight against them but we can work with them. Digital space needs to face this ocean of different type of currents.” Liliàna Galvan
32. A vehicle for inclusion? Physical, social and emotional limitations might be challenged by engaging with technology
34. The scope of our teaching It is possible we may need to redefine our function as Drama teachers. Where else will students explore the implications of the virtual?
35. The Learning Process One of the positive offerings of technology such as the Internet is the ability to engage with multiple users in real-time. This should be familiar territory for Drama teachers provided they are not overwhelmed by new interfaces. Group Interaction still the core