This document provides an introduction to Second Life. It begins by introducing the Second Life team at Texas State University. It then defines Second Life as a 3D virtual world where users are represented by customizable avatars. It describes some of the activities available in Second Life like building, shopping, education and roleplaying. It also showcases the virtual campus that Texas State University has built in Second Life including buildings and facilities. The document concludes with a quick orientation on basic Second Life skills like navigation, camera controls, chatting, teleporting and avatar customization.
Second Life is a 3D virtual world where users interact through avatars. Users can explore, meet other residents, participate in individual and group activities, and create and trade virtual property and services. The presentation introduced the Second Life interface and navigation tools, covered how to customize an avatar, and discussed potential educational uses of the platform. Questions from participants focused on what surprised them about Second Life and the challenges and opportunities of using it in an educational setting.
Yurth is a new video sharing website that organizes videos geographically on an interactive map. Users can upload videos and tag them with location information, making the videos searchable and viewable based on location. The site aims to show local content from around the world and allow users to both share their own world and explore videos from other places. Key features include uploading, sharing, browsing videos and finding other users based on location, interests and other criteria.
The document discusses designing pleasurable experiences to build better products and connect with users. It covers theories of pleasure, types of pleasure, and practical tips for designing experiences that provide pleasure. Examples are given to illustrate themes like exaggeration, physicality, progress, identity, and ambiguity. The presentation argues that considering pleasure can provide business benefits like increased user engagement and retention.
Second Life is a 3D virtual world where users interact through avatars. Users can explore, meet other residents, participate in individual and group activities, and create and trade virtual property and services. The presentation introduced the Second Life interface and navigation tools, covered how to customize an avatar, and discussed potential educational uses of the platform. Questions from participants focused on what surprised them about Second Life and the challenges and opportunities of using it in an educational setting.
Yurth is a new video sharing website that organizes videos geographically on an interactive map. Users can upload videos and tag them with location information, making the videos searchable and viewable based on location. The site aims to show local content from around the world and allow users to both share their own world and explore videos from other places. Key features include uploading, sharing, browsing videos and finding other users based on location, interests and other criteria.
The document discusses designing pleasurable experiences to build better products and connect with users. It covers theories of pleasure, types of pleasure, and practical tips for designing experiences that provide pleasure. Examples are given to illustrate themes like exaggeration, physicality, progress, identity, and ambiguity. The presentation argues that considering pleasure can provide business benefits like increased user engagement and retention.
Gran Hotel Regente, Oviedo, Asturias, Españaasturgea
El documento presenta el Gran Hotel Regente en Oviedo, Asturias. Describe sus instalaciones y servicios de lujo como habitaciones con vistas, salones para eventos, cocina gourmet y spa. El hotel busca ofrecer una experiencia cálida y personalizada a los clientes a través de la innovación constante y un enfoque centrado en el cliente.
Aprendizaje colaborativo y redes de conocimientoAyala Pulido
El documento describe el aprendizaje colaborativo y las redes de conocimiento. Explica que el aprendizaje colaborativo implica el trabajo cooperativo en pequeños grupos para lograr objetivos académicos. También describe las redes de conocimiento como sistemas colaborativos para construir y difundir conocimiento entre iguales. Finalmente, discute el uso de redes de conocimiento en instituciones educativas para mejorar el aprendizaje a través de la colaboración entre estudiantes, profesores y directivos.
El documento presenta un informe de gestión de la Comisión Ejecutiva Provincial de las Juventudes Socialistas de Sevilla de enero de 2013 a enero de 2014. Resalta el trabajo realizado para fortalecer la militancia y ampliar las redes de agrupaciones. También describe los esfuerzos para mejorar la coordinación con el PSOE y aumentar la representación de las JSA en los órganos del partido. Finalmente, destaca algunas de las campañas y acciones llevadas a cabo por la Secretaría de Igualdad en temas como la viol
Documento de la Fundación Catalana per la Recerca acerca de algunos consejos para una navegación y un uso seguro de Internet, especialmente entre los más pequeños de la casa.
Digital Marketing Channel - Choosing the Right MixFahmi Mohammed
The document discusses how insurance customers now prefer multiple interaction points and channels rather than a single channel approach. It notes that over 20% of consumers use more than one channel for researching and purchasing insurance. The document then provides information on different customer profile types and recommends segmenting customers based on psychographics to better match marketing approaches. It outlines various digital marketing channels and how to track customers' journeys through different channels, emphasizing the importance of both direct response "hero" channels and branding "villain" channels.
La motherboard ofrece protección contra la humedad, descargas electrostáticas y picos de voltaje, así como soporte para procesadores Intel de 22 nm, PCIe Gen 3, gráficos integrados Intel HD, On/Off Charge para carga rápida de dispositivos iOS, y el software Smart 6 para administrar el rendimiento y seguridad del PC. Adicionalmente, incluye tecnologías Rapid Start y Smart Connect de Intel para encendido y actualización rápidas.
La remota AXPLC-100 es un sistema de adquisición, procesamiento y elaboración de
datos para su transmisión a un elemento superior mediante radio TETRA o GPRS
11.isea vol 0004www.iiste.org call for paper no 2 pp. 136-148Alexander Decker
This document summarizes a research paper that analyzes the history and trends in non-financial reporting titles among FT 500 corporations from 1989 to 2007. It focuses on the frequency of the terms "environment", "sustainability", and "responsibility" in titles over time. The number of non-financial reports issued grew substantially over this period. "Environment" was initially more common in titles but peaked in 2001 and declined, while "sustainability" and "responsibility" continued growing in popularity. The document discusses theories for why corporations adopt new keywords in non-financial reporting titles.
Este documento describe los sistemas numéricos de números naturales y enteros. Explica que los números naturales son los primeros que surgieron para contar y ordenar cantidades. Los números enteros incluyen los naturales, sus negativos y cero. Se puede sumar, restar y multiplicar números enteros, pero no siempre se puede dividir dos enteros y obtener un resultado entero.
num.32 de l'UEA Magazine, del mes de juliol.
Zoom UEA, Sopar Empresarial UEA 2014 al Campus Motor Anoia, Entrevista a Xavi Camins, Entrevista a Roser Cejudo de l'Autoescola del Poble Sec, Andreu Salvadó de CEO Expocomputer i Reportatge de Caves Bohigas i del Campus Motor Anoia.
What You Don't Know About Event Sponsorship Today by Lance BroumandBizBash
Lance Broumand of UrbanDaddy presents What You Don't Know About Event Sponsorship Today during the Event Innovation Forum at BizBash Live: The Expo New York on October 28, 2014 at the Jacob K. Javits Convention Center.
This document provides specifications for a drop cable with two singlemode fibers using G657A optical fiber. It describes the cable construction which includes the optical fibers positioned in the center with strength elements on both sides and a black LSZH outer sheath. Dimensions and tolerances are provided for the optical fiber, fiber coating, and overall cable. Performance specifications include attenuation, dispersion, proof stress level, macrobend loss, and mechanical tests for tensile strength, crush resistance, impact, bending, and environmental conditions. The cable is designed to meet relevant ITU, IEC, and other standards for reliability and performance in fiber to the home applications.
Este documento aprueba el Manual de Senderos Turísticos de Aragón. El manual establece la imagen corporativa, normas de señalización e información técnica para el diseño, ejecución y mantenimiento de senderos turísticos en la región de Aragón. El objetivo es alcanzar estándares de calidad y seguridad para consolidar a Aragón como destino de senderismo. El manual es de aplicación a todos los senderos definidos como recursos turísticos en Aragón.
El documento presenta el XI Foro de Empleo y Emprendimiento de la Universidad de Deusto que tendrá lugar los días 25 y 26 de marzo. Más de 50 empresas, instituciones y organizaciones participarán en el evento buscando talento entre estudiantes y recién titulados. El foro ofrece la oportunidad de contactar directamente con los responsables de recursos humanos de las empresas participantes a través de presentaciones, procesos de selección, charlas y talleres sobre empleabilidad y emprendimiento.
Health & Nutrition Industry Census 2011 - Trends in Mergers & Acquisitionsmarcogalante
The document summarizes M&A trends in the health and nutrition industry in 2011. It finds that transactions increased overall by 20% from 2010, led by the healthy, natural, organic, and functional foods/beverages segment which saw a 28% rise. Within this segment, there was increased activity in fresh juice and fruit processing, as well as strategic acquisitions by large companies seeking to expand in related product areas like gluten-free and functional beverages. Commodity price pressures continued to impact industry participants.
Design your mind. Despertar el pensamiento innovador de las personas.. Herramienta de formación en creatividad, innovación y diseño de experiencias a través del Design Thinking.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
Metanomics Transcript, June 3 2009, Inside Linden LabDoug Thompson
How does the culture INSIDE Linden Lab impact the culture of Second Life? How do the values and attitudes of the Lab translate into changes to how Second Life works? What is the “day in the life” of a Lab employee look like? What tools and cultural norms influence how people work together and operate?
This episode of Metanomics featured Thomas Malaby, discussing his ethnographic study of Linden Lab. In addition, Bettina Tizzy discussed the role of the artist and the "not possible in real life" on virtual worlds.
To view the video on which this transcript is based visit:
http://tinyurl.com/metanomics-malaby
Gran Hotel Regente, Oviedo, Asturias, Españaasturgea
El documento presenta el Gran Hotel Regente en Oviedo, Asturias. Describe sus instalaciones y servicios de lujo como habitaciones con vistas, salones para eventos, cocina gourmet y spa. El hotel busca ofrecer una experiencia cálida y personalizada a los clientes a través de la innovación constante y un enfoque centrado en el cliente.
Aprendizaje colaborativo y redes de conocimientoAyala Pulido
El documento describe el aprendizaje colaborativo y las redes de conocimiento. Explica que el aprendizaje colaborativo implica el trabajo cooperativo en pequeños grupos para lograr objetivos académicos. También describe las redes de conocimiento como sistemas colaborativos para construir y difundir conocimiento entre iguales. Finalmente, discute el uso de redes de conocimiento en instituciones educativas para mejorar el aprendizaje a través de la colaboración entre estudiantes, profesores y directivos.
El documento presenta un informe de gestión de la Comisión Ejecutiva Provincial de las Juventudes Socialistas de Sevilla de enero de 2013 a enero de 2014. Resalta el trabajo realizado para fortalecer la militancia y ampliar las redes de agrupaciones. También describe los esfuerzos para mejorar la coordinación con el PSOE y aumentar la representación de las JSA en los órganos del partido. Finalmente, destaca algunas de las campañas y acciones llevadas a cabo por la Secretaría de Igualdad en temas como la viol
Documento de la Fundación Catalana per la Recerca acerca de algunos consejos para una navegación y un uso seguro de Internet, especialmente entre los más pequeños de la casa.
Digital Marketing Channel - Choosing the Right MixFahmi Mohammed
The document discusses how insurance customers now prefer multiple interaction points and channels rather than a single channel approach. It notes that over 20% of consumers use more than one channel for researching and purchasing insurance. The document then provides information on different customer profile types and recommends segmenting customers based on psychographics to better match marketing approaches. It outlines various digital marketing channels and how to track customers' journeys through different channels, emphasizing the importance of both direct response "hero" channels and branding "villain" channels.
La motherboard ofrece protección contra la humedad, descargas electrostáticas y picos de voltaje, así como soporte para procesadores Intel de 22 nm, PCIe Gen 3, gráficos integrados Intel HD, On/Off Charge para carga rápida de dispositivos iOS, y el software Smart 6 para administrar el rendimiento y seguridad del PC. Adicionalmente, incluye tecnologías Rapid Start y Smart Connect de Intel para encendido y actualización rápidas.
La remota AXPLC-100 es un sistema de adquisición, procesamiento y elaboración de
datos para su transmisión a un elemento superior mediante radio TETRA o GPRS
11.isea vol 0004www.iiste.org call for paper no 2 pp. 136-148Alexander Decker
This document summarizes a research paper that analyzes the history and trends in non-financial reporting titles among FT 500 corporations from 1989 to 2007. It focuses on the frequency of the terms "environment", "sustainability", and "responsibility" in titles over time. The number of non-financial reports issued grew substantially over this period. "Environment" was initially more common in titles but peaked in 2001 and declined, while "sustainability" and "responsibility" continued growing in popularity. The document discusses theories for why corporations adopt new keywords in non-financial reporting titles.
Este documento describe los sistemas numéricos de números naturales y enteros. Explica que los números naturales son los primeros que surgieron para contar y ordenar cantidades. Los números enteros incluyen los naturales, sus negativos y cero. Se puede sumar, restar y multiplicar números enteros, pero no siempre se puede dividir dos enteros y obtener un resultado entero.
num.32 de l'UEA Magazine, del mes de juliol.
Zoom UEA, Sopar Empresarial UEA 2014 al Campus Motor Anoia, Entrevista a Xavi Camins, Entrevista a Roser Cejudo de l'Autoescola del Poble Sec, Andreu Salvadó de CEO Expocomputer i Reportatge de Caves Bohigas i del Campus Motor Anoia.
What You Don't Know About Event Sponsorship Today by Lance BroumandBizBash
Lance Broumand of UrbanDaddy presents What You Don't Know About Event Sponsorship Today during the Event Innovation Forum at BizBash Live: The Expo New York on October 28, 2014 at the Jacob K. Javits Convention Center.
This document provides specifications for a drop cable with two singlemode fibers using G657A optical fiber. It describes the cable construction which includes the optical fibers positioned in the center with strength elements on both sides and a black LSZH outer sheath. Dimensions and tolerances are provided for the optical fiber, fiber coating, and overall cable. Performance specifications include attenuation, dispersion, proof stress level, macrobend loss, and mechanical tests for tensile strength, crush resistance, impact, bending, and environmental conditions. The cable is designed to meet relevant ITU, IEC, and other standards for reliability and performance in fiber to the home applications.
Este documento aprueba el Manual de Senderos Turísticos de Aragón. El manual establece la imagen corporativa, normas de señalización e información técnica para el diseño, ejecución y mantenimiento de senderos turísticos en la región de Aragón. El objetivo es alcanzar estándares de calidad y seguridad para consolidar a Aragón como destino de senderismo. El manual es de aplicación a todos los senderos definidos como recursos turísticos en Aragón.
El documento presenta el XI Foro de Empleo y Emprendimiento de la Universidad de Deusto que tendrá lugar los días 25 y 26 de marzo. Más de 50 empresas, instituciones y organizaciones participarán en el evento buscando talento entre estudiantes y recién titulados. El foro ofrece la oportunidad de contactar directamente con los responsables de recursos humanos de las empresas participantes a través de presentaciones, procesos de selección, charlas y talleres sobre empleabilidad y emprendimiento.
Health & Nutrition Industry Census 2011 - Trends in Mergers & Acquisitionsmarcogalante
The document summarizes M&A trends in the health and nutrition industry in 2011. It finds that transactions increased overall by 20% from 2010, led by the healthy, natural, organic, and functional foods/beverages segment which saw a 28% rise. Within this segment, there was increased activity in fresh juice and fruit processing, as well as strategic acquisitions by large companies seeking to expand in related product areas like gluten-free and functional beverages. Commodity price pressures continued to impact industry participants.
Design your mind. Despertar el pensamiento innovador de las personas.. Herramienta de formación en creatividad, innovación y diseño de experiencias a través del Design Thinking.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
Metanomics Transcript, June 3 2009, Inside Linden LabDoug Thompson
How does the culture INSIDE Linden Lab impact the culture of Second Life? How do the values and attitudes of the Lab translate into changes to how Second Life works? What is the “day in the life” of a Lab employee look like? What tools and cultural norms influence how people work together and operate?
This episode of Metanomics featured Thomas Malaby, discussing his ethnographic study of Linden Lab. In addition, Bettina Tizzy discussed the role of the artist and the "not possible in real life" on virtual worlds.
To view the video on which this transcript is based visit:
http://tinyurl.com/metanomics-malaby
Second Life is an online virtual world where users create avatars to interact with others. Users can socialize, attend events, play games, and build virtual objects. It has been used educationally by allowing students to engage in experiential learning activities. While useful, Second Life requires technical resources and its adult rating limits K-12 use. Alternatives like OpenSimulator provide free, private virtual worlds for education but with less stability than Second Life.
Second Life: A Glimpse into a Digiital Worldguest705c8c3
This document introduces Second Life, a virtual world where users create avatars to engage in various activities. In Second Life, created by Linden Labs in 1999, users can customize their avatars endlessly and spend over 100 minutes each login participating in escape, networking, commerce, distance learning and changing their look. While some concerns exist around false identities and loss of real-world social skills from extensive virtual world use, Second Life is changing how people network, shop, meet and socialize online and affecting education and businesses.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
The document discusses holding a hands-on workshop to teach educators how to use the virtual world Second Life for teaching. It provides an overview of Second Life and the activities that will take place at the workshop, including demonstrations of how to build and script content as well as discussions on pedagogical techniques for teaching in Second Life. The workshop also aims to help educators overcome challenges of using Second Life and help them get started utilizing it for their own teaching.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
An intro to Holocene/Epocene prototype, demonstrating dozens of patented conversation modes that never appeared anywhere else online, from Facebook to chat to IM to email.
The document discusses Second Life, a 3D virtual world platform. It describes Second Life as having its own currency called Linden Dollars, non-player characters that users can interact with for quests, and avatars that represent users. It also mentions several universities that have a presence in Second Life, including Harvard, Stanford, and ABAC University in Thailand.
Second Life is a virtual world where users create avatars to represent themselves. Nonprofits have created virtual presences in Second Life to raise awareness of their causes and solicit donations. The MacArthur Foundation has provided funding for organizations to host virtual events in Second Life to bring people together cost-effectively and discuss issues like migration and education. While Second Life provides a creative space for global interaction, it also has technology requirements and a learning curve that can make participation challenging.
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
Avatars as media Stars: Second Life as a Global Media EventSenikl
1. Second Life is an online virtual world where users create avatars to represent themselves and interact in a 3D environment.
2. Within Second Life, some avatars have become media stars, like Anshe Chung who became a successful virtual real estate mogul.
3. Real media organizations like newspapers, TV stations, and news agencies now have a presence in Second Life, creating virtual media events like live concerts and interviews that bring together avatars and people in the real world.
This document discusses how Second Life can be used to promote Poland and Polish culture. It describes plans to build virtual replicas of eight Polish cities at a 1:1 scale to allow for realistic virtual tourism. It also outlines ways to build a virtual Polish society within Second Life, including creating community spaces, clubs, and businesses. The goal is to prove Poland can be effectively promoted through Second Life and to monetize the project by attracting users from real life.
Virtual Worlds, Real People discusses Second Life and its potential applications for education and healthcare. Some key points:
- Second Life is an online virtual world created by Linden Lab that allows users to interact in an immersive 3D environment.
- Over 500,000 residents spend an average of 56 hours per month in Second Life, using it for entertainment, education, work, and advocacy.
- In Second Life, residents can own virtual land and creations, providing opportunities to simulate real-world environments or collaborate on projects.
- Examples highlighted include replications of the Sistine Chapel and a future hospital building, as well as possibilities for clinical interventions and new models of medical education.
Second Life is a 3D virtual world created by users where residents interact through avatars. Residents can explore the virtual world, build objects, and participate in activities like education, religion, and business. The economy allows for the buying and selling of virtual goods using Linden dollars. Communication occurs through chat, messaging, and email. Many companies and organizations have a presence in Second Life to reach users. While virtual, Second Life has become integrated into popular culture through literature, television, movies, and music.
041408 Linden Labs Past Present And Future Metanomics TranscriptRemedy Communications
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
This document discusses virtual worlds and Second Life. It introduces Renne Emiko Brock-Richmond, an artist and instructor who uses Second Life. It describes what virtual worlds and Second Life are, how users have avatars and can interact with others. It outlines some of the arts activities possible in Second Life like visiting classics, being advocates, embracing fandoms, taking classes, and more. It provides basic instructions for logging into Second Life and exploring the welcome island and world map. It concludes by asking how the reader will engage and express themselves in Second Life.
Similar to COMM4325 Introduction to Second Life Workshop Spring 2013 (20)
Virtual Worlds in Education: Using Second Life in Health InformaticsE S
Second Life and virtual worlds, they're still here and still work great, if: You design according to the strengths of the platform, put in the time building the experience, and train your learners. The Presentation will cover development methodology, best practices, and lessons learned.
TXDLA 2015 Presentation: Using Unity3D for Creating Simulations for HealthcareE S
This document discusses the development of a virtual simulation for radiation therapy education. It describes the team involved, challenges with current radiation therapy education, and how a simulation could help address these. It outlines the project timeline, development process using Maya and Unity3D, and student feedback testing the simulation. Key lessons learned include the benefits of blended teams and importance of organization, version control, and planning for different platforms. Next steps include expanding the simulation with additional exercises and technologies like VR headsets.
Quick Update from the DE team for SBMI instructors about our online resources and services.
Information includes the introduction of our new learning management system, Canvas. Proctoring guidelines, turnitin settings, and information on how to gain access to Avayalive and Second Life as well as WizIQ and Acano.
SBMI Second Life Orientation for Online Classes Spring 2015E S
Second Life is a 3D virtual world where users are represented by customizable avatars that can communicate with others in real-time. The document provides an introduction to Second Life, describing what it is, how to navigate and use basic features like movement, camera controls, chatting, teleporting, and customizing an avatar. It also shows locations like the SBMI Virtual Campus that can be visited within Second Life.
Technology Integration: Virtual Learning EnvironmentsE S
This document discusses different types of virtual learning spaces, including learning management systems, web/video conferencing tools, and interactive activities on websites and social media. It provides examples of virtual learning spaces at Texas State University, including classes held in Second Life with students meeting and presenting posters. Other virtual tools mentioned include OpenSim, Microsoft Photosynth, Google Earth, Sketchup, and Unity3D for simulations. The document encourages questions and provides links to the university's virtual campus and field school in Second Life.
Virtual Learning Spaces in SL Presentation for SL10BE S
This is meant to be an entertaining and non-boring presentation about Texas State University's tenure in Second Life 2006-2013.
The copy uploaded here is meant as a backup for those with less than perfect internet connectivity in SL.
We will be presenting this material as a part of the Second Life 10th Birthday events on June 19th at 2-3pm SLT (Pacific) at the Auditorium.
PLEASE NOTE: We intended this to be a fun presentation. IF you're disappointed about the content, please make sure you see the latter half of the presentation -- we have plenty of snapshots of our campus, we have a few informational videos about our projects and we have links to our spaces in SL and our website at the end of the presentation.
If you would like find out more about our efforts please like our page on Facebook:
You can visit our campus by teleporting to: (using the SL client)
http://maps.secondlife.com/secondlife/Bobcat%20Village/111/157/26
Please contact Troy Vogel in SL for more information.
This document defines virtual learning environments as any environment that supports computer-mediated communication for teaching purposes, including learning management systems, websites, forums, and virtual spaces. It notes that virtual learning environments should include social features, avatars, and a sense of place to exploit pedagogical strategies. While technology alone does not guarantee effectiveness, integrating virtual learning environments with effective instructional plans can be successful. Examples provided include using programs like Second Life, Photosynth, and Google Earth to engage students in interactive activities, simulations, and discovery learning.
This is a brief presentation intended to get instructors more comfortable with web 2.0 and social media sites. We cover several of the basic sites that lend themselves to educational use. We also discuss copyright, and university policy issues to keep in mind while using third party sites for educational activities.
Second Life 9th Birthday: Making Virtual Learning Spaces A RealityE S
The document summarizes a project to develop a virtual simulation of El Cerrito Village in New Mexico using multiple development platforms. The team gathered data on the real village and built versions in Second Life, OpenSim, Google Earth, and Unity Engine to compare the platforms. They modeled buildings, imported textures, and replicated the layout and surroundings. The final simulations allowed virtual visits and information about the historical village. The project aims to break the habit of only using Second Life and provide a comparative study of different virtual environment tools.
Second Life 9th Birthday Virtual Learning Spaces PresentationE S
This document summarizes the development of a virtual field school simulation set in El Cerrito Village, New Mexico. It describes gathering data like photographs and videos of the real village. The simulation was built in Second Life and includes structures, terrain, and interactive elements to educate students. A hybrid online course was designed around the simulation, with discussions, assignments, and a live lecture in Second Life. The project aims to bring the feel of an in-person field experience to online learners.
Diigo is a research, collaboration, and sharing tool that allows users to annotate web pages, organize bookmarks, and build a personal learning network. It has three main areas: My Library for archiving bookmarks and pages; My Network for following others and sharing content; and My Groups for collaborating with groups. Key features include annotating pages, archiving cached copies, tagging bookmarks, and creating private or public groups for team-based research. The document demonstrates how to sign up, install the bookmarklet, use tools like bookmarks and groups, and find content within a Diigo library.
Using Social Media & Web 2.0 to Build Community in Online CoursesE S
This presentation outlines how higher ed instructors can use web 2.0 sites to build more cohesive learning communities around their hybrid and online courses.
Slides for a one hour workshop for the Tech Tools 2012 for instructors at Texas State University - San Marcos. The workshop focuses on how ETC-Research and Development team of Instructional Technologies Support collaborated with several instructors including Dr. Brock Brown from Geography to embark on several projects using Second Life, Unity Engine, Google Earth, OpenSimulator to teach hybrid online classes that need simulations or immersive environments to reach educational goals. The presentation also covers the over 8 years worth of tenure the Texas State University Virtual Campus has had in Second Life, our experiences, the good and the bad and the exciting!
Description from TXDLA 2012 Conference Program:
For some time now, virtual worlds have been a focus area for many instructional technologists. Texas State University media
specialists and instructional designers have collaborated with geographers and faculty to design and implement a virtual field school experience intended for use by university-level geography and secondary education students.
Presenters: Patrick Smith, Robyn Herry, and Emin Saglamer
Presentation Design: Laura Trial
Link to Dr. Brock Brown's Introduction Video:
http://vimeo.com/39436597
Link to the Virtual Field School Tour Video:
http://vimeo.com/39429424
This is a presentation we prepared for the Second Life 8th Birthday Celebrations. We will be presenting in the SL8B auditorium about our Field School in Second Life Project.
For this project we created a replica of a historically significant Spanish settlement turned village in a remote part of New Mexico for our Geography Department.
The field school as we built is going to be used as the classroom for Geography 4190 in Fall 2011.
This is the presentation reporting on TXSTATE University's experience using Second Life for education.
Texas State University - San Marcos universitesi 2006-2011 yılları arasında Second Life'ı eğitim / öğretim aktivitelerini anlatan bir prezentasyon.
This is a quick presentation I put together briefing builders in Second Life on the history and key characteristics of the Craftsman style.
This presentation will be attended by builders who will compete in a competition to build a craftsman home in Second Life as a part of the Frank Lloyd Wright Museum hosted events in November 2009
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
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Answers about how you can do more with Walmart!"
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COMM4325 Introduction to Second Life Workshop Spring 2013
1. Introduction to Second Life
Introduction to Second Life
April 16th 2013
Emin Saglamer
Instructional Technologies Support
2. Introduction to Second Life
Meet the Texas State SL Team
Second Life Team at ITS
•Emin Saglamer
– Manager,
– Virtual Architect,
– Virtual Trainer.
•Robyn Herry
– Virtual Architect,
– Virtual Trainer,
– Video Specialist.
•Steve Lux
– Virtual Architect,
– Programmer,
– Graphic Designer.
3. Introduction to Second Life
WHAT IS SECOND LIFE?
Open-ended MMORPG with free membership and integrated
content building tools operated by Linden Lab since 2002.
4. Introduction to Second Life
Your World, Your Imagination
Teaser Video Tour of Second Life
5. Introduction to Second Life
A Year in Second Life!
A Year in Second Life – user created video tour.
6. Introduction to Second Life
What is Second Life?
Persistent 3D virtual reality
First available in 2002
7. Introduction to Second Life
What is Second Life?
Users are represented by avatars
Avatars can take any shape or form
8. Introduction to Second Life
What is Second Life?
Users are represented by avatars
Avatars can take any shape or form
9. Introduction to Second Life
What is Second Life?
Text chat, voice chat
Real time communication
10. Introduction to Second Life
What is Second Life?
Has its own currency (L$)
Economy & Merchants
11. Introduction to Second Life
What is Second Life?
Free or paid membership options
Rent or own land
21. Introduction to Second Life
SECOND LIFE COMMUNITIES
What is goin' on in dat
crazy virtual world with them avatars???
22. Introduction to Second Life
Second Life is Creative Expression
Wastelands in Second Life
23. Introduction to Second Life
Second Life is a Party: Second Life Birthday Celebration
Second Life 9th Birthday Celebration 2012
24. Introduction to Second Life
Second Life is a Live Concert
Live Concert during SL9B Celebrations
25. Introduction to Second Life
Second Life is Fashion & Style
Source: A Passion for Fashion by Harper Beresford
26. Introduction to Second Life
Second Life is Playing House
Let them know how special they are for you.
27. Introduction to Second Life
Second Life is a Conference
Share ideas, learn, communicate, inspire…
28. Introduction to Second Life
Second Life is an Educational Platform
All shapes and sizes gather and discuss…
29. Introduction to Second Life
Second Life is Role Playing: Robots, Vampires, Furries
“Come, whoever you are, come! Heathen, fire
worshipper or idolatrous, come! Come even if you
broke your vows a hundred times, Ours is the
portal of hope, come as you are.”
- Rumi
35. Introduction to Second Life
Second Life Client
SL Client
Splash Screen
• SL client runs on Macintosh
and Windows computers.
• If your lab computer's version
of SL tells you, you need to
upgrade, please ignore it. You
can still log in with the version
installed.
36. Introduction to Second Life
Terms of Service Agreement
TOS Agreement
Accept the TOS
• Before you can sign onto
Second Life, you have to agree
to the terms of service (TOS)
agreement as presented by
Linden Lab.
• You will have to accept the
TOS once however from time
to time Linden Lab will make
changes to the TOS and when
you log in you may have to
agree to TOS again.
38. Introduction to Second Life
Navigate to Our Virtual Campus to Start Your Orientation
Notice the field at the top of your window that looks like a URL field for a web browser. Type
“bobcat village” and hit return in this field to teleport to our island.
39. Introduction to Second Life
Walking
Use the up and down arrow keys on your keyboard to make your avatar forward
and back. Use left right arrows to make your avatar turn.
40. Introduction to Second Life
Camera Turn
Holding down Alt and holding down a left mouse button click, drag your mouse
forward and back or use the wheel to zoom in and out. Move the mouse sideways
to rotate around your focus point.
41. Introduction to Second Life
Alt Zooming
Holding down the Alt key on your keyboard, left mouse click on various parts of
the fish tank to focus on details. Use ESC to go back to default view.
42. Introduction to Second Life
Light Control
Day Night Cycle
Second Life days consist of three hours of daytime and one
hour of night, meaning in a real-world 24-hour day, there are
six Second Life® days.
Sun Override
1. Go to World->Sun
2. Select the time of day you desire from the following list:
1. Sunrise
2. Midday
3. Sunset
4. Midnight
5. Estate Time (sets back to the default time)
3. Light settings will now be fixed until you changed them
back to “Estate Time”.
4. If you quit and re-launch, this setting will reset back to
default.
43. Introduction to Second Life
Snapshot Camera
Snapshots are a quick way to capture an image of
where you are visiting in SL.
How to take a snaphot in SL:
1. Position your camera at the exact angle and
distance you like from your subject using the
camera controls discussed earlier.
2. Click the camera icon on the left side of your
screen.
3. A snapshot will be captured by SL client.
4. Click E mail button under the preview picture to e
mail the picture.
5. E mail interface will allow you type in:
1. the adress of the recepient
2. a subject line
3. and message
To send along with your snapshot.
44. Introduction to Second Life
Chat
Type in the chat field located at the bottom left of your window and press enter to
say something in public chat.
45. Introduction to Second Life
Instant Message
Right click one of your fellow classmates' avatar and select IM to send them a
private IM message. This will open an IM window for this conversation.
46. Introduction to Second Life
Sit
You can right mouse click and sit on most surfaces in SL.
Some scripted seating may also let you sit with a single left mouse click.
47. Introduction to Second Life
Stand Up
To stand up, you must click the “Stand Up” Button located at the bottom of your
window right above the Move button.
48. Introduction to Second Life
Fly
Holding down Page Up key on your keyboard will make your avatar fly.
Holding down Page Down key on your keyboard will make your avatar land.
49. Introduction to Second Life
Search
Use Destinations button or Search button to look for a destination.
Destinations are locations to visit that have beenreviewed and rated by Linden Lab.
50. Introduction to Second Life
Teleport
Search results will display a teleport button and you can visit the place by clicking
this button.
51. Introduction to Second Life
Avatar Makeover
Default Avatars
These are the default avatars SL offers as of October 2010.
52. Introduction to Second Life
Avatar Makeover
Endless Possibilities for Your Own Avatar
Only a few samples from thousands of user created avatars available in SL.
53. Introduction to Second Life
Avatar Makeover
Edit Shape
Shape refers to anything and everything that changes the
shape and texture of the BODY of your avatar:
– Body Parts
• Shape
• Skin
• Hair
• Eyes
– Clothes
• Shirt
• Pants
• Shoes
• Socks
• Jacket
• Gloves
• Undershirt
• Underpants
• Skirt
To edit your shape:
1. Right click your avatar.
2. Select Edit Appearance from the pull-down menu.
3. The Appearance Window will come up.
4. Your avatar will turn and face you.
Your avatar will turn around
and face you.
54. Introduction to Second Life
Avatar Makeover
Edit Shape
Shape is broken down into the following parts:
–Body
–Head
–Eyes
–Ears
–Nose
–Mouth
–Chin
–Torso
–Legs