Dave Taylor, MSc, MBCS, Programme Lead, Virtual Worlds, Medical Media and Design Lab, Imperial College, London. Presentation at Handheld Learning 2008 - Virtual Worlds and Social Networks session
차세대 쇼셜 네트워크 서비스에 대한 발표자료로서 2009년 2월 26일 KRnet 이다.
KRnet이란 'korea Internet Conference'로서 그 중 'Track : Convergence Promotion Services'에서 'Track : Convergence Promotion Services'의 발표자료이다. 발표제목은 'Next Social Network Service'이며 내용은 다음과 같다.
소셜네트워크 서비스란 쉽게 말해 ‘나의 프로필을 네트워크에 공유하여, 구인/구직에 실질적인 도움을 주는 웹 서비스의 일종이다. 그러나 쇼셜 네트워크란 아날로적 인맥망에서부터 시작하여 디지털 인맥망으로, 사회학에서부터 소프트웨어 개발학으로까지, 구인/구직의 연결망에서 관계의 매듭을 열어가는 연결망으로 발전 중에 있다. 본 강연은 네트워크 이론에 의한 수렴과 확산의 상호질서를 바
탕으로 소셜 서비스의 발전 과정과 그 의의를 진단한다. 특히 단문 서비스 중심의 소셜 서비스인 트위터(twitter), 이미지 기반의 소셜 서비스인 플리커(flickr), 동영상 맥락의 소셜 서비스인 유튜브(youtube), 프로필 중심의 소셜 서비스인 마이스페이스(myspace) 등이 각 매체의 허브로서 역할하며 어떻게 사회, 문화, 비즈니스적인 변화를 주는지를 소개한다. 강연을 통해 소셜 서비스의 각 허브들이 상
호작용하여 수렴되는 쇼셜 네트워크에서의 아이텐티가 어떻게 개인을 설명해주고 신뢰해주는 메커니즘을 가지는지를 분석할 예정이다. 즉 소셜 서비스란 개인과 집단의 신뢰의 증진을 위한 관계 맺기 서비스이다.
The document discusses the evolution of social media from early forms of online communication to modern social networking sites. It describes how the internet and new technologies enabled people to socialize and share content online. Key factors in the rise of social media included the development of Web 2.0 technologies that allowed free and open collaboration online, as well as the proliferation of broadband access and smartphones. The document then examines how a typical user may engage with social media throughout the day by checking various sites, sharing content, and interacting with contacts. It also explores how brands can effectively participate in social media conversations.
Connectr8 - Exploding The Barriers To Social Computing (UKLUG 2009)Stuart McIntyre
My presentation to the UK Lotus User Group (UKLUG) in Edinburgh, 8 October 2009.
Aimed at relative newcomers to Enterprise 2.0 and Social Software, I spoke about the reasons why social computing is important, some of the challenges to gaining investment in the tools and driving adoption, and how to break through these barriers.
I try to make my presentations very visual, so these slides may not make a huge amount of sense on their own, so if you need any additional information, please get in touch!
Virtual Worlds Introduction: Second Life and BeyondAlja Isakovic
This document provides an introduction to virtual worlds like Second Life. It discusses what virtual worlds are, how they have evolved from social networks and online games, and how Second Life works. Users can explore, build things, communicate, participate in businesses and education, and engage in politics, media, art, sports and other activities in Second Life by controlling an avatar and interacting with other users.
Daden Emerging Technology Seminar - Daden Limited is a Virtual Worlds and artificial intelligence solution provider.
Our focus is on using virtual worlds, and virtual personalities to deliver more efficient and effective enterprise systems, saving our clients money, time and carbon, and delivering better understanding and collaboration.
The document summarizes Gráinne Conole's presentation on learning in an open world. It discusses (1) redefining openness in terms of open design, delivery, research, and evaluation practices; (2) a typology of new technologies and examples of their uses and issues; and (3) challenges in realizing the potential of open practices due to technical, pedagogical, and organizational barriers.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
Information Services and Web 2.0: New Challenges and Opportunities. Yasar Tonta
Electronic Library: International Scientific Conference, Belgrade, September 25th-28th, 2008 –Summary book- Ed. By A. Vranes, L. Markovic & V. Crnogorac. Belgrade, 2008.
차세대 쇼셜 네트워크 서비스에 대한 발표자료로서 2009년 2월 26일 KRnet 이다.
KRnet이란 'korea Internet Conference'로서 그 중 'Track : Convergence Promotion Services'에서 'Track : Convergence Promotion Services'의 발표자료이다. 발표제목은 'Next Social Network Service'이며 내용은 다음과 같다.
소셜네트워크 서비스란 쉽게 말해 ‘나의 프로필을 네트워크에 공유하여, 구인/구직에 실질적인 도움을 주는 웹 서비스의 일종이다. 그러나 쇼셜 네트워크란 아날로적 인맥망에서부터 시작하여 디지털 인맥망으로, 사회학에서부터 소프트웨어 개발학으로까지, 구인/구직의 연결망에서 관계의 매듭을 열어가는 연결망으로 발전 중에 있다. 본 강연은 네트워크 이론에 의한 수렴과 확산의 상호질서를 바
탕으로 소셜 서비스의 발전 과정과 그 의의를 진단한다. 특히 단문 서비스 중심의 소셜 서비스인 트위터(twitter), 이미지 기반의 소셜 서비스인 플리커(flickr), 동영상 맥락의 소셜 서비스인 유튜브(youtube), 프로필 중심의 소셜 서비스인 마이스페이스(myspace) 등이 각 매체의 허브로서 역할하며 어떻게 사회, 문화, 비즈니스적인 변화를 주는지를 소개한다. 강연을 통해 소셜 서비스의 각 허브들이 상
호작용하여 수렴되는 쇼셜 네트워크에서의 아이텐티가 어떻게 개인을 설명해주고 신뢰해주는 메커니즘을 가지는지를 분석할 예정이다. 즉 소셜 서비스란 개인과 집단의 신뢰의 증진을 위한 관계 맺기 서비스이다.
The document discusses the evolution of social media from early forms of online communication to modern social networking sites. It describes how the internet and new technologies enabled people to socialize and share content online. Key factors in the rise of social media included the development of Web 2.0 technologies that allowed free and open collaboration online, as well as the proliferation of broadband access and smartphones. The document then examines how a typical user may engage with social media throughout the day by checking various sites, sharing content, and interacting with contacts. It also explores how brands can effectively participate in social media conversations.
Connectr8 - Exploding The Barriers To Social Computing (UKLUG 2009)Stuart McIntyre
My presentation to the UK Lotus User Group (UKLUG) in Edinburgh, 8 October 2009.
Aimed at relative newcomers to Enterprise 2.0 and Social Software, I spoke about the reasons why social computing is important, some of the challenges to gaining investment in the tools and driving adoption, and how to break through these barriers.
I try to make my presentations very visual, so these slides may not make a huge amount of sense on their own, so if you need any additional information, please get in touch!
Virtual Worlds Introduction: Second Life and BeyondAlja Isakovic
This document provides an introduction to virtual worlds like Second Life. It discusses what virtual worlds are, how they have evolved from social networks and online games, and how Second Life works. Users can explore, build things, communicate, participate in businesses and education, and engage in politics, media, art, sports and other activities in Second Life by controlling an avatar and interacting with other users.
Daden Emerging Technology Seminar - Daden Limited is a Virtual Worlds and artificial intelligence solution provider.
Our focus is on using virtual worlds, and virtual personalities to deliver more efficient and effective enterprise systems, saving our clients money, time and carbon, and delivering better understanding and collaboration.
The document summarizes Gráinne Conole's presentation on learning in an open world. It discusses (1) redefining openness in terms of open design, delivery, research, and evaluation practices; (2) a typology of new technologies and examples of their uses and issues; and (3) challenges in realizing the potential of open practices due to technical, pedagogical, and organizational barriers.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
Information Services and Web 2.0: New Challenges and Opportunities. Yasar Tonta
Electronic Library: International Scientific Conference, Belgrade, September 25th-28th, 2008 –Summary book- Ed. By A. Vranes, L. Markovic & V. Crnogorac. Belgrade, 2008.
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Ci sono oggetti e tecnologie che ci hanno fatto innamorare (di loro). Oggi non è impossibile pensare che ogni piccola azienda abbia il suo oggetto-ipod-dei desideri, ma la forma e la funzione di questi oggetti va integrata nei social network e nella mobilità avanzata.
Librarians use virtual worlds like Second Life to provide library services and resources to students. They build virtual libraries, provide reference help, and direct students to interactive exhibits. Some advantages are connecting distance students, creating social networks, and allowing interactive exploration of places. Challenges include the learning curve, hardware needs, promoting educational value over perceptions as games, and developing best practices. As virtual worlds become more mainstream, librarians need to establish them as extensions of services and develop standards to support virtual library collections and interactions.
Is your organization ready for seismic change accelerated by the expanding online ecosystem? Are you evolving the kinds of nimble governance, management, and operations that can survive -- and thrive -- through the next upheaval in your industry? By definition, disruption is unexpected, but you can prepare your programs and people to anticipate transformative change.
References:
http://en.wikipedia.org/wiki/Clayton_M._Christensen
http://en.wikipedia.org/wiki/Communities_of_practice
http://en.wikipedia.org/wiki/Agile_Manifesto
Credits:
http://www.flickr.com/photos/tedkerwin/4829580594/
http://en.wikipedia.org/wiki/File:Metal_movable_type.jpg
http://www.flickr.com/photos/pargon/2444943158/
http://www.flickr.com/photos/ollesvensson/3681650830/
http://www.flickr.com/photos/viewfrom52/2263683446/
http://en.wikipedia.org/wiki/File:Chalkandboard.jpg
http://www.flickr.com/photos/gehealthcare/4253575689/
http://www.youtube.com/watch?v=40L3SGmcPDQ
http://en.wikipedia.org/wiki/Skunkworks_project
http://people.ischool.berkeley.edu/~duguid/SLOFI/Organizational_Learning.htm
http://www.ibm.com/developerworks/webservices/library/ws-SOAGovernancepart1/index.html
http://www.projectperfect.com.au/info_governance.php
http://www.ibm.com/developerworks/webservices/library/ws-SOAGovernancepart1/index.html
http://www.bothsidesofthetable.com/2010/08/23/the-power-of-quora-why-benchmark-was-right-to-pay-up/#comment-70781966
http://www.flickr.com/photos/30lines/5097782690/
http://www.flickr.com/photos/thox/4176956206
http://www.flickr.com/photos/wfryer/570930287/
http://www.flickr.chttp://www.flickr.com/photos/qwrrty/3673547033
om/photos/pellesten/4897890835/
http://www.flickr.com/photos/newzgirl/4995838099/
http://en.wikipedia.org/wiki/Nominal_group_technique
http://www.flickr.com/photos/elitatt/4959348629
http://jxpaton.wordpress.com/2010/12/02/presentation-by-john-paton-at-inma-transformation-of-news-summit-in-cambridge-mass/
http://www.flickr.com/photos/doos/3944219183/
http://developer.yahoo.com/ypatterns/layout/pagegrids.html
http://www.flickr.com/photos/mastababa/3176774028/
http://www.flickr.com/photos/danielpanev/3327096051/
http://www.flickr.com/photos/37893534@N07/3914521226/
http://www.flickr.com/photos/perhapstoopink/467087455/
http://www.flickr.com/photos/toprankblog/4619284166
https://confluence.umassonline.net/display/LPR/Welcome+-+glad+you+joined+us!
http://www.flickr.com/photos/toprankblog/4619284166/
http://www.flickr.com/photos/bsabarnowl/4935866373/
http://en.wikipedia.org/wiki/Iterative_and_incremental_development
http://en.wikipedia.org/wiki/Agile_software_development
http://www.edtechmag.com/higher/updates/building-the-agile-university.html
The document reviews several email-to-SMS solutions including Skype, RedOxygen, and Twitter, which allow users to send text messages from their email or computers to reach people when other communication methods fail. Skype and RedOxygen provide interfaces to send texts from PCs and integrate with email programs like Outlook, while Twitter allows mass texting to followers for the cost of one message. These solutions help keep people connected in emergencies or when mobile is the only viable option.
Ideas for Vancouver Secondary Schools - Technology for Learning [Dec2012]Brian Kuhn
Sharing ideas with Vancouver School Board secondary school teachers, principals to assist with envisioning uses of technology, professional learning, types of technology for learning, planning, and implementing.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
Millennials view their parents as their most trusted source of information above all other sources. While Americans and Brits place more trust in science and the internet than other countries, parents are still highly trusted. Further evidence shows that millennials place great importance on having their parents' trust. Religious institutions are less trusted than previous generations.
The document discusses predicting the future of technology and learning. It makes three key points:
1) It is difficult to accurately predict future technology trends and adoption due to rapid changes, but some trajectories are emerging like the growth of mobile devices and social networking tools.
2) Pedagogies are evolving to harness new technologies, from e-training to inquiry learning, and situated learning using virtual worlds is emerging.
3) While technologies offer promising applications for learning, issues remain around fully realizing that potential and a gap often exists between the promise of technologies and their reality in educational practice.
This document discusses virtual worlds and their uses. It provides examples of how various companies and organizations utilize virtual worlds for purposes such as sales, branding, education, recruitment, collaboration, training, new employee orientation, simulation, development, and hybrid events. Both public virtual worlds like Second Life and internal virtual worlds used by companies like IBM and T-Systems are examined. Potential benefits of virtual worlds include 24/7 learning, cost savings, and increased knowledge sharing. However, issues with adoption, technical limitations, security, and lack of non-verbal cues are also noted. Experts provide differing views on the current and future potential of virtual worlds for businesses.
The document discusses virtual worlds and how they are used in various contexts such as sales, branding, education, recruitment, collaboration, training, new employee orientation, simulation, development, and hybrid events. It provides examples of companies and organizations using virtual worlds for these purposes, both internally and publicly, and discusses some of the benefits and issues associated with virtual worlds. The document concludes by noting differing opinions on the current and future business potential of virtual worlds.
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.
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
This document summarizes a student paper analyzing the potential uses of Second Life for libraries. The paper discusses several studies that have explored using Second Life for scientific research, education, and collaboration. However, the paper concludes that while Second Life shows promise for certain applications, the technical difficulties and learning curve may limit its usefulness for libraries given the resources required to establish a presence and the lack of visitors most libraries have experienced in Second Life. Maintaining an active library presence in Second Life would require significant time, money, and effort for uncertain benefits.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This one sentence document does not provide enough context or information to create an accurate 3 sentence summary. The document contains only one word - "Lorem" - which is not meaningful on its own.
La gerencia de proyectos consiste en organizar y administrar los recursos necesarios para lograr un objetivo establecido e implica ejercer liderazgo, planificación, organización, selección de personal, ejecución y control de operaciones. El ciclo de vida de un proyecto es flexible y está compuesto por fases inicial, intermedia y final que se conectan desde el inicio hasta el fin y producto final del proyecto. Los responsables que pueden influir en el proyecto de forma positiva o negativa son el director y equipo de dirección, los usuarios, el
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Ci sono oggetti e tecnologie che ci hanno fatto innamorare (di loro). Oggi non è impossibile pensare che ogni piccola azienda abbia il suo oggetto-ipod-dei desideri, ma la forma e la funzione di questi oggetti va integrata nei social network e nella mobilità avanzata.
Librarians use virtual worlds like Second Life to provide library services and resources to students. They build virtual libraries, provide reference help, and direct students to interactive exhibits. Some advantages are connecting distance students, creating social networks, and allowing interactive exploration of places. Challenges include the learning curve, hardware needs, promoting educational value over perceptions as games, and developing best practices. As virtual worlds become more mainstream, librarians need to establish them as extensions of services and develop standards to support virtual library collections and interactions.
Is your organization ready for seismic change accelerated by the expanding online ecosystem? Are you evolving the kinds of nimble governance, management, and operations that can survive -- and thrive -- through the next upheaval in your industry? By definition, disruption is unexpected, but you can prepare your programs and people to anticipate transformative change.
References:
http://en.wikipedia.org/wiki/Clayton_M._Christensen
http://en.wikipedia.org/wiki/Communities_of_practice
http://en.wikipedia.org/wiki/Agile_Manifesto
Credits:
http://www.flickr.com/photos/tedkerwin/4829580594/
http://en.wikipedia.org/wiki/File:Metal_movable_type.jpg
http://www.flickr.com/photos/pargon/2444943158/
http://www.flickr.com/photos/ollesvensson/3681650830/
http://www.flickr.com/photos/viewfrom52/2263683446/
http://en.wikipedia.org/wiki/File:Chalkandboard.jpg
http://www.flickr.com/photos/gehealthcare/4253575689/
http://www.youtube.com/watch?v=40L3SGmcPDQ
http://en.wikipedia.org/wiki/Skunkworks_project
http://people.ischool.berkeley.edu/~duguid/SLOFI/Organizational_Learning.htm
http://www.ibm.com/developerworks/webservices/library/ws-SOAGovernancepart1/index.html
http://www.projectperfect.com.au/info_governance.php
http://www.ibm.com/developerworks/webservices/library/ws-SOAGovernancepart1/index.html
http://www.bothsidesofthetable.com/2010/08/23/the-power-of-quora-why-benchmark-was-right-to-pay-up/#comment-70781966
http://www.flickr.com/photos/30lines/5097782690/
http://www.flickr.com/photos/thox/4176956206
http://www.flickr.com/photos/wfryer/570930287/
http://www.flickr.chttp://www.flickr.com/photos/qwrrty/3673547033
om/photos/pellesten/4897890835/
http://www.flickr.com/photos/newzgirl/4995838099/
http://en.wikipedia.org/wiki/Nominal_group_technique
http://www.flickr.com/photos/elitatt/4959348629
http://jxpaton.wordpress.com/2010/12/02/presentation-by-john-paton-at-inma-transformation-of-news-summit-in-cambridge-mass/
http://www.flickr.com/photos/doos/3944219183/
http://developer.yahoo.com/ypatterns/layout/pagegrids.html
http://www.flickr.com/photos/mastababa/3176774028/
http://www.flickr.com/photos/danielpanev/3327096051/
http://www.flickr.com/photos/37893534@N07/3914521226/
http://www.flickr.com/photos/perhapstoopink/467087455/
http://www.flickr.com/photos/toprankblog/4619284166
https://confluence.umassonline.net/display/LPR/Welcome+-+glad+you+joined+us!
http://www.flickr.com/photos/toprankblog/4619284166/
http://www.flickr.com/photos/bsabarnowl/4935866373/
http://en.wikipedia.org/wiki/Iterative_and_incremental_development
http://en.wikipedia.org/wiki/Agile_software_development
http://www.edtechmag.com/higher/updates/building-the-agile-university.html
The document reviews several email-to-SMS solutions including Skype, RedOxygen, and Twitter, which allow users to send text messages from their email or computers to reach people when other communication methods fail. Skype and RedOxygen provide interfaces to send texts from PCs and integrate with email programs like Outlook, while Twitter allows mass texting to followers for the cost of one message. These solutions help keep people connected in emergencies or when mobile is the only viable option.
Ideas for Vancouver Secondary Schools - Technology for Learning [Dec2012]Brian Kuhn
Sharing ideas with Vancouver School Board secondary school teachers, principals to assist with envisioning uses of technology, professional learning, types of technology for learning, planning, and implementing.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
Millennials view their parents as their most trusted source of information above all other sources. While Americans and Brits place more trust in science and the internet than other countries, parents are still highly trusted. Further evidence shows that millennials place great importance on having their parents' trust. Religious institutions are less trusted than previous generations.
The document discusses predicting the future of technology and learning. It makes three key points:
1) It is difficult to accurately predict future technology trends and adoption due to rapid changes, but some trajectories are emerging like the growth of mobile devices and social networking tools.
2) Pedagogies are evolving to harness new technologies, from e-training to inquiry learning, and situated learning using virtual worlds is emerging.
3) While technologies offer promising applications for learning, issues remain around fully realizing that potential and a gap often exists between the promise of technologies and their reality in educational practice.
This document discusses virtual worlds and their uses. It provides examples of how various companies and organizations utilize virtual worlds for purposes such as sales, branding, education, recruitment, collaboration, training, new employee orientation, simulation, development, and hybrid events. Both public virtual worlds like Second Life and internal virtual worlds used by companies like IBM and T-Systems are examined. Potential benefits of virtual worlds include 24/7 learning, cost savings, and increased knowledge sharing. However, issues with adoption, technical limitations, security, and lack of non-verbal cues are also noted. Experts provide differing views on the current and future potential of virtual worlds for businesses.
The document discusses virtual worlds and how they are used in various contexts such as sales, branding, education, recruitment, collaboration, training, new employee orientation, simulation, development, and hybrid events. It provides examples of companies and organizations using virtual worlds for these purposes, both internally and publicly, and discusses some of the benefits and issues associated with virtual worlds. The document concludes by noting differing opinions on the current and future business potential of virtual worlds.
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.
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
This document summarizes a student paper analyzing the potential uses of Second Life for libraries. The paper discusses several studies that have explored using Second Life for scientific research, education, and collaboration. However, the paper concludes that while Second Life shows promise for certain applications, the technical difficulties and learning curve may limit its usefulness for libraries given the resources required to establish a presence and the lack of visitors most libraries have experienced in Second Life. Maintaining an active library presence in Second Life would require significant time, money, and effort for uncertain benefits.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This one sentence document does not provide enough context or information to create an accurate 3 sentence summary. The document contains only one word - "Lorem" - which is not meaningful on its own.
La gerencia de proyectos consiste en organizar y administrar los recursos necesarios para lograr un objetivo establecido e implica ejercer liderazgo, planificación, organización, selección de personal, ejecución y control de operaciones. El ciclo de vida de un proyecto es flexible y está compuesto por fases inicial, intermedia y final que se conectan desde el inicio hasta el fin y producto final del proyecto. Los responsables que pueden influir en el proyecto de forma positiva o negativa son el director y equipo de dirección, los usuarios, el
NHS Supply Chain implemented an integrated sourcing and contract management solution to address challenges around people, processes, systems, data, market intelligence, and supplier management. The solution provides an end-to-end procurement lifecycle in a single system, improving data quality, visibility, and compliance. Future plans include offering hosted procurement services to trusts to achieve further efficiencies.
This certificate recognizes the completion of a 150-hour Master TEFL (Teaching English as a Foreign Language) course by Edward Stacey from Global Language Training. It was issued on August 8, 2016 and certifies that Edward Stacey is qualified to teach English to speakers of other languages.
Este documento presenta conceptos clave de la química, incluyendo que las reacciones químicas mantienen la vida a través del metabolismo, y que una reacción química implica la reordenación de átomos para formar nuevos compuestos. También explica ecuaciones químicas, la ley de conservación de la materia, el balanceo de ecuaciones, y la ley de las proporciones definidas. Finalmente, distingue entre reacciones exotérmicas y endotérmicas.
The document discusses how the UK has been equipping teachers with laptops for a decade and more recently PDAs to help develop teachers' ICT and mobile computing skills. It notes that 60% of UK teachers now have laptops and 1000 trainee teachers use PDAs. It praises this as a brilliant strategy for supporting educators and ensuring they can explore new learning strategies for students.
The document discusses Glasgow Caledonian University's (GCU) presence and activities in Second Life, including:
1) GCU initially created a 6-month project to develop a presence in Second Life for marketing purposes.
2) GCU now hosts weekly evening classes and competitions to explore using 3D virtual worlds for learning and teaching.
3) Activities include students and staff building virtual simulations, social hubs for networking, and informal skill-building classes.
4) Ongoing research is evaluating virtual learning communities and how to increase staff engagement with the platform.
Monográfico tema 12 la televisión y la escuelaJAVIER199320
Este documento trata sobre la historia y los aspectos positivos y negativos de la televisión y su relación con la escuela. Explora la historia del desarrollo de la televisión a nivel mundial y en España, los diferentes tipos de televisión, y las franjas horarias. También analiza cómo la televisión puede afectar negativamente a los niños pero también cómo se puede aprender a través de la televisión, con programas educativos como Barrio Sésamo.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document summarizes a breakout session on the impact of mobile technologies on higher education. It explores concepts like ubiquitous and mixed reality learning and discusses how emerging technologies could change learning. Some key questions are whether ubiquitous and pervasive learning scenarios are feasible and what their impact on higher education might be. Existing technologies like communication tools, collaboration tools, and digital artifacts are already used to support learning, but emerging technologies around presence, microblogging, mobile learning, ubiquitous social networks and personal learning spaces could further impact how and where people learn.
Este documento trata sobre la estimulación de pozos petroleros. Explica que la estimulación es el proceso mediante el cual se restauran o crean canales en la roca productora para facilitar el flujo de fluidos hacia el pozo. También describe varios métodos de estimulación como reducir el efecto "skin" y mejorar la productividad. Finalmente, analiza los diferentes tipos de daños que pueden ocurrir a la formación, incluyendo daños por la invasión de fluidos extraños durante la perforación, cementación u otras operaciones.
The document discusses driverless car technology, including its history, components, advantages, and challenges. It describes how the car can steer, accelerate, and brake itself using sensors like radar, LIDAR, cameras, and GPS to navigate roads safely without human intervention. While driverless cars could help avoid accidents and ease traffic, challenges include potential hacking, sensor failures, and adapting existing laws and infrastructure.
Advantages and Disadvantages of Team WorkingScsandr
This document discusses the advantages and disadvantages of teamworking from the perspective of Sandra Cunningham, a team leader. The key advantages are shared ideas, workload, expertise, responsibilities and supportive colleagues which can boost confidence. The potential disadvantages include more disagreements, difficulties with time management when benefits and praise are shared, and issues around participation levels and prioritizing too many ideas.
Introducing Second Life To K 12 EducatorsSabine Reljic
This ppt was put together as a request for introducing SL to student-teachers who had never been in SL nor other environments. Consequently, this ppt sticks to the generalities of SL and provides some examples of current Teens' efforts in SL.
Slides 9 and 10 came from lyrlobo (see: http://www.slideshare.net/lyrlobo/an-educational-tour-of-second-life)
Second Life is a 3D virtual world where users create avatars to represent themselves and generate all content. Users can explore, create, and socialize for free or gain additional abilities like owning land by paying a monthly subscription. Universities are using Second Life for classes in subjects like art, science, and medicine by developing virtual environments where students can practice skills like diagnosis. Compared to traditional online classes, Second Life allows for richer experiences through visuals, sounds, and simulations.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
1) The document discusses Second Life, a popular online virtual world, comparing it to MMORPG games but noting it has no defined objectives or way to "win".
2) It provides an overview of terminology used in Second Life and statistics on its size, as well as descriptions of the platform's communication tools, building capabilities, and economy.
3) The document also discusses the growing use of Second Life in education, with over 600,000 Google results found for schools using the platform for subjects like language learning, science visualizations, and information literacy instruction.
This document discusses the benefits of virtual worlds like Second Life and provides an overview of its features and uses. It notes that Second Life allows for engagement, immersive education, collaboration, discovery, productivity and more. Many businesses, schools and organizations have a presence in Second Life, including over 100 universities. The document outlines some of the activities people can do in Second Life like meetings, concerts, events, information sharing, outreach and more. It also provides resources for educators and researchers interested in using Second Life.
1) Second Life is a 3D virtual world where users can interact through customizable avatars.
2) It has over 12 million users but only 30,000-60,000 active at one time. Users can explore, learn, and interact in a flexible online space.
3) The document discusses whether virtual worlds like Second Life will be short-lived like 8-tracks or transform industries like iPods. It provides examples of educational and business uses of Second Life.
This document summarizes Second Life, a 3D virtual world, and Sloodle, a module that integrates Moodle with Second Life. It describes how Second Life allows users to interact via avatars, communicate verbally and non-verbally, travel instantly or walk/fly, and create 3D objects. It also discusses how many educational institutions have virtual campuses in Second Life and courses taught on various subjects. Sloodle allows integrating Moodle course management and activities like registration, enrollment, quizzes into Second Life. The future may involve other virtual environments beyond just Second Life.
The document discusses the VBI Project, which aims to provide library instruction and information to students and faculty in a virtual 3D environment. It begins by highlighting the popularity of virtual worlds. It then describes key features of virtual worlds and examples of different types, including gaming, online communities, and education. It outlines the phases of the VBI Project, which started as a virtual tour of the library and grew to include interactive instruction and a social space where users could build their own areas. The goal of the project was to offer bibliographic help and resources to the university community within a virtual social world.
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.
Do you really want to be my friend? Abbreviated version, Helsinki 2008.Pär Lannerö
This document discusses the possibilities and risks of social networking sites. It outlines how SNSs allow users to share personal information and communicate with their networks, but also how they track user activity and fragment interactions. Privacy is a concern as personal information and behaviors can be monitored without users' awareness. SNSs also pose social risks if undesired information spreads rapidly through networks.
This keynote presentation discusses using an alternate reality game (ARG) to teach a class about digital literacy, creativity, and curiosity. The instructor worked with students over 12 weeks to solve puzzles and clues related to a fictional character named Rufi Franzen. Students collaborated online and worked to unravel the mystery. In the finale, the class revealed a video they created about Rufi that was shown on a large screen in a famous city. Student feedback showed the ARG approach was a transformative learning experience that developed their problem-solving, collaboration, and engagement with course material.
This presentation by Susan Acampora of The College of New Rochelle was presented at the Westchester Library Association annual conference in Tarrytown, NY on May 8,2009.
The presentation is about Second Life and Libraianship. It covers key SL library initiatives, resources for getting started, research resources, and profressional development opportunities.
This document provides an introduction and background on online games and virtual worlds. It discusses how these spaces have evolved from text-based games and now have millions of users worldwide. Online games and virtual worlds demonstrate the complexity of 21st century social interaction in digital spaces. They allow people from around the world to interact through avatars and explore simulated environments together.
This document summarizes a student project on the topic of the Internet in modern society. It provides background on the history and development of the Internet. It also describes some key features of Internet communication, such as different types of online communication like email, social media, video chat. The document discusses advantages and disadvantages of Internet use and how the Internet has transformed society into an informational one.
A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...Maged N. Kamel Boulos
The Social Web and the 3-D Web/virtual worlds and globes in Medicine and Health
e-Health and the Social Web/the 3-D Web: Looking to the future with sociable technologies and social software
Covers 3-D social networks and virtual worlds/the 3-D Web (including Second Life) and how they relate to Web 2.0 (M.N.K. Boulos - April 2007 - 32 slides)
Find out more at http://healthcybermap.org/sl.htm
This document discusses how virtual worlds like Second Life can be viewed as technologies of the self that allow users to construct alternate identities. It describes research where participants spent over 20 hours per week in Second Life, viewing it as a way to express aspects of themselves not available in real life. The document also examines the work of Michael Wesch, who uses digital tools to study how media impacts human interaction and identity formation.
This document discusses virtual worlds and their business applications. It describes how early companies rushed into virtual worlds like Second Life for marketing but failed to understand the environment. However, businesses now use virtual worlds successfully for training, meetings, collaboration and prototyping. Universities also have a strong presence in virtual worlds for education. The document provides examples of virtual world platforms and guidance for getting started.
A presentation I delivered for the State Department back in October 2008 - a customized version of a workshop that I deliver with examples across government.
Similar to Dave Taylor - Handheld Learning 2008 (20)
David Major, Redcar and Cleveland LA, ICT Adviser for Schools and Manager
of RaCIT. Presentation at Handheld Learning 2008 - Breakout Session sponsored by RM Plc
The document discusses a new flexible learning program in Victoria that includes literacy, numeracy, personal development, and work-related skills courses. It also describes a digital mini film festival for youth where one-minute films are shared between mobile phones using Bluetooth technology. Research was conducted on using this Bluetooth technology, called BlueZone, to transfer educational content to mobile devices within a 100m range. Findings showed it was successful in transferring files to different mobile brands and models within 10m. Recommendations include using this technology for campus activities, events, and sharing educational resources with students.
The document discusses using an electronic Record of Professional Development (eROPD) with PebblePad instead of a traditional paper-based system. A pilot project was conducted with 10 PGCE students to produce their ROPD electronically. Some benefits found so far include having access anywhere at any time, ability to include different media types as evidence, and no large paper folder to carry. However, it also takes time to set up profiles correctly and training is needed for students on using the technology. Overall the eROPD approach shows potential but still has areas for improvement.
Havering Sixth Form College has been operating since 1991 with over 2,200 students and 200 staff members. Graham Francis has worked at the college since 2000 and helped establish various e-learning projects including using Asus EEE PCs, iPods, Sony camcorders, and Garmin GPS devices to support subjects like languages, sciences, and geography. Students provided positive feedback on the portable devices and their use expanded to include individual learning, classroom activities, and field trips.
The Role Of The Teacher In 25 Years Time - Keri FacerHandheldLearning
The document discusses reimagining teaching in the 21st century and challenges some assumptions. It outlines major technological trends that will shape education over the next 25 years, including ubiquitous computing, massive computing power, mixed reality, immersive experiences, brain-computer interfaces, and complex systems. These trends will challenge conceptions of knowledge, learners, tools, places of learning, and raise environmental and ethical issues. The document calls for reimagining education around meaningful real-world problems, diverse experts, and fluid learning across contexts with multiple forms of assessment. However, it notes education has remained largely unchanged despite long-standing calls for reform, and examines underlying assumptions that prevent change.
The document discusses an mCLASS reading assessment tool used in the UK to help teachers diagnose students' literacy strengths and weaknesses, guide instruction, and monitor student progress. A pilot program was conducted in 3 schools in Wolverhampton with 9 teachers assessing 15 students in each class. Teachers found the tool provided immediate results and visual feedback, improved literacy, and yielded assessment data more efficiently than traditional methods.
ALPS is a collaboration between 5 universities aiming to develop mobile learning and assessment tools for students in health and social care fields. It recognizes that learners need to be connected to information in practice settings and that mobile devices can enable learning experiences that are active, autonomous, flexible and collaborative. ALPS has created common competency maps in areas like communication, teamwork and ethics to guide assessment on mobile devices, which can then capture evidence and reflections from practice and integrate with ePortfolios. Initial feedback from students on the mobile assessment approach has been positive.
The document discusses two philosophies of education:
Philosophy A views education as broken but fixable through technology and targets, while Philosophy B sees it as a long-term investment requiring teacher support. It provides examples of projects by Learning and Teaching Scotland that apply Philosophy B, such as the Glow national schools intranet and Scottish Learning Festival conference, and argues educational change requires long-haul development of teacher skills with technology as just one part of their work.
The document discusses how mobile technologies can benefit learners with disabilities and learning difficulties. It presents 12 case studies that show how mobile learning (m-learning) has enabled, motivated, and helped to maximize the capabilities of learners. The case studies feature examples of learners using smartphones, mobile DVRs, digital voice recorders, and games consoles to extend their skills and increase engagement in education. The document also provides resources for those looking to implement inclusive mobile learning programs.
The document discusses emerging models of social learning and schooling in the 21st century. It proposes moving away from traditional age-based cohorts and teacher-led instruction toward demand-led, individually produced and co-produced learning. Learners would be personally motivated and skills would be assessed through emotional intelligence and applied knowledge rather than just recall. Networks and communities of practice are suggested as a way to engage learners and help a majority progress through changing existing conditions.
This document discusses a mobile learning project for the Royal Navy. It aims to develop an e-learning library using rapid authoring software to supplement technical training for engineering technicians and provide pre-course, in-course, and post-course learning materials. The software allows subject matter experts to easily create multimedia lessons and tests that can be accessed on the Defence Learning Portal or using Sony PlayStation Portables for flexible, detached learning. An initial trial distributing PSPs to trainees yielded positive feedback and encouraged peer-to-peer interaction. The project aims to continue developing lessons and expanding the trial.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
1. Serious Virtual Worlds and STEM
Dave Taylor MSc MBCS
Programme Lead, Virtual Worlds Handheld Learning
Medical Media and Design Lab
Imperial College, London October 14th 2008
SL: Davee Commerce
Department of Biosurgery and Surgical Technology
2. About me ….
20 years of New Media
1980 - 1st PC network
Apple Computer
1984 - IBM PC, Macintosh
1987 - Desktop Publishing
Letraset, Adobe
1990 - Multimedia
Letraset, Adobe, Pixar
1995 - Web, eCommerce
& Intranet platforms
VP Global Web Marketing,
Esselte (a multi-brand
multinational)
2005 - Web 2.0 and
Virtual Worlds
NPL, Imperial College
1982:
eMail and Office automation at Citibank, Reuters and CCTA (now the OGC)
Illustrated: Apple II network with file, email and viewdata servers
3. Summary
• 3D Virtual Worlds, Communities and Networking
• Second Life Main and Teen grids
• STEM examples
• Practical Issues
4. Virtual worlds Definition: 3D online persistent world with a sense of
presence and simultaneous experience in context
Examples
Habbo Hotel
Second Life
ActiveWorlds
Entropia
Universe
There
MultiVerse
Vast Park
Metaplace
Club Penguin
(pre-teen)
WebKins (pre-
teen)
Google Lively
Source: http://www.virtualworldsreview.com
5. UK Education Institutions in Second Life
• Active development at over 80% of UK
Universities
• Mostly team driven rather than individuals
• FE use much lower (2 cited in report)
• Some use in schools. But mostly in collaboration
with a University
Source: John Kirriemuir, Eduserv Foundation Sept 2008
6. Serious Virtual Worlds (represented by Second Life)
COMMUNITY SHARED IMMERSION
• Environment
• Events • Experiences • Experiences
• Collaboration • Visualisation
• Meetings • Information
• Networking LEARNING • Engagement
DESIGN
INNOVATION
WORK
7. Seriously, why Second Life?
Characteristics of a virtual world
Courtesy of Claus Nehmzow, Method
Real
Asynchronous
time
Paper Email Web Blogs IM/Chat Phone Face-to-face
Virtual World
Isolated Shared
Web Phone Email Blogs IM/Chat Webcast Face-to-face
Virtual World
group identity/individual
Anonymous Identified
anonymity
IM/Chat Blogs Webcast Email Phone Face-to-face
Virtual World
Multi-
Simple Media Voice text graphics video interactive models games
media
Phone Email IM/Chat Webcast Blogs Web Face-to-face
Virtual World
8. 3D Virtual Worlds and the World Wide Web
Website Island
(with related links)
Department of Biosurgery and Surgical Technology
9. 3D Virtual Worlds as Social Spaces
SciLands Movie: Stephanie Gerson, Woodrow Wilson Center
http://www.wilsoncenter.org/index.cfm?fuseaction=news.item&news_id=393493
SciLands – founded Dec 06
NASA, NPL, NOAA
Imperial College London
UK Government Depts (BERR/
DIUS/DCSF)
Nanotechnology (NPL)
CSIRO
National Institutes of Health
JPL, NSS, Mars Institute
SF Exploratorium
The Tech Museum
University of Denver
University of Loughborough
Website
Elon University
Island
Texas Wesleyan University
Memorialrelated links)
(with Sloane-Kettering
Cancer Center The SciLands
Princeton Institute of Advanced
Research Isolated
Science Friday
Naked Scientists
Community
10. Second Life – Teaching Resources
Platform Consider
• Main Grid 18+ • Tours
• Teen Grid 13-17 • Machinima
• Age Verification • Assignment
• Many educational presentations
builds – free to view • Free to visit
(Main grid) • www.scilands.org
• Specific projects on
Teen Grid may
require island or land
rental
11. Knowledge Transfer at the International Spaceflight Museum: Opened June 2006
The power of Immersive social environments for International Conferences and Networking
12. Project work – interactive experiences in a public arena
13. NPL’s Pavilion at the International Spaceflight Museum:
Opened June 2006 Spaceflight museum: 1600-2000 visitors/week
TRUTHS exhibit: 20-30/day Avg stay: 3 mins
NASA CoLab
14. Case Study: Schome Park in Teen SL
Source: http://www.schome.ac.uk/wiki/Space_Experiment
15. Muvenation – distance education course on use of
virtual worlds
• participation of girls in mathematics, science
and technology.
• improvement of boys’ reading literacy.
• participation in the education of children and
young people with disabilities.
• the fight against drop outs.
• cross-fertilisation between informal and formal
learning environments.
• smooth and successful transition between
school and work.
Source: http://muvenation.org/
Applicants must be either teachers in active service of primary or secondary schools or graduate applicants who wish to become future teachers.
16. Healthcare and learning experiences in Second Life
• 3D Anatomy and Physiology
• Patient Groups in Second Life
• Surgeons in Second Life
• Second Health and NHS London (public engagement)
• 3D Visualisations and movies
• Simulated Operating Suites and Patiens
• Patient Safety
18. Collaborative Communities: Patient Groups
Patient group meeting: May 2006
Patient groups in Second Life:
Alcoholics Neurological Disorders Mental Health Irritable Bowel Symptom
Accessibility Nutrition Cluster Headache Aging
ADD/ADHD Obsessive Ambulatory Counseling Leukemia and Lymphoma
Agoraphobia Disorder Chrohns and Colitis Facial Differences
Cancer Organ donors Deaf community Loss, death and bereavement
Aids/HIV Polycystic Ovary Dementia Manic depression
Alzheimers Syndrome
Depression Muscular Dystrophy
Sign Language Users Chronic Pain
Diabetes Mobility Impaired
Social Anxiety Psychosis
Disability Mental Health
Autistic Spectrum Disorders/ Prostate Cancer
Red Cross Multiple Sclerosis
Aspergers Self Harm
Endometriosis Multiple Personality Disorder
Blind/Visually impaired Sexual Health
Fibromyalgia Smoking
Bipolar Epilepsy
Dissociative Identity
Borderline Personality Social Anxiety Disorder
Disorder Spina Bifida Horses for healing
Babies Traumatic Brain Injury Hospices
Breast Cancer Sensory and Motor
Disability
Substance Misuse
Department of Biosurgery and Surgical Technology
Sources: slhealthy.wetpaint.com and HealthInfo Island
19. Imperial College: International Virtual Association of
Surgeons, Apr 2008
47 Delegates
8 Professors, 5 countries
Surgeons have held conferences in Second Life
Leong et al. BMJ.2008; 337: a683
20. Second Health
• Future of health care
provision in London
• Need for visualisation of
strategy
Department of Biosurgery and Surgical Technology
21. Second Health: Interactive environment with peer
to peer communication
Department of Biosurgery and Surgical Technology
22. Second Health – London access to care in the age of
Polyclinics http://www.secondhealth.org
Department of Biosurgery and Surgical Technology
24. Virtual Hospital - Simulated Patients
Department of Biosurgery and Surgical Technology
25. Research: Virtual Worlds Technology Enhances
Medical Student Training In The Operating Room
Kinross J, Umrani I, Woo K, Thomas P, Arora S, Taylor D, Sevdalis N, Aggarwal R, Kneebone R, Darzi A.
n=33.
Virtual worlds group less stressed about
visiting real world OR (P=<0.004)
Department of Biosurgery and Surgical Technology
26. Synthesis of art and technology ‘Watch the World(s) by Rob Wright
University of Hertfordshire
Courtesy Melanie Swan, MS Futures Group, Architects in SL Group, Robbie Dingo
29. Serious Virtual Worlds (represented by Second Life)
COMMUNITY SHARED IMMERSION
• Environment
• Events • Experiences • Experiences
• Collaboration • Visualisation
• Meetings • Information
• Networking LEARNING • Engagement
DESIGN
INNOVATION
WORK
30. Second Life – Teaching Resources
Platform Consider
• Main Grid 18+ • Tours
• Teen Grid 13-17 • Machinima
• Age Verification • Assignment
• Many educational presentations
builds – free to view • Free to visit
(Main grid) • www.scilands.org
• Specific projects on
Teen Grid may
require island or land
rental
31. Second Life – Practical Issues
• Orientation/Learning Curve
• School/College/LA firewalls
• Gaming specification PC or laptop
• Broadband
• Main grid/Teen grid (13-17) – there are other
VWs for younger people (eg. Habbo Hotel)
• Mobile access (future)
• Open source server (opensim)
• IP issues
32. THANK YOU
www.nanodave.com
www.secondhealth.org
www.tinyurl.com/mmdl-icl
SL: Davee Commerce
dave.taylor@imperial.ac.uk