Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
RichContact Pro is a tool that allows for easy integration between Joomla and SugarCRM. It allows users to synchronize fields between SugarCRM and RichContact Pro with a single click. Users can then associate RichContact Pro fields with SugarCRM fields and create contact forms that select which fields to display. Workflows can also be created to define tasks and conditions that are executed when a contact form is submitted, such as updating or creating records in SugarCRM.
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
Teradata focuses its corporate giving on youth education, environmental sustainability, and strengthening neighborhoods. It launched its Teradata Cares program in 2008 to organize employee volunteer efforts and engage employees in their local communities. The program has grown to involve over 2,900 employees in 215 projects across 35 cities in 14 countries. Teradata prioritizes STEM education through supporting programs like FIRST and providing scholarships for STEM fields. Employees receive paid time off to volunteer and can apply for grants for community service projects.
DIGHUMLAB is a new national consortium in Denmark that promotes digital research resources and tools for the humanities. It includes four universities and two libraries. The kick-off meeting discussed defining digital humanities, showcasing existing centers, and outlining DIGHUMLAB's mission and goals which include developing laboratory facilities, an integrated portal, and collaborating internationally on standards and methods. Next steps discussed were applying for grants, hosting workshops, and a potential September 2013 conference on best practices in digital humanities.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
RichContact Pro is a tool that allows for easy integration between Joomla and SugarCRM. It allows users to synchronize fields between SugarCRM and RichContact Pro with a single click. Users can then associate RichContact Pro fields with SugarCRM fields and create contact forms that select which fields to display. Workflows can also be created to define tasks and conditions that are executed when a contact form is submitted, such as updating or creating records in SugarCRM.
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
Teradata focuses its corporate giving on youth education, environmental sustainability, and strengthening neighborhoods. It launched its Teradata Cares program in 2008 to organize employee volunteer efforts and engage employees in their local communities. The program has grown to involve over 2,900 employees in 215 projects across 35 cities in 14 countries. Teradata prioritizes STEM education through supporting programs like FIRST and providing scholarships for STEM fields. Employees receive paid time off to volunteer and can apply for grants for community service projects.
DIGHUMLAB is a new national consortium in Denmark that promotes digital research resources and tools for the humanities. It includes four universities and two libraries. The kick-off meeting discussed defining digital humanities, showcasing existing centers, and outlining DIGHUMLAB's mission and goals which include developing laboratory facilities, an integrated portal, and collaborating internationally on standards and methods. Next steps discussed were applying for grants, hosting workshops, and a potential September 2013 conference on best practices in digital humanities.
The document discusses using interactive digital media to convey and evaluate tacit knowledge of cultural practices and concepts. It suggests that recreating linear narratives through games may not be effective and that simulating procedural knowledge of rituals and symbol-making through thematically similar interactions could work better. It also notes the need for more comprehensive testing of how tacit knowledge is learned and evaluated using digital games.
Eliayahu Goldratt through The goal is th Master in Indusry Teaching with his...veerabadramr
The document summarizes the key events and lessons learned in the book "The Goal" by Eliyahu M. Goldratt. It describes how the main character, Alex Rogo, is struggling to prevent his factory from shutting down due to lack of productivity. He meets his former professor Mr. Jonah who helps him identify the bottlenecks hindering productivity and implement changes to improve throughput, reducing inventories and on-time shipping. As a result, Alex is able to significantly increase sales and productivity, saving his factory from closure.
It’s not enough to just know that your customers and potential customers are on Facebook – the key is to reach and engage them. How? The answers are in your Facebook data. But navigating mounds of Likes, comments and other metrics can be a daunting task for any marketer.
In this 70-page eBook, we'll give you everything you need to analyze your Facebook data, including:
A complete glossary of Facebook metrics and what they *really* mean
How to fully analyze your – and your competitors' – activity on Facebook
What to do with the analysis to improve your Facebook strategy
Tools that will help you conduct the analysis yourself
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Your resume should be a concise summary of the high points of your education, work experience, and other qualifications relevant to your audience’s needs and to your employment interests, not a complete history of your life. It communicates your professional qualifications to employers, to interest them in interviewing you, and it creates their first impression of you. It is a marketing tool and an introduction to you and your experiences. Do enough research about the employer and the field to decide which messages are most important to your audience, and communicate these messages succinctly and clearly in a visually appealing format. Here are some guidelines to help you do this:
The document discusses using interactive digital media to convey and evaluate tacit knowledge of cultural practices and concepts. It suggests that recreating linear narratives through games may not be effective and that simulating procedural knowledge of rituals and symbol-making through thematically similar interactions could work better. It also notes the need for more comprehensive testing of how tacit knowledge is learned and evaluated using digital games.
Eliayahu Goldratt through The goal is th Master in Indusry Teaching with his...veerabadramr
The document summarizes the key events and lessons learned in the book "The Goal" by Eliyahu M. Goldratt. It describes how the main character, Alex Rogo, is struggling to prevent his factory from shutting down due to lack of productivity. He meets his former professor Mr. Jonah who helps him identify the bottlenecks hindering productivity and implement changes to improve throughput, reducing inventories and on-time shipping. As a result, Alex is able to significantly increase sales and productivity, saving his factory from closure.
It’s not enough to just know that your customers and potential customers are on Facebook – the key is to reach and engage them. How? The answers are in your Facebook data. But navigating mounds of Likes, comments and other metrics can be a daunting task for any marketer.
In this 70-page eBook, we'll give you everything you need to analyze your Facebook data, including:
A complete glossary of Facebook metrics and what they *really* mean
How to fully analyze your – and your competitors' – activity on Facebook
What to do with the analysis to improve your Facebook strategy
Tools that will help you conduct the analysis yourself
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Your resume should be a concise summary of the high points of your education, work experience, and other qualifications relevant to your audience’s needs and to your employment interests, not a complete history of your life. It communicates your professional qualifications to employers, to interest them in interviewing you, and it creates their first impression of you. It is a marketing tool and an introduction to you and your experiences. Do enough research about the employer and the field to decide which messages are most important to your audience, and communicate these messages succinctly and clearly in a visually appealing format. Here are some guidelines to help you do this: