Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
This document discusses the potential of games and simulations for learning and skills development. It notes that gaming technologies can transform learning systems and that building games represents a qualitative shift in how we approach production, learning, and research. It advocates experimenting with learning systems that blend physical, virtual, and machine realities and leveraging existing educational gaming environments.
The document discusses the potential for using games and gamification in education in the Dominican Republic. It notes several recent technological developments in the country that could help enable this, such as the Cyberpark of Santo Domingo and increased cellular connectivity. However, it also identifies areas needing improvement, such as the education system and developing more open educational resources and comprehensive ICT policies. The document advocates leveraging games and simulations to provide interactive, engaging learning experiences for Dominican students.
The document discusses predictions for the future of the web and internet technologies. It summarizes how certain technologies have evolved greatly in recent years, such as the growth of social media users and e-commerce marketplaces. It also explores emerging technologies like augmented and virtual reality, artificial intelligence, robotics, 3D printing, and digital currencies that are continuing to transform the digital landscape. The document emphasizes that businesses must adapt to keep up with changing online behaviors and expectations of different generations.
1. Connected cars that are able to optimize their own operation and connect to the outside world to enhance the driving experience.
2. Cheaper 4K monitors and TVs that offer much sharper images at higher resolutions.
3. The growing field of digital health that uses wireless devices and sensors to help people better track and manage their health.
Next Generation Media Quarterly - October 2009dentsu
This document provides an overview of trends in next generation media based on news from July to September 2009. Key points include:
1) Younger generations are early adopters of new technologies and content is increasingly accessible on any device.
2) User-generated content and participation are driving transformation in media through tools like social media, games, and mobile apps.
3) New platforms like smartphones and tablets are facilitating media consumption anywhere through features like video streaming and location-based apps.
The Future is Here: Why Science and Technology Change the Kind of Schools We ...Jim "Brodie" Brazell
The document discusses emerging technologies including wearable computers, robots, and video games. It describes how robots are now fundamental to how we live, work and play. It discusses concepts like augmented reality, facial recognition, contact lenses, and how technology is transforming social institutions and personal identity. STEM fields are facilitating changes to time, space, geography, privacy and more. 3D printers may soon be able to print entire houses. Drones may deliver packages in the future.
The document discusses the history and evolution of cell phones, video games, computers, and their impact on communication and society. It provides details on some of the first models of these technologies created by inventors like Martin Cooper, Steve Jobs, and Charles Babbage. It also examines how early models compared to modern versions in terms of features, costs and popularity. Finally, it considers predictions for how these technologies may continue to change and influence communication in the future.
A talk I gave for the North American Veg Society on social gaming - a key trend in the internet world. Explains relationship between idea spread, behavior change and online gaming. Slides did not translate perfectly, but will give you an idea of concepts nonetheless.
This document discusses the potential of games and simulations for learning and skills development. It notes that gaming technologies can transform learning systems and that building games represents a qualitative shift in how we approach production, learning, and research. It advocates experimenting with learning systems that blend physical, virtual, and machine realities and leveraging existing educational gaming environments.
The document discusses the potential for using games and gamification in education in the Dominican Republic. It notes several recent technological developments in the country that could help enable this, such as the Cyberpark of Santo Domingo and increased cellular connectivity. However, it also identifies areas needing improvement, such as the education system and developing more open educational resources and comprehensive ICT policies. The document advocates leveraging games and simulations to provide interactive, engaging learning experiences for Dominican students.
The document discusses predictions for the future of the web and internet technologies. It summarizes how certain technologies have evolved greatly in recent years, such as the growth of social media users and e-commerce marketplaces. It also explores emerging technologies like augmented and virtual reality, artificial intelligence, robotics, 3D printing, and digital currencies that are continuing to transform the digital landscape. The document emphasizes that businesses must adapt to keep up with changing online behaviors and expectations of different generations.
1. Connected cars that are able to optimize their own operation and connect to the outside world to enhance the driving experience.
2. Cheaper 4K monitors and TVs that offer much sharper images at higher resolutions.
3. The growing field of digital health that uses wireless devices and sensors to help people better track and manage their health.
Next Generation Media Quarterly - October 2009dentsu
This document provides an overview of trends in next generation media based on news from July to September 2009. Key points include:
1) Younger generations are early adopters of new technologies and content is increasingly accessible on any device.
2) User-generated content and participation are driving transformation in media through tools like social media, games, and mobile apps.
3) New platforms like smartphones and tablets are facilitating media consumption anywhere through features like video streaming and location-based apps.
The Future is Here: Why Science and Technology Change the Kind of Schools We ...Jim "Brodie" Brazell
The document discusses emerging technologies including wearable computers, robots, and video games. It describes how robots are now fundamental to how we live, work and play. It discusses concepts like augmented reality, facial recognition, contact lenses, and how technology is transforming social institutions and personal identity. STEM fields are facilitating changes to time, space, geography, privacy and more. 3D printers may soon be able to print entire houses. Drones may deliver packages in the future.
The document discusses the history and evolution of cell phones, video games, computers, and their impact on communication and society. It provides details on some of the first models of these technologies created by inventors like Martin Cooper, Steve Jobs, and Charles Babbage. It also examines how early models compared to modern versions in terms of features, costs and popularity. Finally, it considers predictions for how these technologies may continue to change and influence communication in the future.
A talk I gave for the North American Veg Society on social gaming - a key trend in the internet world. Explains relationship between idea spread, behavior change and online gaming. Slides did not translate perfectly, but will give you an idea of concepts nonetheless.
1. The document introduces several technological tools for enhancing learning such as mobile technologies like cell phones and iPods, virtual learning communities, virtual environments like Second Life, and serious games.
2. Examples of how these tools are being used include protein modeling in Second Life, military and medical training simulations, and dance games for exercise.
3. The document asks attendees to consider pilot projects using these tools to enhance learning in their courses.
Technology is bridging our mind with reality in real-time. As a consequence we live in a world of complete interactivity and instant distribution, based on billions of jelly beans wired together to form a new association of consciousness........
Next Generation Media Quarterly January 2011dentsu
Key stories, statistics and examples from the world of digital media, October - December 2010.
Complied by Dan Calladine, Head of Media Futures, Aegis Media.
dan.calladine[AT]aemedia.com
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 discusses mobile strategies for museums and provides examples from the Smithsonian Institution. Some key points:
1) Mobile apps and websites are not typically profitable on their own but can support museums' missions and generate network effects by enhancing the visitor experience and engaging communities.
2) The Smithsonian aims to "recruit the world" to contribute knowledge through mobile, putting the institution in people's hands not just pockets.
3) Examples from Cooper-Hewitt, NMNH, and NASM demonstrate how mobile can extend exhibits and engage audiences both on and off-site.
4) The vision is for museums to become distributed networks through multiplatform engagement and crowdsourcing via mobile.
This document discusses children's exposure to and use of technology such as touch screens and mobile devices. While apps and screens provide learning opportunities, the American Academy of Pediatrics recommends limiting screen time to 2 hours per day due to potential harm. Some experts warn that overuse of technology could replace activities like imaginative play, reading, and family time. Teaching digital literacy and responsibility is important as more kids own phones and may face issues like bullying or sexting. Parents have differing views on whether technology helps children learn or if it exploits them.
Top 10-recent-invention-of-science-without-videomsnsela
We humans are ingenious groups in this world. Right from the moment when someone rubbed two stones to light a fire, or bashed a rock to make the first tool, to the development of Internet and Mars rovers, we have already made some revolutionary advancements in several areas of science and technology. Beginning from a nail or a wheel to compass and to millions of new things that were never seen or felt before is a pure magic with their ability to improve the quality of life and advancement in human lives. Let us look at the top 10 greatest modern inventions.
The document discusses future technology trends and predictions from 1999 and today. It summarizes Ray Kurzweil's predictions from 1999 that have come true, such as smartphones, augmented reality, driverless cars, and wireless devices. It also discusses emerging technologies like artificial intelligence, robotics, 3D printing, and how these will impact jobs and skills. The document recommends taking care of yourself, constantly learning, experimenting, and staying adaptable to thrive in this changing environment.
The document discusses both the pros and cons of technological advancement. It argues that while technology has negatively impacted the environment and some fear it could destroy the planet, it also has benefits. It provides examples of negative impacts like global warming but also positive impacts of medical advancements in saving lives and transportation advancements moving towards eco-friendlier options. The document concludes that technological progress holds both risks and opportunities that are difficult to predict and balance is needed.
This document provides guidance on how brands can use mobile applications and websites to engage users. It discusses using mobile as an access point for website content, as a marketing channel through ads and deals, and to offer useful utilities. It then gives tips for developing mobile ideas, such as focusing on simplicity, solving problems, and introducing complexity slowly. Overall, the document emphasizes understanding human behaviors and desires, like sharing what they like or avoiding pain, to develop effective mobile solutions.
Should Mobile Devices be Considered the New It Drug?johannaazis
This document discusses society's increasing addiction to mobile devices. It notes that over 4 billion cell phone conversations occur every second worldwide, and that mobile device use is integrated into daily life for the vast majority of Americans. The document also examines the negative health impacts of constant mobile device use, such as increased risks of accidents from texting while driving. It ultimately questions whether these ubiquitous technologies could potentially dominate people's lives and take over the world.
Applying Gamification to Higher Education and LibrariesBohyun Kim
Florida Virtual Campus -Talking Tech Webcast Series on Oct 10, 2013 by Bohyun Kim, Digital Access Librarian,Florida International University Medical Library.
What does the future hold? With TZM and #LonFutDavid Wood
1) The document discusses four overlapping trajectories that may shape the future: technology, crisis, humanity+, and humanity 1.0.
2) It provides examples of emerging technologies like digital pills, smart watches, 3D printing, and driverless cars that could transform healthcare, education, and other sectors in the coming decades.
3) It also examines the potential for economic, financial, or other crises driven by unforeseen connections within complex systems and unchecked positive feedback cycles.
Transforming the Library through GamificationBohyun Kim
ALA TechSource Workshop on May 6, 2014.
(https://www.alastore.ala.org/detail.aspx?ID=11387)
Understanding Gamification - http://journals.ala.org/ltr/issue/view/502
Incarceration has historically been about punishment but recently the trend has shifted towards reform, schooling, and an entrepreneurial spirit. In this report, we look at trends in prison experiences, technology, as well as edtech and entrepreneurship in prisons. Prisons are increasingly enabling inmates to get a vocational training, degrees, and even healing. No longer are inmates looked upon as "less than human" but there is a curiosity about their minds and views that are pro-reform so that they integrate well into society on their release. We then forecast three scenarios on mass incarceration in 2040.
2012 04-19 (educon2012) emadrid uc3m cdkloos quo vadis e-learningeMadrid network
The document discusses how education needs to change in response to shifts brought about by the information age. It notes that the context for education has radically changed as society and technologies have advanced. Specifically, it points out that information is now easily accessible, requiring education to focus less on information transfer and more on developing needed skills like collaboration, problem solving, and multidisciplinary thinking. The document advocates for education models that embrace technologies' ability to reduce friction, enable personalized learning, and foster global connections.
Social and Digital Innovations in Talent ManagementTiffany St James
The document discusses how employers can use social media and digital innovations to improve talent management. It provides examples of tools that can be used at different stages of the recruitment process from attracting candidates online to onboarding new hires. These include using social networks like LinkedIn and Facebook to engage passive candidates, employee referral programs, and social software for performance management and onboarding. It emphasizes that digital and social media strategies should be integrated and aligned with business objectives and include metrics to measure their impact.
The Digital Talent Challenge - Building Winning Digital Teams Aaron Thomas
Presentation to Interactive Minds forum on the The Secrets of Winning Digital Teams. Key topics - Why building a winning digital team will be a critical key in organisational success, Provide insights on the key traits of successful digital teams, Provide ideas on how to build your digital career.
1. The document introduces several technological tools for enhancing learning such as mobile technologies like cell phones and iPods, virtual learning communities, virtual environments like Second Life, and serious games.
2. Examples of how these tools are being used include protein modeling in Second Life, military and medical training simulations, and dance games for exercise.
3. The document asks attendees to consider pilot projects using these tools to enhance learning in their courses.
Technology is bridging our mind with reality in real-time. As a consequence we live in a world of complete interactivity and instant distribution, based on billions of jelly beans wired together to form a new association of consciousness........
Next Generation Media Quarterly January 2011dentsu
Key stories, statistics and examples from the world of digital media, October - December 2010.
Complied by Dan Calladine, Head of Media Futures, Aegis Media.
dan.calladine[AT]aemedia.com
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 discusses mobile strategies for museums and provides examples from the Smithsonian Institution. Some key points:
1) Mobile apps and websites are not typically profitable on their own but can support museums' missions and generate network effects by enhancing the visitor experience and engaging communities.
2) The Smithsonian aims to "recruit the world" to contribute knowledge through mobile, putting the institution in people's hands not just pockets.
3) Examples from Cooper-Hewitt, NMNH, and NASM demonstrate how mobile can extend exhibits and engage audiences both on and off-site.
4) The vision is for museums to become distributed networks through multiplatform engagement and crowdsourcing via mobile.
This document discusses children's exposure to and use of technology such as touch screens and mobile devices. While apps and screens provide learning opportunities, the American Academy of Pediatrics recommends limiting screen time to 2 hours per day due to potential harm. Some experts warn that overuse of technology could replace activities like imaginative play, reading, and family time. Teaching digital literacy and responsibility is important as more kids own phones and may face issues like bullying or sexting. Parents have differing views on whether technology helps children learn or if it exploits them.
Top 10-recent-invention-of-science-without-videomsnsela
We humans are ingenious groups in this world. Right from the moment when someone rubbed two stones to light a fire, or bashed a rock to make the first tool, to the development of Internet and Mars rovers, we have already made some revolutionary advancements in several areas of science and technology. Beginning from a nail or a wheel to compass and to millions of new things that were never seen or felt before is a pure magic with their ability to improve the quality of life and advancement in human lives. Let us look at the top 10 greatest modern inventions.
The document discusses future technology trends and predictions from 1999 and today. It summarizes Ray Kurzweil's predictions from 1999 that have come true, such as smartphones, augmented reality, driverless cars, and wireless devices. It also discusses emerging technologies like artificial intelligence, robotics, 3D printing, and how these will impact jobs and skills. The document recommends taking care of yourself, constantly learning, experimenting, and staying adaptable to thrive in this changing environment.
The document discusses both the pros and cons of technological advancement. It argues that while technology has negatively impacted the environment and some fear it could destroy the planet, it also has benefits. It provides examples of negative impacts like global warming but also positive impacts of medical advancements in saving lives and transportation advancements moving towards eco-friendlier options. The document concludes that technological progress holds both risks and opportunities that are difficult to predict and balance is needed.
This document provides guidance on how brands can use mobile applications and websites to engage users. It discusses using mobile as an access point for website content, as a marketing channel through ads and deals, and to offer useful utilities. It then gives tips for developing mobile ideas, such as focusing on simplicity, solving problems, and introducing complexity slowly. Overall, the document emphasizes understanding human behaviors and desires, like sharing what they like or avoiding pain, to develop effective mobile solutions.
Should Mobile Devices be Considered the New It Drug?johannaazis
This document discusses society's increasing addiction to mobile devices. It notes that over 4 billion cell phone conversations occur every second worldwide, and that mobile device use is integrated into daily life for the vast majority of Americans. The document also examines the negative health impacts of constant mobile device use, such as increased risks of accidents from texting while driving. It ultimately questions whether these ubiquitous technologies could potentially dominate people's lives and take over the world.
Applying Gamification to Higher Education and LibrariesBohyun Kim
Florida Virtual Campus -Talking Tech Webcast Series on Oct 10, 2013 by Bohyun Kim, Digital Access Librarian,Florida International University Medical Library.
What does the future hold? With TZM and #LonFutDavid Wood
1) The document discusses four overlapping trajectories that may shape the future: technology, crisis, humanity+, and humanity 1.0.
2) It provides examples of emerging technologies like digital pills, smart watches, 3D printing, and driverless cars that could transform healthcare, education, and other sectors in the coming decades.
3) It also examines the potential for economic, financial, or other crises driven by unforeseen connections within complex systems and unchecked positive feedback cycles.
Transforming the Library through GamificationBohyun Kim
ALA TechSource Workshop on May 6, 2014.
(https://www.alastore.ala.org/detail.aspx?ID=11387)
Understanding Gamification - http://journals.ala.org/ltr/issue/view/502
Incarceration has historically been about punishment but recently the trend has shifted towards reform, schooling, and an entrepreneurial spirit. In this report, we look at trends in prison experiences, technology, as well as edtech and entrepreneurship in prisons. Prisons are increasingly enabling inmates to get a vocational training, degrees, and even healing. No longer are inmates looked upon as "less than human" but there is a curiosity about their minds and views that are pro-reform so that they integrate well into society on their release. We then forecast three scenarios on mass incarceration in 2040.
2012 04-19 (educon2012) emadrid uc3m cdkloos quo vadis e-learningeMadrid network
The document discusses how education needs to change in response to shifts brought about by the information age. It notes that the context for education has radically changed as society and technologies have advanced. Specifically, it points out that information is now easily accessible, requiring education to focus less on information transfer and more on developing needed skills like collaboration, problem solving, and multidisciplinary thinking. The document advocates for education models that embrace technologies' ability to reduce friction, enable personalized learning, and foster global connections.
Social and Digital Innovations in Talent ManagementTiffany St James
The document discusses how employers can use social media and digital innovations to improve talent management. It provides examples of tools that can be used at different stages of the recruitment process from attracting candidates online to onboarding new hires. These include using social networks like LinkedIn and Facebook to engage passive candidates, employee referral programs, and social software for performance management and onboarding. It emphasizes that digital and social media strategies should be integrated and aligned with business objectives and include metrics to measure their impact.
The Digital Talent Challenge - Building Winning Digital Teams Aaron Thomas
Presentation to Interactive Minds forum on the The Secrets of Winning Digital Teams. Key topics - Why building a winning digital team will be a critical key in organisational success, Provide insights on the key traits of successful digital teams, Provide ideas on how to build your digital career.
Are you connecting with critical talent audiences through your digital communications? This 30+3 Webinar takes a close look at key strategic elements of digital employee and employer brand communications. From channel selection to media effectiveness, we'll examine the changing dynamics of digital communications.
This document discusses talent in the digital era and the need for a Chief Talent Officer to lead digital talent transformation. It presents a model for digital competencies called kata consisting of skills like mobile use, social media, design, and data analysis. The document advocates developing skills like distributed cognition, collective intelligence and lifelong learning. The role of the Chief Talent Officer is to understand the digital opportunity, identify talent challenges and transform the talent journey, attracting and engaging talent through employer branding and selecting the best talent.
The Digital Talent Gap - Developing Skills for Today’s Digital OrganizationsCapgemini
This document discusses the shortage of digital skills in today's marketplace and current approaches to developing digital skills that are lacking. Some key points:
- There is a large shortage of digital skills like mobile, analytics, and social media that companies need for digital transformation. However, most companies are not adequately investing in developing these skills.
- Existing training programs are often not well-aligned with companies' digital strategies. Less than 20% of training budgets are spent on digital skills and only 20% of employees receive such training.
- While companies use traditional methods like training and recruitment, few use innovative approaches like targeted acquisitions and partnerships to develop digital skills.
- Both technical employees and business professionals need a
Talent International is a global IT recruitment and digital services agency that has been operating for over 20 years. It has offices throughout the UK, Australia, New Zealand, and Asia, with annual revenue exceeding £200 million. Talent International specializes in recruiting for digital roles like product management, DevOps, mobile development, agile transformation, CRM and analytics, and front-end development. It prides itself on its expertise in certain skill markets and building long-term relationships with clients.
The Naked Truth About Digital Talent (and skills)Lori Kent
This document proposes a panel discussion at SXSW Interactive 2015 about the most essential digital skills needed in today's workforce and how to educate people on these skills, as digital knowledge remains elusive and new skills are needed urgently. The panel would be led by a technologist and educator to have an open discussion on ending the fear around digital skills and instead embracing learning.
The War for Talent Has Gone Digital
The shortage of digital skills in the current marketplace is unprecedented. It is estimated that over 4.4 million IT jobs will be created around Big Data by 2015; however, only a third of these new jobs will be filled.
Martha Lane Fox, the UK’s digital inclusion champion, believes over 16 million people in the UK lack the basic digital skills to fully benefit from the Internet.
Even Millenials are a matter of concern. In a survey comprising over 800 middle to upper management executives from over 50 industries, nearly one in five Millenials in the modern workplace are perceived to be lacking in analytic skills.
Techniques for Attracting Talent in the Digital RevolutionManpowerGroup UK
The document discusses techniques for attracting tech talent. It notes that technology change is happening much faster now than during the Industrial Revolution. By 2020, there will be five generations in the workplace with different expectations. When developing a proposition to attract talent, the message needs to be clear and authentic. Companies also need to understand who their competition is for talent and ensure their target audience exists. While new communication methods exist, traditional methods are still effective according to the source cited. The document stresses having a mobile-first approach.
Dear PANA Members,
You are all invited to PANA’s September GMM entitled: “HOW TO STRENGTHEN YOUR COMPANY’S DIGITAL CAPABILITY”. This will be on September 25, 2014 (Thursday), 12 Noon at the Hard Rock Cafe, 3/F Glorietta 3, Makati City. Speaker is Mr. Albet Roble-Buddahim, Department Head of Digital Activation and Business Transformation, Avon Cosmetics Inc. (Registration starts at 11:30AM.)
Find out the answers to the following questions:
- What are the different options for an internal digital team given a brand's objectives and scale?
- What are the different competencies that need to be developed?
- What are the different positions, and how does the org chart look like for a digital team?
- When do you decide to outsource digital work?
- What are the different types of suppliers and digital agencies out there?
- How do you evaluate prospective suppliers and digital agencies?
- How do you evaluate the effectiveness of a digital campaign?
This document discusses the role of HR in employer branding. It defines employer branding as a strategy that allows organizations to differentiate themselves and build loyalty with customers and employees. The objectives are to determine how HR can help brand the employer image by attracting and retaining talent. HR plays a key role through recruitment, compensation, career development, technology, future opportunities, work ethics, and talent management. Important drivers for candidates include learning and development, respect, future opportunities, ethics and manager quality. Employer branding helps attract talent through innovative recruitment approaches and meeting candidate expectations. Social media is an important branding tool. The future of employer branding involves recognizing its importance, evolving the brand, and aligning HR and business strategies.
The job market is evolving and the need for a different set of skills will be mandatory tomorrow. Nobody can stand on the sideline and wait for their digital aptitude to resolve by itself.
This guide describes four steps any company can take to get the most from an elearning investment.
Business leaders increasingly recognize that providing employee training is critical to success. Companies worldwide use instructional content available on demand to build elearning programs that drive positive outcomes.
More than 40 percent of global Fortune 500 companies had embraced elearning strategies in 2013 (Ibis Capital). That same year, elearning was a $56.2 billion industry. This was expected to more than double by the end of 2015 (Global Industry Analysts).
Tremendous benefits result from elearning—chief among them improving employee performance and productivity, aligning expertise with business objectives, and providing consistent and scalable training to a dispersed workforce.
Learn more: http://www.lynda.com/Education-Elearning-training-tutorials/1792-0.html
Everything Is Digital: Ten HR and Talent Predictions for 2020
Similar to Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
2006, What's Next in Ed Tech: 5th World, National School Boards Association b...Jim "Brodie" Brazell
5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
This document discusses the potential of games and simulations for learning and workforce development. It provides examples of games being used for healthcare training, language learning, emergency response, science education, and more. Key points made include:
- Games can provide engaging learning experiences through simulation of real-world problems and systems. Examples highlight games for healthcare, disaster response, science, and other domains.
- The learning and workforce needs of the game industry are similar to emerging fields like nanotechnology, biotechnology, and neuroscience. Games could help develop the next generation workforce for these fields.
- Leveraging the attention of gamers, games have the potential to support constructivist, transdisciplinary learning if designed effectively for educational purposes
The document discusses how games, virtual worlds, and mixed reality are being used beyond just entertainment and are helping to organize innovation. These technologies are being used for training, education, and problem solving across various fields. They represent new ways of developing identity, community, and organizing human development and learning.
This document discusses emerging technologies and trends across various fields including science, engineering, computing, and healthcare. It highlights how fields are converging through technologies like nanotechnology, biotechnology, neuroscience, and more. This technological convergence is enabling new capabilities like augmented reality systems, integrated human-machine interfaces, medical micro-robots, and advances toward enhancing human abilities. The document suggests we may be entering a new era characterized by these converging and exponentially advancing technologies.
21st Century Renaissance The STEM+ARTS Movement, STEMtech, Indianapolis, IN O...Jim "Brodie" Brazell
21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com
2011, STEAM - STEM+ARTS - 21st Century Renaissance The STEM+ARTS MovementJim "Brodie" Brazell
21st Century Renaissance The STEM+ARTS Movement, How the future works today. STEMtech, Indianapolis, IN, October 5, 2011
JIM BRAZELL jimbrazell@ventureramp.com
The document discusses the potential of games and simulations for training and education. It provides several case studies of applications of games including using a disaster simulation game to train the Rotterdam Port Authority, using a food delivery game made by the UN to educate children, and using virtual simulations to treat phobias. It also discusses how games can improve skills like hand-eye coordination, spatial awareness, and teamwork. Researchers are studying the cognitive and behavioral impacts of gaming on areas like problem-solving, reasoning and learning. Some see gaming as a new academic field to study its cultural and social impacts.
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
A Glimpse of the Future, Laramie Community College 5.17.2011Jim "Brodie" Brazell
This document discusses glimpses of the future across many domains including education, the workforce, technology, and innovation. It explores how fields like STEM, the arts, cybersecurity, robotics, and healthcare may evolve and influence one another. It also examines strategies for cultivating innovation through K-12 education, technical colleges, universities, and public-private partnerships.
This document discusses emerging technologies and their impact on student futures and jobs. It explores how technology is changing living, learning and working in the 21st century. The author envisions a future where students learn skills like coding, engineering, and arts through programs that blend subjects and expose them to innovation models. They provide examples of schools cultivating innovators through interdisciplinary STEM+arts programs and competitions that inspire passion for science, technology and problem solving.
Opener #8: Alternative Reality Learning- Chap 9 (Who Are You?)Nur Adila Abidin
This document discusses alternative reality learning through tools like virtual worlds and games. It describes how companies like Best Buy and IBM use virtual worlds like Second Life for employee training and collaboration. Universities also use Second Life for courses by allowing students to enroll globally. Serious gaming conferences promote learning through games, and the military uses massively multiplayer online games to teach skills. Simulations, virtual worlds and games are suitable for open, collaborative learning models as they can spread knowledge quickly across locations.
This document discusses emerging technologies and their implications for jobs, education, and partnerships. It notes that skills are merging across disciplines like STEM fields due to new technologies. Jobs requiring technical skills are growing much faster than other occupations. The future will see more demand for multi-disciplinary learners and workers who can apply skills across fields. Technology is also changing the relationship between humans and machines through advances like wearable robots, implantable devices, and nanotechnology. Education must adapt to prepare students for this changing environment and merging of skills and knowledge across disciplines.
The document discusses a presentation given by Jim Brazell at the US Army Morale, Recreation and Welfare Annual Conference in Louisville, Kentucky in August 2006 about the Age of Science Nonfiction and the 5th World. It includes links to various websites related to topics like mobile phones, white house news, supercomputers, games, language learning software, military training simulations, and more.
Serious games sparking serious innovation - The Serious Games Institutehelenaxe
Serious games are games designed for purposes other than entertainment, such as education or training. The Serious Games Institute (SGI) researches and develops serious games for various applications. SGI has produced games for healthcare training, autism therapy, and cultural heritage. Emerging trends in serious games include gamification, social gaming, cloud computing, and augmented reality games. SGI collaborates globally on serious games projects and research.
Epic Win - Why Gaming is the Future of LearningJane McGonigal
The document discusses how gaming is transforming learning and collaboration. It argues that games provide engaging problems, feedback, and social connections that motivate people to learn. Extreme scale collaboration through gaming harnesses people's cognitive resources and diversity of knowledge to solve big problems, as seen in projects like Foldit and World Without Oil. The future of learning is predicted to involve giving students opportunities to become "Super Empowered Hopeful Individuals" through competitive yet collaborative problem-solving in fun, socially-connected ways using game mechanics and platforms.
This document summarizes research on using virtual reality simulations for training. It discusses two projects:
1) A project at Vienna University of Technology where players operate track switches and adjust train speeds in a virtual environment to prevent train collisions.
2) A project using mixed realities to expand embedded training potential by providing integrated training anywhere through advances in tracking, rendering, and scenario delivery. This allows constructive simulation, after action review, and command/control visualization.
Jim Brazell has 27 years of experience in education, technology and business innovation. As president of VentureRamp Inc., he serves entrepreneurial, industrial, academic and government clients globally. To learn more check out eXtreme start-ups.
Over the past decade, his work includes: supporting the formation of the Austin-San Antonio Corridor, accelerating one dozen high technology start-up companies; catalyzing regional and international high technology initiatives; performing technology forecasts for the State of Texas; designing video games for major military commands and civilian workforce initiatives; and advocating for TEAMS and classical contemporary education in school reform.
A technology forecaster and strategist, Jim's message is that innovation is the key to education, workforce, and economic development goals in the 21st Century. His work in K-12 schools, community colleges, and universities includes facilitating design of new formal and informal learning programs, leading teacher professional development, and dissemination of best practices. Jim is a member of the Thornburg Center for Professional Development and he is IDEAS Orlando’s STEM consultant. Jim has led public policy, leadership training, and teacher professional development in STEM for a decade. In education, workforce, and economic development, his analysis of the changing nature of work, technology trends, and regional economic development strategy have influenced public policy nationally.
In 2014, Jim provided input to the: Office of Science and technology Policy Request for Information to create "Pull Machanisms" for Advanced Learning Technologies and the Texas Legislative Budget Board on the topic of STEM. In 2009, Jim and a team from the Society for Design and Process Science submitted comments that were read publicly to the President's Council of Advisors for Science and technology, a body composed of members of the National Academies of Science. The comments related to the vocation of STEM and the importance of Career and Technical education in the context of Science, Technology, Engineering, and Mathematics (STEM).
In 2008, the essay, "The Bellwether Sounds," was one of the first public voices proclaiming the need for the people to recognize the importance of science and technology to U.S. global competitiveness and security. Co-authored with support from General Robert F. McDermott, the founding academic dean of the U.S. Air Force Academy and Col. Francis X. Kane, Ph.D., military father of the Global Positioning System (GPS), the essay was the first public mention of a virtual Sputnik Moment in the context of social, political, and historical exigencies.
Similar to Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006. (20)
300 Years in the Making: How San Antonio Developed the Foundation for a Thriv...Jim "Brodie" Brazell
San Antonio has a 300-year history of innovation in science, technology and defense that helped establish the foundation for its thriving cybersecurity ecosystem. Key events include the establishment of the US Air Force Security Service in 1947 which grew to 7,500 cleared cyber personnel today, and Cisco acquiring San Antonio-based WheelGroup in 1998 which expanded their network security products. This long history has cultivated cyber talent through organizations like the UTSA Center for Infrastructure and Security and competitions like CyberPatriot, positioning San Antonio as a major hub for cybersecurity known as "Cyber City USA".
World Affairs Council, 2013, Summer Teacher Institute, Humanities and STEM
The Future is Here
Next Level Global Education and Social Studies Design Workshop
Teaching in a Time of Transition, World Affairs Council, Summer Institute on International Affairs, June 24-28. 2013
This document discusses STEM education and jobs. It provides definitions and perspectives on what constitutes STEM from different viewpoints. It also discusses the current state of K-12 STEM education and provides a model for integrating classical and contemporary subjects to promote innovation through education.
Ed net insight | stem: mainstreaming career and technical education (cte)Jim "Brodie" Brazell
Jim Brazell, CEO and Founder, ventureRAMP, Inc. — Friday, March 12, 2010
Fueled by Washington’s focus on STEM (science, technology, engineering and math) and U.S. competitiveness, Career and Technical Education (CTE) is emerging as a platform for systemic education reform in Texas, New York, California, Florida, Maryland, Ohio, Pennsylvania, Michigan, Georgia, North Carolina, Kansas, and Arizona. The implication for the educational technology and publishing industry is a wave of change enabling educational technology and textbook budgets to include CTE curricula and infrastructure. The rise of STEM broadens the definition of educational technology to support high-technology “shop” classes and broadens the market for kits, labs, simulations, and software and “hands-on” projects in K-12 schools.
This document discusses STEM education and jobs. It provides definitions and perspectives on what constitutes STEM from different viewpoints. It also discusses the current state of K-12 STEM education and provides a model for integrating classical and contemporary subjects to promote innovation through education.
Emerging Technologies Encore: STEM: Mainstreaming Career and Technical Educa...Jim "Brodie" Brazell
Presenter: Jim Brazell, Technology Forecaster, Public Speaker, and Strategist, Radical Platypus group and the Thornburg Center for Professional Development.
Fueled by Washington’s focus on STEM (science, technology, engineering and math) and U.S. competitiveness, Career and Technical Education (CTE) is emerging as a platform for systemic education reform. Attend this session to learn about trends in emerging technologies driving workforce and educational change in high schools, community colleges and universities. Learn about the key requirement for multi-skill technicians and technologists in diverse industries including green energy, manufacturing, cyber security, digital media, construction, home technology integration, healthcare and science and technology research and development. This interactive lecture and discussion about CTE-based educational transformation will include topics such as: Science, Technology, Engineering and Mathematics (STEM); Career and Technical Education (CTE); STEAM (STEM and Arts Integration); Cyber Security; Mechatronics; Robotics; Information Technology; Serious Games; and Modeling, Simulation and Training.
The Future is Here - San Antonio--world class innovation since 1745Jim "Brodie" Brazell
The document discusses the history of innovation in San Antonio, Texas from 1745 to present day. It highlights how San Antonio utilized its river and Edwards Aquifer as a source of fresh water for over 11,000 years, establishing one of the first municipal water distribution systems in North America in 1761 using irrigation canals. The mathematics of hydraulics transformed the landscape and supported the growth of San Antonio into a major city, highlighting the importance of water resources to the city's history of innovation.
The Future is Here - San Antonio--world class innovation since 1745
WHAT IS STEM? STEM is CORE4 transforming existing situations to preferred situation.
This media is an visual arts and oratory exposition celebrating Core4, STEM—science, technology, engineering, and mathematics. The production is a public service to the City and it’s future leaders delivered as a visual and oratory presented to 1800 Middle School boys from the Alamo City, November 18, 2015.
All copyrights and imagery are owned by 3rd parties, garnered from open source media on the Internet for this artistic oratory production.
By Jim Brazell, Ventureramp.com
The Citadel, Sputnik Moment – The Role of STEM, Humanities and Arts in US Com...Jim "Brodie" Brazell
The Citadel, Sputnik Moment – The Role of STEM, Humanities and Arts in US Competitiveness, How the future works today. February 2, 2011, Keynote for Citadel Faculty and Cadets, THE SOUTH CAROLINA SPEECHES, JIM BRAZELL more at ventureramp.com. Online slides: http://bit.ly/1JI8kuD
The Future is Here: The Impact of Data on Society and Our Daily LivesJim "Brodie" Brazell
The Future is Here: The Impact of Data on Society and Our Daily Lives
Wearable Computers
Robots
Video Games
Philadelphia Department of Education, Data Summit, Lancaster, PA, May 18, 2014, Keynote Jim Brazell Ventureramp.com
The Future is Here, Butler Community College, Butler and Wichita, Kansas, Feb...Jim "Brodie" Brazell
The document discusses challenges and opportunities related to workforce development and STEM education. It notes that many current and future jobs will require multi-disciplinary skills in areas like mechatronics, biotechnology, and health careers. Employers emphasize the need for problem-solving, computer skills, and hands-on applied learning in addition to theoretical knowledge. The document also highlights examples of high-paying career opportunities for skilled workers in fields like aerospace manufacturing, wind energy, and chemical technology.
8.27.2014, Robot World: How Cyber Physical Systems are Changing Human-Machine...Jim "Brodie" Brazell
Robot World: How Cyber Physical Systems are Changing Human-Machine Operations, International Society for Performance Improvement, Founding Chapter, San Antonio, TX, August 27, 2014
Texas Association of State Systems for Computing and Communications, The Future is Here: IT Prime Time, Jim Brazell, Venture Ramp, Inc.August 3-5, Houston, Westin Galleria, Final Speech
This document discusses how STEM (science, technology, engineering, and mathematics) changes the type of schools needed. It notes that STEM jobs currently make up 5.5% of the US workforce but will grow. However, there is debate around whether there is truly a shortage of STEM workers or if current classifications are too narrow. The document advocates for a broader view of STEM that includes fields like health, technology, and the arts. It provides examples of schools and programs that take an integrated STEM approach combining fields.
From STEM to TEAMS a US educational innovation strategy which unifies the hou...Jim "Brodie" Brazell
PETITION TO RE-ESTABLISH CTE-TECH-PREP-RPOS FUNDING OF $100M to $380M, IN THE PROPOSED 2015 STEM BUDGET CAPTURED BY OSTP
Sign Petition at White House -
https://petitions.whitehouse.gov/petition/re-establish-discreet-tech-prep-budget-amount-100m-380m-ostp-stem-budget-38b/y6MQQFLz
MARCH 29, 2014, SAN ANTONIO, TX: A SPUTNIK MOMENT FOR U.S. STEM. EDUCATION AND WHITE HOUSE OFFICE OF SCIENCE AND TECHNOLOGY POLICY - Robin hood movement seeks equity and adequacy in funding from White house for CTE-TECH PREP Rigorous Programs of Study (R-POS) for the Nation’s P-20 education students & adults from White House.
At issue, contrary to OSTP’s Open Government Plan, public comments and specifically supporting enclosures related to the role of Career and Technical Education (formally, vocational education) in science, technology, engineering, and mathematics (STEM) were ignored and not appropriately incorporated into the public record by the White House Office of Science and Technology Policy (OSTP), President’s Council of Advisors on Science and Technology (PCAST). Although delivered as parcel to the OSTP call for public comments, RE: PCAST STEM Meeting 10.22-23, 2009, Two Minute Public Comment Letter, the following items submitted by Brazell, et. al., were not included by OSTP-PCAST in the public record:
1) Co-author’s were redacted from the letter sent to PCAST;
2) The white paper delivered in the same document as the three minute testimony letter was redacted, while other’s giving testimony reflect their white papers and related research references in the PCAST public record;
3) 570 pages of powerpoint slides including research on select TECH PREP model CTE programs were not appropriately submitted to the public record including a) From STEM to TEAMS a US educational innovation strategy which unifies the houses of academia, vocational learning and the arts and b) US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for STEM, IT and Arts, A/V Technology and Communications Clusters; and,
4) Jim white paper is not reflected in the record, What is next long term growth strategy to face the financial crisis? Transdisciplinary places, industries, technologies, work and education.
The public record includes letters submitted to PCAST including Jim’s redacted response. By comparison, Jim’s original letter includes a list of supporters and editors, a draft white paper written for the committee in one (1) week with academic references, and the items above referenced within the Public Comments submitted to PCAST.
Full document:
https://dl.dropboxusercontent.com/u/32034593/Sputnik_Moment_OSTP_STEM_TECHPREP.docx
US TEAMS Economic Development, S&T R&D, Workforce and Education Strategy for ...Jim "Brodie" Brazell
This document discusses strategies for economic development, science and technology research and development (R&D), workforce development, and education for STEM, IT, and arts/audiovisual technology and communications clusters. It references the importance of preparing students in K-12 for future jobs that require skills in science, technology, engineering, and math. Examples are provided of modeling, simulation, and gaming being applied across different fields like healthcare, defense, and digital learning. The potential for games and game technologies to be used beyond entertainment is also discussed.
The document discusses the need to shift education, including career and technical education (CTE), to better prepare students for 21st century jobs and the changing economy. It notes that over 95% of test questions require students to recall information, rather than think at higher levels. CTE classrooms aim to develop skills through applied, problem-based learning centered around real-world problems. The structure of CTE differs from traditional academics by utilizing andragogical teaching methods focused on self-directed, experience-based learning for students. The document advocates for greater integration of academic and CTE programs to develop students' problem-solving, critical thinking, and technical skills through transdisciplinary learning experiences.
This document discusses the need to improve science, technology, engineering, and math (STEM) education in the United States. It notes that changing workforce needs mean students will require more sophisticated skills in STEM subjects. Several trends are driving changes in education and work, including global science and technology advancements, demographic shifts, and concerns about competitiveness similar to those following the Soviet launch of Sputnik. The document discusses strategies for merging academic, technical, and workforce education to better prepare students for life, work, and continued learning. Examples of emerging models include integrating liberal arts, STEM, and career technical education.
This document discusses emerging technologies and their implications for future jobs and skills. It begins by describing miniaturized smart dust devices being developed at Berkeley as small as 11.7 mm3 and 6.6 mm3. It then discusses how the rate of technological progress is doubling every decade, meaning a century of progress will occur over the next 25 years. The document outlines how fields like biomedicine, nanotechnology and information technology are converging and creating new types of jobs that require integrated skills from multiple domains. It provides several examples of new career opportunities and wages in areas like allied health, renewable energy, and advanced manufacturing that combine technical skills with other areas like mechanics, electronics, and computing. The document advocates developing both strong academic
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Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
The Evolution and Impact of Tom Cruise Long Hairgreendigital
Tom Cruise is one of Hollywood's most iconic figures, known for his versatility, charisma, and dedication to his craft. Over the decades, his appearance has been almost as dynamic as his filmography, with one aspect often drawing significant attention: his hair. In particular, Tom Cruise long hair has become a defining feature in various phases of his career. symbolizing different roles and adding layers to his on-screen characters. This article delves into the evolution of Tom Cruise long hair, its impact on his roles. and its influence on popular culture.
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
In "Risky Business" (1983). Tom Cruise's hair was short but longer than the clean-cut styles dominant at the time. This look complemented his role as a high school student stepping into adulthood. embodying a sense of youthful freedom and experimentation. It was a precursor to the more dramatic hair transformations in his career.
The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
One of the first films in which Tom Cruise embraced long hair was "Far and Away" (1992). Playing the role of Joseph. an Irish immigrant in 1890s America, Cruise's long, hair added authenticity to his character's rugged and determined persona. This look was a stark departure from his earlier. more polished styles and marked the beginning of a more adventurous phase in his hairstyle choices.
Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
How OTT Players Are Transforming Our TV Viewing Experience.pdfGenny Knight
The advent of Over-The-Top (OTT) players has brought a seismic shift in the television industry, transforming how we consume media. These digital platforms, which deliver content directly over the internet, have outpaced traditional cable and satellite television, offering unparalleled convenience, variety, and personalization. Here’s an in-depth look at how OTT players are revolutionizing the TV viewing experience.
Enhance Your Viewing Experience with Gold IPTV- Tips and Tricks for 2024.pdfXtreame HDTV
In the ever-evolving landscape of digital entertainment, IPTV (Internet Protocol Television) has emerged as a popular alternative to traditional cable and satellite TV services. Offering unparalleled flexibility, a vast selection of channels, and affordability, IPTV services like Gold IPTV have revolutionized the way we consume television content. This comprehensive guide will delve into everything you need to know about Gold IPTV, its features, benefits, setup process, and how it can enhance your viewing experience.
Party Photo Booth Prop Trends to Unleash Your Inner StyleBirthday Galore
Are you planning an unforgettable event and looking for the best photo booth props to make it a memorable night? Party photo booth props have become essential to any celebration, allowing guests to capture priceless memories and express their personalities. Here, we'll explore the hottest party photo booth prop trends that will unleash your inner style and create a buzz-worthy experience with Birthday Galore!
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Tom Cruise Daughter: An Insight into the Life of Suri Cruisegreendigital
Tom Cruise is a name that resonates with global audiences for his iconic roles in blockbuster films and his dynamic presence in Hollywood. But, beyond his illustrious career, Tom Cruise's personal life. especially his relationship with his daughter has been a subject of public fascination and media scrutiny. This article delves deep into the life of Tom Cruise daughter, Suri Cruise. Exploring her upbringing, the influence of her parents, and her current life.
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Introduction: The Fame Surrounding Tom Cruise Daughter
Suri Cruise, the daughter of Tom Cruise and Katie Holmes, has been in the public eye since her birth on April 18, 2006. Thanks to the media's relentless coverage, the world watched her grow up. As the daughter of one of Hollywood's most renowned actors. Suri has had a unique upbringing marked by privilege and scrutiny. This article aims to provide a comprehensive overview of Suri Cruise's life. Her relationship with her parents, and her journey so far.
Early Life of Tom Cruise Daughter
Birth and Immediate Fame
Suri Cruise was born in Santa Monica, California. and from the moment she came into the world, she was thrust into the limelight. Her parents, Tom Cruise and Katie Holmes. Were one of Hollywood's most talked-about couples at the time. The birth of their daughter was a anticipated event. and Suri's first public appearance in Vanity Fair magazine set the tone for her life in the public eye.
The Impact of Celebrity Parents
Having celebrity parents like Tom Cruise and Katie Holmes comes with its own set of challenges and privileges. Suri Cruise's early life marked by a whirlwind of media attention. paparazzi, and public interest. Despite the constant spotlight. Her parents tried to provide her with an upbringing that was as normal as possible.
The Influence of Tom Cruise and Katie Holmes
Tom Cruise's Parenting Style
Tom Cruise known for his dedication and passion in both his professional and personal life. As a father, Cruise has described as loving and protective. His involvement in the Church of Scientology, but, has been a point of contention and has influenced his relationship with Suri. Cruise's commitment to Scientology has reported to be a significant factor in his and Holmes' divorce and his limited public interactions with Suri.
Katie Holmes' Role in Suri's Life
Katie Holmes has been Suri's primary caregiver since her separation from Tom Cruise in 2012. Holmes has provided a stable and grounded environment for her daughter. She moved to New York City with Suri to start a new chapter in their lives away from the intense scrutiny of Hollywood.
Suri Cruise: Growing Up in the Spotlight
Media Attention and Public Interest
From stylish outfits to everyday activities. Suri Cruise has been a favorite subject for tabloids and entertainment news. The constant media attention has shaped her childhood. Despite this, Suri has managed to maintain a level of normalcy, thanks to her mother's efforts.
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
16. Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
The medium of gaming represents a
qualitative shift in learning systems.
17. Games are an extension of the physical environment.
18. Games are an extension of the human nervous system.
20. This is about much, much more than fun and games. On 10.19.2006, the
MacArthur Foundation announced a $50MM fund for digital learning and games.
21. A robust program of research and
experimentation is needed to enhance
development of educational games by
stimulating transfer of the art and
technologies of video games to
education and learning systems.
High development costs in an uncertain
market for educational innovations
make developing complex high-production
learning games too risky for video
game and educational materials
industries.
Educational institutions need to transform
organizational systems and
instructional practices to take greater
advantage of new technology, including
educational games.
Outcome data from large-scale
evaluations of educational games are
needed to demonstrate that these
technologies are equal to or offer
comparative advantage vs. conventional
IM.
22.
23. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
37. VRPHOBIA.COM
Fear of flying, fear of
driving, fear of
heights, fear of public
speaking, fear of
thunderstorms,
claustrophobia,
agoraphobia, social
phobia, panic
disorder, and
posttraumatic stress
disorder due to motor
vehicle accidents
39. $7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
42. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
43.
44. French Budget Minister Jean-Francois Cope has announced the launch of an
online game for the country's taxpayers to have a go at balancing the books.
http://news.bbc.co.uk/1/hi/world/europe/4946496.stm
50. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
51.
52. Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
Seetharaman; Carnegie Mellon University,
University of Frankfurt, Research Institute,
University of Pittsburgh School of Medicine.
www.andrew.cmu.edu/~ycai/biogame.pdf
BIOSIM
1.0
53. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
71. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
78. Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to
prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas
Pintaric and Dieter Schmalstieg
86. Video games
are leading us to
new affective,
cognitive and
psychomotor
domains of
HSI…
A new
relationship
between
humans and
machines.
87. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
88. Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
95. One World View –
Integrating physical,
virtual and imaginary
worlds.
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
= Digital
Divide
99. The number of jobs
requiring technical
training is growing at
five times the rate of
other occupations.
Innovate America, U.S. Council on Competitiveness
100. GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
TEAMS Educational Pull
113. “spaceTEAMS can return San
Antonio to the path of human
development and space
exploration making it in the realm
of possibility that the first person
to walk on Mars will be from San
Antonio.”
--General Robert F. McDermott and Dr. Francis “Duke” Kane
114. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes
116. Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
Embrace MS&G to solve petro needs
and then cross appropriate to other
industries.
128. • Serious Games
• Models and Differentiation
• The Next Wave of HSI-HCI
• Workforce Implications
• Stavanger Opportunities
Digital Learning Landscapes