A humourous look at Second Life - written and presented at a time when it wasconsidered to be a viable tool for education but it failed to live up to the hype
Artificial intelligence has been developing since 1943, with major milestones including the concept being introduced in 1943, the Turing test in 1950, and the term "artificial intelligence" being coined in 1956. Now, AI is used widely in applications like mobile apps, airline services, social media, finance, email, and online shopping to perform tasks and interact with users in human-like ways, such as Sophia, the first AI robot granted citizenship, which can answer questions and express reactions similar to humans.
full day hands on workshop on using imovie08...
Links & handouts
http://theconnectedclassroom.wikispaces.com/imovie08_workshop
please note, slides did not upload correctly so I needed to upload as a pdf, please contact me if you would like a copy of this slideshow.
The document discusses the movie iMovie, including how to import and organize video clips and photos, add titles, transitions and music, and customize a movie trailer or film to share with others. It explains the basic functions and interface of the iMovie software to help users create their own movies.
This document provides instructions for making a movie using the iMovie app on an iPad. It outlines 11 steps: 1) film video with the iPad camera, 2) select or start a new project, 3) choose a movie project style, 4) import video, photos, or audio, 5) add photos from the camera roll, 6) add video filmed on the iPad, 7) shorten or split video clips, 8) add transitions between clips, 9) record or add music, and 10) save the finished movie. It provides additional details about working with audio and adjusting transitions.
This document discusses different types of multimedia software tools including painting and drawing tools, 3D modeling tools, image editing tools, sound editing tools, and animation/video editing tools. It provides examples of popular software for each category, such as Corel Draw, 3D Studio Max, Adobe Photoshop, Cool Edit, and Adobe Premiere. The document also lists important factors to consider when choosing multimedia software, such as usability, animations capabilities, smoothness, integration, delivery options, user-friendliness, and intended clientele.
Multimedia authoring tools provide an integrated environment for combining text, graphics, audio, video, and animation into an interactive presentation. They include editing tools to create and organize multimedia elements. Authoring tools have features like editing, programming for interactivity, and playback options. Common types are card/page-based, icon/event-driven, time-based, and web page authoring tools, each with their own advantages and disadvantages for organizing and presenting multimedia content.
Second Life Introduction, Become a SuperheroBrian Gray
Second Life is a 3D virtual world entirely built by its residents. It began in 2003 with 64 acres and has grown to over 64,000 acres. Residents can purchase land, build structures, and interact with other users through customizable avatars. Many universities and libraries have established a presence in Second Life to conduct classes, meetings, and provide educational and cultural resources to users.
Artificial intelligence has been developing since 1943, with major milestones including the concept being introduced in 1943, the Turing test in 1950, and the term "artificial intelligence" being coined in 1956. Now, AI is used widely in applications like mobile apps, airline services, social media, finance, email, and online shopping to perform tasks and interact with users in human-like ways, such as Sophia, the first AI robot granted citizenship, which can answer questions and express reactions similar to humans.
full day hands on workshop on using imovie08...
Links & handouts
http://theconnectedclassroom.wikispaces.com/imovie08_workshop
please note, slides did not upload correctly so I needed to upload as a pdf, please contact me if you would like a copy of this slideshow.
The document discusses the movie iMovie, including how to import and organize video clips and photos, add titles, transitions and music, and customize a movie trailer or film to share with others. It explains the basic functions and interface of the iMovie software to help users create their own movies.
This document provides instructions for making a movie using the iMovie app on an iPad. It outlines 11 steps: 1) film video with the iPad camera, 2) select or start a new project, 3) choose a movie project style, 4) import video, photos, or audio, 5) add photos from the camera roll, 6) add video filmed on the iPad, 7) shorten or split video clips, 8) add transitions between clips, 9) record or add music, and 10) save the finished movie. It provides additional details about working with audio and adjusting transitions.
This document discusses different types of multimedia software tools including painting and drawing tools, 3D modeling tools, image editing tools, sound editing tools, and animation/video editing tools. It provides examples of popular software for each category, such as Corel Draw, 3D Studio Max, Adobe Photoshop, Cool Edit, and Adobe Premiere. The document also lists important factors to consider when choosing multimedia software, such as usability, animations capabilities, smoothness, integration, delivery options, user-friendliness, and intended clientele.
Multimedia authoring tools provide an integrated environment for combining text, graphics, audio, video, and animation into an interactive presentation. They include editing tools to create and organize multimedia elements. Authoring tools have features like editing, programming for interactivity, and playback options. Common types are card/page-based, icon/event-driven, time-based, and web page authoring tools, each with their own advantages and disadvantages for organizing and presenting multimedia content.
Second Life Introduction, Become a SuperheroBrian Gray
Second Life is a 3D virtual world entirely built by its residents. It began in 2003 with 64 acres and has grown to over 64,000 acres. Residents can purchase land, build structures, and interact with other users through customizable avatars. Many universities and libraries have established a presence in Second Life to conduct classes, meetings, and provide educational and cultural resources to users.
The document provides a history and overview of Second Life, including:
1) It describes the evolution of Second Life from its beginnings in 1999 to the present, including the introduction of new features and policies over time.
2) It discusses who uses Second Life, including educational institutions, businesses, non-profits, and individuals.
3) It outlines opportunities for libraries and librarians to get involved in Second Life through hosting events, providing reference services, or volunteering at virtual libraries.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
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.
Questions and Answers in a Virtual World : Educators and Librarians as Inform...siguse_history
1) The document discusses a research proposal examining how embodiment as an avatar impacts information seeking interactions between information providers and seekers in virtual worlds like Second Life.
2) It aims to understand if certain self-presentations by providers or seekers enhance or inhibit information interactions and issues of trust.
3) The proposed method includes interviews, observations and screenshots to examine self-presentations, work environments, and information tools used by virtual world providers, framed by theories of self-presentation and information control.
1. The document discusses the myths of cultural standardization and technological determinism, noting that people give meaning to cultural artifacts and technology and culture interact and co-evolve.
2. It provides examples of diverse global social networks and notes there is no single dominant network yet as networks evolve and move to different markets.
3. Features and culture co-evolve differently in different social networks like Nico Nico Douga and YouTube in Japan, and Cyworld evolved uniquely in South Korea to incorporate local cultural elements.
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
The Evolution of the Internet: Using "Virtual Worlds" to Enhance Teaching, Le...SUNYIT
The document discusses virtual worlds and their potential uses for teaching, learning, and research. It provides examples of how virtual worlds like Second Life have been used by various academic institutions and researchers. Some concerns about virtual worlds are addressed, such as issues related to privacy, adult content, and costs, but it is argued that virtual worlds can enhance education without replacing other technologies or raising unique issues compared to other online platforms. Challenges of the evolving technology are acknowledged but it is suggested to explore new technologies rather than reject them without consideration.
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.
An overview of the strengths and weaknesses of Second Life, with particular reference to its use in education.
This presentation was used to support lunchtime seminars for IT staff in Bath and Manchester, UK.
Virtual Worlds, Real People discusses Second Life and its potential applications for education and healthcare. Some key points:
- Second Life is an online virtual world created by Linden Lab that allows users to interact in an immersive 3D environment.
- Over 500,000 residents spend an average of 56 hours per month in Second Life, using it for entertainment, education, work, and advocacy.
- In Second Life, residents can own virtual land and creations, providing opportunities to simulate real-world environments or collaborate on projects.
- Examples highlighted include replications of the Sistine Chapel and a future hospital building, as well as possibilities for clinical interventions and new models of medical education.
Are you trained for a library transaction with an animal? It happens in Secon...Brian Gray
This document discusses Second Life and how libraries are using this virtual world platform. It provides an overview of Second Life, describing it as a 3D virtual world built and owned by its residents. It then discusses how several libraries, including Case Western Reserve University, Ohio University, and San Jose State University, have established virtual presences in Second Life to provide resources and services to patrons. Examples of library activities in Second Life include collaboration, presentations, book discussions, and classes. The document suggests libraries can use Second Life to reach new patrons and provide innovative services.
The opening day's slides and exercises to the two week summer course at IED in Barcelona I'm running. Our project topic this year is the future of food. More details on the course can be found here - http://iedbarcelona.es/en/cursos-info/summer-course-in-innovation-and-future-thinking/
Joy Mountford at BayCHI: Visualizations of Our Collective LivesBayCHI
The lines between art, design, and information are dissolving as we experience new places and objects. Consider, for example, the organic flow of air traffic over North America at daybreak, the bursts of search query memes spreading around the globe, and the pointillist surge of mobile phone usage on New Year's Eve. Using the new techniques of generative data visualization, a new generation of artist/designers/engineer/scientists are creating gorgeous, dynamic experiences driven by massive sets of data about our own lives. Their work comes to life in architectural spaces, on walls of wood and metal and light and shimmering glass clouds suspended overhead. Of course it must be touched to be appreciated and engaged with, simple gestures launch a thousand images and possibilities. Many of these projects have received international recognition. They are primarily 3D applications that can run in real time, but really can only be appreciated by watching them, as movies. These data movies aim to make information easier to understand while being enjoyable to watch. Surprising insights surface through looking at our 'data life' in new ways, and may compel us to design in different, even better ways.
I am Library: an ode to self-discovery and collective creativity in Second Li...Bernadette Daly Swanson
The document discusses the use of virtual worlds like Second Life for educational and library purposes. It provides an overview of Second Life, including statistics on its usage and size. It also summarizes the benefits of using Second Life for collaboration, conferences, and extending library services in new ways. Key challenges mentioned include the learning curve and technical requirements of participating in virtual worlds.
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"bridgingworlds2008
This document discusses the growth and use of virtual worlds like Second Life for libraries. It notes that 80% of people are expected to use virtual worlds by 2011. Many libraries have established a presence in Second Life to provide reference services and classes. Some challenges include the learning curve of using virtual worlds and ensuring access for users. The document highlights examples of library services, collections, and events provided in virtual worlds.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
The document provides a history and overview of Second Life, including:
1) It describes the evolution of Second Life from its beginnings in 1999 to the present, including the introduction of new features and policies over time.
2) It discusses who uses Second Life, including educational institutions, businesses, non-profits, and individuals.
3) It outlines opportunities for libraries and librarians to get involved in Second Life through hosting events, providing reference services, or volunteering at virtual libraries.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
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.
Questions and Answers in a Virtual World : Educators and Librarians as Inform...siguse_history
1) The document discusses a research proposal examining how embodiment as an avatar impacts information seeking interactions between information providers and seekers in virtual worlds like Second Life.
2) It aims to understand if certain self-presentations by providers or seekers enhance or inhibit information interactions and issues of trust.
3) The proposed method includes interviews, observations and screenshots to examine self-presentations, work environments, and information tools used by virtual world providers, framed by theories of self-presentation and information control.
1. The document discusses the myths of cultural standardization and technological determinism, noting that people give meaning to cultural artifacts and technology and culture interact and co-evolve.
2. It provides examples of diverse global social networks and notes there is no single dominant network yet as networks evolve and move to different markets.
3. Features and culture co-evolve differently in different social networks like Nico Nico Douga and YouTube in Japan, and Cyworld evolved uniquely in South Korea to incorporate local cultural elements.
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
The Evolution of the Internet: Using "Virtual Worlds" to Enhance Teaching, Le...SUNYIT
The document discusses virtual worlds and their potential uses for teaching, learning, and research. It provides examples of how virtual worlds like Second Life have been used by various academic institutions and researchers. Some concerns about virtual worlds are addressed, such as issues related to privacy, adult content, and costs, but it is argued that virtual worlds can enhance education without replacing other technologies or raising unique issues compared to other online platforms. Challenges of the evolving technology are acknowledged but it is suggested to explore new technologies rather than reject them without consideration.
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.
An overview of the strengths and weaknesses of Second Life, with particular reference to its use in education.
This presentation was used to support lunchtime seminars for IT staff in Bath and Manchester, UK.
Virtual Worlds, Real People discusses Second Life and its potential applications for education and healthcare. Some key points:
- Second Life is an online virtual world created by Linden Lab that allows users to interact in an immersive 3D environment.
- Over 500,000 residents spend an average of 56 hours per month in Second Life, using it for entertainment, education, work, and advocacy.
- In Second Life, residents can own virtual land and creations, providing opportunities to simulate real-world environments or collaborate on projects.
- Examples highlighted include replications of the Sistine Chapel and a future hospital building, as well as possibilities for clinical interventions and new models of medical education.
Are you trained for a library transaction with an animal? It happens in Secon...Brian Gray
This document discusses Second Life and how libraries are using this virtual world platform. It provides an overview of Second Life, describing it as a 3D virtual world built and owned by its residents. It then discusses how several libraries, including Case Western Reserve University, Ohio University, and San Jose State University, have established virtual presences in Second Life to provide resources and services to patrons. Examples of library activities in Second Life include collaboration, presentations, book discussions, and classes. The document suggests libraries can use Second Life to reach new patrons and provide innovative services.
The opening day's slides and exercises to the two week summer course at IED in Barcelona I'm running. Our project topic this year is the future of food. More details on the course can be found here - http://iedbarcelona.es/en/cursos-info/summer-course-in-innovation-and-future-thinking/
Joy Mountford at BayCHI: Visualizations of Our Collective LivesBayCHI
The lines between art, design, and information are dissolving as we experience new places and objects. Consider, for example, the organic flow of air traffic over North America at daybreak, the bursts of search query memes spreading around the globe, and the pointillist surge of mobile phone usage on New Year's Eve. Using the new techniques of generative data visualization, a new generation of artist/designers/engineer/scientists are creating gorgeous, dynamic experiences driven by massive sets of data about our own lives. Their work comes to life in architectural spaces, on walls of wood and metal and light and shimmering glass clouds suspended overhead. Of course it must be touched to be appreciated and engaged with, simple gestures launch a thousand images and possibilities. Many of these projects have received international recognition. They are primarily 3D applications that can run in real time, but really can only be appreciated by watching them, as movies. These data movies aim to make information easier to understand while being enjoyable to watch. Surprising insights surface through looking at our 'data life' in new ways, and may compel us to design in different, even better ways.
I am Library: an ode to self-discovery and collective creativity in Second Li...Bernadette Daly Swanson
The document discusses the use of virtual worlds like Second Life for educational and library purposes. It provides an overview of Second Life, including statistics on its usage and size. It also summarizes the benefits of using Second Life for collaboration, conferences, and extending library services in new ways. Key challenges mentioned include the learning curve and technical requirements of participating in virtual worlds.
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"bridgingworlds2008
This document discusses the growth and use of virtual worlds like Second Life for libraries. It notes that 80% of people are expected to use virtual worlds by 2011. Many libraries have established a presence in Second Life to provide reference services and classes. Some challenges include the learning curve of using virtual worlds and ensuring access for users. The document highlights examples of library services, collections, and events provided in virtual worlds.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
1. General viewing but some scenes
may be unsuitable for young children
Look - it's that guy that's you!
Virtual 3D Sex and Pedagogy should academics care?
2. Terminology
•SL – “Second Life”
•RL – “Real life.” RL is often used in order
to discuss SL fluently!
•Avatar – your animated persona in a
virtual world (normally younger and better
looking)
3. Quick Fact:
“80 percent of active Internet users will be in
non-gaming virtual worlds like Second Life
by the end of 2011”
Gartner Group
4. Current Virtual Worlds
•Habbo Hotel – 80,000,000
members, 7,000,000 regular users –
mostly young children (i.e. the next
generation?!)
•“There” 500,000 members, 50% female
•
•
av. Age 22 – recently bought by MTV
Entropia – turnover $365,000,000 per year
Club Penguin (Disney bought for
$350,000,000) 12,000,000 children 6 to 14
5. Current Virtual Worlds II
•Cyworld – 43% of the population of Korea are
members
•Project Bejing – will support 9-10 virtual worlds
each able to support 150,000,000 residents
•Second Life – Teen Grid <18yrs old
•Whyville.net - more than 1,500,000 reg. players
ages 8-16
•Stardoll – 6,000,000 members, 93%
female
6. Focus on Second Life (SL)
•Total size of SL: 10k regions 411km2
7. Economic activity in Second Life
•grew 13.2% to nearly $7.6 million USD for
December 2007 and $22 million USD for
the full quarter.
8. „Virtual‟ business in SL
•Virtual market:Real estate, clothing, buildings
•Recently banned Virtual banks and Casinos
•Real:Aloft, digital prototype for a new chain of
•
•
hotels planned by Starwood Hotels and Resorts.
The same day,
Sony BMG, is opening a complex called Media
Island.
Nissan promotion - featuring a gigantic vending
machine dispensing cars people can “drive”
around.
9. „Real‟ business in SL
•Aloft, digital prototype for a new chain of hotels
•
•
•
planned by Starwood Hotels and Resorts – used
a SL focus group
Sony BMG, is opening a complex called Media
Island.
Nissan promotion - featuring a gigantic vending
machine dispensing cars people can “drive”
around.
News agencies CNet and Reuters, have
reporters embedded full-time in the virtual realm
10. SL terminology
•Griefers (SL)… Idiots(RL) ABC Island
“bombed” by Patriotic Nigras' (or PN's).
•SLurl – e.g;
http://slurl.com/secondlife/The%20Pond/1
29/130/40
12. SL in the press
•Quote of the day re-quoted by Stephan
Downes - “A story to good to check..!”
•SL is a hotbed of
pornography, paedophilia, gambling
etc. etc.
•There is no business model – it‟s a
flash in the pan
Ringing any bells?
16. Papers on sex in SL related
• Docile Avatars: Aesthetics, Experience, and Sexual
•
Interaction in Second Life:
http://www.bcs.org/upload/pdf/ewic_hc07_lppaper1.p
df
JISC: Learning in Immersive worlds - A review of gamebased learning
Other SL info:
educators@lists.secondlife.com
slrl@list.academ-x.com
secondlife@JISCMAIL.AC.UK
•
•
•
17. CBS News – from the sublime to
the ridiculous?
•http://www.cbsnews.com/sections/i_video/
main500251.shtml?id=3547970n&channel
18. SL Workplace/Tech Issues
•Can look like “playing”
•May be firewall/policy restrictions
•Needs a hi-spec computer
•Can get cornered by virtual bores
•Not as easy as email for keeping records
of conversations
19. Maxim Hot 100 – what?!?
95. Second Life Girl
96. Shanna Moakler
20. And the learning technologists
say…
“..we know its great - but we're not quite
sure what to do with it yet”
21. Players in SL
• Linden Labs, IBM, Nature Publishing, National Physical
•
•
•
•
Laboratory, UN
US HE: Harvard, MIT, Stanford, Ohio, New York Law
School
UK HE:
Hull, Derby, Leicester, Loughborough, Sheffield, Notting
ham, Sheffield, Coventry, Plymouth, Imperial, Wolverha
mpton, Warwick, OU, Manchester
Met, Surrey, Bristol, Greenwich, Oxford
Imperial, Edinburgh, Paisley, Aberdeen etc.
UK FE: Barking College, Myerscough College, Belfast
Met., Bromley
Commercial: American
22. Case study - Nature
Joanna Scott - Web Publishing department
at Nature SL double island - Second Nature
•Wont effect the publications business
•What they liked – enhanced 3D
•
visualisation
Ideas: use SL for conferences, demos
interactive exhibits
24. What can we use it for?
•Utilising advanced techniques like 3D geospatial presentation of data
•Visualisation: Noah island schizophrenia appreciation
•Interactive: Gene pool island - genetics
•PALATINE & English SC – virtual
buildings no longer in existence
26. Conclusions 1 of 2
•Make your own mind up - don‟t kick it till you‟ve
•
•
•
tried it - get a free avatar and take a walk
SL wont generate an audience itself; like the
web, projects in SL have to be supported by
promotion in other mediums
Developing for SL takes time and expertise but
much can be achieved
SL is immersive – it adds resonance to the
interactive experience seeing an object in “real”
context is better than in isolation on a computer
screen
27. Conclusions 2 of 2
•challenges students & has proven value
supporting distance learning communities
•Most virtual worlds are actually social
spaces – for no other reason than that we
should understand them and how they
may change student expectations
•Commercial possibilities yet to be fully
realised