Apresentação feita na 1ª CIAAF (Conferencia Ibero-Americana de Aprendizagem Futura) que se realizou nos dias 1 e 2 de Outubro de Universidade Portucalense.
More like an arcade - DiGRA 2018 Patrick PraxPatrick Prax
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games.
Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
Invited Talk at the SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms.
November 15, 2012. (http://www.slactions.org/2012)
PowerPoint presentation from the "Printing the Past: Fostering an Interdisciplinary Approach to Museum Education through 3D Scanning and Printing session at the 2015 Virginia Association of Museums Conference
This Lecture will look at the theories of Johan Huizinga and the Magic Circle and interogate it through the practice of Augmented and Alternative Reality Gaming as a form of New Media Storytelling
More like an arcade - DiGRA 2018 Patrick PraxPatrick Prax
The aim of this study is to explore the relationship between playable, interactive games and game culture in the exhibition of digital games.
Playable games while central to the exhibition of games have limitations in communicating important sociocultural context and can even resist added layers of contextualization.
Invited Talk at the SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms.
November 15, 2012. (http://www.slactions.org/2012)
PowerPoint presentation from the "Printing the Past: Fostering an Interdisciplinary Approach to Museum Education through 3D Scanning and Printing session at the 2015 Virginia Association of Museums Conference
This Lecture will look at the theories of Johan Huizinga and the Magic Circle and interogate it through the practice of Augmented and Alternative Reality Gaming as a form of New Media Storytelling
Docu-Games: experiments with fundraising and game designGeorg Hobmeier
Only a fraction of the global gaming market is featuring themes, that aren't of a fictional nature. Even fewer games are adressing sociopolitical issues using extensive research as part of their development process. However, there's a tremendous amount of potential laying dormant, offering new solutions not only for game design and content development, but also for marketing and monetization.
In this sessions Georg Hobmeier will introduce the audience to several examples of his docu-games, highlighting the unique ways, how game design and fundraising technologies can be fused into an exiting new hybrid construct.
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
Docu-Games: experiments with fundraising and game designGeorg Hobmeier
Only a fraction of the global gaming market is featuring themes, that aren't of a fictional nature. Even fewer games are adressing sociopolitical issues using extensive research as part of their development process. However, there's a tremendous amount of potential laying dormant, offering new solutions not only for game design and content development, but also for marketing and monetization.
In this sessions Georg Hobmeier will introduce the audience to several examples of his docu-games, highlighting the unique ways, how game design and fundraising technologies can be fused into an exiting new hybrid construct.
Digital Identity and the Evolution of Creativity (MAS.S61)Jon Radoff
This is the presentation I gave at the MIT Media Lab (for course MAS.S61) as part of on "Digital Identity and the Evolution of Creativity." We are entering into the third era of digital identity. The first was about projecting ourselves online; the second--dominated by social media and sandbox environments like Minecraft--was about expressing our creativity in virtual spaces. The third is going to be about projecting our will through autonomous AI agents.
Generative AI, Game Development and the Future of CivilizationJon Radoff
This is my talk from Gamescom Congress in 2023: the topic is the use of generative AI in game development -- but the context is much broader. This is about the next stage of human civilization, where our minds and our creativity are extended through the use of AI tools and agents. My talk is not only about creativity, but empowerment: tools that act upon our goals and reflect our individuality.
This is a somewhat condensed and updated version of a lecture I presented at the MIT Media Lab course on Metaverse (MAS.S61).
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
A 3D Immersive novel tool for digital twins using virtual choreographies: the...Fernando Cassola Marques
Understanding ocean dynamics is a challenging and costly endeavor that requires advanced technologies and methods to collect, process and represent data. An essential aspect of a digital twin for the ocean is the capability to visualize multi-source heterogeneous data in a digital representation. We propose an agnostic technology solution that supports collaborative, interactive and multiplatform visualization in the context of digital twins using virtual choreographies
Apresentação feita no XI Encontro de Instituições e Unidades de eLearning do Ensino Superior (eL@IES 2023), que se realizou dia 15 de dezembro de 2023, em formato presencial, na UTAD.
Apresentação realizada no ERCA 2014 na Branca, no âmbito do fórum. O tema apresentado estava relacionado com as tecnologias / Igreja / Valores / presença do jovem cristão nas redes sociais ...
Apresentação sobre o tema Utilização das tic em ambiente escolar , dentro da sub.temática "As TIC no apoio à exploração e investigação de temas e desenvolvimento de projetos"
Apresentação sobre o tema Utilização das tic em ambiente escolar , dentro da sub.temática "As TIC e a renovação dos espaços e tempos dos contextos de aprendizagem"
Apresentação sobre o tema Utilização das tic em ambiente escolar , dentro da sub.temática "Vantagens e desvantagens do uso das TIC no processo educativo"
Synchronized online gymnastics could provide new possibilities for enhancing the physical and social well-being of people with restricted mobility. We propose a prototype platform for this – Online-Gym – which allows users to interact using a Microsoft Kinect and participate in on-line gymnastics sessions.
In this paper we present the Online-Gym concept and a first iteration on the platform architecture that allows interaction in virtual worlds with movement captured by a Kinect device.
The exploratory work done so far makes evidence that this approach opens significant opportunities and these scenarios may be further developed, enhanced and enriched.
Apresentação feita na conferência VIDEOJOGOS2013 em Coimbra do artigo OnlineGym: um ginásio virtual 3D integrando a Kinect - análise comparativa de bibliotecas de suporte.
Apresentação realizada na defesa de dissertação do mestrado em tecnologias de informação e comunicação na educação, na Universidade Portucalense, por Fernando Cassola Marques. Sob o título "O uso do Second Life no ensino da religião"
Presentation held on SLACTIONS 2011 Conference about the Use of Second Life in the teaching of Religion - a case study in the monotheist religions teaching
Desafios da ciência e da técnica: somos mais felizes Tecnologicamente?
apresentação realizada no âmbito da conferência intitulada «Estudamos para não sermos indiferentes» no Encontro Nacional da Pastoral do Ensino Superior
em Setembro de 2008 em Fátima.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
4. Some research projects…
• Online-Gym project
• Online-Gym is an exploratory
project prototyping an online 3D
platform based on virtual worlds
that allows users to interact with
the system through the use of a
motion capture device such as
Microsoft Kinect
5. Some research projects…
• InMerse project
• The goal of the InMERSE is to help
understand the potential of using natural
interaction, augmented reality and virtual
reality techniques and devices in
immersive entertainment and
professional scenarios.
6. Some research projects…
• Massive project
• Multimodal Acknowledgeable
multiSenSory Immersive Virtual
Environment
• DEMO: Virtual BTT
• immersive 3D
• Audio spacialized
• Impact vest
• Vibration on the bike
• Forest scent
• Wind speed-dependent
8. Some research projects…
• F-16 Engine Maintenance
Simulador
• Development of a
mechanical maintenance
training simulator in
OpenSimulator for F-16
aircraft engines
10. Old games
• Dice, 3000 AC
• Senet, 3000 AC
• Liubo, 1500 AC
• Mancala, 1400 AC
11. Old Games (conclusions)
• Games have always had a serious purpose
• Fortune Telling
• Religious Divination for Weather, Politics, Disease
• Accounting for crops, animals, and trade
• Battle Planning
• Gambling
• Game mechanisms began to emerge 5000 years ago
• Random number generator, playing board, rules, strategies
• “Serious” is from the perspective of the society
• Fortune Telling and Divination in 3000BC are equivalent to the use of mathematics and
science in 2000AD to understand a complex universe and to make intelligent decisions
Smith, Roger (2009)
12. Serious games [1938]
• Huizinga (1938), the work Homo Ludens, recognize
the game as something innate to man and even
animals, considering it an absolutely primary
category of life, just prior to culture, and this
evolved into the game.
source: http://pt.wikipedia.org/wiki/Homo_Ludens
13. Serious games [1970]
• “We are concerned with serious games in the
sense that these games have an explicit and
carefully thought-out educational purpose and
are not intended to be played primarily for
amusement.”
Abt, C. (1970). Serious Games. New York: The Viking Press.
14. Serious games [2005]
• Game: “a physical or mental contest, played according to specific rules, with the
goal of amusing or rewarding the participant.”
• Video Game: “a mental contest, played with a computer according to certain rules
for amusement, recreation, or winning a stake.”
• Serious Game: “a mental contest, played with a computer in accordance with
specific rules that uses entertainment to further government or corporate training,
education, health, public policy, and strategic communication objectives.”
Zyda, M. (September 2005). “From visual simulation to virtual reality to games”. IEEE
Computer.
15. Main types
• Advergames
• Education and Learning
• Simulators
• Persuasive Games
• Organizational-dynamic games
• Games for Health
23. Conclusions
• Serious games are not only for education and training
• Serious game can be fun, or sad, or anything like that. The
point is that if not "engaging" (surrounding) is not a good
game.
• All games are serious, it depends on how we use it.
Jogos sempre tiveram um propósito sério
Cartomancia
Previsão “religiosa” para o clima, política, doenças …
Contabilizar culturas, animais e mesmo para o comércio
Planeamento de batalhas
Jogos de azar
O Mecanismo do jogo surgiu há 5000 anos
Cartomancia e adivinhação em 3000 AC são equivalentes ao uso da matemática e da ciência em 2000 AC para entender um universo complexo e para tomar decisões inteligentes
Jogos sempre tiveram um propósito sério
Cartomancia
Previsão “religiosa” para o clima, política, doenças …
Contabilizar culturas, animais e mesmo para o comércio
Planeamento de batalhas
Jogos de azar
O Mecanismo do jogo surgiu há 5000 anos
Cartomancia e adivinhação em 3000 AC são equivalentes ao uso da matemática e da ciência em 2000 AC para entender um universo complexo e para tomar decisões inteligentes