1. Visualizations are a core application of e-science that can help mediate between humans and complex datasets by highlighting patterns and selecting relevant data for analysis.
2. Examples of social science visualizations discussed include History Flow for tracking Wikipedia edits, Evolino simulations of group dynamics, and treemap diagrams of Usenet postings.
3. New "born digital" visualizations like Blog Pulse and TouchGraph provide fast, free online tools to visualize trends in blogs and relationships between websites.
Georgia-Pacific produces Sparkle paper towels and needs to ensure continuous production if their primary supplier of a key chemical has issues. The primary supplier is having production problems starting September 1st. The objectives are to develop a short-term plan using alternate suppliers and a long-term plan if needed. The short-term plan is to purchase the chemical from Supplier 2 on a spot basis. If that doesn't work, Supplier 4 would be used as a backup. The long-term plan would establish a new contract with Supplier 5 for October and November.
Second Life 9th Birthday Virtual Learning Spaces PresentationE S
This document summarizes the development of a virtual field school simulation set in El Cerrito Village, New Mexico. It describes gathering data like photographs and videos of the real village. The simulation was built in Second Life and includes structures, terrain, and interactive elements to educate students. A hybrid online course was designed around the simulation, with discussions, assignments, and a live lecture in Second Life. The project aims to bring the feel of an in-person field experience to online learners.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
This document provides an introduction to the Java programming language. It discusses Java's characteristics such as being architecturally neutral, portable, robust, and object-oriented. The document explains object-oriented features in Java like encapsulation, polymorphism, inheritance, and dynamic binding. It also lists some important classes in Java like Class, Throwable, Runtime, and Math. The document is intended to provide a high-level overview of Java for fresher developers.
We solved equations to determine the intersection point of missiles launched by North Korea and the United States, saving the Moon from nuclear warheads. By plotting the points of each missile and finding the lines of best fit, we calculated their intersection would occur 232,323 miles from Earth on the tenth day. We confirmed this without electronics by solving the equations simultaneously. In conclusion, America saved the Moon by intercepting the North Korean missile according to data mapping the missiles' projected paths.
I Roscilli seeks to expand its frozen mushroom and truffle business globally, starting with the US market. Its goals are to introduce its new "gli ExPorcini" branding and establish itself in America using its core competencies of quality products, innovative packaging, and diverse product lines. It will target high-end grocery stores and consumers through education on product benefits. Implementation will start with introduction of family-sized products and innovative packaging with recipes at a lower price point, distributed through an international partner. Promotion will include celebrity endorsements, television ads, trade shows, billboards, and grocery store marketing. After 5 years of growth, adjustments will be made based on consumer preferences and joint ventures pursued, with
1. Visualizations are a core application of e-science that can help mediate between humans and complex datasets by highlighting patterns and selecting relevant data for analysis.
2. Examples of social science visualizations discussed include History Flow for tracking Wikipedia edits, Evolino simulations of group dynamics, and treemap diagrams of Usenet postings.
3. New "born digital" visualizations like Blog Pulse and TouchGraph provide fast, free online tools to visualize trends in blogs and relationships between websites.
Georgia-Pacific produces Sparkle paper towels and needs to ensure continuous production if their primary supplier of a key chemical has issues. The primary supplier is having production problems starting September 1st. The objectives are to develop a short-term plan using alternate suppliers and a long-term plan if needed. The short-term plan is to purchase the chemical from Supplier 2 on a spot basis. If that doesn't work, Supplier 4 would be used as a backup. The long-term plan would establish a new contract with Supplier 5 for October and November.
Second Life 9th Birthday Virtual Learning Spaces PresentationE S
This document summarizes the development of a virtual field school simulation set in El Cerrito Village, New Mexico. It describes gathering data like photographs and videos of the real village. The simulation was built in Second Life and includes structures, terrain, and interactive elements to educate students. A hybrid online course was designed around the simulation, with discussions, assignments, and a live lecture in Second Life. The project aims to bring the feel of an in-person field experience to online learners.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
This document provides an introduction to the Java programming language. It discusses Java's characteristics such as being architecturally neutral, portable, robust, and object-oriented. The document explains object-oriented features in Java like encapsulation, polymorphism, inheritance, and dynamic binding. It also lists some important classes in Java like Class, Throwable, Runtime, and Math. The document is intended to provide a high-level overview of Java for fresher developers.
We solved equations to determine the intersection point of missiles launched by North Korea and the United States, saving the Moon from nuclear warheads. By plotting the points of each missile and finding the lines of best fit, we calculated their intersection would occur 232,323 miles from Earth on the tenth day. We confirmed this without electronics by solving the equations simultaneously. In conclusion, America saved the Moon by intercepting the North Korean missile according to data mapping the missiles' projected paths.
I Roscilli seeks to expand its frozen mushroom and truffle business globally, starting with the US market. Its goals are to introduce its new "gli ExPorcini" branding and establish itself in America using its core competencies of quality products, innovative packaging, and diverse product lines. It will target high-end grocery stores and consumers through education on product benefits. Implementation will start with introduction of family-sized products and innovative packaging with recipes at a lower price point, distributed through an international partner. Promotion will include celebrity endorsements, television ads, trade shows, billboards, and grocery store marketing. After 5 years of growth, adjustments will be made based on consumer preferences and joint ventures pursued, with
The document summarizes a project that develops a system to collect and analyze spatial-temporal data from web services in order to provide recommendations of places through geospatial analysis of real-time geostreams. It describes similar existing projects, challenges with resolving place equivalences across social networks, and lessons learned regarding hosting providers. The presentation concludes by discussing potential future work such as adding additional social networks, incorporating ratings into results, enabling place search and favorites without login, and developing a mobile application.
"Process, Technologies, and Impact of the 2007 Horizon Report" presented at CNI Spring 2007 Task Force Meeting (Phoenix) See <a>sesion materials</a>
This document discusses collective knowledge systems and how the semantic web can help augment user-generated data. It provides an example of a collective knowledge system called RealTravel, which allows users to share travel stories, photos and experiences. The semantic web can help RealTravel by adding structure to user contributions, enabling data sharing and computation across applications. This includes distinguishing locations, exposing data in structured ways, and integrating tagging data from different sources.
The document discusses the vision of the "Web of Things" where any device can be connected through open web standards and protocols. It envisions a world where minds can collaborate across teams and boundaries through global and local connections enabled by embedded devices, mobile devices, and the cloud. The document outlines several principles of the Web of Things including accessibility through open standards, findability through metadata and search, sharing through social graphs, and composition through the ability to easily integrate and mashup different applications and data sources.
The document summarizes the key points from "The Horizon Report" which charts emerging technologies for teaching, learning, and creative expression. It identifies four technology areas that will impact education over the next 1-5 years: grassroots video, collaboration webs, mobile broadband, and data mashups. It also discusses two areas with impact in the next 5 years: collective intelligence and social operating systems. Examples are provided to illustrate how each technology could be applied to enhance teaching and learning.
This document discusses a project to connect CS-STEM students across the United States for collaboration and learning using virtual worlds and other technologies. It notes declines in students pursuing CS-STEM careers and aims to spark more interest. The approach involves developing methods for two-way data transfer between virtual worlds and the real world. A team is listed along with their schools and tasks. Discoveries include interconnecting virtual world servers for shared activities while maintaining safety, and integrating technologies like robots, smartphones, social media, and modeling/storytelling tools. The goal is immersive, educational collaboration to excite interest in CS-STEM careers.
The document discusses emerging technologies and their predicted times of adoption according to the Horizon Report. In the near term (1 year or less), it predicts mobile computing, open content, cloud computing, and collaborative environments. In 2-3 years, it sees electronic books, simple augmented reality, and game-based learning becoming more widely adopted. Far-term technologies (4-5 years out) include gesture-based computing, visual data analysis, augmented reality, and flexible displays. It provides examples of uses and considerations for integrating these technologies into K-12 education.
The document discusses emerging technologies and their predicted adoption timelines according to the Horizon Report. In the near horizon (1 year or less) are mobile computing, open content, cloud computing, and collaborative environments. In the second adoption horizon (2-3 years) are electronic books, augmented reality, game-based learning, and mobile computing. The far-term horizon technologies (4-5 years) include gesture-based computing, visual data analysis, augmented reality, and flexible displays. The document provides examples of using these technologies and considerations for integrating them into education.
Lecture 7 in the Glass Class course. Presented on February 21st 2014 by Mark Billinghurst. This lecture discusses directions for future research using Google Glass.
UXPA 2023 Poster: Are virtual spaces the future of video conferencing?UXPA International
Virtual spaces are simulated environments that can range from VR to 2D interfaces, touted as the future of video conferencing. However, they may pose accessibility issues and not be preferred over traditional non-spatial platforms. While virtual spaces could enhance social connection, their complexity risks excluding some users. A combined platform allowing choice of interface could provide an improved experience while maintaining inclusiveness.
This document discusses new digitally supported learning environments and their implications. It begins by explaining why these new environments have emerged and moved from collaborative to participative models. It then describes how concepts like connectivism, communities of learning, and c-learning have influenced this transition. Examples of tools like Google Docs, Dropbox, blogs, wikis, and Khan Academy are provided. Finally, it discusses implications of these new environments for concepts like assessment, authenticity, transparency, and engagement.
Workshop by Rebecca Galley & Nick Freear at the Staff & Educational Development Association (SEDA) annual conference, 17-18 November 2011. We talked about the open-source CloudEngine project, and it's relation to the JISC OULDI project.
SLOODLE has moved recently from an experimental system to one actively used by a small but growing number of educators around the globe, and in a growing range of disciplines. This presentation will briefly
outline what SLOODLE is and what SLOODLE does - explaining why integrating two such diverse platforms can be of benefit to educators and students. Examples and case-studies drawn from different classes that have been taught using Second Life and Moodle using SLOODLE will be used to illustrate the presentation. Preliminary results from user surveys (with tutors and students) will also be discussed.
See: http://www.sloodle.org
Rate my place is a social networking application that allows users to collaboratively define vernacular or informal geographic areas by crowdsourcing perceptions. Users can spray a region on a map, associate a place name, and rate the area as love, like, dislike or hate. The data is collected to build a dataset of vernacular areas and a rating map showing average opinions. A pilot with 24 users found the system simple to use and fun. Future work includes exploring how user context like location influences perceptions and comparing user-defined areas to official boundaries.
This document provides a summary of various free educational tools and resources for teachers, including Kidblog for student blogging, Story Jumper for digital storytelling, Sweet Search as a kid-friendly search engine, Cacoo for creating online charts and graphics, Webspiration for visual thinking, Kizoa for creating animated slideshows, Drag and Tape for video editing, greenshot for screen capturing, ArtProject for viewing art, Dropbox for file storage and sharing, Coursesites by Blackboard for course websites, Polleverywhere for classroom polling, WolframAlpha as a computational knowledge engine, Magic Studio for multimedia editing, Wordia for bringing words to life through video, Quintura for Kids as a kid-friendly
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...Andrea Tejedor
This document discusses emerging technologies for 21st century learners and identifies several technologies to watch over the next 1-5 years according to education technology reports. Technologies mentioned as becoming mainstream within 1 year include cloud computing, collaborative environments, and open content. Games-based learning, mobile devices, and augmented reality are identified as technologies likely to emerge within 2-3 years. Visual data analysis and flexible displays are mentioned as technologies to watch within 4-5 years. Key trends noted are the abundance of resources, universal access, decentralization of technologies, and students increasingly seen as collaborators. Critical challenges mentioned include preparing students for their future and developing students' digital media literacy.
The document summarizes the Horizon Report, an annual publication that examines emerging technologies likely to impact higher education. It discusses the research process, highlighting key trends and challenges in teaching and learning. Examples are provided for technologies that are likely to emerge within the next 1-2 years like grassroots video and collaboration tools, and within the next 3-5 years like mobile broadband, data mashups, collective intelligence, and social operating systems.
The document summarizes the key technologies identified in the 2009 Horizon Report as having significant impact on higher education over the next five years. It highlights six technologies: mobile devices, cloud computing, geo-everything, the personal web, semantic-aware applications, and smart objects. For each technology, it provides a brief description and estimated timeline for adoption (less than one year to four-five years).
GeoWeb2009 presentation: Long Island Index & OASISsromalewski
The document discusses leveraging interactive AJAX web tools for online map presentations. It describes challenges in displaying multivariate data and spatial patterns on maps. It then summarizes using a hybrid "geo stack" approach combining open source and proprietary technologies like ArcGIS and OpenLayers to build interactive online maps for projects in New York that allow users to visualize and explore community data.
The document discusses emerging learning technologies and their impact on education. It describes how technologies are shifting from faculty-driven content to more student-centered, constructivist models. Current technologies like LMSs are limiting due to lack of interoperability. Emerging technologies like Web 2.0 tools, virtual worlds, and personal learning environments give more control to students. The document predicts that within 5 years, technologies will continue to decentralize away from monolithic LMS toward open, layered systems and more student-driven digital content creation and collaboration.
Virtual Worlds in Education: Using Second Life in Health InformaticsE S
Second Life and virtual worlds, they're still here and still work great, if: You design according to the strengths of the platform, put in the time building the experience, and train your learners. The Presentation will cover development methodology, best practices, and lessons learned.
TXDLA 2015 Presentation: Using Unity3D for Creating Simulations for HealthcareE S
This document discusses the development of a virtual simulation for radiation therapy education. It describes the team involved, challenges with current radiation therapy education, and how a simulation could help address these. It outlines the project timeline, development process using Maya and Unity3D, and student feedback testing the simulation. Key lessons learned include the benefits of blended teams and importance of organization, version control, and planning for different platforms. Next steps include expanding the simulation with additional exercises and technologies like VR headsets.
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Similar to Tech Tools Workshops: Virtual Learning Spaces
The document summarizes a project that develops a system to collect and analyze spatial-temporal data from web services in order to provide recommendations of places through geospatial analysis of real-time geostreams. It describes similar existing projects, challenges with resolving place equivalences across social networks, and lessons learned regarding hosting providers. The presentation concludes by discussing potential future work such as adding additional social networks, incorporating ratings into results, enabling place search and favorites without login, and developing a mobile application.
"Process, Technologies, and Impact of the 2007 Horizon Report" presented at CNI Spring 2007 Task Force Meeting (Phoenix) See <a>sesion materials</a>
This document discusses collective knowledge systems and how the semantic web can help augment user-generated data. It provides an example of a collective knowledge system called RealTravel, which allows users to share travel stories, photos and experiences. The semantic web can help RealTravel by adding structure to user contributions, enabling data sharing and computation across applications. This includes distinguishing locations, exposing data in structured ways, and integrating tagging data from different sources.
The document discusses the vision of the "Web of Things" where any device can be connected through open web standards and protocols. It envisions a world where minds can collaborate across teams and boundaries through global and local connections enabled by embedded devices, mobile devices, and the cloud. The document outlines several principles of the Web of Things including accessibility through open standards, findability through metadata and search, sharing through social graphs, and composition through the ability to easily integrate and mashup different applications and data sources.
The document summarizes the key points from "The Horizon Report" which charts emerging technologies for teaching, learning, and creative expression. It identifies four technology areas that will impact education over the next 1-5 years: grassroots video, collaboration webs, mobile broadband, and data mashups. It also discusses two areas with impact in the next 5 years: collective intelligence and social operating systems. Examples are provided to illustrate how each technology could be applied to enhance teaching and learning.
This document discusses a project to connect CS-STEM students across the United States for collaboration and learning using virtual worlds and other technologies. It notes declines in students pursuing CS-STEM careers and aims to spark more interest. The approach involves developing methods for two-way data transfer between virtual worlds and the real world. A team is listed along with their schools and tasks. Discoveries include interconnecting virtual world servers for shared activities while maintaining safety, and integrating technologies like robots, smartphones, social media, and modeling/storytelling tools. The goal is immersive, educational collaboration to excite interest in CS-STEM careers.
The document discusses emerging technologies and their predicted times of adoption according to the Horizon Report. In the near term (1 year or less), it predicts mobile computing, open content, cloud computing, and collaborative environments. In 2-3 years, it sees electronic books, simple augmented reality, and game-based learning becoming more widely adopted. Far-term technologies (4-5 years out) include gesture-based computing, visual data analysis, augmented reality, and flexible displays. It provides examples of uses and considerations for integrating these technologies into K-12 education.
The document discusses emerging technologies and their predicted adoption timelines according to the Horizon Report. In the near horizon (1 year or less) are mobile computing, open content, cloud computing, and collaborative environments. In the second adoption horizon (2-3 years) are electronic books, augmented reality, game-based learning, and mobile computing. The far-term horizon technologies (4-5 years) include gesture-based computing, visual data analysis, augmented reality, and flexible displays. The document provides examples of using these technologies and considerations for integrating them into education.
Lecture 7 in the Glass Class course. Presented on February 21st 2014 by Mark Billinghurst. This lecture discusses directions for future research using Google Glass.
UXPA 2023 Poster: Are virtual spaces the future of video conferencing?UXPA International
Virtual spaces are simulated environments that can range from VR to 2D interfaces, touted as the future of video conferencing. However, they may pose accessibility issues and not be preferred over traditional non-spatial platforms. While virtual spaces could enhance social connection, their complexity risks excluding some users. A combined platform allowing choice of interface could provide an improved experience while maintaining inclusiveness.
This document discusses new digitally supported learning environments and their implications. It begins by explaining why these new environments have emerged and moved from collaborative to participative models. It then describes how concepts like connectivism, communities of learning, and c-learning have influenced this transition. Examples of tools like Google Docs, Dropbox, blogs, wikis, and Khan Academy are provided. Finally, it discusses implications of these new environments for concepts like assessment, authenticity, transparency, and engagement.
Workshop by Rebecca Galley & Nick Freear at the Staff & Educational Development Association (SEDA) annual conference, 17-18 November 2011. We talked about the open-source CloudEngine project, and it's relation to the JISC OULDI project.
SLOODLE has moved recently from an experimental system to one actively used by a small but growing number of educators around the globe, and in a growing range of disciplines. This presentation will briefly
outline what SLOODLE is and what SLOODLE does - explaining why integrating two such diverse platforms can be of benefit to educators and students. Examples and case-studies drawn from different classes that have been taught using Second Life and Moodle using SLOODLE will be used to illustrate the presentation. Preliminary results from user surveys (with tutors and students) will also be discussed.
See: http://www.sloodle.org
Rate my place is a social networking application that allows users to collaboratively define vernacular or informal geographic areas by crowdsourcing perceptions. Users can spray a region on a map, associate a place name, and rate the area as love, like, dislike or hate. The data is collected to build a dataset of vernacular areas and a rating map showing average opinions. A pilot with 24 users found the system simple to use and fun. Future work includes exploring how user context like location influences perceptions and comparing user-defined areas to official boundaries.
This document provides a summary of various free educational tools and resources for teachers, including Kidblog for student blogging, Story Jumper for digital storytelling, Sweet Search as a kid-friendly search engine, Cacoo for creating online charts and graphics, Webspiration for visual thinking, Kizoa for creating animated slideshows, Drag and Tape for video editing, greenshot for screen capturing, ArtProject for viewing art, Dropbox for file storage and sharing, Coursesites by Blackboard for course websites, Polleverywhere for classroom polling, WolframAlpha as a computational knowledge engine, Magic Studio for multimedia editing, Wordia for bringing words to life through video, Quintura for Kids as a kid-friendly
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...Andrea Tejedor
This document discusses emerging technologies for 21st century learners and identifies several technologies to watch over the next 1-5 years according to education technology reports. Technologies mentioned as becoming mainstream within 1 year include cloud computing, collaborative environments, and open content. Games-based learning, mobile devices, and augmented reality are identified as technologies likely to emerge within 2-3 years. Visual data analysis and flexible displays are mentioned as technologies to watch within 4-5 years. Key trends noted are the abundance of resources, universal access, decentralization of technologies, and students increasingly seen as collaborators. Critical challenges mentioned include preparing students for their future and developing students' digital media literacy.
The document summarizes the Horizon Report, an annual publication that examines emerging technologies likely to impact higher education. It discusses the research process, highlighting key trends and challenges in teaching and learning. Examples are provided for technologies that are likely to emerge within the next 1-2 years like grassroots video and collaboration tools, and within the next 3-5 years like mobile broadband, data mashups, collective intelligence, and social operating systems.
The document summarizes the key technologies identified in the 2009 Horizon Report as having significant impact on higher education over the next five years. It highlights six technologies: mobile devices, cloud computing, geo-everything, the personal web, semantic-aware applications, and smart objects. For each technology, it provides a brief description and estimated timeline for adoption (less than one year to four-five years).
GeoWeb2009 presentation: Long Island Index & OASISsromalewski
The document discusses leveraging interactive AJAX web tools for online map presentations. It describes challenges in displaying multivariate data and spatial patterns on maps. It then summarizes using a hybrid "geo stack" approach combining open source and proprietary technologies like ArcGIS and OpenLayers to build interactive online maps for projects in New York that allow users to visualize and explore community data.
The document discusses emerging learning technologies and their impact on education. It describes how technologies are shifting from faculty-driven content to more student-centered, constructivist models. Current technologies like LMSs are limiting due to lack of interoperability. Emerging technologies like Web 2.0 tools, virtual worlds, and personal learning environments give more control to students. The document predicts that within 5 years, technologies will continue to decentralize away from monolithic LMS toward open, layered systems and more student-driven digital content creation and collaboration.
Similar to Tech Tools Workshops: Virtual Learning Spaces (20)
Virtual Worlds in Education: Using Second Life in Health InformaticsE S
Second Life and virtual worlds, they're still here and still work great, if: You design according to the strengths of the platform, put in the time building the experience, and train your learners. The Presentation will cover development methodology, best practices, and lessons learned.
TXDLA 2015 Presentation: Using Unity3D for Creating Simulations for HealthcareE S
This document discusses the development of a virtual simulation for radiation therapy education. It describes the team involved, challenges with current radiation therapy education, and how a simulation could help address these. It outlines the project timeline, development process using Maya and Unity3D, and student feedback testing the simulation. Key lessons learned include the benefits of blended teams and importance of organization, version control, and planning for different platforms. Next steps include expanding the simulation with additional exercises and technologies like VR headsets.
Quick Update from the DE team for SBMI instructors about our online resources and services.
Information includes the introduction of our new learning management system, Canvas. Proctoring guidelines, turnitin settings, and information on how to gain access to Avayalive and Second Life as well as WizIQ and Acano.
SBMI Second Life Orientation for Online Classes Spring 2015E S
Second Life is a 3D virtual world where users are represented by customizable avatars that can communicate with others in real-time. The document provides an introduction to Second Life, describing what it is, how to navigate and use basic features like movement, camera controls, chatting, teleporting, and customizing an avatar. It also shows locations like the SBMI Virtual Campus that can be visited within Second Life.
Technology Integration: Virtual Learning EnvironmentsE S
This document discusses different types of virtual learning spaces, including learning management systems, web/video conferencing tools, and interactive activities on websites and social media. It provides examples of virtual learning spaces at Texas State University, including classes held in Second Life with students meeting and presenting posters. Other virtual tools mentioned include OpenSim, Microsoft Photosynth, Google Earth, Sketchup, and Unity3D for simulations. The document encourages questions and provides links to the university's virtual campus and field school in Second Life.
Virtual Learning Spaces in SL Presentation for SL10BE S
This is meant to be an entertaining and non-boring presentation about Texas State University's tenure in Second Life 2006-2013.
The copy uploaded here is meant as a backup for those with less than perfect internet connectivity in SL.
We will be presenting this material as a part of the Second Life 10th Birthday events on June 19th at 2-3pm SLT (Pacific) at the Auditorium.
PLEASE NOTE: We intended this to be a fun presentation. IF you're disappointed about the content, please make sure you see the latter half of the presentation -- we have plenty of snapshots of our campus, we have a few informational videos about our projects and we have links to our spaces in SL and our website at the end of the presentation.
If you would like find out more about our efforts please like our page on Facebook:
You can visit our campus by teleporting to: (using the SL client)
http://maps.secondlife.com/secondlife/Bobcat%20Village/111/157/26
Please contact Troy Vogel in SL for more information.
This document defines virtual learning environments as any environment that supports computer-mediated communication for teaching purposes, including learning management systems, websites, forums, and virtual spaces. It notes that virtual learning environments should include social features, avatars, and a sense of place to exploit pedagogical strategies. While technology alone does not guarantee effectiveness, integrating virtual learning environments with effective instructional plans can be successful. Examples provided include using programs like Second Life, Photosynth, and Google Earth to engage students in interactive activities, simulations, and discovery learning.
COMM4325 Introduction to Second Life Workshop Spring 2013E S
This document provides an introduction to Second Life. It begins by introducing the Second Life team at Texas State University. It then defines Second Life as a 3D virtual world where users are represented by customizable avatars. It describes some of the activities available in Second Life like building, shopping, education and roleplaying. It also showcases the virtual campus that Texas State University has built in Second Life including buildings and facilities. The document concludes with a quick orientation on basic Second Life skills like navigation, camera controls, chatting, teleporting and avatar customization.
Second Life is a 3D virtual world where users interact through avatars. Users can explore, meet other residents, participate in individual and group activities, and create and trade virtual property and services. The presentation introduced the Second Life interface and navigation tools, covered how to customize an avatar, and discussed potential educational uses of the platform. Questions from participants focused on what surprised them about Second Life and the challenges and opportunities of using it in an educational setting.
This is a brief presentation intended to get instructors more comfortable with web 2.0 and social media sites. We cover several of the basic sites that lend themselves to educational use. We also discuss copyright, and university policy issues to keep in mind while using third party sites for educational activities.
Second Life 9th Birthday: Making Virtual Learning Spaces A RealityE S
The document summarizes a project to develop a virtual simulation of El Cerrito Village in New Mexico using multiple development platforms. The team gathered data on the real village and built versions in Second Life, OpenSim, Google Earth, and Unity Engine to compare the platforms. They modeled buildings, imported textures, and replicated the layout and surroundings. The final simulations allowed virtual visits and information about the historical village. The project aims to break the habit of only using Second Life and provide a comparative study of different virtual environment tools.
Diigo is a research, collaboration, and sharing tool that allows users to annotate web pages, organize bookmarks, and build a personal learning network. It has three main areas: My Library for archiving bookmarks and pages; My Network for following others and sharing content; and My Groups for collaborating with groups. Key features include annotating pages, archiving cached copies, tagging bookmarks, and creating private or public groups for team-based research. The document demonstrates how to sign up, install the bookmarklet, use tools like bookmarks and groups, and find content within a Diigo library.
Using Social Media & Web 2.0 to Build Community in Online CoursesE S
This presentation outlines how higher ed instructors can use web 2.0 sites to build more cohesive learning communities around their hybrid and online courses.
Slides for a one hour workshop for the Tech Tools 2012 for instructors at Texas State University - San Marcos. The workshop focuses on how ETC-Research and Development team of Instructional Technologies Support collaborated with several instructors including Dr. Brock Brown from Geography to embark on several projects using Second Life, Unity Engine, Google Earth, OpenSimulator to teach hybrid online classes that need simulations or immersive environments to reach educational goals. The presentation also covers the over 8 years worth of tenure the Texas State University Virtual Campus has had in Second Life, our experiences, the good and the bad and the exciting!
Description from TXDLA 2012 Conference Program:
For some time now, virtual worlds have been a focus area for many instructional technologists. Texas State University media
specialists and instructional designers have collaborated with geographers and faculty to design and implement a virtual field school experience intended for use by university-level geography and secondary education students.
Presenters: Patrick Smith, Robyn Herry, and Emin Saglamer
Presentation Design: Laura Trial
Link to Dr. Brock Brown's Introduction Video:
http://vimeo.com/39436597
Link to the Virtual Field School Tour Video:
http://vimeo.com/39429424
This is a presentation we prepared for the Second Life 8th Birthday Celebrations. We will be presenting in the SL8B auditorium about our Field School in Second Life Project.
For this project we created a replica of a historically significant Spanish settlement turned village in a remote part of New Mexico for our Geography Department.
The field school as we built is going to be used as the classroom for Geography 4190 in Fall 2011.
This is the presentation reporting on TXSTATE University's experience using Second Life for education.
Texas State University - San Marcos universitesi 2006-2011 yılları arasında Second Life'ı eğitim / öğretim aktivitelerini anlatan bir prezentasyon.
This is a quick presentation I put together briefing builders in Second Life on the history and key characteristics of the Craftsman style.
This presentation will be attended by builders who will compete in a competition to build a craftsman home in Second Life as a part of the Frank Lloyd Wright Museum hosted events in November 2009
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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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
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
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
4. Google SketchUp PROS Free download Intuitive Interface Browser plug-in Powerful 3D modeling tools Google Earth integration Prefab assets User community Accurate topography Easy to share, small data files CONS Non-intuitive navigation Not immersive Solitary interaction Non collaborative process Non-persistent
5. Second Life PROS Immersive Self-contained Pre-existing community Integrated authoring tools Integrated 3rd person POV Compatibility CONS Accuracy of topography Learning curve No web plug-in Land prices / fees 3rd party company Lag Control Permissions Security Change control
6. Unity PROS Powerful tools Accuracy Lighting Geography Detail Realism Distribution Web plug-in Stand alone CONS Steep learning curve Significant development time investment Not self-contained Not multi-player
7. OpenSim What is OpenSim? Second Life running on our own servers Open source Unlimited virtual space Full control Dedicated to educational use Content is owned by us Governed by our own rules and policies