This document provides an overview of virtual worlds, including definitions and descriptions. It discusses how virtual worlds allow multiple users to interact through avatars and explore simulated environments. The document also summarizes key aspects of virtual worlds such as economies, geography, research applications, social interactions, medical uses, commercial uses, education, and depictions in fiction.
Mixed reality Opens the door of Digital (virtual) World in real world with the help of it we can interact and manipulate virtual objects with our hands .
after the working of One Months maked this ppt
I am Nihal Jani from Ahmedabad, Sakar English School. I was searching for a good ppt on slideshare on virtual reality, but couldn't find one. So I made one instead and am posting it to benefit other people like me...
User as center and challenge in the virtual worldsRumen Filkov
Why the physical body presence is important in virtual reality worlds. This was my presentation at ICEEFest-2016, panel 'The spectacular world of VR & AR': http://www.iceefest.com/agenda-2016/
Here is the link to the ppt-file, where the videos are playable: https://www.dropbox.com/s/rqz1d63lry5ega8/User-as-Center-of-Virtual-World-updated.pptx?dl=1
Mixed reality Opens the door of Digital (virtual) World in real world with the help of it we can interact and manipulate virtual objects with our hands .
after the working of One Months maked this ppt
I am Nihal Jani from Ahmedabad, Sakar English School. I was searching for a good ppt on slideshare on virtual reality, but couldn't find one. So I made one instead and am posting it to benefit other people like me...
User as center and challenge in the virtual worldsRumen Filkov
Why the physical body presence is important in virtual reality worlds. This was my presentation at ICEEFest-2016, panel 'The spectacular world of VR & AR': http://www.iceefest.com/agenda-2016/
Here is the link to the ppt-file, where the videos are playable: https://www.dropbox.com/s/rqz1d63lry5ega8/User-as-Center-of-Virtual-World-updated.pptx?dl=1
I prepared this Virtual Reality ppt at the eleventh hour of my presentation and it turned out to be good.
Hope this ppt helps people like me at the eleventh hour.
This thesis is described about VR and functions. virtual reality (VR) is a amazing and interesting topic at the current time. This is not really new. It defines the advantage and disadvantage of VR and uses of VR in various field. Virtual Reality (VR) literally makes it possible to experience anything, anywhere, anytime. It is the immersive type of reality technology and can convince the human brain that it is somewhere it is really not. We discuss here about VR, uses, history, application, advantage, disadvantage of VR
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
I prepared this Virtual Reality ppt at the eleventh hour of my presentation and it turned out to be good.
Hope this ppt helps people like me at the eleventh hour.
This thesis is described about VR and functions. virtual reality (VR) is a amazing and interesting topic at the current time. This is not really new. It defines the advantage and disadvantage of VR and uses of VR in various field. Virtual Reality (VR) literally makes it possible to experience anything, anywhere, anytime. It is the immersive type of reality technology and can convince the human brain that it is somewhere it is really not. We discuss here about VR, uses, history, application, advantage, disadvantage of VR
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
THE CASE FOR MIXED REALITY TO IMPROVEPERFORMANCEStuart W.docxmamanda2
THE CASE FOR MIXED REALITY TO IMPROVE
PERFORMANCE
Stuart W. Volkow Alex C. Howland, PhD
The world of work is rapidly changing. Now, more than ever, the need for continuous workforce training
is needed. While there are many benefits to social and experiential offerings of face-to-face training,
distance learning is typically more practical in today’s society. Unfortunately, current distance-learning
technologies lack the immersion necessary for learning 21st-century skills. Virtual reality and
augmented reality (i.e., mixed realities) can be more effective for training and learning than traditional
flat-screen media.
THE FUTURE OF WORK AND THE
OPPORTUNITY OF MIXED REALITIES TO
IMPROVE PERFORMANCE
Robots, automation, and artificial intelligence are rapidly
changing the face of the American workforce. As more
and more jobs are filled by machines, experts agree that
the education marketplace will need to change to keep up
with the growing and widespread need for worker retrain-
ing (Pew Research Center Internet & Technology, 2017).
While there are benefits to the social and experiential
learning experiences that can be offered in a face-to-face
setting, distance learning is often an affordable and flexible
way to provide that training.
Unfortunately, most eLearning and webinar platforms
only offer participants a passive experience (e.g., watch-
ing videos, listening to a lecture). With corporate edu-
cation, including employee orientation, onboarding, and
skill building, passive learning is the norm, consisting
largely of sitting down and consuming pre-packaged con-
tent in bulk that’s presented formally by an educator
(Hinchcliffe, 2017). Such offerings do not help develop the
vital skills needed in today’s increasingly global and dis-
tributed economy, such as teaming, communication, lead-
ership, and cultural intelligence. They also do not immerse
learners into the context of the learning and provide the
ability for learners to practice in a safe environment. As
a result, many learners develop feelings of isolation, dis-
connectedness, and frustration, often associated with poor
retention rates and low return on investment (Willging &
Johnson, 2009).
Mixed-reality technologies (i.e., virtual reality and aug-
mented reality) provide solutions to these problems by
allowing people to come together in an active simulated
environment that allows them to see and interact with fel-
low participants and the simulated environment, regard-
less of geographic location. Such technologies have the po-
tential to dramatically transform education, training, and
human performance. The aim of this article is to provide
an overview of mixed realities (MR), to discuss theories as-
sociated with how the technologies can provide value for
performance, and to provide specific examples of effective
early-use cases.
Introduction to Mixed Realities
Well told, any story can be immersive. From spoken word
to literature, film, and television, imagination work.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
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
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
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
2. A virtual world is a computer-based simulated
environment which may be populated by many users
who can create a personal avatar, and simultaneously
and independently explore the virtual world,
participate in its activities and communicate with
others.[2] These avatars can be textual, two or three-
dimensional graphical representations, or live video
avatars with auditory and touch sensations.[3][4] In
general, virtual worlds allow for multiple users but
single player computer games such Sky rim can also
be considered a type of virtual world.
3. ABOUT
The concept of virtual worlds significantly predates
computers. The Roman naturalist, Pliny the Elder,
expressed an interest in perceptual illusion.[10][11] In
the twentieth century, the cinematographer Morton
Heilig explored the creation of the Sensorial, a
theatre experience designed to stimulate the senses
of the audience—vision, sound, balance, smell, even
touch (via wind)—and so draw them more
effectively into the productions .
6. A virtual economy is the emergent property of the
interaction between participants in a virtual world.
While the designers have a great deal of control over the
economy by the encoded mechanics of trade, it is
nonetheless the actions of players that define the
economic conditions of a virtual world. The economy
arises as a result of the choices that players make under
the scarcity of real and virtual resources such as time or
currency . Participants have a limited time in the
virtual world, as in the real world, which they must
divide between task such as collecting resources,
practicing trade skills, or engaging in less productive
fun play.
8. The geography of virtual worlds can vary widely
because the role of geography and space is an
important design component over which the
developers of virtual worlds have control and may
choose to alter.[Virtual worlds are, at least
superficially, digital instantiations of three-
dimensional space. As a result, considerations of
geography in virtual worlds (such as World of War
craft) often revolve around “spatial narratives” in
which players act out a nomadic hero’s journey
along the lines of that present in The Odyssey.
10. Virtual spaces can serve a variety of research
and educational goals and may be useful for
examining human behavior. Offline- and virtual-
world personalities differ from each other but are
nevertheless significantly related which has a
number of implications for self-verification, self-
enhancement and other personality
theories.[36][37] Panic and agoraphobia have also
been studied in a virtual world.
14. Although the social interactions of
participants in virtual worlds are often
viewed in the context of 3D Games, other
forms of interaction are common as well,
including forums, blogs, wikis,
chartrooms, instant messaging, and video-
conferences. Communities are born in
places which have their own rules, topics,
jokes, and even language. Members of
such communities can find like-minded
people to interact with, whether this be
through a shared passion, the wish to
share information, or a desire to meet new
people and experience new things. Users
may develop personalities within the
community adapted to the particular
world they are interacting with.
16. Disabled or chronically invalided people of any age can benefit
enormously from experiencing the mental and emotional
freedom gained by temporarily leaving their disabilities behind
and doing, through the medium of their avatars, things as
simple and potentially accessible to able, healthy people as
walking, running, dancing, sailing, fishing, swimming, surfing,
flying, skiing, gardening, exploring and other physical activities
which their illnesses or disabilities prevent them from doing in
real life. They may also be able to socialize, form friendships
and relationships much more easily and avoid the stigma and
other obstacles which would normally be attached to their
disabilities. This can be much more constructive, emotionally
satisfying and mentally fulfilling than passive pastimes such as
television watching, playing computer games, reading or more
conventional types of internet use.
18. As businesses compete in the real world, they also compete in virtual
worlds. As there has been an increase in the buying and selling of
products online (e-commerce) this twinned with the rise in the
popularity of the internet, has forced businesses to adjust to
accommodate the new market.
Many companies and organizations now incorporate virtual worlds as
a new form of advertising. There are many advantages to using these
methods of commercialization. An example of this would be Apple
creating an online store within Second Life. This allows the users to
browse the latest and innovative products. Players cannot actually
purchase a product but having these “virtual stores” is a way of
accessing a different clientele and customer demographic. The use of
advertising within "virtual worlds" is a relatively new idea. This is
because Virtual Worlds is a relatively new technology. Before
companies would use an advertising company to promote their
products. With the introduction of the prospect of commercial
success within a Virtual World, companies can reduce cost and time
constraints by keeping this "in-house". An obvious advantage is that
it will reduce any costs and restrictions that could come into play in
the real world.
19.
20. Language learning is the most widespread type of
education in virtual worlds.Online training overcomes constraints such as
distance, infrastructure, accommodation costs and
tight scheduling. Although video conferencing may be
the most common tool, virtual worlds have been
adopted by the business environment for training
employees.[73] For example, Second Life has been used
in business schools.[74]
21. IN FICTION
Virtual worlds, virtual reality, and cyberspace are popular
fictional motifs. A prominent example is the work
of William Gibson. The first was probably John M. Ford's
1980 novel Web of Angels. Virtual worlds are integral
to Torn, Necromancer, Ghost in the Shell, Snow Crash, The
Lawnmower Man, Lawnmower Man
2, Reboot, Diriment, The Matrix, Mega Man NT
Warrior, Epic, Code Lyoko, Real Drive, and Ready Player
One.