A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
On Becoming A Reality Architect (Not a Reality Star)Tish Shute
“So you’re a Reality Architect,” a friend said to me, recently. I found the suggestion intriguing in part because I have been thinking about, What does it means to have agency in the algorithmic landscapes of the future that Kevin Slavin describes in How Algorithms Shape Our World. A Reality Architect, if it implies anything, implies a lot of agency! This talk looks at what it means to be an Reality Architect.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
VicRoads, a government authority responsible for vehicle, driver and roads administration, explored virtual worlds, both conceptually and hands -on in the Lab at Swinburne University of
Technology. Melbourne Australia, 1st July 2010.
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar...Bruce Damer
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.
Presentation given to approximately 140 FET College students at the 2009 ICT Careers Expo, organized by the South African Department of Communication and the Meraka e-Skills Institute. The idea of the presentation was to provide students with some insight into the potential of new ICTs as an enabler for the individual.
Lors de la crise du coronavirus les acteurs ont du inventer de nouvelles alliances et solutions outillées par les communs numériques et la fabrication distribuée à la manière de fablabs.
Et si ces manières de FAIRE étaient la clé pour faire face demain aux effets du changement climatique ?
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
VicRoads, a government authority responsible for vehicle, driver and roads administration, explored virtual worlds, both conceptually and hands -on in the Lab at Swinburne University of
Technology. Melbourne Australia, 1st July 2010.
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar...Bruce Damer
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.
Presentation given to approximately 140 FET College students at the 2009 ICT Careers Expo, organized by the South African Department of Communication and the Meraka e-Skills Institute. The idea of the presentation was to provide students with some insight into the potential of new ICTs as an enabler for the individual.
Lors de la crise du coronavirus les acteurs ont du inventer de nouvelles alliances et solutions outillées par les communs numériques et la fabrication distribuée à la manière de fablabs.
Et si ces manières de FAIRE étaient la clé pour faire face demain aux effets du changement climatique ?
Présentation de la Forge d'Adaptations Nord-Sud : faire, apprendre, partager face aux effets du changement climatique. Un projet du Climate Change Lab à découvrir ici : https://www.forgecc.org
La forge d'adaptations au changement climatiqueHugues Aubin
Projet coopératif porté par le Climate Change Lab avec le Réseau Francophone des Fablabs d'Afrique de l'Ouest, le Réseau Français des Fablabs, l'Association Internationale des Maires Francophones, pour augmenter la mise en capacité des personnes contre les effets du changement climatique. Présenté le 10 août 2021 à FAB16, rencontre mondiale des fablabs. Par le Climate Change Lab.
Forge ouverte pour apprendre, faire et partager des solutions d’adaptation au changement climatique guidées par les objectifs de développement durable. Présentation aux fablabs français lors d'#octobermake 2020.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
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.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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.
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.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
2. What is it ? A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. (Wikipedia)
3. Virtual world are not exactly video games Millions of players Persistent environments Social interactions Pre-built environment … Scenarized (role play) Also serious games Let’s look at online videogames Pokemon Dofus WoW
4. What if a world was empty and ready to be created ? Let’s imagine this world : ► 3D space ► Physical engine (collision, height..) ► Social interaction tools ► Interoperability with information systems and the internet
5. Would people/organizations create the world ? Example of second life Entirely User Generated Content 1 billion of square meters 250 000 virtual objects created/day Business Leisure Education New type extranets Everything you can build...
6. Advantages ? Low cost projects compare to any videogame project. Connexion with mail, websites, twitter, phones, etc...
8. Immersion First World War Poetry Digital Archive / Oxford University immersive space (opening in nov 2009)
9. Events Ariane 5 launching real time sharing both « in real life » and in virtual world with voice and video gateway. (i marginal, may 2009)
10. Installations and human mediation Seniors visiting a virtual space and meeting avatars using wiimote (Transmusicales Festival Rennes) Edusim securized zone using whiteboard and connected computer.
11. Can be more ambitious :-) [Kube] project Elektroni-k Festival Rennes/St-Brieuc (500 square meters) Immersive space in project for april 2010.
12. But when and where will we learn to use these environments ? Home (Sony) There Entropia OpenSim Edusim Second Life Bluemars Soon google earth ? ;-) Many virtual worlds, some rules to use them with success. Technical skills are not required. Experience is. More than 150 M users are soon using them.
13. « C » generation knows how to use these digitals environments. In France (and we are not the most connected :) 53% of 13-14 years are updating their blogs 66% of 13-14 years old and 74% of 15-17 yo using webcam Concerning the 9-17 years old on the internet : 91% to find information 80% to communicate 68% looking at videos 68% gaming online (for the moment ! Did you mention they had avatars ?). 55% of 15-17 years old in online social networks 30% of 15-17 years old using mobile internet Source Ipsos/france with 500 9-17 years old.2009
14. C means connected Many to many - Real time – Tribes – Mobile – Avatars – Identity – Sharing- Playing - Augmented spaces (by infos, sensors...) Attention is now very important as a value in the physical/numeric environment. In virtual worlds, attention and experience are at a high level. The question of the common knowledge is strategic to maintain the common langage also when the tribes langage is rising. Can we write it also in the emerging spaces ?
15. Transmedia strategy Physical places like museums and exhibitions Social networks like Facebook Collaboration spaces like google groups or wikis Socialized media objects for example on youtube,flickr... Blogs and websites Mobile apps and contents « on the go » Alert and micro blogging tools like Twitter Emerging tools like virtual worlds and Augmented Reality to show, to experiment, learn, share, create and debate FOR A COMMUNITY OF USERS/PARTICIPANTS around PASSIONATE TEAMS.
16. Explore with us ! Since the end of 2006 we are exploring cultural events using virtual worlds in transmedia strategy, with active internet users. We just created our non lucrative association and need partners to go on : contact us ! Twitter : @bibliothequefr Website : http://sldirect.blogspot.com Second life : Bibliotheque on Ebeoplex Island Opensim : biblio island on Francogrid.