Virtual Worlds and the Transformation of the Web to 3D Kenneth Day University of the Pacific, [email protected]
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Opensimulator Based Multi-User Virtual World: a Framework for the Creation of Distant and Virtual Practical Activities
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 9, No. 8, 2018 OpenSimulator based Multi-User Virtual World: A Framework for the Creation of Distant and Virtual Practical Activities MOURDI Youssef, SADGAL Mohamed, BERRADA FATHI Wafaa, EL KABTANE Hamada Faculty Semlalia University Cadi Ayyad Marrakesh, Morocco Abstract—The exponential growth of technology has skills and/or illustrating scientific approaches to solve contributed to the positive revolution of distance learning. E- problems. learning is becoming increasingly used in the transfer of knowledge where instructors can model and script their courses A huge quantity of solutions has been attempted in order to in several formats such as files, videos and quizzes. In order to propose approaches for teachers to integrate PAs in distance complete their courses, practical activities are very important. learning. The first was the remote-control laboratory Several instructors have joined Multi-User Virtual World [5][6][7][8], then the use of videos and finally virtual (MUVW) communities such as SecondeLife, as they offer a laboratories [9]. However, the latest proposal is very degree of interrelated realism and interaction between users. The superficial, and very limited. modeling and scenarization of practical activities in the MUVWs remains a very difficult task considering the technologies used by At this level, several challenges arise following the these MUVWs and the necessary prerequisites. In this paper, we providing of PAs remotely and which come in two main issues: propose a framework for the OpenSimulator MUVWs that can the first is to have a scalable and open environment for tutors to simplify the scenarization of practical activities using the design, model practical activities and set it accessible to OpenSpace3D software and without requiring designers to have learners. -
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades. -
2. Virtual Worlds and Education 8
World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project. -
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype Celia Pearce* Calvin Ashmore† Emergent Game Group {EGG} Emergent Game Group {EGG} Georgia Institute of Technology Georgia Institute of Technology Abstract the key findings of the study was that the type of games that players are attracted to will create a foundation for the types of This paper outlines the first phase prototype of Mermaids, a emergent behavior they are likely to exhibit. Another was that the massively multiplayer online game (MMOG) being developed by properties of games themselves promote the honing of particular Georgia Tech’s Emergent Game Group {EGG}. We describe play styles and skills that will lead to emergent behavior. For Mermaids in the context of the group’s research mission, to instance, in Uru, exploration and puzzle-solving were develop specific games, techniques and design features that predominate play patterns at which players of Uru and previous promote large-scale emergent social behavior in multiplayer Myst games had developed considerable mastery. When this games. We also discuss some of the innovative design features of expertise migrated into other virtual worlds, it led to the the Mermaids game, and describe the rapid prototyping and emergence of particular types of exploration and questing patterns iterative development process that enabled us to create a working that were characteristic of Uru players. [Pearce 2006] prototype in a relatively short period of time on a zero budget project using a student-based development team. We also discuss The study identified a spectrum of MMOG and virtual world the special challenges encountered when trying to develop a types spanning from the “fixed synthetic world,” in which the nontraditional game, one of whose stated research goals is to world is entirely designed and built by the game’s developers and interrogate MMOG conventions, using a relatively conventional in which players have little influence on the world itself, to the game engine. -
Re-Branding a Nation Online: Discourses on Polish Nationalism and Patriotism
Re-Branding a Nation Online Re-Branding a Nation Online Discourses on Polish Nationalism and Patriotism Magdalena Kania-Lundholm Dissertation presented at Uppsala University to be publicly examined in Sal IX, Universitets- huset, Uppsala, Friday, October 26, 2012 at 10:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Abstract Kania-Lundholm, M. 2012. Re-Branding A Nation Online: Discourses on Polish Nationalism and Patriotism. Sociologiska institutionen. 258 pp. Uppsala. ISBN 978-91-506-2302-4. The aim of this dissertation is two-fold. First, the discussion seeks to understand the concepts of nationalism and patriotism and how they relate to one another. In respect to the more criti- cal literature concerning nationalism, it asks whether these two concepts are as different as is sometimes assumed. Furthermore, by problematizing nation-branding as an “updated” form of nationalism, it seeks to understand whether we are facing the possible emergence of a new type of nationalism. Second, the study endeavors to discursively analyze the ”bottom-up” processes of national reproduction and re-definition in an online, post-socialist context through an empirical examination of the online debate and polemic about the new Polish patriotism. The dissertation argues that approaching nationalism as a broad phenomenon and ideology which operates discursively is helpful for understanding patriotism as an element of the na- tionalist rhetoric that can be employed to study national unity, sameness, and difference. Emphasizing patriotism within the Central European context as neither an alternative to nor as a type of nationalism may make it possible to explain the popularity and continuous endur- ance of nationalism and of practices of national identification in different and changing con- texts. -
Portland State University Commencement 2020 Program
2020 Portland State University Commencement Sunday, June 14, 2020 Share the excitement of Commencement #2020PDXGRAD GET THE APP Download the PSU Mobile app to get instant access to commencement social feeds. my.pdx.edu TAKE A SELFIE We’re proud of you—fearless innovators, artists, leaders, thinkers and change makers. Share your fearless selfie—you did it! #PortlandState LINK UP Stay in touch with fellow grads. linkedin.com/company/portland-state-university RELIVE THE DAY Go to the PSU homepage after the ceremony for photos and video. pdx.edu 2 CONGRATULATIONS TO THE PSU CLASS OF 2020 Dear Members of the PSU Class of 2020, Commencement is the result of your hard work and dedication and the contributions of the family members, friends, mentors, and educators who supported you on your journey. Please take a moment to thank them. Members of the Class of 2020, you join a network of nearly 179,000 proud PSU alumni. I encourage you to take everything you have learned at PSU to improve the lives of others. I look forward to the day that your success stories will inspire future graduating classes. As you celebrate, please know how proud we are of you, your academic achievements, and your commitment to contributing to others. We hope you will stay in touch as members of our PSU family. Go Viks! Stephen Percy Interim President TABLE OF CONTENTS Portland State University .....................................................................2 School of Social Work ........................................................................ 78 History ...............................................................................................2 -
Please Download Issue 1-2 2015 Here
B A L A scholarly journal and news magazine. April 2015. Vol. VIII:1–2. From TIC the Centre for Baltic and East European Studies (CBEES), Södertörn University. The story of Papusza, W a Polish Roma poet O RLDS A pril 2015. V ol. VIII BALTIC :1–2 WORLDSbalticworlds.com Special section Gender & post-Soviet discourses Special theme Voices on solidarity S pecial section: pecial Post- S oviet gender discourses. gender oviet Lost ideals, S pecial theme: pecial shaken V oices on solidarity solidarity on oices ground also in this issue Illustration: Karin Sunvisson RUS & MAGYARS / EsTONIA IN EXILE / DIPLOMACY DURING WWII / ANNA WALENTYNOWICZ / HIJAB FASHION Sponsored by the Foundation BALTIC for Baltic and East European Studies WORLDSbalticworlds.com in this issue editorial Times of disorientation he prefix “post-” in “post-Soviet” write in their introduction that “gender appears or “post-socialist Europe” indicates as a conjunction between the past and the pres- that there is a past from which one ent, where the established present seems not to seeks to depart. In this issue we will recognize the past, but at the same time eagerly Tdiscuss the more existential meaning of this re-enacts the past discourses of domination.” “departing”. What does it means to have all Another collection of shorter essays is con- that is rote, role, and rules — and seemingly nected to the concept of solidarity. Ludger self-evident — rejected and cast away? What Hagedorn has gathered together different Papusza. is it to lose the basis of your identity when the voices, all adding insights into the meaning of society of which you once were a part ceases solidarity. -
Dancing Into the Chthulucene: Sensuous Ecological Activism In
Dancing into the Chthulucene: Sensuous Ecological Activism in the 21st Century Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Kelly Perl Klein Graduate Program in Dance Studies The Ohio State University 2019 Dissertation Dr. Harmony Bench, Advisor Dr. Ann Cooper Albright Dr. Hannah Kosstrin Dr. Mytheli Sreenivas Copyrighted by Kelly Perl Klein 2019 2 Abstract This dissertation centers sensuous movement-based performance and practice as particularly powerful modes of activism toward sustainability and multi-species justice in the early decades of the 21st century. Proposing a model of “sensuous ecological activism,” the author elucidates the sensual components of feminist philosopher and biologist Donna Haraway’s (2016) concept of the Chthulucene, articulating how sensuous movement performance and practice interpellate Chthonic subjectivities. The dissertation explores the possibilities and limits of performances of vulnerability, experiences of interconnection, practices of sensitization, and embodied practices of radical inclusion as forms of activism in the context of contemporary neoliberal capitalism and competitive individualism. Two theatrical dance works and two communities of practice from India and the US are considered in relationship to neoliberal shifts in global economic policy that began in the late 1970s. The author analyzes the dance work The Dammed (2013) by the Darpana Academy for Performing Arts in Ahmedabad, -
Emergence, Elements, Examples, Evaluation
Emergence, Elements, Examples, Evaluation Martin J. Eppler & Andreas Schmeil University of St. Gallen (HSG) & University of Lugano (USI) Virtual = „approaching the actual without arriving there“ Boellstorff . (e.g. ‚she is virtually my sister‘) . There is a gap between the virtual and the actual World = large scale social context . in the sense of environment or space, but not only Virtual World : . Places, Sceneries . People & Events . Technologies/Artefacts MUDs (Multi-User Dungeons) . Text-based virtual worlds . Adventure, 1975, ARPANET MMOGs (Massively Multi-Player Online Games) . including MMORPGs (Role-Playing) . Ultima Online, 1997, [......], World of Warcraft, 2004 Web 2.0 . Content creation / User-generated content . Producer + Consumer= „Prosumer“ Second Life . Content creation . Media integration . Stability Problems All-round solution OpenSim . Open-source project, based on Second Life code . „Controllable“, extensible, progressing fast Active Worlds . Content creation . Video integration . „Controllable“ Corporate use Rapid Development OLIVE (Forterra) . Accurate physics . Whiteboarding, App Sharing, SameTime Integration . „~controllable“ Simulations Collaborative Work Qwaq Forums . Collaborative Document Editing . App Sharing in Development Document Collaboration Sun‘s Wonderland . Content creation, AppSharing . Video/PDF viewers, Whitebrd. „Controllable“, extensible Flexible (API) Very promising project There.com 3DXplorer Entropia Vastpark Kaneva MTV‘s worlds Twinity Playstation Home Protosphere Habbo web.alive HiPiHi Multiverse Gaia Club Penguin ......and many more... Immersion a) Sensory immersion: Virtual Reality (VR) b) Mentally/emotionally involved: Virtual Worlds (VW) Presence . Feeling of ‘being there’ . Measured mainly in VR so far Avatars . „I think of avatars as I think of musicians - why do we need them beyond their musical creations? (…and I do think we need them)” Kim Flintoff Current Research Place / Space . -
3D Virtual Space of the Academic Secretariat
UNIVERSIDADE FEDERAL DE SANTA MARIA CENTRO DE EDUCAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM TECNOLOGIAS EDUCACIONAIS EM REDE 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT DISSERTAÇÃO DE MESTRADO Josmar Nuernberg Santa Maria, RS, Brasil 2015 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT Josmar Nuernberg Dissertação apresentada ao Curso de Mestrado em Tecnologias Educacionais em Rede, Área de Concentração em Tecnologias Educacionais em Rede para Inovação e Democratização da Educação, da Universidade Federal de Santa Maria (UFSM, RS), como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede Orientadora: Profa. Dra. Roseclea Duarte Medina Santa Maria, RS, Brasil 2015 Nuernberg, Josmar 3DVSAS: 3D Virtual Space of the Academic Secretariat / por Jos- mar Nuernberg. – 2015. 80 f.: il.; 30 cm. Orientadora: Roseclea Duarte Medina Dissertação (Mestrado) - Universidade Federal de Santa Maria, Centro de Educação, Programa de Pós-Graduação em Tecnologias Edu- cacionais em Rede, RS, 2015. 1. Mundos Virtuais. 2. OpenWonderland. 3. Secretaria Virtual. I. Medina, Roseclea Duarte. II. Título. cbna Esta obra está licenciado com uma Licença Creative Commons Atribuição-NãoComercial- CompartilhaIgual 3.0 Brasil. E-mail: [email protected] Universidade Federal de Santa Maria Centro de Educação Programa de Pós-Graduação em Tecnologias Educacionais em Rede A Comissão Examinadora, abaixo assinada, aprova a Dissertação de Mestrado 3DVSAS: 3D VIRTUAL SPACE OF THE ACADEMIC SECRETARIAT elaborada por Josmar Nuernberg como requisito parcial para obtenção do grau de Mestre em Tecnologias Educacionais em Rede COMISSÃO EXAMINADORA: Roseclea Duarte Medina, Dra. (Presidente/Orientadora) Giliane Bernardi, Dra. (UFSM) Gilse Antoninha Morgental Falkemback, Dra. (FAQI) Santa Maria, 20 de outubro de 2015. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
2018-3-Hr01-Ka205-060151 Agrient
Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth AGRIENT – Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform 2018‐3‐HR01‐KA205‐060151 Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth 2018‐3‐HR01‐KA205‐060151 AGRIENT Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform Work Package: IO2A1 Product/Deliverable: State of the art in Virtual reality and Virtual Worlds Version: 1 Date: September, 2019 Type: Distribution: Project Partners Responsible Partner: CTE Author: CTE Contributors: All Partners Approved by: Date: Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth Table of Contents Introduction ........................................................................................................................................ 5 Virtual Reality ..................................................................................................................................... 5 Augmented reality .............................................................................................................................. 6 The concept of the Industry Revolution ............................................................................................