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Noreen Strehlow

Exploring Diigo Secondlife Mashup - 73 views

I just have to agree that creating a 3D model of a cell is a great idea and have been working on other types of building assignments along those same lines. If anyone remembers the Edible Cell Cont...

diigo education mashups secondlife

Ole C  Brudvik

Global Kids' Digital Media Initiative - 0 views

  • [SL] Best Practices For Education in Second Life The following best practices were developed by Global Kids, Inc. through the summer 2006 Camp GK in the teen grid of Second Life. Over four weeks, 15 teens spent three hours a day, five days a week, participating in interactive, experiential workshops about pressing global issues. Over the course of the program the teens picked a topic of concern -- child sex trafficking -- and built a maze to educate their online community and inspire them to take action. In its first eight weeks, the content-rich maze was visited by 2,500 teens, amongst whom over 450 donated money to an international organization committed to eradicating this global crime against children. Below is a review of general concepts. For more details download the pdf. Best practices for working in TSL 1. What happens in the teen grid stays in the teen grid. 2. Create multiple places of meaning. 3. If you build it, they will come. 4. Go beyond TSL. Best practices for bringing a youth development model into TSL 1. Build, build, build! 2. Don’t just build; design and manipulate avatars. 3. Think globally, act locally. 4. Know when teens know best. Best practices in workshop design and facilitation in TSL 1. Use real world content when addressing real world issues. 2. Don’t wait until someone has the floor to start typing. 3. Don’t fear multiple communication channels. 4. Incorporate processing into the activity, not just as a final step. Best practices in program design for TSL 1. Employ effective, rigorous, targeted recruitment. 2. Replace the dominant TSL culture with the GK Island culture. 3. Carefully design and build the tools required. 4. Ensure the program is designed for the recruited participants
Ole C  Brudvik

eslteacherlink.co.kr - About us - 0 views

  • n January 2007, Eslteacherlink.com constructed English Village,  an immersive 3D simulation for language learners and teachers across the globe!  At English Village teachers meet students in REAL TIME, using an avatar, Virtual white boards, VOICE, 3D objects, and role playable holodecks to provide 21st century learning.
  • Futuristic, yet Practical Instead of keeping our island flat, and having the majority of our buildings  on the ground level, we have situated 13 glass classrooms along a 120 meter high, horse-shoe shaped mountain ridge. Below the steep mountain ridges, lies a welcoming sandy beach that reaches out into a c resent moon shaped bay area. This large open space is used frequently by our teachers for special learning activities, such as market place and carnival role play scenarios.
  • The Onion Our meeting area is in the shape of an Onion, and is constructed of 100% virtual pink stained glass.  We actually never planned to use a giant onion as our central meeting area... but it actually does a great job of representing  the organic nature of our island ~ We build. We make mistakes. We learn.... and sometimes we cry!  So.. an onion - is perfect. Everyone begins in the onion. When an avatar teleports to our island for the first time, thats where they land - smack dab in the center beautiful pink wonder.  Around the edges of the onion are several multi colored hamster tubes sprouting out - connecting to each holodeck classroom. Inside the hamster tubes are convenient People Movers - you know, the ones you see at the airport.  Here, avatars just click on the red loading ball, and they are instantly moved along the pathway 100 meters to their destination.  This saves virtual transport time.
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  • i3D Tools at English Village Holoteaching™ Virtual holodecks enable teachers to "Holo-teach™." Holoteaching™ is a term we use to describe teaching using a holodeck. Plain and simple. We'd love to do this in the real world, but since real world technology is not yet available we are doing it in SL. Holoteaching™ provides a number of advantages for our teachers. Namely - context.  If you've ever taught a language class to a group of students, you will understand the importance of context.   For example, if a student was, say, going to Italy for a vacation, and wanted to study how to order some food - they could easily pick up a book on Italian language and memorize the necessary phases.  If however, they were actually able to do a trial run - and actually sit down IN an Italian restaurant BEFORE they went on vacation, the likelihood of a good meal would most definitely increase. This is EXACTLY what holoteaching provides - an avenue for teachers to immerse students into rich role play scenarios where the walls, floors, and ceilings are textured to match what they are learning! Talk about fun!
  • Holo-teaching also allows transforms our classrooms into versatile meeting spaces.  If a teacher needs to provide office hours, or meet with the president, or a college across the globe, they can easily transform their classroom into the appropriate space.  Need a meeting room? No problem, click on meeting rooms, and choose from our selection. You can't find a meeting room you like? No problem, build it yourself, and our engineers will program it into the holodeck for you!  Need a library to do research on educational technology? Load our research lab, and have the walls filled with links to real world research portals on the web!  The options are endless!
  • Interactive White boards English Village also makes use of several interactive white boards in Second Life. This allows our teachers to import Real World content from their PowerPoint presentations.  Once loaded, teachers can flip through each slide easily like they would in a normal class setting.  During conferences, our teachers also have the option to allow their audience, or guests to import and share their own PowerPoint slides during the meeting.
Ghalem Ouadjed

Second Life, un jour...a french movie InWorld realised by Ghalem Ouadjed - 0 views

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    Ce film a été réalisé dans le but de faire découvrir l'univers virtuel Second Life à des décideurs qui n'en ont qu'une connaissance "littéraire". This film was build to let french Ceo and top managers discovering the metaverses SL while they have got only some "literary" knowledge of it. Il a été diffusé lors d'une convention le 10 octobre dernier réunissant près de 700 dirigeants français. It was broadcast during a convention October 10th of this year assembling about 700 French leaders. Il aborde les usages professionnels des univers virtuels : réunions à distance, recrutement, e-commerce, e-learning mais aussi expositions culturelles, diffusion de médias, interactions diverses, etc… It mentions the professional customs of the virtual worlds: meetings, recruitment, e-business, e-learning and also art exhibitions, broadcasting of mass media, interactions, etc …
Eloise Pasteur

Technology Review: The Virtual World as Web Browser - 0 views

  • nd since the outside content doesn't pass through Linden Lab's servers, it won't necessarily appear exactly the same way and at exactly the same time to all viewers. The company is currently working on allowing people to associate live Web content with so-called prims, the geometric building blocks that Second Life denizens use when creating virtual objects. Web content could then be stored on a portable object that a user's avatar can carry anywhere in the virtual world. "You can take it out and show it to someone without that land having to be yours," Miller says.
  • A virtual whiteboard, for example, might display a document, which two users could work on at the same time. In addition, he says, the company is building a programming interface that will allow other developers to import different types of media--Flash, for example--into Second Life without any change to the virtual world's underlying code. Miller says that companies or individuals will then have much more flexibility to use the types of media that suit their purposes within the world.
  • However, Rivers Run Red's Bovington says that Second Life tends to be the cheapest, most versatile way for a company or individual to try out Web integration. Although it has fewer security features, he says, it requires a smaller initial investment.
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    Page 2 of 2 - plans for integrating external content into SL
Ole C  Brudvik

SL Projects Ideas for RL Students - SimTeach - 0 views

  • SL Projects Ideas for RL Students
  • International Spaceflight Museum (ISM) Location: Spaceport Alpha (sim name) Contact: Troy McLuhan (SL name) Project Ideas: Take publicity photos for the ISM Make a press packet for the ISM Design a temporary exhibition on "Spaceflight in fiction" Plan and publicize an event, like a debate on whether the US should abandon the ISS Design an exhibit on how orbits work Make an exhibit about spacewalks (EVAs) Create an exhibit about how technologies developed for spaceflight have come into everyday use Design and implement a game, like "Dock the spacecraft without breaking it" Build an exhibit about the local galaxies, where they are, and how they are moving Create a memorial to tragedies that have occured with spaceflight Write a glossary of terms used in space exploration Build an astronaut/cosmonaut/taikonaut "Hall of Fame"
Fred Delventhal

Script Me! - 0 views

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    This site will help you create scripts for your Second Life objects. These scripts allow you to add interactive elements to your builds without knowing how to code. All of the script are released under a creative commons license, which means that you can use them freely!
Kerry J

Discover the Spencer's Second Life Island | Exhibitions | Spencer Museum of Art - 0 views

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    The Spencer's island (search "Spencer Museum of Art" in-world) is a changing exhibition in itself. Drawing on topics explored in the real-life museum's exhibitions, international trans-disciplinary artist Stacey Fox designs and builds the island to expand upon the current exhibition.
Kerry J

A word of caution when trying the Second Life Viewer 2 Beta with current OpenSim | just... - 3 views

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    Thursday, February 25, 2010By justinccHi folks.  Just a brief blog post to remind people to take care when experimenting with Linden Lab's Beta Second Life Viewer 2 with the current OpenSim builds.  I've seen mixed reports of how well it works with OpenSim at the moment (some people seem to suffer a crash almost immediately while others seem to be able to use it to some extent). However, according to John Hurliman the version of the OpenMetaverse library currently being used by OpenSim has a problem dealing with at least one of the new inventory packets in the 2.0 Viewer.  This means that it's not impossible that using the viewer with OpenSim today could inadvertently destroy some of your inventory items.
Eloise Pasteur

MediaShift . Reuters Closes Second Life Bureau, but (Virtual) Life Goes On | PBS - 0 views

  • How did the media go wrong in coverage -- and participation -- in SSL, and what went right? It was a typical hype-and-backlash scenario, as I detailed in a previous post on MediaShift. Some journalists simply tired of SL, as so many people tried it and then bailed because of its steep learning curve and high technological requirements. But the journalists that have been more enmeshed within the world have been rewarded with plenty of cultural and sociological (and yes, business) stories.
  • John Lester leads customer market development for education and health care for Linden Lab, which runs Second Life. I met him in-world and had an instant-messaging chat with his alter-ego, Pathfinder Linden, about how the media has covered SL over the years. My SL name was Lynx Wickentower: Lynx: Did media miss the bigger story of Second Life? Pathfinder Linden at the educational meeting in SL Pathfinder: That seems to be a typical pattern for the human species, yes? We did it with all the previous mediums. We'll do it again in the future. We always misunderstand new mediums, initially treating them like pre-existing ones (e.g., treating the web like print media; treating television like radio). But then we learn new ways of seeing the tools and new ways to leverage them.
  • As for Reuters' coverage of SL, they did better than most journalists who did drive-by stories with a day or two of research in-world. The bureau lived for more than two years. Still, James Wagner Au, who writes the excellent New World Notes blog about SL said they could have done better. "Their writers, Adam Pasick and Eric Krangel, are fine journalists, and did some great external business-oriented reports, but at the same time, I don't think they were ever passionately engaged in the medium or Second Life's community on an experiential level," Au told me. "Consequently, their reporting very much had a distanced, 'outside looking in' flavor that caused them to often miss the big picture, in my opinion."
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  • While Reuters thinks that the story has moved on from Second Life, CNN and many others beg to differ. The broadcaster now has an even larger presence in SL. Rather than send in a reporter as a corresponent in-world, CNN relies on SL residents to report their own news as citizen journalists for its iReport site. CNN.com senior producer Lila King said that Second Life iReporters have posted 376 stories since it launched a year ago, but that relatively small number did lead to a number of stories on written by CNN.com producers (including this one about relationships in-world). King Since iReport.com launched in Feb. 2008, Second Life iReporters have posted 376 stories. It's probably worth noting that "in-world" iReporters actually began sending stories when the iReport SL hub launched in November 2007, but we don't have an accurate count of stories submitted before iReport.com launched. King said that SL has been more than just a story-generating tool for CNN's iReport team; it's also helped them learn to nurture an online community. "We've started to see a new benefit of being in Second Life: it gives us a place to polish our skills in community building," King said. "Newsrooms everywhere, ours included, are trying to learn how to foster meaningful, two-way conversations with their audiences. When we hold our virtual news meetings every Tuesday afternoon (2 pm Second Life Time/5 pm ET) with the Second Life iReport community, that's exactly what we're doing: listening and interacting in real-time, offering feedback and courting new ideas along the way."
  • One thing that has survived the hype is the virtual economy of Second Life and other online worlds and gaming environments, where people sell virtual goods with game-based money that can be converted to real money. BusinessWeek's Hof believes that's a story that has staying power. "The notion of virtual economies is already becoming a solid business model for many game companies, and even social networks like Facebook -- by some accounts up to $2 billion in revenues -- so that seems like a trend that has some legs, and it's one you can credit Second Life with proving as much as anyone," Hof said. "And of course, the idea of user-generated content is huge today on a number of fronts, though Second Life is just one example of that."
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    Balanced article about the impact of journalism on SL and SL on journalism.
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • health information island
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • there are some fundamental questions which remain unanswered.
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • Who would imagine attending medical school in a virtual world?
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • there are reported advantages to having students engage in these emerging technologies
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
Eloise Pasteur

Letter to Second Life Residents « Official Second Life Blog - 0 views

  • Second Life continues to expand each and every day. New Residents are joining, artists are creating amazing content, new businesses are springing up, big companies are entering for the first time, educational institutions are building virtual universities… and the list goes on. Everyday I learn of something new, something bold, something you’ve created.
  • Second Life offers something no ones else does - an astoundingly rich array of user-created content and a large, diverse and ever-expanding virtual economy.
  • The content and economy reflect the diversity of the Resident population. Your creativity covers 1.5 billion meters of space that’s taken more than 500 million hours over the past five years to assemble. It’s a mammoth undertaking.
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  • Our growth has come at a cost which you felt, and still feel - platform stability, viewer performance, lag, inventory management, etc. It’s important for you to know that we are ALL OVER these problems and that we’re making progress.
  • We have redesigned and rebuilt the registration process to make it easier for new members to join. Although it is still in testing, we’ve seen a significant improvement in registration levels. Significant. That, plus press attention outside the US have allowed us to hit some new registration records for the year. Very exciting. In addition, we are reworking the first-hour experience for new Residents to help them become more quickly acclimated and connected to Second Life and able to enjoy the richness and experience earlier.
  • m top to bottom – recognizing that new users don’t need such a dizzying array of features, and experienced users, land and business owners and content creators need better tools that are more thoughtfully designed and organized for their needs. Everyone needs better inventory management and search is due for an overhaul. We hear you. We’re on it.
  • Our next viewer, when it comes in full release, will offer a much better inworld experience. With more than 50 crash fixes, you’ll have fewer viewer failures and we’ve fixed some irritating elements in the interface.
  • In addition, Torley Linden has produced a library of 150 video tutorials designed to make it easier to do everything from teaching new Residents basic skills to putting media on their parcel. The videos are currently displayed on the blog and organized by category for easier consumption.
  • Support continues to expand its services to the Residents; in the last quarter we have redesigned the Support Portal interface in response to your feedback, to bring key components of our service front and center so they are more accessible.
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    M Linden's address to the world on the blog. It's a well written piece, unlike some of the Lab's previous effort, and although it's not as formal as a plan with timelines, it's got some nice indication of recent successes and imminent improvements in the pipeline. It's a confidence inspiring piece that maybe they've got management for their current size and maturity
Eloise Pasteur

Kim MacKenzie hits back on negative media coverage of Second Life : The Metaverse Journ... - 0 views

  • What is it with the Australian media? Why are they focused on slandering Second Life as a failure? I have recently discussed my research findings of commercial activity within Second Life with several journalists, where only minimal quotes have been used out of their original context; in order it seems, to support an obvious negative bias.
  • This is extremely disappointing as it is not an accurate reflection of the important invaluable opportunity that Second Life has provided pioneering commercial exploration of VR capabilities.
  • Vital 3D avatar immersion lessons have been learnt, modeling and building skills developed, use of digital agents, telepresence, interactive, navigational and communication applications explored, and platform and cultural limitations realised. This is all invaluable experience for commercial frontrunners preparing to invest in a virtual future.
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  • Fundamental lessons have been learnt, and these firms will reap the rewards by being well positioned to take informed advantage of future VR developments. And fundamental developments are essential that encompass service delivery stability, ‘in world’ governance and behaviour policing, legal and copyright protection, a shift away from ‘virtual reality is just a game’ consciousness, and mainstream user adoption.
Ole C  Brudvik

NMC Campus Observer » About - 0 views

  • The NMC Campus is an experimental effort developed to inform the New Media Consortium’s work in educational gaming.
  • Now fully operational, the NMC Campus has been carefully constructed to provide researchers and students dozens of prebuilt settings for experiments in social interaction in 3-D space. Expressly designed to encourage explorations both formal and informal, traditional and nontraditional, real and surreal, and serious and playlike, the spaces are flexible and will lend themselves to additional uses, yet to be defined. The campus has a variety of places for these interactions, from the serious to the fanciful, each designed to support an optimal group size; these range from 2 to more than 75. The campus also supports a wide variety of traditional media, including posters, PowerPoint slides, photographs, charts/graphs, videos, and weblinks, and these resources continue to be added on a regular basis as a core component of the project. All of these resources are available to NMC members who may wish to bring classes to the campus for a visit, as part of a research project, or for a full term. Complete details on using the campus are available on the NMC Campus wiki. Also available is the complete Second Life toolset of sophisticated building tools and the LSL scripting language, with which all of the NMC Campus and Second Life has been created. These allow the creation of virtually any simulated situation, process, or environment, and the incorporation of sophisticated interactivity. For the latest information on the project, see the main pages in this blog,
Ole C  Brudvik

Teachers Buzz 03 Apr 16 Transcript - NMC-Campus - 0 views

  • one idea for a gateway activity might be a show-and-tell for clothing and avatars, so people see what is possible
  • the personal communication really teaches more than signs and object chat [9:24] CDB Barkley: What do you think will be the impact of the voice capability? Have you tried the beta? [9:25] Ravenelle Zugzwang: so as Teachers leading your students into SL, you can relieve some of the new enviroment anxiety by familiarizing yourself and being there as a connection for you students when they come in? [9:25] Ilene Pratt: Voice is going to be very interesting! It works remarkably well! It'll be like an Elluminate session but you'll really BE there with others!
  • [9:25] CDB Barkley: If you had to share 1 or 2 top places with a colleague new to Sl, where would you send them? [9:26] Lizzy Saintlouis: Edu Island and Info Island [9:26] Ravenelle Zugzwang: I think people will be nicer to one another when they can hear the others intentions through voice inflection, or not but more opt to be polite. Text is really misread often [9:26] Robins Hermano: NMC, NOAA, Terra Incognita [9:26] Ilene Pratt: The International Spaceport Museum is great! [9:26] CDB Barkley: But text is so much more information dense
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  • [9:26] Enjay Ellison: Svarga, Leo Burnett [9:26] CDB Barkley: What is Svarga? [9:26] Enjay Ellison: Better World [9:26] Ravenelle Zugzwang: a fantasy build
  • I'm not quite as familiar with the Dreams Community, but have been excited we were asked to come... can someone tell me more about their connection with education? [9:35] SamBivalent Spork: hmm... one interesting thing about people's conceptions of what is possible in sl - is that sl can be used as some magic pill that will transform the structure of community/learning/teaching [9:35] SamBivalent Spork: but it's more subtle than all that
  • SL stimulates the need to communicate...that is the most basic driver for learning [9:44] CDB Barkley: Much to to with role play... [9:44] CDB Barkley: historical re-enactment [9:45] SamBivalent Spork: it seems now, that one learns by tp'ing around and looking, occasionally chatting [9:45] Robins Hermano: I'll be using it to allow students to interact with things that are otherwise intangible [9:45] CDB Barkley: We have a theater faculty at Northwestern who is planning to teach stage design, and production in SL [9:45] CDB Barkley: We have a new facility that can sintantly change out a theater into about 9 different configurations... so it is a fluid lab
Ole C  Brudvik

NMC Campus Observer » Second Life Theatre Workshop - 0 views

  • We’re excited to be able to offer and host a new workshop that will take place in Second Life. Dan Undertone, a.k.a Dan Zellner in real life (Northwestern University), will lead this 8 session workshop that will use the new theater and studio on NMC Campus, the Machinima Building on the Learning sim. We had a small taste of this last October, when Dan led an activity that was part of the Symposium on Digital Media. Participants in a movement activity led by Dan Undertone, October 2006 Here is the information for the new workshop Dan is offering. Description This workshop will focus on using improvisational theatre games and other drama techniques to familiarize users with Second Life and its creative possibilities. Participants will plays the roles of author, actor and audience as various games are played and scenarios created.
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