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Kerry J

Jokaydia road trip debrief - 0 views

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    A combo -- reviewing methods of producing Second Life videos when the focus is on recording an event and not storytelling -- and a video of a discussion that took place on jokaydia today about the best ways to share Second Life resources.
Eloise Pasteur

Accounting for Second Life - 0 views

  • Second what? Second Life is a virtual 3-D world on the Internet. Think of it as the marriage of online video game technology and social networking tools, like MySpace and Facebook, with e-commerce potential. It is not really a game and isn’t intended for children.
  • Public accounting’s presence in Second Life is called CPA Island. CPA Island may be a way to attract the next generation of young professionals to careers in public accounting.
  • Videos more easily capture the look and feel of Second Life. YouTube (www.youtube.com) has a good introductory overview video of Second Life (search “Second Life Text100”) as well as a video that illustrates its communication, education and collaboration possibilities (search “Second Life Ohio University”).
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  • Second Life is a global phenomenon. Reuters estimates that only 31.2% of active Second Life users are U.S. residents. The majority of active users (more than 54%) are from Europe. Second Life usage is so pervasive in Korea, for example, that it is beginning to impact the country’s social agenda, according to virtual world expert Edward Castronova.
  • In a recent interview for National Public Radio Weekend Edition (www.npr.org, Feb. 9, 08), Bloomfield described the basics of the Second Life economy and the real financial losses from the recent Second Life banking crisis. (The currency used for economic transactions in Second Life is called Linden Dollars. Linden Dollars can be exchanged for real U.S. dollars at a rate of approximately 260-to-1. Last year, Linden Lab banned online gambling operations that had become popular in Second Life. Early this year, Linden Lab banned unregulated banking operations in Second Life because several banks were reneging on unsustainable high interest rates on deposits.) Bloomfield attributes his initial interest in Second Life to its potential use as an economic simulator in which reactions to new financial regulations could be studied by FASB.
  • Professor Steven Hornik, of the University of Central Florida, is another accounting professor exploring accounting education applications. He created a Second Life location called Really Engaging Accounting and maintains a blog about his efforts at www.mydebitcredit.com. In his financial accounting course, he uses the social networking capabilities of Second Life and interactive 3-D objects that he creates. The objects demonstrate basic accounting principles. One simulates the effect of transactions on the basic accounting equation. Another simulates the use of T-accounts to record changes to account balances. Students use their avatars to manipulate the models. Videos of his Second Life creations are available on YouTube (search “second life accounting”).
  • SUMMARY Second Life is an immersive and engaging 3-D virtual world with economic implications and opportunities for the real world. CPA Island is the current center of the public accounting profession in Second Life, but this won’t be the case for long as other CPA firms choose to use it as a tool for meeting, connecting, sharing and collaborating with others. Where business activity goes, it seems certain that CPAs will follow.
Fred Delventhal

Veodia : agile streaming video that puts your work in motion - 0 views

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    Veodia provides an agile platform-as-a-service that enhances daily work communications with simple-to-use, high quality video.
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    Can do live video streaming from a webcam or desktop into Second Life.
Fred Delventhal

Cell phone + Web cam + Second Life = Magic - Teach42 - 0 views

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    Streaming Live Video in Second Life
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    w00t! Stream live video into SL.
Teachers Without Borders

Gaming helps students hone 21st-century skills - 0 views

  • Online gaming can help students develop many of the skills they'll be required to use upon leaving school, such as critical thinking, problem solving, and creativity, agreed educators who spoke during an April 16 webinar on gaming in education.
  • gaming and simulations are highly interactive, allow for instant feedback, immerse students in collaborative environments, and allow for rapid decision-making
  • repeated exposure to video games reinforces the ability to create mental maps, inductive discovery such as formulating hypotheses, and the ability to focus on several things at once and respond faster to unexpected stimuli.
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  • "I call Second Life an engine for creativity," she said.
  • L'Amoreaux cited a team of students in an internship program studying museum creatorship, who partnered with others for a Second Life activity that involved a recreation of the Night of Broken Glass (Kristallnacht), an anti-Jewish pogrom in 1938 Nazi Germany.  As participants, the students assumed the roles of reporters, exploring the events for themselves. 
  • Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program.  Identifying sustainable funding sources, upgrading computers and investing in hardware, and having a backup plan if the Second Life platform is down are all necessary.
  • A 2006 NCES and University of Michigan study found that by age 21, the average youth has watched 20,000 hours of television and played 10,000 hours of video games, said Ntiedo Etuk, the CEO Tabula Digita, which offers games centered on pre-algebra and algebra. 
  • "The reason that [gaming] is successful is obviously that it's relevant to students--it allows for the notion of competition, which gets students going, there's an opportunity for socialization, and there is instant feedback on what they're doing right or wrong," Etuk said. Video games also foster collaboration, because instead of a teacher standing in front of a classroom, students begin to help one another and become teachers themselves, he added.
  • Teachers can set difficulty levels and receive reports on student data, including the last time a student played their game, what their score was, right and wrong answers, and the topics they covered.
  • "We found that students in our project have improved their self-efficacy in science,"
  • Video games engage students and help foster some of the 21st-century skills, such as problem-solving, which may be more difficult to acquire in a traditional classroom with a textbook.
  • "When you think about the skills that students need when they leave school, like creativity and curiosity...identifying problems and solving them--these are skills that [can be] hard to teach in the traditional face-to-face classroom," Clarke said.  "And a lot of these technologies are being used in the corporate world--IBM is now using games to train its employees, so you see simulations and games emerging outside of K-12 education."
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    Gaming helps students hone 21st-century skills Environments such as Second Life can both stimulate and educate, experts say
Kerry J

http://dl.dropbox.com/u/7409067/MQ_blended_iphone.m4v - 3 views

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    Blended reality at Macquarie University - really great video 03:23
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

Look Lively! - Massively - 0 views

  • The Massively crew has spent a little more time hammering away at Google's new virtual artifice, Lively. By now, you've probably seen all sorts of news reports calling it a rival and competitor to Linden Lab's virtual world, Second Life. Technically, that's what we call bollocks
  • Describing Lively as a rival to Second Life is like calling a conference center a rival to a library. They're just not servicing the same needs, and the comparison is fundamentally nonsensical. Lively is tightly focused, and fails to intrude on the bulk of virtual worlds space.
  • Movement is accomplished by double-clicking on a spot to teleport your avatar there, or clicking and dragging the avatar with the left mouse button to walk your avatar. Don't try to drag your avatar past the border of the camera view without repositioning your camera first, or you will get unsettling jumps and find your avatar in strange places.
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  • Lively keeps things simple and does those simple things well. The television in our sample room is playing the trailer for Dr Horrible's Sing-Along Blog. A few clicks is all that is required to link a YouTube video to a television object -- but as far as we know, no other embedded video formats are supported.
  • All content that is currently in Lively is made by Google-approved developers, and is presently free -- though it looks very much like the majority of content in Lively will be pay-for before long.
  • If you want to interact with an object (sitting down, for example), single left click on the object. If you want to play an animation, single left click on your avatar, and select an item from the animations tab (different lists of animations are available depending on whether you are sitting or standing). And ... that's actually about it. Lively is simple, and straightforward, and focuses on doing one thing well: The furnishable 3D chatroom. It can be embedded on a webpage and your avatar can be in multiple rooms at once via different browser windows or tabs. If you've got a group of up to 20 people (who all have Google accounts and are running Windows), and want to share a Youtube video or sit around and shoot the breeze in a lightweight space, and having your own content isn't for you, then Lively is for you.
  • But a rival to Second Life? No more so than corn syrup is a rival for sea salt.
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    More on Lively, from the Massively crew
Dr. Fridemar Pache

The Virtual Chalkboard | Metanomics - Business and Policy in the Metaverse - 0 views

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    Metanomics SecondLife Videos SecondLifeVideos SecondLifeInfo VideosWithTranscriptions SecondLifeForEducators
Dr. Fridemar Pache

Video Tutorials - Second Life Wiki - 0 views

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    sl secondlife video tutorials
Eloise Pasteur

Tour of virtual worlds - 0 views

  • Gary Hazlitt and Gazlitt (aka as me!) take a ‘break’ in over fifty worlds comprising the current metaverse, here is the holiday video…
  • hat there are quite a few worlds now getting their balance on the shoulders of Second Life and really getting to grips with the social networking aspects vs the 3D’ness
  • There IS a balance between a social space and an ‘agreed’ advertorial world - “you give me valid experience, I accept a level of advertising”
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  • Some worlds are demonstrating the precursor to photo realism and smooth motion while others have as much ‘immersion’ by providing intimacy with your friends in more cutesy environments
  • It is important for those who are supposedly representing or blogging about ‘the metaverse’ to get in there and try these services - beyond registering and wandering around for only 10 minutes (I could name several who haven’t a clue!) but…
Gaby K. Slezák

Handsfree 3D - Controlling Second Life without a mouse or keyboard - 0 views

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    Old video where Mitch Capor shows what they are working on. Their last blog entry is from October 2008 - does anbody know the current status on his exciting development?
Dr. Fridemar Pache

eslteacherlink.co.kr - Home - 0 views

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    sl secondlife hightech learning English ESL video streaming SLED
Dr. Fridemar Pache

VirtualBridges | Webcasting from Virtual Worlds - 0 views

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    sl secondlife video site skype skypecast
Kerry J

Siggraph 2008 #10: Interview with the Web 3D Consortium Video by Pixel Heads Network - ... - 0 views

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    An interview about the x3D standard, a standard that allows 3D rendering of content across platforms. For those that know, is the successor to VRML.
Nergiz Kern

Virtual Flags & National Anthems of the World in Second Life Video | Second Life Update - 2 views

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    Virtual Flags & National Anthems of the World in Second Life
Nergiz Kern

imohax.com on blip.tv - 0 views

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    Tips, tutorials and general stuff about life and contributing as an avatar in Second Life, OpenSim, and other virtual worlds.
Eloise Pasteur

Philip Rosedale at TED Talks in May - Eloise's thoughts and fancies - 0 views

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    Watch Philip Linden's talk to TED about Second Life
Eloise Pasteur

It's Lively in the virtual sea » VTOR - Virtual TO Reality - 0 views

  • Update 11:11am PST: Lestat figured this out and shared. You just double-click on the seat cushion to sit in the chairs
  • In its current state, Lively is like IRC in 3D. You can meet your friends in a room and chat with bubbles over your head. I’ve seen many attempts to do this type of thing over the years but the only one that comes to mind as being a big success is Habbo Hotel.
  • When there is an ability to actually create something original objects (can’t do yet), stream audio and video (can’t do yet), interact with objects (how can you do this?),
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    Yet more on Lively
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