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Kerry J

15 Minutes of Fame: WoW 101 -- yes, WoW for college credit - 0 views

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    "Warcraft: Culture, Gender and Identity," a credit-awarding class being offered at Inver Hills Community College in Minnesota. At the helm of this innovative course is Landon Pirius, Ph.D., also known as Nodnal the Gnome Warrior of Blackwater Raiders-US. No stranger to the convergence of WoW and academia, Dr. Pirius wrote his doctoral dissertation on "Massively Multiplayer Online Virtual Environments: A Potential Locale for Intercultural Training." We didn't go quite that deep in this interview; we simply visited with him about his wildly successful college course and how it's helping shape modern educational methodologies.
Kerry J

Places tagged "education" - Sloog: Tagging the New World - 0 views

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    Sloog is a bookmarking service for Second Life residents. It allows users to save favourite places and avatars and search for them later, both in-world with a simple plug-in (HUD) or via web browser at www.sloog.org
Dr. Fridemar Pache

Scratch for Second Life - 1 views

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    This makes your scripting in Sl easier.
Mathieu Bertolo

Dans les mondes virtuels, l'oeil est le guide de l'avatar - 0 views

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    Dans les mondes virtuels, l'oeil est le guide de l'avatar Cogain rend possible le déplacement d'un personnage virtuel par les seuls mouvements des yeux. Le système s'adresse aux personnes à motricité réduite, à des fins ludiques et de formation en ligne.
Kerry J

Utherverse® Social Center - 0 views

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    I might be missing the point - but IMHO this is a 3D singles club/Contiki tour/dating service with porn options.
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.
James OReilly

ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views

  • Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
  • The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
  • Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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  • Immersive technology won out over a variety of alternatives primarily due to low cost and the increased engagement it delivers. The leading alternatives were Web conferencing and in-person meetings, followed by phone calls.
  • Work-related use of the Immersive Internet is in the early adopter phase. Before it can pass into the early majority phase, practitioners and the technology vendors who serve them must “cross the chasm.” The most common barriers to adoption are target users having inadequate hardware, corporate security restrictions, and getting users interested in the technology.
James OReilly

HUMlab - stream Virtual Macbeth - 0 views

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    ,Virtual Macbeth was designed to demonstrate how we might best use the affordances of virtual environments for Education. Shakespeare’s Macbeth reimagined in Second Life provides an adaptive bridge between classic texts and new media technology.
Kerry J

EDUCATIONAL MODELING, SIMULATIONS, & GAMES: Alessi (2000), Alessi & Trollip (2000) & Sh... - 0 views

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    blog post from U of OK regarding Alessi, Trollip and Shaffer's research and theories into fidelity of simulation, learning and relationship between them and whether learning is readily transferrable from games or VWs toreal life.
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