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Cathy Arreguin

The Mod Squad. Blog. » Blog Archive » Avatar - Part 1: Defining the moder... - 0 views

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    An avatar is a graphical representation of one's self, personality or alter-ego while engaging in online communication.  Avatars can range from simple, static 2D graphics to complex, animated 3D forms controlled by the user. First of a great series on avatars. Clear, concise.
Cathy Arreguin

ArtsPlace SL: Immersion and embodiment - 0 views

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    Immersive and embodiment tendancies. Who immerses? This article mentions research that begins to paint a picture of personalities more likely to immerse.
Cathy Arreguin

The Imagination Age: Roleplaying a Sub-Atomic Particle - 0 views

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    Eric Hackathorn, better known in Second Life and virtual world circles as the person behind the impressive Second Life incarnation of NOAA -- the National Oceanographic and Atmospheric Administration, has just unveiled his newest effort: The US Department of Energy in Second Life. The educational and experiential potential of this build is exciting and mind-expanding. From a trip through a super collider to life as a sub-atomic particle. Eric suggests, "Try smashing into each other as sub-atomic particles, take a tour of a super collider."
Cathy Arreguin

How your brain sees virtual you - life - 06 November 2009 - New Scientist - 0 views

  • players of the hugely popular online fantasy world World of Warcraft reveal that areas of the brain involved in self-reflection and judgement seem to behave similarly when som
  • eone is thinking about their virtual self as when they think about their real one.
  • or intelligent Previously, researchers have observed that people easily adopt the persona of their virtual selves,
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  • t about themselves and their avatars compared with real and virtual others, two regions stood out: the medial prefrontal cortex and the posterior cingulate cortex. That makes sense as prior research has linked the medial prefrontal cortex to self-reflection and judgement.
  • "next to no difference" in the activity in these regions when people thought of themselves and of their avatar
  • Caudle's team also noticed key differences between how people thought about the virtual and real worlds, which must be a necessity for preserving your sense of reality.
  • implicated in imagination.
  • precuneus
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    Brain scans of avid players of the hugely popular online fantasy world World of Warcraft reveal that areas of the brain involved in self-reflection and judgement seem to behave similarly when someone is thinking about their virtual self as when they think about their real one.
Mario Jacquez

Second life Wiki - 0 views

For a teacher who has never used second life in the classroom setting or in personal setting at that, this is a great place to being looking at the resources offered and shared here.This page has a...

secondlife education

started by Mario Jacquez on 11 May 10 no follow-up yet
Teresa Richards

Edutopia - 0 views

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    My design document included an idea of connecting my senior students in Multicultural Literature class to students in another part of the country or even another part of the world. The goal of the class is to learn about other cultures and SL allows teachers to collaborate with other teachers to do this--inexpensively. The link above is to an article entitled "Student Exchange, Without the Jet Lag: Educational Collaboration in a Virtual World." The article details how students in Modesto, California connect with students in Kyoto, Japan -- it's called the Pacific Rim Exchange. They meet in Teen Second Life on a group of private islands. Eventually, these students will meet in person, however, they get to know each other virtually before they do.
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