I’ve been using FriendFeed for awhile and if you subscribe to my feed you’ll see just about everything that I do online. My feed includes all the articles I bookmark with delicious. When I write a new blog post it automatically shares it on my feed. Every time I tweet on Twitter and when I update my status on Facebook, they’re included here. When I add a video to my favorites on YouTube it is shared here as well. Currently there are 58 different sites that you can link to your FriendFeed, so it’s like the one stop shopping place for everything online!
Case Study: Proprietary Virtual Conference Service Provider Giving Newbies A Good First... - 0 views
IRS might be saving millions by recruiting in Second Life | AccountingWEB.com - 1 views
Open Source Education Grid - Second Life Tool Ranking - 1 views
Facebook Friends FriendFeed - 0 views
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FriendFeed also has a search function where someone without even registering on the site, can easily search all FriendFeed updates.
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Facebook has been in the news quite a bit this week which they started off with the announcement that they have acquired the social-identity aggregator, FriendFeed.
Ayumi Cassini Does Second Life: The ultimate guide to prim twisting - 0 views
Dusan Writer's Metaverse » User-Generated Content as a Business Model: Second... - 0 views
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Malaby points out that Second Life is made up of various forms of capital: commodities, cultural, competencies, credentialed, and artifacts.
Scratch for Second Life - 0 views
Research Article: A Second Life PCR lab evaluation - 1 views
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This study examines students’ reactions to the virtual biosciences laboratory developed in Second Life® (SL) at the University of East London. Final year undergraduates and masters students studying biotechnology took part in a trial of a virtual Polymerase Chain Reaction (PCR) experiment in Second Life and evaluated their experience by anonymous questionnaire. Learning gains were measured at various points during the study using pre- and post-tests, and interaction with demonstrators was monitored and compared during the real life (RL) practical. Both groups showed a significant increase in learning gain over the pre- and post-tests, although no difference in gains between the two groups was detected. However, students who conducted the PCR experiment in SL required significantly less demonstrator assistance during the subsequent RL practical. The SL practical was well received by students, with 92% of participants reporting that they would like to use the system again and many requesting other experiments to be made available in this manner in the future.
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The aim of this study was to determine whether conducting the PCR experiment in the virtual world of Second Life produced similar learning gains to those observed in the physical world laboratory and to see if working in the Virtual Lab enhanced students understanding of the experiment. The student perceptions of the Virtual Lab as a teaching mechanism and the perceived impact on their learning was examined through questionnaires.
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The SL group completed a pre(virtual) Lab quiz and then individually registered for Second Life to create an avatar under instructor supervision. Each student completed some orientation exercises on UEL Island to become adequately skilled in using the Second Life environment (e.g. flying, putting on clothing etc.). The student avatars then met in the Virtual Lab to perform the PCR experiment. This was initially demonstrated by a member of staff before each student completed the virtual experiment themselves. Throughout this teaching session the students received face to face and virtual communication from their instructor.
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3D Brainstorming - Wow! Slides - 0 views
ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views
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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.
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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.
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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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