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Jane's E-Learning Pick of the Day: 12 x 3D Tools for Education, Training & Collaboration - 1 views

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    Hier einige Tools für den 3D-Einsatz in der Lehre, aber sicherlich auch für andere ZWecke zu gebrauchen ....
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Review: 3D Dot Game Heroes Is Next-Gen Link to Past | GameLife | Wired.com - 1 views

  • On paper, 3D Dot Game Heroes appears to be a slavish, perhaps overly worshipful retro tribute. Players follow the same archetypal trajectory as in Zelda, venturing from a quaint village at the behest of a king to save the land from a dark villain. Dungeons are crawled, keys are turned, weapons are upgraded and legendary magical items are gathered.
  • The game kicks off with a royal decree. The king of Dotnia, a feudal land straight out of an old NES game, isn’t happy with the bland, 2-D realm he reigns over. So, with a snap of his fingers, he issues the order and presto — everything he surveys expands into the third dimension.
  • Players interact with the game world exactly as they’d expect to. A mash of the button extends a sword forward. Only in 3D Dot Game Heroes, the sword that players wield is massive — when fully powered up, the flash of steel can extend from one end of the level to the other.
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    Super Sache - usw.
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Climatus - A Serious Game - 0 views

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    3D-Ansicht der klimatischen Verhältnisse auf verschiedenen Planeten
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Edusim - Wikipedia, the free encyclopedia - 0 views

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    Edusim is a Cave Automatic Virtual Environment based concept of lesson driven 3D virtual worlds on the classroom interactive whiteboard or classroom interactive surface.
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Welcome to the GreenbushGrid K-12 Virtual Worlds - 0 views

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    3D-Umgebung für die Oberstufe
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Terra Nova: On the Convergence of Virtual Worlds and Social Networking Sites - 0 views

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    Erste Anzeichen für das 3D-Internet?
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Gephi, graph exploration and manipulation software - 1 views

shared by erikwegener on 17 May 10 - Cached
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    Gephi is an open-source software for visualizing and analysing large networks graphs. Gephi uses a 3D render engine to display graphs in real-time and speed up the exploration. Use Gephi to explore, analyse, spatialise, filter, cluterize, manipulate and export all types of graphs.
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Virtuelle Welten in 3D › Praxis › Netzwerke - 0 views

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    Seine These: Mit einer prognostizierten Nutzerzahl von einer Milliarde Anwendern bis zum Jahr 2017 sind virtuelle Welten der Innovationsmotor der Zukunft für die Organisation von Arbeit über das Internet. Virtuelle Welten werden nachhaltig Prozesse und Strukturen verändern, in denen Unternehmen heute Produkte entwickeln, Zusammenarbeit gestalten und mit ihren Bezugsgruppen kommunizieren.
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Cool Cat Teacher Blog: The frontier of education: Web 3D - 0 views

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    Best Practices an Bildungseinrichtungen, die in Second Life aktiv sind + Methodensammlung, was mit SL realisiert werden könnte
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Vollversionen - E-Learning 3D Video Channel | Veoh Video Network - 0 views

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    Erfahrungen der Uni Bielefeld zu Second Life in der Lehre
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SmallWorlds: Home - 0 views

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    Browserbasierte, schnelle 3D-Welt - soll sehr 2.0-affin sein
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This is Digital Marketing - 2 views

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    Abriß zum digitalen Marketing
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Digital Marketing - 0 views

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    slideshare This presentation gets you up to speed with an explanation of the new media mindset as well as fundamentals of digital marketing.........
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Sign In - The Virtual World Educators Conference - The Virtual World Educators Conference - 0 views

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    Immersive Education Day im Juli 2009
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There - the online virtual world that is your everyday hangout - 0 views

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    Alternative zu Second Life
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Virtuell-interaktive 3D Trainingswelten - 0 views

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    Lernumgebung mit Multiplayer-Funktion
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How World of Warcraft Promotes Innovation - BusinessWeek - 0 views

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    John Hagel and John Seely Brown: This video game demonstrates in its structure and scoring some fundamental principles for training employees to think creatively
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Edusim - Inventing the future, one classroom at a time - 0 views

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    Ein Open Source 3-D multi-user virtual world - auch für Klassenräume per Whiteboard
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How To: Use Virtual Worlds for Business - ReadWriteEnterprise - 0 views

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    Despite the hype, only 11% of enterprises have adopted virtual worlds to augment their work, says a new report by Forrester. Virtual worlds have been around since about 1995, but it took businesses half a decade to realize the potential value within the enterprise. But the research released this week isn't just an outline of the market: it's a how-to guide for doing business in a computer-generated universe. Vendors may not have done a very good job of marketing themselves to the enterprise to date, but there's still a huge opportunity for your company to get virtual, if you know how.
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