"The hand-gesture recognition system uses a camera developed by Microsoft, called Kinect, which senses three-dimensional space. The camera, found in consumer electronics games that can track a person's hands, maps the surgeon's body in 3-D."
Duke's entrance into the MOOC space with a course on Bioelectricity. Participation peaked at 1000 students per week. 12,000 students enrolled from 100 countries. The educational range of students varied greatly. 313 students successfully completed the course.
Virtual world that allows people to learn about ancient history is actually holding a live music festival in the virtual space to motivate new users to interact and to entice would-be users to download the software the game requires
Once again, people are approaching social media as a cute distraction and not a powerful data minin tool. I purposefully keep my bday and other info wrong. A) I get to see who of my 'friends' knows me well enoughto notice and B) ...I like to keep the creepers guessing.
Still, apparently your freewheeling posts might actually help you get a date...just make sure to meet in a public space and with mace!
While mini articles such as this often leave out half the research - the concept of doodling being an enhancer rather than a distraction is interesting. The main point is that doodling engages the brain just enough to keep students from spacing out.
An interesting talk about how chance favors the connected mind. How do we create such spaces in the classroom, school or perhaps out of formal learning environments?
A look at the commercial kids game space. The article indicates the development of kids games is moving to tablets because of the gesture format, low cost of titles and ability to play short games. Disadvantage with tablets highlighted is the lack co-play features (unlike consoles where it's easy for several people to play simultaneously). Games cited in article: Once Upon a Monster, Where's My Water, Niko, Habbo Hotel.
With bluetooth and WiFi features available, I wonder why there is not much thought about incorporating co-play in mobile games? I think using the gyroscopic features in iPhones and iPads can lead to creative multi-player games.
Scientists recorded readers' eye movements when they were reading to monitor when they were 'spacing' out. Perhaps this could be used as a diagnostic tool for teachers?
After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.