Outlining three elements which useful educational websites should have: narrative, interaction and an aspect of discovery (catering to different users).
From MIT's CSAIL -- an interesting short video to gains being made in teaching computers to recognize elements of narrative -- a propos of our readings
As delivery of history teaching to students becomes more and more realistic, it is more important than ever to ensure that we have in place a robust and diverse oversight network to ensure that the narrative being suggested is an accurate representation of the time and place, as opposed to a history-as-written-by-the-winners narrative, which is pervasive throughout many textbooks. For many students, this sort of immersion will overwhelm any alternative streams of knowledge coming from Harlem in the 20s, so it is vital that the VR be constructed in a way that captures the context of why it was such a dynamic time in New York.
As for the creators of this technology having to turn to the porn industry for technical support, that should not come as a surprise, as many claim that porn has revolutionized, or at least been instrumental in, the emergence of many new industries from VHS to the internet.
More on MOOCs: "One one side, there are those who portray traditional higher education models as enjoying too much immunity from market forces and public demands for greater academic efficiency and productivity; on the other side are faculty groups and others who are struggling against a narrative of disruption that sees higher education as a business while discounting the issues of academic quality, freedom and governance."
While the technology has summarily 'emerged', Google Earth and a well designed media rich narrative are rethinking lecture dynamics and student participation. Informative video highlights some of the features and offers testimonials about Greenblatt's Humanities 27 being taught at Harvard.
There are no Aliens attacking and the threat of anilation is actually quite real. This is the narrative and inquiry learning that Jungrau has loaded on their rental iPhones for park visitors.
Think for it as a living museum fighting for life and YOU are the FBI agent...or chemist.
The SPINNER project from the Responsive Environments Group at MIT Media Lab is the first research platform designed to investigate the world of ubiquitous video devices. The Spinner can automatically edit video to fit a narrative structure. It uses video from cameras installed at the Media Lab and sensor data from people generated by wearable smart badges to track their activity and location. The system then creates a video using the characteristics detected from the sensor data with the video captured by the cameras.
This is a link to a paper that Chris mentioned earlier today. It proposes six types of involvement with digital games: tactical, affective, narrative, shared, performative, and spatial.
Earlier this month, Current TV announced its new tv series, Bar Karma, scheduled to debut in the first quarter of 2011. Created by game designer Will Wright, known for his popular video games including The Sims and SimCity, Bar Karma’s production model promises to provide a high level of audience involvement with the show
This is a really interesting and cool idea.
I know that Disney's intense storyboarding model in its 'golden age' relied on months and sometimes years of collaborative, co-creation of a story between 10s-100s of people.
And their decline in quality is often attributed to adopting a one-author/screenwriter process (The book: The Illusion of Life, Disney Animation; by Frank Thomas and Ollie Johnston talks about the company's process with lots of beautiful illustrations, how-to advice, and historical narratives..).
What will happen when the general public, with potentially 1000s to millions of viewers put their minds together to evolve the best story?