Coming of Age in Second Life: An ... - Google Book Search - 0 views
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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen.Coming of Age in Second Lifeis the first book of anthropology to examine this thriving alternate universe. Tom Boellstorff conducted more than two years of fieldwork in Second Life, living among and observing its residents in exactly the same way anthropologists traditionally have done to learn about cultures and social groups in the so-called real world. He conducted his research as the avatar "Tom Bukowski," and applied the rigorous methods of anthropology to study many facets of this new frontier of human life, including issues of gender, race, sex, money, conflict and antisocial behavior, the construction of place and time, and the interplay of self and group. Coming of Age in Second Lifeshows how virtual worlds can change ideas about identity and society. Bringing anthropology into territory never before studied, this book demonstrates that in some ways humans have always been virtual, and that virtual worlds in all their rich complexity build upon a human capacity for culture that is as old as humanity itself.
Social Media still on rise: Comparative global study - 0 views
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sian markets (not including Japan) are leading in terms of participation, creating more content than any other region
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Asian markets (not including Japan) are leading in terms of participation, creating more content than any other region
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57% have joined a Social Network, making it the number one platform for creating and sharing content: 55% of users have uploaded photos, 22% of users have uploaded videos
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Bioinformatics - Wikipedia, the free encyclopedia - 0 views
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The primary goal of bioinformatics is to increase our understanding of biological processes. What sets it apart from other approaches, however, is its focus on developing and applying computationally intensive techniques (e.g., data mining, and machine learning algorithms) to achieve this goal. Major research efforts in the field include sequence alignment, gene finding, genome assembly, protein structure alignment, protein structure prediction, prediction of gene expression and protein-protein interactions, and the modeling of evolution.
YouTube - Geek Love Song v1.1 - 0 views
YouTube - 4chan Otakon Panel 2006 (1/6) - 0 views
Man-Computer Symbiosis - 2 views
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In short, it seems worthwhile to avoid argument with (other) enthusiasts for artificial intelligence by conceding dominance in the distant future of cerebration to machines alone.
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There will nevertheless be a fairly long interim during which the main intellectual advances will be made by men and computers working together in intimate association. A multidisciplinary study group, examining future research and development problems of the Air Force, estimated that it would be 1980 before developments in artificial intelligence make it possible for machines alone to do much thinking or problem solving of military significance. That would leave, say, five years to develop man-computer symbiosis and 15 years to use it. The 15 may be 10 or 500, but those years should be intellectually the most creative and exciting in the history of mankind.
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It is often said that programming for a computing machine forces one to think clearly, that it disciplines the thought process. If the user can think his problem through in advance, symbiotic association with a computing machine is not necessary.
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Man-computer symbiosis is an expected development in cooperative interaction between men and electronic computers. It will involve very close coupling between the human and the electronic members of the partnership. The main aims are 1) to let computers facilitate formulative thinking as they now facilitate the solution of formulated problems, and 2) to enable men and computers to cooperate in making decisions and controlling complex situations without inflexible dependence on predetermined programs. In the anticipated symbiotic partnership, men will set the goals, formulate the hypotheses, determine the criteria, and perform the evaluations. Computing machines will do the routinizable work that must be done to prepare the way for insights and decisions in technical and scientific thinking. Preliminary analyses indicate that the symbiotic partnership will perform intellectual operations much more effectively than man alone can perform them. Prerequisites for the achievement of the effective, cooperative association include developments in computer time sharing, in memory components, in memory organization, in programming languages, and in input and output equipment.
Doug Engelbart 1968 Demo - 2 views
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On December 9, 1968, Douglas C. Engelbart and the group of 17 researchers working with him in the Augmentation Research Center at Stanford Research Institute in Menlo Park, CA, presented a 90-minute live public demonstration of the online system, NLS, they had been working on since 1962. The public presentation was a session of the Fall Joint Computer Conference held at the Convention Center in San Francisco, and it was attended by about 1,000 computer professionals. This was the public debut of the computer mouse. But the mouse was only one of many innovations demonstrated that day, including hypertext, object addressing and dynamic file linking, as well as shared-screen collaboration involving two persons at different sites communicating over a network with audio and video interface.
Measuring Classroom Progress: 21st Century Assessment Project Wants Your Inpu... - 8 views
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“21st Century Literacies” compiled by Cathy N. Davidson Media theorist and practitioner Howard Rheingold has talked about four “Twenty-first Century Literacies”—attention, participation, collaboration, and network awareness—that must to be addressed, understood and cultivated in the digital age. (see, http://www.sfgate.com/cgi-bin/blogs/rheingold/category?blogid=108&cat=2538). Futurist Alvin Toffler argues that, in the 21st century, we need to know not only the three R’s, but also how to learn, unlearn, and relearn. Expanding on these, here are ten “literacies” that seem crucial for our discussion of “This Is Your Brain on the Internet.” • Attention: What are the new ways that we pay attention in a digital era? How do we need to change our concepts and practices of attention for a new era? How do we learn and practice new forms of attention in a digital age? • Participation: Only a small percentage of those who use new “participatory” media really contribute. How do we encourage meaningful interaction and participation? What is its purpose on a cultural, social, or civic level? • Collaboration: How do we encourage meaningful and innovative forms of collaboration? Studies show that collaboration can simply reconfirm consensus, acting more as peer pressure than a lever to truly original thinking. HASTAC has cultivated the methodology of “collaboration by difference” to address the most meaningful and effective way that disparate groups can contribute. • Network awareness: What can we do to understand how we both thrive as creative individuals and understand our contribution within a network of others? How do you gain a sense of what that extended network is and what it can do? • Design: How is information conveyed differently in diverse digital forms? How do we understand and practice the elements of good design as part of our communication and interactive practices? • Narrative, Storytelling: How do narrative elements shape the information we wish to convey, helping it to have force in a world of competing information? • Critical consumption of information: Without a filter (such as editors, experts, and professionals), much information on the Internet can be inaccurate, deceptive, or inadequate. Old media, of course, share these faults that are exacerbated by digital dissemination. How do we learn to be critical? What are the standards of credibility? • Digital Divides, Digital Participation: What divisions still remain in digital culture? Who is included and who is excluded and how do basic aspects of economics, culture, and literacy levels dictate not only who participates in the digital age but how we participate? • Ethics and Advocacy: What responsibilities and possibilities exist to move from participation, interchange, collaboration, and communication to actually working towards the greater good of society by digital means in an ethical and responsible manner? • Learning, Unlearning, and Relearning: Alvin Toffler has said that, in the rapidly changing world of the twenty-first century, the most important skill anyone can have is the ability to stop in one’s tracks, see what isn’t working, and then find ways to unlearn old patterns and relearn how to learn. This requires all of the other skills in this program but is perhaps the most important single skill we will teach. It means that, whenever one thinks nostalgically, wondering if the “good old days” will ever return, that one’s “unlearning” reflex kicks in to force us to think about what we really mean with such a comparison, what good it does us, and what good it does to reverse it. What can the “good new days” bring? Even as a thought experiment—gedanken experiment—trying to unlearn one’s reflexive responses to change situation is the only way to become reflective about one’s habits of resistance.
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""21st Century Literacies" compiled by Cathy N. Davidson Media theorist and practitioner Howard Rheingold has talked about four "Twenty-first Century Literacies"-attention, participation, collaboration, and network awareness-that must to be addressed, understood and cultivated in the digital age. (see, http://www.sfgate.com/cgi-bin/blogs/rheingold/category?blogid=108&cat=2538). Futurist Alvin Toffler argues that, in the 21st century, we need to know not only the three R's, but also how to learn, unlearn, and relearn. Expanding on these, here are ten "literacies" that seem crucial for our discussion of "This Is Your Brain on the Internet." * Attention: What are the new ways that we pay attention in a digital era? How do we need to change our concepts and practices of attention for a new era? How do we learn and practice new forms of attention in a digital age? * Participation: Only a small percentage of those who use new "participatory" media really contribute. How do we encourage meaningful interaction and participation? What is its purpose on a cultural, social, or civic level? * Collaboration: How do we encourage meaningful and innovative forms of collaboration? Studies show that collaboration can simply reconfirm consensus, acting more as peer pressure than a lever to truly original thinking. HASTAC has cultivated the methodology of "collaboration by difference" to address the most meaningful and effective way that disparate groups can contribute. * Network awareness: What can we do to understand how we both thrive as creative individuals and understand our contribution within a network of others? How do you gain a sense of what that extended network is and what it can do? * Design: How is information conveyed differently in diverse digital forms? How do we understand and practice the elements of good design as part of our communication and interactive practices? * Narrative, Storytelling: How do na
BBC News - YouTube video leads to Hollywood contract - 5 views
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A producer from Uruguay who uploaded a short film to YouTube in November 2009 has been offered a $30m (£18.6m) contract to make a Hollywood film. The movie will be sponsored by director Sam Raimi, whose credits include the Spiderman and Evil Dead films. Fede Alvarez's short film "Ataque de Panico!" (Panic Attack!) featured giant robots invading and destroying Montevideo, the capital of Uruguay.
8 Hours Spent on Screens, Study Finds - 3 views
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New York Times article from 2009 Study recorded 952 days of behavior. People under 18 were not included in the study. Study's show that people across the age board spend about the same time in front of the screen unlike assumptions that suppose the younger generations spend more time in front of them. About 25% of people asked underestimated the time they spend on media, about the same overestimated their usage.
Babbling News: China, Russia and Germany Condemn the Coalition of Performing Attack to ... - 0 views
MP3 Buying Guide - 0 views
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The humble CD was invented way back in the 80s. High time we ditch those archaic media and switch to electronic storage right? A good MP3 or MP4 player these days is much more than just that. These little devices are multifunctional power tools too. Many have FM (with recording), ability to view photos, videos, function as a dictaphone and as portable storage. â?¨The market is flooded with options (including Chinese ones) of different types, brands, memory capacities, features and prices. And this is exactly the reason why this buying guide should help you..........
Mimi Ito: When Youth Own the Public Education Agenda - 11 views
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Imagine what it would mean to think of public education as a mission shouldered not only by schools, but by a wide range of public institutions committed to knowledge and learning? When we think of public education, do we include the efforts of those in public and independent media, who develop radio, television, movies and games with an educational mission? Do we include organizations like Mozilla, Wikipedia, Creative Commons, and the Internet Archive committed to the production of knowledge in the public interest and in the public domain? Do we think of the efforts in broadband policy that seek to make the online knowledge accessible to families across the country? To me, these are all efforts in public education that are often overlooked in our often exclusive focus on schools.
Healthcare Software Product Development Services | EMR, EHR Software Development - 0 views
uTorrent 3.4.2 Build 36802 Free Download | librosdigitalescs software - 0 views
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