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Metaverse: A Convergence of Realities

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Metaverse: A Convergence of Realities

  1. 1. The Web has forever changed education from the one room schoolhouse to the virtual classroom.
  2. 2. The Immersive Internet
  3. 3. 3,031,938 Titles
  4. 4. 28,702,139 Holdings
  5. 5. 2,742 Florida K-12 Schools
  6. 6. http://www.shelfari.com/
  7. 7. http://www.shelfari.com/
  8. 8. http://www.shelfari.com/
  9. 9. Metaverse
  10. 10. Virtual Worlds
  11. 11. Mirror Worlds
  12. 12. Mirror Worlds
  13. 13. Mirror Worlds
  14. 14. Augmented Reality
  15. 15. Augmented Reality
  16. 16. Augmented Reality
  17. 17. Event Connections
  18. 18. Lifelogging
  19. 19. Lifelogging
  20. 20. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  21. 21. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  22. 22. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  23. 23. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  24. 24. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  25. 25. Webex Adobe Centra 3D Synchronous Citrix NETWORKed LiveMeeting LEARNing Virtual Spaces 2D Synchronous Learning Sharing Spaces Technologies Virtual World Knowledge SecondLife SharePoint There Lotus TeamRoom ProtoSphere Croquet iWeb Groove Yahoo Groups Multiverse Blackboard Web 2.0 Technologies Dynamic 3D Social Blogs KNOWLEDGE NetWORKing Wikis Tagging Discovery RSS Social Media
  26. 26. CHUCK LARRY TOM JOHN CLAUDIA
  27. 27. Tom Atkinson College of Education University of Central Florida Atkinson@mail.ucf.edu SL: Professor Tomsen Twitter: AtkinsonUCF http://education.ucf.edu/Insttech AECT Twitter: AECT_SL http://www.aect.org/secondlife http://slurl.com/secondlife/CAVE/31/29/805

Notas do Editor

  • Metaverse: A Convergence of Realities As virtual worlds increasingly augment the physical world, our experience has become a convergence of realities through text, media, the Web, and now virtual worlds into a dimension as vast as space and as timeless as infinity, a dimension between imagination and the knowledge of one’s physical reality that forms the “Metaverse”. Join “Dr. Atkinson” as he explores the boundaries of our new reality.http://slurl.com/secondlife/CAVE/200/61/22
  • The expansion into new media has been so extensive that a new model has emerged to supply the endless appetites of consumers.
  • While creating instructional materials by educators is nothing new, the ability to immediately share content and methods through electronic resources has resulted in a frenzy of access to user-created content into what some call…
  • ….Cloud Computing Service.
  • Cloud computing refers to the use of Web-based services that are dynamically scalable to the needs of the user. Many services adopted the utility computing model (pay for what you use), while others are billed on a subscription basis, but most are actually free.
  • For example, files could be stored on SkyDrive with Windows Live instead of a local drive. Cloud computing led to a proliferation of new applications on what is now referred to as …..
  • Web 2.0,which refers to a perceived second generation of Web development and design to facilitate communication, information sharing, and collaboration.
  • Web 2.0 concepts have led to the development and evolution of Web-based communities, hosted services, and applications, such as social-networking sites, video-sharing sites, wikis, blogs, and folksonomies for classifying social tags. Commercial applications and databases represent the majority of sites.
  • For example, the SUNLINK project in Florida host….
  • …over 3 million titles…
  • …and nearly 29 million holdings….
  • …from all K-12 schools in Florida.
  • Similarly, the Web 2.0 application, Shelfari.com, enables users to build their own bookshelf to share with classmates, friends, family, and others. While Sunlink requires hundreds of thousands of dollars annually for hiring a company to update and maintain, Shelfari is free and maintained by consumers. Libraries solicit patrons to create personal bookshelves with reviews and information about authors.
  • Museums could use Dipity to connect artifacts with timelines,
  • …or Google Map Maker to link cultures with points of interest or historical reference.
  • So, what is the Metaverse? In 2002, a group of 100 computer professionals, researchers, and business consultants met to discuss the future of the Web. The result was a roadmap to the Metaverse.
  • There is no single, unified entity called the Metaverse—rather, like Web 2, it is comprised of tools and objects embedded everywhere in our environment as integrated features in our lives. Eventually, many of the Internet activities we now associate with the Web 2 will migrate to the 3D spaces of the Metaverse. This doesn’t mean all or even most of our web pages will become 3D, or even that we'll typically read Web content in 3D spaces. It means that as new tools develop, we’ll be able to intelligently mesh 2D and 3D to gain the unique advantages of each, in the appropriate context. Although the "Web" technically refers to a particular set of protocols and online applications, the term has become shorthand for online life. It's possible that "Metaverse" will come to have this same duality: referring to both a particular set of 3D web technologies and the standard way in which we think of life online.
  • The commission identified four scenarios of the Metaverse: Virtual Worlds, Mirror Worlds, Augmented Reality, Lifelogging. These four scenarios emphasize different functions, types, or sets of Metaverse technologies. Although all four are emerging, the conditions under which each will fully develop, in particular contexts, are far from clear.
  • For example, virtual worlds increasingly augment the economic and social life of physical world communities. As virtual and physical worlds collide, studies indicate participants have difficulty distinguishing between them. Participants in virtual worlds feel connected with others during social interactions. Bran scans show similar activity when learners engage in simulations as compared to real situations.
  • You may recall how Tom Cruise in the movie, Minority Report, was able to use a device that allow him to pinpoint the location and details about crimes before they were committed. In augmented reality, Metaverse technologies enhance the one’s physical world through the use of location-aware systems and interfaces that process and layer networked information on top of our everyday perception of the world.
  • For example, mirror worlds are informationally-enhanced virtual models or “reflections” of the physical world. Their construction involves sophisticated virtual mapping, modeling, and annotation tools, geospatial and other sensors, with location-aware and other lifelogging (history recording) technologies. Google Street Maps illustrates how maps contain cues for visitors. Prior to attending a conference at the Galt House in Louisville, KY, I was able to see the location and explore the hotel, restaurants, attractions, and transportation.
  • With the recent announcement of over 5 billion sold worldwide, mobile devices enhance digital maps with information about objects and personal tracking of friends.
  • Another example of blending physical realities with virtual is the Wii game. Here an archer practices his motor skills with a virtual target.
  • In James Cameron’s movie “Avatar”, human thoughts are fed into a virtual world that augments their reality.
  • In the real world, how we interact through various communication systems is rapidly changing our everyday life. In a study of human and avatar interactions called Project Natal, ateacherinserts a message on a sheet of paper into a scanner at the top of the screen, the avatar responds by grabbing the digital image and reading the message.
  • At a recent MPI Event in Cancun, participants establish connections with presenters, exhibitors and other participants before, during, and after the event to enhance their experience.
  • Using applications like Twitter, lifelogging technologies record and report the intimate states and life histories of users.
  • Lifelogging is not just software applications. Wearable cameras capture an image every 30 seconds. With 1GB of memory it can store up to 30,000 images before downloading. Built-in accelerometer and light sensors control the shutter . For example, an infrared sensor detects when someone comes near and takes a snapshot.Read more: http://www.devicemag.com/2009/10/19/vicon-plans-launch-of-wearable-lifelogging-camera-viconrevue-by-2010/#ixzz0UWv76fNn
  • O’Driscoll (2007) refers to this collection of applications as the iWeb,
  • which consists of four vectors: immediate, intuitive, interactive, and immersive. He believes that as this three-dimensional, avatar-mediated space emerges, virtual worlds will combine these qualities into a singularity, a worldwide virtual platform that allows users to engage in what matters most to them.
  • The “Immediate Vector” identifies 2D learning applications, sometimes referred to as flatland, that integrate with knowledge sharing repositories where networked virtual spaces emerge. These spaces integrate synchronous sharing with asynchronous storage using products like SharePoint, Live Meeting, Blackboard, and Webex.
  • The “Intuitive Vector” combines Web 2.0 technologies likeblogs, wikis, podcasts, and social media sites like Facebook and MySpace that use “tags” to access information and interact with others about specific activities.
  • As the Web enters the next dimension, most of the social networking sites like Facebook and MySpace will replace Web pages with Web spaces to form the “Interactive Vector.”
  • Likewise in the “Immersive Vector,” synchronous 2D learning platforms will become 3D as distance learning systems like Webex, Centraand Live Meeting integrate with virtual spaces.
  • Creating virtual space is similar to developing real space. It begins with defining a plan.

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