A Virtual Learning Environment, Museum, and Library Exhibit - presentation of the paper of Valerie Hill & Stylianos Mystakidis at VSMM 2012 conference, Milan, Italy.
Virtual museums allow global access to museum collections through digital means. They began as basic webpages in the early 1990s linking images and information. Technological advances now enable high-resolution 360-degree views of galleries. Virtual museums provide accessibility for those unable to visit physically and can complement classroom learning when used appropriately. However, they cannot replace the full experience of being in a physical museum environment.
The document discusses the Virtual Museum of Educational Technology Project. The purposes of the project are to investigate the contemporary history of educational technology and populate a virtual museum with related interviews, artifacts, media and documents. Participants are asked questions about their earliest memories of educational technology, the most influential scholars in the field, and important events in the history of educational technology. The document provides lenses through which to view the history, including people, organizations, publications, technologies, theories, and national perspectives. Participants are encouraged to contribute content to the museum by gathering artifacts, stories, and other materials of historical significance.
This article discusses the use of virtual museums in educational practice. It defines a virtual museum as a collection of digitized images, sounds, texts and other media with historical information. The goals of virtual museum education are outlined as the 3D reconstruction of objects, creation of digital educational materials, experiential learning, information searching, and developing children's imagination and skills. Virtual museums encourage student engagement and allow children and students to analyze, describe, assess and interpret in their learning. They are used to increase students' experiences.
2 characteristics of the virtual museum correct080309Ofra Keinan
A virtual museum is a museum that houses collections in digital form and exhibits them online. Most virtual museums are associated with physical museums and provide digital access to their collections. They allow visitors to access exhibits via computer from anywhere through their website. As technology has advanced, more cultural institutions have created virtual museums and digital exhibits to increase access to collections and engage wider audiences online. Virtual museums come in many forms from personal websites to large institutional sites that replicate full museum experiences digitally.
ICOM Moscow 2014 with audio - The Virtual MuseumSusan Hazan
The document discusses the definition and qualities of a virtual museum. It summarizes initial work by the V-Must network to rethink the concept of virtual museums in light of emerging digital technologies. The network has identified and mapped tools and services that define and support virtual museums in the heritage sector. A virtual museum is defined as a digital entity that draws on characteristics of a physical museum to complement, enhance, or augment the museum experience through personalization, interactivity and rich content. Virtual museums can act as the digital presence of a physical museum or independently while maintaining the authoritative status of museums as defined by ICOM.
Set art free and the rest will follow? Facilitation as key to successful user...Merete Sanderhoff
Talk given at 'Community Involvement in Theme Museums'
15th Conference of the Estonian Maritime Museum, Tallinn
2-3 September 2015
http://konverents.meremuuseum.ee/en/#/p/avaleht
The document discusses education and lifelong learning in museums in the context of digital technologies and Web 2.0. It outlines how museums have increasingly taken on roles as places for informal and lifelong learning. The rise of digital tools allows museums to expand their educational offerings online through services that provide information, enable communication and participation, and connect on-site and online activities. Web 2.0 in particular supports functions like personalization, information/communication, and participation that engage users as both consumers and producers of content. The outlook envisions museums of the future as more discoursive, communicative and participatory institutions through their relationships with visitors both on-site and online.
Virtual museums allow global access to museum collections through digital means. They began as basic webpages in the early 1990s linking images and information. Technological advances now enable high-resolution 360-degree views of galleries. Virtual museums provide accessibility for those unable to visit physically and can complement classroom learning when used appropriately. However, they cannot replace the full experience of being in a physical museum environment.
The document discusses the Virtual Museum of Educational Technology Project. The purposes of the project are to investigate the contemporary history of educational technology and populate a virtual museum with related interviews, artifacts, media and documents. Participants are asked questions about their earliest memories of educational technology, the most influential scholars in the field, and important events in the history of educational technology. The document provides lenses through which to view the history, including people, organizations, publications, technologies, theories, and national perspectives. Participants are encouraged to contribute content to the museum by gathering artifacts, stories, and other materials of historical significance.
This article discusses the use of virtual museums in educational practice. It defines a virtual museum as a collection of digitized images, sounds, texts and other media with historical information. The goals of virtual museum education are outlined as the 3D reconstruction of objects, creation of digital educational materials, experiential learning, information searching, and developing children's imagination and skills. Virtual museums encourage student engagement and allow children and students to analyze, describe, assess and interpret in their learning. They are used to increase students' experiences.
2 characteristics of the virtual museum correct080309Ofra Keinan
A virtual museum is a museum that houses collections in digital form and exhibits them online. Most virtual museums are associated with physical museums and provide digital access to their collections. They allow visitors to access exhibits via computer from anywhere through their website. As technology has advanced, more cultural institutions have created virtual museums and digital exhibits to increase access to collections and engage wider audiences online. Virtual museums come in many forms from personal websites to large institutional sites that replicate full museum experiences digitally.
ICOM Moscow 2014 with audio - The Virtual MuseumSusan Hazan
The document discusses the definition and qualities of a virtual museum. It summarizes initial work by the V-Must network to rethink the concept of virtual museums in light of emerging digital technologies. The network has identified and mapped tools and services that define and support virtual museums in the heritage sector. A virtual museum is defined as a digital entity that draws on characteristics of a physical museum to complement, enhance, or augment the museum experience through personalization, interactivity and rich content. Virtual museums can act as the digital presence of a physical museum or independently while maintaining the authoritative status of museums as defined by ICOM.
Set art free and the rest will follow? Facilitation as key to successful user...Merete Sanderhoff
Talk given at 'Community Involvement in Theme Museums'
15th Conference of the Estonian Maritime Museum, Tallinn
2-3 September 2015
http://konverents.meremuuseum.ee/en/#/p/avaleht
The document discusses education and lifelong learning in museums in the context of digital technologies and Web 2.0. It outlines how museums have increasingly taken on roles as places for informal and lifelong learning. The rise of digital tools allows museums to expand their educational offerings online through services that provide information, enable communication and participation, and connect on-site and online activities. Web 2.0 in particular supports functions like personalization, information/communication, and participation that engage users as both consumers and producers of content. The outlook envisions museums of the future as more discoursive, communicative and participatory institutions through their relationships with visitors both on-site and online.
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
The document discusses two German museum projects that use blended learning approaches with social media: Weimarpedia and ArchäoLOGIN. Weimarpedia connects school classes learning about the Weimar Classic with visits to museums and historical sites using iPads, wikis, and other digital technologies. ArchäoLOGIN uses iPads and blogs to allow students to research museum objects and publish articles online. Both projects currently focus on using social media to document results rather than facilitating online learning, knowledge building, or participatory elements like commenting. There is potential to better leverage social media's ability to foster engagement, collaboration and exchange to enhance learning.
Participatory Design Workshop for MuseumsNina Simon
Presentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Sharing is Caring. Keynote for Public Domain Tagung, HeK Basel 20 April 2015 Merete Sanderhoff
Sharing is Caring. Opening of the collections of SMK. Keynote speech for the conference Public Domain. Gratis Kultur für Alle? Eine Arbeitstagung. 20 April 2015 in Haus der elektronischen Künste Basel, Switzerland.
Presentation of shared mobile museum project at Social Media Week Copenhagen, Statens Museum for Kunst, Feb 21, 2013 #SMWCPH
NOW with updated figures for Twitter use in Denmark, based on research by Bysted
http://bysted.dk/globalsite.aspx?ObjectId=f9db99be-5d76-4bd8-8c3b-488a740c2424
This document summarizes a PhD thesis on how German art museums use social media for education. It finds that German museums mainly use websites and social media to provide information receptively, rather than fostering participation and collaboration online. Anglo-Saxon museums take holistic approaches to online learning, using social media to engage visitors and connect onsite and online activities. While social media offers benefits like participation and knowledge-sharing, German museums often lack knowledge, prioritize other concerns over their online presence, and miss opportunities to enhance learning.
This document summarizes an interview with Merete Sanderhoff, a project researcher at the Danish National Gallery about openness and sharing of cultural works. The interview discusses how providing open access to works and removing restrictions on use can increase awareness and engagement with cultural works. It notes that this approach allows others to build upon and spread knowledge of the works. While it may mean losing some control and potential revenue, the benefits of a larger audience and community of supporters who help promote the works are seen as outweighing these concerns.
The document summarizes an upcoming conference on knowledge commons. It will bring together researchers from various fields to discuss institutional arrangements for collaborative scientific research. The conference includes keynote speakers and sessions on topics like open access publishing, constructing commons in intellectual resources, enabling access to research data internationally, and the historical experience of knowledge commons. The event will take place September 12-14, 2012 in Belgium, organized by universities and research organizations. It aims to address governing pooled knowledge resources and building sustainable commons for scientific, cultural and genetic resources.
The document discusses creating immersive museum experiences and outlines assignments for a class. It includes links to articles about immersive artist Olafur Eliasson and virtual museum tours. Students are asked to brainstorm ideas for an exhibition on Luxembourgish identity, develop an online collection, create a video and contextualize artifacts. Deadlines are provided for submitting a case study, evaluation, and finishing the brainstorm.
The Recurated Museum: I. Museums as Producers of MeaningChristopher Morse
Slides from the first session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Digital storytelling has become a powerful educational tool according to Bernard Robin of the University of Houston. Integrating digital media like graphics, text, video and images into classroom instruction can help bridge educational gaps and allow students to take advantage of technological benefits. When teaching about slavery, using images and video documentaries helps drive the point home for students in a way that initially introducing the topic does not. The author hopes to develop more digital storytelling tools and techniques to make students' experiences more hands-on.
20170620 sam donvil_sharing_is_caring_bxl_masterSamuel Donvil
Introductory presentation for 'Sharing is Caring - Brussels Extension: Opening up with Wikimedia Belgium' conference organised by PACKED vzw and Wikimedia Belgium on 20/06/2017 at KIK IRPA. Additionnaly: slides panel conversation and conclusion of conference.
Features content from Merete Sanderhoff 2007 presentation: How starting small can change the world for Sharedcarex Hamburg conference.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Libraries in Virtual Reality EnvironmentsValerie Hill
A presentation for the SJSU Library 2.021 Conference in June 2021.
I am not sure why the title slide will not show the full title! No time to troubleshoot that problem. Oh well, technology :)
The document summarizes projects developed by the CCL including a digital library called e-corpus containing over 2 million documents, the development of an e-learning tool on book binding restoration techniques, and plans for an educational video game to raise awareness of cultural heritage preservation among young people while entertaining them with puzzles and mysteries to solve.
Social navigation, user-to-user mediation and participatory mediation spacesLennart Björneborn
Lennart Björneborn discusses social navigation, user-to-user mediation, and participatory mediation spaces. He defines these concepts and outlines barriers to participation. Björneborn also discusses designing for participation through affordances and scaffolding to support interaction across creating, sharing, finding, and other activities. The concept of "adjacent possibles" and expanding opportunities for participation is also covered.
This document provides information and resources for using virtual field trips to enhance classroom learning. It discusses the educational benefits of virtual field trips, such as allowing students to visit places they otherwise couldn't and encouraging different learning activities. Examples are given of both pre-packaged and teacher-created personalized virtual field trips using free online tools like FlyInside, Movie Maker, PhotoStory3, VoiceThread, and Wordle. Directions are provided for how to access and use these tools to design virtual trips aligned with curriculum standards.
Learning Together About First Nations PedagogySylvia Currie
The First Nations Pedagogy project is conceived as a learning community for educators, elders, curriculum developers, educational leaders, and students to share resources, discuss practices, and support one another in creating the best possible educational experiences for our aboriginal learners. While the basic framework is in place, a key component requiring further thinking and development is a “Learning Centre”, a Moodle site to co-create, share, and implement learning activities that may be utilized by teachers and other educational leaders who work with aboriginal students. During this session we invite you to participate in the design of this Learning Centre.
June Kaminski, Kwantlen Polytechnic University
Sylvia Currie, BCcampus
UW Virtual Hub Library: Plans for 3D Information LiteracyValerie Hill
These slides show brainstorming concepts for the University of Washington virtual 3D library. Embedding information literacy in new immersive, interactive formats as the landscape of libraries changes is illustrated by a project undertaken by graduates of the University of Washington's Certificate in Virtual Worlds.
Towards a digital museum - museiforum and musund 2010Malcolm Chapman
This document discusses how museums can connect with visitors in new ways using digital tools. It outlines traditional models of online engagement like websites and online collections, as well as new models using social media platforms. It notes that audiences now expect more sophisticated online experiences tailored to their needs and spaces. The document advocates moving away from passive, one-way content delivery and toward more participatory and audience-centered digital experiences.
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
The document discusses two German museum projects that use blended learning approaches with social media: Weimarpedia and ArchäoLOGIN. Weimarpedia connects school classes learning about the Weimar Classic with visits to museums and historical sites using iPads, wikis, and other digital technologies. ArchäoLOGIN uses iPads and blogs to allow students to research museum objects and publish articles online. Both projects currently focus on using social media to document results rather than facilitating online learning, knowledge building, or participatory elements like commenting. There is potential to better leverage social media's ability to foster engagement, collaboration and exchange to enhance learning.
Participatory Design Workshop for MuseumsNina Simon
Presentation for museum exhibit and content developers on designing experiences for visitor participation. First presented in the context of a workshop for Seattle-area museums at the University of Washington on April 24, 2009. A Nina Simon/Museum 2.0 presentation.
Sharing is Caring. Keynote for Public Domain Tagung, HeK Basel 20 April 2015 Merete Sanderhoff
Sharing is Caring. Opening of the collections of SMK. Keynote speech for the conference Public Domain. Gratis Kultur für Alle? Eine Arbeitstagung. 20 April 2015 in Haus der elektronischen Künste Basel, Switzerland.
Presentation of shared mobile museum project at Social Media Week Copenhagen, Statens Museum for Kunst, Feb 21, 2013 #SMWCPH
NOW with updated figures for Twitter use in Denmark, based on research by Bysted
http://bysted.dk/globalsite.aspx?ObjectId=f9db99be-5d76-4bd8-8c3b-488a740c2424
This document summarizes a PhD thesis on how German art museums use social media for education. It finds that German museums mainly use websites and social media to provide information receptively, rather than fostering participation and collaboration online. Anglo-Saxon museums take holistic approaches to online learning, using social media to engage visitors and connect onsite and online activities. While social media offers benefits like participation and knowledge-sharing, German museums often lack knowledge, prioritize other concerns over their online presence, and miss opportunities to enhance learning.
This document summarizes an interview with Merete Sanderhoff, a project researcher at the Danish National Gallery about openness and sharing of cultural works. The interview discusses how providing open access to works and removing restrictions on use can increase awareness and engagement with cultural works. It notes that this approach allows others to build upon and spread knowledge of the works. While it may mean losing some control and potential revenue, the benefits of a larger audience and community of supporters who help promote the works are seen as outweighing these concerns.
The document summarizes an upcoming conference on knowledge commons. It will bring together researchers from various fields to discuss institutional arrangements for collaborative scientific research. The conference includes keynote speakers and sessions on topics like open access publishing, constructing commons in intellectual resources, enabling access to research data internationally, and the historical experience of knowledge commons. The event will take place September 12-14, 2012 in Belgium, organized by universities and research organizations. It aims to address governing pooled knowledge resources and building sustainable commons for scientific, cultural and genetic resources.
The document discusses creating immersive museum experiences and outlines assignments for a class. It includes links to articles about immersive artist Olafur Eliasson and virtual museum tours. Students are asked to brainstorm ideas for an exhibition on Luxembourgish identity, develop an online collection, create a video and contextualize artifacts. Deadlines are provided for submitting a case study, evaluation, and finishing the brainstorm.
The Recurated Museum: I. Museums as Producers of MeaningChristopher Morse
Slides from the first session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Digital storytelling has become a powerful educational tool according to Bernard Robin of the University of Houston. Integrating digital media like graphics, text, video and images into classroom instruction can help bridge educational gaps and allow students to take advantage of technological benefits. When teaching about slavery, using images and video documentaries helps drive the point home for students in a way that initially introducing the topic does not. The author hopes to develop more digital storytelling tools and techniques to make students' experiences more hands-on.
20170620 sam donvil_sharing_is_caring_bxl_masterSamuel Donvil
Introductory presentation for 'Sharing is Caring - Brussels Extension: Opening up with Wikimedia Belgium' conference organised by PACKED vzw and Wikimedia Belgium on 20/06/2017 at KIK IRPA. Additionnaly: slides panel conversation and conclusion of conference.
Features content from Merete Sanderhoff 2007 presentation: How starting small can change the world for Sharedcarex Hamburg conference.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Libraries in Virtual Reality EnvironmentsValerie Hill
A presentation for the SJSU Library 2.021 Conference in June 2021.
I am not sure why the title slide will not show the full title! No time to troubleshoot that problem. Oh well, technology :)
The document summarizes projects developed by the CCL including a digital library called e-corpus containing over 2 million documents, the development of an e-learning tool on book binding restoration techniques, and plans for an educational video game to raise awareness of cultural heritage preservation among young people while entertaining them with puzzles and mysteries to solve.
Social navigation, user-to-user mediation and participatory mediation spacesLennart Björneborn
Lennart Björneborn discusses social navigation, user-to-user mediation, and participatory mediation spaces. He defines these concepts and outlines barriers to participation. Björneborn also discusses designing for participation through affordances and scaffolding to support interaction across creating, sharing, finding, and other activities. The concept of "adjacent possibles" and expanding opportunities for participation is also covered.
This document provides information and resources for using virtual field trips to enhance classroom learning. It discusses the educational benefits of virtual field trips, such as allowing students to visit places they otherwise couldn't and encouraging different learning activities. Examples are given of both pre-packaged and teacher-created personalized virtual field trips using free online tools like FlyInside, Movie Maker, PhotoStory3, VoiceThread, and Wordle. Directions are provided for how to access and use these tools to design virtual trips aligned with curriculum standards.
Learning Together About First Nations PedagogySylvia Currie
The First Nations Pedagogy project is conceived as a learning community for educators, elders, curriculum developers, educational leaders, and students to share resources, discuss practices, and support one another in creating the best possible educational experiences for our aboriginal learners. While the basic framework is in place, a key component requiring further thinking and development is a “Learning Centre”, a Moodle site to co-create, share, and implement learning activities that may be utilized by teachers and other educational leaders who work with aboriginal students. During this session we invite you to participate in the design of this Learning Centre.
June Kaminski, Kwantlen Polytechnic University
Sylvia Currie, BCcampus
UW Virtual Hub Library: Plans for 3D Information LiteracyValerie Hill
These slides show brainstorming concepts for the University of Washington virtual 3D library. Embedding information literacy in new immersive, interactive formats as the landscape of libraries changes is illustrated by a project undertaken by graduates of the University of Washington's Certificate in Virtual Worlds.
Towards a digital museum - museiforum and musund 2010Malcolm Chapman
This document discusses how museums can connect with visitors in new ways using digital tools. It outlines traditional models of online engagement like websites and online collections, as well as new models using social media platforms. It notes that audiences now expect more sophisticated online experiences tailored to their needs and spaces. The document advocates moving away from passive, one-way content delivery and toward more participatory and audience-centered digital experiences.
Virtual Tour of the Museum of Unnatural Historymikescalise
A before-and-after tour or 826DC's newest writing center and storefront, The Museum of Unnatural History. Included: caves, archeological mini-digs, unverified skeletal remains, and a beautiful writing lab that will serve the students of Washington, DC.
The proposed virtual museum platform would connect organizations promoting Mediterranean cuisine and culture across Europe. It would provide multimedia content like videos, recipes, and expert advice on different countries' food traditions. The platform would link to other related projects and standards to encourage cultural exchange and tourism. It aims to preserve intangible cultural heritage around the Mediterranean diet and support local producers and economies in a sustainable way.
Virtual Museum( Chapter 26 Age of Democracy and Progress, 1815–1914)Lindsay Kate Pizon
This document provides information on several exhibits from the "Age of Democracy and Progress, 1815–1914" exhibit. It summarizes:
Exhibit 1 discusses the 1832 Reform Act in England which introduced wide-ranging changes to the electoral system. Exhibit 2 discusses Queen Victoria and Prince Albert's loving marriage and family life that became a British ideal. Exhibit 3 discusses the Dreyfus affair political scandal in France from 1894-1906 that divided the country.
the first virtual museum «Luhansk's ART and FACTs» has been created in Ukraine. The museum i’s dedicated to the cultural and social life of Luhansk from the Orange Revolution and up till the Revolution of Dignity.
The virtual museum was created as a part of «Luhansk’s ART & FACTs - preservation of the cultural heritage of Donbas» project.
The project is a collaboration between the Goethe-Institute in Ukraine and Youth Organization STAN with financial support of the Federal Foreign Office of the Federal Republic of Germany under the Eastern Partnership initiative with consultation from the Friedrichshain-Kreuzberg Museum in Berlin and technical help of IT studio Zina Design.
The SMILE project aims to involve young people in exploring European identity. It involves schools and museums collaborating to create a virtual museum. Students carry out activities to represent aspects of their identity, which are published online. They then explore each other's museums to learn about identities elsewhere in Europe. The goals are to avoid stereotypes, include diverse groups, and help students see themselves and others as European citizens.
3D Museums: tactile learning, greater accessGeorge Oates
Here are the slides for a presentation I gave at Faro's "Heritage, virtual and augmented" conference in Brussels in November 2016.
http://www.faronet.be/kalender/erfgoed-virtueel-en-augmented
Externe Kommunikation und digitale VermittlungJoachim Kemper
Externe Kommunikation und digitale Vermittlung – heraus aus der archivischen Staubecke?
Vortrag auf der Konferenz: Die Zukunft der Vergangenheit in der Gegenwart. Archive als Leuchtfeuer im Informationszeitalter (9.-11.11.2016, Wien)
The document provides guidelines for students to curate a virtual ceramics museum by selecting three ceramic pieces to display, with each piece requiring certain information. Students must include the name, artist, date, country of origin, image, description, and curator name for each piece. The document outlines the project requirements and guidelines, including topics each piece's information must cover, potential sources to find pieces, sample exhibitions, museum room topics, and the deadline to complete the project.
The document discusses Olivia Robinson's fellowship at the Smithsonian National Museum of the American Indian from March to September 2008. It provides details on the museum's collection of over 800,000 items and more than 2 million annual visitors. It also describes the museum's Four Directions Project which involved virtual museum workshops with students, teachers and community members from St Labre Indian School in Montana to research, photograph and publish items in the collection relating to their Native American heritage and culture. The workshops helped reconnect participants with their cultural history and traditions and improved their digital skills.
Virtual Museum- How to become a successful digital museumPeter Kerasiotis
There are over 17,500 museums in the US attracting visitors through technology and social media. The arts and culture market is worth $166.2 billion annually. On average, science and children's museums receive the most visitors each year, while specialized and historic site museums receive the fewest. Museums are using websites, virtual tours, and social media platforms like Facebook, Twitter and Instagram to engage wider audiences and convert visitors into members and donors. Effective branding and an engaging online presence allow museums to educate and inspire people even when they cannot visit in person.
This document lists different exhibits and activities at a museum, including shows about money, patterns, zoo animals, synonyms/antonyms, community helpers, and weather. It also advertises a jeopardy game for kindergarteners in the main museum about learning about money.
The metropolitan museum of art. virtual tourIrina Korkina
This presentation can be used at the English language lessons at school. It introduces one of the largest museums in the world and different painting styles
This virtual museum document summarizes the key events of the Japanese invasion of Malaya and Singapore during World War 2 across 5 rooms. It provides brief explanations and historical context for major battles and locations through images and text panels, including the initial landings in Kota Bharu, engagements at Jitra and Penang, the capture of Kuala Lumpur, and final fall of Singapore. The document aims to educate students about this pivotal historical event through an interactive online museum format.
From Virtual Museums to Peacebuilding: Creating and Using Linked KnowledgeCraig Knoblock
Companies, such as Google and Microsoft, are building web-scale linked knowledge bases for the purpose of indexing and searching the Web, but these efforts do not address the problem of building accurate, fine-grained, deep knowledge bases for specific application domains. We are developing an integration framework, called Karma, which supports the rapid, end-to-end construction of such linked knowledge bases. In this talk I will describe machine-learning techniques for mapping new data sources to a domain model and linking the data across sources. I will also present several applications of this technology, including building virtual museums and integrating data sources for peacebuilding.
Embedding Librarians in Virtual CommunitiesValerie Hill
1) The document discusses the concept of embedding librarians in virtual communities and environments. It argues that with the rise of digital information and virtual worlds, librarians need to provide services to patrons wherever they are, including online spaces.
2) An embedded librarian model is proposed where librarians actively participate in virtual communities and worlds, providing information literacy instruction, reference services, and curating online content and resources. This allows librarians to reach patrons in the digital spaces they increasingly inhabit.
3) Examples of embedded librarianship discussed include creating exhibits and displays, participating in collaborative learning environments, engaging in reference work and instruction, and networking with other professionals in virtual spaces. The document advocates
Valerie Hill is an adjunct instructor and librarian who focuses her research on adopting virtual worlds for education and librarianship. Her presentation discusses emerging trends in virtual and digital media based on constructivism and adult learning theory, including apps, MOOCs, augmented reality, digital content curation, and serious gaming. She provides examples of virtual exhibits, conferences, and a certificate program on virtual worlds. Hill advocates balancing tradition with innovation and values interactive, problem-based learning that actively engages adult learners.
Augmented Reality and Hybrid Reality Affordances for EducationCathleen Galas
This document discusses augmented and hybrid reality technologies and their potential applications for education. It defines augmented reality as combining virtual and real-world elements, such as seeing computer images overlaid on real-world views. Examples described include using mobile phones to view historical footage in campus locations and practicing language skills with virtual characters. The document also discusses situated and distributed learning theories that posit learning occurs within authentic contexts and communities. Research on augmented reality games and virtual worlds like River City and Quest Atlantis found they effectively engaged students in collaborative, inquiry-based learning through authentic simulations.
Maya Mythology Triathlon Playful Role-Play Learning in 3d Virtual WorldsDr Stylianos Mystakidis
Maya Mythology Triathlon Playful Role-Play Learning in 3D VWs
Presentation for the University of the West of England (UWE), MA in Education in Virtual Worlds
This document discusses the growing importance of user experience (UX) design in libraries. It begins by defining UX and ethnography, noting that UX goes beyond web design to include physical space design and other contexts. The document then discusses how ethnographic research methods like observation and interviews can provide deeper insights into user needs and behaviors compared to traditional surveys. It provides examples of libraries that have successfully adopted ethnographic research, including projects studying student study habits and mapping user engagement. The document argues that libraries should incorporate more qualitative and ethnographic approaches in addition to traditional quantitative metrics in order to better understand user needs and improve services.
Global inspiration, local action #ili2014Jan Holmquist
Internet Librarian International, 2014 - London
Session A104 - Global inspiration, local action
The modern library supports learning on all levels. All types of library, in many different countries, face the same challenges, driven in many cases by technological developments or financial contraints. Despite having the same core issues, libraries come up with different answers, shaped by their differing cultures. By being globally inspired – and translating that inspiration into local action – libraries can transform their communities.
Visualizing the Past for the Present: A Summation of Interdisciplinary Digita...Ashley M. Richter
This document summarizes Ashley Richter's work using new technologies for cultural heritage visualization in archaeology. It discusses how Richter uses 3D scanning and modeling to capture archaeological sites, and develops virtual and augmented reality applications to disseminate findings. It also describes Richter's role establishing an undergraduate research program at UCSD's Center for Interdisciplinary Science, where students gain experience applying technologies like scanning, imaging, and 3D printing to archaeological investigations in both land and underwater contexts. The document envisions these techniques comprising a new interdisciplinary field of "cultural heritage diagnostics."
SUNY Empire State College has been one of the founding institutions in immersive, virtual education having islands on Second Life (www.secondlife.com) since 2004 and classes and meetings on the islands for almost as many years. As this fall academic year begins, a band of intrepid faculty and staff are continuing their own learning and peer support through the Virtual Affinity Group, which began as VirtualESC in spring 2011. As the education costs for Second Life rose, more open source venues emerged and extended expansive opportunities have arisen. As this virtual support community moves into yet another academic year, it will be hosting external speakers and events that will examine the borders and boundaries of emerging and open virtual experiences.
The VFAC presenters invite individual interested in learning about our past, present, and future immersive experiences to join us in the Virtual Rotunda on the ESC island; we will share what lies ahead with the speaker and our own expectations. And, we will gather your ideas for ways we might grow ESC’s holding in the future. So please do come to meet-and-greet, experience an immersive environment, and learn about our upcoming affinity group events.
Beg, Borrow, and Steal… Multi-generational STEAM Programming Ideas for Our Pl...NCIL - STAR_Net
This April, Citizen Science Month and the 50th anniversary of Earth day will coincide, leading to a world of opportunities for STEAM engagement at your library. By hosting Earth science programs that are age inclusive, you can help patrons see your library as a place for engaging family learning. Join the STAR Library Network and guest presenter Jenny Shonk (Finger Lakes Library System, NY) for this sixty minute webinar that will showcase hands-on, multi-generational programming ideas with an Earth science twist. In addition to going over tips, ideas, and resources, we’ll also turn to you – the audience – for a facilitated discussion so that we can all “beg, borrow, and steal” multi-generational programming ideas, resources, and expertise from each other!
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Niki Lambropoulos PhD
Presentation at IDEE Workshop 2014 (June 9th, 2014 Albacete, Spain) about the pedagogical design, the technical development and initial findings of the educational program “From the Ancient to the Modern Tablets” involving digital storytelling, gamification, playful design and 3d virtual worlds to motivate K-12 students and promote literacy and extracurricular reading.
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Dr Stylianos Mystakidis
Presentation at IDEE Workshop 2014 (June 9th, 2014 Albacete, Spain) about the pedagogical design, the technical development and initial findings of the educational program “From the Ancient to the Modern Tablets” involving digital storytelling, gamification, playful design and 3d virtual worlds to motivate K-12 students and promote literacy and extracurricular reading.
Major points:
#1 Spatial and experiential issues of digital/virtual archives
#2 Archives of spatial objects and platial relationships
For Knowescape workshop, 3-4 September 2015, Valetta, Malta. Workshop: "Knowledge maps and access to digital archives". URL: http://knowescape.org/event/the-role-of-knowledge-maps-for-access-to-digital-archives/
Student Research Presentations in a Virtual World EnvironmentValerie Hill
This document summarizes student research presentations using virtual world environments. It discusses how traditional research presentations through publications can now be supplemented through virtual worlds, allowing researchers to extend their reach and create new opportunities. Examples are given of student research presentations held in virtual worlds like Second Life in 2008 and 2009. The document argues virtual worlds allow a sense of presence and immersion compared to alternatives like webcams. It concludes by noting librarians have an opportunity to be part of the digital age through innovative uses of technologies like virtual worlds.
This document provides an overview of the Arts and Technology program at the University of Texas at Dallas. It discusses the growth of the program from its origins in computer science and engineering to include fields like sound design, games, and virtual humans. It also summarizes several new faculty hires in areas like modeling and simulation, aesthetic computing, and using network science in the arts and humanities. The document touches on issues around representing large datasets and developing new ways of understanding science through art and design.
Keynote Address, 4 July 2013, South African Association for Science and Technology Education (SAASTE). Rethinking learning: Learning technologies in a networked society.
Webinar organised by the British Computer Society on Oct 5th, 2020 to report and discuss the effects of motivation-enhancement approaches, such as playful design and gamification, using social virtual reality in e-learning and open education.
More details: https://www.bcs.org/events/2020/october/webinar-transform-your-e-learning-with-playful-design-and-gamification/
Presentation at European Commission DG GROW's High-level Conference "Promoting Online Training Opportunities for the Workforce in Europe" (Brussels, 4 June 2019).
The presentation argues that a crowd-sourced open education ecosystem, called MOOC Agora, can address employment challenges by implementing an 8-stage MOOC for a realistic employment business circle. In this context, a new, qualification-centered format of MOOCs is presented, the qMOOC.
4 concrete ideas to enhance Vocational Education and Training using
- Blended Learning,
- Open Education
- Social Virtual Immersive Environments &
- Augmented Reality Applications.
Presentation at CEDEFOP Expert Seminar (December 10-11, 2015)
Open Education: what is it and why does it matter?
Open Education & Language Learning
What is Open Education’s missing element?
Call for Action to innovative educators!
Keynote talk at 8th Slanguage Symposium 2015, November 14-15, Second Life
More Info & Video Recording: http://blog.edu.gr/archives/1313
Towards an Instructional Design Motivational Framework to Address the Retenti...Dr Stylianos Mystakidis
Presentation of the paper "Addressing the Retention Gap in MOOCs: Towards a Motivational Framework for MOOCs Instructional Design" at EARLI 2015 conference.
Existing design schemes of Massive Open Online Courses (MOOCs) usually focus on pedagogy, assessment and technology and rarely take into account learners’ experience and motivation. Drawing from the success of quest-based initiatives, gamified web platforms, and multi-user digital games, this paper introduces an innovative motivational framework for MOOCs instructional design coined as Open Quest Framework (OpenQuest). The framework is grounded on established motivational theories such as the Self-Determination Theory and Situated Motivational Affordance. It features specific motivational mechanisms including, quests and narration, reputation systems, progression mechanisms, multiple learning pathways, well-designed feedback and social elements, that can be used to enhance learners' engagement and reduce attrition rates in MOOCs.
How can we use open access, open resources, journals, databases, platforms and tools for collaboration and communication in academic work and research?
Workshop organized at JTEL / EMMA Summer School 2015.
Access the workshop resources: http://bit.ly/jtel15-oa02 or http://openeducationeuropa.eu/en/blogs/jtel-2015-open-minds-workshop
Join the workshop group: http://bit.ly/jtel15-oa03 or http://openeducationeuropa.eu/el/groups/jtel-federica-and-emma-summer-school-2015
Towards a Crowd-sourced Open Education Strategy for Employment in Europe with Qualification-focused MOOCs
by Stylianos Mystakidis , University of Patras & University of Jyväskylä, Finland and Eleni Berki University of Tampere & University of Jyväskylä, Finland
Europe has the opportunity to utilize Open Education to train specialized workforce and boost employment by increasing MOOC quantity, speeding-up MOOC delivery and improving MOOC quality. Authors propose a crowd-sourced open mechanism called MOOCAgora for the innovative design and agile development of qMOOCs. MOOCAgora is the heart of an 8-stage business circle that impacts the job market. An identified local, national or European skills shortage is addressed in MOOCAgora through massive certified delivery of skills and competences in qMOOCs. qMOOCs are a newly proposed quality-centered format of MOOCs that focuses on skills and qualifications construction. qMOOCs can use a modified version of the MOOC canvas framework for qualifications and competences that can be achieved through three educational components/paradigms: deep learning experiences, problem-focused education and 3d virtual immersive environments.
Presentation for a paper in the HOME MOOC Conference: Mapping the European MOOC territory, Porto Nov 27th 2014
Real Learning in Virtual Environments: 5+1 Best Practices with 3D Virtual Wor...Dr Stylianos Mystakidis
Πραγματική Μάθηση σε Εικονικά Περιβάλλοντα: 5+1 Καλές Πρακτικές Αξιοποίησης Εικονικών Κόσμων στην Εκπαίδευση
Αρχές Διδακτικού Σχεδιασμού και Καλές Πρακτικές Αξιοποίησης των Τρισδιάστατων Εικονικών Περιβάλλοντα Μάθησης στην πρωτοβάθμια και δευτεροβάθμια εκπαίδευση.
Διημερίδα Avares, Διδασκαλία Ανανεώσιμων Πηγών Ενέργειας με χρήση Εικονικής Πραγματικότητας, Πανεπιστήμιο Πατρών, 24-25/9/2014
Participative Design of qMOOCs with Deep Learning and 3d Virtual Immersive En...Dr Stylianos Mystakidis
Participative Design of qMOOCs with Deep Learning and 3d Virtual Immersive Environments: - The case of MOOCAgora
The recommendation of the Digital Agenda Assembly 2012 to address the development of suitable socio-technical skills and expertise through open education and MOOCs in order to decrease unemployment in Europe faces three challenges: a) increase MOOC quantity, b) speed-up MOOC delivery and c) improve MOOC quality. The paper argues that a crowd-sourced open education ecosystem, called MOOCAgora, can address the first two challenges by implementing an 8-stage MOOC for a realistic employment business circle. Furthermore the authors propose a new, quality-centered format of MOOCs, the qMOOC, in order to address challenge c, above, as well as qualification and web skills needs.
Presentation for a paper in the EU MOOC Workshop, EC TEL 2014 conference, Graz Sep 16th 2014
Presentation at 4th School Digital Festival, Patras, 19 Feb 2014
3D Μάθηση: 5+1 Πρακτικές Ιδέες Εκπαιδευτικής Καινοτομίας
Τι είναι και πως μπορούν να αξιοποιηθούν τα Τρισδιάστατα Εικονικά Περιβάλλοντα Μάθησης στην πρωτοβάθμια και δευτεροβάθμια εκπαίδευση.
4ο Μαθητικό Φεστιβάλ Ψηφιακής Δημιουργίας
Information Literacy and Smart Life-Long Learning: Knowledge Antidotes in the...Dr Stylianos Mystakidis
Presentation delivered at the seminar on Libaries Development of Cyprus Association of Librarians – Information Scientists (CALIS), September 13th, 2013, via Second Life.
Πληροφοριακή Παιδεία και Έξυπνη Διά Βίου Μάθηση: Αντίδοτα Γνώσης στην Οικονομική Κρίση
Παρουσίαση στην ημερίδα της ΚΕΒΕΠ με θέμα «Ανάπτυξη βιβλιοθηκών/κέντρων πληροφόρησης εν μέσω οικονομικής κρίσης» που πραγματοποιήθηκε στις 13 Σεπτεμβρίου 2013 μέσω Second Life
Virtual Reality Applications in Career Consulting - Potential & RestictionsDr Stylianos Mystakidis
Εφαρμογές Εικονικής Πραγματικότητας Στη Συμβουλευτική Σταδιοδρομίας -Δυνατότητες και Περιορισμοί
Παρουσίαση (εκτεταμένα αποσπάσματα) στο διεθνές συνέδριο ΕΛΕΣΥΠ 2012
--
Presentation in ELESYP 2012 International Conference on Career Consulting (short version)
Total Language Training: How Virtual Worlds will define the Future of Languag...Dr Stylianos Mystakidis
How do Distance Learning and Virtual Worlds transform Education?
How does the future of Education look like?
What elements could be part of the Future of Language Learning?
What is the role of Virtual Worlds in such a scenario?
What are the skillset, pedagogical methodologies and strategies that language teachers and institutions should adopt so as to co-shape the future and thrive?
Upatras Open Workshop on Information Literacy was awarded the Good Practice Seal for Innovative Digital Teaching & the Use of Social Media in Education by the University of Athens, Mathisi 2.0+ action.
The Open Workshop was presented at the Mathisi 2.0+ event in Athens, June 27th 2012.
The recording of the event can found here: http://www.ustream.tv/channel/%CE%97%CE%BC%CE%B5%CF%81%CE%AF%CE%B4%CE%B1-%CE%9C%CE%AC%CE%B8%CE%B7%CF%83%CE%B7-2-0-plus-27-6-12
This document discusses the topic of edupreneurship, which is education combined with entrepreneurship. It provides examples of emerging trends in education that involve new technologies like virtual and immersive social networks as well as gamification. Edupreneurship allows for experimenting with new educational approaches and taking risks to drive innovation in the field of education.
Tapping the Potential of Open Blended Courses in Virtual Worlds in an epic quest for change in higher education.
Upatras Open Workshop presentation in the VWBPE (Virtual Worlds Best Practices in Education) conference takes place on Friday March 16th, 6pm SLT/PDT = Saturday, 17th 1 am GMT (London) = 3 am EET (Athens).
For more information on the Open Workshop please visit: http://openworkshop.wordpress.com/ and http://openworkshop.pbworks.com/
Website development, Collaborative web 2.0 services & Social Media Marketing offered by the Hellenic Choir Association to its members.
Διαδικτυακές Υπηρεσίες της Στέγης Ελληνικών Χορωδιών προς τα μέλη της:
- Μουσική Βιβλιοθήκη
- Καλεντάρι Εκδηλώσεων
- Δημιουργία Ιστοτόπου
- Προβολή Εκδηλώσεων
- Ψηφιοποίηση οπτικοακουστικού υλικού
- Στρατηγική Κοινωνικών Δικτύων
Για περισσότερες πληροφορίες:
http://www.stegi-chorus.gr/
This document provides an outline for a presentation on appropriate use of sources in academic writing. It discusses key concepts like writer's voice, attribution, plagiarism, paraphrasing, citation patterns, and reporting verbs. The presentation notes that conventions for using sources vary between disciplines, with humanities fields tending to use more direct quotations and integral citations that prominently feature the author. Sciences typically employ non-integral citations to maintain an impression of objectivity. Overall, the document stresses the importance of properly attributing borrowed information and acknowledging conventions within one's own field and genre.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
2. Maya
Island
Virtual
Museum
A
Virtual
Learning
Environment,
Museum,
and
Library
Exhibit
-‐
Valerie
Hill
&
Stylianos
Mystakidis
Stylianos
Mystakidis
mystakidis@upatras.gr
3. Stylianos
Mystakidis
• E-‐learning
Triathlete
(Design
–
Develop
–
Teach)
@
University
of
Patras,
Greece
• Adjunct
Faculty
@
Open
University
of
Catalonia
European
Master
in
E-‐learning
Course
Design
&
Teaching
• Teaching
Mentor
@
University
of
Washington,
Certificate
in
Virtual
Worlds
4. Valerie
Hill,
PhD
• Adjunct
instructor
at
TWU
School
of
Library
and
Information
Science
• School
librarian
• Early
adopter
of
virtual
worlds
• Interests:
information
literacy,
human-‐
computer
interaction,
and
the
impact
of
the
digital
revolution
on
education
and
libraries
11. Certificate
Program
in
Virtual
Worlds
(#UWVW)
• University
of
Washington
(uw.edu)
• 3
consecutive
courses
(Autumn,
Winter,
Spring):
– Concepts
&
Principles
of
Virtual
Worlds
– Designing
Virtual
Worlds
(Building)
– Programming
Virtual
Worlds
(Scripting)
• Class:
3
hours
per
week
in
SL
for
1o
weeks
• Study
time*:
2-‐3
h
for
each
class
hour
21. Virtual
Worlds
Sensibili1es
The Sense of Self
The Death of Distance
The Power of Presence
The Sense of Space
The Capability to Co-Create
The Pervasiveness of Practice
The Enrichment of Experience
Kapp,
O’Driscoll,
2010
27. Future
• Open
Educational
Resource
&
Environment
• We
welcome
Academic
Partnerships
with
Universities
&
Faculty
worldwide
• Chabot
Space
&
Science
Center
(Smithsonian)
• Transfer
to
Opensim
• More
1:
Avalumni
Virtual
Worlds
Gridhopping
• More
2:
Museum
of
Virtual
Media
in
Second
Life
in
cooperation
with
Stanford
University
(Infinite
Reality,
2011)
28. UW
Maya
Island
in
2d
&
3d
Internet
• Maya
Island
Blog
(information,
vide0s)
uwmaya.wordpress.com
• Visit
Maya
Island
in
Second
Life
(3D)
tinyurl.com/uwvw11
…
while
there
is
still
time!!!