The open education landscape is set to grow a little more as Stanford University announces plans to team up with edX to build an online learning platform that universities and developers around the world can access for free.
Via Mark Smithers
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Rescooped by
Amy Cross
from Educational Technology in Higher Education
onto cool stuff from research |
The open education landscape is set to grow a little more as Stanford University announces plans to team up with edX to build an online learning platform that universities and developers around the world can access for free.
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Discover key insights through this comparative analysis of Instructional Design models to help you select the best framework for your project.
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Hands-on learning goes digital with 3D immersion:
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The Embassy of Israel in Korea opened in the metaverse, becoming the first diplomatic mission in the country to gain a presence in the virtual world.
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Second Life, which was brought to virtual life by Linden Lab in 2003, is widely acknowledged as the first "metaverse" in which individuals could acquire, build on and, if they wished, sell virtual land. Coming to life long before the advent of cryptocurrency, the coin of the realm was the U.S. dollar, and land could be acquired through auctions held by Second Life. In 2006, Second Life concluded that an avatar named Marc Woebegone had found a way to hack into an auction and acquire a property below market value. Second Life took back the land, and all other virtual land owned by Woebegone, with the flip of a switch, effectively accomplishing the first ever non-judicial virtual foreclosure. Bragg v. Linden Lab, 487 F. Supp. 2d 593 (E.D. Pa. 2007). The matter eventually settled.
Amy Cross's insight:
Interesting perspective. Worth a watch and see
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Nobody knows everything about the metaverse, because it is still forming. Like supernovas beget galaxies, we are witnessing the cosmic beginnings of a digital evolution that will change our planet forever. Isn't it exciting to see how much we did and didn't know? The first step is knowing your audience and the platforms you'll most likely find them. All platforms will have similar steps—set up a partnership with the platform or go down the development route yourself. If you ever find yourself stuck somewhere in the vast reaches of the metaverse of things, we're here to help.
Amy Cross's insight:
Quietly watching.........
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With this in mind, Linden Lab’s spokesperson mentioned that one key difference between Second Life and other metaverse platforms is its community’s focus on realism. “While there are 20 years of archived Second Life images scattered across the internet, you will see incredible quality our creators are delivering today — way beyond that of even newer virtual worlds or metaverses.”
Amy Cross's insight:
Community and accessibility - absolutely imperative to sustainability. But realism is as important to many of us virtual dwellers. Realism helps to create a sense of total immersion and enables us to suspend our disbelief. Linden has, from the beginning, provided the tools that the creators need to keep us feeling realistic. For non-builders like me, the content creators in SL are second to none. Probably not the most popular opinion around the metaverse these days but, as someone who has done the research and lived in the virtual realm since the early 1990's, Second Life is the closest I've seen to what the metaverse will eventually be.
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This year’s metaverse category comes after five consecutive years of declining VMA views. As the metaverse continues to expand and attract younger audiences, MTV’s move to include virtual performance may help keep it up to date.
Amy Cross's insight:
One of those milestones.
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Virtual event platforms provide remarkable spaces where remote workers can collaborate and communicate with their teams. With the help of tools like translation, livestreaming, CRM systems and others, virtual events can be effective team-building activities—and as a direct consequence, companies can use them to create inclusive and empathy-building exercises.
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In 1990, Habitat’s founders concluded that the metaverse is defined more by the interactions among people within it than by the technology that creates it. They were particularly skeptical of virtual reality technologies, noting “the almost mystical euphoria that currently seems to surround all this hardware is, in our opinion, both excessive and somewhat misplaced.”
Amy Cross's insight:
Tom Boellstorff is one of my favorites on all things Second Life, Social Virtual Environments, and how we live there.
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Even before savvy developers began putting out apps for the metaverse, there was already a thriving social scene in it, one I’m told is often full of drama, intrigue, binge-drinking and ERP (erotic role play — in essence, VR sex).
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Building metaverse platforms will transform the way we go about our routine online life, if not in the real world, in many means. Some changes possible in the immediate future that could become basic metaverse activities in the future could be:
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When you take a look at the actual examples to build these things, whether that is multi-user shared hallucinations in the ‘70s, Second Life and other metaverse-style experiences from the ‘90s, or Roblox and Fortnite from the 2000s, the tone is very different. It is not dystopic, it is creation, exploration, identification, and collaboration. Those are all very important.
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The metaverse will thus render more acute many of the hard problems of digital existence today, such as data rights, data security, misinformation and radicalization, platform power, and user happiness. The philosophies, culture, and priorities of the companies that lead in the metaverse era, therefore, will help determine whether the future is better or worse than our current moment, rather than just more virtual or remunerative.
Amy Cross's insight:
I'm really looking forward to Matthew Ball's Metaverse book which releases tomorrow! |
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With job skills constantly shifting in line with technological and industry-specific developments, businesses and their employees are having to work harder than ever to keep up. The World Economic Forum predicts a 44% disruption of skills over the next five years, and organizations are increasingly turning to e-learning trends to reskill and upskill their teams.
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thriving underground nightlife scene is on the rise, but you don’t need to leave your house to be part of it. Launched in 2017, VR Chat is a completely free online social platform where users are offered an endless collection of virtual worlds. These online experiences mirror offline reality—and clubbing is no exception. In this global scene, DJs represented by avatars are pushing boundaries within the virtual electronic music world, and building venues that go beyond what could ever be achieved in real life. What is driving this burgeoning community? And how does it compare to clubbing in reality? We speak to the dedicated promoters, club founders and ravers shaping this nascent scene.
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The most likely near-term innovation in displays, say the authors, is one that exploits a quirk of human biology. The eye is only capable of distinguishing 60 PPD in the central region of the retina know as the fovea, with significantly lower sensitivity on the periphery.
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We are already seeing a trend of people meeting and interacting in online games and virtual worlds. Second Life has been around for nearly two decades and is still going strong, with over a million active users. With online games and communities dedicated to dating, we could begin to see people find love in the metaverse.
Amy Cross's insight:
The first offline wedding between virtual environment users was in the early 1980's. The bride and groom met in a chatroom in CB Simulator. Wherever there are humans, there are feelings and there is the potential for love. Second Life has at least one dating service. Lonely Hearts Dating. I had my first virtual turned RL relationship in 1994. This is something "we could begin to see". This is as old as the internet.
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“Facebook seems to be operating from a sunk cost fallacy,” said Wagner James Au, an author and blogger who has covered the metaverse for more than a decade. “There’s no data to support VR headsets as being the mass market device.”
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“The most important thing to do is to get down your high horse and maybe even talk in Discord...let them be angry, vent...engage with people because that`s what makes a difference,” said Brink.
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Aaron Gani, CEO of BehaVR, a virtual reality mental health company, said the social aspects of the metaverse are intriguing: “What if it was you and the VR program and I connected you to a community of others who are going through similar things or have gone through similar things?”
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Like in the Ryan Reynolds movie Free Guy, Inworld brings NPCs to life for gaming, metaverse, and business applications. While virtual worlds have become more immersive, realistic, and open, interactions with characters have remained relatively static, relying on scripted dialogue and behavior.
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Jonathan Kelly, an ISU professor of psychology and human computer interaction, says cybersickness can be temporarily debilitating — and a big turnoff toward using the technology. “It commonly includes nausea, sweating, dizziness, headache and eyestrain,” Kelly says.
Amy Cross's insight:
Not much in the way of a "cure". Using it more frequently didn't help me and I wanted to use the headsets so badly. Waited for then rushed out to get Oculus developer's kit in 2013. Tried again more recently. Still the same. I think it's just not going to be possible for some of us.
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These peoples have unique cultures and ways of relating to others and the environment. But history has left a legacy of structural inequality and disadvantage. Coupled with lack of access to technology and skills education opportunities, this means many are being left out of the conversation in the development of future technologies. If we want safe and equitable digital futures, it is imperative Indigenous peoples have a seat at the table in the development of these technologies.
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For example, a potential flaw in Second Life, which caught users’ attention and drew people in, was the aimlessness that initially confused many users.
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Overall, “the metaverse is almost entirely hype and baloney right now,” said Philip Rosedale, whose company Linden Lab created the pioneering virtual civilization Second Life. “If you're worried about your company needing to jump in right this very minute to make your metaverse play, you can stop worrying.” |
I really look forward to the "open-sourcing" of the entire platform in June!