This year, and for the first time, the SLACTIONS Steering Committee included a day devoted to Machinima in the conference program. The SLACTIONS 2012 Machini...
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Título: Proceedings of the SLACTIONS 2009 International Conference - Life, imagination, and word using metaverse platforms Autores: Morgado, Leonel; Zagalo, Nelson; Boa-Ventura, Ana Palavras-chave: Second Life; metaverse; virtual worlds Data: 2009 Editora: Universidade de Trás-os-Montes e Alto Douro ISBN: 978-972-669-924-8
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For the past two and half years at my real job as the head of learning and collaboration, we’ve been early adopters of a virtual world product called...
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Preferred Family Healthcare's Virtual World/Avatar Assisted Treatment programming was featured on SAMHSA's Road to Recovery Series.
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Would you like to practise your English in the exciting virtual world of Second Life?
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David W. Deeds' presentation for the 2012 Virtual Worlds Best Practices in Education (VWBPE) Conference.
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The physical presence for the UWE Education Innovation Centre. More information about the building and where to find it.
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New research suggests that far from disengaging young people from real life, virtual worlds can provide unique environments that can help them learn and negotiate new situations.
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Uma nova pesquisa sugere que longe de alienar os jovens da vira real, os mundos virtuais põem à disposição ambientes únicos que podem ajudar no aprendizado e absorção de novas situações...
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A través del Instituto de Desarrollo Comunitario (IDC), la Oficina del Parlamento Europeo en España ha realizado una apuesta seria por la formación de calidad encaminada a dar a conocer a la soc...
Via Hazlo Real
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I have been involved with education in virtual worlds for several years now, and at discussions and conferences I often hear the question asked,...
Via Helen Farley
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This project is based in extracting valuable information from user's brain activity by interacting with virtual world environments. This is achieved by the e...
Via Helen Farley
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You can now take a 3D tour of an ancient Egyptian burial ground. Giza 3D: Experience The Pyramids Of Ancient Egypt In A Virtual World In Project Lead By Harvard Prof
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CALL FOR PAPERS - Research conference on virtual worlds – Life, imagination, and work using metaverse platforms
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Starting tomorrow May 16 through May 18 is the annual Federal Consortium for Virtual Worlds (FCVW) in Washington, DC at the National Defense University.
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Investigações recentes concluíram que a alteração das características das representações digitais (avatares) dos utilizadores de mundos virtuais pode ter um impacto relevante nos seus comportamentos.
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The dissertation Ways of Virtual World-making: Actors and Avatars is about some of the many choices that lead human actors to engage with large online roleplaying games and social virtual worlds. The study addresses questions about how the choices made make sense to human actors in their daily life and communication. In several case studies, we follow the choice and co-design of virtual world and avatar, the social relationships formed, the expressions of self and the navigation through physical and virtual worlds. The cases have been followed over time and with the methods of virtual ethnography and ‘in situ’ iterative video interviews. Thus, the choice of methods reflects the methodological approach of “following the human and nonhuman actors” in their daily life online as well as offline. The dissertation is published by Roskilde Universitetsforlag (Roskilde University Press), and you can buy it here. Read the first review on Marianne Riis’ blog.
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This could be really big: Google is reportedly investing up to $30 million in Machinima.com, according to AllThingsD, which has a YouTube channel of over 100 million subscribers.
Via CM Elias
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International Journal of Web Portals (IJWP) An Official Publication of the Information Resources Management Association Maria Manuela Cruz-Cunha (Polytechnic Insitute of Cavado and Ave, Portugal) and João Varajão (University of Trás-os-Montes e Alto Douro, Portugal)
Via CM Elias
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This augmented reality application by Daqri shown at Augmented Reality Event 2012 allows users to turn on and off various layers of 3D human anatomy on top o...
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Applications of Virtual Reality. Edited by: Cecilia Sik Lanyi . Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students.
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A screen shot of the Second Life-type program being used to train first responders at Algonquin College. The program allows students to work 'crime scenes' and practise interacting with workers from other emergency ...
Via Helen Farley
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Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts.
Via Helen Farley
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