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The Virtual Reality Renaissance Is Here, But Are We Ready?

The Virtual Reality Renaissance Is Here, But Are We Ready? | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it

I'm flapping my wings. Not hard, but slowly and smoothly. At 25 feet across, my wingspan is so great I don't need to exert much energy to achieve lift. In the distance, I see an island under an azure sky. This is my home. Off to my west, the sun is setting and the sky glows with warm, orange light ...


Via David W. Deeds, Ramprasad Rangarajan, Jimmy Paquet-Cormier
Marko Teräs's insight:

Short history, + some buzz for the current immersive VR tech.

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Jimmy Paquet-Cormier's curator insight, May 14, 2014 7:06 PM
Tout est dans ta face!

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Simulacra: Virtual reality, Gamification, Being & Becoming
Immersive virtual environments, presence, immersion, virtuality, video games, research and learning.
Curated by Marko Teräs
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State drops Federal push on shark drum lines

State drops Federal push on shark drum lines | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
“It is important that that we can take action to protect human life when necessary due to an imminent threat, without delay.
Marko Teräs's insight:

“It is important that that we can take action to protect human life when necessary due to an imminent threat, without delay." Indeed, but how do you access this, and does this hold true also in other cases such as violent behavior, drivers on the road etc.? 

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Rescooped by Marko Teräs from Games: Serious and Social
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kurt's research

kurt's research | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it

Via callooh
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callooh's curator insight, September 29, 2014 6:51 PM

An overview of game research with useful links

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CFP: DiGRA 2015

CFP: DiGRA 2015 | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Call for papers: DiGRA 2015 Diversity of play: Games - Cultures – Identities 14-17 May 2015, Lüneburg, Germanywww.digra2015.org Video game culture has had a self-image of being a distinct cultural ...
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VHIL: Virtual reality could make real difference in the environment

VHIL: Virtual reality could make real difference in the environment | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
The mission of the Virtual Human Interaction Lab at Stanford University is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. The lab was founded by Prof. Jeremy Bailenson whose book, Infinite Reality, explores the impact of VHIL research.
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Touching a 3D virtual reality world

Touching a 3D virtual reality world | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Technology that generates touchable 3D imagery was unveiled in Japan Monday, with its developers saying users could pull and push objects that are not really there.

Via Karen Miller
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UNSW researchers see future for Oculus Rift in engineering - Computerworld Australia

UNSW researchers see future for Oculus Rift in engineering - Computerworld Australia | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Computerworld Australia
UNSW researchers see future for Oculus Rift in engineering
Computerworld Australia
Virtual reality is an immersive technology that could have great educational value for engineers, Page said.
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Facebook's virtual reality gamble is (again) about data mining - Al Jazeera America

Facebook's virtual reality gamble is (again) about data mining - Al Jazeera America | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Facebook's virtual reality gamble is (again) about data mining Al Jazeera America If you get the opportunity to use a virtual reality headset such as the Oculus Rift — and chances are you will, very soon — these are just a few of the intense,...
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The Inside Story of Oculus Rift and How Virtual Reality Became Reality | Gadget Lab | WIRED

The Inside Story of Oculus Rift and How Virtual Reality Became Reality | Gadget Lab | WIRED | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Oculus has found a way to make a headset that does more than just hang a big screen in front of your face. By combining stereoscopic 3-D, 360-degree visuals, and a wide field of view—along with a supersize dose of engineering and software magic—it hacks your visual cortex. As far as your brain is concerned, there’s no difference between experiencing something on the Rift and experiencing it in the real world.
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Immersed Games' New Online MMO is Going to Invade Classrooms Everywhere - Twinfinite

Immersed Games' New Online MMO is Going to Invade Classrooms Everywhere - Twinfinite | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Tyto Online is a new online MMO that plans to be just as educational as it is fun.
Marko Teräs's insight:

Still, "an online MMO"? ;)

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“I am a rogue night elf”: Avatars, gaming and The Big Bang Theory « G|A|M|E

“I am a rogue night elf”: Avatars, gaming and The Big Bang Theory « G|A|M|E | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
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Center for Game and Simulation-Based Learning - at Excelsior College

Center for Game and Simulation-Based Learning - at Excelsior College | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it

he Center for Game and Simulation-Based Learning grew out of two highly successful college wide events sponsored by Excelsior College’s School of Liberal Arts (SLA). In spring 2012, SLA held a symposium on Games and Writing. This event brought together nationally recognized experts in writing and gaming including faculty from Ohio State University, Rochester Institute of Technology (RIT), Stony Brook University (SUNY) and Rensselaer Polytechnic Institute (RPI). The presence of such prestigious universities on our campus gave us tremendous intellectual/academic credibility that other online colleges lacked. We filled the physical space to capacity and had approximately 120 online registrants from all over the country. We also established a LinkedIn discussion group called Games in Education. This started with a meager 8 participants.


Via Kim Flintoff
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Rescooped by Marko Teräs from Virtual Insanity
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Higher education teaching in virtual worlds

Higher education teaching in virtual worlds | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it

Download the full report: HE teaching in virtual worlds [pdf, 872kb] Summary Immersive virtual worlds are online environments that aim to simulate aspects of the real world. They were first develop...


Via David W. Deeds, Kim Flintoff, Ramprasad Rangarajan
Marko Teräs's insight:

Some ideas quoting e.g. Gartner Hype Cycle arguing that the IVEs time is nigh. Thank goodness it also comments on virtual worlds mediating more active learning. We've seen too many virtual talking heads already that haven't changed the pedagogy itself.

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JoelleYalin's curator insight, March 15, 2014 11:51 AM

Downloadable PDF report on  teaching in virtual worlds.

Deanya Lattimore Schempp's curator insight, March 17, 2014 7:26 AM

Thanks, David Deeds -- best scoop of the week!  :)

Ramprasad Rangarajan's curator insight, April 4, 2014 4:11 AM

Check out this report by Centre for Distance Education @ University of London

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Rovio Fun Learning

LerniWhat if learning was fun?

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An attempt to incorporate learning and games by Rovio (the Angry Birds company if you didn't know).

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Oculus Rift in the classroom: Immersive education's next level | ZDNet

Oculus Rift in the classroom: Immersive education's next level | ZDNet | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
The popularity of immersive education is growing. But as cool and cutting-edge as the technology is, is a virtual reality environment conducive to learning?

Via Kim Flintoff
Marko Teräs's insight:

A little bit too much of that Skinner's learning machine undertone and that horrible word of "retention" (i.e. "keeping" students' attention) involved, but at the same time some nice ideas here and there.

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Pintos edelläkävijänä - 3D-pelitekniikka valjastettiin teollisuuden käyttöön - Tampereen Seudun Vetovoima

Pintos edelläkävijänä - 3D-pelitekniikka valjastettiin teollisuuden käyttöön - Tampereen Seudun Vetovoima | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Suomalainen HaVaMax So lutions Oy toimitti Pintoksen Lapin tehtaalle uuden varastonhallinnan- ja nosturinohjauksenjärjestelmän. Se on laatuaan ensimmäinen maailmassa. Järjestelmä hyödyntää pelimaailmassa käytettyjä 3D-tekniikoita.
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AirVR - Virtual Reality for iOS

AirVR - Virtual Reality for iOS | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
The AirVR is a new kind of virtual reality headset that leverages iOS Retina hardware already in millions of peoples’ hands.

Via Kim Flintoff
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Kim Flintoff's curator insight, September 18, 2014 11:19 AM

As odd as it might look there is some reasonable rationale as to how and where this could be useful.

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Introducing the Samsung Gear VR Innovator Edition

Introducing the Samsung Gear VR Innovator Edition | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
We’re excited to announce the Samsung Gear VR Innovator Edition, a new mobile virtual reality headset using the Galaxy Note 4, created by Samsung and powered by Oculus. Over the last 12 months, we’ve been collaborating with Samsung on the future of mobile virtual reality. The project actually began as an experiment to see if great VR was possible on next-generation mobile hardware. Oculus CTO John Carmack and the mobile team at Oculus were able to blow everyone away in an extremely short amount...
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Just add a smartphone: Google Cardboard headset revolutionises DIY virtual reality

Just add a smartphone: Google Cardboard headset revolutionises DIY virtual reality | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Meet Google Cardboard, a gadget made from materials worth about $30 that houses any modern Android smartphone to create a basic virtual-reality headset.
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Think VR Is a Fad? Doom Creator John Romero Agrees - GameSpot

Think VR Is a Fad? Doom Creator John Romero Agrees - GameSpot | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
GameSpot
Think VR Is a Fad? Doom Creator John Romero Agrees GameSpot Major investments are being made in virtual reality by companies like Facebook (which acquired the Oculus Rift's developer for $2 billion) and Sony (with Project Morpheus), but...
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Medical training in hyperreality - Air Force Link

Medical training in hyperreality - Air Force Link | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
Medical training in hyperreality
Air Force Link
Tony Garcia, a simulation operator at the Medical Research Training Center at Camp Bullis, Texas, said training can also be conducted in the Wide-Area Virtual Environment, or WAVE.
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Beyond the Game - Wikipedia, the free encyclopedia

Beyond the Game - Wikipedia, the free encyclopedia

Beyond the Game is a 2008 Dutch documentary film about the world of professional video gaming, most notably as related to the game Warcraft III: The Frozen Throne featuring world champion players Chinese Xiaofeng Li (Sky), Dutch Manuel Schenkhuizen (Grubby) and Swede Fredrik Johansson (MaDFroG) prominently.

Marko Teräs's insight:

54:50 the actualization of virtual.

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Transforming Homo Economicus into Homo Ludens

Transforming Homo Economicus into Homo Ludens | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
I conducted a 1.5-year-long field experiment on whether badges, which have been one of the main mechanics in gamification, had an effect on the usage activity, quality and social interaction within an...
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Will at Work Learning: People remember 10%, 20%...Oh Really?

Will at Work Learning: People remember 10%, 20%...Oh Really? | Simulacra: Virtual reality, Gamification, Being & Becoming | Scoop.it
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A good reminder in the age of "new" learning methods and "technological advancements", and while searching for good solid research from the haystack of mediocrity.

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