Immersive Worlds & Gamification for Education and Business
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Crowdsourcing science: how gamers are changing scientific discovery

Crowdsourcing science: how gamers are changing scientific discovery | Immersive Worlds & Gamification for Education and Business | Scoop.it
Computer gamers who cracked a decades-long AIDS mystery in three weeks embody a rising trend among researchers: enlisting the skills of everyday people to help with scientific discovery.
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Scientific crowdsourcing

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Immersive Worlds & Gamification for Education and Business
How Virtual Immersive Environments and Game-Based Learning can help us initiate transformation and drive innovation in education, training, business, collaboration and society
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Artistic Immersive Virtual World in UK Store

Artistic Immersive Virtual World in UK Store | Immersive Worlds & Gamification for Education and Business | Scoop.it
Visitors to London department store Selfridges can take a virtual reality tour created by technology company Inition inside a helmet by Gareth Pugh.

Via Constantine Andoniou
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ProtonMedia ProtoSphere 3D Enterprise Collaboration for iPad

ProtoSphere by ProtonMedia brings the ultimate 3D enterprise collaboration solution to the ease and mobility of the iPad.
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ProtoSphere, a solution for avatar-based virtual collaboration in 3D, is now touch-enabled for Windows 8 devices with Lync, Sharepoint and video integration, and the iPad.
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Augmentastic || AR Animated T-shirts

At Augmentastic, we are bringing the world of augmented reality to t-shirts to create a unique, interactive and entertaining experience to each design. When ...
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Avatar therapy helps silence voices in schizophrenia

Avatar therapy helps silence voices in schizophrenia | Immersive Worlds & Gamification for Education and Business | Scoop.it

An avatar system that enables people with schizophrenia to control the voice of their hallucinations is being developed by researchers at UCL with support from the Wellcome Trust.

Stylianos Mystakidis's insight:

Innovative virtual reality application

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Crowdsourcing science: how gamers are changing scientific discovery

Crowdsourcing science: how gamers are changing scientific discovery | Immersive Worlds & Gamification for Education and Business | Scoop.it
Computer gamers who cracked a decades-long AIDS mystery in three weeks embody a rising trend among researchers: enlisting the skills of everyday people to help with scientific discovery.
Stylianos Mystakidis's insight:

Scientific crowdsourcing

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The End of the University as We Know It - Nathan Harden - The American Interest Magazine

The End of the University as We Know It - Nathan Harden - The American Interest Magazine | Immersive Worlds & Gamification for Education and Business | Scoop.it
The End of the University as We Know It - Nathan Harden - The American Interest - The higher ed revolution is coming.
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Great article of the future of universities in the era of e-learning & MOOCs

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Valerie Hill's curator insight, February 7, 2013 9:29 PM

Something to celebrate, indeed (unless you just earned a PhD)!  Hard work and perseverance will always be worth something and will perhaps stand out in the "information is free and open" future. Students of the future: work hard, dream, create,  and be willing to take a risk.  The trivial flood of information we face daily makes learning a personal responsibility that you must be willing to take on.  Free and open will not be easy.

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IllumiRoom - Microsoft Research

IllumiRoom - Microsoft Research | Immersive Worlds & Gamification for Education and Business | Scoop.it
IllumiRoom is a proof-of-concept system from Microsoft Research.
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Home Virtual Reality System

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Total Normative Training: How Virtual Worlds will define the Future of Education

How will Distance Learning and Virtual Worlds transform Education? How does the future of Education look like?

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Ludwig: Serious Game on Energy

Ludwig: Serious Game on Energy | Immersive Worlds & Gamification for Education and Business | Scoop.it

Join Ludwig on an exciting journey through the world of physics. Find out how energy is created from fire, water, wind and sun and use them cleverly to protect the Robotronics on Unitron against the impending energy collapse!

Ludwig is a new type of learning game, which not only conveys knowledge, but is also really fun!

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Autodesk 123D - 123D Catch turn photos into 3D models

Autodesk 123D - 123D Catch turn photos into 3D models | Immersive Worlds & Gamification for Education and Business | Scoop.it
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Flexible Action and Articulated Skeleton Toolkit (FAAST)

Flexible Action and Articulated Skeleton Toolkit (FAAST) | Immersive Worlds & Gamification for Education and Business | Scoop.it

FAAST is middleware to facilitate integration of full-body control with games and VR applications using either OpenNI or the Microsoft Kinect for Windows skeleton tracking software.

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Lumiya Viewer - About Lumiya

Lumiya Viewer - About Lumiya | Immersive Worlds & Gamification for Education and Business | Scoop.it
Lumiya Viewer - Second Life viewer for Android platform...
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The Future of Virtual Characters - Jesse Schell (part 2)

The strongest bridge that connects the future of virtual worlds and the future of videogames may be the characters that we will interact with. Jesse Schell details ten different technologies that are shaping the future of virtual characters.

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Harvard Gazette: Academic turns city into a social experiment

Harvard Gazette: Academic turns city into a social experiment | Immersive Worlds & Gamification for Education and Business | Scoop.it
Antanas Mockus had just resigned from the top job of Colombian National University. A mathematician and philosopher, Mockus looked around for another big challenge and found it: to be in charge of, as he describes it, a 6.5 million person classroom.
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Augmented Reality in Practice

Presented at the Institutional Web Managers Workshop, 27 June 2013. The abstract can be found at http://lanyrd.com/2013/iwmw13/scfxzh/ ;

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Second Life turns 10: what it did wrong, and why it may have its own second life

Second Life turns 10: what it did wrong, and why it may have its own second life | Immersive Worlds & Gamification for Education and Business | Scoop.it
As it celebrates a decade of enabling virtual experiences, Second Life provides startups with a few hard but valuable lessons on the realities of creating products and building audiences.
Stylianos Mystakidis's insight:

Past, present and future of 3d #virtualworlds platform Second Life #SL 

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Gamifying Student Engagement

Gamifying Student Engagement | Immersive Worlds & Gamification for Education and Business | Scoop.it
In her TED talk, "Gaming Can Make a Better World," author and researcher Jane McGonigal posits that in game worlds people are "motivated to do something that matters, inspired to collaborate, to coo
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Saatchi S Gamification Study

Engagement Unleashed:Gamification for Business, Brands, and LoyaltyJune 2011 Please save trees by keeping this document electronic, or recycle.
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Swedish School Now Has A Mandatory Minecraft Class - Edudemic

Swedish School Now Has A Mandatory Minecraft Class - Edudemic | Immersive Worlds & Gamification for Education and Business | Scoop.it
All 13-year-old students must now take a manadatory Minecraft course at the Viktor Rydberg school in Stockholm, Sweden.
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3d virtual worlds can have significant impact in learning. Some schools are starting to get it.

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The 18 Greatest Gaming Scholars of All Time

The 18 Greatest Gaming Scholars of All Time | Immersive Worlds & Gamification for Education and Business | Scoop.it
Here are 18 gaming greats whose research has been critical in building and understanding games.
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Microsoft patent application shows Holodeck-style "immersive display"

Microsoft patent application shows Holodeck-style "immersive display" | Immersive Worlds & Gamification for Education and Business | Scoop.it
360-degree projector would "surround the user," work with depth-sensing cameras.
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Video Games: Potentially Powerful Learning Tools

Video Games: Potentially Powerful Learning Tools | Immersive Worlds & Gamification for Education and Business | Scoop.it

The story behind the new learning serious game Ludwig on Energy.

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Vitoria-Gasteiz Medieval History Game

Serious history game

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The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions | AvatarGeneration

The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions | AvatarGeneration | Immersive Worlds & Gamification for Education and Business | Scoop.it

AvatarGenerations' Editor built a Serious Game using a platform called ThinkingWorlds to showcase the pedagogies in games and to investigate how teacher attitudes and perceptions changed before and after playing the game. [] The game was designed to allow teachers to experience a range of educational activities, each built upon a clear and established pedagogy:   Gagné’s (1985) ‘Nine Events of Instruction’, Mayer’s (2002) cognitive theory of multimedia learning, Lave and Wenger’s situational learning theory (Lave and Wenger 1991), Kolb (1984) experiential learning theory and Skinner’s (1954) operant conditioning theory. 

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Gamification In The Classroom: How (And Why) One Teacher Did It

Gamification In The Classroom: How (And Why) One Teacher Did It | Immersive Worlds & Gamification for Education and Business | Scoop.it

Case study: Gamifying Mathematics

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