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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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Visitors to London department store Selfridges can take a virtual reality tour created by technology company Inition inside a helmet by Gareth Pugh.
ProtoSphere by ProtonMedia brings the ultimate 3D enterprise collaboration solution to the ease and mobility of the iPad.
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 ...
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.
Innovative virtual reality application
The End of the University as We Know It - Nathan Harden - The American Interest - The higher ed revolution is coming.
Great article of the future of universities in the era of e-learning & MOOCs
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.
IllumiRoom is a proof-of-concept system from Microsoft Research.
Home Virtual Reality System
How will Distance Learning and Virtual Worlds transform Education? How does the future of Education look like?
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!
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.
Lumiya Viewer - Second Life viewer for Android platform...
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.
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.
Presented at the Institutional Web Managers Workshop, 27 June 2013. The abstract can be found at http://lanyrd.com/2013/iwmw13/scfxzh/ ;
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.
Past, present and future of 3d #virtualworlds platform Second Life #SL
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
Engagement Unleashed:Gamification for Business, Brands, and LoyaltyJune 2011 Please save trees by keeping this document electronic, or recycle.
All 13-year-old students must now take a manadatory Minecraft course at the Viktor Rydberg school in Stockholm, Sweden.
3d virtual worlds can have significant impact in learning. Some schools are starting to get it.
Here are 18 gaming greats whose research has been critical in building and understanding games.
360-degree projector would "surround the user," work with depth-sensing cameras.
The story behind the new learning serious game Ludwig on Energy.
Serious history game
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.
Case study: Gamifying Mathematics