Digital Delights - Avatars, Virtual Worlds, Gamification
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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, AI, Gamification, Robots,
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Scooped by Ana Cristina Pratas
April 18, 2020 6:04 AM
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Try Loomies™

Try Loomies™ | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The Loomie App is the central point of the Loom Platform. It’s the go-to place to create and style your very first avatar.
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Scooped by Ana Cristina Pratas
March 20, 2020 2:25 PM
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Avataaars Generator - A free online avatar generator for anyone to make their beautiful personal avatar easily!

A free online avatar generator for anyone to make their beautiful personal avatar easily!
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Scooped by Ana Cristina Pratas
December 16, 2019 11:25 AM
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Welcome to Display.land | Capture & Edit Reality in 3D

Display.land generates 3D captures of physical spaces using the everyday smartphone camera, empowering anyone to create shared digital spaces for self-expression and creativity.
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Scooped by Ana Cristina Pratas
December 1, 2019 2:36 PM
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2D - Animation Tools for Apps, Games, and Web

2D - Animation Tools for Apps, Games, and Web | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Bring your apps and games to life with real-time animation. Flare is a powerful design and animation tool, which allows designers and developers to easily add high-quality animation to Flutter, iOS, Android, Unity, OpenGL, C++, C#, OpenTK, HTML, JS, and other apps and games.
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Scooped by Ana Cristina Pratas
November 23, 2019 3:16 AM
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Futurism

Futurism

Futurism ( Italian: Futurismo) was an artistic and social movement that originated in Italy in the early 20th century. It emphasised speed, technology, youth, violence, and objects such as the car, the airplane, and the industrial city. Its key figures were the Italians Filippo Tommaso Marinetti, Umberto Boccioni, Carlo Carrà, Gino Severini, Giacomo Balla, and Luigi Russolo.

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Scooped by Ana Cristina Pratas
November 22, 2019 12:53 AM
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What AI chips do to people's brains —

What AI chips do to people's brains — | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The biggest issues facing the nascent brain-interface industry are security, surveillance, and privacy.
deniseroberts's curator insight, November 22, 2019 12:24 PM

The brain is the final frontier..

Scooped by Ana Cristina Pratas
November 22, 2019 12:50 AM
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Haraway_CyborgManifesto.html

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Scooped by Ana Cristina Pratas
November 19, 2019 5:15 AM
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Inspiring Educators in Game-Based Learning

Inspiring Educators in Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Every day, educators are finding inspiring and inventive ways to use games and game-based pedagogy with their students. Their stories help us discover new models and techniques for game-base
Carlos Sánchez's comment, December 3, 2023 2:14 PM
It is important to find this type of educators, because they are fundamental for establishing the game-based learning movement. In my opinion, it is essential to train educators by experts in the field of gamification.
Scooped by Ana Cristina Pratas
November 19, 2019 2:15 AM
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Gaming science: the “Gamification” of scientific thinking 

Gaming science: the “Gamification” of scientific thinking  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provid
Carlos Sánchez's comment, December 3, 2023 2:25 PM
Good job! The use of video games is justified because they have the potential to be exploited for profit in scientific education. Gamification provides motivation to students and promotes teamwork.
Scooped by Ana Cristina Pratas
November 19, 2019 2:03 AM
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How to Teach with Games eBook

How to Teach with Games eBook | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Packed with expert perspectives and practical advice, our free How to Teach with Games eBook is an essential resource for educators aiming to integrate educational games into their classrooms!
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Scooped by Ana Cristina Pratas
November 16, 2019 6:31 AM
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Metaverse - Create Amazing Things

Metaverse - Create Amazing Things | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Metaverse is the easiest way to create Augmented Reality experiences. No programming required.
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Scooped by Ana Cristina Pratas
November 13, 2019 9:23 AM
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12 must-watch TED Talks on artificial intelligence

12 must-watch TED Talks on artificial intelligence | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
For all, you who are technology lovers, AI enthusiasts, & casual consumers with peaked interest, here are 12 must see TED Talks on Artificial intelligence.
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Scooped by Ana Cristina Pratas
November 7, 2019 12:15 PM
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Meet ‘Mindar,’ the robotic Buddhist priest

Ana Cristina Pratas's insight:

https://www.washingtonpost.com/video/business/technology/buddhists-unveil-mindar-an-android-robotic-priest-at-a-400-year-old-temple-in-kyoto-japan/2019/08/22/d66b9ff6-8ef3-4a2c-87f5-cc243f2fc32d_video.html

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Scooped by Ana Cristina Pratas
April 10, 2020 9:42 AM
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Can robots be creative? - Gil Weinberg

View full lesson: http://ed.ted.com/lessons/can-robots-be-creative-gil-weinberg

People have been grappling with the question of artificial creativity -- alongside the question of artificial intelligence -- for over 170 years. For instance, could we program machines to create high quality original music? And if we do, is it the machine or the programmer that exhibits creativity? Gil Weinberg investigates this creative conundrum.

Lesson by Gil Weinberg, animation by TOGETHER.
WalterStephenson's comment, November 30, 2022 1:59 AM
nice
Scooped by Ana Cristina Pratas
December 31, 2019 2:14 AM
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K20 Center Games

K20 Center Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
WalterStephenson's comment, November 30, 2022 1:59 AM
super
Scooped by Ana Cristina Pratas
December 5, 2019 12:48 PM
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Teach Anything with Games

Teach Anything with Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Games students love, supercharged for school with lesson plans and learning analytics!
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Scooped by Ana Cristina Pratas
November 23, 2019 3:21 AM
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Someday, Robot Artists May Have to Explain Their Creations to Us

Someday, Robot Artists May Have to Explain Their Creations to Us | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Physicist and author Arthur Miller shares his thoughts on the future of artificial intelligence, art, and what it means for machines to be creative.
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Scooped by Ana Cristina Pratas
November 22, 2019 12:59 AM
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The Risks of Using AI to Interpret Human Emotions

The Risks of Using AI to Interpret Human Emotions | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
People are complicated.
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Scooped by Ana Cristina Pratas
November 22, 2019 12:51 AM
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Science Fiction Prototypes –

Science Fiction Prototypes – | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Science Fiction Prototypes (SFPs) are works of fiction, intended to spur individuals to think about potential future digital / cyber capabilities that could effect us.  They are plausible science f…
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Scooped by Ana Cristina Pratas
November 22, 2019 12:49 AM
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Hyper-Reality

Hyper-Reality | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Hyper-Reality is a concept film by Keiichi Matsuda. It presents a provocative and kaleidoscopic new vision of the future, where physical and virtual realities have merged, and the city is saturated in media.
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Scooped by Ana Cristina Pratas
November 19, 2019 2:18 AM
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5 Amazing EdTech and Game-Based Learning Podcasts

5 Amazing EdTech and Game-Based Learning Podcasts | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Marketing Assistant James LaPierre highlights five of Filament’s favorite EdTech and game-based learning podcasts.
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Scooped by Ana Cristina Pratas
November 19, 2019 2:04 AM
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Games blamed for moral decline and addiction throughout history

Games blamed for moral decline and addiction throughout history | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Somewhere between the early Buddhist times and today, worries about game addiction have given way to scientific understanding of the benefits of play, rather than its detriments.
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Scooped by Ana Cristina Pratas
November 17, 2019 1:32 AM
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This Short Film Is Written Entirely By AI

Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
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Scooped by Ana Cristina Pratas
November 14, 2019 11:03 AM
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Resonant Games

Resonant Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
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Scooped by Ana Cristina Pratas
November 10, 2019 11:39 AM
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Yes, hyena robots are scary. But they're also a cunning marketing ploy 

Yes, hyena robots are scary. But they're also a cunning marketing ploy  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
There’s something unsettling about a private firm making powerful autonomous machines – but what’s scarier is who’s building them, and why
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