The document discusses how the internet and emerging technologies have changed education from isolated one-room schoolhouses to virtual classrooms and learning environments. It outlines various virtual worlds, augmented reality platforms, synchronous learning tools, knowledge sharing platforms, and social media that facilitate online and networked learning experiences. Emerging technologies continue to change how education is delivered and knowledge is shared in interactive virtual spaces.
The metaverse refers to shared virtual spaces where users interact through avatars. It builds on concepts from science fiction and seeks to make online interactions more lifelike through technologies like virtual and augmented reality. While still in early stages, many tech companies and investors see the metaverse as the future of the internet and are working to develop the required technologies and digital spaces.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
This document discusses the metaverse and its potential implications. It provides background on the metaverse, describing it as an online 3D virtual space where users can interact. Examples of current platforms with metaverse-like elements are discussed, including Fortnite, Roblox, and Decentraland. Facebook's plans to build the metaverse are outlined. The document also notes areas of focus for developing the metaverse responsibly, such as privacy, safety, and inclusion. Finally, it suggests steps Thailand could take to benefit from and guide the development of the metaverse, such as developing human capital and regulations around its use.
The document discusses the concept of the metaverse and how virtual and augmented realities are merging with the real world. It notes that within 15 years, most work and play will involve the virtual world and only a few large companies will dominate the virtual reality network. These companies will become the largest in history by controlling different aspects like virtual lenses/interfaces, digital identities, and virtual spaces/land. The growth of extended realities will change how reality itself is defined and experienced over time as more stories are told and lived out through virtual worlds that we imagine.
With 2021 coming to an end, 2022 is poised to be an important year for Metaverse. There are dozens of Metaverse on the market and it can be difficult to tell which is a good project. Therefore, visionary entrepreneurs have already developed many Metaverse projects and these projects are attracting great attention.
The document discusses the metaverse and provides links to gometa.io's landing page studio and YouTube channel. Gometa.io appears to offer tools for building in the metaverse. Their YouTube channel may provide more information on their products and vision of the metaverse.
The document discusses the growing metaverse market, which saw over $10 billion invested in 2021. It defines the metaverse as a hyper-real alternative world that exists online through virtual communication, economies, and uses VR/AR. It outlines the key components of the metaverse ecosystem including retail/commerce, guilds, metaverse projects, launchpads/investors, NFT/GameFi, blockchain networks, and popular metaverse projects by market cap like Decentraland and The Sandbox. Finally, it discusses some challenges to adoption like technology costs and usability, and says quality content will be key to near-term success.
The document provides an introduction and overview of the metaverse. It defines the metaverse as a virtual space combining technologies like blockchain, VR, AR and digital assets. NFTs can be used to represent real-world assets in the metaverse. The metaverse consists of elements like web 3.0, blockchain protocols, NFTs, games, cryptocurrencies, VR, AR and mixed reality. Various industries are exploring applications of metaverse technologies in areas like finance, gaming, fashion, marketing and more. While still early, the metaverse may eventually become a second digital world for socializing, working and commerce.
The document discusses the concept of the metaverse and its potential future impact. It defines the metaverse as a virtual reality space where users can interact with a computer-generated environment and each other. Large companies like Meta, Microsoft, and Epic Games are investing in developing aspects of the metaverse using technologies like virtual reality headsets. In the future, the metaverse could allow users to socialize, work, learn, and be entertained in virtual environments. However, concerns exist around increased screen time, privacy, and the potential for the metaverse to blur the lines between reality and virtual worlds.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Metaverse - The Future of Marketing and Web 3.0 (1) Linked.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
The document discusses whether the metaverse is the next big thing. It describes the metaverse as a collection of 3D virtual worlds where users can access activities and create avatars. Many large companies like Facebook, Microsoft, and Roblox are investing heavily in developing metaverse technologies. Key elements needed for the metaverse include infrastructure, human interfaces, decentralization, spatial computing, and support for a creator economy. The possibilities of the metaverse include virtual tourism and remote learning.
The document discusses definitions of the metaverse from various sources and proposes categories. It notes that while the metaverse concept originated in the 1990s, it has recently gained attention due to technological advances, changing consumer trends, and the pandemic. The metaverse can be defined narrowly as virtual worlds accessed via avatars or broadly to include most online services. Characteristics include persistence regardless of individual access and simultaneous participation through individual existences.
The document discusses the Metaverse and investment opportunities related to it. It explains that the Metaverse refers to virtual reality and augmented reality technologies that will allow for more immersive online experiences. Facebook is changing its name to Meta to reflect its focus on developing Metaverse technologies, while Microsoft's $70 billion acquisition of Activision Blizzard positions it as a major player in the Metaverse through its gaming content and platforms. The document outlines several companies actively working on Metaverse technologies that could present investment opportunities as the concept continues to evolve in coming years.
The document discusses the metaverse and its business opportunities. The metaverse is a collective virtual space where physical and digital reality converge, allowing for enhanced immersive experiences. As the metaverse develops, activities like buying virtual land and socializing will take place within it. This opens opportunities for higher education, events, retail, and more to engage customers in new immersive ways. Business leaders should develop digital strategies and be aware of risks in this emerging decentralized environment.
Everything about metaverse. Advantages,Disadvantages, metaverse movies. Vaidehi Patel
Everything that you need to know about metaverse. how to enter metaverse? What are the advantages of metaverse? Who bought metaverse? metaverse crypto projects? Metaverse movies? metaverse development company. metaverse avatars? metaverse virtual world? metaverse platforms? metaverse companies? It is all based on the concept of broadly transporting our physical-world experiences into mixed reality, virtual reality, and eventually augmented reality. The ultimate focus is to develop decentralized, fully interoperable, and immersive digital communities.
How the Metaverse is Changing Reality ForeverEmmaChiu4
The document discusses how the metaverse is emerging as a unified digital world where people increasingly socialize, collaborate, and create in virtual spaces. As big tech and gaming companies race to define the metaverse, the users who populate these worlds will ultimately shape them. The metaverse could redefine creativity for younger generations and enable more collaborative idea generation. A panel at SXSW will examine what the metaverse is, how technology is unleashing new creative potential, and whether the metaverse can foster inclusive, democratized digital communities.
Talking about the new tech vibe in market by FB - Metaverse, The metaverse is a vision of what many in the computer industry believe is the next iteration of the internet.
The document provides an overview of metaverse services and business models. It defines what a metaverse is, as well as related concepts like non-fungible tokens (NFTs) and blockchain. Avatars, virtual reality, augmented reality, and mixed reality are important technologies that enable the metaverse. The document also discusses potential business opportunities in the metaverse like virtual events, education, retail, and social media. While the metaverse could enhance creativity and provide new opportunities, issues like privacy, health concerns, and identity hacking would need to be addressed.
When asked to do a research assignment, Rafael , 12M (EJR) went for two topics that have puzzled him. This is the ppt he created as the support for his presentation.
This document provides an overview of Multiverse, a leading virtual world platform founded in 2004. It summarizes Multiverse's management team and technology, which allows users to navigate 3D virtual worlds via a browser. The document also outlines Multiverse's network architecture, costs for different services, example games being built on the platform, and tools for content creation. It concludes by discussing the potential for an educational medical game on Multiverse.
We look at the history of the multiverse, the big bang theory, the problem of fine-tuning, how it is solved by the anthropic principle, how the combination of eternal inflation & string theory might create many universes, and a bit of discussion as to the odds of the multiverse being true.
Edwin Hubble observed that the light from distant galaxies was redshifted, indicating they were moving away from us. The further away the galaxy, the greater the redshift, meaning more distant galaxies were receding faster. This led to the conclusion that the universe is expanding, with all galaxies moving away from each other. While the expansion provides evidence for the big bang theory, it also raises questions about dark matter providing more gravity than visible matter, as well as the acceleration of the expansion due to dark energy.
The document discusses four levels of possible parallel universes. Level I proposes that other universes may exist beyond the observable bounds of our own, as space is believed to be infinite. Level II suggests that other universes could have formed from bubbles in the early inflation of the universe. Level III describes the multiverse theory arising from the quantum mechanical many worlds interpretation. Level IV encompasses other mathematical structures that may constitute universes under different physical laws.
The document discusses the multiverse theory, which proposes that our universe is one of many parallel universes that together comprise everything that exists. It describes different types of multiverse hypotheses, including those proposed by Max Tegmark, Brian Greene, and others. While the multiverse theory is debated in physics and lacks direct evidence, it has been explored in various works of fiction and media.
The document provides an overview of the semantic web and how it works. It discusses different approaches to semantics including tagging, statistics, linguistics, semantic web, and artificial intelligence. It describes standards for the semantic web like RDF, OWL, and SPARQL. The document outlines the future outlook for the semantic web and discusses an application called Twine that uses semantic web technologies to organize, share, and discover content around user interests.
This document discusses the Web 2.0 toolset and provides contact information for Tom Raftery. It outlines various Web 2.0 technologies like blogs, wikis, social networks, microblogs, social bookmarking, and feed aggregators. It also discusses how these technologies have democratized the web and made it a two-way medium. The conclusion emphasizes that organizations must embrace Web 2.0 tools or risk falling behind.
The document discusses the future of content management, proposing a unified content management platform that combines capabilities such as content interoperability, actionable content, semantic search, social collaboration, and mashability. It envisions this platform as providing the best of publishing, web content management, enterprise content management, portal, search, and social software capabilities through an integrated solution. The platform is positioned as providing first-class content-enabled solutions for both technical and business users.
This document discusses various technologies that can be used for instruction, including SMART Notebook software for interactive content creation and sharing, LiveText for assessment, and RubiStar for developing rubrics. It also outlines features of the Wimba virtual classroom platform and describes concepts related to Web 2.0 like Ajax, mashups, RSS, blogs, wikis, and social networking. Key Web 2.0 technologies and applications highlighted include Google Maps, YouTube, Prezi, Dropbox, WordPress, and open educational resources from the OpenCourseWare Consortium. The document concludes with an overview of the Semantic Web and the potential for Web 3.0 to enable more intelligent searching and automated task completion.
This document provides a table to map technological tools based on their communication and interactivity capabilities. Users are asked to consider how useful this exercise is in helping make decisions about classroom tools and whether others would map tools in the same way. The table is meant to help classify tools based on how communicative or interactive they are.
This document discusses using semantic wikis to reduce the steep learning curve in developing semantic web applications. It presents a semantic wiki called Towards Social Webtops that allows for easy publishing, smart data propagation, fast prototyping in the browser, and lightweight concept modeling. The semantic wiki is demonstrated at http://tw.rpi.edu/wiki and includes applications like an RPI map and events calendar, a wine wiki, group information management, and an ontology repository. It addresses challenges in data organization, sharing, personalization, privacy, and provenance through features like RDF modeling, relational modeling, rules, semantic templates and forms, annotation extensions, and remote querying of multiple wikis.
This document discusses the evolution of technology in education from 1985 to present day. It outlines how hardware, software, users and uses of technology have changed over time in both education and society generally. It then focuses on how computers can now be used as a subject in education from beginner to more advanced levels, teaching important digital skills. Finally, it examines how Web 2.0 technologies like social networking, blogging and wikis can support learning across subjects when students have the necessary skills to use these tools.
1. New media like the internet is constantly changing and developed in a decentralized way by millions of people, allowing for more participation and conversation compared to traditional top-down old media.
2. Control over media and the conversation is shifting away from large media companies as people now have more options to find niche content online and participate in creating their own materials.
3. Emerging technologies will make online search more sophisticated over time, potentially leading to an advanced "Web 3.0."
Great presentation on how to build virtual community, by David Hinds, performed for Social Media Club South Florida in January 2009.... posted here by me just to be able to share it with some friends.
I'm not the author... even If I would love to be :-)
Company 2.0 - Solvay Entrepreneurs May 2012David Hachez
This document provides an overview of social media and its integration into business. It discusses the evolution from traditional media to social media, defines key concepts like enterprise 2.0 and personal branding. It then provides a step-by-step guide to using social media and concludes by emphasizing the importance of understanding human psychology and empathy to effectively engage with social media.
David Hinds presented on how to grow vibrant virtual communities. He defined a virtual community as a population that interacts across a host platform with shared interests. He outlined four steps to grow a community: 1) identify population needs, 2) design the host platform, 3) provide initial content, and 4) facilitate and guide the community. For the Social Media Club, this involves connecting local groups, facilitating knowledge sharing between events, and ensuring discussions are documented for others.
This document provides an overview of web analytics and social media dashboards. It defines key terms like analytics, creation, curation, control and collaboration. It then lists popular tools for each category, such as Google Analytics for insights, Skype for exchange, and Dropbox for storage. The document concludes by posing an open question about web analytics.
Peter Morville gave a presentation on ubiquitous information architecture and cross-channel strategies. He discussed how fragmentation across sites and platforms creates usability issues for users. He advocated for a unified "one library" approach and mapping the customer journey across channels to improve findability. Morville also covered designing for continuity across devices and contexts like location. The talk emphasized taking a holistic view of the user experience across the physical and digital to create coherent, connected experiences.
Part One of presentation used in a Web 2.0 / Library 2.0 familiarisation session for Dublin City Public Libraries' staff, 2007. Thanks in particular to H for use of some content.
A lecture prepared for the first session of the "Certificate in Community Management" proposed by Ichec. More info available here: http://www.ichec-entreprises.be/certificat_en_community_management-6993.html
This document discusses critical literacies and new technologies. It defines key concepts like literacy and new literacies. It describes characteristics of Web 2.0 technologies like user-generated content and social mediation. The document maps various digital skills frameworks to pedagogical approaches and proposes developing literacy skills through a reflective, design-based approach that encourages learning with and through others using visualization and new metaphors.
Digital literacies are skills needed to communicate and interpret ideas in a modern context with new technologies. They include the ability to use various web 2.0 tools like social media, blogs, and wikis. Developing digital literacies requires adopting new approaches to teaching and learning that are personalized, situated, inquiry-based, and reflective. It also means developing skills like visualizing information, networking, and practicing critical thinking when analyzing online communications.
Satta Matka Dpboss Kalyan Matka Results Kalyan ChartMohit Tripathi
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Front Desk Management in the Odoo 17 ERPCeline George
Front desk officers are responsible for taking care of guests and customers. Their work mainly involves interacting with customers and business partners, either in person or through phone calls.
Still I Rise by Maya Angelou
-Table of Contents
● Questions to be Addressed
● Introduction
● About the Author
● Analysis
● Key Literary Devices Used in the Poem
1. Simile
2. Metaphor
3. Repetition
4. Rhetorical Question
5. Structure and Form
6. Imagery
7. Symbolism
● Conclusion
● References
-Questions to be Addressed
1. How does the meaning of the poem evolve as we progress through each stanza?
2. How do similes and metaphors enhance the imagery in "Still I Rise"?
3. What effect does the repetition of certain phrases have on the overall tone of the poem?
4. How does Maya Angelou use symbolism to convey her message of resilience and empowerment?
Views in Odoo - Advanced Views - Pivot View in Odoo 17Celine George
In Odoo, the pivot view is a graphical representation of data that allows users to analyze and summarize large datasets quickly. It's a powerful tool for generating insights from your business data.
The pivot view in Odoo is a valuable tool for analyzing and summarizing large datasets, helping you gain insights into your business operations.
Credit limit improvement system in odoo 17Celine George
In Odoo 17, confirmed and uninvoiced sales orders are now factored into a partner's total receivables. As a result, the credit limit warning system now considers this updated calculation, leading to more accurate and effective credit management.
Beyond the Advance Presentation for By the Book 9John Rodzvilla
In June 2020, L.L. McKinney, a Black author of young adult novels, began the #publishingpaidme hashtag to create a discussion on how the publishing industry treats Black authors: “what they’re paid. What the marketing is. How the books are treated. How one Black book not reaching its parameters casts a shadow on all Black books and all Black authors, and that’s not the same for our white counterparts.” (Grady 2020) McKinney’s call resulted in an online discussion across 65,000 tweets between authors of all races and the creation of a Google spreadsheet that collected information on over 2,000 titles.
While the conversation was originally meant to discuss the ethical value of book publishing, it became an economic assessment by authors of how publishers treated authors of color and women authors without a full analysis of the data collected. This paper would present the data collected from relevant tweets and the Google database to show not only the range of advances among participating authors split out by their race, gender, sexual orientation and the genre of their work, but also the publishers’ treatment of their titles in terms of deal announcements and pre-pub attention in industry publications. The paper is based on a multi-year project of cleaning and evaluating the collected data to assess what it reveals about the habits and strategies of American publishers in acquiring and promoting titles from a diverse group of authors across the literary, non-fiction, children’s, mystery, romance, and SFF genres.
How to Configure Time Off Types in Odoo 17Celine George
Now we can take look into how to configure time off types in odoo 17 through this slide. Time-off types are used to grant or request different types of leave. Only then the authorities will have a clear view or a clear understanding of what kind of leave the employee is taking.
Principles of Roods Approach!!!!!!!.pptxibtesaam huma
Principles of Rood’s Approach
Treatment technique used in physiotherapy for neurological patients which aids them to recover and improve quality of life
Facilitatory techniques
Inhibitory techniques
No, it's not a robot: prompt writing for investigative journalismPaul Bradshaw
How to use generative AI tools like ChatGPT and Gemini to generate story ideas for investigations, identify potential sources, and help with coding and writing.
A talk from the Centre for Investigative Journalism Summer School, July 2024
32. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
33. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
34. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
35. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
36. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
37. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
69. Tom Atkinson
College of Education
University of Central Florida
Atkinson@mail.ucf.edu
SL: Professor Tomsen
Twitter: AtkinsonUCF
http://education.ucf.edu/Insttech
AECT
Twitter: AECT_SL
http://www.aect.org/secondlife
http://slurl.com/secondlife/CAVE/31/29/805
Editor's Notes
Metaverse: A Convergence of Realities As virtual worlds increasingly augment the physical world, our experience has become a convergence of realities through text, media, the Web, and now virtual worlds into a dimension as vast as space and as timeless as infinity, a dimension between imagination and the knowledge of one’s physical reality that forms the “Metaverse”. Join “Dr. Atkinson” as he explores the boundaries of our new reality.http://slurl.com/secondlife/CAVE/200/61/22
The expansion into new media has been so extensive that a new model has emerged to supply the endless appetites of consumers.
While creating instructional materials by educators is nothing new, the ability to immediately share content and methods through electronic resources has resulted in a frenzy of access to user-created content into what some call…
….Cloud Computing Service.
Cloud computing refers to the use of Web-based services that are dynamically scalable to the needs of the user. Many services adopted the utility computing model (pay for what you use), while others are billed on a subscription basis, but most are actually free.
For example, files could be stored on SkyDrive with Windows Live instead of a local drive. Cloud computing led to a proliferation of new applications on what is now referred to as …..
Web 2.0,which refers to a perceived second generation of Web development and design to facilitate communication, information sharing, and collaboration.
Web 2.0 concepts have led to the development and evolution of Web-based communities, hosted services, and applications, such as social-networking sites, video-sharing sites, wikis, blogs, and folksonomies for classifying social tags. Commercial applications and databases represent the majority of sites.
For example, the SUNLINK project in Florida host….
…over 3 million titles…
…and nearly 29 million holdings….
…from all K-12 schools in Florida.
Similarly, the Web 2.0 application, Shelfari.com, enables users to build their own bookshelf to share with classmates, friends, family, and others. While Sunlink requires hundreds of thousands of dollars annually for hiring a company to update and maintain, Shelfari is free and maintained by consumers. Libraries solicit patrons to create personal bookshelves with reviews and information about authors.
Museums could use Dipity to connect artifacts with timelines,
…or Google Map Maker to link cultures with points of interest or historical reference.
So, what is the Metaverse? In 2002, a group of 100 computer professionals, researchers, and business consultants met to discuss the future of the Web. The result was a roadmap to the Metaverse.
There is no single, unified entity called the Metaverse—rather, like Web 2, it is comprised of tools and objects embedded everywhere in our environment as integrated features in our lives. Eventually, many of the Internet activities we now associate with the Web 2 will migrate to the 3D spaces of the Metaverse. This doesn’t mean all or even most of our web pages will become 3D, or even that we'll typically read Web content in 3D spaces. It means that as new tools develop, we’ll be able to intelligently mesh 2D and 3D to gain the unique advantages of each, in the appropriate context. Although the "Web" technically refers to a particular set of protocols and online applications, the term has become shorthand for online life. It's possible that "Metaverse" will come to have this same duality: referring to both a particular set of 3D web technologies and the standard way in which we think of life online.
The commission identified four scenarios of the Metaverse: Virtual Worlds, Mirror Worlds, Augmented Reality, Lifelogging. These four scenarios emphasize different functions, types, or sets of Metaverse technologies. Although all four are emerging, the conditions under which each will fully develop, in particular contexts, are far from clear.
For example, virtual worlds increasingly augment the economic and social life of physical world communities. As virtual and physical worlds collide, studies indicate participants have difficulty distinguishing between them. Participants in virtual worlds feel connected with others during social interactions. Bran scans show similar activity when learners engage in simulations as compared to real situations.
You may recall how Tom Cruise in the movie, Minority Report, was able to use a device that allow him to pinpoint the location and details about crimes before they were committed. In augmented reality, Metaverse technologies enhance the one’s physical world through the use of location-aware systems and interfaces that process and layer networked information on top of our everyday perception of the world.
For example, mirror worlds are informationally-enhanced virtual models or “reflections” of the physical world. Their construction involves sophisticated virtual mapping, modeling, and annotation tools, geospatial and other sensors, with location-aware and other lifelogging (history recording) technologies. Google Street Maps illustrates how maps contain cues for visitors. Prior to attending a conference at the Galt House in Louisville, KY, I was able to see the location and explore the hotel, restaurants, attractions, and transportation.
With the recent announcement of over 5 billion sold worldwide, mobile devices enhance digital maps with information about objects and personal tracking of friends.
Another example of blending physical realities with virtual is the Wii game. Here an archer practices his motor skills with a virtual target.
In James Cameron’s movie “Avatar”, human thoughts are fed into a virtual world that augments their reality.
In the real world, how we interact through various communication systems is rapidly changing our everyday life. In a study of human and avatar interactions called Project Natal, ateacherinserts a message on a sheet of paper into a scanner at the top of the screen, the avatar responds by grabbing the digital image and reading the message.
At a recent MPI Event in Cancun, participants establish connections with presenters, exhibitors and other participants before, during, and after the event to enhance their experience.
Using applications like Twitter, lifelogging technologies record and report the intimate states and life histories of users.
Lifelogging is not just software applications. Wearable cameras capture an image every 30 seconds. With 1GB of memory it can store up to 30,000 images before downloading. Built-in accelerometer and light sensors control the shutter . For example, an infrared sensor detects when someone comes near and takes a snapshot.Read more: http://www.devicemag.com/2009/10/19/vicon-plans-launch-of-wearable-lifelogging-camera-viconrevue-by-2010/#ixzz0UWv76fNn
O’Driscoll (2007) refers to this collection of applications as the iWeb,
which consists of four vectors: immediate, intuitive, interactive, and immersive. He believes that as this three-dimensional, avatar-mediated space emerges, virtual worlds will combine these qualities into a singularity, a worldwide virtual platform that allows users to engage in what matters most to them.
The “Immediate Vector” identifies 2D learning applications, sometimes referred to as flatland, that integrate with knowledge sharing repositories where networked virtual spaces emerge. These spaces integrate synchronous sharing with asynchronous storage using products like SharePoint, Live Meeting, Blackboard, and Webex.
The “Intuitive Vector” combines Web 2.0 technologies likeblogs, wikis, podcasts, and social media sites like Facebook and MySpace that use “tags” to access information and interact with others about specific activities.
As the Web enters the next dimension, most of the social networking sites like Facebook and MySpace will replace Web pages with Web spaces to form the “Interactive Vector.”
Likewise in the “Immersive Vector,” synchronous 2D learning platforms will become 3D as distance learning systems like Webex, Centraand Live Meeting integrate with virtual spaces.
Creating virtual space is similar to developing real space. It begins with defining a plan.