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Second Life -brief introduction (my PhD project)
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The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions. "While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group." It is highly recommended to not just view the images but download and view with full notes. It's rather dense. In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video. Enjoy.
Why Second Life Can't Tip: The Power and Perils of Living La Vida Ludic
Why Second Life Can't Tip: The Power and Perils of Living La Vida Ludic
Global Kids
Virtual world
Virtual world
Jaimiko1204
Slides from https://www.meetup.com/Blockchain-Experience-Design/
Blockchain Experience Design Meetup #2
Blockchain Experience Design Meetup #2
Gendry Morales
The Internet As Directed Anticipation
The Internet As Directed Anticipation
Zotronix
This presentation introduces students to some of the wider issues around virtual worlds: identity, subjectivity, appearance, reality, presence, and the possibilities of mixed reality and augmented reality in the future. It is chock-full of Lori Landay's machinima, and you can see more at http://www.youtube.com/user/ProfLL
Appearance & Reality in A Virtual World
Appearance & Reality in A Virtual World
LoriLanday
312 john lester
312 john lester
Society for Scholarly Publishing
Intersaction design_CIOD talk
Intersaction design_CIOD talk
freddieyauner
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Week1 Interactivity
CMoz
Recommandé
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions. "While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group." It is highly recommended to not just view the images but download and view with full notes. It's rather dense. In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video. Enjoy.
Why Second Life Can't Tip: The Power and Perils of Living La Vida Ludic
Why Second Life Can't Tip: The Power and Perils of Living La Vida Ludic
Global Kids
Virtual world
Virtual world
Jaimiko1204
Slides from https://www.meetup.com/Blockchain-Experience-Design/
Blockchain Experience Design Meetup #2
Blockchain Experience Design Meetup #2
Gendry Morales
The Internet As Directed Anticipation
The Internet As Directed Anticipation
Zotronix
This presentation introduces students to some of the wider issues around virtual worlds: identity, subjectivity, appearance, reality, presence, and the possibilities of mixed reality and augmented reality in the future. It is chock-full of Lori Landay's machinima, and you can see more at http://www.youtube.com/user/ProfLL
Appearance & Reality in A Virtual World
Appearance & Reality in A Virtual World
LoriLanday
312 john lester
312 john lester
Society for Scholarly Publishing
Intersaction design_CIOD talk
Intersaction design_CIOD talk
freddieyauner
Week1 Interactivity
Week1 Interactivity
CMoz
Vwdm stand for Virtual world Digital Media
Vwdm
Vwdm
ibrar shahid
Presentation given at Piemonte Share Festival, Torino, Italy — http://www.toshare.it/eng/about
Share Festival Networked Objects Manufacturing 031508.Key
Share Festival Networked Objects Manufacturing 031508.Key
Julian Bleecker
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Ready for Metaverse: NOTES version
Ready for Metaverse: NOTES version
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Introduction to Second Life
Second life ppt
Second life ppt
Howard Gregory
Some Virtual World and Second Life stuff.
Analysis of Play, October 3rd
Analysis of Play, October 3rd
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Lesson 7 violence continued and avatar
Lesson 7 violence continued and avatar
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Cyberspace and Identity Author(s): Sherry Turkle Reviewed work(s): Source: Contemporary Sociology, Vol. 28, No. 6 (Nov., 1999), pp. 643-648 Published by: American Sociological Association Stable URL: http://www.jstor.org/stable/2655534 . Accessed: 28/11/2012 23:32 Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at . http://www.jstor.org/page/info/about/policies/terms.jsp . JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected] . American Sociological Association is collaborating with JSTOR to digitize, preserve and extend access to Contemporary Sociology. http://www.jstor.org This content downloaded by the authorized user from 192.168.52.68 on Wed, 28 Nov 2012 23:32:32 PM All use subject to JSTOR Terms and Conditions http://www.jstor.org/action/showPublisher?publisherCode=asa http://www.jstor.org/stable/2655534?origin=JSTOR-pdf http://www.jstor.org/page/info/about/policies/terms.jsp http://www.jstor.org/page/info/about/policies/terms.jsp - = - Looking Toward Cyberspace: Beyond Grounded Sociology Cyberspace and Identity SHERRY TURKLE Program in Science, Technology, and Society Massachusetts Institute of Bechnolo<gy We come to see ourselves differently as we catch sight of our images in the mirror of the machine. Over a decade ago, when I first called the com- puter a "second self" (1984), these identity- transforming relationships were most usually one-on-one, a person alone with a machine.1 This is no longer the case. A rapidly expanding system of networks, collectively known as the Internet, links millions of people together in new spaces that are changing the way we think, the nature of our sexuality, the form of our com- munities, our very identities. In cyberspace, we are learning to live in virtual worlds. We may find ourselves alone as we navigate virtual oceans, unravel virtual mysteries, and engineer virtual skyscrapers. But increasingly, when we step through the looking glass, other people are there as well. Over the past decade, I have been engaged in the ethnographic and clinical study of how peo- ple negotiate the virtual and the "real" as they represent themselves on computer screens linked through the Internet. For many people, such experiences challenge what they have tra- ditionally called "identity," which they are moved to recast in terms of multiple windows and parallel lives. Online life is not the only fac- tor that is pushing them in this direction; there is no simple sense in which computers are caus- ing a shift in notions of identity. It is, rather, that today's life on the screen dramatizes and concretizes a range of cultural trends tha.
Cyberspace and IdentityAuthor(s) Sherry TurkleReviewed wo.docx
Cyberspace and IdentityAuthor(s) Sherry TurkleReviewed wo.docx
theodorelove43763
AJCU-DACE Virtual Worlds
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guest5e867
An examination of the self in the virtual world, implications for the real world and the Christian response
Straddling Between Two Worlds
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Presented to the College of Education and Human Development at UND as an intro demo.
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A quick intro to Second Life or teaching.
Rez Your Teaching
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hartt
Slides plus notes of the talk I gave at an event on social games organized by Waag Society and Mediawijzer.net on 23 October 2009. A blog post for this talk including additional notes can be found at: http://whatsthehubbub.nl/2009/10/improving-media-literacy-with-games/#footnote_3_119
Social gaming and new media literacies
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Presentation Second Life
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Second Life
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Python notes for Unit 1 Avanthi PG College
Python Notes for mca i year students osmania university.docx
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Ramakrishna Reddy Bijjam
This slide will show how to set domains for a field in odoo 17. Domain is mainly used to select records from the models. It is possible to limit the number of records shown in the field by applying domain to a field, i.e. add some conditions for selecting limited records.
How to Give a Domain for a Field in Odoo 17
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Similaire à Second Life -brief introduction (my PhD project)
Vwdm stand for Virtual world Digital Media
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Presentation given at Piemonte Share Festival, Torino, Italy — http://www.toshare.it/eng/about
Share Festival Networked Objects Manufacturing 031508.Key
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Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Ready for Metaverse: NOTES version
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Analysis of Play, October 3rd
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Cyberspace and Identity Author(s): Sherry Turkle Reviewed work(s): Source: Contemporary Sociology, Vol. 28, No. 6 (Nov., 1999), pp. 643-648 Published by: American Sociological Association Stable URL: http://www.jstor.org/stable/2655534 . Accessed: 28/11/2012 23:32 Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at . http://www.jstor.org/page/info/about/policies/terms.jsp . JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected] . American Sociological Association is collaborating with JSTOR to digitize, preserve and extend access to Contemporary Sociology. http://www.jstor.org This content downloaded by the authorized user from 192.168.52.68 on Wed, 28 Nov 2012 23:32:32 PM All use subject to JSTOR Terms and Conditions http://www.jstor.org/action/showPublisher?publisherCode=asa http://www.jstor.org/stable/2655534?origin=JSTOR-pdf http://www.jstor.org/page/info/about/policies/terms.jsp http://www.jstor.org/page/info/about/policies/terms.jsp - = - Looking Toward Cyberspace: Beyond Grounded Sociology Cyberspace and Identity SHERRY TURKLE Program in Science, Technology, and Society Massachusetts Institute of Bechnolo<gy We come to see ourselves differently as we catch sight of our images in the mirror of the machine. Over a decade ago, when I first called the com- puter a "second self" (1984), these identity- transforming relationships were most usually one-on-one, a person alone with a machine.1 This is no longer the case. A rapidly expanding system of networks, collectively known as the Internet, links millions of people together in new spaces that are changing the way we think, the nature of our sexuality, the form of our com- munities, our very identities. In cyberspace, we are learning to live in virtual worlds. We may find ourselves alone as we navigate virtual oceans, unravel virtual mysteries, and engineer virtual skyscrapers. But increasingly, when we step through the looking glass, other people are there as well. Over the past decade, I have been engaged in the ethnographic and clinical study of how peo- ple negotiate the virtual and the "real" as they represent themselves on computer screens linked through the Internet. For many people, such experiences challenge what they have tra- ditionally called "identity," which they are moved to recast in terms of multiple windows and parallel lives. Online life is not the only fac- tor that is pushing them in this direction; there is no simple sense in which computers are caus- ing a shift in notions of identity. It is, rather, that today's life on the screen dramatizes and concretizes a range of cultural trends tha.
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AJCU-DACE Virtual Worlds
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This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.
Second Life -brief introduction (my PhD project)
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Building tools, the
prim, landscape and the in-world Tringo game
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Research meeting in
SL
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Watching the sunrise
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Conducting an interview
in the middle of the lake...
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Playing Tetris in
Second Life
Télécharger maintenant