Key words/Searches
Virtual environments
Second Life
Computer games in Education
Adaptive Play
Adaptation
Play
Second Life and Interactivity
Simulation
Cybernetics
Complex Adaptive Systems
Open Systems
Feedback loops
System theory
Interactivity
Search Locations
Internet search (Google and Youtube)
Digital Games Research Association Database (digra[dot]org),
Journal of Virtual Worlds
IFIP-EC-NEWS International Federation for Information Processing ENTERTAINMENT COMPUTING NEWS service
RezHed online Hub (Forum) http://rezedhub.ning.com/
Second Life Educators forum http://www.simteach.com/wiki/index.php?title=Second_Life_Education_Wiki
Second Life Grid http://secondlifegrid.net/slfe/education-use-virtual-world
Newsgroup/Mailing list
Eschoolnews http://www.eschoolnews.com
Eschoolnews contains the latest news, information, and resources on how secondary/high school educators are using technology in the classroom.
IFIP-EC-NEWS International Federation for Information Processing
Latest news and announcements to the entertainment computing community.
Centre for Learning in Virtual Environments(CliVE)
http://clive.merlot.org/
Is a collaboration between The Center for Advanced Technology in Education (CATE) at The University of Oregon, Sun Microsystems, and MERLOT to create two complimentary spaces - here on the World Wide Web and also within 3D space - for comparing, contrasting, and informing educators about the potentials and challenges for learning and teaching in Multi-User Virtual Environments.
Books:
Heim M 1998, Virtual Realism - New York, Oxford University Press
Michael Heim examines the world of virtual reality and discusses its effect on our present and future lives. He explores the uses of virtual reality for industry and the military, as well as for art and entertainment. He argues that there must be a balance between virtual reality and reality itself. This "uneasy balance" he calls virtual realism.
Gee J 2003, What Video Games Have to Teach Us About Learning and Literacy, New York, Palgrave Macmillan
James Gee discusses how video games are not just a mode of entertainment but have the attributes to be a key tool in developing education, that is not only engaging but fun. He argues that there are elements within computer games that can be conducive to learning making mind-numbing tasks more enjoyable. He discusses his own principles of learning comparing them with traditional based systems. James Gee pushes the argument that more should be made of computer games in education.
Hayles K, 1999, How We Became Post Human, Chicago, The University of Chicago Press
Katherine Hayles examines embodiment in technology and the journey to the virtual age.
Weiner N, 1961, Cybernetics: or Control, and Communication in the Animal and the Machine, Massachusetts, Da Capo Press
Looks at feedback & control theory.
Weiner N, 1988, The Human Use Of Human Beings: Cybernetics And Society, Massachusetts, Da Capo Press
Founder of cybernetics Weiner explores the relationship between computers and humans. Wener hoped that oone day that machines, computers etc would help mankind to ease its workload. This book examines the implications of cybernetics for education, law, language, science, technology.
Articles:
Becker K 2005, How Are Games Educational? Learning Theories Embodied in Games, Vancouver: University of Vancouver
Discusses the initial resistance to the use of gaming technology to improve learning and how with time, the value of using computer games is now becoming widely accepted as a tool to improve pedagogy. He tries to explain how two learning theories by Cagnes and Garderner coincide with existing game design. The article explores how game designers employ multiple approaches to both aid and challenge players that can be used to improve learning in education.
Galarneau L 2005, Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge, Vancouver: University of Vancouver
Lisa Galarneau discusses how initially there was a great rush to use computer games and e-learning to improve education but lack of inventiveness and focus in their design, left them being just chocolate-covered broccoli ie the content and teaching methods used within the games was unchanged from their non-game origins. Allowing the learner to take control of their own learning at their own speed using games technology leaves the student at the center of the own learning, they have the control.
Internet
Elmo! 6thAugust, viewed 29/10/09 http://www.rikomatic.com/blog/2009/08/gie09.html
This blog provides excellent links to lots of information regarding games in education.
Angel Del B, Torrente J, Ger Moreno P and Manjon B, 2009, Bridging the Gap: Adaptive Games and Student-Centered VLEs, http://adsabs.harvard.edu/abs/2009LNCS.5686..130D 11/12/09
Freidman D, Donenfeld A and Zafran E, 2009, Neurophysiology-based art in immersive virtual reality, International Journal of Arts and Technology, Volume 2, Number 4, pp 331 – 347.
Manslow J, 2002, Learning and Adaptation in Games, Boston,Charles River Media,
Merrick and Mahe, 2009, Motivated Reinforcement Learning, Berlin, Springer
Simon N, 2007, “Musuem 2.0”, blog 18/7/07, “Jumping into Art in Second Life”, viewed 11/12/09 http://museumtwo.blogspot.com/2007/07/jumping-into-art-in-second-life.html
Thompson D, 2007, The Impermanence of the Build: In Second Life, as in Life, Nothing Lasts Forever, viewed 11/12/09 http://dusanwriter.wordpress.com/2007/12/18/the-impermanence-of-the-build-even-in-second-life-nothing-lasts-forever/
Maisano M, 2009, DEFINING EXCELLENCE….. Responding to the Cultures of the Technological Classroom, RezEd, viewed 17/1/10
http://www.rezed.org/profiles/blogs/defining-excellence-responding
Posting on a blog that questions concepts of Culturally Responsive Teaching but more broadly the concept must be broadened to Responding to the Cultures of the Technological Classroom. Looks at the current system of testing and the comparing of scores of low-achieving students with high-achieving students. Asks why we have neglected or masked the wonderful individuality and learning diversities of our students.
Pedigan L, Professor James Paul Gee shows the world the importance of video games, viewed 13/12/09
http://www.gamezone.com/news/07_03_03_06_17PM.htm
This site contains an excellent interview with James Gee who is a real advocate in the use of computer games for education. He discusses how many games have good learning principles built into them and the fact that this is supported by the latest cognitive science. He states that traditional education methods like skill and drill and multiple-choice test are killing deep learning. He discusses his learning principles within game play and the fact that many educators are trapped within their specialties and don’t broaden their horizons. Thus they see the video game more like a book than what it really is, a way to take part in complex systems and learn from them. It is the games that are not about point and shoot but about building environments and solving problems through his or her actions.
Browning D, 2010, architectureanddesign, Design goes digital in Second Life, 27th January available from: http://www.architectureanddesign.com.au/article/Design-goes-digital-in-Second-Life/509878.aspx, viewed 6/2/10
Description of Portrait Island situated within SL, which consists of virtual art exhibitions by the Gallery, containing work by artists from all over the world. One artists description of how his work “Doppleganger” is explored in detail describing how he sees the virtual; as a different way of representing space and art.
Browning D, 2010, architectureanddesign, Design goes digital in Second Life, 27th January available from: http://www.architectureanddesign.com.au/article/Design-goes-digital-in-Second-Life/509878.aspx, viewed 6/2/10
Description of Portrait Island situated within SL, which consists of virtual art exhibitions by the Gallery, containing work by artists from all over the world. One artists description of how his work “Doppleganger” is explored in detail describing how he sees the virtual; as a different way of representing space and art.
Second Life Augmented Reality in Physical Space
http://www.youtube.com/watch?v=Hc9k3ptb_Xk
The installation involves the user wearing a headset with a webcam, looking through goggles and using a paddle to "liberate" a 3D avatar from within Second Life.
How Second Life is being used in Education (search)
Skill Mastery Hypodrome
http://www.youtube.com/watch?v=6tIufh6x5Fc
The Skill Mastery Hypodrome is an environment in which students can learn, develop and practice interview skills that will help them progress on their career pathways and achieve their life goals.
The Hyperdome was built for Foundation Studies (Bridging Education) as part of the Second Life Education New Zealand Project. Acitivites provided in this build are designed to enhance communication skills, specifically the skills needed in an interview situation. Here students will select appropriate clothing for an interview.
This environment allows students to experience virtual interviews, to take on the roles of both interviewer and interviewee, and to develop confidence in answering and asking questions in a professional manner. The opportunity to rehearse variations of the interview scenario will lead to further enlightenment through reflective evaluation and deliberation on their own behaviour in action.
Education and Professional Development: Classrooms without Borders
http://www.youtube.com/watch?v=SqR3fSGGKoQ&feature=related
A machinima on the professional development opportunities that can be found in the virtual world of Second Life. Filmed at ISTE, Discovery Educator Network, Atlantis Seekers, and the Teacher Networking Center. Explores team building exercises, digital story telling, cultural exchange, teaching tools, online research skills and communication
Second Life: Open Education and Virtual Worlds
http://www.youtube.com/watch?v=D3sblfBjh_4&feature=related
Charles Nesson and Rebecca Nesson at Harvard University examine Second Life and the opportunities and problems that this virtual environment confronts.
International Society for Technology in Education -- ISTE Second Life
http://www.youtube.com/watch?v=aP137QgYKvQ&feature=related
ISTE Island is a virtual online space that allows educators to meet up and swap thoughts and learn new ideas and technology to improve education. The video has a few testimonials highlighting how ITSE has changed their lives.
Second Life for the University
http://www.youtube.com/watch?v=dXpNMUadpms
Pod cast tour of the Nottingham University's new campus in Second Life. Demonstrates how they are using SL to improve the delivery of education and to aid in research, as well as provide a support sturcture for their students. How to reference etc! Also mentions students using SL to research the use of wind farms and the best places to put them. (Experiental learning)
Reflexive Architecture, Second Life Machinima
http://www.youtube.com/watch?v=XBtma6YXAis&feature=PlayList&p=E463A030869DD1D4&playnext=1&playnext_from=PL&index=5
Reflexive Architecture, by Keystone Bouchard, Jon Brouchoud. Installation on Architecture Island and exhibition on Info Island for artslib. Excellent SL build that demonstrates various adaptive play installations.
Reflexive Architecture: Active Glass, Columns, Sound
http://www.youtube.com/watch?v=0Tq3PD7PMGQ&feature=related
Similar to above
Reflexive Architecture
http://www.youtube.com/watch?v=D5UCyKznlQ0&feature=related
Similar to above
Youtube
Interactive Architecture
Interactive Architecture is an illustration of the concept that digital projections can interact with the surfaces upon which they are projected.
http://www.youtube.com/watch?v=wzCB-IJ2YsY&feature=related
Interactive Mirror in the HK Coliseum.
http://www.youtube.com/user/dacaco
http://www.youtube.com/watch?v=4F3rnV3-6VM
Video demonstrating how a mirror generates light shows from how people interact with their reflections.
Guggenheim museum NY with Traxon's LED
http://www.youtube.com/watch?v=wzYjVZ5vMRc&feature=PlayList&p=2998BB8C87316E6E&index=19&playnext=2&playnext_from=PL
Crazy LED floor in the Guggenheim museum of NY. Using LED boards with Sound to Light function with ecue lighting control.
Playing on a light up floor
http://www.youtube.com/watch?v=Yl0l3ZdLZ_8&feature=related
This video demonstrates how the movement of people on a floor within Singapore Science Museum, generates a light show according to how people interact with the light.
Painting with Light - Live Video Feedback Session
http://www.youtube.com/watch?v=nfrAC0eraZw
This video shows a Painting With Light workshop, with dancer Ellen McCarthy and other participants experimenting and interacting with a video camera and projector in a feedback-loop.
Barry Hale: INTRAFERENCE MIRRORS
http://www.youtube.com/watch?v=IfrJXrzoCwU
Video artist Barry Hale manipulates a simple video feedback loop to create evolving images in real time.
Metaverse
http://www.youtube.com/watch?v=mCWyDjojVeE
This video demonstrates the results of artist Derek Lerner mixing of virtual and real realities, infinite space, multi-user online 3D collaborative environments, and time travel. This resulting video was prompted about his thoughts about the concept of virtual space and Second Life in general as well as blurring lines between simulation and real.
He was asked to contribute work to the NOKIA Trends Lab project and started to think about the level of connectivity and immersive experience handheld wireless hybridized multifunction devices offer, resulting in a type of virtual space. It reflects the sense he gets when walking down the street taking photos, listening to the radio, & then uploading images to a server is of a disjointed reality where his mind is in another place but body is walking down the street.
This inspired him to use a NOKIA N93 to film video feedback loops creating abstract video drawings as a metaphor for 3D immersive virtual space. Infinite syndicated regurgitated communicative white noise evoking feelings of becoming so intertwined with digital communications that the grayness of life as we currently know it is a blurry place of virtual and real.
Reflexive Architecture, Second Life Machinima
http://www.youtube.com/watch?v=XBtma6YXAis&feature=PlayList&p=E463A030869DD1D4&playnext=1&playnext_from=PL&index=5
Reflexive Architecture, by Keystone Bouchard, Jon Brouchoud. Installation on Architecture Island and exhibition on Info Island for artslib. Excellent SL build that demonstrates various adaptive play installations.
Reflexive Architecture: Active Glass, Columns, Sound
http://www.youtube.com/watch?v=0Tq3PD7PMGQ&feature=related
Similar to above
Reflexive Architecture
http://www.youtube.com/watch?v=D5UCyKznlQ0&feature=related
Similar to above
Second Life Interactive Architecture S.O.N.A.R version 1.2
http://www.youtube.com/watch?v=7_bHZFGnMRw&feature=related
S.O.N.A.R (Self Organizing Nebulous Architectural Response)
-A fluid virtual architecture that develops and responds to avatar presence and movement.
More at www.projectsonar.com A collaborative project between avatar Far Link (Michael DiTullio) and Involve3D.
Wikitecture Tree Demo, Second Life Machinima
http://www.youtube.com/watch?v=Z3eWKIJxzyc&feature=player_embedded#
Interesting adaptive interface
Second Life First Life Dance
http://www.youtube.com/watch?v=InCiE1AXc0o
Interactive installation at the Royal school of architecture in Stockholm. Dancers interact with their virtual counterparts in second life.
Responsive Architecture Creating Spatial Experience
http://www.youtube.com/watch?v=ohceTgsS7eg
Another example of how architecture and 3d meshes can interact with avatars.
Reflexive Architecture; Avatar Trails - Visual Traces
http://www.youtube.com/watch?v=aPGElH9UJEY
More Jon Brouchoud
Reflexive Music Installation
http://www.youtube.com/watch?v=LfFnq8CxkIM
More of Brouchouds series of experiments centered on reflexive music, within the percieved boundary between music and architecture in a virtual world.
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