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Archives & Museum Informatics: Museums and the Web 2007: Papers: Urban, R., et al., A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums
Archives & Museum Informatics: Museums and the Web 2007: Papers: Urban, R., et al., A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums
The paper gives an overview of some of the museum-like activities currently being undertaken in Second Life. Current development is mainly in the hands of pioneers, often interested amateurs engaging in serious leisure to create spaces enabling them to share their interests with others. These efforts are explored in this paper through a systematic analysis of museum visits and a qualitative analysis of interviews with designers and developers of museums in Second Life. Findings identified include the impact of the current technology on what is created, and the importance of interaction-centric designs.
·archimuse.com·
Archives & Museum Informatics: Museums and the Web 2007: Papers: Urban, R., et al., A Second Life for Your Museum: 3D Multi-User Virtual Environments and Museums
The Smithsonian Latino Virtual Museum (LVM)
The Smithsonian Latino Virtual Museum (LVM)
The Smithsonian Latino Center is pleased to present the Smithsonian Latino Virtual Museum (LVM), an avatar-based 3D virtual learning environment whose unique navigational features  provide access to the vast and rich collections, research and scholarship, exhibitions and educational activities of the Smithsonian Institution as they relate to U.S. Latinos and Latin America.
·latino.si.edu·
The Smithsonian Latino Virtual Museum (LVM)
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
Over the next five years, digital textbook sales in the United States will surpass 18% of combined new textbook sales for the Higher Education and Career Education markets. This increase will boost revenues for digital textbooks to more than $1 billion and necessitate a general overhaul of traditional textbook production processes. The growth will also create avenues for new content publishers to enter the textbook market, lead to fundamental shifts in purchasing patterns around learning materials, and expedite the formal adoption of open educational resources to augment premium digital content. Our five-year projections assume a current market share of 0.5% for digital textbooks in the U.S., and an average yearly increase in sales growth of approximately 100% over the next five years. We project that growth to taper to approximately 30% annual growth for the ensuing five years (2015-2019).
·blog.xplana.com·
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
Over the next five years, digital textbook sales in the United States will surpass 18% of combined new textbook sales for the Higher Education and Career Education markets. This increase will boost revenues for digital textbooks to more than $1 billion an
·blog.xplana.com·
Digital Textbook Sales in U.S. Higher Education — A Five-Year Projection « The Xplanation
InterroBang
InterroBang
InterroBang is a socially-networked, problem-solving game where K-12 students complete missions in the real-world – an extension of the Smithsonian’s online conference, “Problem Solving with Smithsonian Experts.” InterroBang players and experts award points for completed missions based on our problem-solving rubric.
·playinterrobang.com·
InterroBang
Kngine
Kngine
Kngine is Web 3.0 Search Engine (i.e. revolutionary Semantic Search Engine and Question Answer Engine) designed to provide customized meaningful search result, such as: Semantic Information about the keyword/concept, Answer the user’s questions, List of things, Discover the relations between the keywords/concepts, and link the different kind of related information together such as: Movies, Subtitles, Photos, Price at sale store, User reviews, and Influenced story.
·kngine.com·
Kngine
Presentation Zen: The storytelling power of photography
Presentation Zen: The storytelling power of photography
We all know the power of great photography. To me, there is still nothing like the still photograph to convey emotion and the significance of a particular moment. Obviously, photographs are not just for print. Ken Burns, for example, says that he views the photograph as the basic building block or DNA of his documentary film making.
·presentationzen.com·
Presentation Zen: The storytelling power of photography
Being There in that Unevenly Distributed Future (April 15, 2010)
Being There in that Unevenly Distributed Future (April 15, 2010)
(Apr 15, 2010) Online keynote for the CATS 2010 Conference (CSU System) How do we deal with the never ending onslaught of new technologies, resources, and media? How can we face this brave new world without a sense of dread? Is there an app for that? "Keeping up" is a myth, and the way of dealing with this is creating, sustaining, and being in your extended networks of friends, colleagues, and even people you don't know. Likewise, one cannot readily assess the value of new technology from the outside "looking in." This presentation will lead you through a range of examples of ways to practice more "being there-ness" so you can face the technology fire hose with a child-like sense of wonder.
·cogdogblog.com·
Being There in that Unevenly Distributed Future (April 15, 2010)
Being There in that Unevenly Distributed Future (April 15, 2010)
Being There in that Unevenly Distributed Future (April 15, 2010)
(Apr 15, 2010) Online keynote for the CATS 2010 Conference (CSU System) How do we deal with the never ending onslaught of new technologies, resources, and media? How can we face this brave new world without a sense of dread? Is there an app for that? "Ke
·cogdogblog.com·
Being There in that Unevenly Distributed Future (April 15, 2010)
A special report on managing information: Data, data everywhere | The Economist
A special report on managing information: Data, data everywhere | The Economist
All these examples tell the same story: that the world contains an unimaginably vast amount of digital information which is getting ever vaster ever more rapidly. This makes it possible to do many things that previously could not be done: spot business trends, prevent diseases, combat crime and so on. Managed well, the data can be used to unlock new sources of economic value, provide fresh insights into science and hold governments to account. But they are also creating a host of new problems. Despite the abundance of tools to capture, process and share all this information—sensors, computers, mobile phones and the like—it already exceeds the available storage space (see chart 1). Moreover, ensuring data security and protecting privacy is becoming harder as the information multiplies and is shared ever more widely around the world.
·economist.com·
A special report on managing information: Data, data everywhere | The Economist
Jorum
Jorum
Jorum provides access to free learning and teaching resources, created and contributed by teaching staff from UK Further and Higher Education Institutions. Jorum offers two collections - JorumOpen and JorumUK, containing a wide variety of resources, including open educational resources that are freely available to all.
·jorum.ac.uk·
Jorum
Open educational resources (OER): The MEDEV OOER project/
Open educational resources (OER): The MEDEV OOER project/
here is already significant activity in the area of sharing resources in medicine, dentistry and veterinary medicine. This is typically on a sharing amongst limited discipline communities, around a particular area such as assessment and/or on a semi-commercial basis. Examples include: IVIMEDS, IVIDENT, CLIVE, UK Council for Communication Skills Teaching in Undergraduate Medical Education, eVIP, mEducator, MedEdPortal, MedEdCentral, UMAP, and DENTED. Uptake is patchy and tied specifically to involvement in one or more projects such as those listed above. The OOER project proposes to open up the process to a wider constituency and encourage sharing more openly, as well as reveal existing good practice in medicine, dentistry and veterinary medicine in UK HE.
·medev.ac.uk·
Open educational resources (OER): The MEDEV OOER project/
Terry Gross: What I Read | The Atlantic Wire
Terry Gross: What I Read | The Atlantic Wire
How do other people deal with the torrent of information that pours down on us all? Do they have some secret? Perhaps. We are asking various journalists who seem well-informed to describe their media diets. This is from an exchange with Terry Gross, host and executive producer of the nationally distributed radio show Fresh Air
·theatlanticwire.com·
Terry Gross: What I Read | The Atlantic Wire
Twinkle
Twinkle
Twinkle is a novel interface for interaction with an arbitarary physical surface using handheld projectors. It determines the features of the physical environment and displays images and sounds that are generated according to these features.
·projects.tachilab.org·
Twinkle
Twinkle
Twinkle
Twinkle is a novel interface for interaction with an arbitarary physical surface using handheld projectors. It determines the features of the physical environment and displays images and sounds that are generated according to these features.
·projects.tachilab.org·
Twinkle
How to Make an ePub eBook by Hand
How to Make an ePub eBook by Hand
If you're interested, I figured out the information in this guide by a combination of reverse engineering the Sherlock Holmes book from Adobe's site, reading through the specs at the IDPF web site, and trial and error until I got a working eBook to load properly in Digital Editions. (I figure it's OK to do that since Holmes is in the public domai
·jedisaber.com·
How to Make an ePub eBook by Hand
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Here is a really simple metaphor to illustrate the pervasiveness and societal significance of Augmented Reality. For the past 20 years humanity has been ‘floating’ its content (its personas, its information, life data, economy and social media) creating a distant, electronic cloud drifting, conceptually, way up above us. A cloud that is only reachable when we area able to connect to it via a variety of fixed and mobile ‘information’ screens, themselves connected to a veritable wormhole aka the global internet. (In reality hundreds of thousands of servers murmuring around the world with billions connected via hard wiring to receive richer media & experiences). Up until now this ‘content cloud’ (different to cloud computing) has been abstractly disconnected from our physical lives – we read news about California earthquakes sitting in Australia, we view videos on the train of a concert three weeks ago at a local venue, we have personal social networks fragmented across time and space,
·personalizemedia.com·
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Here is a really simple metaphor to illustrate the pervasiveness and societal significance of Augmented Reality. For the past 20 years humanity has been ‘floating’ its content (its personas, its information, life data, economy and social media) creating a
·personalizemedia.com·
Descending Clouds – Society and Augmented Reality 101 | PERSONALIZE MEDIA
Terra Nova: Build Your Own Sheldon Syllabus
Terra Nova: Build Your Own Sheldon Syllabus
There’s been quite a lot of buzz about Jesse Schell’s great talk at DICE. In it, he mentions the syllabus of Lee Sheldon as an example of how you could use game design to re-think the college classroom. I’ve asked Lee to share his syllabus, and he’s graciously done so. Check it out. Below the fold, some thoughts from Lee on how to administer the syllabus. And then finally, some more general thoughts of my own on how to build your own “Sheldon Syllabus” – your own class-as-an-MMORPG.
·terranova.blogs.com·
Terra Nova: Build Your Own Sheldon Syllabus
Open Youth Networks
Open Youth Networks
Open Youth Networks is a program of the Department of Interactive Arts and Media at Columbia College. The program is designed to help bridge the digital participation gap by educating girls and urban youth to use emerging technologies, games and social media so they can make a better future for themselves and their communities.
·openyouthnetworks.org·
Open Youth Networks
Shareable: Video Games as a Force for Social Good
Shareable: Video Games as a Force for Social Good
hree decades in, and video games still can't get any respect. Even though they're a major force in popular culture, a multi-billion-dollar-a-year culture industry, a stigma persists. And for somewhat understandable reason: for every boundary-pushing game title like "Flower" or "Heavy Rain", there are countless games that traffic in pure escapism. And while there's nothing wrong with a little escapism, there is so much greater potential in the form to be realized that its reliance on well-worn formulas can be dispiriting. Open Youth Networks, a program of the Department of Interactive Arts and Media at Chicago's Columbia College, is exploring the potential of the form, to exploit gaming as a tool for social good. The program is using video games as a form of community outreach, empowering inner-city youth by teaching them the basics of game design, in turn giving them the tools to create games that reflect their own lives and realities.
·shareable.net·
Shareable: Video Games as a Force for Social Good
[ #gbl10 ]: Game-Based Living: the core of new media literacies [Part 1] - Ewan McIntosh | Digital Media & Education
[ #gbl10 ]: Game-Based Living: the core of new media literacies [Part 1] - Ewan McIntosh | Digital Media & Education
Gaming affects and infects so much of our lives to the extent many of us don't recognise its beneficial effects any more. It's no surprise that educators need to push a "games-based learning" agenda just to help education communities and leaders start to realise some of the untapped  potential that comes when we look at games from the point of view of creating systemic changes in learning and learning spaces. For a start games seem to raise our expectations from the moment we launch them, like a Hollywood blockbuster, and then engage us for as long, sometimes longer. I'll long remember the day I returned from a day teaching to find my wife, newly adorned with a copy of the Sims, still in pyjamas and rather hungry - she'd been too busy feeding, washing and dressing her virtual friends to do any of the above to herself. Or my mother, who, on a stay over with us could still be found at 2am fighting Eastern European-type terrorists in Call of Duty.
·edu.blogs.com·
[ #gbl10 ]: Game-Based Living: the core of new media literacies [Part 1] - Ewan McIntosh | Digital Media & Education
Mobl21 - Extended Learning Environments
Mobl21 - Extended Learning Environments
Mobl21 is an easy to use and cost effective platform to deliver educational mobility. Mobl21 is accessible enough for individual teachers and students to adopt, and scalable enough for institutional and enterprise adoption. The unique pedagogy of Mobl21 helps create learning assets that compliment your formal courses, extending the learning opportunity beyond traditional barriers.
·mobl21.com·
Mobl21 - Extended Learning Environments