11 resultados para Computer and Video Games

em University of Southampton, United Kingdom


Relevância:

100.00% 100.00%

Publicador:

Resumo:

There is a wealth of open educational content in audio and video formats available via iTunes U, one of the services offered especially for education via iTunes. There are details of how to get started as well as an informative video to help you. Details of how to get started with sharing content can be found for developers.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young people’s education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this lecture we go over the fundamentals of interactive game narratives. Defining what we mean by narrative, and placing games in context with other ergodic literature. We look at non-linear structures, agency, and the narrative paradox. Concluding with a set of mechanisms that games designers use to manage agency in their narrative games.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

ognyline) There is an increasing pressure on university staff to provide ever more information and resources to students. This study investigated student opinions on (audio) podcasts and (video) vodcasts and how well they met requirements and aided learning processes. Two experiments within the Aston University looked at student opinion on, and usage of, podcasts and vodcasts for a selection of their psychology lectures.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Abstract: In the mid-1990s when I worked for a telecommunications giant I struggled to gain access to basic geodemographic data. It cost hundreds of thousands of dollars at the time to simply purchase a tile of satellite imagery from Marconi, and it was often cheaper to create my own maps using a digitizer and A0 paper maps. Everything from granular administrative boundaries to right-of-ways to points of interest and geocoding capabilities were either unavailable for the places I was working in throughout Asia or very limited. The control of this data was either in a government’s census and statistical bureau or was created by a handful of forward thinking corporations. Twenty years on we find ourselves inundated with data (location and other) that we are challenged to amalgamate, and much of it still “dirty” in nature. Open data initiatives such as ODI give us great hope for how we might be able to share information together and capitalize not only in the crowdsourcing behavior but in the implications for positive usage for the environment and for the advancement of humanity. We are already gathering and amassing a great deal of data and insight through excellent citizen science participatory projects across the globe. In early 2015, I delivered a keynote at the Data Made Me Do It conference at UC Berkeley, and in the preceding year an invited talk at the inaugural QSymposium. In gathering research for these presentations, I began to ponder on the effect that social machines (in effect, autonomous data collection subjects and objects) might have on social behaviors. I focused on studying the problem of data from various veillance perspectives, with an emphasis on the shortcomings of uberveillance which included the potential for misinformation, misinterpretation, and information manipulation when context was entirely missing. As we build advanced systems that rely almost entirely on social machines, we need to ponder on the risks associated with following a purely technocratic approach where machines devoid of intelligence may one day dictate what humans do at the fundamental praxis level. What might be the fallout of uberveillance? Bio: Dr Katina Michael is a professor in the School of Computing and Information Technology at the University of Wollongong. She presently holds the position of Associate Dean – International in the Faculty of Engineering and Information Sciences. Katina is the IEEE Technology and Society Magazine editor-in-chief, and IEEE Consumer Electronics Magazine senior editor. Since 2008 she has been a board member of the Australian Privacy Foundation, and until recently was the Vice-Chair. Michael researches on the socio-ethical implications of emerging technologies with an emphasis on an all-hazards approach to national security. She has written and edited six books, guest edited numerous special issue journals on themes related to radio-frequency identification (RFID) tags, supply chain management, location-based services, innovation and surveillance/ uberveillance for Proceedings of the IEEE, Computer and IEEE Potentials. Prior to academia, Katina worked for Nortel Networks as a senior network engineer in Asia, and also in information systems for OTIS and Andersen Consulting. She holds cross-disciplinary qualifications in technology and law.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Lecture 2: Personal Privacy and State Interference Lecture slides and video by Danny Weitzner.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Lecture 1: Introduction to Web Science Lecture slides and video by Directors of Web Science Research Initiative (Wendy Hall and Tim Berners-Lee)

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This 7-minute video shows you how to create a web-conferenced meeting using Adobe Connect, welcome the participants, communicate using sound and video, and share resources.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Find out more about Photoshop layers with this share of links and video tutorials.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Title: Let’s SoFWIReD! Time: Wed, 21 May 2014 11:00-11:50 Location: Building 32, Room 3077 Speaker: Dr Sepi Chakaveh Abstract The information age as we know it has its roots in several enabling technologies – most of all the World Wide Web – for the provision of truly global connectivity. The emergence of a Web of Big Data in terms of the publication and analysis of Open Data provides new insights about the impact of the Web in our society. The second most important technology in this regard has been the emergence of streaming processes based on new and innovative compression methods such as MP3 so that audio and video content becomes accessible to everyone on the Web. The SoFWIReD team is developing comprehensive, interoperable platforms for data and knowledge driven processing of Open Data and will investigate aspects of collective intelligence. Insights generated in the project will form the basis for supporting companies through consulting, organisational development, and software solutions so that they can master the collective intelligence transition. The seminar will present how the project addresses the research topics of web observatory, dynamic media objects, crowd-sourced open data and Internet services. At the end of a talk a number of demos will be shown in the context of SoFWIReD’s Dynamic Media Object.