882 resultados para Second Life


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Video presented as part of Smart Services CRC Participants conferences. This video is a demonstration of a 3D visualisation of a running workflow in YAWL connected by a custom service to Second Life. The avatar, Clik, is being controlled by a workflow tool called YAWL, as it traverses the workflow schema, illustrating the process of film preproduction and shooting. This video was captured while the workflow tool was running - NO human is controlling the avatar during the video. It is all scripted from an external source on the Internet. See www.bpmve.org for more on this work.

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3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area.

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With the growing proliferation of statute laws, the skill of statutory interpretation is an increasingly important aspect of legal practice. Despite the importance, statutory interpretation can be a challenging area of law to teach to undergraduate law students, who may find the topic dry and disengaging when taught through traditional methods. Such disengagement may adversely affect knowledge retention, particularly if the material is taught in the first or second year of study and not explicitly reinforced in subsequent years. Concern over the present standard of statutory interpretation skills being exhibited by practitioners, has prompted the Chief Justice of the Supreme Court of Queensland to contact law schools, enquiring how and to what extent statutory interpretation is being taught...

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Abstract: Social network technologies, as we know them today have become a popular feature of everyday life for many people. As their name suggests, their underlying premise is to enable people to connect with each other for a variety of purposes. These purposes however, are generally thought of in a positive fashion. Based on a multi-method study of two online environments, Habbo Hotel and Second Life, which incorporate social networking functionality, we she light on forms of what can be conceptualized as antisocial behaviours and the rationales for these. Such behaviours included: scamming, racist/homophobic attacks, sim attacks, avatar attacks, non-conformance to contextual norms, counterfeiting and unneighbourly behaviour. The rationales for sub behaviours included: profit, fun, status building, network disruption, accidental acts and prejudice. Through our analysis we are able to comment upon the difficulties of defining antisocial behaviour in such environments, particularly when such environments are subject to interpretation vis their use and expected norms. We also point to the problems we face in conducting our public and private lives given the role ICTs are playing in the convergence of these two spaces and also the convergence of ICTs themselves.

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In this paper the author considers the possibilities for establishing democratic governance in virtual worlds. He looks at the freedoms currently available to players in “Second Life”, contrasting these to those established in Raph Koster’s “A Declaration of the Rights of Avatars”, and assess whether some restrictions are more necessary in game spaces than social spaces. The author looks at the early implementations of self-governance in online spaces, and consider what lessons can be taken from these, investigating what a contemporary democratic space looks like, in the form of “A Tale in the Desert”, and finally considers how else we may think of giving players more rights in these developing social spaces.

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This article provides a general review of the literature on the nature and role of empathy in social interaction for information professionals working in a variety of information and knowledge environments. Relational agency theory (Edwards, 2005) is used asa framework to re-conceptualize education for empathic social interaction between information professionals and their clients. Past, present and future issues relevant to empathic interaction in information and knowledge management are discussed in the context of three shifts identified from the literature: (a) the continued increase in communication channels, both physical and virtual, for reference, information and re-search services, (b) the transition from the information age to the conceptual age and(c) the growing need for understanding of the affective paradigm in the information and knowledge professions. Findings from the literature review on the relationships between empathy and information behavior, social networking, knowledge management and information and knowledge services are presented. Findings are discussed in relation to the development of guidelines for the affective education and training of information and knowledge professionals and the potential use of virtual learning software such as Second Life in developing empathic communication skills

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Given the ever increasing importance of legislation to the resolution of legal disputes, there is a concomitant need for law students to be well trained in the anatomy, identification, interpretation and application of laws made by or under parliament. This article discusses a blended learning project called Indigo’s Folly, implemented at the Queensland University of Technology Law School in 2014. Indigo’s Folly was created to increase law student competency with respect to statutory interpretation. Just as importantly, it was designed to make the teaching of statutory interpretation more interesting – to “bring the sexy” to the student statutory interpretation experience. Quantitative and qualitative empirical data will be presented as evidence to show that statutory interpretation can be taught in a way that law students find engaging.

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In his 1987 book, The Media Lab: Inventing the Future at MIT, Stewart Brand provides an insight into the visions of the future of the media in the 1970s and 1980s. 1 He notes that Nicolas Negroponte made a compelling case for the foundation of a media laboratory at MIT with diagrams detailing the convergence of three sectors of the media—the broadcast and motion picture industry; the print and publishing industry; and the computer industry. Stewart Brand commented: ‘If Negroponte was right and communications technologies really are converging, you would look for signs that technological homogenisation was dissolving old boundaries out of existence, and you would expect an explosion of new media where those boundaries used to be’. Two decades later, technology developers, media analysts and lawyers have become excited about the latest phase of media convergence. In 2006, the faddish Time Magazine heralded the arrival of various Web 2.0 social networking services: You can learn more about how Americans live just by looking at the backgrounds of YouTube videos—those rumpled bedrooms and toy‐strewn basement rec rooms—than you could from 1,000 hours of network television. And we didn’t just watch, we also worked. Like crazy. We made Facebook profiles and Second Life avatars and reviewed books at Amazon and recorded podcasts. We blogged about our candidates losing and wrote songs about getting dumped. We camcordered bombing runs and built open‐source software. America loves its solitary geniuses—its Einsteins, its Edisons, its Jobses—but those lonely dreamers may have to learn to play with others. Car companies are running open design contests. Reuters is carrying blog postings alongside its regular news feed. Microsoft is working overtime to fend off user‐created Linux. We’re looking at an explosion of productivity and innovation, and it’s just getting started, as millions of minds that would otherwise have drowned in obscurity get backhauled into the global intellectual economy. The magazine announced that Time’s Person of the Year was ‘You’, the everyman and everywoman consumer ‘for seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game’. This review essay considers three recent books, which have explored the legal dimensions of new media. In contrast to the unbridled exuberance of Time Magazine, this series of legal works displays an anxious trepidation about the legal ramifications associated with the rise of social networking services. In his tour de force, The Future of Reputation: Gossip, Rumor, and Privacy on the Internet, Daniel Solove considers the implications of social networking services, such as Facebook and YouTube, for the legal protection of reputation under privacy law and defamation law. Andrew Kenyon’s edited collection, TV Futures: Digital Television Policy in Australia, explores the intersection between media law and copyright law in the regulation of digital television and Internet videos. In The Future of the Internet and How to Stop It, Jonathan Zittrain explores the impact of ‘generative’ technologies and ‘tethered applications’—considering everything from the Apple Mac and the iPhone to the One Laptop per Child programme.

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The Internet and World Wide Web have had, and continue to have, an incredible impact on our civilization. These technologies have radically influenced the way that society is organised and the manner in which people around the world communicate and interact. The structure and function of individual, social, organisational, economic and political life begin to resemble the digital network architectures upon which they are increasingly reliant. It is increasingly difficult to imagine how our ‘offline’ world would look or function without the ‘online’ world; it is becoming less meaningful to distinguish between the ‘actual’ and the ‘virtual’. Thus, the major architectural project of the twenty-first century is to “imagine, build, and enhance an interactive and ever changing cyberspace” (Lévy, 1997, p. 10). Virtual worlds are at the forefront of this evolving digital landscape. Virtual worlds have “critical implications for business, education, social sciences, and our society at large” (Messinger et al., 2009, p. 204). This study focuses on the possibilities of virtual worlds in terms of communication, collaboration, innovation and creativity. The concept of knowledge creation is at the core of this research. The study shows that scholars increasingly recognise that knowledge creation, as a socially enacted process, goes to the very heart of innovation. However, efforts to build upon these insights have struggled to escape the influence of the information processing paradigm of old and have failed to move beyond the persistent but problematic conceptualisation of knowledge creation in terms of tacit and explicit knowledge. Based on these insights, the study leverages extant research to develop the conceptual apparatus necessary to carry out an investigation of innovation and knowledge creation in virtual worlds. The study derives and articulates a set of definitions (of virtual worlds, innovation, knowledge and knowledge creation) to guide research. The study also leverages a number of extant theories in order to develop a preliminary framework to model knowledge creation in virtual worlds. Using a combination of participant observation and six case studies of innovative educational projects in Second Life, the study yields a range of insights into the process of knowledge creation in virtual worlds and into the factors that affect it. The study’s contributions to theory are expressed as a series of propositions and findings and are represented as a revised and empirically grounded theoretical framework of knowledge creation in virtual worlds. These findings highlight the importance of prior related knowledge and intrinsic motivation in terms of shaping and stimulating knowledge creation in virtual worlds. At the same time, they highlight the importance of meta-knowledge (knowledge about knowledge) in terms of guiding the knowledge creation process whilst revealing the diversity of behavioural approaches actually used to create knowledge in virtual worlds and. This theoretical framework is itself one of the chief contributions of the study and the analysis explores how it can be used to guide further research in virtual worlds and on knowledge creation. The study’s contributions to practice are presented as actionable guide to simulate knowledge creation in virtual worlds. This guide utilises a theoretically based classification of four knowledge-creator archetypes (the sage, the lore master, the artisan, and the apprentice) and derives an actionable set of behavioural prescriptions for each archetype. The study concludes with a discussion of the study’s implications in terms of future research.

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A presente investigação foi conduzida no ambiente virtual imersivo 3D Second Life®, com o suporte de ferramentas Web 2.0 como complemento a aulas presenciais - numa lógica de sala de aula estendida. Teve como pressuposto que a socialização é um fator-chave para as aprendizagens colaborativas e para a construção de conhecimento. O estudo tem por objetivo identificar as variáveis que poderão influenciar a partilha de conhecimento em contextos de aprendizagem com recurso a ambientes virtuais; com a finalidade de contribuir para a melhoria das situações de aprendizagem com recurso a ferramentas online. Esta investigação é de carácter exploratório e enquadra-se no campo dos estudos fenomenológicos. O estudo foi implementado, em duas fases, com quatro turmas de ensino superior, duas turmas diurnas (regime geral) e duas turmas de ensino noturno (regime de maiores de 23). Todas seguindo o mesmo curso e a mesma unidade curricular. Concluímos que nos espaços virtuais os estudantes tendem a sentir-se mais confiantes, abertos, participativos, criativos, compreensivos e parecem participar nas sessões de formação online porque estão, de facto, interessados em aprender. Por outro lado, a possibilidade de providenciar sessões de tutória online permite chegar a um maior número de estudantes. Estas sessões online podem ser estabelecidas numa hora e local (virtual) livre de restrições e que pode ser adaptado, permitindo uma participação mais efetiva por parte dos estudantes. Assim, e com base nas observações retiradas do estudo implementado, pode ainda referir-se que os contrastes de comportamento verificados entre os alunos do regime diurno e do regime noturno, no que concerne ao empenhamento com as ferramentas online, parecem ser em função do nível de maturidade, do nível de independência enquanto alunos, da motivação intrínseca.

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O Mosteiro de São Martinho de Tibães localiza‐se próximo de Braga (Norte de Portugal) e foi a Casa‐mãe da Ordem Beneditina em Portugal. Este Mosteiro foi abastecido durante séculos por numerosas minas de água, a maioria das quais se encontra actualmente abandonada. Este trabalho enfatiza a importância da combinação de diferentes matérias científicas nos processos de recuperação do património mineiro abandonado, bem como de sítios geo‐arqueológicos de relevância cultural, como um exemplo do processo transformador de uma organização, no sentido de promover um segundo ciclo de vida. O objectivo deste trabalho é apresentar uma abordagem metodológica, sob o ponto de vista da geoconservação e da geodiversidade. Subsequentemente, acções específicas serão desenvolvidas para reabilitar determinadas área, com o intuito de facilitar a sua inclusão em hidrogeo‐itinerários classificados. Esta perspectiva reflecte uma importante medida para a sustentabilidade, quer para o promotor quer para o meio ambiente envolvente.

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Tese apresentada para cumprimento dos requisitos necessários à obtenção do grau de Doutor em Ciências da Comunicação

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Le conflit israélo-palestinien dure depuis plus de 60 ans. Non seulement perdure-t-il, il gagne aussi en complexité. Cette thèse s’intéresse à l’expérience d’exil des Palestiniens et plus particulièrement à celle de femmes palestiniennes vivant en camp de réfugiés au Liban. La mémoire palestinienne a longtemps été, dans son ensemble, occultée dans la littérature, et qui plus est l’expérience des femmes; la façon dont leurs récits sont construits nous le démontre bien. La présente étude s’inscrit donc dans la lignée de travaux qui font une place aux « voix silencieuses » que sont souvent celles des femmes réfugiées palestiniennes des camps. Cette thèse s’appuie sur une approche qualitative – récits de vie et observation participante – et fait suite à une recherche qui a été menée entre 2009 et 2011 dans le camp palestinien de Bourj El Barajneh au Liban. Les résultats dégagés confirment que, dans l’exil, une partie de l’expérience de la nakba palestinienne telle que vécue par les femmes s’est perdue. Ceci dit, si la quasi-absence des femmes caractérise l’exode, on voit ces dernières s’affirmer au fil de l’exil qui devient une réalité durable. Au cours des deux premières décennies, les femmes apparaissent comme des « résistantes du quotidien ». Puis, la montée du sentiment national palestinien et l’éclatement de la guerre civile libanaise amènent les femmes à investir de plus en plus l’espace public. En temps de guerre, toutes les femmes participent à la survie de la communauté, et cela, par l’extension de leurs tâches domestiques et sociales. Plus le conflit prend de l’ampleur, plus leurs activités se diversifient : elles intègrent d’autres tâches à celles qui leur sont traditionnellement assignées. À l’issue du conflit, une grande partie des femmes palestiniennes commencent à prendre leurs distances de la lutte nationale partisane. Pour plusieurs d’entre elles, la fin de la guerre est aussi la fin des illusions : elles ont le sentiment d’avoir été abandonnées par la classe politique. Ainsi, le mouvement nationaliste palestinien a certes bousculé les rôles de genre, mais il n’a pas permis d’induire des changements durables. Dans les récits des femmes, on voit qu’à travers l’exil s’est créé un lien avec ce milieu que l’on croyait temporaire, le camp de Bourj El Barajneh : un lien qui se situe au cœur d’une tension entre un pôle réel et un pôle symbolique. Le camp « réel » est décrit comme insalubre, instable et non sécuritaire, et la vie dans ce camp est à ce point précaire et difficile que les femmes s’accrochent à cet autre camp qui, lui, est porteur de mémoire, de souvenirs, de relations et de rêves. C’est d’ailleurs parce que ce second pôle existe que la vie dans le camp peut être tolérée. Si la lutte nationale a été pour une certaine génération de Palestiniennes la préoccupation première, la fin de la guerre signe la perte de vitesse de cette lutte qui s’est longtemps avérée structurante. Ceci dit, le modèle de résistance, lui, persiste. Les femmes continuent de lutter et apparaissent comme des « actrices de la transmission ». L’un de ces projets qu’elles font leur, la transmission de l’identité religieuse, prend rapidement de l’ampleur alors que la communauté palestinienne peine à se relever des affres de la guerre. Nombreuses sont les femmes qui cherchent un sens à la vie dans ce cumul de catastrophes, et la religion les soutient dans cette quête, mais en plus c’est à travers elle que le projet du retour en Palestine est porté. D’ailleurs, la mémoire de la Palestine est une autre valeur que les femmes cherchent à transmettre d’une génération à l’autre. Maintenir la mémoire de la Palestine est un rôle traditionnel de la femme palestinienne. Ceci dit, les femmes ne remplissent pas ce rôle « aveuglément » : elles transmettent une mémoire, un message qu’elles ont cherché, reconstruit, évalué et parfois critiqué. Enfin, un autre projet se manifeste rapidement dans l’exil : la transmission des connaissances, une valeur phare pour les Palestiniennes puisque à la fois stratégie de survie, de développement et d’ascension sociale. Mais pour quelques-unes, l’éducation est une lutte parce que confrontée à des contraintes contextuelles et au poids des traditions. Ainsi, c’est par des valeurs traditionnellement portées et transmises par les femmes – l’identité religieuse, la mémoire et l’éducation – que l’oppression et la colonisation des Palestiniens se combattent au quotidien.

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Entre los años 2005 y 2006, se realizaron en Madrid dos interesantes encuentros internacionales denominados Tecnologías para una Museografía Avanzada, promovidos por el Consejo Internacional de Museos (ICOM), donde representantes de diversas instituciones culturales explicaban las influencias enriquecedoras que han aportado a sus exposiciones los nuevos medios tecnológicos en conjunto con la didáctica y la Museografía Interactiva como elementos mediadores de discurso. Representantes y Directores de instituciones como el Museo de Historia de Valencia (MHV), el Museo Arqueológico Provincial de Alicante (MARQ) o el Museo de la Cultura Bizantina de Grecia por ejemplo, han presentado las propuestas que en este contexto les ha permitido comunicar ideas refrescantes y nuevas estrategias para la compresión de diversos tipos de patrimonios. La premisa expuesta por ellos enfatizaba el pensamiento de que las nuevas tecnologías aunadas a la Museografía Interactiva, constituyen un apoyo didáctico a la hora de transmitir significados provenientes de los objetos patrimoniales para desarrollar y ampliar la comprensión del visitante en relación a los contenidos de las exposiciones. A este respecto, llama la atención la ausencia de museos especializados en Arte ante este tipo de discursos innovadores que suelen provocar en los visitantes soluciones educativas in situ, otorgando nuevos enfoques de las cosas, de la historia, de los objetos y de las generaciones pasadas.

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Las compañías desde su creación, están en la constante búsqueda de la perdurabilidad en el tiempo; es decir buscan el desarrollo sostenible de su negocio y para esto se encuentran con el reto no solo de mantener el personal idóneo y motivado, sino de hacer seguimiento y gestión a sus finanzas, adquirir nuevas tecnologías y generar nuevos productos o negocios, acordes a las necesidades de sus clientes. La implementación de nuevas tecnologías como la Web 2.0, han facilitado a las organizaciones esta tarea; gracias a la retroalimentación y mejora permanente de los productos, que se obtiene a través de la interacción con los clientes, en las plataformas virtuales donde se tiene la posibilidad de: Comercializar, mercadear y publicitar un producto, además de crear prototipos, conocer intereses, necesidades y gustos, que retroalimentan de manera positiva o negativa a la compañía en procesos de preventa y postventa. A través de este estudio exploratorio, se pretende sensibilizar a los directivos de las diferentes organizaciones, frente a la importancia del uso e implementación de nuevas tecnologías como Second Life, una herramienta practica, económica y eficiente para obtener mayor reconocimiento de la marca y lograr competitividad en el mercado global. Teniendo claridad que parte del éxito que se consiga con la implementación de esta herramienta, está determinado por el cambio en la estructura de la compañía y el modelo mental del CEO o líder.