Sunday, November 18, 2007

Israeli startup aims to bring virtual reality into our homes

Dor Givon ducks and weaves, and the animated figure on his computer mimics the movements, narrowly missing a right hook, and then landing a good solid punch on his opponent's face. There's a smack, as the blow makes impact and Givon turns, adjusts the small web camera attached to his laptop, and says: "It's as simple as that. The camera tracks my every move."

Read on at http://tinyurl.com/28brt4

The FAS Virtual Worlds Project

The Federation of American Scientists has embarked upon a project that promises to be both challenging, and possibly perpetual.

It is our hope thatit will also be beneficial to all those with an interest in the Internet and its educational potential http://vworld.fas.org/bin/view/Main/WebHome

Comparative list http://vworld.fas.org/bin/view/Main/VirtualWorlds

Computer games for education

A new video, which includes interviews with teachers and Futurelab researchers, gives an overview of why we are interested in computer games for learning, what commercial games offer to the classroom, and how games can be developed specifically with education in mind.

This video isavailable as a free resource to download and use. http://www.futurelab.org.uk/resources/other_resources/video/Video832

SPP - recruiting for the Schome Park Project

The schome-NAGTY Teen Second Life Pilot provided encouraging signs that Teen Second Life can enhance students’ learning, particularly in relation to ‘knowledge age skills’ (such as leadership, collaboration, etc). You can download a copy of the final report for that Pilot from
http://kn.open.ac.uk/public/document.cfm?docid=9851

The Schome Park Project is building on that initial Pilot – increasing the diversity of the student population and extending our understanding of the potentials and pitfalls of Teen Second Life. We are using a closed island in the Teen Grid of Second life – the only people who can access this island are students we have recruited by us and adults who have had appropriate ‘police checks’ within the last two years (eg enhanced CRB disclosures). Members of the project also have access to the Schommunity website (wiki, forum and SLog) which includes private as well as public areas – see http://www.schome.ac.uk/ .

We are currently looking to recruit 100 more students, aged 13 to 17 inclusive, to join the Schome Park Project. For this next cohort of students we will be meeting all the costs associated with registering the students on Schome Park and supervising their activities within the project (once they have returned their consent forms).

Interested students need to be 13 to 17 years of age and have access to a suitable computer (eg a fairly powerful PC or Apple) and broadband internet connection – most of our current students are active in the early evenings and at weekends.

Students have to be signed up through a school or other similar organisation that can confirm that they really are in the correct age range.

If you work in (or have contact with) a school that would be interested in some of its students joining the project then please get in touch – the only commitments the school are asked to make are to:
· Tell students about the project and provide those who are interested with a copy of the Info letter and consent form (a copy of which is attached for your reference) – students/parents then sign the forms and can return them directly to the Schome Park Project team.
· Confirm the names and dates of birth of students to whom they have given a copy of the info letter and consent form (eg by emailing this information to me)

Of course the opportunity does exist for staff to become involved in the project alongside their students if they wish to do so – we are interested in talking with teachers who would like to use Schome Park as part of their activities in school time – if this appeals to you then please get in touch.

You can find out more about the Schome Park Project via the schome website – http://www.schome.ac.uk/ (once there click on the link to Projects then scroll down to find the Schome Park Project).

The number of places is limited to 100 at this stage – and we will be working on a first come first served basis.

PeterT

Dr Peter Twining
Head of Department
The Department of Education
The Open University
Walton Hall
MILTON KEYNES MK7 6AA

Phone: +44 (0)1908 655078

Email: P.Twining@open.ac.uk
Second Life: Schomer Simpson/TheSchome Ranger

URL: http://schome.open.ac.uk/wikiworks/index.php/User:PeterT

Create Files for iPod Quiz and iQuiz

Are you familiar with iQuiz? How about the iPod Quiz game that comes with the latest versions of the iPod Classic and the iPod Nano? Well, they are actually one and the same. Apple recently changed the name "iQuiz" to "iPod Quiz" and is bundling the game with new versions of the iPod Nano and the iPod Classic. If you have an iPod Video, 5th generation, you can purchase the original "iQuiz" game from the Apple iTunes store for the same cost as a song (99 cents in the United States).

So why are we telling you about iPod Quiz? Because iPod Quiz lets you turn a simple self-test activity into a hand-held game show, complete with high-quality images, animation, countdown timers, audio buzzers and more. When a quiz is made available in the iPod Quiz format, it can be copied to the appropriate folder in iTunes and then synchronized with an iPod. To learn how to create quizzes for iPod Quiz using StudyMate or Respondus, continue reading.

Read the full article at http://www.respondus.com:80/update/2007-11-a.shtml

Saturday, November 10, 2007

Book- The Kids Are All Right

Do any of these traits sound familiar to you?

  • If you get there first, you win.
  • Trial and error is the best strategy, and the fastest way to learn.
  • Elders and their received wisdom can’t help—they don’t understand even the basics of this new world.
  • There’s a limited set of tools—but some combination will work.

Maybe you've seen some of these traits in your kids. Maybe you've seen them in yourself.

They're the traits of the Gamer Generation.

In The Kids Are Alright, we look at the ways that Gamers think and point out how their mindset can help everyone - parents and kids alike.

Gamers believe winning matters - that much isn't surprising. But Gamers are actually savvier in many ways than their non-gamer counterparts, and may surprise the world with their talent.

So relax, moms and dads, the kids really are alright.

Check it out at- http://www.gotgamebook.com/

CALL FOR PAPERS for Edited Book

CALL FOR PAPERS for Edited Book

Hybrid Reality Games:Reconfiguring social and urban networks via locative media

Edited by:Adriana de Souza e Silva, Ph.D. (Communication, North Carolina StateUniversity)souzaesilva@ncsu.edu Daniel Sutko (Communication, North Carolina State University)dmsutko@ncsu.edu

Description:Games are pervasive activities in human culture. The strong success of videoand computer games during the last 20 years can make us forget that thephysical environment has always been the primary playful space. But ifcomputers helped take games to digital spaces, the popularity of mobiletechnologies takes them back to the physical. The pervasiveness of mobilephones, which allow us to walk around urban spaces connected to the Internetand each other, encourages the creation of a new type of game arena thattakes place simultaneously in physical and digital spaces. In these games,communication, collaboration, and interaction occur in a combination of thephysical and the digital-in hybrid spaces.

In such games the players'mobility and position in space indeed matter. Hybrid Reality andLocation-based games transform the players' perception of urban spaces, aswell as the intrinsic definition of game space.This edited book invites essays that critically investigate theinter-relations among mobile technologies, location-based activities, andplayful / social spaces, with the ultimate goal of finding interconnectionsbetween games and social networks.

Submitted essays should focus on threemain areas:
(1) The history of games as social environments, with particular emphasis onMUDs and RPGs, as predecessors of hybrid reality/location-based gaming.Essays in this part of the book are encouraged to explore how gamecommunities are formed, how players in these types of games contribute tothe creation of the game space, game content, and the social relationshipsinside and outside the game.
(2) Theoretical papers about location aware games, differentiating thesetypes of activities from previous game theories on video games. Besidestheoretical papers, we also welcome case studies on current location- based,hybrid reality games, urban games, and pervasive games. In summary, we lookfor defining an overarching concept for the different types of multiusergames that employ mobile technologies as interfaces.
(3) Essays that investigate games beyond the pure entertainment approach,including articles that explore uses of hybrid reality, location aware andpervasive activities in educational contexts, media arts, training,corporate environments, and other similar activities.

Essays might draw connections among gaming, education, art, and other location-basedactivities.

These are suggested research themes, but similar topics will also beconsidered.The book will be directed at academic readers, but should be attractive tothe gaming community and industry insiders, as well.

Abstracts of 500/700words describing the proposed papers are due by December 15th, 2007 withthose accepted due in final form by June 15th, 2008.

Submissions may be in the form of empirical research studies or theory-building papers and shouldbe 5000/7000 words (in English).

Abstracts must include a brief biography ofthe author(s). Proposals and inquiries should be sent electronically tosouzaesilva@ncsu.edu .

Deadlines:Paper abstracts: December 15th 2007(500/700 words) Notification of acceptedabstracts: January 15th 2008 Full papers: June 15th 2008 (5000/7000 words)

About the editors:Adriana de Souza e Silva is an Assistant Professor at the Department ofCommunication at North Carolina State University (NCSU), and the director ofthe Mobile Gaming Research Lab (http://mglab.chass.ncsu.edu/). She is also afaculty member of the Science, Technology and Society Program at NCSU. In2004/2005, Dr. de Souza e Silva was a Senior Researcher at the UCLA GraduateSchool of Education and Information Studies (GSE&IS) at CRESST (Center forthe Study of Evaluation). She holds a Ph.D. on Communication and Culture atthe Federal University of Rio de Janeiro, Brazil. From 2001 to 2004 Dr. deSouza e Silva was a visiting scholar at the UCLA Department of Design Media Arts. Her research focuses on how new media (mobile) interfacesreconfigure our relationship to space and create new social environments viamedia art and hybrid reality games games. She holds a Masters degree inCommunication and Image Technology at the Federal University of Rio deJaneiro, Brazil.http://www.souzaesilva.com/http://mglab.chass.ncsu.edu/

Daniel Sutko is a second-year Master's student in the Department ofCommunication at North Carolina State University. He teaches public speakingand is the research assistant for the Mobile Gaming Research Lab at NCSU.His research centers on the relationship between media and social/ spatialpractices, with a particular focus on new media literacy.

The 11 Video Games Needed to Unlock Your Inner Genius

The 11 Video Games Needed to Unlock Your Inner Genius

What if Video Games Could Make You Smarter?

We posted about Johnson’s book, “Everything Bad is Good for You,“ then began thinking, “What if Video Games Could Make You Smarter?” If you believe in the premise, that video games are in fact good for developing intellect, which games would you turn to?


This article makes for a really interesting read and puts up some interesting justifications for the games that make their list.

Read thew full article at- http://tinyurl.com/36jn33


After reading this article, I posted the following reply, "Interesting mix of “games” there.

Interesting take on Call of Duty. I love the whole FPS style of game and would be surprised if many actually agree that it could be even remotely educational because it’s a “shooter”. (I should add that I do- I agree that it could used as an educational tool.)
Not in the true FPS style, but also “Full Spectrum Warrior” could be used as a leadership tool- it’s a shooter (for want of a better word) in which you direct your squads to achieve various goals, but as a player you don’t actually shoot anyone/anything yourself. It’s totally about leadership, tactics, decision making, etc.


In terms of the “Tycoon” rnage of games, I agree that many can be used as an educational tool. Whilst I’m not a big fan of them or the style, they could certainly be used as a business management learning tool. (For the more serious, there’s some like Airport Tycoon which is a bit more of a serious concept versus”the Roller Coaster suite.

On an even more serious note, there’s the suite of Microsoft Flight Simulator packages where the tutorials/lessons are being used by many as training tools before sitting for their actual Pilot’s Licence! (I have a good friend that has set up a cockpit, with 3 monitors, the TrackIR headset, complete with professional scenery, flight tools, etc to assist him and he swears by it….)

Interesting read- well done and I’m curious to see other feedback."

I'll Be Back!

After much neglect to this blog, I will be back! Maybe even this weekend.

I've been flat out with work and family and haven't had time to do much of anything else but that all changes this week as I finish my current job on Thursday and take a bit of time to relax and re-evaluate everything that's important.

I also have a few job opportunities manifesting, including one that could see the family and I relocate to UAE early in 2008- watch this space....