A group of Finnish experts are developping a practical open guide for those who are interested in using virtual worlds and augmented reality technologies.
The wiki-book "Wisdom of virtual worlds and augmented reality" (only available in Finish), tries to answer common questions such as “how can we get started on virtual worlds and augmented reality?” and “how should they be used?” The book aims to highlight the different perspectives and applications of these technologies, in learning environments, in organisations and even as business and marketing tools..
Irá decorrer entre os dias 15 e 17 de novembro de 2012, na Universidade Aberta, o Pólo Nacional /Local Chapter em Portugal da Conferência Internacional SLACTIONS2012.
Trata-se de um evento organizado pelo Laboratório de Educação a Distância & eLearning (LE@D) da Universidade Aberta e do Grupo de Agentes Inteligentes e Personagens Sintéticas (GAIPS/INESC-ID/IST) em colaboração com o Gabinete de e-learning da Universidade de Trás-Montes e Alto-Douro (UTAD).
A Conferência SLACTIONS 2012 tem como foco a investigação acerca dos mundos virtuais, caracterizando-se por ser a primeira conferência híbrida a decorrer em simultâneo no Second Life® e presencialmente a partir de vários países. Os outros pólos nacionais/local chapters da SLACTIONS 2012 são até à data EUA, Itália, Irlanda, Peru e Brasil.
Welcome to the Blender PT Conference 2013 website, an event gathering researchers, professionals and freelancers to promote the open-source 3D digital tool Blender, debate about its real impact at an academic and professional level and build bridges between digital 3D communities in a knowlegde sharing environment.
The Blender PT Game Contest 2013
The Blender PT Game Contest 2013 has an international scope aimed towards the stimulation of the computer game development and digital entertainment industries in Portugal, promoting the use of information and communication technologies and encourage the use of the open-source 3D production tool Blender.
How to participate
Participants are asked to submit their projects to conference(at)problender(dot)pt, and attach the files necessary per each of the following categories, by February 20, 2013.
Interest in virtual worlds and their application to learning have increased significantly in recent years. They play an increasingly important role for people in both social and work-based contexts, and they challenge many of our assumptions about how we work, teach, learn, and relate to each other.
There are many different types of virtual worlds and they are used for a multiplicity of purposes including gaming, play, social networking, learning and development, work, and also business. The experiences gained in virtual worlds influence who we are in the physical world, and vice versa. What are we learning through those experiences and how transferable is that learning from one domain to another?
The main aims of this conference are to increase our understanding of experiential learning in virtual worlds, both formal and informal, to share experience and best practice, and to debate future possibilities for learning in virtual worlds. We believe the conference will be of interest to educators, researchers, students, independent scholars, trainers, virtual world users, and anyone interested in what happens in virtual worlds and what it means for us as human (or virtual) beings.
AVATAR International Workshop is a day event and will focus on exchange of experience and information on added value of teaching in virtual worlds.
Date and Place of the Workshop: Tuesday, 13th of September 2011, Burgas Free University, Burgas (BG)
In the morning session of the workshop the course, feedback and experience from teachers as well as case studies will be presented. The morning session will conclude with panel addressing lessons learned from the AVATAR course pilot trial. In the afternoon session invited speakers from Austria, Italy, Sweden and UK will outline more use cases and their experience with teaching in virtual worlds. Download the program from here.
For the ones who may not physically attend, the workshop will be broadcasted in real time through the AVATAR website and the AVATAR Island in Second Life. Information for the on line interactive participation are available from the AVATARâ€™s website.
El COMPROFES se celebrará en la modalidad virtual, lo que posibilitará una programación continua de 48 horas, con más de 50 horas de actividades adicionales interactivas que conectarán a participantes y ponentes de cualquier lugar del mundo.
El Campus Virtual UCM (CV-UCM) extiende los servicios y funciones del campus universitario por medio de las tecnologías de la información y la comunicación.