background preloader

Videos

Facebook Twitter

Ultimate Battlefield 3 Simulator - Build & Test (Full Video) - The Gadget Show. HyperReality Helmet Uses Kinect To Create An Out-Of-Body Experience. We take our first-person visual perspective for granted every second of the day -- we have to, because our eyeballs are attached to our heads.

HyperReality Helmet Uses Kinect To Create An Out-Of-Body Experience

But what if you could detach your personal "camera angle" at any moment and float away from your own body while still inhabiting it, like an on-demand out-of-body experience? Designer Maxence Paranche has created the next best thing in his HyperReality system, which uses a Microsoft Kinect to scan your physical environment and display it inside a virtual-reality helmet, so you can rotate the visual angle any way you like.

Granted, the visual display inside that weird yellow helmet isn't exactly Tron-quality: your local environment is rendered as an array of monochrome dots. And rotating a camera angle separate from the virtual "body" you inhabit is something that video gamers (and Second Life enthusiasts) do all the time. The interesting thing about HyperReality is how it combines these two interfaces into one, physically embodied experience. Avatara. Bungie - Rückblick auf 20 Jahre Firmengeschichte. Gamestorming: Design Practices for Co-creation and Engagement‬‏ Iggy tries a game for cats‬‏ The Making Of : The Getaway. TEDxKids@Brussels - Gabe Zichermann - Gamification. Smart Gamification: Designing the Player Journey.

SimSurgery Nephrectomy. Jesse Schell: When games invade real life. Luc Courchesne à Découvertes (Radio-Canada, 06/12/2009)‬‏ Alelotlt's Channel‬‏ 2IgklFR5Mp8 (application/x-shockwave-flash Object) RescueSim introduction video. Avatar Target Insertion System (ATIS) March 24th: LIVE from Gametech Orlando - The Future of Virtual Worlds. Join us for a special date and time as Metanomics broadcasts live from Gametech, the annual military conference on games and virtual worlds for training and simulation.

March 24th: LIVE from Gametech Orlando - The Future of Virtual Worlds

Virtual worlds have become an important technology to support training and community outreach. But over the past several years, changes in the virtual world industry have opened up new choices while closing others. Advances like the consumer adoption of Microsoft Kinect, widening use of Unity 3D, and the coming changes to the browser with the launch of HTML-5 and WebGL are opening up a new range of options. Join Douglas Maxwell, Science and Technology Manager for Virtual World Strategic Applications at the U.S.

Army Simulation & Training Technology Center (STTC) as he welcomes a panel to explore current and future trends in virtual worlds. Maxwell will be joined by: Vid_mpeg2. IGN's Top 100 Game Developers: Industry Advice - How to Get Started. So You Want to Work in the Video Game Industry. UnrealDevelopmentKit's Channel. Pulse!! Video - Usage Footage. SALERO - Triage Trainer Prototype v1. Watson. Profile on TED.com. LIFE 2.0 [virtual world, new reality] - HOME. Kanal von GoogleTechTalks. Simulation Video University of Central Florida. FRONTLINE: digital nation: watch the full program.

I wanted to wait a bit because it seemed like it'd be more interesting to listen to all of you.

FRONTLINE: digital nation: watch the full program

There used to be a name for what I was doing, "lurking" -- it dates back to a very different time in the net's history, when usenet and mailing lists were the main forms of communication. It was hard to talk about lurkers then, for the obvious reason that no one knew much about them; it hasn't gotten much easier since. The idea of lurkers has all but vanished now, buried by a succession of ways to try and slice and dice them: "eyeballs," pageviews, users, subscribers, friends, followers, etc, etc. I think these changes are relevant in this context because Doug's initial questions put a lot of emphasis on expression: participation and activism on the one hand, and a concern that "social networks" (as if there were any other kind) might be diminishing the quality of people's engagement, on the other.

That's good and bad. But it definitely has downsides, too. So the problem is simple (ha!). Research Directions for Educational/Serious Games. Image Metrics - The Digital Emily Project. Augmented Reality by Hitlab. Another Perfect World - 30 minutes Preview. Another perfect world - Synopsis. Second Skin Trailer. GM1020 Serious Games lecture. Better Game Characters By Design. Overview of AI and Bots in Learning. Game-based Learning Theory. Digra keynote 2 - Marc Prensky part 2-2 - een Techniek en wetenschap video. Digra keynote - Marc Prensky on Serious Games part 1-2 - een Techniek en wetenschap video.