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Virtual world

Virtual world
The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.[6] Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. History[edit] The concept of virtual worlds significantly predates computers. Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Maze War was the first networked, 3D multi-user first person shooter game. Virtual world concepts[edit] Economy[edit]

Virtual Worlds, Avatars, free 3D chat, online meetings - Second Life Official Site Flight simulator A civil Full Flight Simulator at a pitch angle A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc. Flight simulators employ various types of hardware and software, depending on the modelling detail and realism that is required for the role in which they are to be employed. History of flight simulation[edit] Before World War I[edit] 1909 training rig for the Antoinette aircraft with pilot seat in a half-barrel. 1909 training rig for the Antoinette aircraft from the back. A training rig was developed in 1909 to help the pilot operate the control wheels before the aircraft was flown. World War I (1914–18)[edit]

Intelligent Virtual World ... - Google Recherche de Livres Massive open online course Education service on the web Poster, entitled "MOOC, every letter is negotiable", exploring the meaning of the words "massive open online course" A massive open online course (MOOC ) or an open online course is an online course aimed at unlimited participation and open access via the Web.[1] In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums or social media discussions to support community interactions among students, professors, and teaching assistants (TAs), as well as immediate feedback to quick quizzes and assignments. MOOCs are a widely researched development in distance education,[2] first introduced in 2008,[3] that emerged as a popular mode of learning in 2012, a year called the "Year of the MOOC".[4][5][6] History[edit] What is a MOOC? Precursors[edit] Early approaches[edit] cMOOCs and xMOOCs[edit] MOOCs and open-education timeline (updated 2015 version)[13][30] Students served[edit]

TreadPort Active Wind Tunnel [1][2] The TreadPort Active Wind Tunnel (also known as the TPAWT) is a unique immersive virtual environment that integrates locomotion interfaces[3][4] with sensory cues such as visual, auditory, olfactory, radiant heat and wind display.[5] The TPAWT augments the Sarcos Treadport consisting of the Cave automatic virtual environment(CAVE)[6] with a subsonic wind tunnel built around the user environment, and adds wind to the virtual environment. The Treadport Active Wind Tunnel is one of the first virtual environments to include wind into the sensory experience of the user. Other systems considering wind display, directly use fans.[7] [edit] Jump up ^ Kulkarni, Sandip (2009). Underactuated Control and Characterization of Wind Flow in a Virtual Environment. External links[edit] The TPAWT at the University of Utah References[edit]

Cyberculture: The Key Concepts - Google Recherche de Livres OpenCourseWare History[edit] The OpenCourseWare movement started in 1999 when the University of Tübingen in Germany published videos of lectures online for its timms initiative (Tübinger Internet Multimedia Server).[1] The OCW movement only took off, however, with the launch of MIT OpenCourseWare at the Massachusetts Institute of Technology (MIT) and the Open Learning Initiative at Carnegie Mellon University[2] in October 2002. The movement was soon reinforced by the launch of similar projects at Yale, the University of Michigan, and the University of California Berkeley. MIT's reasoning behind OCW was to "enhance human learning worldwide by the availability of a web of knowledge".[3] MIT also stated that it would allow students (including, but not limited to its own) to become better prepared for classes so that they may be more engaged during a class. Principles[edit] According to the website of the OCW Consortium, an OCW project: edX[edit] Problems[edit] Americas[edit] Brazil[edit] Mexico[edit] Asia[edit]

Projection mapping Projection mapping, also known as video mapping and spatial augmented reality, is a projection technology used to turn objects, often irregularly shaped, into a display surface for video projection. These objects may be complex industrial landscapes, such as buildings. By using specialized software, a two- or three-dimensional object is spatially mapped on the virtual program which mimics the real environment it is to be projected on. The software can interact with a projector to fit any desired image onto the surface of that object.[1] This technique is used by artists and advertisers alike who can add extra dimensions, optical illusions, and notions of movement onto previously static objects. The video is commonly combined with, or triggered by, audio to create an audio-visual narrative. History[edit] Methods[edit] After the object which will be projected on is chosen or created, a virtual replica of the entire physical set up needs to be created. See also[edit] References[edit]

Islands in the Clickstream ... - Google Recherche de Livres Blended learning Blended learning is a formal education program in which a student learns at least in part through online delivery of content and instruction with some element of student control over time, place, path or pace.[1] While still attending a “brick-and-mortar” school structure, face-to-face classroom methods are combined with computer-mediated activities.[2] Proponents of blending learning cite the opportunity for data collection and customization of instruction and assessment as two major benefits of this approach.[3] Schools with blended learning models may also choose to reallocate resources to boost student achievement outcomes.[4] Terminology[edit] History of the term[edit] The concept of blended learning has been around for a long time, but its terminology was not firmly established until around the beginning of the 21st century. Word usage and context[edit] Blended Learning History[edit] Advantages/disadvantages[edit] Advantages[edit] Disadvantages[edit] Community[edit] See also[edit]

Reality–virtuality continuum Reality-Virtuality Continuum. The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. The area between the two extremes, where both the real and the virtual are mixed, is the so-called mixed reality. Overview[edit] Mediated reality continuum showing four points: augmented reality, augmented virtuality, mediated reality, and mediated virtuality on the virtuality and mediality axes This continuum has been extended into a two-dimensional plane of virtuality and mediality.[2] Taxonomy of reality, virtuality, mediality. While the term augmented virtuality is rarely used nowadays, augmented reality and mixed reality are now sometimes used as synonyms[citation needed]. The virtuality continuum has grown and progressed past labels such as computer science and new media. See also[edit]

The Virtual World of Work: How to ... - Google Recherche de Livres

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