1. Gizmag (USA) – Play robot moves effortlessly between real and virtual worlds. “In an increasingly tech-centric world, keeping kids interested in learning can be an uphill battle. With teaching that involves play recently attracting some powerful supportive voices, students from MIT’s Media Lab have developed a system which merges technology and play to stimulate young minds. The Playtime Computing system uses infrared emitters and tracking cameras to monitor the position of a special robot within a play area. As the bot disappears into a hole in a panel, it appears to continue its journey into a virtual world projected onto the walls.”
2. Pittsburgh Post Gazette (USA) – IUP website takes archaeology class into a virtual dig. “Indiana University of Pennsylvania has carved out a virtual dig for its archaeology students in Second Life. Second Life is the popular online destination for people who want to socialize, play games or buy and sell stuff in an alternative world. But virtual worlds are also an educational tool whose potential is beginning to be tapped by projects such as IUP’s Archaeology Island in Second Life.”
3. The Huffington Post (USA) – The Next Killer App: Work. “As a technologist, I’m obsessed with searching for the next killer app. Today, there are many companies that are offering amazing services and products that some may deem “killer apps.” What I find interesting is that many of these are aimed at improving our virtual world–becoming a mayor on a social networking site, getting a hole in one or building an empire on a gaming site. It seems so simple when we escape for a few minutes (or hours) from our real world commitments to the fantastic online world we have created! But what about improving our offline “real” world?”
4. New York Times (USA) – In Cybertherapy, Avatars Assist With Healing. “His talk was going just fine until some members of the audience became noticeably restless. A ripple of impatience passed through the several dozen seated listeners, and a few seemed suddenly annoyed; then two men started to talk to each other, ignoring him altogether. “When I saw that, I slowed down and then stopped what I was saying,†said the speaker, a 47-year-old public servant named Gary, who last year took part in an unusual study of social anxiety treatment at the University of Quebec.”
5. Hypergrid Business (Hong Kong) – IDIA Lab City Opens in Blue Mars. “Ball State University’s Institute for Digital Intermedia Arts (IDIA) announced today the release of IDIA Lab City, a new immersive learning experience powered by Blue Mars, Avatar Reality’s 3 social world platform. Visitors to the new area can virtually tour and examine stunning, realistic recreations of artifacts and artworks in their original historical contexts, including sculptures at the 1915 Panama-Pacific International Exposition in San Francisco and a centuries old Buddha at a Japanese temple. IDIA’s premiere effort in Blue Mars showcases several examples of recent grant supported research projects. For example, students in IDIA’s Immersive Seminar in Virtual Worlds 3D laser-scanned sculptures in Ball State University’s Museum of Art collection, resulting in accurate and detailed replicas in IDIA’s simulation.”
6. Global Times (China) – Goodbye to 2D. “Chen Zekun looks almost the same as his fifth-grade primary school peers. But when he sits before the computer, his design skills amaze even the most tech savvy adults. The 10-year-old boy’s wildest dreams – from warriors with wings to household robots – come to life on the screen. “I found my son had a talent for 3D design three years ago, by chance,” said Chen Shaoping, who owns a computer graphic production house in Taiyuan, capital of Shanxi Province. “He became interested when he saw one of our designers work on 3D design, and then taught himself.” The boy spends most of his free time creating his own virtual worlds. “I also like playing games such as World of Warcraft,” he said. “But it’s more interesting to create game characters of my own.”
7. Dr Dobb’s (USA) – In Silicon No One Can Hear You Scream. “In his book of TV reviews The Crystal Bucket, Clive James writes of David Attenborough: “It is a lucky break that the presenter looks normal, because some of the life-forms he is presenting look as abnormal as the mind can stand. To Attenborough all that lives is beautiful: he possesses, to a high degree, the quality that Einstein called Einfühlung — the intellectual love for the objects of experience. Few who saw it will forget Attenborough’s smile of ecstasy as he stood, some years ago, knee-deep in a conical mound of Borneo bat-poo. Miles underground, with cockroaches swarming all over him and millions of squeaking bats crapping on his head, he was as radiant as Her Majesty at the races”. How long will it be before such emotions can be inspired by the evolved objects of digital experience? I’ve been looking at Thomas Miconi’s page Evolving Virtual creatures. ”
8. California Literary Review (USA) – Book Review: Fun Inc.: Why Gaming Will Dominate the Twenty-First Century by Tom Chatfield. “In the first few pages of Fun Inc., Tom Chatfield, the Arts and Books editor of the British magazine Prospect, admits that his is “a shamelessly partisan book about video games†because they’ve been an important element throughout his life, and also because “they’re an increasingly central part of both American culture and of an emerging global culture. . . that . . has the power to re-mould the 21st century at least as radically as cinema and television did the 20th.†In a similar effort at honesty and full disclosure, this reviewer is the author of the first memoir on video game addiction, Unplugged: My Journey Into the Dark World of Video Game Addiction, as well as a frequent speaker on gaming culture, social networking, cyberbullying, and video games at medical conferences, schools, and businesses. These facts are especially relevant because the majority of video game aficionados and supporters I encounter tend to be overly vocal, shortsighted, and ineffective in their defenses of their beloved pastime. Chatfield, by contrast, has a clean, compelling writing style, and he is quite reasonable throughout his analysis of both this rapidly growing industry and its profound effects on society. While he can get a bit defensive of some justified criticism over video games, that’s fairly easily forgiven since the majority of this book is open-minded, interesting, and insightful.”
9. News Channel 34 (USA) – American Cancer Society of Southern NY Gets Donation from Virtual Community. “Southern Tier HealthLink (STHL), the Regional Health Information Organization (RHIO) for the Southern Tier of New York in conjunction with Amaretto Ranch Breedables, has raised over US $64,000 for breast cancer research through its “New York HealthScape Breast Cancer Awareness Center†simulation (sim) in the virtual world of Second Life. STHL on behalf of Amaretto Ranch Breedables will be presenting a check for the proceeds to the Southern Tier Regional Office of the American Cancer Society in the near future. Created in 2003, Second Life is a computer-generated 3D world already home to millions of virtual residents, businesses, universities, non-profit, and health care organizations around the world. While the enhanced graphics and avatar features of Second Life give it a sophisticated “game†feeling, this actually augments its potential as an education tool. In fact, Second Life has generated serious academic research into the impact of virtual interactions and real life communications, team building, and education. Several studies have concluded that the simulated environment is highly effective for interactive learning.”
10. Third Sector (UK) – Digital Campaign of the Week: Homeless Link. “Earlier this year, Homeless Link was one of the lead partners in the RHS Chelsea Flower Show, when 500 homeless people designed and created a real garden. The objective was to overcome stereotypes of homeless people and to demonstrate that homeless people have talent. Homeless Link was then given funding from the Gulbenkian Foundation to create a virtual representation of the real garden in Second Life, called the Places of Change Garden, which will be online for the next year. “
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