Archive of ‘technology’ category

Verb Collective

https://yalemaquette.com/The-Verb-Collective

The Verb Collective is a toolkit for creating interactions and experiences in Unity. We employed a strategy of reducing code into very basic commands, such as “to look.” Each verb can be triggered by another verb or can be active on start, and each verb can act as a trigger for an array of other verbs. Our goal was to create a system inspired by the exploration of concrete experiences as a way to open the technology to users less interested in a specific outcome, such as a game, and more interested in exploring the material properties of the worlds they create. In doing so, we hope to bring in a more diverse set of makers that challenge existing notions or expectations of these media.

https://ccam.yale.edu/projects/blended-reality-0

https://nercomp.org/wp-content/uploads/2020/05/nercomp-verb-collective.pdf

VR teaching climate change

Virtual reality: A new frontier in climate change learning

https://www.universityworldnews.com/post.php?story=20220413115741390

Located in a building renovated over the past two years, the Dreamscape Learn centre welcomed 1,000 students in this, the first full semester. In place of traditional biology laboratory time, these students attend labs in the state-of-the-art virtual learning centre that cost US$20 million, paid for by Dreamscape Immersive, philanthropy and ASU.

What we’re doing with the alien zoo is replacing conventional biology labs with these highly immersive laboratory modules in which students get to enter into a virtual world and really deal with the way real scientists collect data, look at problems, collaborate, come up with solutions, try the solutions and then come up with other hypotheses.”

Making the abstract concrete

As is the case in many video games, the avatars can travel back in time, in this case to Britain at the start of the Industrial Revolution, when widespread burning of coal began increasing the CO2 levels in the atmosphere. We have an amazing tool, Schlosser told the conference, to put students next to where things happened, next to where they might look into the future. Doing this makes the abstract become concrete.

owning in Metaverse

Can you truly own anything in the metaverse? A law professor explains how blockchains and NFTs don’t protect virtual property

https://theconversation.com/amp/can-you-truly-own-anything-in-the-metaverse-a-law-professor-explains-how-blockchains-and-nfts-dont-protect-virtual-property-179067

claim that tokens provide indisputable proof of ownership, which can be used across various metaverse apps, environments and games. Because of this decentralization, some also claim that buying and selling virtual items can be done on the blockchain itself for whatever price you want, without any person or any company’s permission.

Despite these claims, the legal status of virtual “owners” is significantly more complicated.

It is in these lengthy and sometimes incomprehensible documents where metaverse platforms spell out the legal nuances of virtual ownership. Unlike the blockchain itself, the terms of service for each metaverse platform are centralized and are under the complete control of a single company. This is extremely problematic for legal ownership.

For example, on one day you might own a $200,000 digital painting for your apartment in the metaverse, and the next day you may find yourself banned from the metaverse platform, and your painting, which was originally stored in its proprietary databases, deleted. Strictly speaking, you would still own the NFT on the blockchain with its original identification code, but it is now functionally useless and financially worthless.

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