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LaTurbo Avedon Is Way Ahead of the Metaverse

LaTurbo Avedon Is Way Ahead of the Metaverse

https://www-wired-com.cdn.ampproject.org/c/s/www.wired.com/story/laturbo-avedon-digital-art/amp

The artist, who only exists online, was working in digital spaces long before anyone talked about NFTs.

The deal with Avedon is this: They don’t exist offline, simply describing themselves as “from the internet.” They are a digitally native creature, building art across online worlds like Second Life, Fortnite, and Star Citizen, and showing said art in prestigious galleries across the United States and Europe.

There’s no separating the art from the artist, because the artist is the art project, a sprightly-looking, nonbinary virtual being untethered from a human body. You could call them a high-art version of avatar influencers like Lil Miquela, although the most apt characterization might be a cross between the Japanese hologram pop idol Hatsune Miku and the pseudonymous British street artist Banksy—the performance of persona is part of the project. Like the ethereal Hatsune Miku, Avedon is visually represented by an avatar. But while it’s out in the open that Miku is a software-fueled collaboration between teams of humans,

immersive for autistic students

Newbutt, N., Schmidt, M. M., Riva, G., & Schmidt, C. (2020). The possibility and importance of immersive technologies during COVID-19 for autistic people. Journal of Enabling Technologies, 14(3), 187–199. https://doi.org/10.1108/JET-07-2020-0028
#lowend #mmersive approach for students with #autism
The authors also pursue low-end vs hi-end approach in the adoption of immersive technologies:
here my annotations in hypothes.is
https://hyp.is/go?url=https%3A%2F%2Fwww.emerald.com%2Finsight%2Fcontent%2Fdoi%2F10.1108%2FJET-07-2020-0028%2Ffull%2Fhtml&group=__world__
or if you don’t use it, link to the article
https://www.emerald.com/insight/content/doi/10.1108/JET-07-2020-0028/full/html
it also follows the same venue of mindful use of immersive, which Gill, Mark C and i tried to pursue several years ago
As described and developed by Riva and Wiederhold (2020) we suggest that the use of a low-cost spherical, video-based virtual reality mindfulness intervention could reduce the psychological burden of COVID-19 for autistic people, alongside a developed package of at-home educational and support materials to empower families/caregivers delivered via an online eLearning platform to support effective implementation.

Facebook, Microsoft, Meta

Microsoft Teams enters the metaverse race with 3D avatars and immersive meetings

Microsoft and Meta are on a collision course for metaverse competition By Tom Warren@tomwarren Nov 2, 2021, 11:00am EDT

https://www.theverge.com/2021/11/2/22758974/microsoft-teams-metaverse-mesh-3d-avatars-meetings-features

Microsoft Mesh always felt like the future of Microsoft Teams meetings, and now it’s starting to come to life in the first half of 2022. Microsoft is building on efforts like Together Mode and other experiments for making meetings more interactive, after months of people working from home and adjusting to hybrid work.

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Facebook wants to build a metaverse. Microsoft is creating something even more ambitious

Rather than ruling one metaverse, Microsoft wants its Mesh platform to be the glue that holds a multiverse of many worlds together.

Microsoft has been developing its own take on the metaverse through Mesh for several years now in conjunction with the launch of its Hololens AR headset.

Microsoft connects people across any device (smartphones, laptops, headsets, etc.) into shared spaces where they can all interact, no matter how they may have dialed in.

Microsoft imagines Teams as a prototype for the metaverse, where companies can set up their own spaces. Rather than rule its own metaverse as Meta/Facebook aspires to, Microsoft sees its role with Mesh in providing the foundational glue that helps hold a multiverse of worlds together. This is not just a philosophical view on technology. Microsoft’s Mesh is built to allow companies to use APIs, much like apps can on the iPhone today, to help a company build its metaverse and have a persistent identity across all these metaverses.

https://hyp.is/go?url=https%3A%2F%2Fwww.fastcompany.com%2F90691700%2Ffacebook-wants-to-build-a-metaverse-microsoft-is-creating-something-even-more-ambitious&group=9ypxjpYK

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more on metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

trustworthiness of science

Is Scientific Communication Fit for Purpose?

problems is scientific misconduct and fraud, which, it is important to note, is perpetuated by scientists themselves. This category includes scientists who use fraudulent datainappropriately manipulate images, and otherwise fake experimental results. Publishers have been investing increasingly to block bad contributions at the point of submission through editorial review and more is almost certainly needed, likely a combination of automated and human review. Another form of misconduct is the failure to disclose conflicts of interest, which, notwithstanding efforts by publishers to strengthen disclosure guidelines, have continued to be disclosed “too little too late,”

Beyond individual misconduct, there are also organized and systematic challenges. We are seeing “organized fraud” and “industrialized cheating” to manipulate the scientific record to advance self-interests. These choreographed efforts include citation malpracticepaper millspeer review rings, and guest editor frauds. And, even if it does not rise to the level of misconduct, we have seen the use of methods and practices that make substantial portions of at least some fields impossible to reproduce and therefore of dubious validity. Whether individual, organized, or systematic, all these are threats to scientific integrity.

Semi-Immersive Technology, Desktop-AR

https://www.thevrara.com/blog2/2021/10/5/how-semi-immersive-technology-such-as-desktop-ar-has-the-potential-for-implementation-in-classrooms-globally

what is semi-immersive VR?
This kind of technology acts as a window into a virtual world, usually using a computer monitor but sometimes a projector, and the user interaction is done via the keyboard and/or mouse. The users interface in a partial virtual environment, with the feeling of being in a different reality, but are still aware of their physical surroundings.

students and edtech

Are College Students Comfortable Using Edtech? Maybe Not

https://www-edsurge-com.cdn.ampproject.org/c/s/www.edsurge.com/amp/news/2021-08-04-are-college-students-comfortable-using-edtech-maybe-not

The survey from the College Innovation Network asked nearly 700 students enrolled at four higher ed institutions to answer questions about what online learning has been like for them during the 2020-21 academic year.

While some students haven’t had full access to computers or the internet, others have discovered that their laptops are too old or too slow to adequately handle the tools they’ve been assigned.

four key ways that people develop self-efficacy

college students were less likely to use and trust edtech tools that they don’t consider relevant, accurate or easy to use.

 

Cross Reality (XR)

Ziker, C., Truman, B., & Dodds, H. (2021). Cross Reality (XR): Challenges and Opportunities Across the Spectrum. Innovative Learning Environments in STEM Higher Education, 55–77. https://doi.org/10.1007/978-3-030-58948-6_4
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/

For the purpose of this chapter, Cross Reality or XR refers to technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs). These are technologies that connect computer technology (such as informational overlays) to the physical world for the purposes of augmenting or extending experiences beyond the real. Especially relevant to the definition of XR is the fact that this term encompasses a wide range of options for delivering learning experiences, from minimal technology and episodic experiences to deep immersion and persistent platforms. The preponderance of different terms for slightly different technologies indicate that this is a growth area within the field. Here we provide a few definitions of these technologies.

MR—Mixed reality refers to a blend of technologies used to influence the human perception of an experience. Motion sensors, body tracking, and eye tracking interplay with overlaid technology to give a rich and full version of reality displayed to the user. For example, technology could add sound or additional graphics to an experience in real time. Examples include the Magic Leap One and Microsoft HoloLens 2.0. MR and XR are often used interchangeably.

AR—Augmented reality refers to technology systems that overlay information onto the real world, but the technology might not allow for real-time feedback. As such, AR experiences can move or animate, but they might not interact with changes in depth of view or external light conditions. Currently, AR is considered the first generation of the newer and more interactive MR experiences.

VR—Virtual reality, as a technological product, traces its history to approximately 1960 and tends to encompass user experiences that are visually and auditorily different from the real world. Indeed, the real world is often blocked from interacting with the virtual one. Headsets, headphones, haptics, and haptic clothing might purposely cut off all input except that which is virtual. In general, VR is a widely recognizable term, often found in gaming and workplace training, where learners need to be transported to a different time and place. VR experiences in STEM often consist of virtual labs or short virtual field trips.

VW—Virtual worlds are frequently considered a subset of VR with the difference that VWs are inherently social and collaborative; VWs frequently contain multiple simultaneous users, while VRs are often solo experiences. Another discrimination between virtual reality and virtual worlds is the persistence of the virtual space. VR tends to be episodic, with the learner in the virtual experience for a few minutes and the reality created within the experience ends when the learner experience ends. VWs are persistent in that the worlds continue to exist on computer servers whether or not there are active avatars within the virtual space (Bell ). This discrimination between VR and VW, however, is dissolving. VR experiences can be created to exist for days, and some users have been known to wear headsets for extended periods of time. Additionally, more and more VR experiences are being designed to be for game play, socialization, or mental relaxation. The IEEE VR 2020 online conference and the Educators in VR International Summit 2020 offered participants opportunities to experience conference presentations in virtual rooms as avatars while interacting with presenters and conference attendees (see Sect. 2.5 for more information).

CVEs—Collaborative virtual environments are communication systems in which multiple interactants share the same three-dimensional digital space despite occupying remote physical locations (Yee and Bailenson ).

Embodiment—Embodiment is defined by Lindgren and Johnson-Glenberg () as the enactment of knowledge and concepts through the activity of our bodies within an MR (mixed reality) and physical environment

https://hyp.is/mBiunvx3EeudElMRwHm5dQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Human-Centered Design philosophy that involves putting human needs, capabilities, and behavior first (Jerald 2018: 15). XR provides the opportunity to experience just-in-time immersive, experiential learning that uses concrete yet exploratory experiences involving senses that result in lasting memories. Here we discuss opportunities for social applications with XR. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

XR learner activities are usually created for individual use, which may or may not need to be simultaneously experienced as a class together at the same time or place with the instructor. Activities can be designed into instruction with VR headsets, high-resolution screens, smartphones, or other solo technological devices for use inside and outside of the classroom. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Ready to go relationship between STEM courses and XR. In bullet points! 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Do we address the challenges in the grant proposal? 

some learners will be held back from full XR activity by visual, physical, and social abilities such as stroke, vertigo, epilepsy, or age-related reaction time. It should also be noted that the encompassing nature of VR headsets might create some discomfort or danger for any learners as they can no longer fully see and control their body and body space. 

what is the Metaverse

What Is the Metaverse? Is It Just Virtual Reality, or Something More?

https://www-howtogeek-com.cdn.ampproject.org/c/s/www.howtogeek.com/745807/what-is-the-metaverse-is-it-just-virtual-reality-or-something-more/amp/

Tech CEOs keep talking about “the metaverse.” Mark Zuckerberg insists that Facebook will be seen as a “metaverse company” instead of a social media company. Satya Nadella proclaims Microsoft is creating a “metaverse stack” for the enterprise.

Author Neil Stephenson coined the term “metaverse” in Snow Crash, a dystopian cyberpunk novel published in 1992.

In the novel, the metaverse is a sort of 3D virtual world. It’s not simply a virtual reality game but is a persistent, shared virtual world. Or rather, the metaverse is a whole universe of shared virtual spaces seemingly linked together—you could, essentially, teleport between them.

If you think this all sounds a bit like Ready Player One or a higher-tech version of Second Life, you’re right.

virtual reality (VR) and not augmented reality (AR) was necessary for that kind of vision

To Zuckerberg and other tech CEOs, the concept of “the metaverse” seems to have more in common with “Web 2.0.” It’s a bunch of new technologies: VR headsets! Presence! Persistent digital worlds

Microsoft’s vision of the metaverse seems to take the form of rambling, buzzword-heavy talk about “digital twins” and “converging the physical with the digital” with “mixed reality.” Microsoft’s Azure cloud can do it!

Of course, as we learned with Windows 10’s “Mixed Reality” headsets, that term often just means Virtual Reality to Microsoft. However, it can also mean augmented reality: And, little surprise, Microsoft also has a headset to sell you: The HoloLens.

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more on Metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

more on immersive in this IMS blog
https://blog.stcloudstate.edu/ims?s=immersive

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