Searching for "user interface"

Gamification in Education in China and US

Song, D., Wang, J., Ju, P., Liang, Y., Huang, L., & Xu, H. (n.d.). Gamification in Education: A Comparison between China and Western Countries. Retrieved from https://www.academia.edu/38322547/Gamification_Final-2015.1.19_
ACM Classification Keywords
H.5.2. Information interfaces and presentation (e.g.,HCI): User Interfaces; H.5.3. Group and OrganizationInterfaces: User Interfaces.
https://peerwise.cs.auckland.ac.nz/at/?purdue_edu
According to the comparison, the use of gamification elements in Western learning platforms and apps is balanced and well-developed, both in comprehensive and targeted ones. Conditions are different in China.The use of gamification elements is balanced and well-developed in targeted platforms and apps. But for comprehensive ones, it is not balanced or developed enough, especially in regards to online higher education.
Discussion and Future Work
Gamification in China has been combined witheducation for a long time, but not much in the aspect ofhuman-computer interaction. In the 1990s, peopleoften played games or held parties, while now peopleprefer online entertainment. From the comparisonabove, it can be inferred that the research ofgamification in China has laid a good theoreticalfoundation. We are still trying to apply gamification tothe area of online education, which has already madesome progress. However, the use of gamification isuneven, especially in comprehensive learning platformsand we started a bit late. In this respect, China hasfallen behind Western countries in certain ways ofapplying gamification.

Hololens in academic library

Blurred Lines—between virtual reality games, research, and education

http://library.ifla.org/2133/

p. 5 a LibGuide was created that provided a better description of the available software for both the Microsoft Hololens and the HTC Vive and also discussed potential applications for the technology.

Both the HTC Vive and the Hololens were made bookable through the library’s LibCalendar booking system, streamlining the booking process and creating a better user experience.

When the decision was made to bring virtual and augmented reality into the McGill University Library, an important aspect of this project was to develop a collection of related software to be used alongside the technology. In building this software collection a priority was placed on acquiring software that could be demonstrated as having educational value, or that could potentially be used in relation to, or in support of, university courses.

For the Microsoft Hololens, all software was acquired through Microsoft’s Online Store. The store has a number of educationally relevant HoloLens apps available for purchase. The app ARchitect, for example, gives a basic sense of how augmented reality could be used for viewing new building designs. The app Robotics BIW allows user to simulate robotic functions. A select number of apps, such as Land of the Dinosaurs and Boulevard, provide applications for natural history and art. There were a select number of apps related to science, mathematics and medicine, and others with artistic applications. All of the HoloLens applications were free but, compared to what is available for virtual reality, the experiences were much smaller in size and scope.

For the HoloLens, a generic user account was created and shared with person who booked the HoloLens at the time of their booking. After logging into this account – which could sometimes prove to be a challenge because typing is done using the headset’s gesture controls – the user could select a floating tile which would reveal a list of available software. An unresolved problem was that users would then need to refer to the HoloLens LibGuide for a detailed description of the software, or else choose software based on name alone, and the names were not always helpful.

For the Microsoft HoloLens, the three most popular software programs were Land of the Dinosaurs, Palmyra and Insight Heart. Insight Heart allow users to view and manipulate a 3D rendering of a high-resolution human heart, Land of the Dinosaurs provided an augment reality experience featuring 3D renderings of dinosaurs, and Palmyra gave an augmented reality tour of the ancient city of Palmyra.

p. 7 Though many students had ideas for research projects that could make use of the technology, there was no available software that would have allowed them to use augmented reality in the way they wanted. There were no students interested in developing their own software to be used with the technology either.

p. 8 we found that the Microsoft HoloLens received significant use from our patrons, we would recommend the purchase of one only for libraries serving researchers and developers.

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Getting Real in the Library: A Case Study at the University of Florida

Samuel R. Putnam and Sara Russell GonzalezIssue 39, 2018-02-05

Getting Real in the Library: A Case Study at the University of Florida

As an alternative, Microsoft offers a Hololens with enterprise options geared toward multiple users for $5000.

The transition from mobile app development to VR/AR technology also reflected the increased investment in VR/AR by some of the largest technology companies in the world. In the past four years, Facebook purchased the virtual reality company Oculus, Apple released the ARKit for developing augmented reality applications on iOS devices, Google developed Google Cardboard as an affordable VR option, and Sony released Playstation VR to accompany their gaming platform, just to name a few notable examples. This increase of VR/AR development was mirrored by a rise in student interest and faculty research in using and creating new VR/AR content at UF.

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Arnhem, J.-P. van, Elliott, C., & Rose, M. (2018). Augmented and Virtual Reality in Libraries. Rowman & Littlefield.
https://books.google.com/books?id=PslaDwAAQBAJ&lpg=PA205&ots=HT7qTY-16o&dq=hololens%20academic%20library&lr&pg=PA214#v=onepage&q=hololens%20academic%20library&f=false
360 degree video in library instruction
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Hammady, R., & Ma, M. (2018). Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide. In Proceedings of the 4th International AR & VR Conference 2018. Springer. Retrieved from https://eprints.staffs.ac.uk/4799/
‘HoloMuse’ that engage users with archaeological artefacts through gesture-based interactions (Pollalis, Fahnbulleh, Tynes, & Shaer, 2017). Another research utilised HoloLens to provide in-situ assistant for users (Blattgerste, Strenge, Renner, Pfeiffer, & Essig, 2017). HoloLens also used to provide magnification for low vision users by complementary finger-worn camera alongside with the HMD (Stearns, DeSouza, Yin, Findlater, & Froehlich, 2017). Even in the medical applications, HoloLens contributed in 3D visualisation purposes using AR techniques (Syed, Zakaria, & Lozanoff, 2017) and provide optimised measurements in medical surgeries(Pratt et al., 2018) (Adabi et al., 2017). Application of HoloLens extended to visualise prototype designs (DeLaOsa, 2017) and showed its potential in gaming industry (Volpe, 2015) (Alvarez, 2015) and engaging cultural visitors with gaming activities (Raptis, Fidas, & Avouris, 2017).
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van Arnhem, J.-P., & Spiller, J. M. (2014). Augmented Reality for Discovery and Instruction. Journal of Web Librarianship, 8(2), 214–230. https://doi.org/10.1080/19322909.2014.904208

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Evaluating the Microsoft HoloLens through an augmented reality assembly application
Proceedings Volume 10197, Degraded Environments: Sensing, Processing, and Display 2017; 101970V (2017) https://doi.org/10.1117/12.2262626
Event: SPIE Defense + Security, 2017, Anaheim, California, United States
To assess the HoloLens’ potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.
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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
https://www.researchgate.net/publication/315472858_HoloMuse_Enhancing_Engagement_with_Archaeological_Artifacts_through_Gesture-Based_Interaction_with_Holograms
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Gračanin, D., Ciambrone, A., Tasooji, R., & Handosa, M. (2017). Mixed Library — Bridging Real and Virtual Libraries. In S. Lackey & J. Chen (Eds.), Virtual, Augmented and Mixed Reality (pp. 227–238). Springer International Publishing.
We use Microsoft HoloLens device to augment the user’s experience in the real library and to provide a rich set of affordances for embodied and social interactions.We describe a mixed reality based system, a prototype mixed library, that provides a variety of affordances to support embodied interactions and improve the user experience.

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Dourish, P. (n.d.). Where the Action Is. Retrieved November 23, 2018, from https://mitpress.mit.edu/books/where-action
embodied interactions
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls “embodied interaction”—an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality—reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.

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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
HoloMuse, an AR application for the HoloLens wearable device, which allows users to actively engage with archaeological artifacts from a museum collection
pick up, rotate, scale, and alter a hologram of an original archeological artifact using in-air gestures. Users can also curate their own exhibit or customize an existing one by selecting artifacts from a virtual gallery and placing them within the physical world so that they are viewable only using the device. We intend to study the impact of HoloMuse on learning and engagement with college-level art history and archeology students.
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Dugas, Z., & Kerne Andruld. (2007). Location-Aware Augmented Reality Gaming for Emergency Response Education: Concepts and Development. ResearchGate. Retrieved from https://www.researchgate.net/publication/242295040_Location-Aware_Augmented_Reality_Gaming_for_Emergency_Response_Education_Concepts_and_Development

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Library Spaces II: The IDEA Lab at the Grainger Engineering Library Information Center

https://prism.ucalgary.ca/bitstream/handle/1880/52190/DL5_mischo_IDEA_Lab2.pdf

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

React

React

https://reactjs.org/

In computingReact (sometimes styled React.js or ReactJS) is a JavaScript library[2] for building user interfaces.

It is maintained by FacebookInstagram and a community of individual developers and corporations.[3][4][5]

React allows developers to create large web-applications that use data and can change over time without reloading the page. It aims primarily to provide speed, simplicity, and scalability. React processes only user interfaces in applications. This corresponds to View in the Model-View-Controller (MVC) pattern, and can be used in combination with other JavaScript libraries or frameworks in MVC, such as AngularJS.[6]

https://en.wikipedia.org/wiki/React_(JavaScript_library)

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more on Java script in this IMS blog
https://blog.stcloudstate.edu/ims?s=java+script

Reproducibility Librarian

Reproducibility Librarian? Yes, That Should Be Your Next Job

https://www.jove.com/blog/2017/10/27/reproducibility-librarian-yes-that-should-be-your-next-job/
Vicky Steeves (@VickySteeves) is the first Research Data Management and Reproducibility Librarian
Reproducibility is made so much more challenging because of computers, and the dominance of closed-source operating systems and analysis software researchers use. Ben Marwick wrote a great piece called ‘How computers broke science – and what we can do to fix it’ which details a bit of the problem. Basically, computational environments affect the outcome of analyses (Gronenschild et. al (2012) showed the same data and analyses gave different results between two versions of macOS), and are exceptionally hard to reproduce, especially when the license terms don’t allow it. Additionally, programs encode data incorrectly and studies make erroneous conclusions, e.g. Microsoft Excel encodes genes as dates, which affects 1/5 of published data in leading genome journals.
technology to capture computational environments, workflow, provenance, data, and code are hugely impactful for reproducibility.  It’s been the focus of my work, in supporting an open source tool called ReproZip, which packages all computational dependencies, data, and applications in a single distributable package that other can reproduce across different systems. There are other tools that fix parts of this problem: Kepler and VisTrails for workflow/provenance, Packrat for saving specific R packages at the time a script is run so updates to dependencies won’t break, Pex for generating executable Python environments, and o2r for executable papers (including data, text, and code in one).
plugin for Jupyter notebooks), and added a user interface to make it friendlier to folks not comfortable on the command line.

I would also recommend going to conferences:

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more on big data in an academic library in this IMS blog
academic library collection data visualization

https://blog.stcloudstate.edu/ims/2017/10/26/software-carpentry-workshop/

https://blog.stcloudstate.edu/ims?s=data+library

more on library positions in this IMS blog:
https://blog.stcloudstate.edu/ims?s=big+data+library
https://blog.stcloudstate.edu/ims/2016/06/14/technology-requirements-samples/

on university library future:
https://blog.stcloudstate.edu/ims/2014/12/10/unviersity-library-future/

librarian versus information specialist

 

NMC Horizon Report 2017 K12

NMC/CoSN Horizon Report 2017 K–12 Edition

https://cdn.nmc.org/wp-content/uploads/2017-nmc-cosn-horizon-report-K12-advance.pdf
p. 16 Growing Focus on Measuring Learning
p. 18 Redesigning Learning Spaces
Biophilic Design for Schools : The innate tendency in human beings to focus on life and lifelike processes is biophilia

p. 20 Coding as a Literacy

 https://www.facebook.com/bracekids/
Best Coding Tools for High School http://go.nmc.org/bestco

p. 24

Significant Challenges Impeding Technology Adoption in K–12 Education
Improving Digital Literacy.
 Schools are charged with developing students’ digital citizenship, ensuring mastery of responsible and appropriate technology use, including online etiquette and digital rights and responsibilities in blended and online learning settings. Due to the multitude of elements comprising digital literacy, it is a challenge for schools to implement a comprehensive and cohesive approach to embedding it in curricula.
Rethinking the Roles of Teachers.
Pre-service teacher training programs are also challenged to equip educators with digital and social–emotional competencies, such as the ability to analyze and use student data, amid other professional requirements to ensure classroom readiness.
p. 28 Improving Digital Literacy
Digital literacy spans across subjects and grades, taking a school-wide effort to embed it in curricula. This can ensure that students are empowered to adapt in a quickly changing world
Education Overview: Digital Literacy Has to Encompass More Than Social Use

What Web Literacy Skills are Missing from Learning Standards? Are current learning standards addressing the essential web literacy skills everyone should know?https://medium.com/read-write-participate/what-essential-web-skills-are-missing-from-current-learning-standards-66e1b6e99c72

 

web literacy;
alignment of stadards

The American Library Association (ALA) defines digital literacy as “the ability to use information and communication technologies to find, evaluate, create, and communicate or share information, requiring both cognitive and technical skills.” While the ALA’s definition does align to some of the skills in “Participate”, it does not specifically mention the skills related to the “Open Practice.”

The library community’s digital and information literacy standards do not specifically include the coding, revision and remixing of digital content as skills required for creating digital information. Most digital content created for the web is “dynamic,” rather than fixed, and coding and remixing skills are needed to create new content and refresh or repurpose existing content. Leaving out these critical skills ignores the fact that library professionals need to be able to build and contribute online content to the ever-changing Internet.

p. 30 Rethinking the Roles of Teachers

Teachers implementing new games and software learn alongside students, which requires
a degree of risk on the teacher’s part as they try new methods and learn what works
p. 32 Teaching Computational Thinking
p. 36 Sustaining Innovation through Leadership Changes
shift the role of teachers from depositors of knowledge to mentors working alongside students;
p. 38  Important Developments in Educational Technology for K–12 Education
Consumer technologies are tools created for recreational and professional purposes and were not designed, at least initially, for educational use — though they may serve well as learning aids and be quite adaptable for use in schools.
Drones > Real-Time Communication Tools > Robotics > Wearable Technology
Digital strategies are not so much technologies as they are ways of using devices and software to enrich teaching and learning, whether inside or outside the classroom.
> Games and Gamification > Location Intelligence > Makerspaces > Preservation and Conservation Technologies
Enabling technologies are those technologies that have the potential to transform what we expect of our devices and tools. The link to learning in this category is less easy to make, but this group of technologies is where substantive technological innovation begins to be visible. Enabling technologies expand the reach of our tools, making them more capable and useful
Affective Computing > Analytics Technologies > Artificial Intelligence > Dynamic Spectrum and TV White Spaces > Electrovibration > Flexible Displays > Mesh Networks > Mobile Broadband > Natural User Interfaces > Near Field Communication > Next Generation Batteries > Open Hardware > Software-Defined Networking > Speech-to-Speech Translation > Virtual Assistants > Wireless Powe
Internet technologies include techniques and essential infrastructure that help to make the technologies underlying how we interact with the network more transparent, less obtrusive, and easier to use.
Bibliometrics and Citation Technologies > Blockchain > Digital Scholarship Technologies > Internet of Things > Syndication Tools
Learning technologies include both tools and resources developed expressly for the education sector, as well as pathways of development that may include tools adapted from other purposes that are matched with strategies to make them useful for learning.
Adaptive Learning Technologies > Microlearning Technologies > Mobile Learning > Online Learning > Virtual and Remote Laboratories
Social media technologies could have been subsumed under the consumer technology category, but they have become so ever-present and so widely used in every part of society that they have been elevated to their own category.
Crowdsourcing > Online Identity > Social Networks > Virtual Worlds
Visualization technologies run the gamut from simple infographics to complex forms of visual data analysis
3D Printing > GIS/Mapping > Information Visualization > Mixed Reality > Virtual Reality
p. 46 Virtual Reality
p. 48 AI
p. 50 IoT

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more on NMC Horizon Reports in this IMS blog

https://blog.stcloudstate.edu/ims?s=new+media+horizon

IPython notebook

Library Juice Academy

course_intro

I also encourage students to download and install Python on their own systems. Python is a
mature and robust language with a great many third party distributions and versions, such as Ipython.
One I recommend is Active State Python. Active State produces refined and well supported
distributions with easy to use installers. Their basic, individual distribution is free. You can find it at
http://www.activestate.com/activepython/downloads
https://host.lja-computing.net:8888/notebooks/profile_intro_programming_p1/Intro_Programming_Lesson1_pmiltenoff.ipynb
  • Integers: A signed or unsigned whole number running from -32,768 to 32,768 or from 0 to 65,535 if not signed. Integers are used anytime something needs to be counted.
  • Long Integer: Any whole number outside the above range. Python doesn’t distinguish between the two though many languages do. Practically, Python’s integers range from −2,147,483,648 to 2,147,483,648 or 0 to 0 to 4,294,967,295. Most of us will be very happy with this many whole numbers to choose from.
  • Real and Floating Point Numbers: Real numbers are signed or unsigned numbers including decimals. The numbers 2,3,4 are Integers and Real Numbers. The numbers 2.1, 2.9,3.9 are Real Numbers, but not Integers. Real Numbers can include representations of irrational numbers such as pi. Real numbers must be rational, that is a decimal number that terminates after a finite number of decimals. You will sometimes encounter the term Floating Point Numbers. This is a technical term referring to the way that large Real Numbers are represented in a computer. Python hides this detail from you so Real and Floating Point are used intercangeably in this language.
  • Binary Numbers: And Octal and Hexadecimal. These are numbers used internally by computers. You will run into these values fairly often. For instance, when you see color values in HTML such as “FFFFFF” or “0000FF”,
Hexadecimal and Octal are used because humans can read them without too much trouble and they are compromise between what computers process and what we can read. Any time you see something in Octal or Hexadecimal, you are looking at something that interfaces with the lower levels of a computer. You will most commonly use Hexadecimal numbers when dealing with Unicode character encodings. Python will interpret any number which begins with a leading zero as binary unless formatting commands have been used.
Numbers such as 7i are referred to as complex. They have a real part, the 7, and an imaginary part, i. Chance are you won’t use complex numbers unless you’re working with scientific data.
A String consists of a sequence of characters. The term String refers to how this data type is represented internally. You store text in Strings. Text can by anything, letters, words, sentences, paragraphs, numbers, just about anything.
Lists are close cousins to Strings, though you may never need to think of them that way. A list is just that, a list of things. Lists may contain any number of numbers or any number of strings. List may even contain any number of other lists. Lists are compared to arrays, but they are not the same thing. In most uses, the function the same so the difference, for our purposes, is moot. Strings are like lists in that, internally, the computer works with strings in an identical manner to lists. This is why the operations on Strings are so different from numbers.
The last main data type in the Python programming language is the dictionary. Dictionaries are map types, known in other languages as hashes, and in computer science as Associative Arrays. The best way to think of what the dictionary does is to consider a Library of Congress Call Number(something this audience is familiar with). The call number is what’s called a Key. It connects to a record which contains information about a book. The combination of keys and records, called values, comprises a dictionary. A single key will connect to a discrete group of values such as the items in this record. Dictionaries will be touched on in the next lesson in some detail in the next course. These are fairly advanced data structures and require a solid understanding a programming fundamentals in order to be used properly.

Statements, an Overview

Programs consist of statements. A statement is a unit of executable code. Think of a statement like a sentence. In a nutshell, statements are how you do things in a program. Writing a program consists of breaking down a problem you want to solve into smaller pieces that you can represent as mathematical propositions and then solve. The statement is where this process gets played out. Statements themselves consist of some number of expressions involving data. Let’s see how this works.

An expression would be something like 2+2=4. This expression, however is not a complete statements. Ask Python to evaluate it and you will get the error “SyntaxError: can’t assign to operator”. What’s going on here? Basically we didn’t provide a complete statement. If we want to see the sum of 2+2 we have to write a complete statement that tells the interpreter what to do and what to do it with. The verb here is ‘print’ and the object is ‘2+2’. Ask Python to evaluate ‘print 2+2’ and it will show ‘4’. We could also throw in subject and do something a bit more detailed: ‘Sum=2+2’. In this case we are assigning the value of 2+2 to the variable, Sum. We can then do all sorts of things with Sum. We can print it. We can add other numbers to it, hand it off to a function and so on. For instance, might want to know the root of Sum. In which case we might write something like ‘print sqrt(sum)’ which will display ‘2’.

A shell is essentially a user interface that provides you access to a system’s features. Normally, this means access to an Operating System. In cases like this, the shell provides you access to the Python programming environment.

Anything preceed by a “#” is not interpreted or executed by the programming shell. Comments are used widely to document programs. One school of programming holds that code should be so clear that comments are uncessary.

Operations on Numbers

Expressions are discrete statements in programming that do something. They typically occupy one line of code, though programmers will sometimes squeeze more in. This is generally bad form and can really make your program a mess. Expressions consist of operations and data or rather data and operations on them. So, what can you do with numbers? Here is a concise list of the basic operations for integers and real numbers of all types:

Arithemetic:

  • Addition: z= x + y
  • Subtraction: z = x – y
  • Multiplication: z = x * y. Here the asterisk serves as the ‘X’ multiplication symbol from grade school.
  • Division: z = x/y. Division.
  • Exponents: z = x ** y or xy, x to the y power.

Operations have an order of precedence which follows the algebraic order of precedence. The order can be remembered by the old Algebra mnenomic, Please Excuse My Dear Aunt Sally which is remeinds you that the order of operations is:

  1. Parentheses
  2. Exponents
  3. Multiplication
  4. Division
  5. Addition
  6. Subtraction

Operations on Strings

Strings are strange creatures as I’ve noted before. They have their own operations and the arithmetic operations you saw earlier don’t behave the same way with strings.

Putting Expressions Together to Make Statements

As I noted earlier, all computer languages, and natural languages, possess pragmatics, larger scale structures which reduce ambiguity by providing context. This is a fancy way of saying just as sentences posses rules of syntax to make able to be comprehended, larger documents have similar rules. Computer Programs are no different. Here’s a break down of the structure of programs in Python, in a general sense.

  1. Programs consist of one or more modules.
  2. Modules consist of one or more statements.
  3. Statements consist of one or more expressions.
  4. Expressions create and/or manipulate objects(and variables of all kinds).

Modules and Programs are for the next class in the series, though we will survey these larger structures next lesson. For now, we’ll focus on statements and expressions. Actually, we’ve already started with expressions above. In Python, statements can do three things.

  • Assign a variable
  • Change a variable
  • Take an action

Variable Names and Reserved Words

Now that we’ve seen some variable assignments, let’s talk about best practices. First off, aside from reserved words, variable names can be almost any combination of letters, numbers and punctuation marks. You, however, should never ever, use the following punctuation marks in variable names:

      • +
      • !
      • @
      • ^
      • %
      • (
      • )
      • .
      • ?
      • /
      • :
      • ;

*

These punctuation marks tends to be operators and characters that have special meanings in most computer languages. The other issue is reserved words. What are “reserved words”? They are words that Python interprets as commands. Pythons reservers the following words.:

  • True: A special value set aside for boolean values
  • False: The other special value set aside for boolean vaules
  • None: The logical equivalent of 0
  • and: a way of combining logical conditions
  • as: describes how modules are imported
  • assert: a way of forcing something to take on a certain value. Used in debugging of large programs
  • break: breaks out of a loop and goes on with the rest of the program
  • class: declares a class for object oriented design. For now, just remember not to use this variable name
  • continue: returns to the top of the loop and keeps on going again
  • def: declares functions which allow you to modularize your code.
  • elif: else if, a cotnrol structure we’ll see next lesson
  • else: as above
  • except: another control structure
  • finally: a loop control structure
  • for: a loop control structure
  • from: used to import modules
  • global: a scoping statement
  • if: a control structure/li>
  • in: used in for each loops
  • is: a logical operator
  • lamda: like def, but weird. It defines a function in a single line. I will not teach this becuase it is icky. If you ever learn Perl you will see this sort of thing a lot and you will hate it, but that’s just my personal opinion.
  • nonlocal: a scoping command
  • not: a logical operator
  • or: another logical operator
  • pass: does nothing. Used as placeholder
  • raise: raises an error. This is used to write custom error messages. Your programs may have conditions which would be considered invalid based on our business situation. The interpreter may not consider them errors, but you might not want your user to do something so you ‘raise’ an exception and stop the program.
  • return: tells a function to return a value
  • try: this is part of an error testing statement
  • while: starts a while loop
  • with: a context manager. This will be covered in the course after the next one in this series
  • yield: works like return
Variable names should be meaningful. Let’s say I have to track a person’s driver license number. explanatory names like ‘driverLicenseNumber’.

  • Use case to make your variable names readable. Python is case sensitive, meaning a variable named ‘cat’ is different from named ‘Cat’. If you use more than one word to name variable, start of lower case the change case on the second word. For instance “bigCats = [‘Tiger’,’Lion’,’Cougar’, ‘Desmond’]”. The common practice used by programmers in many settings is that variables start with lowercase and functions(methods and so on) start with upper case. This is called “Camel Case” for its lumpy, the humpy appearance. Now, as it happens, there is something of a religious debate over this. Many Python programmers prefer to keep everything lower case and join words in a name by underscores such as “big_cats”. Use whichever is easiest or looks the nicest to you.
  • Variable names should be unique. Do not reuse names. This will cause confusion later on.
  • Python conventions. Python, as with any other programming language, has culture built up around it. That means there are some conventions surrounding variable naming. Two leading underscores, __X, denote system variables which have special meaning to the interpreter. So avoid using this for your own variables. There may be a time and place, but that’s for an advanced prorgramming course. A single underscore _X indicates to other programmers that this a fundamental variable and that they mess with it at their own peril.
  • Avoid starting variable names with a number. This may or may not return an error. It can also mislead anyone reading your program.
  • “A foolish consistency is the hobgoblin of little minds”. But not to programming minds. Consistency helps the readability of code a great deal. Once you start a system, stick with it.

Statement Syntax

Putting together valid statements can be a little hard at first. There’s a grammar to them. Thus far, we’ve mainly been workign with expressions such as “x = x+1”. You can think of expression as nouns. We’ve clearly defined x, but how do we look inside? For that we need to give it a verb, the print command. We would then write “print x”. However we can skip the middle statement and print an expression such as “print x + 1”. The interpreter evaluates this per the order of operations I laid out earlier. However, once that expression is evaluated, it then applies the verb, “print”, to that expression.

Print is a function that comes with the Python distribution. There are many more and you can create your own. We’ll cover that a bit in next lesson. Let’s look at little more at the grammar of a statement. Consider:

x = sin(b)

Assume that b has been defined elsewhere. x is the subject, b is the object and sin is the verb. Python will go to the right side of the equal sign first. It will then go to the inside of the function and evaluate what’s there first. It then evaluates the value of the function and finishes by setting x to that value. What about something like this?

x=sin(x+3/y)

Python evaluates from the inside out according to the rules of operation. Very complex statements can be built up this way.

x = sin(log((x + 3)/(e**2)))
Regardless of what this expression evaluates to (I don’t actually know), Python starts with the innermost parentheses, then works through the value of e squared then adds 3 to x and divides the result by e squared. With that worked out, it takes the logarithm of the result and takessthe sine of that before setting x to the final result.What you cannot do is execute more than one statement on a line. No more than one verb on a line. In this context, a verb is an assignment, or a command acting on an expression
markdown cell
code cell

Call up your copy of Think Python or go to the website at http://www.greenteapress.com/thinkpython/html/. Read Chapter 2. This will reiterate much of what I’ve presnted here, but this will help cement the content into you minds. Skip section 2.6 because IPython treats everything as script mode. IPyton provides you with the illusion of interactive, but everything happens asynchronously. This means that any action you type in will not instantaneously resolve as it would if you were running Python interactively on your computer. You will have to use print statements to see the results of your work.

Your assignment consists of the following:

  • Exercise 1 from Chapter 2 of Think Python. If you type an integer with a leading zero, you might get a confusing error:
    <<< zipcode = 02492

    SyntaxError: invalid token
    Other numbers seem to work, but the results are bizarre:
    <<< zipcode = 02132
    <<< zipcode
    1114
    Can you figure out what is going on? Hint: display the values 01, 010, 0100 and 01000.

  • Exercise 3 from Chapter 2 of Think Python.Assume that we execute the following assignment statements:
    width = 17
    height = 12.0
    delimiter = ‘.’
    For each of the following expressions, write the value of the expression and the type (of the value of the expression).

    width/2
    width/2.0
    height/3
    1 + 2 5
    delimiter
    5

  • Exercise 4 from Capter 2 of Think Python. Practice using the Python interpreter as a calculator:
    1. The volume of a sphere with radius r is 4/3 π r3. What is the volume of a sphere with radius 5? Hint: 392.7 is wrong!
    2. Suppose the cover price of a book is $24.95, but bookstores get a 40% discount. Shipping costs $3 for the first copy and 75 cents for each additional copy. What is the total wholesale cost for 60 copies?
    3/ If I leave my house at 6:52 am and run 1 mile at an easy pace (8:15 per mile), then 3 miles at tempo (7:12 per mile) and 1 mile at easy pace again, what time do I get home for breakfast?

In your IPython notebook Create a markdown cell and write up your exercise in there. Just copy it from the textbook or from the above write up. Next ceate a code cell and do your work in there. Please, comment your work thoroughly. You cannot provide too many comments. Use print statements to see the outcome of your work.

Academic libraries opinion

https://medium.com/@allisonjaiodell/why-i-left-academic-libraries-26e2a63c8bf2

Data Architecture: I was an active member of the RBMS Bibliographic Standards Committee, the ARLIS/NA Artists’ Books Thesaurus project, and an OCLC initiative on Web archiving metadata. I used to contribute to development of international schemas, controlled vocabularies, and content standards for free, as a service activity. Meanwhile, I could have earned $134,677 as a data architect.

Web Development: I developed applications and customized discovery layers to help library patrons find resources. I learned several markup and scripting languages in order to take on this extra work for the library, in the hot-hot pursuit of grant funding to list on my CV. I could have earned $88,285 as a front-end developer (the folks who use HTML, CSS, and JavaScript to build the parts of a website that you see), or $101,021 as a back-end developer (the folks who work with APIs, and transfer data to/from databases).

Data Engineering: Libraries are constantly integrating data from publishers, digitization projects, legacy catalogs, union catalogs, and more. I became a whizz at data wrangling and transformation. I developed countless data pipelines and ETL processes to combine disparate data streams. I should have been earning $112,935 as a data engineer.

User Experience Research: To inform cataloging guidelines, and to better design catalogs and finding aids to meet user needs, I spent a lot of time in libraries researching information-seeking behaviors. I became intimately familiar with Google Analytics and Google Tag Manager. I ran focus groups, conducted usability tests, and led card-sorting exercises in order to gather insights on how to improve our discovery interfaces and their navigation. As a user experience researcher outside of libraries, I could have earned $140,985.

Fundraising: As a special collections professional, I was routinely asked to give tours and host events, with the goal of building relationships with donors. I cultivated skills in storytelling, and learned to quickly craft narratives about my projects’ efficacy and impact. As an academic and a gig worker, I helped develop numerous grant applications, and served as a principal investigator on several large-sum projects. Overall, I honed techniques that are crucial to fundraising and philanthropy. In the nonprofit sector, I could have earned between $98,765 as a development manager and $102,546 as a director of development.

Project Management: In libraries, I never had less than five major projects going at once. I oversaw several large-scale database and website migrations, making sure that each of my team members’ contributions were completed in sequence and on time, while I myself served as a project contributor. In the tech sector, I could have been working as a project manager — someone whose sole job is to hold others accountable to the development timeline — and earned $87,086.

mini conference on virtual reality in education

Our first Library 2.022 mini-conference: “Virtual Reality and Learning: Leading the Way,” will be held online (and for free) on Tuesday, March 29th, 2022.

Virtual Reality was identified by the American Library Association as one of the 10 top library technology trends for the future. The use of this technology is equally trending in the education, museum, and professional learning spheres. Virtual Reality is a social and digital technology that uniquely promises to transform learning, build empathy, and make personal and professional training more effective and economical.

Through the leadership of the state libraries in California, Nevada, and Washington, Virtual Reality projects have been deployed in over 120 libraries in the three states in both economically and geographically diverse service areas. This example, as well as other effective approaches, can help us to begin a national conversation about the use of XR/immersive learning technology in libraries, schools, and museums; and about making content available to all users, creating spaces where digital inclusion and digital literacy serves those who need it the most

This is a free event, being held live online and also recorded.
REGISTER HERE
to attend live and/or to receive the recording links afterward.
Please also join this Library 2.0 network to be kept updated on this and future events.

Everyone is invited to participate in our Library 2.0 conference events, which are designed to foster collaboration and knowledge sharing among information professionals worldwide. Each three-hour event consists of a keynote panel, 10-15 crowd-sourced thirty-minute presentations, and a closing keynote.

Participants are encouraged to use #library2022 and #virtualrealitylearning on their social media posts about the event.

CALL FOR PROPOSALS:The call for proposals is now open. We encourage proposals that showcase effective uses of Virtual Reality in libraries, schools, and museums. We encourage proposals that also address visions or examples of Virtual Reality impacting adult education, STEM learning, the acquisition of marketable skills, workforce development, and unique learning environments.. Proposals can be submitted HERE.

KEYNOTE SPEAKERS, SPECIAL GUESTS, AND ORGANIZERS:

Sara Jones
State Librarian, Washington State Library

Sara Jones previously served as the director of the Marin County Free Library since July 2013. Prior to her time in California, Jones held positions in Nevada libraries for 25 years, including serving as the Carson City Library Director, the Elko-LanderEureka County Library System Director and Youth Services Coordinator, and Nevada State Librarian and Administrator of the State Library and Archives from 2000-2007. Jones was named the Nevada Library Association’s Librarian of the Year in 2012; served as Nevada’s American Library Association (ALA) Council Delegate for four years; coordinated ALA National Library Legislative Day for Nevada for 12 years; served as the Nevada Library Association president; was an active member of the Western Council of State Libraries serving as both vice president and president; and served on the University of North Texas Department of Library and Information Sciences Board of Advisors for over 10 years. She was awarded the ALA Sullivan award for services to children in 2018. She is a member and past-president of CALIFA, a nonprofit library membership consortium.

 

Tammy Westergard
Senior Workforce Development Leader, Project Coordinator – U.S. Department of Education Reimagine Workforce Preparation Grant Program – Supporting and Advancing Nevada’s Dislocated Individuals – Project SANDI

As Nevada State Librarian (2020 – 2021), Tammy Douglass Westergard was a leader in envisioning the dynamic roles of libraries in the future of learning and democracy in America. Tammy was also named the Nevada Library Association’s 2020 Librarian of the Year. She deployed the first certification program within any public library in America where individuals can earn a Manufacturing Technician 1 (MT1), a nationally recognized industry credential necessary to get many of the high paying careers in advanced manufacturing. In parallel with California public libraries, Westergard launched in Nevada the first State-wide learning program in American public libraries delivering augmented reality and virtual reality STEM content and equipment, resulting in immersive learning experiences for thousands of learners. Westergard imagined and then became the project design leader for the first-ever initiative deploying 3D learning tools for the College of Southern Nevada’s (CSN) allied health programs. As a result, CSN is the first dialysis technician training program in the world to use a virtual reality simulation for instruction and CSN was able to accept remote, online learners into its program for students who were previously unable to access the program.Tammy received her bachelor’s degree from the University of Nevada, Reno, a Master of Library Science from the University of North Texas and is a member of Beta Phi Mu, the international library and information studies honor society. She is a member of the International Advisory Board of the Vaclav Havel Library Foundation. The Library Journal named Westergard an “Agent of Change Mover and Shaker.” Tammy’s great passion is advancing educational opportunities through the library. She believes there is dignity in work, which is why she is expanding first-in-the-country programs she created that help displaced workers reskill and upskill so they can step into living wage jobs.

 

Greg Lucas
California State Librarian

Greg Lucas was appointed California’s 25th State Librarian by Governor Jerry Brown on March 25, 2014. Prior to his appointment, Greg was the Capitol Bureau Chief for the San Francisco Chronicle where he covered politics and policy at the State Capitol for nearly 20 years. During Greg’s tenure as State Librarian, the State Library’s priorities have been to improve reading skills throughout the state, put library cards into the hands of every school kid and provide all Californians the information they need – no matter what community they live in. The State Library invests $10 million annually in local libraries to help them develop more innovative and efficient ways to serve their communities. Since 2015, the State Library has improved access for millions of Californians by helping connect more than half of the state’s 1,100 libraries to a high-speed Internet network that links universities, colleges, schools, and libraries around the world. Greg holds a Master’s in Library and Information Science from California State University San Jose, a Master’s in Professional Writing from the University of Southern California, and a degree in communications from Stanford University.

 

Milton Chen
Independent Speaker, Author, Board Member

Milton says that he has had a very fortunate and fulfilling career on both coasts, working with passionate innovators to transform education in creative ways. His first job out of college was at Sesame Workshop in New York, working with founder Joan Cooney and some amazingly talented colleagues in TV production and educational research. From 1976 to 1980, he worked in the research department, creating science curricula for Sesame Street and testing segments for The Electric Company, the reading series. He then served as director of research for the development of 3-2-1 Contact, a science series for 8- to 12-year-olds. Eventually, Sesame Street circled the globe, with broadcasts in more than 100 countries and versions in Spanish, Chinese, Arabic, and many other languages. He then came to the Bay Area to pursue doctoral studies in communication at Stanford. His dissertation looked at gender differences in high school computer use, including new desktop computers we called “microcomputers.” After two years as an assistant professor at the Harvard Graduate School of Education, he joined KQED-San Francisco (PBS) in 1987 as director of education. They worked with teachers to incorporate video into their lessons, using VCRs! He wrote my first book, The Smart Parent’s Guide to Kids’ TV (1994) and hosted a program on the topic with special guest, First Lady Hillary Clinton. In 1998, he joined The George Lucas Educational Foundation as executive director. During his 12 years there, thjey produced documentaries and other media on schools embracing innovations such as project-based learning, social/emotional learning, digital technologies, and community engagement. They created the Edutopia brand to represent more ideal environments for learning. Today, the Edutopia.org website attracts more than 5 million monthly users.

 

Karsten Heise
Director of Strategic Programs, Nevada Governor’s Office of Economic Development (GOED) i

Karsten Heise joined the Nevada Governor’s Office of Economic Development (GOED) in April 2012 initially as Technology Commercialization Director and then continued as Director of Strategic Programs. He leads Innovation Based Economic Development (IBED) in Nevada. As part of IBED, he created and manages Nevada’s State Small Business Credit Initiative (SSBCI) Venture Capital Program. He also leads and overseas the ‘Nevada Knowledge Fund’ to spur commercialization at the state’s research institutions and to foster Research & Development engagements with the private sector as well as supporting local entrepreneurial ecosystems and individual startups. In addition, Karsten is deeply familiar with the European vocational training system having completed his banking-apprenticeship in Germany. This experience inspired the development of the ‘Learn and Earn Advanced career Pathway’ (LEAP) framework in Nevada, which progressed to becoming the standard template for developing career pathway models in the state. He is deeply passionate about continuously developing new workforce development approaches dealing with the consequences of the Fourth Industrial Revolution. Prior to joining the GOED, Karsten spent five years in China working as an external consultant to Baron Group Beijing and as member of the senior management team at Asia Assets Limited, Beijing. Before relocating to Beijing, Karsten worked for 10 years in the international equity divisions of London-based leading Wall Street investment banks Morgan Stanley, Donaldson, Lufkin & Jenrette (DLJ), and most recently Credit Suisse First Boston (CSFB). As Vice President at CSFB, he specialized in alternative investments, structured products, and international equities. His clients were entrepreneurs, ultra-high net worth individuals and family offices as well as insurance companies, pension funds, asset managers and banks. Karsten speaks German and Mandarin Chinese. Karsten completed his university education in the United Kingdom with a Bachelor of Science with First Class Honours in Economics from the University of Buckingham, a Master of Science with Distinction in International Business & Finance from the University of Reading, and a Master of Philosophy with Merit in Modern Chinese Studies, Chinese Economy from the University of Cambridge – Wolfson College. He is also an alumnus of the Investment Management Evening Program at London Business School and completed graduate research studies at Peking University, China.

 

Dana Ryan, PhD 
Special Assistant to the President, Truckee Meadows Community College

With a doctorate in educational leadership from the University of Nevada, Reno, Dana has decades advancing education and training solutions to meaningfully link, scale, enhance and further develop digital components in healthcare, advanced manufacturing, logistics, IT and construction trades. She understands the WIOA one-stop-operating-system programs and processes and can communicate how delivery of services to clients through local offices, regional centers and libraries is achieved. Skill with analysis of a variety of labor market and other demographic information creates excellence in explaining the relevance of labor market data and local, state, and national labor market trends. Dana interfaces with labor and management groups/leaders, and others.

This is a free event, being held live online and also recorded.
REGISTER HERE
to attend live and/or to receive the recording links afterward.
Please also join this Library 2.0 network to be kept updated on this and future events.

The School of Information at San José State University is the founding conference sponsor. Please register as a member of the Library 2.0 network to be kept informed of future events. Recordings from previous years are available under the Archives tab at Library 2.0 and at the Library 2.0 YouTube channel.

metaverse definition

What the metaverse will (and won’t) be, according to 28 experts

metaverse (hopefully) won’t be the virtual world of ‘Snow Crash,’ or ‘Ready Player One.’ It will likely be something more complex, diverse, and wild.

The metaverse concept clearly means very different things to different people. What exists right now is a series of embryonic digital spaces, such as Facebook’s HorizonEpic Games’ FortniteRoblox‘s digital space for gaming and game creation, and the blockchain-based digital world Decentraland–all of which have clear borders, different rules and objectives, and differing rates of growth.

TIFFANY ROLFE

different layers of realities that we can all be experiencing, even in the same environment or physical space. We’re already doing that with our phones to a certain extent—passively in a physical environment while mentally in a digital one. But we’ll see more experiences beyond your phone, where our whole bodies are fully engaged, and that’s where the metaverse starts to get interesting—we genuinely begin to explore and live in these alternate realities simultaneously.

RONY ABOVITZ, FOUNDER, MAGIC LEAP

Xverse

It will have legacy parts that look and feel like the web today, but it will have new nodes and capabilities that will look and feel like the Ready Player One Oasis (amazing gaming worlds), immersion leaking into our world (like my Magicverse concept), and every imaginable permutation of these. I feel that the Xverse will have gradients of sentience and autonomy, and we will have the emergence of synthetic life (things Sun and Thunder is working on) and a multitude of amazing worlds to explore. Building a world will become something everyone can do (like building a webpage or a blog) and people will be able to share richer parts of their external and inner lives at incredibly high-speed across the planet.

YAT SIU, COFOUNDER AND EXECUTIVE CHAIRMAN OF GAMING AND BLOCKCHAIN COMPANY ANIMOCA BRANDS

Reality will exist on a spectrum ranging from physical to virtual (VR), but a significant chunk of our time will be spent somewhere between those extremes, in some form of augmented reality (AR). Augmented reality will be a normal part of daily life. Virtual companions will provide information, commentary, updates and advice on matters relevant to you at that point in time, including your assets and activities, in both virtual and real spaces.

TIMONI WEST, VP OF AUGMENTED AND VIRTUAL REALITY, UNITY:

I think we can all agree our initial dreams of a fully immersive, separate digital world is not only unrealistic, but maybe not what we actually want. So I’ve started defining the metaverse differently to capture the zeitgeist: we’re entering an era where every computer we interact with, big or small, is increasingly world-aware. They can recognize faces, voices, hands, relative and absolute position, velocity, and they can react to this data in a useful way. These contextually aware computers are the path to unlocking ambient computing: where computers fade from the foreground to the background of everyday, useful tools. The metaverse is less of a ‘thing’ and more of a computing era. Contextual computing enables a multitude of new types of interactions and apps: VR sculpting tools and social hangouts, self-driving cars, robotics, smart homes.

SAM HAMILTON, HEAD OF COMMUNITY & EVENTS FOR BLOCKCHAIN-BASED METAVERSE CREATOR THE DECENTRALAND FOUNDATION

NITZAN MEKEL-BOBROV, CHIEF AI OFFICER, EBAY

as carbon is to the organic world, AI will be both the matrix that provides the necessary structural support and the material from which digital representation will be made. Of all the ways in which AI will shape the form of the metaverse, perhaps most essential is the role it will play in the physical-digital interface. Translating human actions into digital input–language, eye movement, hand gestures, locomotion–these are all actions which AI companies and researchers have already made tremendous progress on.

HUGO SWART, VICE PRESIDENT AND GM OF XR, QUALCOMM

Qualcomm views the metaverse as an ever-present spatial internet complete with personalized digital experiences that spans the physical and virtual worlds, where everything and everyone can communicate and interact seamlessly.

IBRAHIM BAGGILI, FOUNDING DIRECTOR, CONNECTICUT INSTITUTE OF TECHNOLOGY AT UNIVERSITY OF NEW HAVEN

As an active researcher in the security and forensics of VR systems, should the metaverse come into existence, we should explore and hypothesize the ways it will be misused.

CHITRA RAGAVAN, CHIEF STRATEGY OFFICER AT BLOCKCHAIN DATA ANALYTICS COMPANY ELEMENTUS 

I picture [the metaverse] almost like The Truman Show. Only, instead of walking into a television set, you walk into the internet and can explore any number of different realities

JOHN HANKE, CEO OF POKÉMON GO CREATOR NIANTIC

We imagine the metaverse as reality made better, a world infused with magic, stories, and functionality at the intersection of the digital and physical worlds.

CAROLINA ARGUELLES NAVAS, GLOBAL PRODUCT MARKETING, AUGMENTED REALITY, SNAP

Rather than building the “metaverse,” a separate and fully virtual reality that is disconnected from the physical world, we are focused on augmenting reality, not replacing it. We believe AR–or computing overlaid on the world around us–has a smoother path to mass adoption, but will also be better for the world than a fully virtual world.

URHO KONTTORI, COFOUNDER AND CTO OF AR/VR HEADSET MAKER VARJO

In the reality-based metaverse, we will be able to more effectively design products of the future, meet and collaborate with our colleagues far away, and experience any remote place in real-time.

ATHERINE ALLEN, CEO OF IMMERSIVE TECH RESEARCH CONSULTANCY LIMINA IMMERSIVE

I prefer to think of the metaverse as simply bringing our bodies into the internet.

BRANDS IN THE METAVERSE

https://youtu.be/TMWvFxs_YIM

VISHAL SHAH, VP OF METAVERSE, FACEBOOK

The metaverse isn’t just VR! Those spaces will connect to AR glasses and to 2D spaces like Instagram. And most importantly, there will be a real sense of continuity where the things you buy are always available to you.

SAYON DEB, MANAGER, MARKET RESEARCH, CONSUMER TECHNOLOGY ASSOCIATION

At its core will be a self-contained economy that allows individuals and businesses to create, own or invest in a range of activities and experiences.

NANDI NOBELL, SENIOR ASSOCIATE AT GLOBAL ARCHITECTURE AND DESIGN FIRM CALLISONRTKL

the metaverse experience can be altered from the individual’s point of view and shaped or curated by any number of agents—whether human or A.I. In that sense, the metaverse does not have an objective look beyond its backend. In essence, the metaverse, together with our physical locations, forms a spatial continuum.

NICK CHERUKURI, CEO AND FOUNDER OF MIXED REALITY GLASSES MAKER THIRDEYE

The AR applications of the metaverse are limitless and it really can become the next great version of the internet.

SAM TABAR, CHIEF STRATEGY OFFICER, BITCOIN MINING COMPANY BIT DIGITAL

It seems fair to predict that the actual aesthetic of any given metaverse will be determined by user demand. If users want to exist in a gamified world populated by outrageous avatars and fantastic landscapes then the metaverse will respond to that demand. Like all things in this world the metaverse will be market driven

+++++++++++++++
More on meta-verse in this blog
https://blog.stcloudstate.edu/ims?s=metaverse

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