224 research outputs found

    Eight Biennial Report : April 2005 – March 2007

    No full text

    Educational Technology and Education Conferences, January to June 2016

    Get PDF

    Educational Technology and Related Education Conferences for June to December 2015

    Get PDF
    The 33rd edition of the conference list covers selected events that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2015 are complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held from January 2016 onward. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses to anyone. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next

    Playful Materialities

    Get PDF
    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Playful Materialities: The Stuff That Games Are Made Of

    Get PDF
    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality

    Get PDF
    Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants

    Playful Materialities

    Get PDF
    Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization

    First steps in the study of cyber-psycho-cognitive operations

    Get PDF
    Dissertação (mestrado)—Universidade de Brasília, Instituto de Relações Internacionais, Programa de Pós-Graduação em Relações Internacionais, 2019.O presente trabalho é uma análise dos mecanismos informáticos e tecno-comunicacionais envolvidos na articulação de mundos da vida orientados estrategicamente para estimular, prever ou minar o desenvolvimento das condições psico-cognitivas adequadas para a construção e sustento da legitimidade racional de uma autoridade ou ação política. A aplicação de instrumentos “arqueológicos” Foucauldianos ao estudo das narrativas políticas que engendraram e surgiram de “Russiagate” permitiu situar a teoria num contexto histórico e validar a premissa da convergência e incorporação de tendências de agendamento comuns e de práticas típicas de operações psicológicas tradicionais. Contudo, os efeitos tanto da disponibilidade comercial das TICs com capacidade de “deep learning”, quanto da estruturação baseada em conhecimento permitida pela ubiquidade e centralidade econômica dessas tecnologias, tornam o conjunto de mecanismos analisados num fenômeno que merece uma conceptualização e marco investigativo únicos. A obra é uma contribuição a esse empreendimento.This is an analysis of the ICT-based mechanisms involved in the articulation of lifeworlds that are strategically oriented to foster, prevent or undermine the development of psycho-cognitive conditions adequate for the construction or sustainability of an authority’s or a political action’s rational legitimacy. While grounding theory to a historical context, the application of Foucauldian “archeological” instruments to the study of the political narratives giving birth and springing from “Russiagate” also served to validate the premised convergence and incorporation of common agenda-setting trends and practices typical of traditional psychological operations. However, the effects of both the commercial availability of deep-learning ICTs and the cognition-based structuration afforded by their ubiquity and economic centrality set this “dispositif” apart, thereby deserving a unique conceptualization and research framework. This study is a contribution to such endeavor

    A Survey of Augmented Reality

    Get PDF
    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched
    corecore