8,258 research outputs found

    Viewing the Future? Virtual Reality In Journalism

    Get PDF
    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    Distributed Teaching and Learning in Pokémon Go

    Get PDF
    abstract: This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017).  DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves to build bridges as well as fill gaps in some key literature on learning in out-of-school contexts, including connected learning (Ito et al., 2009), participatory culture (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009), learning ecologies (Barron, 2006), and affinity spaces (Gee, 2004; Gee & Hayes, 2012). The model also focuses on teaching in addition to learning in and across informal contexts. While DTALS can be used to examine any number of phenomena, this dissertation focuses on the community around Pokémon Go. The game, with its emphasis on geography and community, presents unique opportunities for research. This research draws on existing video game research which focuses on not only games but their communities, and in particular the learning and literacy activities which occur in these communities (Gee & Hayes, 2012; Hayes & Duncan, 2012; Squire, 2006; Steinkuehler, 2006). The results here are presented as three separate manuscripts. Chapter Two takes a broad view of a local community of players, and discusses different player types and how they teach and learn around the game. Chapter Three focuses on families who play the game together, and in particular three focal parents who share their perceptions of the game's merits, especially its potential to promote family bonding and learning. Chapter Four discusses teaching, in particular guides written about the game and the ways in which they are situated in particular Discourses (Gee, 2014). Finally, Chapter Five offers implications from these three chapters, including implications for designers and researchers as well as calls for future research.Dissertation/ThesisDoctoral Dissertation Learning, Literacies and Technologies 201

    Spartan Daily, October 14, 2002

    Get PDF
    Volume 119, Issue 32https://scholarworks.sjsu.edu/spartandaily/10676/thumbnail.jp

    HALAL Food Spotting and Navigation Helper in China for Tourist

    Get PDF
    HALAL Food Spotting and Navigation Helper in China for tourist is a website service that can be used with the availability of World Wide Web (WWW) through a handheld mobile devices connected to a mobile network or any wireless network. It focuses on helping especially Muslim tourists from Malaysia to navigate around China without the help from any other external sources except for their very own smart phone. This is to allow the users to access to Google Maps in anytime, anywhere. Tourists guiding through mobile application contains both informing the tourists about spots to search for HALAL foods located near their whereabouts as well as searching for places and determine the HALAL foods available at one place. It is no other than an expert system for Muslim tourists searching for HALAL foods, where the Integrated development Environments (IDE) used is the Microsoft Visual Studio Express is a free version IDE that is developed by Microsoft, while the web development tool that is used is the Visual Web developer Express. All in all, the system helps people to plan their own travelling and get intimate service on independent travel

    Business adaptive strategies in crisis : the case of Company Z

    Get PDF
    The COVID-19 pandemic had a tremendous impact on companies in all industries worldwide. While some companies were unable to continue business at all, others adapted their business model to the new situation. The paper is based on a case study of Company Z, a leading technology company, which adapted its business model during the pandemic in several ways. On the one hand, it realigned its resources and focused more on the cloud services it offers to meet the exploding demand for online video conferencing software. On the other hand, it acquired Company A, a metaverse industry expert, to explore the emerging metaverse market and find new business opportunities. Both companies reflect actual businesses that exist in the real world. However, to protect privacy, the names of these companies are anonymized. The paper is logically organized so that teachers can use it for teaching strategic management, for example. At the beginning, the latest relevant literature and course concepts are introduced. The next chapter presents some general information about Company Z and its performance during COVID-19. Then the presented teaching concepts are applied to the case and instructions are given for teachers on how to use the given case study in the classroom. It will be seen that Company Z handled the pandemic very well by quickly reallocating its resources as environmental conditions changed and by entering new markets to remain successful under the new conditions. Finally, some limitations of the study are pointed out and suggestions for future research are made.A pandemia de COVID-19 teve um impacto tremendo em todas as indústrias em todo o mundo. Enquanto algumas empresas não conseguiram prosseguir os seus negócios, outras adaptaram o seu modelo de negócios à nova situação. Esta dissertação baseia-se num estudo de caso da Empresa Z, uma empresa líder em tecnologia, que adaptou o seu modelo de negócios durante a pandemia de diferentes formas. Por um lado, realinhou os seus recursos e concentrou-se nos serviços cloud para satisfazer a procura explosiva de software de videoconferência. Por outro lado, adquiriu a Empresa A, um especialista da indústria metaverse, para explorar este emergente mercado e encontrar novas oportunidades de negócio. Ambas as empresas refletem negócios reais que existem no mundo real. No entanto, para proteger a privacidade, os nomes destas empresas são anónimos. Esta documento está organizado de forma que os professores possam utilizá-la, por exemplo, para ensinar gestão estratégica. No início, são introduzidas as últimas literaturas e conceitos de cursos relevantes. Seguidamente, informações gerais sobre a Empresa Z e o seu desempenho durante a pandemia são apresentadas. Posteriormente, os conceitos de ensino apresentados são aplicados ao caso e são dadas instruções aos professores sobre como utilizar o estudo de caso na sala de aula. Verificar-se-á que a Empresa Z enfrentou perfeitamente a pandemia, redistribuindo rapidamente os seus recursos à medida que as condições mudavam e entrando em novos mercados para continuar a ter sucesso sob as novas condições. Finalmente, são apontadas algumas limitações do estudo e são feitas sugestões para investigação futura

    Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age

    Get PDF
    Looks at the practices of food and beverage industry marketers in reaching youth via digital videos, cell phones, interactive games and social networking sites. Recommends imposing governmental regulations on marketing to children and adolescents

    The Guardian the Month of December 2022

    Get PDF
    News articles from The Guardian for the Month of December 2022. The Guardian is the official student-run newspaper for Wright State University. It has been published regularly since March of 1965.https://corescholar.libraries.wright.edu/guardian/3652/thumbnail.jp

    Learning from the experts: enabling and studying DIY development of location-based visitor experiences

    Get PDF
    In this paper we show how -- with the aid of enabling technology -- creative Location Based Experiences can be developed for visitors by non-technical professionals from the cultural heritage sector. We look at how these "Place Experts" approach and adopt web technologies to create and publish experiences including the roles they take on, the processes they adopt, and the way they appropriate the technology. We describe our short and long-term research engagements with the cultural heritage sector over the last three years and introduce Wander Anywhere, the website developed to enable this research. We find that place experts typically follow a four stage process in their engagement with location-based experiences, moving from comprehension to translation, development and finally approval. We suggest implications for the processes and technologies that might be employed by others seeking to support a similar type of engagement

    Social Software, Groups, and Governance

    Get PDF
    Formal groups play an important role in the law. Informal groups largely lie outside it. Should the law be more attentive to informal groups? The paper argues that this and related questions are appearing more frequently as a number of computer technologies, which I collect under the heading social software, increase the salience of groups. In turn, that salience raises important questions about both the significance and the benefits of informal groups. The paper suggests that there may be important social benefits associated with informal groups, and that the law should move towards a framework for encouraging and recognizing them. Such a framework may be organized along three dimensions by which groups arise and sustain themselves: regulating places, things, and stories
    corecore