36 research outputs found

    The immersive internet: New models and lead users in Australia

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    The move to develop new visualisation tools for online activities is a response to the complex systems of our expanding, informationalised world and the realisation that graphical representation improves our ability to navigate and make sense of it. But when such tools are combined with social networking and gaming principles, the impact is multiplied, the sum becoming bigger than its parts (Battelle and O\u27Reilly 2009). Real time communication within persistent 3-D environments (worlds), enable users to engage more deeply with one another and with content. With this, new modes of knowledge building, service delivery, interaction and collaboration are being borne

    Pre-figuring the 2020 NBN-enabled classroom: 'Zoo Connect', a case study

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    Safety of procuring research tissue during a clinically indicated kidney biopsy from patients with lupus: data from the Accelerating Medicines Partnership RA/SLE Network

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    Objectives In lupus nephritis the pathological diagnosis from tissue retrieved during kidney biopsy drives treatment and management. Despite recent approval of new drugs, complete remission rates remain well under aspirational levels, necessitating identification of new therapeutic targets by greater dissection of the pathways to tissue inflammation and injury. This study assessed the safety of kidney biopsies in patients with SLE enrolled in the Accelerating Medicines Partnership, a consortium formed to molecularly deconstruct nephritis.Methods 475 patients with SLE across 15 clinical sites in the USA consented to obtain tissue for research purposes during a clinically indicated kidney biopsy. Adverse events (AEs) were documented for 30 days following the procedure and were determined to be related or unrelated by all site investigators. Serious AEs were defined according to the National Institutes of Health reporting guidelines.Results 34 patients (7.2%) experienced a procedure-related AE: 30 with haematoma, 2 with jets, 1 with pain and 1 with an arteriovenous fistula. Eighteen (3.8%) experienced a serious AE requiring hospitalisation; four patients (0.8%) required a blood transfusion related to the kidney biopsy. At one site where the number of cores retrieved during the biopsy was recorded, the mean was 3.4 for those who experienced a related AE (n=9) and 3.07 for those who did not experience any AE (n=140). All related AEs resolved.Conclusions Procurement of research tissue should be considered feasible, accompanied by a complication risk likely no greater than that incurred for standard clinical purposes. In the quest for targeted treatments personalised based on molecular findings, enhanced diagnostics beyond histology will likely be required

    How are Australian higher education institutions contributing to change through innovative teaching and learning in virtual worlds?

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    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activities such as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to create opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through more traditional approaches

    Would you consider using online virtual worlds for meetings?

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    Technology analysts Gartner have made a number of noted observations about the move of 3D virtual environments into mainstream online use. Two years ago they predicted that 'by 2011, 80 percent of active Internet users would have a ‘second life’ but not necessarily in Second Life' (Gartner 2007). Knowing the focus of Gartner on business, this is a very strong statement about future corporate use of the virtual world. However, more recently they plotted the path of virtual worlds in the hype cycle, and determined that it was sitting at the bottom of the ‘disillusionment trough’. (Virtual Worlds News 2009) The good news is that in Gartner’s world, hyped expectation gives way to real benefit. Out of the nadir comes what Gartner calls the ‘slope of enlightenment', indicating that mainstream adoption is less than five years away. It asserts that virtual worlds, in the company of Web 2.0 and cloud computing, are firmly set on this path. For the moment however, many potential users consider virtual worlds are ‘not there yet’. And whilst the education and training sector is marching in with more than mere curiosity, the true believers are asking why take-up in the enterprise sector is lagging behind. So would you consider meeting your customers and colleagues in a virtual world? This paper looks at why you might consider it seriously

    Introducing multi-user environments into Australia’s virtual classrooms: a value proposition for Australia's National Broadband Network

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    As debate ensues over the nation’s priority to build 'a gold-standard Internet network' as Communications Minister, Senator Stephen Conroy describes it, his government’s broadband initiative, the NBN, has many Australians asking what the business case for a super-fast broadband service might be. With educationalists alert to the fact that the 21st century classroom leaves the closed, teacher-centric, facts-based model of learning behind, the curriculum is being redesigned, teacher practice is changing, and technology tools that cater for an extensible, customised approach to learning are being developed. Amongst the most compelling technology services for consideration are multi-user virtual environments (MUVEs); these are emerging technology platforms which can be hosted on servers or sold as software that enable 3D rendering of real or composed scenarios, events, people and places, which may be shared in real time with multiple other users, stream rich media and which can integrate learning management systems, such as 'moodle'. The aim of this paper is, firstly, to outline the important role MUVEs could play in our virtual classrooms, and, secondly, to assess whether policy and curriculum development are mindful of the advantages of implementing MUVEs, as there is evidence that MUVEs are being overlooked by ICT strategists and in the setting of Australia’s first national curriculum. This discursive paper shows where the omissions are, and suggests that, as far as the implementation of 3D virtual environments in the education sector goes, there may be a disconnection between those who 'do' (the teachers) and those who 'plan' (the policy makers)

    Learn a language at no cost

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    If, among your new year's promises, you vowed to learn a second language, the time to start is now. No bleating about finding the right teacher. No mumbling about first paying off the credit card. The year has begun! The good news is that it's possible to learn a language online---for nothing. The web---courtesy of YouTube, Google Video and Blinkx---is hosting a range of DIY language courses. DIY language teachers - that is, enthusiastic amateurs - have uploaded the courses, so be warned that competency varies

    Business in Second Life: an introduction

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    Due to its unique range of creative, experimental and commercial possibilities, the online persistent virtual world Second Life is attracting significant interest from business and service industry sectors throughout the world. Big name brands such as IBM, Dell, ING, Philips Electronics, Telstra, and the Australian Broadcasting Corporation have entered this immersive environment. Though return-on-investment is not readily measured, canny early adopters are realising the potential in understanding how virtual worlds work, particularly in regard to social networks and peer-to-peer exchange. For this reason, active engagement with residents, one which goes beyond merely establishing a shop front, is advocated. Second Life is emerging as test bed for new ideas, where real world prototypes can be released at low cost, with direct feedback from users significantly enriching the design process and leading to innovative or unexpected results. The process is enhanced by the nature of its residents who, typically, are techno-savvy, playful and demonstrate a high receptivity to new ideas. Many residents are classified as user-producers, which is why the lead innovation models come not from real world companies hoping to import their services but from the in-world eco-system where virtual start-ups have sprung up to support residents. The demand for virtual products and services, underpinned by a digital rights management arrangement where creators of in-world content retain their IP, has spawned new businesses in the area of content creation, retail, conference and event hosting, land development, media services and financial services. &nbsp

    Blurring of realities in virtual gift-giving

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    The yuletide overflow of wrapping paper and astrology books prompted me to think about the giving and trading of virtual objects. Trade in digital objects took off when gamers began buying and swapping swords and other symbols to increase their playing power. eBay became the trading post for such items, though it was illegal to take game content outside of the game itself. The practice was banned in 2007, yet this did little to quell the practice, said to be worth US2billion(US2 billion (A3 billion) annually. Developers of social network sites recognised that virtual goods were a way to add value, with many taking a percentage for brokering the arrangement. Most now supply graphical items such as flowers or hearts which friends give to one another

    The immersive internet: new models and lead users in Australia

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    The move to develop new visualisation tools for online activities is a response to the complex systems of our expanding, informationalised world and the realisation that graphical representation improves our ability to navigate and make sense of it. But when such tools are combined with social networking and gaming principles, the impact is multiplied, the sum becoming bigger than its parts (Battelle and O’Reilly 2009). Real time communication within persistent 3-D environments (worlds), enable users to engage more deeply with one another and with content. With this, new modes of knowledge building, service delivery, interaction and collaboration are being borne. This paper discusses the notion of ‘immersion’ and suggests determining factors. It then documents how service delivery in the domains of health, education and business is being re-imagined by new spatial tools and applications. Australian movers and shakers of the immersive web are identified, be they technology innovators or lead users. The proposed National Broadband Network (NBN) is considered in light of the new opportunities it affords: might not the potential of this new technology indeed strengthen the argument to green-light the NBN? With legislators set to argue the case, there is a pressing need to assess the potential of the immersive web, its ability to enhance existing services and create new ones
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