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robertogreco : virtual   73

Dr Fish Philosopher🐟 on Twitter: "1. #AmAnth2018 is taking place in the midst of one of the deadliest fires in California history. If breathing in the smoke of burning trees, homes, cities doesn't convince us that we need radically different ways to en
"1. #AmAnth2018 is taking place in the midst of one of the deadliest fires in California history. If breathing in the smoke of burning trees, homes, cities doesn't convince us that we need radically different ways to engage beyond conference center model...I don't know what will

2. I have deep respect for labour that goes into planning these events. I know folks are doing their best+striving to make spaces for connection. I hope we can build on that spirit+find ways to support relationality while tending to the disasters (thinking with @hystericalblkns )

3. Things I am thinking about after the #RefuseHAU #HAUTalk panel is: how do we ensure those who are most marginalized within anthro (and beyond) are seen, heard, cited while also disrupting the structures that operate to exclude myriad voices. What can we salvage from anthro?

4. This year, with the smoke, #AmAnth2018 really feels like a salvage operation (thinking here with Anna Tsing). What can we take from the existing structures -- what can we reconfigure to make these more capacious spaces at the end of certain worlds?

5. It may very well be that the environment refuses these spaces for us -- makes it that much harder to operate as 'normal'. What ethical imaginations can we mobilize to maintain and foster connection while considering our nonhuman kin literally burning/vaporizing as we meet."

[See also:
https://twitter.com/LysAlcayna/status/1064172084325048320
"Two takeaways from #AmAnth18: ‘the smoke is telling us something’ @ZoeSTodd | ‘anti-capitalism is the only sane position - the alternative is just f*cking ridiculous’ @profdavidharvey"



https://twitter.com/anandspandian/status/1063947610216525824
"One utopian vision after smoky #AmAnth2018. Make the megaconference a biennial. Imagine instead, every other year, dozens of simultaneous regional gatherings, each streaming sessions online and holding virtual meetups. Gather with folks in person & tune in elsewhere. Speculating."

https://twitter.com/anandspandian/status/1064166786294317056
"Here's a description of the distributed model we used at @culanth for #displace18 this spring. Registration for $10, less than 1% of typical carbon emissions, and an average panel audience of 125 people. An alternative to the empty conference center room. https://culanth.org/fieldsights/1595-reflections-on-displace18 "

https://twitter.com/OmanReagan/status/1063952375428218880
"Reading this, I also realized I was able to attend more talks at Displacements by tuning in from home (cost: $10), than I was able to attend at #AmAnth2018 by actually flying to San Jose for two days with two days of travel on either end to present my paper (cost: over $900)."

https://twitter.com/nativeinformant/status/1063952575647703040
"I like this, although for those of us at small teaching colleges with little intellectual community, conferences are a welcome (though exhausting and expensive) change."

https://twitter.com/RJstudies/status/1064208726461112320
"I have this problem. There are universities close by who could be more welcoming to those of us not working at research institutions. I am thrilled that this conversation is happening."

https://twitter.com/nha3383/status/1063980370901655552
"Probably the most expensive academic conference I have ever participated/presented in coming from the Global South. My university covered me but what about those scholars who will never get an opportunity because AAA provides no bursaries or lower rates for membership. Ripoff."



https://twitter.com/anandspandian/status/1063939720202186752
"I'm trying to imagine how to salvage the promise of connection & kinship without binging so much on carbon & vaporizing life. No simple answer. Building & deepening regional intellectual communities as an alternative? A social foundation for a distributed conference model."

https://twitter.com/ZoeSTodd/status/1063940974391418880
"Yes, the conversation today has given me lots to think about. How do we balance need for meaningful opportunities to engage while also addressing the visceral environmental, economic issues that come any professional organization converging on a city."

https://twitter.com/anandspandian/status/1063940871538671616
"I would also love to see develop a virtual platform for alternative access to the @AmericanAnthro annual meeting, not to substitute, but to supplement. Those who can't afford to attend in person, or can't stomach the carbon burden, shouldn't have to fly this far in a digital era."

https://twitter.com/g_mascha/status/1064082401004056577
"There's an obsession with attending all annual meetings. It's not necessary, exhausting and takes time from regional networking that could emphasize not just presenting but working with each other. Also, AAA could alternate between virtual and in-person (+virtual) meetings."]
zoetodd  conferences  sustainability  climatechange  2018  labor  accessibility  environment  anticapitalism  capitalism  davidharvey  lysalcayna-stevens    anandpandian  displacements  displacement  events  regional  distributed  decentralization  economics  academia  highered  culturalanthropology  anthropology  emissions  audience  virtual  digital  annalowenhaupttsing  nehavora  michaeloman-reagan  kristinwilson  nausheenanwar  #displace18  highereducation  education 
november 2018 by robertogreco
Displacements – The 2018 Biennial Meeting of the Society for Cultural Anthropology
[somehow never bookmarked this, but reminded by this thread:

"Are any academic organizations thinking about or planning for the replacement for "1,000+ people all fly to the same city" model for a conference? If we do this fighting climate change thing right, flying will get massively more expensive. And I like intellectual community."
https://twitter.com/bazintastic/status/1050225871963996161

agree with Jesse Stommel:
"What I’d love to see is more distributed communities, with regional nodes simultaneously meeting in person and using digital tools to connect with a bigger international community. I think we’d have to build this around things broader than single disciplines."
https://twitter.com/Jessifer/status/1050229105264943106 ]

"Displacements are in the air: episodes of profound political upheaval, intensified crises of migration and expulsion, the disturbing specter of climatic and environmental instability, countless virtual shadows cast over the here and now by ubiquitous media technologies. What does it mean to live and strive in the face of such movements? What social and historical coordinates are at stake with these challenges? And what kind of understanding can anthropology contribute to the displacements of this time—given, especially, that our most essential techniques like ethnography are themselves predicated on the heuristic value of displacement, on what can be gleaned from the experience of unfamiliar circumstances?

Exclusionary politics of spatial displacement always depend on rhetorical and imaginative displacements of various kinds: a person for a category, or a population for a problem. In the face of such moves, the critical task of ethnography is often to muster contrary displacements of thought, attention, imagination, and sensation. What forms of social and political possibility might be kindled by anthropological efforts to broach unexpected places, situations, and stories? This conference invites such prospects in tangible form, as experiences of what is elsewhere and otherwise. This is a meeting that will itself displace the conventional modes of gathering, taking place wherever its participants individually and collectively tune in.

For the first time, in 2018, the Biennial Meeting of the Society for Cultural Anthropology will take place as a virtual event. Air travel is one of the fastest growing sources of greenhouse gas emissions worldwide, and one of the chief ways that an academic livelihood contributes to carbon pollution. We are exploring the virtual conference format with the ideal of carbon-conscious activity in mind, taking inspiration from prior such efforts. This format will also enable broader geographical participation, most especially against the backdrop of a political climate of unequal restrictions on international travel. We hope, too, that the web-based media platform we are developing for the conference will allow for novel explorations of expressive form in anthropology.

One of the chief values of the academic conference no doubt lies in face-to-face conversations and interactions. With this in mind, the conference encourages the formation of local “nodes,” decentralized, affinity-based forms of collaboration and exchange, in the spirit of experimentation that SCA and our partners in the Society for Visual Anthropology have long encouraged. The aim of this virtual conference is to extend access to anthropological knowledge and dialogue in as many ways as possible, and to invite other such experiments of this kind."
conferences  sustainability  distributed  culturalanthropology  displacement  displacements  environment  virtual  climatechange  globalwarming  waste  academia  highered  highereducation  education  #displace18 
october 2018 by robertogreco
Max Kreminski 🌱 on Twitter: "calling it now: the next successful social media site will be a MUD with gardening instead of combat mechanics people want to be in a place that they personally (alongside their friends) can exert effort to make better, eve
"calling it now: the next successful social media site will be a MUD with gardening instead of combat mechanics

people want to be in a place that they personally (alongside their friends) can exert effort to make better, even if only in small ways

we’re all tired of living in the virtual equivalent of shopping malls – common spaces we’re not allowed to shape to our own needs

we need shared virtual spaces that we can take care of as a way of taking care of each other

don’t know why it took me so long to realize this, or why it’s suddenly so clear now. maybe my gardening games stuff was always headed in this direction from the very beginning, & I just hadn’t made all the connections yet

current social media platforms have the mechanics all wrong.

y’know how people are always posting hot takes on here? it’s bc we have a psychological need for *mutual presence* with other people & if you’re not posting stuff there’s no way for others to acknowledge your existence

so there’s a constant pressure to be *saying things* – ideally things that provoke some sort of reaction – just to be reassured (by likes, RTs, replies, etc) that yes, you still exist as a social entity, & yes, other people also still exist

MMOs “work” because shared activity directed toward a common goal creates a sense of mutual presence without you having to *say* stuff all the time.

gardening, decorating etc (when implemented correctly) are activities of this type at which you also can’t meaningfully fail

in conclusion, we need a social media platform that lets you sit next to someone on a bench in the park & feed some goddamn birds"

[via: https://are.na/block/2571964 ]
maxkreminski  2018  gardening  animalcrossing  socialmedia  small  participation  participatory  virtual  being  presence  mmo  work  sharing  gaming  games  videogames  community  ethics 
august 2018 by robertogreco
Poética del lápiz, del papel y de las contradicciones | CCCB LAB
"Reflexiones de un escritor que transita entre el medio analógico y el digital, entre lo material y lo virtual."



"Aprendimos a leer en libros de papel y nuestros recuerdos yacen en fotos ampliadas a partir de un negativo. Actualmente vivimos en un entorno digital repleto de promesas y ventajas, y aun así parece que nuestro cerebro reclama dosis periódicas de tacto, artesanía y materia. El escritor Jorge Carrión reflexiona sobre este tránsito contradictorio entre un medio y otro: desde la firma de un libro garabateado o las lecturas repletas de anotaciones, hasta la necesidad de esbozar ideas con un bolígrafo o dibujar para observar y comprender, pasando por el móvil usado para tomar notas o fotografiar citas.

Hoy, en un avión que, a pesar de ser low cost, atraviesa el océano, leo estos versos en un librito extraordinario: «Escribo a mano con un lápiz Mongol Nº 2 mal afilado, / apoyando hojas de papel sobre mis rodillas. / Ésa es mi poética: escribir con lápiz es mi poética. / […] Lo del lápiz mal afilado es indispensable para mi poética. / Sólo así quedan marcas en las hojas de papel / una vez que las letras se borran y las palabras ya no / se entienden o han pasado de moda o cualquier otra cosa.»

Ayer, minutos antes de que empezara la conferencia que tenía que dar en Buenos Aires, una anciana se me acercó para que le dedicara su ejemplar de Librerías. Lo tenía lleno de párrafos subrayados y de esquinas de página dobladas («cada librería condensa el mundo», yo siempre pensé lo mismo, sí, señor), de tarjetas de visita y de fotografías de librerías («este folleto de Acqua Alta es de cuando estuve en Venecia, un viaje muy lindo»), de recortes de diario («mire, la nota de Clarín que habla del fallecimiento de Natu Poblet, qué tristeza») y hasta de cartas («ésta se la escribí a usted cuando terminé su libro y de pronto me quedé otra vez sola»). No es mi libro, le respondí, usted se lo ha apropiado: es totalmente suyo, le pertenece. De perfil el volumen parecía la maleta de cartón de un emigrante o los estratos geológicos de un acantilado. O un mapa impreso en 3D del rostro de la anciana.

La semana pasada, en mi casa, leí este pasaje luminoso de Una historia de las imágenes, un librazo extraordinario de David Hockney y Martin Gayford publicado por Siruela:

En una fotografía el tiempo es el mismo en cada porción de su superficie. No así en la pintura: ni siquiera es así en una pintura hecha a partir de una foto. Es una diferencia considerable. Por eso no podemos mirar una foto mucho tiempo. Al final no es más que una fracción de segundo, no vemos al sujeto en capas. El retrato que me hizo Lucian Freud requirió ciento veinte horas de posado, y todo ese tiempo lo veo en capas en el cuadro. Por eso tiene un interés infinitamente superior al de una foto.

Hace unos meses, en el AVE que une Barcelona con Madrid, leí un artículo sobre una tendencia incipiente: ya son varios los museos del mundo que prohíben hacer fotografías durante la visita; a cambio te regalan un lápiz y papel, para que dibujes las obras que más te interesen, para que en el proceso de la observación y de la reproducción, necesariamente lento, mires y pienses y digieras tanto con los ojos como con las manos.

Vivimos en entornos absolutamente digitales. Producimos, escribimos, creamos en teclados y pantallas. Pero al principio y al final del proceso creativo casi siempre hay un esquema, unas notas, un dibujo: un lápiz o un bolígrafo o un rotulador que se desliza sobre pósits o sobre hojas de papel. Como si en un extremo y en otro de lo digital siempre hubiera una fase predigital. Y como si nuestro cerebro, en un nuevo mundo que –como explica afiladamente Éric Sadin en La humanidad aumentada– ya se ha duplicado algorítmicamente, nos reclamara dosis periódicas de tacto y artesanía y materia (infusiones de coca para combatir el mal de altura).

Hace dos años y medio, tras mi última mudanza, pasé un rato hojeando el álbum de fotos de mi infancia. Aquellas imágenes envejecidas y palpables no sólo documentan mi vida o la moda o las costumbres de los años setenta y ochenta en España, también hablan de la evolución de la fotografía doméstica y de los procesos de revelado. Tal vez cada foto sea solamente un instante (un instante sin una segunda oportunidad, sin edición, sin filtros, sin anestesia), pero las páginas de cartulina, las anotaciones manuscritas en rotulador negro o en boli Bic azul, los cambios de cámara o las impresiones en brillo o en mate crean un conjunto (un libro) en el que la dimensión material del tiempo se puede reconstruir y tocar, elocuente o balbuciente, nítida o desdibujada, como en un yacimiento arqueológico. O como en un mapa impreso en 3D de mi futuro envejecimiento.

Hoy, ahora, acabo de leer este librito extraordinario, el poemario Apolo Cupisnique, de Mario Montalbetti, que han coeditado en Argentina Añosluz y Paracaídas. Y lo cierro, con versos subrayados, páginas con la esquina doblada, la entrada de un par de museos porteños y un lápiz de Ikea que probablemente también se quede ahí, para siempre secuestrado. Y en el avión low cost empiezo a escribir este texto gracias a mi teléfono móvil, porque no soy (no somos) más que un sinfín de contradicciones. La cita de Montalbetti la copio directamente del libro, pero para la de Hockney tengo que recurrir a la foto que hice de esa doble página la semana pasada. A la izquierda el texto, a la derecha el retrato que le hizo Freud. La foto del retrato. Se pueden ver, en efecto, las capas dinámicas que dejaron en la pintura las ciento veinte horas inmóviles. Con el dedo índice y el pulgar amplío sus ojos y durante un rato –en la noche que se disuelve en jet lag– nuestras miradas se encuentran en la pantalla sin estratos."
jorgecarrión  digital  writing  print  virtual  material  2018  art  poetry  apolocupisnique  mariomontalbetti  añosluz  paracaídas  paper  books  ebooks  éricsadin  algorithms  davidhockney  martingayford  natupoblet 
may 2018 by robertogreco
How a (nearly) zero-carbon conference can be a better conference | University of California
"A conference wrapped up recently at UC Santa Barbara, but this was not a typical academic conference. There was no mess to clean up at the end: no coffee-stained tablecloths and muffin crumbs. The attendees were from campuses all across California, but no one had to rush to catch a flight home. The cost of the conference: essentially free. The carbon footprint of the conference: nearly zero.

John Foran, professor of Sociology and Environmental Studies at UC Santa Barbara, was part of the team that put on the recent UC-CSU Knowledge Action Network Conference as part of UC’s Carbon Neutrality Initiative.

Given the topic of the conference — developing resources for teaching sustainability, climate change, climate justice and climate neutrality to all California students from kindergarten through college — the idea of having people fly in, and contribute greenhouse gases in the process, seemed sadly ironic, if not "morally bankrupt," in Foran's words.

In fact, air travel to conferences, talks and meetings accounts for about a third of the carbon footprint for a typical university. For many professors who travel to multiple conferences and meetings per year, air travel can easily make up over half of their annual carbon footprint.

“Knowing what we know now, it’s just not responsible to fly to conferences all over the world,” said Foran.

For universities concerned about trying to reduce — or even eliminate — their carbon footprints, the problem of air travel is especially acute. Both the carbon footprint and the cost of air travel and honoraria have pushed many institutions to support virtual meetings, but traditional teleconferencing has proved a largely unsatisfying alternative. Dropped connections, inadequate bandwidth and other technological issues have made live video conferences a poor substitute for in-person attendance."

[See also: http://www.news.ucsb.edu/2016/016796/more-conference-less-carbon ]

[See also: http://ehc.english.ucsb.edu/?page_id=16797/

"UC-CSU KAN Conference
a nearly carbon-neutral conference

Interested in staging a nearly carbon-neutral (NCN) conference? For the rationale behind this approach & details on how to coordinate such events, see our White Paper / Practical Guide.
[http://hiltner.english.ucsb.edu/index.php/ncnc-guide/ ]

“Building a UC/CSU Climate Knowledge Action Network”
Spring 2017 Nearly Carbon-Neutral Conference

The UC-CSU Knowledge Action Network
for
Transformative Climate and Sustainability Education and Action



Welcome!

We are delighted to host this virtual space and welcome you to our community – We’re all in for an adventure, if this goes as we hope! This conference opened on Monday, June 12, 2017, and we now invite all participants to please view and comment on the talks for the next three weeks! On Monday, July 3, the conference and the Q&A will close. After that, the website will remain open to the public and continue to invite participation in the building of this Knowledge Action Network.

Guiding Principles

We affirm the essential roles social scientists, humanists, educators, and arts and culture play in advancing transformative climate action. We affirm the roles of California faculty in supporting younger generations to act on climate and in reaching beyond the campus to engage various publics to accelerate the shifts. We affirm the United Nations 2030 Sustainable Development Goal 4.7: “To ensure that all learners acquire the knowledge and skills needed to promote sustainable development, including, among others, through education for sustainable development and sustainable lifestyles, human rights, gender equality, promotion of a culture of peace and non-violence, global citizenship and appreciation of cultural diversity and of culture’s contribution to sustainable development.”

Purpose

Over the course of the 2016-17 academic year, a network of 32 University of California and California State University teachers has been building a Knowledge Action Network (KAN) around issues of teaching sustainability, climate change, climate justice, and climate neutrality to all California students, from kindergarten to the graduate university level.

The purpose of this knowledge action network is to begin to take the steps necessary to provide California educators a collaborative framework to facilitate highly integrative sustainability and climate education and action. The KAN will accelerate California educators’ abilities to offer climate neutrality, climate change, climate justice,[1] and sustainability education to all Californian students in ways that are culturally contextualized, responsive and sustaining, as well as actionable and relevant to their futures. The network will also enable California educators to engage across and beyond our educational institutions for transformative climate action over time.
Process

In the spring of 2017, we came together in four regional workshops, and spent one and a half days together at each site getting to know each other, identifying the current state of climate change and climate justice education in California, envisioning what we hope to see in the future, and then beginning to identify ways to get there. In doing so, we explored the facilitation process of “emergent strategy,” based on the book by Adrienne Maree Brown, Emergent Strategy: Shaping Change, Changing Worlds.

The present “nearly carbon-neutral conference” is the next step in that process. Each participant was asked to make a video of approximately fifteen minutes on one of the following themes:

Option 1:

What is one of your best practices in teaching climate change, climate justice, carbon neutrality/greenhouse gas emissions reductions, and/or sustainability in a culturally responsive and sustaining way?

What makes it work?

How does/can it scale?

[If appropriate] What obstacles and barriers have you encountered? Where are you stuck? What would you need to go forward?

Option 2:

What vision, proposal, or idea do you have for achieving the goals of the KAN in teaching climate change, climate justice, carbon neutrality/greenhouse gas emissions reductions, and/or sustainability in a culturally responsive and sustaining way?

What is exciting about it?

How does/can it scale?

[If appropriate] What obstacles and barriers have you already or might you encounter? Where are you stuck? What would you need or what would need to happen to make it a reality?

Format

This conference was unusual because of its format, as we took a digital approach. Because the conference talks and Q&A sessions reside on this website (the talks are prerecorded; the Q&As interactive), travel was unnecessary. By 2050, the aviation sector could consume as much as 27% of the global carbon budget (more). We need to immediately take steps to keep this from happening. This conference approach, which completely eschews flying, is one such effort (more).

Website

UCSB’s Environmental Humanities Initiative (EHI) is hosting this conference on the EHI website. While here, please feel free to explore the EHI site, perhaps starting with our Intro and Home pages."]
conferences  carbonneutrality  events  planning  2017  johnforan  virtual  environment  sustainability  teaching  pedagogy  sfsh  airtravel  climatechange  climate  climatejustice  climateneutrality  carbonfootprint  kenhiltner  internet  web  online  access  accesibility  community  howto  ucsb  highered  education  highereducation  academia 
july 2017 by robertogreco
LGR - Developing Firewatch's In-Game Photographs! - YouTube
"While playing the game Firewatch, you find a disposable 35mm camera. Take photos while playing and they can be developed and shipped to you for real!"
games  gaming  videogames  photography  2016  firewatch  edg  srg  virtual  digital  gamedesign 
march 2016 by robertogreco
Curiosity Cabinet - Commonplace Studio
"Curiosity Cabinet #1 is the first cabinet in a series that appropriates the structure of historical curiosity cabinets of the sixteenth century in a contemporary context. Throughout the Renaissance, objects representative of god (naturalia) and man (artificialia) were displayed in cabinets as an index of their proprietors’ world view. Since today we are no longer concerned with the dichotomy of nature and art, but with the duality of the material and the virtual, these cabinets brings together both physical and digital space in one archival system.

This cabinet intersperses sixteen drawers for physical objects, and sixteen boxes with embedded memory and RFID tags for saving and presenting digital information. To view the digital content, one must simply place a digital box near the computer."

[Other project of note by Jon Stam:
Cabinet of the (Material& Virtual) World: http://commonplace.nl/CABINET-OF-THE-MATERIAL-VIRTUAL-WORLD
An Imaginary Museum: http://commonplace.nl/AN-IMAGINARY-MUSEUM
Bioscope: http://commonplace.nl/Bioscope
Save as Mine: http://commonplace.nl/Save-As-Mine ]
furniture  jonstam  cabinets  cabinetofcuriosities  curiosities  digital  virtual  rfid  design  art  digitalphysical  photography  video  cameras  memory  memories  archives  storage 
april 2013 by robertogreco
Reimagine : Ed
"We are exploring the future of learning in K-12 education by identifying ideas, places, and professional roles that would benefit from new perspectives.

Using a virtual learning community and an annual three-day summit, we bring together diverse voices and use the design process to develop shared understandings and action steps for change.

Reimagine : Ed is a partnership between The Lovett School and Be Playful"

"The initial focus of Reimagine : Ed will be to explore the role of the library and its potential as a center of learning and engagement in our communities.

In an age of information abundance, rapid technological change, social-construction of knowledge, and a debate on the definition of literacy, the library has an unprecedented opportunity to lead our communities."
beplayful  christianlong  lovettschool  atlanta  future  learning  schools  teaching  education  tcsnmy  libraries  reimagine  technology  community  knowledge  abundance  literacy  susanbooth  helenebowers  lucygray  buffyhamilton  davidjakes  randallkirsch  trungle  sarahmalin  andreasaveri  jeffsharpe  jedsimmons  davidstaley  ethanbodnar  davidbill  nais  virtual 
april 2011 by robertogreco
TRANSFORMATIONS — Walter Benjamin and the Virtual: Politics, Art, and Mediation in the Age of Global Culture: From Flâneur to Web Surfer: Videoblogging, Photo Sharing and Walter Benjamin @ the Web 2.0 By Simon Lindgren
"This paper explores and illustrates how Benjamin’s analysis of the nineteenth century culture of consumption might contribute to an understanding of the new communal formations and self-reflexive subjectivities of the internet in the twenty-first century. Theoretically, this will be done with a specific focus on the concept of the flâneur as discussed in The Arcades Project (416-455), and on some lines of reasoning that are central to his essay on “The Work of Art in the Age of Mechanical Reproduction”. The empirical emphasis will be on two examples of so called Web 2.0 technologies: the photo sharing service of flickr and the videoblogging functionality of YouTube."

[via: http://jeweledplatypus.org/cgi-bin/blosxom.cgi/text/citynet.html ]
urbanism  walterbenjamin  flaneur  culture  city  blogging  politics  urban  art  internet  web  flickr  youtube  virtual  situationist  global 
august 2010 by robertogreco
A Walk Through the Ancient World
"When the first immersive 3D games came out, I asked a programmer if he knew of anyone who had used that technology to create a Virtual Ancient Rome or Ancient Athens. I loved the idea of walking around in a place whose current face was changed out of all recognition from its golden age. He shook his head. Creating virtual worlds was way too time consuming and required too much specialist knowledge and so was too expensive. A virtual Rome wouldn't create the profit that Doom did.

Fast forward a decade and the programming necessary becomes easier to do and the number of people who know how to do it have increased substantially. The costs involved in creating a virtual world have decreased at the same time that academic and scholarly institutions have become much more willing to invest in it.

Now that it's quite a bit easier to find a virtual ancient city to stroll through, I thought I would survey a few options and provide you with a short virtual atlas of the ancient world."
ancient  ancientrome  classics  archaeology  middleages  history  ancientgreece  3d  virtual  tcsnmy  classideas  ancientcivilization  ancienthistory  ancienchina  china  rome  athens  mexico  ancientmexico 
july 2010 by robertogreco
GAFFTA – Creative Spaces and Innovation
"Reflecting on role of creative spaces for their innovations, they proposed 3 types of spaces: mindset (brain space), location & work environment (physical space), & network (virtual space). They described how each of these played a pivotal role in facilitating their projects: how the lack of privacy had occasionally fueled tensions between residents but also forced everyone to – literally – listen to other ideas; how the lack of boundaries between work & life had surfaced a growing quest for “meaning” in what you do; how “curiosity, risk-taking, & challenging the status quo” had been the key requirements for a fully immersive experience (& how some of the residents weren’t able to cope with these demands). They stressed that scarcity (space & time limits) had propelled intimacy & urgency & thus increased output intensity, & that in the face of the abundance of information & social connections on the web the experience of face-to-face collaboration had changed their concept of work."
palomar5  space  creativity  tcsnmy  schooldesign  lcproject  coworking  sharing  trust  mindset  virtual  networking  networks  immersion  privacy  work  life  gaffta  innovation 
april 2010 by robertogreco
Hugo Martínez : Weblog
"Un grupo de profesionales ligados a las tecnologías digitales en educación, hemos hecho llegar al Ministro de Educación la idea de poner a disposición del país una escuela virtual que acoja en línea, a un número significativo de estudiantes que no pueden asistir regularmente a clases y que no contarán, durante un tiempo importante, con bibliotecas ni centros de recursos para el aprendizaje. No proponemos reemplazar las escuelas físicas, que son necesarias e insustituibles, sino que ofrecer una alternativa moderna, viable y complementaria ante la situación actual."

[via: http://el-oso.net/blog/archives/2010/04/01/a-virtual-school-for-the-reconstruction-of-chile/ ]
education  chile  virtualschools  schools  virtual  technology  edtech 
april 2010 by robertogreco
The World Question Center: The Edge Annual Question — 2010: How is the internet changing the way you think?: Linda Stone: Navigating Physical and Virtual Lives
"How has the Internet changed my thinking? The more I've loved and known it, the clearer the contrast, the more intense the tension between a physical life and a virtual life. The Internet stole my body, now a lifeless form hunched in front of a glowing screen. My senses dulled as my greedy mind became one with the global brain we call the Internet.
lindastone  internet  web  edge  2010  online  physical  virtual  thinking  intention  attention  offline 
january 2010 by robertogreco
Is There a There in Cyberspace?
"And we must remember that going to Cyberspace, unlike previous great emigrations to the frontier, hardly requires us to leave where we have been. Many will find, as I have, a much richer appreciation of physical reality for having spent so much time in v
via:preoccupations  johnperrybarlow  cyberspace  community  virtual  online  internet  plae  space 
july 2008 by robertogreco
IBM - Virtual worlds, real leaders - United States
"Online games, and specifically massively multiplayer online role—playing games, offer a glimpse at how leaders develop and operate in environments that are highly distributed, global, hyper-competitive, and virtual. This report explains how."
via:preoccupations  secondlife  ibm  elearning  games  leadership  learning  metaverse  pedagogy  virtualworlds  wow  virtual  gaming 
july 2008 by robertogreco
Mixed Reality Lab, Singapore
"The Mixed Reality Lab, at the National University of Singapore, is aiming to push the boundaries of research into interactive new media technologies through the combination of technology, art, and creativity"
research  lab  reality  interactive  mixedreality  immersive  pervasive  arg  games  gamedesign  gaming  haptics  interaction  interactivity  interface  technology  singapore  science  future  design  ubicomp  virtual 
june 2008 by robertogreco
Blast Theory | Rider Spoke
"Rider Spoke is a new work for cyclists combining theatre with game play and state of the art technology. The project continues Blast Theory’s enquiry into performance in the age of personal communication."
blasttheory  bikes  arg  art  cities  mobility  mobile  games  gps  location  london  play  virtual 
june 2008 by robertogreco
You Are Not Here...is an urban tourism mash-up.
"It takes place in the streets of one city and invites participants to become meta-tourists of another city. Download a map, take your phone with you and go tour Gaza through the streets of Tel Aviv or Baghdad through the streets of New York."
mapping  googlemaps  baghdad  iraq  telaviv  nyc  location  location-based  arg  virtual  tourism  society  globalism  geography  digitalstorytelling  mashup  narrative  mobile  phones  cities  interactive  urban 
june 2008 by robertogreco
Spotlight on DML | Constance Steinkuehler: Digital Montessori for Big Kids
"Virtual worlds are like digital montessori for big kids. Virtual worlds are interest-driven learning environments in which the learner is purposefully surrounded with well chosen and well-designed symbolic and material tools and artifacts. They enable th
virtual  virtualworlds  children  teens  learning  interestdriven  self-directed  immersion  community  interests  technology  education  games  gaming 
may 2008 by robertogreco
Harold Jarche » Boring is good
"Message to tool builders - you cannot be ubiquitous inside a walled garden." + "The litmus test for any community software should be, “is it easier than e-mail?”, because that is what most users will compare it to."
it  ict  walledgardens  technology  systems  tools  online  internet  community  virtual  ubiquitous  accessibility  email 
may 2008 by robertogreco
Adobe - Design Center : The fake-space race: Design and the future of travel
"Current attempts at verisimilitude seem to underestimate our imaginative capacity, while tripping our deceit sensors. It's a matter of timing. The world needs artful telepresence more urgently than ever before. Can we please get on with it?"
johnthackara  sustainability  travel  telecommunication  communication  telepresence  presence  virtual  haptics  sensing  remote  video  videoconferencing  videophones  telecoms  perception  cyberspace  distance 
april 2008 by robertogreco
Blog de Viajes » Blog Archive » Basica: Mobilities, de John Urry
"Dónde convergen desde el desplazamiento físico hasta el virtual...que va desde el ocio y el viaje por placer a las migraciones y los desplazamientos forzados por guerras civiles; que incluye los flujos de información pero también al transporte."
books  mobility  transportation  virtual  migration  information 
april 2008 by robertogreco
Beware, your imagination leaves digital traces by Bruno Latour
"consequences for social sciences will be enormous...finally have access to masses of data [like] natural sciences...“social” has probably become as obsolete as “natural”...a sort of new epidemiology that was anticipated, a century ago, by the soc
brunolatour  subjectivity  social  science  data  surveillance  technology  virtual  identity  politics  reality  collaboration  privacy 
april 2008 by robertogreco
MapJack - Your City Online
"Jack may look like an ordinary guy, but he sure gets around, with the help of us of course -- a small team dedicated to high quality Immersive Street-Side Imagery, and bringing mass coverage online."
search  mapping  maps  locative  sanfrancisco  googlemaps  travel  streetview  panorama  geolocation  virtualworlds  visualization  virtualization  virtual  streets 
march 2008 by robertogreco
Game Maker Profile: area/code
"With games like Sharkrunners that cross media and create an artful mix of real and virtual worlds, area/code delights in challenging gamers' expectations"
games  gamedesign  areacode  sharkrunners  arg  mmog  experience  virtual  gaming  play 
march 2008 by robertogreco
MyMiniCity
"No need to sign up, nothing to download! Follow its evolution from your web browser."
collaboration  community  simulator  simulations  visualization  virtual  generator  socialsoftware  games  cities  webapp  videogames  gaming 
february 2008 by robertogreco
Musing about Capillary Conversations | confused of calcutta
"the relationship between the physical and the virtual world isn’t about either-or, it’s about and...not just about Twitter & Facebook [also]Flickr, YouTube, Dopplr, Netvibes....different collections of veins. W/out an e-mail in sight."
conversation  dopplr  flow  networks  social  socialnetworks  flickr  twitter  facebook  youtube  netvibes  communication  physical  virtual  relationships  adda  addas  language  technology  blogs  blogging  via:preoccupations 
january 2008 by robertogreco
EveryScape
"EveryScape isn't an online world, it's the world online. EveryScape takes you from the streets to the sidewalks and through the doors of the world's cities and tours. Letting businesses organizations and consumers build and share their world the way they
maps  mapping  photography  virtualworlds  virtual  urbanism  travel  tourism  visualization  visual  geotagging  collaborative  location  locative  local  navigation  360  3d  buildings  cities  collaboration  internet  online  webapps 
january 2008 by robertogreco
Virtual Cable™ Car Navigation - Safe, Simple and Intuitive
"Our invention, called Virtual Cable™ is a unique display for a car navigation system. The driver sees the Virtual Cable™ image through the windshield."
cars  mapping  maps  prototype  technology  transportation  gps  navigation  displays  wayfinding  virtual  interface 
january 2008 by robertogreco
Rossignol » The Greatest Show On Earth #1
"I never want to face another discussion about virtual reality. Let's face it: the screen is a major part of our lives, there's nothing unreal, fake, or virtual about it."
games  reality  screen  thinking  change  virtual  virtualreality  gaming  place  presence  via:blackbeltjones  vr 
january 2008 by robertogreco
Lunch over IP: A designer at the intersection of physical architecture and information systems
"Architecture and design are becoming the interface between physical and virtual lives. And that's his field of study: how can constructs (buildings, cities and landscapes) incorporate digital communication systems? What are the effects of digitization on
architecture  design  ubicomp  virtual  korea  physical  infosystems 
december 2007 by robertogreco
TryPhone : Home
"TryPhone gives you the ability to try before you buy. Use our fully interactive online virtual handsets to test-drive mobile devices, applications, content and services, as well as watch demos - right from the comfort and convenience of your own computer
mobile  phones  testing  virtual  online 
december 2007 by robertogreco
Sherry Turkle (World Question Center 2006 - What is your dangerous idea?)
"After several generations of living in the computer culture, simulation will become fully naturalized. Authenticity in the traditional sense loses its value, a vestige of another time."
simulations  technology  virtual  identity  authenticity  robots  culture  darwin  ethics  future  sherryturkle  charlesdarwin 
november 2007 by robertogreco
Pay Up, Kid, or Your Igloo Melts - New York Times
"Many [parents] said they liked the aspects of the sites that require children to read, learn strategy, make decisions...But some worry that the games are extensions of marketing plans to hook children on brands, teach them how to shop"
clubpenguin  webkinz  online  internet  web  children  virtual  virtualworlds  social  socialnetworks  socialsoftware  games  play  gaming  money  parenting 
november 2007 by robertogreco
What kids learn in virtual worlds | CNET News.com
"Kids who are active members of virtual worlds are learning how to socialize, how to be technologically savvy, and how to be good little consumers."
children  online  clubpenguin  webkinz  virtual  consumerism  social  socialsoftware  socialnetworks  socialnetworking  technology  learning 
november 2007 by robertogreco
AndrewBlum.net: Local Cities, Global Problems: Jane Jacobs in an Age of Global Change
"Jacobs wrote that “word does not move around where public characters and sidewalk life are lacking.” Now it does. There are the people paused at the top of the subway stairs, occupying two spaces at once, one physical, one virtual."
us  cities  urban  urbanism  stevenjohnson  outside.in  blogging  firstlife  virtual  janejacobs  future  environment  sustainability  density  society  development  planning  architecture  neighborhoods  policy  socialnetworking  community  culture  people  sociology  technology  via:cityofsound 
november 2007 by robertogreco
SF0 [SFZero is a Collaborative Production Game]
"Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
games  play  gaming  psychogeography  location  locative  experience  gamechanging  immersive  urban  urbanism  sanfrancisco  seattle  society  elsewhere  collaboration  collaborative  community  gamedesign  participatory  virtual  technology  arg  classideas  sf0  streetgames  janemcgonigal  edutainment  multiplayer  california  interactive 
november 2007 by robertogreco
Victor Keegan: The office of the future is all around | Technology | The Guardian
"If virtual working catches on it would reduce the need for international travel, give people extra leisure time - since they wouldn't need to travel to work - and would eliminate the stress of working in a corporate hierarchy"
office  networking  business  telecommuting  work  coworking  travel  environment  sustainability  virtual  wordpress 
november 2007 by robertogreco
BBC NEWS | Technology | Virtual worlds threaten 'values'
"The challenge ahead is this - to ensure that virtual worlds are increasingly places that offer real meaning to their lives and in the real world to learn from the sense of community and collaboration that's been experienced in virtual worlds," he said.
children  consumerism  culture  society  virtual  online  internet  values  technology  socialsoftware  socialnetworks  habbo  lego 
november 2007 by robertogreco
BBC NEWS | Technology | When work becomes a game
"companies have realised that all the time employees spend gaming in virtual worlds is changing them...many organisations were considering ways of harnessing the skills and familiarity their employees have with virtual environments."
business  culture  games  gaming  productivity  simulations  training  trends  videogames  wow  work  virtual  workplace  technology 
october 2007 by robertogreco
5 Reasons Distributed Teams Suck | Socialtext Enterprise Wiki
"5 It spends energy. 4 Its hard to make friends, let alone colleagues. 3 Some things are more expensive. 2 Some things start slower. 1 Talent by timezone."..."As with most ways of organizing, there are tradeoffs, and the key is recognizing them before the
collaboration  distributed  coordination  office  teams  virtual  work 
october 2007 by robertogreco
Creative Generalist - BIF Conference summaries (see Irving Wladawsky-Berger, Clayton Christensen, Ellen Levy, Jack Hughes)
"current education system...mandates standardization...But we all learn differently...more modular approach...better. "We need schools within schools," computers&virtual classrooms w/ human teachers on 1x1 instruction and support."
education  learning  schools  work  play  collaboration  curriculum  lcproject  virtual  generalists  children  students  teaching  schooldesign  organizations  testing  innovation  collaborative  collective 
october 2007 by robertogreco
Weekend Feature: The How of Habbo Hotel « GigaOM
"Sulka Haro of Sulake Labs ... explain[s] how the teen-oriented, Shockwave-driven Habbo Hotel has grown from a tiny 2.5D space of two rooms into a massive place that last year made an estimated $77 million in annual revenue."
habbo  habbohotel  social  socialnetworks  socialsoftware  statistics  business  avatars  advertising  tweens  teens  trends  kids  innovation  gaming  games  gamedesign  community  webdev  web  virtual  internet  online  MMO  webdesign 
september 2007 by robertogreco
Metaplace - Metaplace Announcement
"Build a virtual apartment and put it on your website. Work with friends to make a huge MMORPG. Share your puzzle game with friends. We have a vision: to let you build anything, and play everything, from anywhere. Eventually, anyway. We have to finish fir
areae  raphkoster  mmog  mmorpg  games  gaming  creativity  programming  virtual  web  metaverse  metaplace 
september 2007 by robertogreco
Our Lives, Controlled From Some Guy’s Couch - New York Times
"if you accept a pretty reasonable assumption of Dr. Bostrom’s, it is almost a mathematical certainty that we are living in someone else’s computer simulation"
computers  future  life  mind  philosophy  religion  singularity  technology  simulations  science  matrix  artificial  virtual  virtuality  theory  evolution  neuroscience  visualization  existence  perception 
august 2007 by robertogreco
BBC NEWS | Technology | Mobile snaps reveal invisible art
"Scottish researchers are turning to camera phones to help bridge the virtual and real worlds."
advertising  art  future  games  arg  play  phones  mobile  location  location-based  locative  awareness  urban  technology  cameras  photography  interaction  virtual 
august 2007 by robertogreco
Virtual worlds for kids take off | Technology | The Guardian
"Social networking sites for children are growing fast - and they are attracting attention from big media companies and concerned adults, says Matthew Wall"
children  socialsoftware  socialnetworks  socialnetworking  clubpenguin  virtual  mmog  youth  business  games  play 
august 2007 by robertogreco
haque :: design + research
"The domain of architecture has been transformed by developments in interaction research, wearable computing, mobile connectivity, people-centered design, contextual awareness, RFID systems and ubiquitous computing. These technologies alter our understand
usmanhaque  architecture  design  technology  ubiquitous  ubicomp  computers  artists  balloons  collaboration  collective  inflatable  electronics  environment  experiencedesign  gps  locative  location-based  light  interface  interactive  interaction  installation  inspiration  sensors  art  space  sound  social  opensource  networks  systems  visualization  virtual  urban  pervasive  everyware  materials  projects  sculpture  mobile  glvo  inflatables 
july 2007 by robertogreco
Seriosity - Providing Innovative Information Overload Solutions
"Together, IBM and Seriosity have done in depth research to understand how multiplayer online game environments in the virtual world apply to the business world to enhance productivity, innovation and leadership."
business  games  learning  play  work  productivity  videogames  mmog  virtual  simulations  secondlife 
june 2007 by robertogreco
cityofsound: GTA IV
"It would be lovely to move around, and listen to, this New York, though - as I've noted before, the sense of having an imagined New York 'in a box' like this is more than enough for me."
videogames  cities  urban  games  play  design  architecture  virtual  gta  danhill  exploration  immersion  grandtheftauto 
march 2007 by robertogreco
Nickelodeon to launch virtual world for kids | CNET News.com
Nickelodeon on Tuesday plans to launch "Nicktropolis," a virtual world that encourages kids to play games, watch TV and interact with animated characters like SpongeBob.
children  socialsoftware  networking  virtual  social  socialnetworks  nickelodeon 
january 2007 by robertogreco
We Will Finally Get Mathematics Education Right - Keith Devlin (World Question Center 2007)
"At the other end of the economic spectrum, the persistent, immersive, three-dimensional virtual worlds developed by the gaming industry make it possible to provide basic mathematical education in a form that practically everyone can benefit from."
olpc  $100  laptops  mobile  phones  learning  education  technology  society  future  math  virtual  curriculum  development 
january 2007 by robertogreco
Faketown
"Faketown is a “synthetic world”, social networking site where you use proxy characters, called avatars, to represent your “self” and interact in a virtual environment. A cross between an internet chat room and unscripted movie set, Faketown is a
games  illustration  community  virtual  social  networking  online  pixelart  sl  chat  mmog  multiplayer  socialsoftware  play  interface  web  gne  internet  software  society  secondlife  metaverse  areae 
december 2006 by robertogreco
Areae, Inc.
"Areae, Inc. is a company dedicated to taking the tired old virtual world and making it into something fresh and new. Something anyone can jump into. Something where anyone can find something fun to do or a game to play. Something where anyone can build t
mmog  multiplayer  socialsoftware  games  play  interface  social  web  online  community  gne  internet  software  society  secondlife  metaverse  areae  sandiego  raphkoster  programming  gaming  comics  metaplace  mmorpg  gamedesign  gamedev  virtualworlds  virtual 
december 2006 by robertogreco
Tale of Tales - Realtime Art Manifesto
"This manifesto is a call-to-arms for creative people (including, but not limited to, video game designers and fine artists) to embrace this new medium and start realizing its enormous potential. As well as a set of guidelines that express our own ideas a
3d  art  games  inspiration  interaction  interactive  paper  technology  videogames  virtual  play  glvo  design 
november 2006 by robertogreco
Microsoft Live Labs: Photosynth
"The Photosynth Technology Preview is a taste of the newest - and, we hope, most exciting - way to view photos on a computer. Our software takes a large collection of photos of a place or an object, analyzes them for similarities, and then displays the ph
3d  art  design  geotagging  graphics  images  photography  interface  imaging  sharing  space  travel  visualization  virtual  web  windows  world  collaboration  galleries  microsoft 
november 2006 by robertogreco
Tinselman: Living Blimps
"Can blimps learn, adapt and evolve? Yes... when they've been designed by Qarl. After senseless pillaging by certain vicious Second Life land owners, Qarl had finally had it up to here! His solution: artificial life. Now his blimps lead much happier lives
sl  virtual  blimps  transportation  ai  adaptive  evolution  comments  airships  dirigibles 
november 2006 by robertogreco
World of Warcraft: Is It a Game? - Newsweek Technology - MSNBC.com
"Is World of Warcraft a game, or is it a harbinger of virtual realities that we all might inhabit? Only a Night Elf knows for sure."
community  business  culture  future  games  geography  mmog  online  play  videogames  virtual  social  sociology  wow  warcraft 
september 2006 by robertogreco
we make money not art: Troy, alternate reality game
"The average visitor would probably not bother clicking on the link to the parent directory. But visitors who are inquisitive and prying enough will click on the link and be lead to files and information they weren’t supposed to see. If they keep going
virtual  web  online  games  privacy  internet 
may 2006 by robertogreco
Quasimondo : Incubator : Processing : Minority Cube
"Minority Cube allows you to control the rotation of the cube on the screen by moving your hand (or yourself) in front of your webcam."
interface  creative  games  graphics  interactive  prototype  play  virtual  webcams 
april 2006 by robertogreco
Networked learning - a photoset on Flickr
"Continuing on Knowledge Sharing by Sean FitzGerald and Leigh Blackall, Networked Learning attempts to simplify the concepts and stimulate wider audiences."
learning  education  social  software  networks  schools  internet  online  virtual  web  teaching  children  presentations 
march 2006 by robertogreco
Wired 14.03: The Great Escape
"You're trapped in a high tech Spanish slammer, crawling through real tunnels, behind real bars. First-person gameplay breaks out of the box."
games  fun  live  virtual  play  videogames  technology 
march 2006 by robertogreco
PictureCloud.com | Create your free picture cloud now.
"A picture cloud is the easiest way to make a photo come to life. By using a picture cloud you can turn still photos into images that spin 360° by uploading images you take around an object with your digital camera."
photography  tools  virtual  online  internet  web  software 
february 2006 by robertogreco

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