Saturday, December 28, 2013
Thursday, December 12, 2013
Scaffolding Creativity with Open-Source Hardware, by David A. Mellis and Leah Buechley
Visualizing Roles and Design Interactions in an Open Source Software Community
Socio-Technical Interaction Networks in Free/Open Source Software Development Processes
Walt Scacchi
Institute for Software Research
School of Information and Computer Science
University of California, Irvine
Emancipatory technologies in computation and architecture
From PCs to personal fabrication
José Pérez de Lama
How Emancipatory Is Adult Learning?
Visualizing Roles and Design Interactions in an Open Source Software Community
Socio-Technical Interaction Networks in Free/Open Source Software Development Processes
Walt Scacchi
Institute for Software Research
School of Information and Computer Science
University of California, Irvine
Emancipatory technologies in computation and architecture
From PCs to personal fabrication
José Pérez de Lama
How Emancipatory Is Adult Learning?
Thursday, December 5, 2013
Monday, November 25, 2013
Saturday, November 23, 2013
Monday, November 18, 2013
Diversity, Trust and Social Capital: Examining Community Level Relationships
Diversity, Trust and Social Capital:
Examining Community Level Relationships
by Sharon Hakim, M.A. and Gregory Meissen, Ph.D
Examining Community Level Relationships
by Sharon Hakim, M.A. and Gregory Meissen, Ph.D
Wednesday, November 13, 2013
The Digital Future is Now: A Call to Action for the Humanities
Christine L. Borgman, Professor & Presidential Chair in Information Studies, UCLA
Christine L. Borgman
Monday, November 4, 2013
My Teflon pan produced toxic gas when cooking
Yesterday I was making grilled eggs when an overwhelming smell of gas started coming out of my pan. I had to throw eggs and pan. That smell of gas is still in my head. What companies use to manufacture our cookware?
Wednesday, October 16, 2013
Tuesday, September 3, 2013
Friday, June 14, 2013
La Academia Española de Comunicación: productividad científica frente a actividad social
Spanish Communication Academia: Scientific Productivity vs. Social Activity
DOI http://dx.doi.org/10.3916/C41-2013-06 E-ISSN: 1988-3293 / ISSN: 1134-3478
Cristóbal Casanueva Rocha, Sevilla (España)
Francisco Javier Caro González, Sevilla (España)
Labels:
network analysis,
social network analysis
Thursday, June 13, 2013
Sunday, June 9, 2013
TextCite
TextCite es un programa para organizar y comentar citas textuales de publicaciones (libros, artículos u otros textos) para su uso en la producción de publicaciones científicas o académicas. Puedes organizar tus citas por publicación, autor, categoría o esquema. Funciona conjuntamente con programas como Citation, EndNote, RefWorks, y BibTeX, proporcionando capacidades para gestionar textos y citas que estos programas carecen, mientras permitiéndote crear notas a píe de página y listas de bibliografía rápidamente a través de tu gestor de bibliografías favoríto. También exporta tus citas en formato PDF y Word (RTF).
phpBB®
About phpBB®
Millions of people use phpBB on a daily basis, making it the most widely used open source bulletin board system in the world. Whether you want to stay in touch with a small group of friends or are looking to set up a large multi-category board for a corporate website, phpBB has the features you need built-in.
Newer users will appreciate phpBB's extensive administration panel, which allows the customisation of even the most intricate features without having to edit code directly while advanced users will value the ease with which phpBB can be integrated into existing systems.
Because phpBB is released under the GNU General Public License, you may make changes to the code without first having to obtain permission from the phpBB Group. Our extensive database of user-created modifications makes changing and adding features as simple as pasting code into the appropriate files, while the styles database contains hundreds of style and image packages to customise your board.
The detailed documentation and Flash video tutorials available on this site will help you get phpBB running on your server in minutes. If you have any questions please visit our Community Forum where our staff and members of the community will be happy to assist you with anything from configuring the software to modifying the code for individual needs.
No other bulletin board software offers a greater complement of features, while maintaining efficiency and ease of use. Best of all, phpBB is completely free. We welcome you to test it for yourself today*
Millions of people use phpBB on a daily basis, making it the most widely used open source bulletin board system in the world. Whether you want to stay in touch with a small group of friends or are looking to set up a large multi-category board for a corporate website, phpBB has the features you need built-in.
Newer users will appreciate phpBB's extensive administration panel, which allows the customisation of even the most intricate features without having to edit code directly while advanced users will value the ease with which phpBB can be integrated into existing systems.
Because phpBB is released under the GNU General Public License, you may make changes to the code without first having to obtain permission from the phpBB Group. Our extensive database of user-created modifications makes changing and adding features as simple as pasting code into the appropriate files, while the styles database contains hundreds of style and image packages to customise your board.
The detailed documentation and Flash video tutorials available on this site will help you get phpBB running on your server in minutes. If you have any questions please visit our Community Forum where our staff and members of the community will be happy to assist you with anything from configuring the software to modifying the code for individual needs.
No other bulletin board software offers a greater complement of features, while maintaining efficiency and ease of use. Best of all, phpBB is completely free. We welcome you to test it for yourself today*
Virtual Worlds
Best Practices in Education 2013 Conference
July 24-27, 2013
Second Life, OpenSim, CloudParty, Unity
VWBPE BACKGROUND
Since 2007, second life has been home to the best practices in education conference. As a grassroots open source conference, this conference was unique in that it was one of the first of its kind to allow educators from around the world to share ideas on how best to use 3D immersive environments in the classroom.
In 2009, the conference was re-branded to be the Virtual Worlds Best Practices in Education conference. Our goal was to open the conference up to best practices using any virtual world including Second Life, World of Warcraft, Club Penguin, Venuegen, OpenSim, EveOnline, and a host of others. While Second Life is our 'base of operations' the conference usually draws people from around the metaverse and as such has provided a vast wealth of information that educators and institutions can draw upon to make informed decisions about how best to use these technologies.
This year the conference will run from July 24-27 (the weekend after Relay for Life).
HOW BIG IS THE CONFERENCE?
The conference draws anywhere between 150 to 200 presenters, over 2000 attendees, and a small army of 200-250 volunteers that originate from over 90 countries.
This conference is one of the largest conferences for educators anywhere in the world. To give you some idea of some comparative numbers
Sloan-C - 1140 attendees ($620/pp)
Technology, Colleges and Community (TCC) Online Conference ($129/pp)
Association for the Advancement of Computing in Education (AACE) eLearn - 1000 attendees ($470/pp)
EDUCAUSE Annual Conference - 3000-4000 attendees ($750/pp)
American Society for Training & Development (ASTD) - 8,000 attendees ($1,100/pp)
American Educational Research Association (AERA) - 15,000 attendees ($575/pp)
International Society for Technology in Education (ISTE) - 15,000 attendees ($309/pp)
While VWBPE is not the biggest conference out there, make no mistake, this is not a small conference by any means and the fact that it is free makes this conference especially unique.
CALL FOR PROPOSALS
Right now, people have until June 30th to get their proposals into the committee for review. Proposal guidelines can be found here: http://www.vwbpe.org/wp-content/uploads/2013/04/VWBPE2013CallforProposals.pdf
This years theme is "Beyond the Stage"
Submission Categories include
Theoretical and Research Papers
Best Practices Showcase
Games and Simulations
Machinima
K-12
Tools and Products
Poster
Panel or Roundtable
Exploration of Virtual Worlds (post-conference MOOC only)
To submit a proposal
go to http://www.vwbpe.org/front-desk to register
then go to http://www.vwbpe.org/main-hall/ to submit a proposal
Each year we try to introduce a new element to the program and this year is no different. We are attempting for the first time to run the conference across 4 different virtual platforms including Second Life, OpenSim (Jokaydia), CloudParty, and Unity (Jibe). These platforms are representative of where education has been evolving to over the past few years.
EXPLORATION OF VIRTUAL WORLDS MOOC
For other VW platforms or specific instances such as SpotOn3D and InWorldz we are separating out tours in these areas from the main conference so that we can give these platforms the time they need to really show what makes them unique.
We have found that tours to places like World of Warcraft, Club Penguin, Minecraft and other VWs really needs some additional prep time and then a couple of hours to really give people a good sense of what is / isn't possible. So hence Exploration of Virtual Worlds will run during the 4 weeks after the main VWBPE event July 24-27th.
NEW SUBMISSION PROCESS
One of the other new and unique features of the VWBPE Conference is that we have started to develop our own submission portal for virtual conferences. Virtual conferences raise logistical problems that other conference software cannot address.
The two largest being
association of presenter information and their avatar information and
scheduling of virtual locations
Both of these problems require unique software / business rules that we have had to address ourselves. The portal is still evolving even as we speak. So look for on-going changes throughout the year.
An important note: We are asking that anyone who has already submitted a proposal, please log in to confirm the information accuracy. We have been making changes and enhancements based on feedback from people using the system as this is the first year this software is being used.
VOLUNTEERS
Like any conference the VWBPE 2013 Conference needs a small army of volunteers to help run the show. This year especially as we are looking for mentor / greeters for 4 different virtual worlds, not just one The bulk of the conference will still be in Second Life however as presentations will also be occurring in CloudParty, JoKaydia, and Unity, people with experience in these platforms would be appreciated.
To sign-up as a volunteer, please see http://www.vwbpe.org/blog/call-for-second-to-none-volunteers
REGISTRATION
Registration to the conference is not required as we have an open source policy to allow everyone access to the conference. Registration is appreciated thou as it helps us with marketing and communications. It also allows us to pre-plan conference activities as it gives a projection of how many people will attend.
To register you can go to http://vwbpe13.eventbrite.com/
CONFERENCE ARCHIVES
The VWBPE Conference isn't just about 4 days of virtual meetings but also making those presentations available after the conference is over. We do that in a number of ways:
Conference Proceedings - Journal of Virtual Studies (http://ejournal.urockcliffe.com/)
YouTube Playlists of all Machinima submitted to the conference (http://www.youtube.com/user/VWBPE/videos?flow=grid&view=1)
Treet TV Video Recordings of selected presentations and keynotes (http://business.treet.tv/shows/bpeducation)
Metaverse TV Video Recordings of selected presentations and keynotes (http://metaversetv.com/?s=VWBPE&x=0&y=0)
Slideshare Playlist of Conference Presentations (http://www.slideshare.net/vwbpe)
It is the mission of the Conference to ensure that as much material from each conference is made available as open source and without encumbrances as possible.
FUNDING AND SPONSORSHIP
VWBPE is completely funded through donations and sponsorships. The conference needs a minimum of $5000/year in order to cover all the basics of the conference. This year we are trying two new methods to help with this both of which have been very successful for us so far. The first is introduction of a new ticket type that allows for voluntary donation to the conference which is available during registration process (http://vwbpe13.eventbrite.com/). The second is our indiegogo campaign (http://www.indiegogo.com/projects/vwbpe-conference-2013).
We have been fortunate that both have substantially helped us reach our goal and kept the conference on solid financial footing.
MORE INFORMATION
For more information on the conference you can check out our
website at http://vwbpe.org
facebook at: http://www.facebook.com/groups/67701516968/, and
twitter at: http://twitter.com/vwbpe / @VWBPE
Best Practices in Education 2013 Conference
July 24-27, 2013
Second Life, OpenSim, CloudParty, Unity
VWBPE BACKGROUND
Since 2007, second life has been home to the best practices in education conference. As a grassroots open source conference, this conference was unique in that it was one of the first of its kind to allow educators from around the world to share ideas on how best to use 3D immersive environments in the classroom.
In 2009, the conference was re-branded to be the Virtual Worlds Best Practices in Education conference. Our goal was to open the conference up to best practices using any virtual world including Second Life, World of Warcraft, Club Penguin, Venuegen, OpenSim, EveOnline, and a host of others. While Second Life is our 'base of operations' the conference usually draws people from around the metaverse and as such has provided a vast wealth of information that educators and institutions can draw upon to make informed decisions about how best to use these technologies.
This year the conference will run from July 24-27 (the weekend after Relay for Life).
HOW BIG IS THE CONFERENCE?
The conference draws anywhere between 150 to 200 presenters, over 2000 attendees, and a small army of 200-250 volunteers that originate from over 90 countries.
This conference is one of the largest conferences for educators anywhere in the world. To give you some idea of some comparative numbers
Sloan-C - 1140 attendees ($620/pp)
Technology, Colleges and Community (TCC) Online Conference ($129/pp)
Association for the Advancement of Computing in Education (AACE) eLearn - 1000 attendees ($470/pp)
EDUCAUSE Annual Conference - 3000-4000 attendees ($750/pp)
American Society for Training & Development (ASTD) - 8,000 attendees ($1,100/pp)
American Educational Research Association (AERA) - 15,000 attendees ($575/pp)
International Society for Technology in Education (ISTE) - 15,000 attendees ($309/pp)
While VWBPE is not the biggest conference out there, make no mistake, this is not a small conference by any means and the fact that it is free makes this conference especially unique.
CALL FOR PROPOSALS
Right now, people have until June 30th to get their proposals into the committee for review. Proposal guidelines can be found here: http://www.vwbpe.org/wp-content/uploads/2013/04/VWBPE2013CallforProposals.pdf
This years theme is "Beyond the Stage"
Submission Categories include
Theoretical and Research Papers
Best Practices Showcase
Games and Simulations
Machinima
K-12
Tools and Products
Poster
Panel or Roundtable
Exploration of Virtual Worlds (post-conference MOOC only)
To submit a proposal
go to http://www.vwbpe.org/front-desk to register
then go to http://www.vwbpe.org/main-hall/ to submit a proposal
Each year we try to introduce a new element to the program and this year is no different. We are attempting for the first time to run the conference across 4 different virtual platforms including Second Life, OpenSim (Jokaydia), CloudParty, and Unity (Jibe). These platforms are representative of where education has been evolving to over the past few years.
EXPLORATION OF VIRTUAL WORLDS MOOC
For other VW platforms or specific instances such as SpotOn3D and InWorldz we are separating out tours in these areas from the main conference so that we can give these platforms the time they need to really show what makes them unique.
We have found that tours to places like World of Warcraft, Club Penguin, Minecraft and other VWs really needs some additional prep time and then a couple of hours to really give people a good sense of what is / isn't possible. So hence Exploration of Virtual Worlds will run during the 4 weeks after the main VWBPE event July 24-27th.
NEW SUBMISSION PROCESS
One of the other new and unique features of the VWBPE Conference is that we have started to develop our own submission portal for virtual conferences. Virtual conferences raise logistical problems that other conference software cannot address.
The two largest being
association of presenter information and their avatar information and
scheduling of virtual locations
Both of these problems require unique software / business rules that we have had to address ourselves. The portal is still evolving even as we speak. So look for on-going changes throughout the year.
An important note: We are asking that anyone who has already submitted a proposal, please log in to confirm the information accuracy. We have been making changes and enhancements based on feedback from people using the system as this is the first year this software is being used.
VOLUNTEERS
Like any conference the VWBPE 2013 Conference needs a small army of volunteers to help run the show. This year especially as we are looking for mentor / greeters for 4 different virtual worlds, not just one The bulk of the conference will still be in Second Life however as presentations will also be occurring in CloudParty, JoKaydia, and Unity, people with experience in these platforms would be appreciated.
To sign-up as a volunteer, please see http://www.vwbpe.org/blog/call-for-second-to-none-volunteers
REGISTRATION
Registration to the conference is not required as we have an open source policy to allow everyone access to the conference. Registration is appreciated thou as it helps us with marketing and communications. It also allows us to pre-plan conference activities as it gives a projection of how many people will attend.
To register you can go to http://vwbpe13.eventbrite.com/
CONFERENCE ARCHIVES
The VWBPE Conference isn't just about 4 days of virtual meetings but also making those presentations available after the conference is over. We do that in a number of ways:
Conference Proceedings - Journal of Virtual Studies (http://ejournal.urockcliffe.com/)
YouTube Playlists of all Machinima submitted to the conference (http://www.youtube.com/user/VWBPE/videos?flow=grid&view=1)
Treet TV Video Recordings of selected presentations and keynotes (http://business.treet.tv/shows/bpeducation)
Metaverse TV Video Recordings of selected presentations and keynotes (http://metaversetv.com/?s=VWBPE&x=0&y=0)
Slideshare Playlist of Conference Presentations (http://www.slideshare.net/vwbpe)
It is the mission of the Conference to ensure that as much material from each conference is made available as open source and without encumbrances as possible.
FUNDING AND SPONSORSHIP
VWBPE is completely funded through donations and sponsorships. The conference needs a minimum of $5000/year in order to cover all the basics of the conference. This year we are trying two new methods to help with this both of which have been very successful for us so far. The first is introduction of a new ticket type that allows for voluntary donation to the conference which is available during registration process (http://vwbpe13.eventbrite.com/). The second is our indiegogo campaign (http://www.indiegogo.com/projects/vwbpe-conference-2013).
We have been fortunate that both have substantially helped us reach our goal and kept the conference on solid financial footing.
MORE INFORMATION
For more information on the conference you can check out our
website at http://vwbpe.org
facebook at: http://www.facebook.com/groups/67701516968/, and
twitter at: http://twitter.com/vwbpe / @VWBPE
Saturday, June 8, 2013
Saturday, June 1, 2013
Saturday, May 25, 2013
Handbook of Qualitative Research. Second Edition, by Norman K, Denzin & Yvonna S. Lincon
Thousand Oaks. London. New Delhi. Sage
Thousand Oaks. London. New Delhi. Sage
IDENTIDAD CULTURAL EN INTERNET: LA DIFUSIÓN DEL INSTITUTO CERVANTES Y SUS HOMÓLOGOS EUROPEOS
Andrés Antolino Ibáñez y Celia Chaín Navarro
Universidad de Murcia
Andrés Antolino Ibáñez y Celia Chaín Navarro
Universidad de Murcia
Labels:
criteria,
evaluation,
web communication
Friday, May 17, 2013
Main drivers of crowdfunding success: a conceptual framework and empirical analysis
Master Thesis
Rotterdam School of Management, Erasmus University
MSc in Business Administration
Specializations:
Marketing Management
Management of Innovatio
Master Thesis
Rotterdam School of Management, Erasmus University
MSc in Business Administration
Specializations:
Marketing Management
Management of Innovatio
Monday, April 29, 2013
Tuesday, April 23, 2013
Une deuxième vie pour Second Life? Un chercheur entend montrer que l’univers virtuel peut aider à briser l’isolement des personnes âgées
Une deuxième vie pour Second Life?
Un chercheur entend montrer que l’univers virtuel peut aider à briser l’isolement
des personnes âgées.
Le Devoir.com, Fabien Deglise 5 décembre 2012
"Quand on a de la difficulté à marcher, on peut encore et toujours se… téléporter. Imaginez : une personne âgée vivant dans une résidence à Saguenay, qui, par un bel après-midi d’hiver, décide de partir visiter le Musée du Louvre avec un ami vivant, lui, dans un centre d’accueil de Gatineau. Clic :
assise devant l’écran de son ordinateur, elle entre dans la peau numérique de son avatar. Clic : elle arrive devant la porte du musée. Clic : elle papote avec son ami si loin, mais désormais si proche, tout en contemplant La grande odalisque d’Ingres. Re-clic : elle revient à temps pour le repas de 16 h 30. Magique.
Survivre à la vieillesse en déplaçant son existence dans un univers virtuel. Le projet a l’air de sortir tout droit d’un film de science-fiction, sauf pour l’universitaire Benny Rigaux-Bricmont, qui depuis quelques semaines, cherche à faire passer ce drôle de plan de retraite numérisé dans la réalité. Son idée ? Inviter les personnes âgées du Québec à déplacer une partie de leur existence dans le monde immersif en trois dimensions Second Life, un monde parallèle au nôtre, qui s’est développé discrètement dans les univers numériques, avec des hauts et désormais des bas depuis 2003, etauquel on accède par l’entremise d’un ordinateur. Cette dématérialisation de la vieillesse va, selon lui, permettre aux aînés de rompre avec la solitude tout en s’évadant de leur quotidien, de leur condition et des douleurs physiques qui peuvent les affecter, et ce, par le divertissement et la mise en scène d’une autre vie. En gros. « La douleur physique, la dépression, c’est surtout traité par des médicaments », résume à l’autre bout du fil ce professeur de marketing de l’Université Laval, qui pilote le projet de recherche multidisciplinaire baptisé Second Life et les aînés. Des chercheurs spécialisés en psychologie, en étude du comportement, en gériatrie… d’ici, mais également d’Europe se préparent à y prendre part. « Avec Second Life, nous disposons d’un autre traitement possible, d’un moyen d’évasion qui permet de s’éloigner de conditions de vie qui sont tristes, parfois débilitantes, et dans ce cas de figure, on ne devrait pas s’en passer. » " (...)
Un chercheur entend montrer que l’univers virtuel peut aider à briser l’isolement
des personnes âgées.
Le Devoir.com, Fabien Deglise 5 décembre 2012
"Quand on a de la difficulté à marcher, on peut encore et toujours se… téléporter. Imaginez : une personne âgée vivant dans une résidence à Saguenay, qui, par un bel après-midi d’hiver, décide de partir visiter le Musée du Louvre avec un ami vivant, lui, dans un centre d’accueil de Gatineau. Clic :
assise devant l’écran de son ordinateur, elle entre dans la peau numérique de son avatar. Clic : elle arrive devant la porte du musée. Clic : elle papote avec son ami si loin, mais désormais si proche, tout en contemplant La grande odalisque d’Ingres. Re-clic : elle revient à temps pour le repas de 16 h 30. Magique.
Survivre à la vieillesse en déplaçant son existence dans un univers virtuel. Le projet a l’air de sortir tout droit d’un film de science-fiction, sauf pour l’universitaire Benny Rigaux-Bricmont, qui depuis quelques semaines, cherche à faire passer ce drôle de plan de retraite numérisé dans la réalité. Son idée ? Inviter les personnes âgées du Québec à déplacer une partie de leur existence dans le monde immersif en trois dimensions Second Life, un monde parallèle au nôtre, qui s’est développé discrètement dans les univers numériques, avec des hauts et désormais des bas depuis 2003, etauquel on accède par l’entremise d’un ordinateur. Cette dématérialisation de la vieillesse va, selon lui, permettre aux aînés de rompre avec la solitude tout en s’évadant de leur quotidien, de leur condition et des douleurs physiques qui peuvent les affecter, et ce, par le divertissement et la mise en scène d’une autre vie. En gros. « La douleur physique, la dépression, c’est surtout traité par des médicaments », résume à l’autre bout du fil ce professeur de marketing de l’Université Laval, qui pilote le projet de recherche multidisciplinaire baptisé Second Life et les aînés. Des chercheurs spécialisés en psychologie, en étude du comportement, en gériatrie… d’ici, mais également d’Europe se préparent à y prendre part. « Avec Second Life, nous disposons d’un autre traitement possible, d’un moyen d’évasion qui permet de s’éloigner de conditions de vie qui sont tristes, parfois débilitantes, et dans ce cas de figure, on ne devrait pas s’en passer. » " (...)
Labels:
mondes virtuels,
personnes âgées,
second life,
virtual worlds
Friday, April 19, 2013
Thursday, April 18, 2013
Saturday, April 13, 2013
Friday, April 12, 2013
Saturday, April 6, 2013
Identificación de consecuencias negativas de incluir la enseñanza y/o aprendizaje de software privativo en el aula universitaria. Estudio piloto/ Identification of negative consequences of including the teaching/learning of privative software at University classroom. Pilot Study
Identificación de consecuencias negativas de incluir la enseñanza y/o aprendizaje de software privativo en el aula universitaria. Estudio piloto. (full text, in Spanish)
RAZÓN Y PALABRA. Primera Revista Electrónica en América Latina Especializada en Comunicación
Tecnologías digitales, pantallas y lenguaje audiovisual
NÚMERO 82 MARZO - MAYO 2013
Abstract
To understand the changes occurred in our society since the introduction of the Internet and the development of different tools and resources is useful to go to the concepts of cyberspace and cyberculture, metaphors that refer to many types of communication and content available through the internet merging with a variety of tools, but also to its users, producers and the values that are built online. If Cyberspace refers to the Internet backbone, embracing new media, from infrastructure to social use, Cyberculture comprises all practices, attitudes, ways of thinking and values that grow along with Cyberspace (Lévy, 2001) These metaphors open research roads that result, for example, the possibility of identifying how the concept of gender is reconstructed through the communicative possibilities of the Internet "(Gómez-Diago, 2012) or understanding the significance of selecting the technologies that we use. Following this last idea, in this article, we identify some of the consequences that require education and / or training of proprietary software in the classroom. We articulated the work in two parts, introduced by a section intended to underlie the
role of the university education to bolster one type of technology over others and to forge an productive interplay between education and society which provokes a social betterment. This introduction is underpinned by studies conducted by international organizations which give us insights about the lack of applications of new technologies of information and communication in Spain. Then, by analyzing papers and studies carried by public institutions which embrace the use of non-proprietary software in our country, we identify the lack of concern about their use in the classroom. Finally, we shared the outcomes obtained from the experience of instructing vector graphic design proprietary software to students of third year of the Degree in Advertising and Public Relations at the University of Vigo during the academic year 2011-2012 . We detect some of the noticeable constraints that the use of this software impose to the knowledge gained by the students
Key words Software evaluation, educational technology, influence of technology, curriculum design, open source technology, public administration education, pilot studies, communication research, classroom research.
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Benker, Yochai (2006) The wealth of networks . How social production transforms markets and
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Business Software Alliance. Nith annual BSA global software 2011 piracy study.
Business Software Alliance (2011) Los sectores de la industria, las artes gráficas y la ingeniería son
los que mayor uso de software ilegal hicieron en España en el primer semestre de 2011.
Chopra and Dexter (2011) Free software and the economics of information justice, Ethics and
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intercambio de documentos en Universidades. Españolas mediante estándares abiertos.
De Valk, M. & Mansoux, A. (2007) Digital Artists' Handbook. United Kingdom: Folly, GOTO10,
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universidades. RED. Revista de Educación a Distancia.Año V, 17.
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Impacts for the Next Decade", in Dutta, S & Bilbao Osorio, The Global Information Technology
Report 2012. Living in a Hyperconnected World. Geneva: World Economic Forum.
Dutta, S. (2012) The Global Innovation Index 2012. Stronger Innovation Linkages for Global
Growth. France: INSEAD. The Business School for the World.
Feliu , J (2011) "Teaching Thematic Cartography with open source software: Inkscape", INTED,
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Gómez-Diago, G. (2012) Cyberspace and cyberculture. In Kosut, M. & Golson, J. Geoffrey (Eds).
Encyclopedia of gender in media. Thousand Oaks, California: SAGE reference publication.
Gómez-Diago, G. (2011) Introducción al Software de Diseño Gráfico Vectorial, Illustrator.
Universidad de Vigo. Curso 2011-2012. Facultad de Ciencias Sociales y de la Comunicación.
Gómez-Diago, G. (2010). Triangulación Metodológica. Paradigma para investigar desde la Ciencia
de la Comunicación. Razón y Palabra, 71. Recuperado de
Heger, A (2009) Software piracy and producers developer's strategies. 3rd FLOSS International
Workshop on Free/Libre Open Source Software. Department of Economics. University of Padua
July, 2-3
International Telecommunications Union. Fixed Wiress Internet Subscriptions per 100 inhabitants.
Percentaje of individuals using the Internet.
Larbi-Apau, J. & Moseley, J.(2012) Computer Attitude of Teaching Faculty. Implications for Technology-Based Performance . Journal of Information Technology Education: Research, 11.pp. 221-233.
Libre Graphics Meeting. Recuperado de http://libregraphicsmeeting.org/2012/
Lévy, Pierre (2001) Cyberculture. Minneapolis. University of Minnesota Press
Observatorio Nacional del Software de Fuentes Abiertas (2012) Actividades de Innovación
Tecnológica e I+D con Software Libre.
Observatorio Nacional del Software de Fuentes Abiertas (2009) Estudio sobre la Situación actual
del software de fuentes abiertas en las Universidades y Centros de I+D Españoles.
Cathain & J.Thomas, K (2004 ) Any other comments? Open questions on questionnaires_a bane
or a bonus to research? BMC Medical Research Methodology, 4:25 doi:10.1186/1471-2288-4-25.
Orden EDU/2341/2009, de 27 de agosto, por la que se crea el Centro Nacional de Desarrollo
Curricular en Sistemas no Propietarios
Plan Avanza. 2011-2015.
Pfaffman, J. (2008) Transforming High School Classrooms with Free/Open Source Software: It's
Time for an Open Source Software Revolution. The High School Journal; 91: 3; pp.25-31
S. Raymond, Eric (1997) The cathedral and the Bazaar. Traducción al Español: Soto Pérez, Jose.
Soler (2008) Artists and Free Software. An Introduction (14-17) in FLOSS + Art. Poitiers.France:
Weber, Steven (2004) The Success of Open Source. Cambridge, Massachusetts, and London, England: Harvard University Press.
Li, Y; Hoo Tan, Ch; Xu, H; Teo, H (2011) Open Source Software Adoption: Motivations of
Adopters and Amotivations of Non-adopters. The DATA BASE for Advances in Information
Systems, 42:2, pp.76-94,
RAZÓN Y PALABRA. Primera Revista Electrónica en América Latina Especializada en Comunicación
Tecnologías digitales, pantallas y lenguaje audiovisual
NÚMERO 82 MARZO - MAYO 2013
Abstract
To understand the changes occurred in our society since the introduction of the Internet and the development of different tools and resources is useful to go to the concepts of cyberspace and cyberculture, metaphors that refer to many types of communication and content available through the internet merging with a variety of tools, but also to its users, producers and the values that are built online. If Cyberspace refers to the Internet backbone, embracing new media, from infrastructure to social use, Cyberculture comprises all practices, attitudes, ways of thinking and values that grow along with Cyberspace (Lévy, 2001) These metaphors open research roads that result, for example, the possibility of identifying how the concept of gender is reconstructed through the communicative possibilities of the Internet "(Gómez-Diago, 2012) or understanding the significance of selecting the technologies that we use. Following this last idea, in this article, we identify some of the consequences that require education and / or training of proprietary software in the classroom. We articulated the work in two parts, introduced by a section intended to underlie the
role of the university education to bolster one type of technology over others and to forge an productive interplay between education and society which provokes a social betterment. This introduction is underpinned by studies conducted by international organizations which give us insights about the lack of applications of new technologies of information and communication in Spain. Then, by analyzing papers and studies carried by public institutions which embrace the use of non-proprietary software in our country, we identify the lack of concern about their use in the classroom. Finally, we shared the outcomes obtained from the experience of instructing vector graphic design proprietary software to students of third year of the Degree in Advertising and Public Relations at the University of Vigo during the academic year 2011-2012 . We detect some of the noticeable constraints that the use of this software impose to the knowledge gained by the students
Key words Software evaluation, educational technology, influence of technology, curriculum design, open source technology, public administration education, pilot studies, communication research, classroom research.
References
Beban, N. (1995) Measuring usability as quality of use. Software Quality Journal, 4, pp.115-150.
Johnson, B. Teacher as Researcher. ERIC Clearinghouse on Teacher Education Washington DC.
Benker, Yochai (2006) The wealth of networks . How social production transforms markets and
freedom. New Haven and London: Yale University Press.
Business Software Alliance. Nith annual BSA global software 2011 piracy study.
Business Software Alliance (2011) Los sectores de la industria, las artes gráficas y la ingeniería son
los que mayor uso de software ilegal hicieron en España en el primer semestre de 2011.
Chopra and Dexter (2011) Free software and the economics of information justice, Ethics and
Information Technology.13, pp.173–184, DOI 10.1007/s10676-010-9226-6
Conferencia de Rectores de las Universidades Españolas. Comisión de TIC (2010) Marco para el
intercambio de documentos en Universidades. Españolas mediante estándares abiertos.
De Valk, M. & Mansoux, A. (2007) Digital Artists' Handbook. United Kingdom: Folly, GOTO10,
Arts Council England. Recuperado de
Delgado García, A & Oliver Cuello, R (2007) La promoción del software libre por parte de las
universidades. RED. Revista de Educación a Distancia.Año V, 17.
Dutta, S. et al. (2012) "The Networked Readiness Index 2012: Benchmarking ICT Progress and
Impacts for the Next Decade", in Dutta, S & Bilbao Osorio, The Global Information Technology
Report 2012. Living in a Hyperconnected World. Geneva: World Economic Forum.
Dutta, S. (2012) The Global Innovation Index 2012. Stronger Innovation Linkages for Global
Growth. France: INSEAD. The Business School for the World.
Feliu , J (2011) "Teaching Thematic Cartography with open source software: Inkscape", INTED,
International Tecnhnology Education and Development Conference. 2011 Proceedings, pp. 3198-
3205.
Firth Murray, G. (2009) Categorization of Open Source Licenses:More Than Just Semantics. The
Computer & Internet Lawyer, 26:1 .
Gómez-Diago, G. (2012) Cyberspace and cyberculture. In Kosut, M. & Golson, J. Geoffrey (Eds).
Encyclopedia of gender in media. Thousand Oaks, California: SAGE reference publication.
Gómez-Diago, G. (2011) Introducción al Software de Diseño Gráfico Vectorial, Illustrator.
Universidad de Vigo. Curso 2011-2012. Facultad de Ciencias Sociales y de la Comunicación.
Gómez-Diago, G. (2010). Triangulación Metodológica. Paradigma para investigar desde la Ciencia
de la Comunicación. Razón y Palabra, 71. Recuperado de
Heger, A (2009) Software piracy and producers developer's strategies. 3rd FLOSS International
Workshop on Free/Libre Open Source Software. Department of Economics. University of Padua
July, 2-3
International Telecommunications Union. Fixed Wiress Internet Subscriptions per 100 inhabitants.
Percentaje of individuals using the Internet.
Larbi-Apau, J. & Moseley, J.(2012) Computer Attitude of Teaching Faculty. Implications for Technology-Based Performance . Journal of Information Technology Education: Research, 11.pp. 221-233.
Libre Graphics Meeting. Recuperado de http://libregraphicsmeeting.org/2012/
Lévy, Pierre (2001) Cyberculture. Minneapolis. University of Minnesota Press
Observatorio Nacional del Software de Fuentes Abiertas (2012) Actividades de Innovación
Tecnológica e I+D con Software Libre.
Observatorio Nacional del Software de Fuentes Abiertas (2009) Estudio sobre la Situación actual
del software de fuentes abiertas en las Universidades y Centros de I+D Españoles.
Cathain & J.Thomas, K (2004 ) Any other comments? Open questions on questionnaires_a bane
or a bonus to research? BMC Medical Research Methodology, 4:25 doi:10.1186/1471-2288-4-25.
Orden EDU/2341/2009, de 27 de agosto, por la que se crea el Centro Nacional de Desarrollo
Curricular en Sistemas no Propietarios
Plan Avanza. 2011-2015.
Pfaffman, J. (2008) Transforming High School Classrooms with Free/Open Source Software: It's
Time for an Open Source Software Revolution. The High School Journal; 91: 3; pp.25-31
S. Raymond, Eric (1997) The cathedral and the Bazaar. Traducción al Español: Soto Pérez, Jose.
Soler (2008) Artists and Free Software. An Introduction (14-17) in FLOSS + Art. Poitiers.France:
Weber, Steven (2004) The Success of Open Source. Cambridge, Massachusetts, and London, England: Harvard University Press.
Li, Y; Hoo Tan, Ch; Xu, H; Teo, H (2011) Open Source Software Adoption: Motivations of
Adopters and Amotivations of Non-adopters. The DATA BASE for Advances in Information
Systems, 42:2, pp.76-94,
Labels:
curriculum,
education,
graphic design,
innovation,
open source software
Friday, April 5, 2013
Tuesday, March 26, 2013
LSL Editor Community Edition
This site will help you create scripts for your Second Life objects. These scripts allow you to add interactive elements to your builds without knowing how to code. All of the script are released under a creative commons license, which means that you can use them freely!
This site tries to map the way you think into the way the LSL interpreter thinks. First choose what you want your object to do, then when you would like it to happen. You may be prompted to add some additional information. For example, you can create a script that will give a landmark to an avatar when they click on an object, prompt them to load your web site when they say "web" in chat, or simply welcome them to your land.
This site will help you create scripts for your Second Life objects. These scripts allow you to add interactive elements to your builds without knowing how to code. All of the script are released under a creative commons license, which means that you can use them freely!
This site tries to map the way you think into the way the LSL interpreter thinks. First choose what you want your object to do, then when you would like it to happen. You may be prompted to add some additional information. For example, you can create a script that will give a landmark to an avatar when they click on an object, prompt them to load your web site when they say "web" in chat, or simply welcome them to your land.
Monday, March 25, 2013
Tulip
Tulip is an information visualization framework dedicated to the analysis and visualization of relational data. Tulip aims to provide the developer with a complete library, supporting the design of interactive information visualization applications for relational data that can be tailored to the problems he or she is addressing.
Written in C++ the framework enables the development of algorithms, visual encodings, interaction techniques, data models, and domain-specific visualizations. One of the goal of Tulip is to facilitates the reuse of components and allows the developers to focus on programming their application. This development pipeline makes the framework efficient for research prototyping as well as the development of end-user applications.
Sunday, March 17, 2013
Pdf Split and Merge
PDF SPLIT AND MERGE 1.1.0
DEVELOPED BY ANDREA VACONDI
"WHY PDFSAM?
I needed to merge together some pdf files some years ago and it happened again since that first time.
Guess what? I couldn't find an open source software to make it easily and quickly, even if there are
tons of commercial software for that. This is the reason why i decided to write pdfsam, a simple, open
source and free software for pdf manipulation. Actually one more thing is that i knew about the iText
library; i knew the main job about the pdf manipulation was already done by iText but people need
something easier, simple interface, something "click and run". And here it is, pdfsam."Andrea Vacondi
DEVELOPED BY ANDREA VACONDI
"WHY PDFSAM?
I needed to merge together some pdf files some years ago and it happened again since that first time.
Guess what? I couldn't find an open source software to make it easily and quickly, even if there are
tons of commercial software for that. This is the reason why i decided to write pdfsam, a simple, open
source and free software for pdf manipulation. Actually one more thing is that i knew about the iText
library; i knew the main job about the pdf manipulation was already done by iText but people need
something easier, simple interface, something "click and run". And here it is, pdfsam."Andrea Vacondi
Wednesday, March 13, 2013
irfanview
How to resize in infntview
Open each file and resize the images to no wider than 6 inches (and let the height default) and change the resolution to 600 dpi. These functions and modifications can be performed in IrfanView by going to:
1) From within IrfanView
2) Under 'Image'
3) Choose 'Resize/Resample image'
4) Make sure that the 2 boxes above the DPI are checked (to keep the ratio aspect and the sharpen afterwards)
5) Make sure the DPI is set to 600
6) Above is 'set new size'
7) Change width to no more than 6 inches wide
8) Click 'ok'
9) 'Save'
10) Upload new file
IMAGE SIZE AND RESOLUTION
How to resize in infntview
Open each file and resize the images to no wider than 6 inches (and let the height default) and change the resolution to 600 dpi. These functions and modifications can be performed in IrfanView by going to:
1) From within IrfanView
2) Under 'Image'
3) Choose 'Resize/Resample image'
4) Make sure that the 2 boxes above the DPI are checked (to keep the ratio aspect and the sharpen afterwards)
5) Make sure the DPI is set to 600
6) Above is 'set new size'
7) Change width to no more than 6 inches wide
8) Click 'ok'
9) 'Save'
10) Upload new file
IMAGE SIZE AND RESOLUTION
Labels:
design,
image,
open source software
Tuesday, March 12, 2013
Sunday, March 10, 2013
Wednesday, March 6, 2013
Al Sur de la Frontera/ South of the Border (2010), by Oliver Stone
south of the border, by Oliver Stone
There’s a revolution underway in South America, but most of the world doesn’t know it. Oliver Stone sets out on a road trip across five countries to explore the social and political movements as well as the mainstream media’s misperception of South America while interviewing seven of its elected presidents. In casual conversations with Presidents Hugo Chávez (Venezuela), Evo Morales (Bolivia), Lula da Silva (Brazil), Cristina Kirchner (Argentina), as well as her husband and ex-President Nėstor Kirchner, Fernando Lugo (Paraguay), Rafael Correa (Ecuador), and Raúl Castro (Cuba), Stone gains unprecedented access and sheds new light upon the exciting transformations in the region.
There’s a revolution underway in South America, but most of the world doesn’t know it. Oliver Stone sets out on a road trip across five countries to explore the social and political movements as well as the mainstream media’s misperception of South America while interviewing seven of its elected presidents. In casual conversations with Presidents Hugo Chávez (Venezuela), Evo Morales (Bolivia), Lula da Silva (Brazil), Cristina Kirchner (Argentina), as well as her husband and ex-President Nėstor Kirchner, Fernando Lugo (Paraguay), Rafael Correa (Ecuador), and Raúl Castro (Cuba), Stone gains unprecedented access and sheds new light upon the exciting transformations in the region.
"Al sur de la frontera" (2010) de Oliver Stone (subtitulada) from César Zamboni on Vimeo.
Labels:
documentary,
media,
politics
El gobierno de Chávez después de 10 años: Evolución de la economía e indicadores sociales/ The Venezuelan Economy in the ChávezYears
El gobierno de Chávez después de 10 años: Evolución de la economía e indicadores sociales
MarkWeisbrot,RebeccaRay y Luis Sandoval. Febrero 2009.
Center for Economic and Policy Research
1611 Connecticut Avenue, NW, Suite 400
Washington, D.C. 20009
202-293-5380
www.cepr.net
The Venezuelan Economy in the Chávez Years, by Mark Weisbrot and Luis Sandoval. February 2008
vía Alberto Garzón
MarkWeisbrot,RebeccaRay y Luis Sandoval. Febrero 2009.
Center for Economic and Policy Research
1611 Connecticut Avenue, NW, Suite 400
Washington, D.C. 20009
202-293-5380
www.cepr.net
The Venezuelan Economy in the Chávez Years, by Mark Weisbrot and Luis Sandoval. February 2008
vía Alberto Garzón
Monday, March 4, 2013
Sunday, March 3, 2013
Thursday, February 28, 2013
Friday, February 22, 2013
Changing Business Models in the Creative
Industries: The cases of Television,
Computer Games and Music
This is an independent report commissioned by the Intellectual Property Ofice
(IPO). This work was supported by the Economic and Social Research Council
(grant number RES-173-27-0219)
Dr. Nicola Searle
October 2011
Industries: The cases of Television,
Computer Games and Music
This is an independent report commissioned by the Intellectual Property Ofice
(IPO). This work was supported by the Economic and Social Research Council
(grant number RES-173-27-0219)
Dr. Nicola Searle
October 2011
Thursday, February 21, 2013
Voluntary payment models, by Yochai Benkler
Commons-based Peer Production and Virtue*, by YOCHAI BENKLER and HELEN NISSENBAUM. The Journal of Political Philosophy: Volume 14, Number 4, 2006, pp. 394–419
COLLECTIVE INTELLIGENCE: Creating a Prosperous World at Peace Foreword by Yochai Benkler (Re-mixed by Hassan Masum) The Wealth of Networks: Remixed Highlights
Prefaces by Thomas Malone, Tom Atlee, & Pierre Lévy. Edited by Mark Tovey. Afterword by The Rt. Hon. Paul Martin & Thomas Homer-Dixon. The Internet and the Revitalization of Democracies
The Wealth of Networks. How Social Production Transforms Markets and Freedom, by Yochai Benkler
EVERYTHING IN ITS RIGHT PLACE†: SOCIAL COOPERATION AND ARTIST COMPENSATION, by Leah Belsky, Byron Kahr, Max Berkelhammer, Yochai Benkler
Commons-based Peer Production and Virtue*, by YOCHAI BENKLER and HELEN NISSENBAUM. The Journal of Political Philosophy: Volume 14, Number 4, 2006, pp. 394–419
COLLECTIVE INTELLIGENCE: Creating a Prosperous World at Peace Foreword by Yochai Benkler (Re-mixed by Hassan Masum) The Wealth of Networks: Remixed Highlights
Prefaces by Thomas Malone, Tom Atlee, & Pierre Lévy. Edited by Mark Tovey. Afterword by The Rt. Hon. Paul Martin & Thomas Homer-Dixon. The Internet and the Revitalization of Democracies
The Wealth of Networks. How Social Production Transforms Markets and Freedom, by Yochai Benkler
EVERYTHING IN ITS RIGHT PLACE†: SOCIAL COOPERATION AND ARTIST COMPENSATION, by Leah Belsky, Byron Kahr, Max Berkelhammer, Yochai Benkler
Labels:
cyberculture,
economy,
Yochai Benkler
Sunday, February 17, 2013
Saturday, February 16, 2013
Synfig Studio is a free and open-source 2D animation software, designed as powerful industrial-strength solution for creating film-quality animation using a vector and bitmap artwork. It eliminates the need to create animation frame-by frame, allowing you to produce 2D animation of a higher quality with fewer people and resources. Synfig Studio is available for Windows, Linux and MacOS X.
Friday, February 15, 2013
PrestaShop is the most reliable and flexible Open-source e-commerce software. Since 2007, PrestaShop has revolutionized the industry by providing features that engage shoppers and increase online sales. The PrestaTeam consists of over 100 passionate individuals and more than 400 000 community members dedicated to innovated technology.
Thursday, February 14, 2013
Wednesday, February 13, 2013
Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG
Rabindra A. Ratan
University of Southern California
Jae Eun Chung
Kent State University
Cuihua Shen
Dmitri Williams
University of Southern California
Marshall Scott Poole
University of Illinois at Urbana-Champaign
Rabindra A. Ratan
University of Southern California
Jae Eun Chung
Kent State University
Cuihua Shen
Dmitri Williams
University of Southern California
Marshall Scott Poole
University of Illinois at Urbana-Champaign
Labels:
interpersonal communication,
patterns,
trust,
virtual worlds
Monday, February 11, 2013
Barry Wellman, "Structural Analysis: From Method & Metaphor to Theory & Substance." In Wellman & Berkowitz.
Thursday, February 7, 2013
Enable Viacam (eViacam) is a mouse replacement software that moves the pointer as you move your head.
It works on standard PC equipped with a webcam. No additional hardware is required.
It's completely free, open source and easy to use!
It works on standard PC equipped with a webcam. No additional hardware is required.
It's completely free, open source and easy to use!
Tuesday, February 5, 2013
Journal of Information Technology Education Volume 8, 2009
Editor: Lynn Jeffrey
Open Source Software Development Experiences on the
Students’ Resumes: Do They Count?
- Insights from the Employers’ Perspectives
Ju Long
Factors Affecting the Adoption of Open Source. Content Management Systems in Japanese Universities
Editor: Lynn Jeffrey
Open Source Software Development Experiences on the
Students’ Resumes: Do They Count?
- Insights from the Employers’ Perspectives
Ju Long
Factors Affecting the Adoption of Open Source. Content Management Systems in Japanese Universities
Friday, February 1, 2013
My avatar and me (Bente Milton, Mikkel Stolt, 2010)
MY AVATAR AND ME. DIR: Bente Milton, Mikkel Stolt 2010 / Denmark / 91 min. YOUR ONLINE DOCUMENTARY CINEMA
Thursday, January 31, 2013
Tuesday, January 29, 2013
Friday, January 25, 2013
Thursday, January 24, 2013
Learners’ Experience of Presence in Virtual Worlds, by
Mark Chil
A thesis submitted in partial fulfilment of the
requirements for the degree of
Doctor of Philosophy in Education
University of Warwick, Institute of Education
November 2010
Mark Chil
A thesis submitted in partial fulfilment of the
requirements for the degree of
Doctor of Philosophy in Education
University of Warwick, Institute of Education
November 2010
Wednesday, January 23, 2013
Maya Island Virtual Museum
Further information:
Maya Island virtual museum: A virtual learning environment, museum, and library exhibit
Virtual Systems and Multimedia (VSMM), 2012 18th International Conference on
Date of Conference: 2-5 Sept. 2012
Author(s): Hill, V.
Sch. of Libr. & Inf. Studies, Texas Woman's Univ., Denton, TX, USA
Mystakidis, S.
Page(s): 565 - 568
Product Type: Conference Publications
Thursday, January 17, 2013
Saramago, opiniones
José Saramago, Premio Nobel de Literatura 1998. Recopilación de entrevistas, declaraciones y pequeños fragmentos de sus libros.
José Saramago, Premio Nobel de Literatura 1998. Recopilación de entrevistas, declaraciones y pequeños fragmentos de sus libros.
Sunday, January 13, 2013
Collaborative remote laboratory in virtual world
J. Fayolle, C. Gravier, B. Jailly
DIOM Laboratory, Télécom Saint-Etienne, University Saint-Etienne
Université de Lyon, 42003 Saint-Etienne
25 rue du Dr. Annino 42023 Saint-Etienne
ROTATOR Model: A Framework for Building Collaborative Virtual Workspaces
Charles J. Lesko Jr, Christine R. Russell and Yolanda A. Hollingsworth
East Carolina University, East Carolina University, Middlesex College
USA
J. Fayolle, C. Gravier, B. Jailly
DIOM Laboratory, Télécom Saint-Etienne, University Saint-Etienne
Université de Lyon, 42003 Saint-Etienne
25 rue du Dr. Annino 42023 Saint-Etienne
ROTATOR Model: A Framework for Building Collaborative Virtual Workspaces
Charles J. Lesko Jr, Christine R. Russell and Yolanda A. Hollingsworth
East Carolina University, East Carolina University, Middlesex College
USA
Designing Collaboration Experiences for 3D Virtual Worlds
A dissertation presented by
Andreas Schmeil
Supervised by
Prof. Martin J. Eppler
A dissertation presented by
Andreas Schmeil
Supervised by
Prof. Martin J. Eppler
The Omnium Project: Establishing online communities to explore
collaborative modes of creative interaction and education
Rick Bennett
Senior Lecturer, Design Studies, Faculty of the College of Fine Arts
The University of New South Wales
Vince Dziekan
Senior Lecturer, Digital Imaging, Faculty of Art & Design
Monash University
collaborative modes of creative interaction and education
Rick Bennett
Senior Lecturer, Design Studies, Faculty of the College of Fine Arts
The University of New South Wales
Vince Dziekan
Senior Lecturer, Digital Imaging, Faculty of Art & Design
Monash University
Saturday, January 12, 2013
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- LSL Editor Community Edition This site will help ...
- Tulip
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- irfanview How to resize in infntview Open each f...
- Venezuela y sus alianzas, by Nazanín Armanian
- Noam Chomsky - Sobre Hugo Chavez
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- Fiordo, R. A. (1990). Communication in education.
- Changing Business Models in the Creative Industr...
- No title
- INTERACTIVE AUDIENCES? THE 'COLLECTIVE INTELLIGENC...
- Voluntary payment models, by Yochai Benkler Commo...
- University's font choice cuts ink use Changing com...
- Synfig Studio is a free and open-source 2D animati...
- Levels of HTML knowledge
- PrestaShop is the most reliable and flexible Open-...
- Shoulders of Giants -- A Paper on the Inevitabilit...
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- In Memoriam: J. C. R. Licklider 1915-1990
- Configuring the Networked Self: Law, Code, and the...
- Barry Wellman, "Structural Analysis: From Method ...
- Freeing the Mind : Free Software and the Death of ...
- Enable Viacam (eViacam) is a mouse replacement sof...
- Open Source Software – An Enabler of Malaysia's Vi...
- Journal of Information Technology Education Volum...
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- The Future of Internet and how to stop it. By Jona...
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- Marshall McLuhan Speaks. CENTENNIAL 201
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- Maya Island Virtual Museum
- Saramago, opiniones José Saramago, Premio Nobel de...
- Collaborative remote laboratory in virtual world J...
- Designing Collaboration Experiences for 3D Virtual...
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