Monday, February 23, 2015
Growing my Twitter Followers
Use other SNS platforms such as linkedin to follow the people on Twitter as well.
Some general tips on how not to repel users from following you: do not spam
On a business perspective; how should business create more followers / creating events in Twitter to arouse interest
Engaging your followers: collecting feedbacks and comments (also works great for individual users)
Follow the accounts that twitter recommends to you: that will let you connect with people with similar interest
Getting a profile that is worth reading and being interested into; setting up a good bio and self introduction and pictures
Adding variety: posting (linking) multimedia not only limited to texts
Make sure to embed your best tweet
Comment on relevant news so that more people will read your tweets related to certain hashtags
Chart of what interests people on twitter the most: discounts and promo
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc
Growing my Facebook Followers
Growing my Facebook Followers
Setting my account from private to public on certain posts
Setting Follower notifications
Sharing contents
Content, hashtag, bio, staying active
Asking questions on what the audience wants from me
Connecting with other social network profiles
A Case study on how Calorie Secrets increased their FB followers by 200%
Creating a saved audiences (favorites) in Power editor
Use sponsored stories that are trending
Follow other people
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc
Learning Games/Neuro Gaming Technology
The Immersive Education Initiative has announced
that the 2015 venue for the Immersive Education Summit as Paris. With the past
9 years of successful Immersive Education conferences, Immersive Education will
continue on holding a summit that addresses the personal and cultural impact of
immersive technologies such as virtual reality, augmented reality, holography,
holograms, wearable computing devices, cybernetics, affective computing,
neuro-gaming technology and many other forms of immersive experiences. More
information on the Immersive Education summit can be access through the
following link: (http://immersiveeducation.org/news/2015/02/09/paris-announced-site-immersion-2015).
In this
report, I intend to introduce a form of immersion categorized as the
"learning games," and the neuro gaming technology.
Gaming as a hobby can evoke negative images
such as lethargic teenagers huddling over their controllers or computers,
submerging themselves in their sofas surrounded by snacks. However, the buzz
around the gaming industry recently is the idea that the future of gaming might
be in everyone's brains. The so called "neuro-gaming" is imminent in
our lives, which will change the negative connotations of gaming into riding
into the wave of exponential technologies that convert the data gained from our
brains into representational data on a gaming platform.
The future of neurogaming heavily depends on
the simultaneous development of the strong and reliable augmented and virtual
reality technology. In this neuro-gaming technology industry, VR and AR
confluence to create more enhanced neuro gaming experiences for the users.
Because experiencing a game as a first person observer status is relatively
more mind-bending and psychedelic experience, there are almost infinite room
for this new neurogaming industry to expand its influence and share in the
gaming market.
One specific neuro game or learning game that
I wish to note is a game called "Minecraft." Minecraft is an video
game that incorporates creative and building aspects; by doing so, players are
allowed to build constructions out of cubes in a 3D generated world. During our
last class, we have covered a news article that Immersive Education is
supporting to create a virtual trading post in Colorado, using CAD and
Minecraft.
In this newly booming gaming industry, we
find out that immersive learning forms and techniques are in the end merged to
develop altogether. We here now see a growing trend of collaboration among
these fields of different forms of immersion, especially in the neurogaming
industry. Because gaming is a very complicated product that incorporates many
other technology, it might be a good idea to consider the growth of this
industry as a barometer of how the immersive learning and environment in
general is developing.
This is an assignment from the Immersive Education
course that I am taking at Boston College. The course is called Collaborative
Computing. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc
3D Printing
The Immersive Education Initiative has
announced that the 2015 venue for the Immersive Education Summit as Paris. With
the past 9 years of successful Immersive Education conferences, Immersive
Education will continue on holding a summit that addresses the personal and
cultural impact of immersive technologies such as virtual reality, augmented
reality, holography, holograms, wearable computing devices, cybernetics,
affective computing, neuro-gaming technology and many other forms of immersive
experiences. More information on the Immersive Education summit can be access
through the following link: (http://immersiveeducation.org/news/2015/02/09/paris-announced-site-immersion-2015).
In this
report, I intend to introduce a form of immersion categorized as the industry
of three dimensional printing.
Three Dimensional Printing (3D printing) is
labeled for any forms of processes that are used to make three dimensional
object. In applying of the 3D printing technology, additive processes are used.
The additive processes refer to laying down of successive layers of materials
under computer control. The awe and amazement of 3D printing is that objects
created by the 3D printers can possess nearly any shape of geometry. The idea
of imagining an object and realizing it into a solid object has been deemed
impossible for ages. Yet, we currently live in a world where such
impossibilities are made into reality.
3D printing, just like any other technology,
heavily relies on the mathematical calculations and engineering, for it lays
down layers of materials that can be considered as thinly sliced horizontal
cross-section of the final product. The general process of 3D printing starts
with virtual designs, which is realized through a program named the CAD, or the
Computer Aided Design, file using a three dimensional modeling program.
Otherwise, users of the 3D printer can choose to conduct a three dimensional
scan of an object that he/she wishes to replicate using the technology. With this
design file, the 3D printer slices the final model into indivisible horizontal
layers. Eventually, the printer reaches the final step of laying down the
desired material into the horizontal plane with the divided cross sections of
the anticipated product.
In regards to the methods and the
technologies of 3D printing, there are three notable technologies. Selective
Laser Sintering (SLS), Fused Deposition Modeling (FDM), and Stereolithography
(SLA) are the three. While the SLS and FDM technology represent the majority of
the methods that modern day 3D printers elected, the stereolithography
technology is represented by laying down liquid materials, which are cured with
different technologies.
The applications for the 3D printing is
nearly infinite. 3D printing is used in design visualization, prototyping /
CAD, metal casting, architecture, education, geospatial, and even healthcare
industry. One notable application of 3D printing is the use of it within the
field of biotechnology. 3D printing technologies are being used to engineer and
create tissues within human bones, and even artificial kidneys for the needy
patients. The use of 3D printing in the field of education will drastically
change the paradigm of the entire field. Students and instructors can create a
virtual object into a real object. Use of those newly and instantly created
models can be used in science, arts (especially architecture) and many other
subjects of academics.
3D printing technologies can be also utilized
in immersive learning environments. For instance, the printers' CAD digital
files will be accessible to everyone in an virtual classroom environment
Students can share the design of the objects and share their opinions based
upon the object's printer CAD files. When an imaginary object is realized,
learners will gain more existential and evidential support and facts, which can
enhance the learners' true understanding of the materials.
3D printing is an industry or a field of
technology that just started blooming in two to three years ago. Not until
recently, people could not find internet vendors that sell 3D printing
technology. When this device is widely provided throughout the nation with some
timely patience, I strongly believe this technology of immersion will create an
atmosphere where all people can benefit from added reality of an imaginary
object.
Virtual Reality
2.
Virtual Reality
The Immersive Education Initiative has
announced that the 2015 venue for the Immersive Education Summit as Paris. With
the past 9 years of successful Immersive Education conferences, Immersive
Education will continue on holding a summit that addresses the personal and
cultural impact of immersive technologies such as virtual reality, augmented
reality, holography, holograms, wearable computing devices, cybernetics,
affective computing, neuro-gaming technology and many other forms of immersive
experiences. More information on the Immersive Education summit can be access
through the following link: (http://immersiveeducation.org/news/2015/02/09/paris-announced-site-immersion-2015).
In this
report, I intend to introduce a form of immersion categorized as the virtual
reality.
Virtual reality is another form of immersion
that can lead to enhancement of collaborative efforts in many different fields,
such as gaming and education. The very basic idea of using virtual reality as a
medium of immersive experience is the creation of virtual world and introducing
the virtual selves of the users in that specific environment. The environment
and virtual characters can be modified and manipulated to achieve different
goals for the specific cases of immersive education, and even the entire
immersive experience as a whole.
This documentary introduces the virtual
reality program called the SecondLife, and the modern society's use of this
program. (https://www.youtube.com/watch?v=aUwD7u7wwcY)
The overall quality of virtual reality has been continuously enhanced and improved.
People are conducting commerce, expressing themselves artistically, hold
“real-world” advertisements, and many other flexibly applicable fields. Whether
consistent public (user) feedback will be given - that is the main
sustainability question for this SecondLife and similar virtual reality
platforms.
The critical issue in regards to the usage of
virtual reality is the addiction to the virtual reality. The real world
personality and identity greatly differed in the virtual world for a high portion
of the virtual world participants. On certain occasions, some players were more
immersed with the virtual world; meaning that they were seriously considering
themselves to be a part of the “fake” world. I acknowledge the great
possibility of virtual worlds and its developments; it is a great invention
that will critically enhance our entertainment experience. However, abusing the
technology for individual addiction is not a right idea. Limitations and
appropriate control should be imposed upon it.
During the research for virtual reality, I spotted an article that deals with an individual who is a genuine virtual reality enthusiast. (http://www.pbs.org/wgbh/pages/frontline/digitalnation/virtual-worlds/second-lives/the-believer.html?play) Philip Rosedale believed in the idea of the “good matrix.” He is the founder and developer of the SecondLife, the virtual world program we have used throughout the semester. He wanted to convince the people that the matrix could be used as a “brighter,” rather than dark place. Thus, he developed the SecondLife. There were healthy skepticisms, as well. Some people scoffed at the fact that the idea of virtual reality was out there for a long time. Yet, Philip Rosedale is a true “believer” - that Rosedale believes a virtual reality has great possibility to be used in healthy and beneficial way. I personally believe Philip Rosedale’s vision can be ultimately accomplished when there is a huge public attention gathered at this notion of virtual life. Participation of the mass will be the fuel running these virtual worlds; if the virtual worlds end up obsolete without any users, it has a possibility of turning into a fiasco.
In spite of these concerns, there are
intellectuals and pioneers who strive to gear the popular audiences towards the
stunning benefits of utilizing this form of immersion into our lives. It is the
learners and the virtual realities' population who shape the positive
trajectory of this industry, by benefitting from the vicarious yet highly
realistic and interactive environment to reinforce the educational support that
are originally provided.
Wearable Devices
The Immersive Education Initiative has
announced that the 2015 venue for the Immersive Education Summit as Paris. With
the past 9 years of successful Immersive Education conferences, Immersive
Education will continue on holding a summit that addresses the personal and
cultural impact of immersive technologies such as virtual reality, augmented
reality, holography, holograms, wearable computing devices, cybernetics,
affective computing, neuro-gaming technology and many other forms of immersive
experiences. More information on the Immersive Education summit can be access
through the following link: (http://immersiveeducation.org/news/2015/02/09/paris-announced-site-immersion-2015).
In this
report, I intend to introduce a form of immersion categorized as the wearable
devices, or wearable computing.
Wearable devices are one of the hottest area
of interest for IT enthusiasts living in the current era. It is often referred
as wearable technology, wearables, fashionable technology, and so on. This
specific technology incorporates computer and advanced electronic technologies
to offer practical functions and features to the users. Currently released
wearable technologies include smart watches, healthcare bands, wearable digital
glasses, and many more. Specifically, in this report, I would like to introduce
the following devices: Apple Watch, Samsung Galaxy Gear, Google Glass and
Oculus Rift.
The Apple Watch is planned to be premiered on
early 2015, more likely around April, 2015. The Apple Watch is a wearable
device that connects with the users' iPhone to get internet connection. As the
name of the product connotes, it is an electronic watch with smart capability,
which includes the functions for navigation (maps), contacts, phone call
receptions, send and receive messages, monitor health status and timed work-out
period, play music and various other features. The biggest issue with the Apple
Watch is its positioning in the wearable device industry and its overlapping
presence even in the fine watchmaking industry.
Samsung, as the world's leading cellular
phones and memory chip producer, has also jumped into this competition of
wearable device with their Galaxy Gear and Galaxy Gear Fit. Samsung is sort of
branded not as the pioneer of this technology, but is deemed as a viable
competition for Apple and many other Android based hardware providers in this
game of Smartwatches. It also connects with Samsung smartphones to integrate the
usage of phone into a watch. Surprisingly, the functions of the Samsung Galaxy
Gear does not vary significantly with the functions that the Apple Watch has:
map, phone, message, health monitoring, compass, and many other functions.
Google is also doing a great job in keeping
up with the newly blooming industry with their most avant-garde device named
the Google Glass. Google first introduced the Google Glass on 2012. The device
has numerous capabilities and most importantly, feeds the information directly
to our eyes without obstructing the users' view. In depth, the device has an
incorporated 5 mega pixel camera and records high definition videos. The
functions of the device is activated through Google's voice command. Google is
not only focusing on the hardware, but also on software side. The company has
been releasing updates for the Google Glass companion application named the
MyGlass. Although it is widely used in the US, in some countries where Google
Maps services are partially prohibited, Google Glass is restricted for sale.
Aside from the three corporate giants' richly
funded projects like the Apple Watch, Galaxy Gear and Google Glass, there is
Oculus Rift. Oculus Rift is one of the first “real” virtual reality headsets.
It is developed for enthusiastic gamers. In fact, according to the KickStart webpage
by Oculus Rift, one of the major developer of the Oculus Rift revealed that his
initial motives for developing the Rift was the absence of high quality gamer
headset that lives up to the name of the technology, “virtual reality.” For the
very average gamers, Occulus Rift can be somewhat compact, without any add-ons
or additional parts attached to it. The developers released a documentary for
this device, Zero Point, as well. The map of the gaming industry will
definitely be affected due to the emergence and rapidly improving related
technologies in the field of realizing the virtual reality.
There are many other hardware providers that
are striving for the best wearable devices. The important aspect in this
specific form of immersion is that this field requires design element to be
elegantly incorporated to the actual product, bearing in mind that these
devices actually affect the wearers' exterior looks. Criticisms toward the
highly multi-functional Google Glass has been with the design, not the hardware
and the supporting functions of the glass itself. To be successful in this
field of immersive technology, design elements have to be attractive enough for
the audiences to make the decision of purchasing. Also, in order to grab the
public attention for this technology and its application, the software
providers should definitely not stop innovating, and thus provide the users
with unforeseen technologies that will greatly expedite the daily processes and
tasks for the public.
This is an assignment from the Immersive Education
course that I am taking at Boston College. The course is called Collaborative
Computing. For details, visit the immersive BC portal at http://ImmersiveEducation.org/@/bc
Monday, February 16, 2015
Updating Facebook Profile
Attached are the before and after photos of my facebook profile. I only had a profile picture, but added a cover photo. In regards to putting down more personal information, I wish not to do so. Thus, the updated content here is the cover photo only.
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
Subscribing to YouTube
Attached is the screenshot of my account being subscribed to the channel created by Immersive Education. The box located at the 3 O'clock direction shows that I am currently subscribed to Immersive Education's channel.
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
Liking Posts on Facebook
During this exercise, we were asked to "like" two facebook posts by Immersive Education. The "You" part in the list of people who like the posts proves that I liked the two posts.
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
Testing Twitter 2
At this time, all the other conditions remain unchanged from the first Twitter testing post, except there are image contents in this original tweet from Immersive Education. Attached are two screenshots of the original tweet and the retweeted version of the previous one, respectively.
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
Testing Twitter
I have got the updated tweet from Immersive Education's Twitter account, and took a quick screenshot of it. The post by Immersive Education includes hashtags that are related to the topics of the course and immersive education in general. Once I've done that, I have retweeted the IED's tweet.
This is an assignment from the Immersive Education course that I am taking at Boston College. The course is called Collaborative Computing. For details, visit the immersive BC portal athttp://ImmersiveEducation.org/@/bc
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