Monday, February 23, 2015

Advertising My reports on Facebook and Twitter




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.

 




Xbox Kinect and Nintendo Wii are recently developed platforms that do not require motor skills to use complicated controllers, so it has a sense of universal appeal, which means that even old people and children can manipulate them. Game designers introduce psycho-emotional data inputs that measure anything of biological or neurological significance from heart rate, facial analysis and the psychology behind it, voice measurement, skin conductance, pupil tracking, pupil dilation, brain activity and many more clues that are given by our body to the hardware to detect them and eventually for the software to decode them. These clues are offered by the gamers subconsciously, and this subconscious events result in the changing paradigm of the respective games that are out in the market.

  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.


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

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.


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






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   

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