Monday, March 30, 2015

FINAL PROJECT STEP 2: Building my Immersive Learning Space

For my Immersive Learning Space, I have included five 3-D objects, which are:

1. Interactive mining experience structure
2. Bedroom and living room for group members
3. Overhead mini swimming pool and ice rink
4. Underwater glass pavement that works as an aquarium
5. Sheep farm / cage

Inventory:

The entire building's walls:  1000 blocks
Interactive Mining Experience Structure: 50 blocks
Mini Ice Skating park: 30 blocks
Bedroom: 150 blocks
Sheep Cage: 20 blocks
Overhead Pool: 100 blocks
Underwater Glass Pavement (natural Aquarium): 800 blocks
Underground construction (removing sand blocks and replacing with wooden blocks and other blocks): 700 blocks

Total: 2850 blocks

Starting the very basic construction, building walls

Overhead view of construction of the bedroom

Constructing overhead mini ice rink and swimming pool

Night-time aerial view of the current progress

Setting up a sign that reads WELCOME TO DANIEL LEE'S IMMERSIVE LEARNING SPACE

Current progress and covering the bedroom with carpet

(Almost) finished inside view of the bedroom

Decorating the front with banners and signs

Constructing the virtual mining experience sets; on the right, there is a sheep farm for harvesting wool

nighttime view of the ceiling of the bedroom component

Nighttime overview of the building

Comparing my previous work with the currently (as of now) done work
I have added a deck with gold block to welcome ships coming through


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

Final Project Step 1: Immersive Learning Spaces

Final Project Step 1: Immersive Learning Spaces

The Libraries and Museum Technology Working Group (LAM.TWG) charter of the Immersive Education Libraries has many functions. The LAM.TWG charter defines, implements, helps evolve, and maintains many different applications and standards closely related to the big theme of Immersive Education. Specifically, their specialty lies within the ability to provide library and museum services linked with the Immersive Education. The groups is open to all Immersive Education Initiative members with experiences with real world libraries and/or museums, experiences with digital libraries, and thorough experience in developing/using virtual realities.

The objectives of the LAM.TWG can be generally summarized into one big objective: leading the development of technologies and standards that allow the provision of library and museum services to reinforce the quality of Immersive Education experiences. The members of the group focus on the following criteria: developing library and museum framework, client and server side support, developing and implementing resources that are to be reserved in the library and/or museum, promoting research in all levels to enhance the knowledge and comprehension of virtual libraries and museums in immersive environments, and many more. The LAM.TWG focuses on initiating researches for the group members, preparing and documenting the best available practices for designing virtual libraries and museums, and establishing an active community of researchers, practitioners, and virtual world participants through the utilization of face-to-face and virtual meetings.


There are two usage cases described in the LAM.TWG charter webpage.
The first case deals with Immersive Education Study Rooms, focusing on the provision of collaborative learning environment that promotes communication, collaboration and cooperation in learning experiences. The second case deals with the Immersive Real/Virtual Watershed Experiences, focusing on the provision of "bilingual educational virtual products along with real-world learning experiences to inspire and motivate, show career and life options, develop 21st century skills, and explore Latino Identity. In the first case, there are different classes of participants, which include students, educators, NPCs (artificial interactive participants) and content providers. The inputs of the students are reserved in the Immersive Education study room, thus leaving ample room for collaborative simulations, accessing documents.
The second case engages students, educators, museum professionals, scientists and authentic Watershed experiment (simulation), through the usage of the "Smithsonian LVM Virtual Watershed Ecosystem Model."











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

Class 7, Assignment 1: Second Life

The following images are the screenshots from me exploring Second Life.
1-1. Exploring Easter Town and just walking around in Second Life

1-2. Exploring Easter Town and asking question to an user about events going on

2-1. Exploring Hollywood Airport and asking a question about the functions of this location

2-2. Exploring Hollywood Airport and asking at the counter about tickets and other information

3-1. Exploring Hyde Park in London, and I am exploring the Easter Event information board

3-2. Exploring Hyde Park in London and asking one of the admins for further information on the Easter events going on here

4-1. Exploring Mediterranean Garden and looking around this location

4-2. Exploring Mediterranean Garden and asking a stranger about the events here

5-1. I found a location named shelter, and observing the environment

5-2. At shelter, I asked questions about this dance event and explored the facilities in the shelter

Sunday, March 29, 2015

Class 7, Assignment 2: Twitter Group Messages

The images below are screenshots of conversations that I had with my group members to deal with the IMMERSION 2015 Outreach assignment.

Shane started the conversation (group messaging function) on Twitter for our group members

We talked about getting the general idea of the Outreach assignment


I made a sample email and/or message template to send to the corporate representatives

I am sharing the template I just made with Word to my group members, via Twitter group messaging function
Sharing feedback with my group members


Class 7, Minecraft: Interface Fundamentals

The images below are some of my screenshots from learning how to play Minecraft.

watching tutorial videos

watching tutorial videos, getting coal

watching tutorial videos, using furnace

learning about survival mode

exploring some creations shown in the Youtube video

Learning how to craft tools and other items

Practicing building a house

learning to use a pick for survival

Sunday, March 22, 2015

Class 6 Assignment 3

Attached are the screenshots of me obtaining contacts through utilizing the Google search engine. To expedite the process, I have searched the product news and focused on getting any of the executives or the head developers names. Focusing on news materials that discuss the CES or any other IT convention was an useful method to obtain the contacts.

In regards to product topic contacts, I employed the same method.

The two screenshots below are basic Google Docs screenshots to show my work:
iED Buzz! Contacts 

iED Report Topic Contacts


1. Looking up Jeffery Gattis on LinkedIn; he is the executive director or global marketing at HTC

2. Looking up HTC's stock information and board of directors list from HTC's website

3. Finding Jeff Gattis' name on the relevant news material, associated with the HTC Re Vive

4. Searching for news, especially release news, on the topic of HTC Re Vive 


5. Searching for the company Magic Leap, Inc. on LinkedIn for information

6. Visiting Magic Leap, Inc.'s official Facebook page for contact information

7. Looking up Bloomberg's stock information section for the names and listings of the executives of this company

8. I was finally able to find the Vice President of Games of Magic Leap through Bloomberg's stock information; Graeme Devine

9. Searching for Lorraine Bardeen, the director of studio business, strategy and operation at Microsoft 

10. Looking up Lorraine Bardeen's Twitter account for contact information

11. Looking up for key executives for Microsoft Corporation from Bloomberg's investment information section

12. Looking up Microsoft's stock information webpage for executive names and most closely related representative

13. Looking up for Max Cohen, who had the biggest role in developing the Samsung Galaxy VR. 

14. Cohen is the VP of Mobile at Oculus VR; he and his team are one of the core members in directly developing the Samsung VR

15. Searching for news materials on Samsung VR so that I can link the news with the executive contact

16. Searching for Max Cohen on LinkedIn for further contact information.

Now that I have provided all the screenshots taken from searching for the Buzz! contacts, I will provide the screenshots taken during the research of related product contact lists below.

1. Searching for Alpha-Fit's general information; this company is closely related with the field of wearable technology

2. Further researching the products produced from Alpha-Fit

3. Extracting contact information from Alpha-Fit's webpage

4. Initial search job on European companies that deal with wearable technology, and Alpha-Fit showed up.

5. EON Reality - it is a US company but has an European regional headquarters in the UK

6. EON Reality produces products highly related with the realization of virtual reality; their products, for example, are: EON Creator, EON Coliseum, EON SDK, EON Icube, EON Ibench, and etc.

7. Summarizing the product lists on our Google Doc report

8. Searching for more information on EON Reality on their corporate LinkedIn account

9. FabLab is a 3D printing services company located in the UK

10. FabLab's product list and services list

11. NeuroSky is originally an US company, but has its European regional headquarters in Germany

12. NeuroSky is responsible for producing products that help envision and realize the field of neuro-games. This screen shows their products listing

13. Detailed descriptions of the NeuroSky's products


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