ºÝºÝߣs from a talk made to the Jonge Akademie of the Dutch Royal Academy of Arts and Science in March 2009.
As with any communication medium, and particularly a new one, virtual worlds offer advantages and disadvantages in the context of science and science communication. Scientists who are geographically separated can collaborate via their avatars. Data can be visualised and interacted with in new ways. And the public and scientists can engage with a sense of intimacy that makes the participants feel visible, involved, and able to interact with one another. Yet the technology is young, interfaces are difficult to use and, for most people, virtual worlds are still a mystery. The presentation will include: a brief introduction to the basics of virtual worlds; examples (using screenshots) showing how virtual worlds are being used by scientists and science communicators, a critique of benefits and limitations, and a discussion of likely future developments.
The Rise of Citizen-Scientists in the Eversmarter World - Alex Lightman - H+ ...Humanity Plus
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Alex Lightman
Executive Director, Humanity+
The Rise of Citizen-Scientists in the Eversmarter World
Knowledge may be expanding exponentially, but the current rate of civilizational learning and institutional upgrading is still far too slow in the century of peak oil, peak uranium, and "peak everything". Humanity needs to gather vastly more data as part of ever larger and more widespread scientific experiments, and make science and technology flourish in streets, fields, and homes as well as in university and corporate laboratories. In this talk, H+ Executive Director Alex Lightman will give an introduction and overview of the big picture of H+ the organization, the magazine, and the conference, and how the participants can make the most of their experience and relationships at the conference. The case for ending embargoes and other beaver dams in the rivers of potentially global knowledge will be made. Lightman will offer a vision of a properly functioning Eversmarter world, ending with a call to action to become a citizen-scientist, and a recruiter of other citizen-scientists.
Alex Lightman is the Executive Director of Humanity+ and the chair of the H+ Summit @ Harvard and of the inaugural H+ Summit held December 2009 in Irvine, California. He is a director of Fortune Nest Corporation (Bahrain, Beijing and Beverly Hills, CA) and of Inova Technology. He is an award-winning educator, an inventor with several US patents issued or pending and the author of over 800,000 words, including 12 articles in h+ magazine, and Brave New Unwired World: The Digital Big Bang and The Infinite Internet, the first book on 4G wireless. He has advised NATO, the US Dept. of Defense, and a number of governments on Internet Protocol version 6, the 128-bit successor to the current Internet, IPv4. Lightman's advocacy led to the only Congressional hearings held on US Internet Leadership, conducted by The Government Reform Committee and at which Lightman testified, leading to implementation of Lightman's recommendations to mandate IPv6 for the US government and require IPv6 as part of government information technology contracts. Lightman studied Civil and Environmental Engineering, and graduated from the Massachusetts Institute of Technology in 1983 (Course I-A), and attended graduate school at Harvard's Kennedy School of Government. He lives in Santa Monica, California, where he runs marathons, and attempts his first Ironman triathlon, in the UK, on August 1, 2010.
Lezing Floris Venneman tijdens Secretary Plus Networking Event - AmsterdamFloris Venneman
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Lezing Floris Venneman tijdens PinkWeb Portal EventFloris Venneman
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Ondernemen in de Nieuwe Werkelijkheid vraagt veel van ondernemers en dus ook van accountants. Nieuwe verdienmodellen. Een andere relatie met je klanten. Zoeken naar de toegevoegde waarde de accountant heeft voor zijn klanten. Kortom: veel uitdagingen.
Tijdens deze lezing heb ik geprobeerd de accountants te prikkelen om anders te kijken naar hun (potenti?le) klanten, hun toegevoegde waarde en hun verdienmodellen.
Verteego provides environmental performance software solutions to help organizations measure, improve, and communicate their environmental impact. Their flagship products are Carbonpark, a carbon and energy management platform, and Reach Garden, a collaborative platform for sharing chemical data. Verteego aims to build the leading environmental management software suite, and currently has over 1000 customers including large corporations and local governments. Their solutions allow customers to track metrics like greenhouse gas emissions, chemical usage, and energy consumption to help reduce costs and comply with regulations.
A teaser of Verteego¡¯s capabilities to the attention of the world. Verteego is a sustainability platform for responsible companies only. Registration and trial is free!
This is a citizen science overview particularly aimed at graduate students enrolled in a new course at Arizona State University, aptly titled "Citizen Science." The author of this presentation, and course instructor, Darlene Cavalier, will talk students through its nuances and intersections with science, technology, and society.
This document outlines key themes for science education over the next 50 years. It discusses how mathematics will become more integrated into many fields as sensors generate vast amounts of data and simulations become more common. Biology is poised to become more "intentional" through advances like gene editing, synthetic biology, and personalized medicine. Science will grow increasingly transdisciplinary as fields blend together and amateurs contribute more to innovation. Emerging areas like the "extended self" involving things like personal genomics and wearable sensors will also impact science. Finally, the document notes how science may be more collaborative and happen in more diverse community spaces going forward.
1) The document discusses social machines, which are computational systems involving both human and machine participants working together. Examples mentioned include Wikipedia and citizen science projects.
2) Key aspects of social machines are discussed, including their collaborative and open nature, use of stories and narratives, and focus on empowering human participants.
3) Sustainability of social machines over time is an important challenge, as maintaining volunteer participation can be difficult, as seen with the declining contributor numbers on Wikipedia. Designing social machines to be reactive and allow for improvisation may help with long-term sustainability.
JISC has invested over ?200 million in UK universities over the past decade to create a collaborative innovation network that has driven new approaches to research. It has developed digital infrastructure including the JANET network, federated access management, and national data centers. Looking ahead, JISC is pushing boundaries through initiatives like building a cloud for UK higher education and supporting open science practices. It provides digital resources to researchers through national licensing agreements and repositories, and supports research processes through text mining tools and research data management.
This document provides an overview of research being conducted in the virtual world of Second Life. It discusses topics like virtual world interoperability, virtual hallucinations, knot theory, robotics, and education in Second Life. It also provides statistics on Second Life usage and lists many resources and links for further researching topics related to Second Life.
The Invisible Technology, Will Nanotechnology Transcend BiologyUMinventor
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This document provides an overview and summary of a presentation on nanotechnology and the singularity. The presentation discusses what nanotechnology is, the potential benefits and dangers, and Ray Kurzweil's vision that artificial intelligence will surpass human intelligence by 2045. It summarizes Kurzweil's predictions about the merging of humans and machines and life after the singularity. The presentation addresses both the promises and perils of developments in genetics, nanotechnology and robotics, and calls the audience to thoughtful action. It summarizes some scientific studies on dangers of nanotechnology and challenges of regulating new technologies. The presentation ends with a discussion of confronting dangers and maintaining a spiritual understanding of humanity's relationship with emerging technologies.
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ºÝºÝߣs licensed under CC-BY-SA
John Breslin is a lecturer and researcher who co-founded the discussion forum boards.ie and publishing company New Tech Post. He discusses predictions about the future of technology from Mark Twain, Arthur C. Clarke, and Ray Kurzweil, and how emerging technologies will allow for augmented reality, brain uploading, and voice-controlled access to personalized digital content by 2040.
The document provides an overview of nanotechnology, discussing its history, current state, and future prospects. It defines nanotechnology as involving research and engineering at the nanoscale (1-100 nanometers). The document outlines major government funding through initiatives like the National Nanotechnology Initiative, as well as university and commercial research. It discusses various applications of nanotechnology across different industries.
Second Life is a 3D virtual world launched in 2003 that currently has over 16.5 million users. Many universities, including in the US, UK, Australia, and Japan, have a presence in Second Life for distance education purposes. University College Dublin (UCD) Library entered Second Life in 2007 to engage with students and deliver classes, skills sessions, seminars, and conferences. While Second Life faces challenges around technology issues and defining its value, virtual worlds may represent future opportunities for international cooperation and reaching non-traditional students.
The document discusses the tensions between privacy and sharing information online in the digitally networked era. It explores how the concept of privacy is evolving as the line between public and private information is blurred by social media. While social media satisfies people's desire for socialization and identity curation, it also commodifies private data and exposes people to risks for their reputations and privacy through involuntary information sharing. The document questions whether individuals are sufficiently aware of how their online activities impact their privacy and control over personal information.
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MIC07 Oct9th. Presentation is composed of PPT slides and in-world meetings with a learning environment expert and a virtual environment instructor (meetings not recorded here). The goal of this presentation is to increase awareness in higher education of affordances present in current evolutions of web 2.0 tools such as participatory and connective technology in community experimentation in synthetic worlds like SL. Author was not yet knowledgeable of the SaLamander project then.
The Open Data Institute's mission is to catalyze the evolution of open data culture to create economic, environmental, and social value. It works with governments, companies and researchers around the world to make data more open and usable. The Open Data Institute holds events and runs programs to promote innovation with open data.
This document discusses the benefits of virtual worlds like Second Life and provides an overview of its features and uses. It notes that Second Life allows for engagement, immersive education, collaboration, discovery, productivity and more. Many businesses, schools and organizations have a presence in Second Life, including over 100 universities. The document outlines some of the activities people can do in Second Life like meetings, concerts, events, information sharing, outreach and more. It also provides resources for educators and researchers interested in using Second Life.
The powerpoint to support a lecture to learners in VWMOOC18 (Virtual Worlds MOOC 2018) about the history of virtual worlds, their affordances and challenges, and how to learn more about Second Life in particular and virtual world education in general.
The video of this lecture is available on YouTube at this link: https://youtu.be/HOgsmfFX6zw
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Identifying Agent opportunities
? If you have any questions or feedback, please refer to the "Women in Automation 2025" dedicated Forum thread. You can find there extra details and updates.
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This document outlines key themes for science education over the next 50 years. It discusses how mathematics will become more integrated into many fields as sensors generate vast amounts of data and simulations become more common. Biology is poised to become more "intentional" through advances like gene editing, synthetic biology, and personalized medicine. Science will grow increasingly transdisciplinary as fields blend together and amateurs contribute more to innovation. Emerging areas like the "extended self" involving things like personal genomics and wearable sensors will also impact science. Finally, the document notes how science may be more collaborative and happen in more diverse community spaces going forward.
1) The document discusses social machines, which are computational systems involving both human and machine participants working together. Examples mentioned include Wikipedia and citizen science projects.
2) Key aspects of social machines are discussed, including their collaborative and open nature, use of stories and narratives, and focus on empowering human participants.
3) Sustainability of social machines over time is an important challenge, as maintaining volunteer participation can be difficult, as seen with the declining contributor numbers on Wikipedia. Designing social machines to be reactive and allow for improvisation may help with long-term sustainability.
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The Invisible Technology, Will Nanotechnology Transcend BiologyUMinventor
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This document provides an overview and summary of a presentation on nanotechnology and the singularity. The presentation discusses what nanotechnology is, the potential benefits and dangers, and Ray Kurzweil's vision that artificial intelligence will surpass human intelligence by 2045. It summarizes Kurzweil's predictions about the merging of humans and machines and life after the singularity. The presentation addresses both the promises and perils of developments in genetics, nanotechnology and robotics, and calls the audience to thoughtful action. It summarizes some scientific studies on dangers of nanotechnology and challenges of regulating new technologies. The presentation ends with a discussion of confronting dangers and maintaining a spiritual understanding of humanity's relationship with emerging technologies.
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Copyright and e-learning: understanding our privileges and freedomsJane Secker
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Keynote at ALT-C on 8th September 2016. You can find out more from: https://altc.alt.ac.uk/2016/sessions/keynote-jane-secker/
ºÝºÝߣs licensed under CC-BY-SA
John Breslin is a lecturer and researcher who co-founded the discussion forum boards.ie and publishing company New Tech Post. He discusses predictions about the future of technology from Mark Twain, Arthur C. Clarke, and Ray Kurzweil, and how emerging technologies will allow for augmented reality, brain uploading, and voice-controlled access to personalized digital content by 2040.
The document provides an overview of nanotechnology, discussing its history, current state, and future prospects. It defines nanotechnology as involving research and engineering at the nanoscale (1-100 nanometers). The document outlines major government funding through initiatives like the National Nanotechnology Initiative, as well as university and commercial research. It discusses various applications of nanotechnology across different industries.
Second Life is a 3D virtual world launched in 2003 that currently has over 16.5 million users. Many universities, including in the US, UK, Australia, and Japan, have a presence in Second Life for distance education purposes. University College Dublin (UCD) Library entered Second Life in 2007 to engage with students and deliver classes, skills sessions, seminars, and conferences. While Second Life faces challenges around technology issues and defining its value, virtual worlds may represent future opportunities for international cooperation and reaching non-traditional students.
The document discusses the tensions between privacy and sharing information online in the digitally networked era. It explores how the concept of privacy is evolving as the line between public and private information is blurred by social media. While social media satisfies people's desire for socialization and identity curation, it also commodifies private data and exposes people to risks for their reputations and privacy through involuntary information sharing. The document questions whether individuals are sufficiently aware of how their online activities impact their privacy and control over personal information.
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The Open Data Institute's mission is to catalyze the evolution of open data culture to create economic, environmental, and social value. It works with governments, companies and researchers around the world to make data more open and usable. The Open Data Institute holds events and runs programs to promote innovation with open data.
This document discusses the benefits of virtual worlds like Second Life and provides an overview of its features and uses. It notes that Second Life allows for engagement, immersive education, collaboration, discovery, productivity and more. Many businesses, schools and organizations have a presence in Second Life, including over 100 universities. The document outlines some of the activities people can do in Second Life like meetings, concerts, events, information sharing, outreach and more. It also provides resources for educators and researchers interested in using Second Life.
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The document discusses the relationship between technology and outdoor education. It explores how outdoor education both relies on technology for activities and safety, but also aims to distance participants from technology. The document proposes that technology and outdoor education can have a symbiotic relationship, with technology enhancing outdoor education skills and understanding. It provides examples of how different technologies, both old and new, have been used in outdoor education settings and could be applied going forward.
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Free Download Wondershare Filmora 14.3.2.11147 Full Version - All-in-one home video editor to make a great video.Free Download Wondershare Filmora for Windows PC is an all-in-one home video editor with powerful functionality and a fully stacked feature set. Filmora has a simple drag-and-drop top interface, allowing you to be artistic with the story you want to create.Video Editing Simplified - Ignite Your Story. A powerful and intuitive video editing experience. Filmora 10 hash two new ways to edit: Action Cam Tool (Correct lens distortion, Clean up your audio, New speed controls) and Instant Cutter (Trim or merge clips quickly, Instant export).Filmora allows you to create projects in 4:3 or 16:9, so you can crop the videos or resize them to fit the size you want. This way, quickly converting a widescreen material to SD format is possible.
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1. Getting Real About Our Virtual FutureDr Tim JonesPresentation to the JongeAkademie of theDutch Royal Academy of Arts and Science 18th March 20101Copyright Tim Jones 2010 communicatescience.com
10. Meetings & Conferences10Copyright Tim Jones 2010 communicatescience.comScreenshot from a meeting organised by Metanomics to discuss the University of Texas¡¯s project in Second Life
18. Visualisation - AstrophysicsCopyright Tim Jones 2010 communicatescience.com183 Body Star SimulationPhotos taken in SL at StellNova. Simulation run by the Meta Institute of Computational Astrophysics (MICA)
19. Visualisation - AstrophysicsCopyright Tim Jones 2010 communicatescience.com19MICA Data Visualization LabPhotos taken in SL at StellNova. Simulation run by the Meta Institute of Computational Astrophysics (MICA)
20. Visualisation - BiologyCopyright Tim Jones 2010 communicatescience.com20Standing inside a eukaryotic cell (credit Max Chatnoir, Genome Island)
25. Useful links to science in Second LifeSL Science Center Group https://sites.google.com/site/slscgroupsite/placesSciLandshttp://www.scilands.org/Data Vizualisation Wiki http://sldataviz.pbworks.com/Meta Institute of Computational Astrophysicshttp://www.mica-vw.org/wiki/index.php/PublicationsReview of chemistry research, education, visualization in SL http://www.journal.chemistrycentral.com/content/3/1/14Getting real about our virtual future. Nature Materials, Dec 2009, Jones. Doi 10.1038/nmat258http://www.nature.com/nmat/journal/v8/n12/index.html#cyVirtual Conferences becoming a reality. Nature Chemistry, March 2010, Welch et al doi:10.1038/nchem.556 http://www.nature.com/nchem/journal/v2/n3/index.html#cy25Copyright Tim Jones 2010 communicatescience.com
26. Copyright Tim Jones 2010 communicatescience.com26GoodbyeEmail: timjones@communicatescience.comWeb: http://communicatescience.comSL name: Erasmus MagicTwitter: http://twitter.com/physicus
#6: Video-conferencing avoids travel costs and carbon footprint
#17: Model by Hiro Sheridan. Bond angles and lengths are realistic
#18: Text from the exhibit:Newtonian gravity is an elegant theory that describes the force of gravity between two objects as: F = G * M1 * M2 / d^2 where G is the unviersal gravitational constant, M1 and M2 are the masses of the two objects, and d is the distance between the two objects. The direction of the force is towards the other object. This, together with Newtons Second Law of Motion, F = m * a where F is the force on an object, m is the mass of the object, and a is the acceleration of the object, give us everything we need in order to figure out how stars will orbit around each other as a result of the influence of gravity.When there are only two bodies (be they stars, or a star and a planet, or a planet and a moon, or a planet and an orbiting spacecraft), there exists an analytic solution to Newton's gravity for the orbit. That is, we can derive equations that will tell you where the objects will be, and how fast they will be moving, at any time in the past or future, just by plugging the time into the equations. However, for three or more bodies, there exists no closed-form analytic solution. As a result, the only way to figure out how the objects orbit around each other is to do a "numerical" solution.A numerical solution to a Newtonian gravitational problem works by figuring out where all the objects are, figuring out the forces on each object as a result of all the other objects, figuring out the acceleration as a result of that force. The velocity of the object is then updated as a result of the acceleration, and the objects are moved by their velocities, for a small "time step". Then the process is repeated. Do this over and over again, and you simulate how the objects will move through space as a result of their mutual gravitational interaction.The general problem is called the "n-body problem", where n indicate it's a number of objects interacting. The simplest case is n=3; that is the problem that the "3-body simulator" object is solving. See the associated instructions notecard for information about controlling the simulation.- Rob Knop (aka Prospero Frobozz) 2009/09/03Operating instructions:The 3-Body Simulator was written for LSL by Rob Knop -- Prospero Frobozz in Second Life. rknop@pobox.comThis is an collection of objects that numericaly solve the 3-body problem using LSL. It displays the results of this simulation in real time by moving around three stars. For more information about the 3-body problem, read the associated notecard, "The Newtonian 3-Body Problem".By default, the simulator keeps track of time in years (the number of years since the start of the simulation is shown in floating text over the computer object). 0.1m in Second Life corresponds to 1 AU as the stars move around. The units for position and velocity for the stars are AU and AU/year respectively. The unit for mass is Solar Masses.Next to the display in StellaNova is a box that will give you a personal copy of this 3-body simulator when you click on it.The simulator is composed of the "computer" (the grid-textured box), the star tank (the big, mostly transparent box), the three stars, and the control panels to the left of the star tank.The buttons in the upper-left corner of control the overall simulation. Right now, click "Reset". (You may need to click it more than once to get all the stars to the right place.) That should move all of the stars to their initial positions inside the tank. The other buttons on this panel : * Start : starts the simulation running * Stop : stops the simulation * Reset : reset the simulation to initial conditions * Dump Values : say in local chat the current position and velocity for the stars * Center Positions : Use this only when the sim isn't running. It will center all of the stars' initial positions around the center of the tank. * Center Momentum : Use this only when the sim isn't running. It will adjust the stars' initial velocities so that the whole system has 0 momentum (and thus won't drift out of the bounds of the simulation too fast). * >> Copy >> Init. Values : Use this after clicking one of the previous two buttons. It will copy the initial conditions to the Star Control Panel. Note that it takes a few seconds for the Star Control Panel to fully update after you click this button. (It can take longer if there is bad simlag.)To the right of these buttons is a larger control panel, with three subpanels labelled "Star 1", "Star 2", and "Star 3". These panels let you set the **initial conditions** for the stars. It does NOT control or display the *current* positions or velocities for the stars when the simulation is running. You can use this to set up the simulation to be what you want.To use it, adjust the stars' masses, positions, and velocities. Around each value are little "+", "++", "-", and "--" buttons that allow you to increase and decrease the displayed vaules. When you like the values you have set, click the "Update" button for that star. Repeat this for the other two stars.===> NOTE : if you do not click the "Update" button, the star values will not be sent to the simulation computer! This is true even though the stars themselves may have changed position or appearance.When you like your intial conditions, and have cliced "Update" for all of them, click "Reset" in the 3-body simulator controls, and then "Start" to start a simulation.OTHERCOMMANDSThe stars optionally may display a velocity vector that shows their current speed and direction of motion. Turn these on by typing each of the following into text chat: /1 SHOWVEL /2 SHOWVEL /3 SHOWVEL to hide the velocity vectors, type: /1 HIDEVEL /2 HIDEVEL /3 HIDEVEL If you do *not* want the star computer reporting the total energy in the system every so often when the simulation is running, type /16384 noreportenergyto turn energy reporting back on, type /16384 reportenergy You can change the timestep used for the simulation before starting the simulation with the command /16384 dt 0.001 0.001 years is the default timestep; replace 0.001 with another value.
#19: Text from the exhibit:This is MICA's Data VisualzationLabThe visualization you see in there now is a 6-dimensional data set on stars, galaxies, and quasars in a parameter space of colors, redshifts, and morphology. The measurements are from a small subset of the Sloan Digital Sky Survey. The 3 spatial axes (XYZ) encode the colors; the size of the data points encodes their apparent brightness (magnitude); stars are gray, whereas quasars have the colors which encode theorredshift (~ distance); and galaxies have a color which encodes their stellar populations, roughly; stars and quasars are represented as spheres, and galaxies as cubes.We think that we can encode ~ 12 - 15 parameter space dimensions in further extensions of this methodology.This data rezzer script was written by Desdemona Enfield, in collaboration with Curious George.
#20: Genetics sim associated with Dr. Mary Anne Clark (Max Chatnoir in SL) at Texas Wesleyan University. http://web.txwes.edu/biology/macclark/