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Social networking tools for distance learning

Social networking tools for distance learning

The paper about the use of the Social networks to train professionals in on-line.

It has shown at VI International Conference at Athens (October 2013)

VI International Conference Athens

Athens  3, 4 October 2013

The conference, organized under the patronage of the Ministry of Education, Culture and Sports of Greece, has explored the role of digital technologies in the offer of the new learning opportunities while maintaining a high standard of quality of university education. The reform of the various national education systems will be the starting point for a lively debate on the social, economic, institutional and pedagogical change that involves models and teaching methodologies in their entirety.

I attended the Conference as Lecturer, my session was about “the Social network: opportunities for professional training and disadvataged classes”

The production structure of our country does not encourage investment in training due to the economic crisis that characterizes Europe in this historical moment impacting on economic profit and also on the future always had. Continuing education is important to the continued growth of staff and to support individuals in their relocation and in their re-entry into the labor market. The social network can be evaluated as a learning tool and can be a solution to address the problems in the world of professional training in a period in which the work system suffers from deficiencies economic and productive. In this moment of economic crisis the social network could help The  Lifelong Learning as required in the current Learning Society: – graduates, the disabled  and disadvantage unaudited (ex convicts, former drug addicts), – senior who want grow up in their career. To do so is necessary to make ” Peer production or production work” that is get when a mass of people and companies working through an “open” approach to promote the innovation and growth in   their sector.

If you want read the paper write me please.

Virtual foto gallery

The primary goal of Positive psychology and Education is to help people lead happier and self-actualizing lives so that they can truly get better, rather than simply feel better because emotions are understood and expressed and it can lead them to understand their problems, questions.

The user seeing the virtual exhibition through activation of mirror neurons that activate a process of empathy with the person or the character seen. Mirror neurons allow us to recognize emotions and experiences of others and being able to behave in similar ways. Which means that when the macaque or the man see action accomplished in their premotor area is activated the motor pattern necessary for the fulfillment of the action occurs that is a potential motor act, an “internal simulation” of the movement observed and  so the users can became aware of their mental state and can provide to find the strategies to improve their life in a better way.

The program used to edit the scenes is  Neuro Vr, it’s composed by editor and player that allows to stimulate canonical neurons. The users can move in the virtual environment. They can go and see what they want.

 Check the Virtual Reality/ Photo art Gallery
                        (V. Di Rocco/ V. Leonelli)

http://www.youtube.com/watch?v=JZ53WjwXesU

Learning environment

Video games have traditionally been used as a fun and colourful way to escape the mundane realities of everyday life. Gaming offers people the chance to live out fantasies and step into the shoes of somebody or something completely different. Gamers have become military commanders, sports stars, badass fighters, plucky plumbers and even blobs of goo (with no shoes), and players have been tasked with everything from shooting down hordes of alien invaders, to rescuing a princess who has been koopa-kidnapped for the hundredth time.

Games are increasingly being used to educate, enhance, train and recruit, in both the high street titles that we see topping the charts and within schools and professional organisations that are keen to find new ways to engage the minds of staff and students (one of the main problems with traditional learning has been a lack of learner engagmente). The key to success for the educational videogame is realism and immersion. The main objective is to augment the awareness of the topic and to give teachers and professors a tool that they could use through the “learning by doing” principle and “learning by using” because it makes possible to use their skills.

One of kind of game is the ‘serious games’ and dramatically transform levels of learner engagement whilst dealing with serious issues.” Many serious game use role playing in a simulated  environment  as a mechanism for training  and development and the simulation of situations and environments is a common  component  in nearly all serious games. Simulation generally refer to an industry  or job specific application in which technology has been custom developed for that specific training need, with an implication that the equipment and software could be quite expensive.

Desired outcomes:

–       Innovation and creativity,

–       problem recognition and solving,

–       determination,

–       risk taking,

–       personal skills and team working,

–       charisma and vision,

–       communication skills

TYPES of GAMES:

–       Role playing

–       Strategy

–       Simulation

–       Puzzle and Quizzes

–       Decision tree

–       Social network

–       Team building

Aside

The Videogames:

I say about it that given a potential electronic heaven where all our wishes could be granted, we have opted to create starkly unequal worlds, where there’ll never be enough mystic swords for everyone? I don’t know. I know that we can create different tools for every need, problem,question,life and with this technology it can possible investigate the ways to solve problems searching right strategies.

Games have been ignored or fretted over too much like television, film, and even reading before them, they’re a victim of our recurring fear that new technologies offer “a perilous, even sinful, amount of ease”.

But our hunger for playfulness is actually a positive sign: in these imaginary worlds we can both escape and strengthen ourselves. The games we create can be both “a critique of what is lacking in many lives”, and “a channel through which those lives might be changed where we can create the opportunity to improve our abilities.

For that perspective, the APP ABility http://digilander.libero.it/ability.app/ will be a important cue for those already won over to the delights of computer games, and an even more important introduction to them for those who remain sceptical toward to the technologies that improves cognitive abilities and professional skills.

Crossmedialità

Crossmedialità