Mandy Salomon
My PhD (2012-16) investigated how digital engagement, which video gamers know to be so compelling, might be modified so that people with age-related cognitive impairment can use them. Our company, www.mentia.me, is infused by the design methodology and theoretical framework developed. I am an Industry and Research Fellow of Swinburne University of Technology, Melbourne. Currently residing in San Francisco Ca.
Please read my blog for updates on this research
www.digitaldownunder.org
Please read my blog for updates on this research
www.digitaldownunder.org
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Papers by Mandy Salomon
This paper argues that with the dynamic flow of information generated by new generation Internet technologies, Australia is becoming ‘hyper-informationalised’. The idea is explored in both technological and socio-cultural terms, with its positive and negative impacts elaborated.
Consideration is given to new meta-data identifiers such as the semantic web, and multi-agent systems, which, with their ability to act autonomously and roam outside discreet networks erodes established boundaries of the human man-machine relationship.
The flow-on effect of such technology is that information can find itself in unintended places. Contemporary values surrounding security and privacy are considered in light of the world-without-secrets that looms.
Two Australian proposals to optimise the use of data flow - the National ID Card and the Health Web - are assessed, and the innovative technology required to make them happen is presented. Outcomes for these initiatives in respect to the Australian Government’s agenda and the wider community of users are then posited.
This paper subscribes to the idea that technology cannot be disjoined from prevailing social constructs; however the two case studies demonstrate that never before have people and information been so thoroughly enmeshed.
Citation:
Mandy Salomon (author)
'Building a virtual world for dementia care'
Australian Journal of Dementia Care
Volume 3 Number 5, 2014 pages 17-19
Sydney:Hawker Publications
http://dx.doi.org/10.7790/tja.v62i5.364
Keywords
NBN, collaboration, remote learning, virtual classroom,
"
Keywords: NBN, collaboration, remote learning, tele-working, Zoo Connect, Adobe Connect.
With educationalists alert to the fact that the 21st century classroom leaves the closed, teacher-centric, facts-based model of learning behind, the curriculum is being redesigned, teacher practice is changing, and technology tools that cater for an extensible, customised approach to learning are being developed.
Amongst the most compelling technology services for consideration are multi-user virtual environments (MUVEs); these are emerging technology platforms which can be hosted on servers or sold as software that enable 3D rendering of real or composed scenarios, events, people and places, which may be shared in real time with multiple other users, stream rich media and which can integrate learning management systems, such as ‘moodle’.
The aim of this paper is, firstly, to outline the important role MUVEs could play in our virtual classrooms, and, secondly, to assess whether policy and curriculum development are mindful of the advantages of implementing MUVEs, as there is evidence that MUVEs are being overlooked by ICT strategists and in the setting of Australia’s first national curriculum. This discursive paper shows where the omissions are, and suggests that, as far as the implementation of 3D virtual environments in the education sector goes, there may be a disconnection between those who ‘do’ (the teachers) and those who ‘plan’ (the policy makers).
Keywords: virtual worlds, VWs, Second Life, OpenSim, engagement, VWWG
This paper is the introduction to a themed edition of the 'Journal of Virtual Worlds Research, Vol 2 No 4', published in February 2010,' entitled 'Virtual Economies ,Virtual Goods and Service Delivery in Virtual Worlds'. The aim of our paper is to contextualise current trends, plotting the path and erecting some historical signposts along the way.
This paper discusses the notion of immersion and suggests determining factors. It then documents how service delivery in the domains of health, education and business is being re-imagined by new spatial tools and applications. Australian movers and shakers of the immersive web are identified, be they technology innovators or lead users. The proposed National Broadband Network (NBN) is considered in light of the new opportunities it affords: might not the potential of this new technology indeed strengthen the argument to green-light the NBN? With legislators set to argue the case, there is a pressing need to assess the potential of the immersive web, its ability to enhance existing services and create new ones.
Since then, the faint pulse has turned into a strong heartbeat. Globally, participation in online spatial environments is on the rise, spearheaded by a bullish kids and youth market, which sees constituents migrating comfortably to virtual worlds for social and gaming purposes. Equally, rapid improvements in the platforms themselves have prompted the serious consideration of 3D virtual environments for geographically dispersed or resource-limited communities, or where remote services and collaborative projects are being undertaken. These two factors, the wider uptake by younger generations, and the improvement in the technology itself, signal the increasing integration between the real and virtual world. It is timely therefore, to understand how multi-user virtual environments (MUVES) add value to the education sector.
Whilst it is early days and further evidence-based research is warranted, Australian initiatives collected for this report demonstrate how immersive Internet technologies are being used to engage students not just in learning, but also in knowledge production. They are then used to establish a
Due to its unique range of creative, experimental and commercial possibilities, the online persistent virtual world Second Life is attracting significant interest from business and service industry sectors throughout the world. Big name brands such as IBM, Dell, ING, Philips Electronics, Telstra, and the Australian Broadcasting Corporation have entered this immersive environment.
Though return-on-investment is not readily measured, canny early adopters are realising the potential in understanding how virtual worlds work, particularly in regard to social networks and peer-to-peer exchange. For this reason, active engagement with residents, one which goes beyond merely establishing a shop front, is advocated.
Second Life is emerging as test bed for new ideas, where real world prototypes can be released at low cost, with direct feedback from users significantly enriching the design process and leading to innovative or unexpected results. The process is enhanced by the nature of its residents who, typically, are techno-savvy, playful and demonstrate a high receptivity to new ideas.
Many residents are classified as user-producers, which is why the lead innovation models come not from real world companies hoping to import their services but from the in-world eco-system where virtual start-ups have sprung up to support residents. The demand for virtual products and services, underpinned by a digital rights management arrangement where creators of in-world content retain their IP, has spawned new businesses in the area of content creation, retail, conference and event hosting, land development, media services and financial services.
While virtual businesses can be profitable, few are significantly so, as they deal in Linden currency which amounts to mere micro-payments (L$275 = approx US$1). However in-world service providers deserve close attention as their methods shed light on ways in which social networks and peer-to-peer exchange drives trade. This points the way ahead for real world businesses seeking to monetise services in today‟s „pull-driven‟ consumer environment. Virtual-to-virtual business methods may well lead the thinking in devising business models for future 3D web-based services, particularly as add-ons to the „mirror worlds‟ of Google Earth and Microsoft‟s Virtual Earth emerge.
This paper argues that with the dynamic flow of information generated by new generation Internet technologies, Australia is becoming ‘hyper-informationalised’. The idea is explored in both technological and socio-cultural terms, with its positive and negative impacts elaborated.
Consideration is given to new meta-data identifiers such as the semantic web, and multi-agent systems, which, with their ability to act autonomously and roam outside discreet networks erodes established boundaries of the human man-machine relationship.
The flow-on effect of such technology is that information can find itself in unintended places. Contemporary values surrounding security and privacy are considered in light of the world-without-secrets that looms.
Two Australian proposals to optimise the use of data flow - the National ID Card and the Health Web - are assessed, and the innovative technology required to make them happen is presented. Outcomes for these initiatives in respect to the Australian Government’s agenda and the wider community of users are then posited.
This paper subscribes to the idea that technology cannot be disjoined from prevailing social constructs; however the two case studies demonstrate that never before have people and information been so thoroughly enmeshed.
Citation:
Mandy Salomon (author)
'Building a virtual world for dementia care'
Australian Journal of Dementia Care
Volume 3 Number 5, 2014 pages 17-19
Sydney:Hawker Publications
http://dx.doi.org/10.7790/tja.v62i5.364
Keywords
NBN, collaboration, remote learning, virtual classroom,
"
Keywords: NBN, collaboration, remote learning, tele-working, Zoo Connect, Adobe Connect.
With educationalists alert to the fact that the 21st century classroom leaves the closed, teacher-centric, facts-based model of learning behind, the curriculum is being redesigned, teacher practice is changing, and technology tools that cater for an extensible, customised approach to learning are being developed.
Amongst the most compelling technology services for consideration are multi-user virtual environments (MUVEs); these are emerging technology platforms which can be hosted on servers or sold as software that enable 3D rendering of real or composed scenarios, events, people and places, which may be shared in real time with multiple other users, stream rich media and which can integrate learning management systems, such as ‘moodle’.
The aim of this paper is, firstly, to outline the important role MUVEs could play in our virtual classrooms, and, secondly, to assess whether policy and curriculum development are mindful of the advantages of implementing MUVEs, as there is evidence that MUVEs are being overlooked by ICT strategists and in the setting of Australia’s first national curriculum. This discursive paper shows where the omissions are, and suggests that, as far as the implementation of 3D virtual environments in the education sector goes, there may be a disconnection between those who ‘do’ (the teachers) and those who ‘plan’ (the policy makers).
Keywords: virtual worlds, VWs, Second Life, OpenSim, engagement, VWWG
This paper is the introduction to a themed edition of the 'Journal of Virtual Worlds Research, Vol 2 No 4', published in February 2010,' entitled 'Virtual Economies ,Virtual Goods and Service Delivery in Virtual Worlds'. The aim of our paper is to contextualise current trends, plotting the path and erecting some historical signposts along the way.
This paper discusses the notion of immersion and suggests determining factors. It then documents how service delivery in the domains of health, education and business is being re-imagined by new spatial tools and applications. Australian movers and shakers of the immersive web are identified, be they technology innovators or lead users. The proposed National Broadband Network (NBN) is considered in light of the new opportunities it affords: might not the potential of this new technology indeed strengthen the argument to green-light the NBN? With legislators set to argue the case, there is a pressing need to assess the potential of the immersive web, its ability to enhance existing services and create new ones.
Since then, the faint pulse has turned into a strong heartbeat. Globally, participation in online spatial environments is on the rise, spearheaded by a bullish kids and youth market, which sees constituents migrating comfortably to virtual worlds for social and gaming purposes. Equally, rapid improvements in the platforms themselves have prompted the serious consideration of 3D virtual environments for geographically dispersed or resource-limited communities, or where remote services and collaborative projects are being undertaken. These two factors, the wider uptake by younger generations, and the improvement in the technology itself, signal the increasing integration between the real and virtual world. It is timely therefore, to understand how multi-user virtual environments (MUVES) add value to the education sector.
Whilst it is early days and further evidence-based research is warranted, Australian initiatives collected for this report demonstrate how immersive Internet technologies are being used to engage students not just in learning, but also in knowledge production. They are then used to establish a
Due to its unique range of creative, experimental and commercial possibilities, the online persistent virtual world Second Life is attracting significant interest from business and service industry sectors throughout the world. Big name brands such as IBM, Dell, ING, Philips Electronics, Telstra, and the Australian Broadcasting Corporation have entered this immersive environment.
Though return-on-investment is not readily measured, canny early adopters are realising the potential in understanding how virtual worlds work, particularly in regard to social networks and peer-to-peer exchange. For this reason, active engagement with residents, one which goes beyond merely establishing a shop front, is advocated.
Second Life is emerging as test bed for new ideas, where real world prototypes can be released at low cost, with direct feedback from users significantly enriching the design process and leading to innovative or unexpected results. The process is enhanced by the nature of its residents who, typically, are techno-savvy, playful and demonstrate a high receptivity to new ideas.
Many residents are classified as user-producers, which is why the lead innovation models come not from real world companies hoping to import their services but from the in-world eco-system where virtual start-ups have sprung up to support residents. The demand for virtual products and services, underpinned by a digital rights management arrangement where creators of in-world content retain their IP, has spawned new businesses in the area of content creation, retail, conference and event hosting, land development, media services and financial services.
While virtual businesses can be profitable, few are significantly so, as they deal in Linden currency which amounts to mere micro-payments (L$275 = approx US$1). However in-world service providers deserve close attention as their methods shed light on ways in which social networks and peer-to-peer exchange drives trade. This points the way ahead for real world businesses seeking to monetise services in today‟s „pull-driven‟ consumer environment. Virtual-to-virtual business methods may well lead the thinking in devising business models for future 3D web-based services, particularly as add-ons to the „mirror worlds‟ of Google Earth and Microsoft‟s Virtual Earth emerge.