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Our venture capital roundup for the day features a range of companies raising large and (relatively) small amounts of money. We've got software for school teachers to keep their classrooms organized and an app to make keyword advertising easier for small businesses, among several other useful technologies. We want to know which of these companies you'd like to keep tabs on. And as usual, we're announcing yesterday's poll winner.
Habbo Hotel, one of the world's largest virtual communities, turned 10 today. Starting as "Mobile Disco," an interactive chat for a friend's band, it has become a leading teen community and social game site.
In 1999 Sampo Karjalainen and Aapo Kyrölä started Mobile Disco in their native Finland. The next year, as it grew in popularity, they ginned up what has since become a popular element of online environments, the micro-payment model, and launched Habbo Hotel. Since then 172 million folks have churned out a character, grabbed a room, thrown up decorations, chatted, played games and whatever else it is kids get up to these days.
Yesterday we explored an emerging trend called "Cross Reality", one term for when sensor networks meet online virtual worlds.
As this trend becomes more common over the next few years (and it will, as both Web-connected sensors and virtual reality ramp up), what are the implications on how people use the Web? How will it change our interactions in both real and virtual life? In this post we'll explore some of these issues and offer some ideas: for example a bookstore that offers you personalized, contextual information on your mobile phone, in real time and with virtual reality.
During my recent visit to MIT in Boston I met with Joseph Paradiso, Associate Professor and Director of the Responsive Environments Group at MIT Media Laboratory. He showed me some demos of what his lab is up to, focusing mostly on what is termed "Cross Reality". This is when sensor/actuator networks meet online virtual worlds.
Paradiso co-authored a paper that has just been released in the July-September edition of the IEEE Pervasive Computing Magazine. The paper outlines and analyzes Cross Reality experiments done within Second Life, the most popular virtual world with 15 million current subscribers. In this post we'll give you a layman's overview of the paper, because we think this trend is important to the Web's future.
Visible Past is a location-aware learning environment being developed at Purdue University. It is based around the idea that data can be organized using space and time attributes. The team behind the project believes that Visible Past can be used as a learning tool in schools and museums.
Practically speaking, Visible Past is a mix of virtual reality, location-based data and a wiki approach. So users of the system not only receive information, but can contribute to it too. Features include social networking and content rating/review.
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