About tomorrow’s, teachers tomorrow’s schools A video by Alexander Street, a ProQuest company Produced by Maverick Television, in School Matters, (Teachers, TV – UK Department of education, 2008) Exploring developments that could reshape education in a single generation developments in teaching. developments in where lessons take place. Developments in human what does the teaching? i’m looking at an experiment at Biddenham upper school in Bedford that offer the ultimate in personalisation, no timetables, no lessons and no teaching Where the belief that learning is a self initiated process Children expressed They look at how virtual headsets can give peoples better experiences on the subject their learning about Hologram teaching offering one-to-one support I research from future lab and organisation set up to support new technologies in education Predict that 3-D simulations could become as common as interactive whiteboards Computing is becoming more powerful, more reasonable and as accessible as paper Data storage is expanding rapidly the ability of storing experiences and reflecting on them are a great part of learning
Category: Uncategorised
Could VR become an educational learning platform for children ?
Does the metaverse help children learn faster and retain more information?
How are the ways in which children learning changing with the changes in technology in the 21st century?
In the field of education, a panel of experts, including Professor S. Craig Watkins from the University of Texas, is discussing the impact of advanced technologies on education.
Some of the key questions being raised is whether we are adequately preparing children by teaching them skills that won’t be replaced by automation and machines?
Are we helping young learners develop the mindset and abilities to tackle both familiar and unfamiliar challenges, navigate complex environments, and address sophisticated issues in today’s complex world?”
Additionally, are we teaching kids how to think critically of data, but also deliver data in a more proactive type of way?
Research shows we are thinking about science and certain skills like muscle memory pouring and scooping for certain curriculum is a good skill to learn via VR
Simple uploads of work, presentations, simple PDFs, uploads with maybe voice audio, students can share their work, some may be students that are less likely to do so in front of others
According to internetmatters.org the benefits of engaging with the metaverse include children honing new skills and experimenting with new things in a self controlled environment and that this encourages users creativity and offers more of an experience than passively consuming content. It also helps children who struggle with everyday interactions a chance to practise conversing with others in a safe space which can boost their confidence . Exploring the metaverse also helps to build a child’s critical thinking skills through play .
Maverick Television (Producer), & . (2008). Tomorrow’s Teacher, Tomorrow’s School. [Video/DVD] Teachers TV/UK Department of Education. https://video.alexanderstreet.com/watch/tomorrow-s-teacher-tomorrow-s-school
Exploring developments that could reshape education in a single generation developments in teaching. developments in where lessons take place. Developments in human what does the teaching? I’m looking at an experiment at Biddenham upper school in Bedford that offer the ultimate in personalisation, no timetables, no lessons and no teaching
Where the belief that learning is a self initiated process
Children expressed
They look at how virtual headsets can give peoples better experiences on the subject their learning about
Hologram teaching offering one-to-one support
I research from future lab and organisation set up to support new technologies in education
Predict that 3-D simulations could become as common as interactive whiteboards
Computing is becoming more powerful, more reasonable and as accessible as paper
Data storage is expanding rapidly the ability of storing experiences and reflecting on them are a great part of learning
Using Virtual Worlds in Educational Settings Making Learning Real
Jacka, Lisa Explores the challenges faced by participants in their experience with virtual worlds including challenges with access, often tied to time constraints, insufficient computer hardware and graphics capability which dampened motivation, a lack of technical support and innovation, restrictions on high-end graphics and certain websites, the initial entry into virtual worlds. Addressing these issues is crucial to enhance the accessibility and effectiveness of virtual worlds for both ITE(Initial Teacher Education) students
The immersive nature of virtual worlds, where users embody avatars, raise significant challenges. Participants feeling disoriented and experiencing emotionally impactful responses, both positive and negative. Some individuals, including ITE faculty, felt uncomfortable with this avatar embodiment, impeding their engagement with virtual worlds.
There are challenges like distractions, tech issues, and time constraints. Some worries about students losing social skills, getting off track, or lacking tech know-how.
ProQuest Ebook Central – Reader
Jacka, Lisa. Using Virtual Worlds in Educational Settings : Making Learning Real, Taylor & Francis Group, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/ual/detail.action?docID=5217957.
Created from ual on 2023-10-09 10:22:37.



working on a bibliography
One of the reasons I started this course is I was studying animation . As I have children of my own, I was interested in the field of children’s education. I wanted to make content that helps their educational development. This is why I’ve decided To look into VR and education.
I’ve chosen To do some research. In the area of. Is virtual reality beneficial for children’s education?
Does it make children last faster and retain more information?
Could virtual reality become an educational learning platform for children?
Could augmented reality become an educational platform for children?
Will children see augmented objects and learn about them in classrooms?
Are we teaching children to develop skills that are in some way not being replaced. By automation and older machines?
Are we helping young children to develop disposition to perspectives that they Can gravel and solve?
Research shows we are thinking about science and certain skills like muscle memory pouring and scooping for certain curriculum is a good skill to learn via VR
Simple uploads of work, presentations, simple PDFs, uploads with maybe voice audio, students can share their work, some may be students that are less likely to do so in front of others
According to internetmatters.org the benefits of engaging with the metaverse include children honing new skills and experimenting with new things in a self controlled environment and that this encourages users creativity and offers more of an experience than passively consuming content. It also helps children who struggle with everyday interactions a chance to practise conversing with others in a safe space which can boost their confidence . Exploring the metaverse also helps to build a child’s critical thinking skills through play .
How Virtual Reality will change education
https://filmora.wondershare.com/virtual-reality/5-ways-vr-change-education.html
How are the ways in which children are learning changing with the changes in technology in the 21stcentury Are we teaching children to develop skills that are in some ways not being replaced by automation and all the machines?
Are we helping young children to develop disposition to perspective that they can gravel and solved and unsolved problems and uncharted problems dealing with complexity, living in complex worlds and addressing issues and dealing with complex issues?
Are we teaching or kids how to think critically of data, but also delivered data in a more proactive type of way?
This week I thought about whether humans will rely on AI more in society, and what that means for society. Why humans would make this decision, and what does that say about humans and what makes humans real members of society.
Are humans endangering what it means to be real?
“The massed collection of these simulations has resulted in the condition of hyperreality, where we only experience prepared realities such as edited war footage or reality TV and the distinction between the ‘real’ and simulations has collapsed”.
Hyperreality: JEAN BAUDRILLARD
Virtual Art : From Illusion to Immersion
This book touch on the potential impact of immersive experiences and technology on human perception and emotions.
one potential concern is the possibility of technology-mediated experiences, such as virtual reality, altering our understanding of reality and potentially leading to a disconnect from the physical world. This could affect social interactions and the way people engage with the real world.
Book by Oliver Grau, , Sean Cubitt, , and Roger F. Malina, PUBLISHER, MIT Press, 2002-12-20
Is AI new natural magic?
Good question
The Work of Art in the Age of Mechanical Reproduction
https://web.mit.edu/allanmc/www/benjamin.pdf
The Work of Art in the Age of Mechanical Reproduction Walter … https://ptbm.myblog.arts.ac.uk/files/2009/01/mechanicalrepro1.pdf
Perception and Mediation: A Critique of Work of Art in the Age of Mechanical …
https://www.iosrjournals.org/iosr-jhss/papers/Vol20-issue3/Version-1/C020311116.pdf
Walter Benjamin: The Work of Art in the Age of Mechanical Reproduction
Research
Will more humans use ai for production? Will the ora of an artist be lost due to AI or not? Will mass production change the ora of the artist’s work?
Walter Benjamin
Walter Benjamin’s essay, “The Work of Art in the Age of Mechanical Reproduction,” delves into the profound shifts brought about by mechanical reproduction technologies like photography and film. While not explicitly focused on dangers to society, Benjamin’s work raises concerns. It highlights the diminishing of art’s unique aura and authenticity, potentially reducing it to mere commodities. There’s also a suggestion that mechanical reproduction can be used for propaganda and manipulation, impacting public perception. Cultural authenticity may erode as mass-produced images spread, and there’s a risk of passive cultural consumption leading to alienation. These concerns prompt readers to contemplate the complex transformations in art, culture, and society in the face of advancing technology.

Robotics and Art, Computationalism and Embodiment. Simon Penny
“The challenge to digital art is to give up the implicit Cartesianism in the fictions of disembodied information, and to grapple with materiality and embodiment again. In order to make way where previous agendas ran afoul, well informed robotic art research on this side of Y2K must be cognizant of the collapse of computationalist constructs of AI which are predicated upon a fictitious division between mind and body, information and matter, software and hardware”.
Virtual Art From Illusion to Immersion
“It should not be forgotten that powerful economic interests are behind this technology. Genetic engineering and transgenic organisms will play a greater role in our lives in the future, perhaps even an integral one.
Perhaps to be human will mean, at some future point in time, that the human genome is not a constraint but a starting point.
Transgenic robotics, for the creation of biotech hybrids, is beginning to take on an outline; as yet in the form of images, but perhaps soon to cross over into the material sphere”.
Hyperreality: JEAN BAUDRILLARD
I’m collecting info on various subjects that interest me, analyzing different thoughts and ideas about them. The goal is to figure out what I want to write about and narrow it down to a specific question.
Padlet of thoughts and ideas for writing task
https://padlet.com/embed/fbdm50v0c4qsxtg4/slideshow?autoplay=0&loop=0&duration=auto
more thoughts and ideas
Social media, Causing people insecurities.
Teaching children to use technology skills. That will be replaced. By automation and machines. What should we be teaching them?
Humans in danger, What it means to be real?
Are we living in a simulated reality?(Philosophy.)
Does the evidence showing that we are living in a simulated reality outweigh the evidence against this?
Does AI becoming citizens of society imply that we are living in a simulated reality.
Just as is AI created tec, could humans also be just created technology.
AI chatbot influencing the way we think. Is it influencing? The direction. Of our faults. Cybernetics.
The future of AI in education under Impact? Office should it be used?
Are we wasting time teaching useless things to students, and should we be using AI, and what will be the result? Could AI influence the direction of your faults or. Maybe human rely on AI to do the thinking, will AI eventually become a reputable source?
We are Living In a Simulation: The Evidence is Everywhere
The Proof Is Out There: Simulation Theory Reveals CRACKS in Reality (Season 1)
Will your existence destroy humans?”: Robots answer questions at AI press conference
FUTURE SHOCK: High Technology and the Human Prospect
It is predicted that humans may become unable to distinguish a sense of reality from non-reality
AI shows this example that’s humans may go too far and endanger what it means to be real.
Mo Gawdat Warns The Dangers of AI Are “Happening As We Speak”
https://youtu.be/oxRZqzth9r4?si=5JV4G-pWiXPVi1ia
BCA Research: 50/50 chance A.I. will wipe out all of humanity
https://youtu.be/9VOuCcEORsM?si=_9dzlIgbmytNlGip
Humans?”: Robots answer questions at AI press conference
Introduction to year 2 .
Week 1
The next assessment for CTS (Contextual Theoretical Studies) is a portfolio of writing on a chosen subject.
Today we were learning about Hyper realism, which is an art style that aims to look super real usually resembling highly detailed photographs. Hyper reality is a cultural concept where the lines between what’s real and what’s a representation or simulation can become blurred , Making it more Very difficult to distinguish between the two.
It makes me wonder about the world we live in, thoughts surrounding the idea that reality Is a simulated one.
Are we in some sort of hyper reality? What are the possibilities of being unable to tell the difference?
Is this hyper reality
When children engage in online gaming, they often immerse themselves so deeply in their avatars or characters that interactions with others, even negative ones, feel real to them. Despite the virtual nature of these encounters, the absence of physical presence makes the experiences seem less tangible. The digital environment can lead to a sense of detachment, allowing some individuals to behave differently than they might in the real world. In this context, the lines between reality and simulations become blurry, contributing to an environment where people may feel free to act in ways they wouldn’t offline. In the context of this new digital age, young people can develop a strong identification with their online personas. Instances of unkindness, while not physically felt, can still have a significant impact, as exemplified by a child feeling personally attacked when criticism is directed at their avatar’s clothing, translating into a perceived disapproval of their own attire.
People’s views on what’s real can totally change, and they might not even realize that some things aren’t actually real. For instance, when they’re not using tech, they might start thinking that the only valid way to connect with others is through online profiles. This mindset could even lead them to get into robotics, thinking it’s a legit part of who they are, and eventually, they might start living in a completely simulated reality. It shows how tech can seriously mess with our sense of what’s real and what’s not.
Facebook
This Facebook page talks about the indistinguishable reality a shares posts.
This man has a Tesco club card tattooed on his arm

Don’t Worry Darling – Final Trailer – Warner Bros. UK
This video shows the human inability to distinguish between the real and non real world it also shows to humans that see that reality as the real world they want to live in
Critical appraisal
The task was to create and animate a character, using motion capture data to control its movements. We also had to adapt the data to fit an alternate character rig. We started by making storyboards, mood boards, and concept designs, and considered the type of immersive experience we wanted to create. The goal was to render the final animation and submit it before the deadline. Initially, I made good progress with my character’s modelling, but there were some things that could have been better. The legs should have been thicker, and one of the arms was too thin and uneven. This caused some issues during the photogrammetry process, resulting in some gaps around the arm. I managed to fix it and continue working, and in the end, the character turned out okay. To make rigging easier, I decided to make a mirrored version of my character by cutting it in half and making both sides equal. I successfully unwrapped the UV for both versions. However, I had difficulty painting directly on the UV, so I ended up using different texture paints instead. I wanted to add a face to my character to improve its appearance, but I didn’t have time to do it.
For the first part of the assignment, I animated my character in Blender using a basic rig and added textures. I also gave the character a moving mouth using shape keys. According to the storyboard, the character was supposed to perform with background singers, and there would be an audience clapping at the end of the song. However, I encountered difficulties when rendering the character’s hair, so I had to remove it and replace it with a hat that I didn’t design. I successfully rendered the animation in Blender and added audio, but it didn’t turn out exactly as I had planned. The character’s movements were not as good as I had hoped.
The second part of the assignment focused on improving the character’s movements by rigging and adapting motion capture data in Maya. I did a good job connecting the data to my character using inverse kinematics (IK). However, I faced some challenges in defining the character’s appearance. I had to try different methods, rig edits, and weight painting techniques to achieve the desired result. Once the character was rigged to the IK data, I started animating it. I tried animating in Maya at first and was satisfied with the results. I also liked the environments I created in Maya and the character’s movements. However, I felt more comfortable using Blender, so I decided to replicate the process there. In Blender, I successfully used the motion capture data and applied it to my character’s rig. This allowed me to create the right environment with the desired lighting. Overall, the process in Blender worked well, but there were some issues. The character could have been better proportioned, and the rig controls could have been more precise to achieve the desired movements. I decided to change the story slightly and introduce a different character I had created in Blender—a pink bear. This character had better topology, which made the retargeting process smoother. I also did some adjustments in weight painting, focusing on the head and arms. This helped improve the character’s motion, which had previously been dragging in the wrong areas. With the characters rigged and the ability to apply the motion capture data, I thought I was ready to create the final video and follow the story. However, some movements didn’t turn out as defined as I had hoped, and it was challenging to determine the character’s facing direction.
The spaces used for the assignment included a bathroom, a stage created in Blender, and a street environment made with Polycom. Despite not having the right equipment for automatic environment scanning, I used video photogrammetry to capture the street environment. Although the result was decent, I believe it could have been better