IN THIS ISSUE
In July/August 2006, ASTC Dimensions examined new social technologies—blogs, podcasts, wikis, RSS feeds, and other “Web 2.0″ communication tools that allow Internet users to personalize their online experiences. That was then; this is now. Moving past MySpace, Facebook, and YouTube, the buzz today is about immersive digital experiences, mixed realities, avatars, and the 3-D Web. Researchers document the benefits of video gaming and design “serious” games to support educational or therapeutic ends. In the multi-user online world Second Life, your custom-designed alter ego can visit a museum, take a class, view a webcast, or interview for a job. Seniors can’t get enough of digital brain games, second graders play Zoo Tycoon, and Nintendo’s whole-body Wii gaming console flies off the shelves. How does all of this relate to learning in science centers? In this issue, we’ll explore the new digital immersive technologies and learn how museums are using them to create experiences for the tech-savvy audiences of the 21st century.
• Immersive Digital Interactives: An Emerging Medium for Exhibitions, by Eric Siegel
• Digital Games as Learning Platforms, by Heather Choy
• Magical Science: Evaluating the Impact of Immersive Exhibits, by Daniel Tan and Sharlene Anthony
• From 2-D to 3-D Web: The Science Center in ‘Second Life,’ by Paul Doherty and Robert J. Rothfarb
• Embedding Virtual Reality in Exhibitions: A Perspective from Paris, by Marc Girard
• Digital Planetariums for Astronomy Education, by Ka Chun Yu and Kamran Sahami
• Virtual Reality and Immersive Environment Resources
• Changes in Attitudes: Designing for Visitor Expectations, by Nina Simon
• Otronicon: Celebrating Digital Media, by Jeff Stanford
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