Is this going to be another realm that Apple can make mainstream-friendly like smartphones, MP3 players, tablet computing, and more? Or is the inherent nature of strapping a device onto your face for AR/VR purposes destined to keep this area of tech a niche hobby? That’s what we aim to find out! Also: $3,500?ĭon’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to We read ’em all, and love decoding messages written entirely in emoji. Chapter available for download from attached link.It’s probably no secret what the main topic is in this week’s episode of The TouchArcade Show, but can you really blame us? The entire world is talking about Apple’s latest device, the Apple Vision Pro headset. This approach also hones students' technical skills with digital tools while still addressing craft concerns typically addressed in creative writing courses, such as character development and scene setting. Third, the diversity of interests and backgrounds among students naturally produces a richly complex fictional world full of mystery and surprise that student are eager to explore. Second, the collaborative nature of the project presents interesting conflicts for writers as they must agree upon a coherent history, politics, society, and economy for their fictional world. First, students are freed from the burden of plot and concentrate fully on crafting discrete narrative units. This radical departure from creative writing's traditional workshop method offers several advantages. ![]() By employing the concept of environmental storytelling (Jenkins, 2004) and using fan-created wikis of popular videogames as models, instructors can have students collaboratively build their own sprawling and compelling fictional world, populated with hundreds of unique items, locations, and characters using free online tools such as wikis and Google Maps. This essay explains how the vast open worlds in popular digital role-playing games (DRPGs) such as Bethesda's Fallout 3 (2008) and Elder Scrolls V: Skyrim (2011) can be used productively in fiction writing classrooms. The 4 parts of this thesis, collectively, are a manifestation of the findings in the written component, which suggests that video games, through their innate interactivity via the inclusion of multimedia as part of their design, hold critical implementation frameworks for course-based instructional design, when multimedia is used as part of the instructional process. ![]() LINK: This thesis highlights the teaching practices surrounding video game design principles, while emulating those design principles as part of the instructional design, and submitted materials. There are 4 parts to this thesis: 1) A traditional written document 2) A 15-module online course in video game design entitled Gaming, Interactive, and Multiplatform Media LINK: 3) 15 summary videos of the online course in video game design LINK: 4) The performative creation-as-research dissertation presentation. ![]() My work examines the semiotics & cultural nuances of multimedia and interactivity within the context of instruction, focusing on theoretical and practical representations in video game design. ![]() This research methodology recognizes an interconnected process of creation and research as part of the development of artifacts that aim to directly enhance the discourse of a specified discipline. With this dissertation, I developed the first creation-as-research thesis accepted in the Department of Education at Concordia University in Montreal, Quebec.
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