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Virtuelle Ankleidekabine jetzt online bei Tobi.com (Social AR Shopping)
Frage deine Freunde (via Facebook), wie sie ein Outfit finden würden - während duim Wohnzimmer bist und in Ruhe alles aus dem Online-Shop anprobierst. Alles was du brauchst, ist eine Webcam und die Tobi.com Website.
Zugara Online Shopping App - Webcam and Motion Capture
Augmented Reality als Consumer-Tool: Kleidung/Accessoires online anprobieren mithilfe einer Webcam und eines Web-Browsers.
Socialtext | Social Networking with Enterprise 2.0 Collaboration
Secure package (behind your own firewall): $1 per User per month
http://vansande.org/facebook/visualiser
Zeigt die Beziehungen im Facebook Netzwerk an (mit Login - die Beziehungen zwischen dir, deinen Freunden und deren Freunden)
Social CRM Blog: The Best Example of a Company Using Twitter Ever
Sehr schöne Anekdote wie man Twitter *richtig* nutzt: Hier geht es um den Kekshersteller, der intelligent und witzig Werbung für seine Kekse mitten in einer Twitter-Konversation untergebracht hat.
Getting the kids to save the world - ISRAEL21c
Artikel: "Grüne" virtuelle Welten für Kinder sind groß im Kommen und machen Sinn, denn Kinder wollen sich engagieren und können das besonders gut in immersiven, sozialen Online-Spielen mit Abenteuercharakter. Ekoloko ist ein Paradebeispiel (Elf Island ein weiteres)
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Social networking on the Internet, a growing phenomenon in itself, is changing the way people spend their time. It is the strongest hook in measuring the success of a virtual world site, according to research.
"Over 350 million people visit virtual worlds now; 40 percent are kids (over 100 million.) It is a huge market. The under 16-age group is growing more than any other. There are several worlds for kids over 14, but the 8 to 12 year olds are underserved," says Spira.
According to market forecasts, the number of users logging into virtual worlds is expected to exceed one billion by 2012, with total revenue $3 billion.
Gamasutra - Pew Study: Games Have Positive Social, Political Effect On Teens
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Said senior research specialist Amanda Lenhart, "The stereotype that gaming is a solitary, violent, anti-social activity just doesn't hold up. The average teen plays all different kinds of games and generally plays them with friends and family both online and offline."
According to the study, about half of gamers have played games that cause them to think about moral and ethical issues, while about 40 percent play games involving decisions about how to run a community or political entity, and similar numbers report learning about social issues. Pew claims that teens who are exposed to such virtual activities and considerations are more likely to become invested in politics or current events in the real world.
Study: Video Games Can Promote Sociability - Video Game Features, PC Game Features
University of Wisconsin at Madison and the University of Illinois at Urbana-Champaign
Exclusive: Meez Finally Launches Virtual World
Corss-platform, 3D. Meez users have been requesting a virtual world in which their custom avatars can roam around and become more social with each other for some time, and now they finally have what they’ve always wanted. Meez Nation is the brand new virt
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