e-residency: residenza virtuale e digitale, in Estonia è già realtà

Basta presentarsi alla frontiera una sola volta, per ricevere il kit e poter sbrigare tutta la burocrazia dal proprio computer, ovunque nel mondo.

Source: www.wired.it

 

Il progetto di cittadinanza virtuale, diventato ufficiale l’8 ottobre scorso sul portale governativo e-estonia.com, ha fin da subito suscitato grande curiosità dentro e fuori i confini del Paese baltico. Dopo le prime diciotto ore gli iscritti erano infatti più di 4mila e non hanno ancora accennato ad arrestarsi.

 

Ma di cosa si tratta esattamente?

La procedura è semplice: basta recarsi dalla polizia di frontiera a Tallinn, pagare 50 euro, lasciare le impronte digitali, una scansione del proprio viso e attendere due settimane per ricevere una sorta di kit minimo del cittadino virtuale. Il contenuto? Una smart card con chip, un lettore USB in grado di leggerla e un software da installare sul proprio computer.

 

Ed ecco che a questo punto gli e-residenti sono pronti a firmare documenti a distanza, concludere transazioni digitali in sicurezza, rapportarsi via internet con la pubblica amministrazione.

 

Gli obiettivi?

Oltre a smantellare quel fastidiosissimo iter burocratico fatto di firme che noi italiani ben conosciamo, la e-residenza si rivolge ai possibili investitori dall’estero. Convincere in sostanza privati e imprese a dar vita ai propri progetti in Estonia, sfruttando i servizi online per gestire tutto anche a distanza, pare essere l’obiettivo principe di questa sorta di rivoluzione digitale.

 

Riuscirà l’Estonia ad aggiudicarsi la nomea di meta preferita dagli startupper?

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20 Ways to Use Augmented Reality in Education

Our colleagues in Online Universities have generously shared with us this list featuring 20 ways Augmented Reality is being used in education. If you are not familiar with what Augmented Reality is all about, check “teachers’ guide to Augmented Reality” to learn more.

Source: www.educatorstechnology.com

 

Second Life:
Second Life proved an incredibly valuable tool for educators hoping to reach a broad audience — or offering even more ways to learn for their own bands of students.

 

Augmented Reality Development Lab:
Affiliated with Google, Microsoft, and Logitech, the Augmented Reality Development Lab run by Digital Tech Frontier seeks to draw up projects that entertain as well as educate. The very core goal of the ARDL involves creating interactive, three-dimensional objects for studying purposes.

 

Reliving the Revolution:
Karen Schrier harnessed GPS and Pocket PCs to bring the Battle of Lexington to her students through the Reliving the Revolution game, an AR experiment exploring some of the mysteries still shrouding the event — like who shot first! Players assume different historical roles and walk through everything on a real-life map of the Massachusetts city.

 

PhysicsPlayground:
One of the many, many engines behind PC games received a second life as an engaging strategy for illustrating the intricate ins and outs of physics, in a project known as PhysicsPlayground. It offers up an immersive, three-dimensional environment for experimenting, offering up a safer, more diverse space to better understand how the universe drives itself.

 

MITAR Games:
Developed by MIT’s Teacher Education Program and The Education Arcade, MITAR Games blend real-life locations with virtual individuals and scenarios for an educational experience that research proves entirely valid. Environmental Detectives, its first offering, sends users off on a mystery to discover the source of a devastating toxic spill.

 

New Horizon:
As a smartphone app, it takes advantage of built-in cameras to present animated character conversations when aligned with certain sections of pages.

 

Occupational Safety Scaffolding:
Professor Ron Dotson’s Construction Safety students receive a thorough education in establishing safe scaffolding space through three-dimensional demonstrations incorporating the real and the digital alike. A simple application of AR, to be certain, but one undoubtedly possessing the potential to save lives and limbs alike.

 

FETCH! Lunch Rush:
Education-conscious parents who want L’il Muffin and Junior to learn outside the classroom might want to consider downloading PBS Kids’ intriguing iPhone and iPod Touch app. Keep them entertained in the car or on the couch with a fun little game for ages six through eight meant to help them build basic math skills visually.

 

Field trips:
Augmented reality museums guide students and self-learners of all ages through interactive digital media centered around a specific theme — maybe even challenge them to play games along the way. HistoriQuest, for example, started life as the Civil War Augmented Reality Project and presented a heady blend of mystery gaming and very real stories.

School in the Park Augmented Reality Experience:
Third graders participating in the 12-year-old School in the Park program engage with AR via smartphones as they explore Balboa Park, the San Diego History Center, and the world-class San Diego Zoo. Not only do they receive exposure to numerous educational digital media resources, teachers also train them in creating their very own augmented reality experiences!

 

QR Code scavenger hunts:
Smartphones equipped with a QR code reader make for optimal tools when sending students on scavenger hunts across the classroom or school. The Daring Librarian, Gwyneth Anne Bronwynn, sends kids on an augmented reality, animated voyage through the library to figure out where to find everything and whom to ask for assistance.

 

Mentira:
Mentira takes place in Albuquerque and fuses fact and fiction, fantasy characters and real people, for the world’s first AR Spanish language learning game. It intentionally mimics the structure of a historical murder mystery novel and allows for far deeper, more effective engagement with native speakers than many classroom lessons.

 

Driver’s ed:
Toyota teamed up with Saatchi & Saatchi to deliver the world’s cleanest and safest test-drive via augmented reality. While the method has yet to catch on in the majority of driver’s education classes, it definitely makes for an impressive, effective alternative to keeping and maintaining a fleet of cars.

 

Geotagging:
Classrooms with smartphone access blend Google Earth and web albums such as Picasa or Instagram for a firsthand experience in geotagging and receiving a visual education about the world around them. More collaborative classrooms — like those hked together with Skype or another VOIP client – could use this as a way to nurture cross-cultural, geopolitical understanding.

 

Dow Day:
Jim Mathews’ augmented reality documentary and smartphone app brought University of Madison-Wisconsin students, faculty, staff, and visitors to the year 1967. As they traveled campus, participants’ smartphones called up actual footage of Vietnam War protests corresponding with their current locations.

 

SciMorph:
Using a webcam and printed target, young kids in need of some science (although, really, everyone is in need of some science) interact with the cute critter SciMorph, who teaches them about gravity, sound, and microbial structures. Each lesson involves exploring a specific zone within the game and opens users up to questions, quizzes, and talks.

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QuickMobile Partners to Bring Mobile Augmented Reality to Meetings & Events

QuickMobile and reseller partner BI WORLDWIDE are bringing augmented reality (AR) to the meetings and event industry. The companies demonstrated how the technology can be utilized during events at QuickMobile’s booth at IMEX America on October 14-16, 2014. The partnership will make AR more accessible to a wider range of events by combining BI WORLDWIDE’s AR apps and back-end technology with QuickMobile’s mobile app expertise and reach among event organizers. 

Source: www.exhibitoronline.com

 

AR is a live view of a physical environment (usually through the camera lens of a smartphone) with enhanced elements that are overlaid with computer-generated data such as images, video, audio or text. Available in 2D or 3D, AR offers a bold new approach to content delivery that creates a richer participant experience, allowing exhibitors and event owners to connect, engage and entertain in unique ways.

 

"Augmented reality dramatically enhances the event experience through captivating visual engagement," said Patrick Payne, CEO of QuickMobile. "Event planners and exhibitors are able to share content more creatively and more interactively, in 2D or 3D format, all through their mobile event apps. It was just a short time ago that we were talking about AR as the future of mobile event apps, and here we are with BI WORLDWIDE demonstrating how it can be implemented today.

 

This is yet one more way that we are extending the utility of mobile event apps for both planners and participants."

"Event planners and marketers want new ways to attract more participants while exhibitors want new ways to share and interact with visitors," said Dawn Martin, Vice President, Meetings & Shows with BI WORLDWIDE.

 

"Whether promoting a new product, conducting training sessions or simply wanting to entertain, augmented reality encourages app usage and event engagement. Despite being around for a while, AR has only been accessible for big events with big budgets until now. QuickMobile’s knowledge of how and where to use AR to improve the event experience combined with our technology and design capabilities make AR a reality for more events.

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Middle East: The Age of Instant Feedback is Here

A new Google Glass-based application is changing the way conference organisers approach live events by allowing greater audience participation and instant feedback, explains developer Peter Komornik, CEO of sli.do.

Source: www.internationalmeetingsreview.com

What is your company’s background or experience in the meetings and events sector? What services, products or technology do you currently provide clients?

 
Peter Komornik: The beginnings of sli.do date back to 2012 when we were working on a project that sought to improve teaching methods in Slovakia. Realising that lecturers firstly need to know both what they do well and where they fall behind, the idea that naturally emerged was to come up with an effective technical tool to obtain instant feedback from students. 

After winning two start-up competitions in Bratislava and Vienna, sli.do quickly began to gain traction and we started focusing on conference organisers who require instant feedback from their audiences. Listening carefully to observations from our first clients, we implemented new features and elevated sli.do to the audience interaction platform that transforms live events by giving a voice to the audiences. sli.do now democratises Q&A sessions by allowing everyone to ask questions and vote for the ones they consider the most relevant. 

Since our foundation in 2012, we’ve helped transform over 700 events and have been used by high-profile companies such as Google, KPMG, SAP, IDC, Oracle and Fleming in over 50 countries all over the world. 

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DHA uses augmented reality for community health education

HE Eng. Essa Al Maidoor, Director-General of the Dubai Health Authority , said: “It is important to keep up with changing times and adapt latest technologies across all fields of health care including community health education so as to enhance customer experience.

Source: www.zawya.com

 

Today, with the smart technology revolution, people can access information on their fingertips, at a time convenient to them.

 

Augmented technology fundamentally changes the way we interact with things and objects on a daily basis and in terms of print, it brings it to life. It is highly interactive, has features such as live characters that pop-up on screen, audio features among many others that significantly enhance user experience."

 

Dr Manal Taryam, CEO of Primary Health Care at the DHA, said: " This is the latest technology in health education and an extremely interactive way of raising health awareness. People of all ages, particularly the youth, will appreciate this technology. As we move towards smart health, we envision further developing this field to reach out to all sections of the community."

She said people can download the app known as ‘Health Education’ on their smart devices and once downloaded they need to open the app, get onto camera mode and choose the print version of the DHA brochures. Once they scan the first page, the brochure will play on their phones in an augmented reality format.

 

The DHA brochures are available across all 14 primary healthcare centres and at the DHA’s stand at GITEX 2014. People can download the brochures which will contain information about prevention, early detection and treatment of various diseases.

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