Many films have exulted the academic setting to the dismay and delight of old and young. With the advent of online learning environments, how will this transpire in relation to its predecessor? Assuming there is a new trend in the making, it will have to contend with a considerable list of memorable, and possibly unbearable, student experiences. The films that have elevated the story-line being: The Paper Chase, The Social Network, A Beautiful Mind, Good Will Hunting, The Breakfast Club and Grease. The television serials that have captivated the imagination, including: The Facts of Life, Welcome Back Kotter and Room 222. Will any such online vignette bring new challenges to the director, the actor, the setting and the audience; or, will it venture into a boundless territory of possibility and ingenuity? How is the virtual Third Place better or worse than the traditional or customary physical site?
Are there any words or inventions that we use today that once only existed in movies and books? For example, the word "muggle" is now understood by people who might not have ever read the Harry Potter series. I also heard that Star Trek was the inspiration behind many of the new technology that we have today.
From a language point of view one that must be discussed is Shakespeare who introduced a number of words to the common English language, including gossip and swagger! – SaraiMW4 years ago
The article should take a single writer and analyse all his predictions/creations in depth and multiple articles could be undertaken to cover more fandoms. For example, there are plenty of concepts that have since turned into reality in science fiction like that of Isaac Asimov and Arthur C Clarke. Jack London is another writer noted for his eerily accurate novels set in future times we now actually live in. – Dr. Vishnu Unnithan2 years ago
There are hundreds of those in each category you mention. But what would be the endgame here? – T. Palomino4 months ago
Most of what we see to see in the media relating to VR technology seems to all come back to videogames. Certainly it’s one of the most obvious applications for the technology, having been brought up in numerous futeristic sci-fi scenarios, but what about outside of that? What are its other uses, perhaps in museums, cinema, or even the classroom? The ‘Scotland VR’ app might be a good place to start.
I know Concordia University's been working on VR and its multiple uses, Google as well. It could be worth a look. – JennyCardinal6 years ago
I think there's massive uses for VR outside of video games, or even general entertainment purposes. VR has massive potential in the education field, and I have seen some really interesting AR applications that allow people to examine anatomy/physiology in 3D space. I think I also saw something about using VR to explore battlefields during history lessons. Any kind of visual information seems like it could be more efficiently studied in VR/AR, especially as it adds an interactive third-dimension. I wouldn't be surprised if the military started using it for training purposes (if they aren't already). It's definitely a fascinating topic. – Ben Woollard6 years ago
Not only, I am using VR for presentations in design, to show the space, to immerse people in it and to actually be in the space, not just to see it on paper. – aichabrinley6 years ago
VR has been used in aerospace industry to visualize simulated airflow around the aircraft. Due to the time-dependent and 3D nature of the airflow, VR is a perfect technology to visualize the it. – yigu81156 years ago
Discuss how young adults are addicted to the instant gratification of texting and being on the internet and how this leads to the failure of engaging in more meaningful activities in the real world, such as reading, writing and creating.
This is far too general of a topic IMO. It's a good subject though. You're implying all young adults everywhere suffer from an addiction, which is a serious medical ailment. Read between the lines on this subject. Numerous people have written about the lack of solitary time (me time, thinking time, alone time, etc.) that has arrived since social media and quick and easy asynchronous communication technologies like SMS. The topic could be edited to add to this discourse perhaps? Either way you should edit this topic so a writer does not add to the millions of articles out there demonizing technology, addiction, and young adults. – Aaron7 years ago
I agree with Aaron that your topic should specify that not all young adults suffer from this addiction. Those who do also feel it in different intensities. Some people develop severe anxiety while others just get a little restless. I am strongly against our continual technology worshiping, but it would make your text stronger, I think, to include a bit of both worlds. I'm very interested in reading more about this topic. – Alstroemeria7 years ago
Following Aaron's and Alstromeria's suggestions, I would narrow it down to the fact that we don't deal with emotions because we distract ourselves with the internet. I would recommend watching "Louis C.K. Hates Cell Phones" and use his thesis as a starting point, and go from there to find actual evidence to see if he is right. – ismael6767 years ago
Texting and the internet are instantaneous: after pressing a few keys and the ever-powerful 'send' or 'submit' button, one can get their message and thoughts to anyone they choose. Writing, reading and creating are strenuous and difficult task. We live in a world where finding unique and impassionating topics (we often believe - and are presented with more and more evidence to support the fact that - individualized ideas have been exhausted). Texting and the internet are, unless otherwise formatted, anonymous and seldom entail immediate ramifications. Being creative will forever run the risk of criticism. To label creativity as 'more meaningful' may be contestable, but people like texting because its safe. Reading, writing and forming unique ideas can sometimes be anything but. – oteolis987 years ago
Given that games and technology are never going away, and are only going to get more refined. How will the rising rate of technology have a harmful effect on our youth?
This is an interesting topic. There is an article about whether watching Video Games promotes violence, so I would try to deviate from video games and focus on use of social media. Apparently the literature says there are mixed results on whether it is harmful, so highlighting the deviant opinions would be worthwhile. – Jordan7 years ago
Great topic, what are some examples you see of how technology could be harmful? I would add more questions to lengthen your argument. – emilyinmannyc7 years ago
My biggest issue with video games is the death of creativity in youth. I think that other forms of entertainment force people to think about the morals/issues brought up by a story. While playing games it's often times easy to overlook the stories in order to hurry to the next level or get the best gear. Younger people obsessed with video games become so bored when they are no longer playing them. They seem incapable of inventing ways to stay entertained outside of what's designed by the game industry. – Tatijana7 years ago