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TEAMS Part 1 Pandora’s X-Box: Video Games Virtual Worlds and Mixed Reality, 11:30-12:30 FRI TEAMS Part 2 TEAMS: Connecting the Dots Across STEM and the ARTS, 2:30- 3:30 FRI TEAMS Part 3 The Future is Now! Preparing Students for Today’s 3.0 World, 8:00-9:00 SAT

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TEAMS Part 1 – Pandora’s X-Box: Video Games Virtual Worlds and Mixed Reality, 11:30-12:30 FRI

TEAMS Part 2 – TEAMS: Connecting the Dots Across STEM and the ARTS, 2:30-3:30 FRI

TEAMS Part 3 – The Future is Now! Preparing Students for Today’s 3.0 World, 8:00-9:00 SAT

http://geeklit.blogspot.com/2007_03_01_archive.html

Nokia Research Center, Helsinki Finland in MIT Technology Review

How many of you have a cell phone with a video camera?

http://www.nasa.gov/multimedia/imagegallery/image_feature_598.html

http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=7572

“Communications thinker Marshall McLuhan gave us the phrases the ‘medium is the message’ and ‘global village’. Today, with the explosion of electronic technologies and on-line communication, his ideas are more relevant than ever.”

--Forward Through the Rearview MirrorReflections on and by Marshall McLuhanEdited by Paul Benedetti and Nancy DeHart

http://geeklit.blogspot.com/2007_03_01_archive.html

Nokia Research Center, Helsinki Finland in MIT Technology Review

If the medium is the message:

What is the message?

http://geeklit.blogspot.com/2007_03_01_archive.html

Nokia Research Center, Helsinki Finland in MIT Technology Review

The future just caught you….

The World 3.0

Imagine the games we can play.

Topps 3D Live Brings Augmented Reality to Baseball CardsMonday, March 9th, 2009, 360 Degrees Web Blog http://blog.360dgrs.nl/archives/category/new-media/page/2

http://thewere42.wordpress.com/2009/07/15/augmented-reality-ar-will-it-change-your-life-tech-world-says-yes/

What is the message?

The future is here. Technology is moving so fast, you can watch

the science fiction imagination manifest

in the rearview mirror….

GOVEconomy

EDUBusiness

STEM Impacts Everything

Civil Society

At the current pace of science and technology, we

need to shift to organizing for innovation, adaptation and

survival.

Innovation is a function of moving within, among and beyond the disciplines, solving real world

problems and integrating theory and applied techniques to create new knowledge, tools, processes,

systems, environments, etc.

In a word transdisciplinarity.

AppliedProblem Solving

Real World

Knowledge

TransdisciplinarityMoving within, among and beyond the disciplines to solve real world problems and opportunities.

http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg

Da Vinci Minds

Bob Allen, ideas, “polymaths”

John Sealey Brown, PARC,

“Bricolage Reasoning”

For

ecas

ting

.TS

TC

.edu

Feb, 2004

TEAMS Part 1 – Pandora’s X-Box: Video Games Virtual Worlds and Mixed Reality, 11:30-12:30 FRI

TEAMS Part 2 – TEAMS: Connecting the Dots Across STEM and the ARTS, 2:30-3:30 FRI

TEAMS Part 3 – The Future is Now! Preparing Students for Today’s 3.0 World, 8:00-9:00 SAT

What do games, virtual worlds and mixed reality tell us about the future?

How are games, virtual worlds and mixed reality jumping out of the box of entertainment?

How are games, virtual worlds and mixed reality being used to organize innovation in schools?

Jim Brazell, [email protected]

Marshall McLuhan

“We drive into the future using only

our rear view mirror.”

Marshall McLuhanJuly 21, 1911 – December 31, 1980

http://www.spectersofmcluhan.net/mcluhan%20home%20page%20small.jpg

On 10.19.2006, the MacArthur Foundation announced a $50MM fund for digital learning and games.

Through mixing realities, research is

expanding the potential of embedded training

in the field and in battle labs to provide

integrated training anytime, anywhere. Advancements are

being transferred across industries

from business prototypes to

hospitality training.Integrated research in tracking, registration,

rendering, display, and scenario delivery are

expanding the possibilities of

CONSTRUCTIVE simulation as well as

after action review, and command and control

visualizations.

What is the message?

Games represent the emergence of new realities…

Training

Games represent a new relationship between humans

and machines.

Min

dBal

l

By incorporating a Biofeedback monitor into an "Inner-Active" game format, the creators of The Journey to Wild Divine have developed a system that will enhance your life. By using this game system, you are able to learn to control your physiology in new and exciting ways.

Video games are leading us to new affective, cognitive and psychomotor domains of HSI…

45

Demo!

Randy [email protected]

Virtual Heroes Inc.http://www.virtualheroes.com

46

After Action Review (Real Time)

Randy [email protected]

Virtual Heroes Inc.http://www.virtualheroes.com

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

What do games, virtual worlds and mixed reality tell us about the future?

How are games, virtual worlds and mixed reality jumping out of the box of entertainment?

How are games, virtual worlds and mixed reality being used to organize innovation in schools?

Jim Brazell, [email protected]

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

Case study: Emergency Response Training, Pjotr van Schothorst

VSTEP BV, Rotterdam, The Netherlands

USC ISI and Tactical Language Training

(ITSEC 2005)

NETC – 24 Blue

(ITSEC 2005)

$7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –Business Week

http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm

Pulse!!

Breakaway Games

Tabuladigita.com

Google NASA MMO

ourcourts.org

Google budget hero

Alice.org

squeakland.org

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

seriousgames.dk

http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe

www.food-force.com

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

GlucoboyThe video game that runs on blood.

Pedometer Blackberry Storm App

http://www.japantrends.com/en/wp-content/uploads/2008/10/web-pedometer-rpg.jpg

Pedometer Games from Japan

VRPHOBIA.COM Fear of flying, fear of

driving, fear of heights, fear of public

speaking, fear of thunderstorms, claustrophobia,

agoraphobia, social phobia, panic disorder, and

posttraumatic stress disorder due to motor

vehicle accidents

http://www.hopelab.org/remission.html

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

http://parisriots.free.fr

http://www.selectparks.net/911survivor/

www.pacmanhattan.com

www.tele-actor.net

Games for…

Games for Health

Serious Games

Games for Change

Learning Games

Games for Change

Learning Games

Games for Health

Games for Change

Learning Games

Games for Change

Learning Games

Games for Health

Games for Change

Learning Games

Serious Games

Games represent a new temporal, social, geo-political and cognitive

orientation to the world…

Command Post of the FutureCommand Post of the FutureComponents and Capabilities

• Battlespace Theater– High Resolution Displays– Electronic Sand-Table– Tailored Visualizations – Speech & Gesture Interaction– Natural Language Queries– Knowledge-Based Reasoning– Collaboration Services– Decision-Centered Environment

• Information Center– Staff Anchor Desks– External Connections– Interfaces to C4I Applications– Information Integration Tools– Decision-Centered Retrieval– Modular, Extensible Architecture

Command Post of the FutureCommand Post of the Future

A new sense of identity and community

A meeting place for global citizens

Religions of the future are discussed

Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr, and Hezbollah´s Special Forces (2003) and Special Forces 2: Tale of the Truthful Pledge (2007), which situate players against Israeli Defense Forces (IDF), are examples of propagames that narrate the ongoing armed conflicts from an Arabic point of view. Tero Pasanen, Master´s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009

GovernmentEconomy

EducationBusiness

STEM Impacts Everything

Civil Society

Games, virtual worlds and mixed reality represent new organizational frameworks for human development, learning and innovation.

At the current pace of science and technology, we

need to shift to organizing for innovation, adaptation and

survival.

Math Engineering

TechScience

How?

The fundamental question of the 21st century is how do we organize and produce innovation?

What do games, virtual worlds and mixed reality tell us about the future?

How are games, virtual worlds and mixed reality jumping out of the box of entertainment?

How are games, virtual worlds and mixed reality being used to organize innovation in schools?

Jim Brazell, [email protected]

Math Engineering

TechScience

How?

The fundamental question of the 21st century is how do we organize and produce innovation?

Source: Brazell, IC2 Institute, 2004

Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi, Clementine Klein d, Judith Klein-Seetharaman; Carnegie Mellon University, University of Frankfurt, Research Institute, University of Pittsburgh School of Medicine.

www.andrew.cmu.edu/~ycai/biogame.pdf

BIOSIM 1.0

AppliedProblem Solving

Real World

Knowledge

TransdisciplinarityMoving within, among and beyond the disciplines to solve real world problems and opportunities.

Daily Unique Users: 300K Growth: 3,000/day

Educational Sites 3 - 5 minutes

EA online games 9 minutes

AOL Entertainment 10 minutes

Whyville.net 59 minutes

Yahoo! Games 78 minutes

MEAN TIME PER USER LOGIN Discovery.com: 96 million

Whyville.net: 58.4 million

BigChalk: 11 million

Time for Kids: 8 million

New York Times Learning Net: 1.2 million

Cosmogirl: 425,000

PAGE VIEWS

© num

edeon, inc . 2003

The average time per log in July was 3.8 hours making it second to Neopets.

Organizing for innovation

Organizing for STEM

Education shift

21st Century Learning Capability

http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg

3D Square and LITE where STEM intersects with the

ARTS and Research,

Development & Commercialization

(RD&C)

LITEhttp://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

LITEhttp://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

LITEhttp://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

LITEhttp://www.lite3d.com/

Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy

LITE is one of the world's leading 3D immersive visualization and high-

performance computing resource centers hosting clients in

commercial industry, government, and university

sectors. LITE features a comprehensive set of advanced visualization systems including

the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS)

based on CAVE® technologies. LITE visualization, super

computing and high speed networks enable MST&G

capabilities to be applied across STEM disciplines and research

areas while enabling critical next generation digital learning

environments globally.

3D Square and LITE, Arts, STEM & IT Digital

Workforce Initiative, Lafayette, Louisiana

3D Square Arts, STEM & IT Digital Workforce

Initiative, Lafayette, Louisiana

3D Square and LITE, Arts, STEM & IT Digital

Workforce Initiative, Lafayette, Louisiana

3D Square and LITE, Arts, STEM & IT Digital

Workforce Initiative, Lafayette, Louisiana

Math Engineering

TechScience

ARTS

Brazell, 2006

How are young game builders organizing?

Math Engineering

TechScience

TEAMS

What are they learning?

Brazell, 2006

http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg

Da Vinci Minds

Bob Allen, ideas, “polymaths”

John Sealey Brown, PARC,

“Bricolage Reasoning”

AppliedProblem Solving

Real World

Knowledge

TransdisciplinarityMoving within, among and beyond the disciplines to solve real world problems and opportunities.

What do games, virtual worlds and mixed reality tell us about the future?

How are games, virtual worlds and mixed reality jumping out of the box of entertainment?

How are games, virtual worlds and mixed reality being used to organize innovation in schools?

Jim Brazell, [email protected]

http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe

A new sense of identity and community

http://parisriots.free.fr

http://www.selectparks.net/911survivor/

USC ISI and Tactical Language Training

(ITSEC 2005)

What is the message?

Marshall McLuhan

“We drive into the future using only

our rear view mirror.”

Marshall McLuhanJuly 21, 1911 – December 31, 1980

http://www.spectersofmcluhan.net/mcluhan%20home%20page%20small.jpg

TEAMS Part 1 – Pandora’s X-Box: Video Games Virtual Worlds and Mixed Reality, 11:30-12:30 FRI

TEAMS Part 2 – TEAMS: Connecting the Dots Across STEM and the ARTS, 2:30-3:30 FRI

TEAMS Part 3 – The Future is Now! Preparing Students for Today’s 3.0 World, 8:00-9:00 SAT

[email protected]