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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://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….
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/
The future is here. Technology is moving so fast, you can watch
the science fiction imagination manifest
in the rearview mirror….
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”
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
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.
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.
46
After Action Review (Real Time)
Randy [email protected]
Virtual Heroes Inc.http://www.virtualheroes.com
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]
$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!!
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
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
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
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
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.
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.
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]
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