NOSE
Vienna University of Technology
Players operate track switches and
adjusting the speed of virtual trains to prevent virtua...
Equivalent to
17-inch SVGA
display at arm’s
length
Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to prov...
Emergence of new
realities.
Improved Target Acquisition System Trainer
Time
to
Market
• Economic Development
• Workforce
• Education
• Video Games
• The 5th
World
• Closing the Gaps
What innovations
are flowing from
gamers and the
game industry?
Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
How are consumer-producers
impacting the game industry?
Example:
CounterStrike™
Modder: An individual who modifies the con...
CounterStrike™
• In 2002 there were
over 30,000 Counter-
Strike servers
• Second place was
Unreal Tournament
with about 9,800
• In 2004, ...
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
Created by André Dirk
Knuckles in China Land
KICL.info
Contains all the
characters from the
Hiragana and Katakana
syllabries, over 6000 Kanji
characters, and hundreds
...
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothor...
Player is Incident Commander
or subordinate crisis
responder. Responds to
events with choices that should
mirror Departmen...
Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
...
Virtual-u.org
food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the...
Food-force.com
GlucoboyThe video game that runs on blood.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
• Economic Development
• Workforce
• Education
• Video Games
• The 5th
World
• Closing the Gaps
What is the 5th
World?
The other side
of the digital
divide.
The Other Side of the Digital Divide
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Creation of
new
knowledge,
processes
& systems.
Game Building is Transdisciplinary
Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod’...
Science
MOD
MOD’ing
MOD’er
Art
SKIN
SKIN’ing
SKIN’er
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
S...
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
ARTS
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video ...
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotatio...
What is the impact of gaming on human
behavior, thinking and learning?
• Benefits similar to bilingualism in exercising
th...
Burgeoning realm of academic study?
• Transformation of media space and culture
• Impact to human communication,
organizat...
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
...
Sys
Admin
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/e...
REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization...
5th
World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
4th
World Millennials
Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
The toys
we
play with
as
children!
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
I...
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2
Institute, UT Austin, Forthcoming
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engin...
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Educati...
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video ...
• Economic Development
• Workforce
• Education
• Video Games
• The 5th
World
• Closing the Gaps
Project #1: XXX
xxx
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
What is the impact of S&T
Convergence to
educ...
Transdisciplinarity
Chemistry
Engineering
BiologyPhysics
Educational
Convergence
Informatics
Transdisciplinarity
• Creating new knowledge, processes and
systems.
• Structurally converging knowledge,
processes and sy...
Psychology
Cognitive Science
Human Factors
Usability
X
Art,
Design,
Modeling,
Visualization
Modeling,
Simulation,
Mathemat...
Psychology
Cognitive Science
Human Factors
Usability
STEM
ED
Art,
Modeling,
Visualization
Modeling,
Simulation,
Mathematic...
Source: Brazell, IC2
Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman
Bharathi, Clementine Klein d, Judith Klein-
...
Project #1: XXX
xxx
Math Engineering
TechScience
STEM
Math Engineering
TechScience
ARTS
Math Engineering
TechScience
TEAMS
GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next g...
Project #1: First Flight
Workforce Attrition
& Minority Aviators
First Flight 3 of 6
Dave Kenny
Project #2: OTRONICON
Orlando Science and
Technology Museum.
Executive Producer: Jud
French
Sponsor: Local DoD, entertainm...
Project #3: TEAMS Workforce
Initiative
Workforce Attrition.
Emerging Technology.
ID Educational Solutions.
Sponsor: None. ...
Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
...
4 Education - Use
extracurricular
competitions to
engage students and
teachers in
transdisciplinary
learning and action.
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
tec...
spaceTEAMS
San Antonio,TX
Middle School
FREE
if you have a team of 8 middle
or high school girls…
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
spaceTEAMS
San Antonio,TX
Middle School
Like football
or volleyball
but
academic.
Education 5 -
Connect history,
career exploration
and academic
planning
spaceTEAMS
San Antonio,TX
Middle School
Education 6 -
Focus on Hispanic
and African
American STEM
legacy.
Technicians
Technologists
PhDs
Rise of the Hispanic
Middle Class
”Mayor” -- Nelson
Education 7 -
Complete the K-PhD
Pipeline and focus
on stratified
education and
careers.
ITSA
Greg White, UTSA:
”K-PhD”
ITSA
Greg White, UTSA:
”K-PhD”
PipelineStartyounger!
TEAMS
Northwest Vista College, San Antonio
April 9-13, 2006
30th ACM International
Collegiate Programming
Contest World Championship
The 2005 ACM-ICPC World Champion...
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
5th world feb2006_smu_v1.0
Upcoming SlideShare
Loading in …5
×

5th world feb2006_smu_v1.0

260 views

Published on

Published in: Devices & Hardware
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
260
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
2
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • Need source
  • Need source
  • Need source
  • The Invisible Train
    The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
     
    The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
    Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
    The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
    Why Handheld Augmented Reality?
    Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
    Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  • The Invisible Train
    The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
     
    The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
    Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
    The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
    Why Handheld Augmented Reality?
    Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
    Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • Provide small communities
    Novel way to use learning games
    Special – business relationship between Breakaway and DOJ
    Distribute to 30,000 agencies in Feb
    National Incident Command Sys
    NICS Training
  • Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN
    GANNETT NEWS SERVICE
    Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people.
    That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate.
    Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com.
    Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war.
    The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic.
    The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
    When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game.
    The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away.
    The game is best for ages 8 to 13. It scores a perfect five stars.
    For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
  • <number>
  • “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
  • Better living through video games?
    From Thursday's Globe and Mail
    Thursday, February 09, 2006
    When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
    Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
    The full text of this article has 1173 words.
    Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
    Hand eye Brain Coordination
    Mark Prensky How What Where
    Emergent behaviors and strategy
  • Better living through video games?
    From Thursday's Globe and Mail
    Thursday, February 09, 2006
    When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
    Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
    The full text of this article has 1173 words.
    Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
    Hand eye Brain Coordination
    Mark Prensky How What Where
    Emergent behaviors and strategy
  • The careers are ordered by priority.
    Design-related fields are at the top fo the chart for both females and males.
    Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
  • <number>
  • <number>
  • <number>
    The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians.
    To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face.
    You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
  • <number>
  • <number>
  • <number>
  • <number>
    Kelly AFB
    http://proft.50megs.com/kelly.html#jet
    http://proft.50megs.com/kelly.html#jet
    THE JET AGE</font> </b>
    <p>As the Air Force moved through its first decade of independence, its
    aircraft, engines, accessories, and support equipment became increasingly
    sophisticated and complex, requiring use of new technologies and innovative
    programs to meet the challenges of the future.
    <p>By 1951, the <a href="javascript:imageWindow('B-36','b-36-kh.jpg',693,444)">Convair B-36</a> began arriving in ever-increasing numbers at Kelly.  With its powerful R4360 engines, the B-36 rapidly took the place
    of the B-29.  Nicknamed the "Peacekeeper," the B-36 was radical in its design;
    its six pusher engines gave it a top speed of over 400 miles per hour,
    and it was the first American bomber capable of reaching any target on
    the globe.
    <p>R4360 engines also powered the <a href="javascript:imageWindow('XC-99','xc-99-kh.jpg',619,180)">XC-99</a>.  Convair built this one-and-only transport in 1947 to use the technology of the B-36 more effectively.  As
    the large cargo plane to date, the XC-99 set many world records between
    1953 and 1955, before the Air Force decided it did not need large transport
    planes.  The longest flight - 12,000 miles to Rhein Main Air Base in Germany
    - began on August 13 1953.  Carrying the 61,000 pounds of vital cargo, it
    flew to Germany via Bermuda and the Azores and returned a week later carrying
    another 62,000 pounds.  Every place the <a href="http://www.40th-bomb-wing.com/gallery6.html" target="_blank">XC-99</a> landed, newspaper, radio,
    and television reporters were there to convey to the public the excitement
    of the spectacular flight.
    <p>Another record-breaking flight took place during May 1955.  The XC-99
    was put to the test in support of PROJECT DEWLINE.  In conjunction with
    the Military Transport Service, the XC-99 airlifted 380,000 pounds of cargo
    to Iceland from Delaware, a distance of 2,500 miles. The plane was airborne
    210 hours and 41 minutes.  Some trouble was experienced, but the 31 civilian
    technicians from the San Antonio depot successfully repaired the <a href="http://www.mysanantonio.com/news/metro/stories/MYSA112804.3B.xc99.9c384019.html" target="_blank">XC-99</a>
    at Dover AFB.
    <p>Jet engines had become extremely important to the Air Force by 1955.
    The <a href="javascript:imageWindow('B-47','b-47-kh.jpg',500,278)">Boeing B-47</a> Stratojet bomber was the first full weapons system bomber.  Designed in 1945, the B-47 was powered by six General Electric J47 turbojet
    engines and featured swept-back wings and tail surfaces.  Its mission was
    to deliver conventional or nuclear ordnance to enemy targets.  On November
    30, 1959, a B-47 bomber set a world endurance record, remaining airborne
    for three days, eight hours, and eight minutes, and covering a distance
    of 32,900 miles.  After relegating the bomber to reconnaissance and training
    missions, the latest Stratojets were taken out of the active United States
    Air Force inventory in 1966.
    <p>The <a href="javascript:imageWindow('B-58','b-58-kh.jpg',440,312)">B-58 "Hustler"</a> was yet another important addition to the Air Force inventory.  As America's first supersonic bomber, it could range higher
    and faster than any other bomber aircraft in the world, flying at twice
    the speed of sound.  Its four J79 engines produced over 41,000 pounds of
    thrust that could push the sleek bomber at more than 1,300 mph.  The first
    B-58 arrived at Kelly on March 15, 1960 to be used for training maintenance
    personnel for the new overhaul workload.  On May 26, 1958, SAAMA opened
    the B-58 Logistics Support Management Office.  It became the forerunner
    of a major area organizational realignment whereby worldwide weapons management
    functions would be separated organizationally from the internal depot operations.
    Responsibilities outlined for the weapon system manager included budgeting,
    funding, computing requirements, and arranging for maintenance.
    <p>Kelly repaired and overhauled <a href="javascript:imageWindow('B-52','b-52-kh.jpg',600,353)">B-52</a>s for over 30 years.  In the early 1960s, the B-52 was the major depot-level maintenance workload for SAAMA.
    Modifications to the B-52s performed at Kelly increased the load capability
    of each plane and increased the aircraft's range.  In addition, the San
    Antonio shops camouflage-painted the B-52s for Southeast Asia operations.
    This era in Kelly's history ended when the Air Force shifted the B-52 workload
    to Oklahoma City in the spring of 1993.  The 36-year old relationship between
    Kelly and the big bomber was the longest association between any Air Force
    weapons system and a single ALC to that point.
    <br> <a name="vietnam"></a>
    <br><b><font size=+1>VIETNAM </font></b>
    <p>Kelly's workload remained relatively stable until the mid-1960s, when
    American efforts to prevent the fall of the South Vietnamese government
    led to direct American involvement. Following the Gulf of Tonkin incident
    in August 1964, all air materiel areas began supporting Southeast Asia
    on a 24-hour basis.  For the next 11 years, Kelly employees were deeply
    involved in supplying parts and expertise for the conflict in Southeast
    Asia, working both within the United States and overseas.
    <p>In May 1965, during the build-up of American forces in Vietnam, the
    Logistics Command started sending teams of supply personnel to the Pacific
    Air Forces.  Kelly had a lot of volunteers.  By December 31, 1965, SAAMA
    had sent 11 supply teams, totaling 89 personnel, on temporary duty to Southeast
    Asia to establish supply centers throughout the western Pacific, including
    Vietnam.
    <p>Kelly also sent maintenance teams to Southeast Asia.  The first team
    consisted of six jet engine mechanics that worked in the Philippines on
    J57 engines for <a href="javascript:imageWindow('F-100','f-100-kh.jpg',500,359)">F-100</a>s.  Other Kelly workers served in Vietnam on special <a href="javascript:imageWindow('F-5','f-5-kh.jpg',671,262)">F-5</a> modification teams, helped reassemble newly shipped F-5 aircraft at Bien Hoa Air Base, and assisted in the creation of an engine repair facility
    at Bien Hoa.  Some workers served on rapid area maintenance supply support
    or area transportation teams while others served as weapon system logistic
    officers.  Those who remained in San Antonio also strove to meet the demands
    for materiel and aircraft maintenance.
    <p>On July 1, 1965, Kelly opened as an aerial port of embarkation to provide
    though-plane cargo service to Southeast Asia.  Kelly Air Force Base personnel
    processed and routed vital war material earmarked for Vietnam to the Southeast
    Asian Theater.  By 1967, the pace of the United States build-up intensified.
    The <a href="javascript:imageWindow('C-141','c-141-kh.jpg',600,332)">C-141 Starlifter</a> cargo aircraft began to enter the Air Force inventory in sufficient numbers to replace the aging <a href="javascript:imageWindow('C-124','c-124-kh.jpg',366,246)">C-124 Globemaster</a>.  With air
    terminal modernization and the increased use of C-141 aircraft, Military
    Airlift Command aircrews seldom experienced any delays at Kelly's aerial
    port.
    <p>On November 1, 1965, SAAMA assumed responsibility for the Air Force's
    entire watercraft program.  This included all landing-type vessels, spares,
    engines, and combat ships.  Other items included cargo tanks, special service
    vessels, barges, small craft, dredges, rigging, and marine hardware.  Earlier
    that year, on August 3, Kelly became responsible for assembly and shipment
    of the necessary airfield lighting equipment to establish four semi-fixed
    installations in Southeast Asia.  
    <p>In August 1996, the Air Force Logistics Command established PROJECT
    LOGGY SORT (LOGGY-Specialize Overseas Repair Test) to study the requirements
    for repair and maintenance of United States Air Force tactical aircraft
    in a combat environment in Southeast Asia.  The goal was to provide tactical
    fighter units with greater mobility and flexibility.  The <br><a href="javascript:imageWindow('F-4','f-4-kh.jpg',696,400)">F-4C</a> aircraft was selected as the test vehicle because it was the most modern system
    in existence and best represented planned future weapon systems.  SAAMA,
    as manager for the F-4s aerospace ground equipment, accumulated, analyzed
    and established base level repair restrictions on the items.
    <p>Weapon systems used in Southeast Asia managed by SAAMA included <a href="javascript:imageWindow('F-102','f-102-kh.jpg',458,262)">F-102</a>, <a href="javascript:imageWindow('F-106','f-106-kh.jpg',472,212)">F-106</a>, <a href="javascript:imageWindow('A-37','a-37-kh.jpg',734,244)">A-37</a>, <a href="javascript:imageWindow('O-2','o-2-kh.jpg',465,246)">O-2</a>, and F-5 aircraft, while the major maintenance workloads
    centered around aircraft engines, airfield lighting equipment, life support
    system items, aerospace ground equipment, and fuels.  Specific maintenance
    workloads were B-52 aircraft modifications such as the T34, T-56 and J79
    engine overhaul and recoverable-aerospace item repair.
    <p>The early 1970s witnessed the establishment of the Vietnamization Program,
    also known as the Nixon Doctrine.  This new policy was the key to planned
    reductions in the Untied States military forces in South Vietnam.  As part
    of this effort, SAAMA personnel were deeply involved in the planning and
    construction of an engine facility at Bien Hoa Air Base.  This assignment
    began in February 1971 when the Air Force Logistics Command gave the SAAMA
    the responsibility for developing complete plans and specifications for
    converting an existing building at Bien Hoa Air Base into an engine overhaul
    facility.
    <p>One month later, the San Antonio Air Materiel Area became involved with
    yet another project to provide logistics support.  On October 20,1972, SAAMA
    initiated PROJECT ENHANCE PLUS, to transfer A-37, F-5, and <a href="javascript:imageWindow('T-38','t-38cap.jpg',534,482)">T-38</a> aircraft, engines, and support spares to the Republic of Vietnam to carry on the
    war after American withdrawal.  Nearly every directorate at Kelly contributed
    to this effort.
    <p>The San Antonio Air Materiel Area set several records during this period.
    In addition to the transfer of A-37s, F-5s, and T-38s, over 18.3 million
    pounds of cargo were sent on 232 missions using C-141, <a href="javascript:imageWindow('C-5','c-5-kh.jpg',1096,396)">C-5</a>, <a href="javascript:imageWindow('Boeing_707','boeing-707-kh.jpg',600,480)">Boeing 707</a> and <a href="javascript:imageWindow('DC-8','dc-8-kh.jpg',450,300)">DC-8</a> aircraft.  United States Air Force Headquarters congratulated all concerned for their support in this project.  They said it was proud of the ability shown by all air logistics centers and other activities to get the job done in spite of the critical time, worldwide scope of the
    operation, and the many actions which had to be completed.
    <p>A year before the United States ended its involvement in Southeast Asian
    hostilities; the military services began to prepare for the return of North
    Vietnam-held Prisoners of War.  With the signing of the Paris Peace Accords
    on January 27, 1972, "Operation Homecoming" was on. The prisoners were
    flown from North Vietnam to the Joint Homecoming Reception Center at Clark
    Air Base, the Philippines.  Once at Clark, the POWs were given medical checkups,
    issued uniforms and personal items, and made those very important phone
    calls home.  After a minimum time at Clark, the POWs flew to the United
    States to be reunited with their families and to receive complete medical
    and psychological evaluation and treatment.  Lackland Air Force Base and
    Fort Sam Houston were designated as reception areas in San Antonio because
    each had hospital facilities to handle the needs of the returning prisoners
    of war.  Kelly became the reception area.  Flights bringing the former POWs
    to Kelly began on February 15 1973.  Although crowds were deliberately kept
    small, the occasion was full of joy.  The 11 flights that arrived at Kelly
    carried 20 Air Force and 12 Army men.  Kelly Air Force Base took great pride
    in welcoming home the brave men who had spent years in captivity.
    <p> <a name="changes"></a>
    <br> <font size=+1><b>CHANGES</b></font><p>
    In 1974, San Antonio Air Materiel Area changed its name to the San Antonio
    Air Logistics Center, but the dedication and support to the Air Force mission
    remained the same.
    <p>The <a href="javascript:imageWindow('C-5A','c-5a-kh.jpg',850,620)">C-5A Galaxy</a>, the world's largest aircraft, entered the Air Force inventory on October 8, 1965.  San Antonio Air Materiel Area had both management
    and repair responsibility for the giant transport and its <a href="javascript:imageWindow('TF-39_Engine','tf-39-kh.jpg',470,388)">TF39 engine</a>.  Weighing about 350 tons, the aircraft can transport 98 percent of equipment
    issued to an Army division, including the 100,000 pound M-1 tank, self-propelled
    artillery equipment, missiles, and helicopters.  On its initial visit to
    Kelly on January 31, 1970, prominent figures as well as public spectators
    greeted the C-5A.  Since then, the C-5A has undergone engine and aircraft
    repairs and modifications.  The largest modification program ever managed
    by an Air Logistics Center was the program to strengthen the wings on the
    C-5A.  The project was a result of a fatigue testing which indicated that
    the C-5A wing had an operational life of only 8,000 mission hours.  The
    goal, therefore, was to reach a 30,000-hour service-life by replacing the
    center, outer, and inner wing boxes.  On May 14, 1980, a prototype-modified
    aircraft was ready for flight test.  Two months later, a scientific advisory
    board met to review the results and recommended a continuation of the wing
    modification program.
    <p>As good as the C-5A was, Lockheed and the Air Force began plans to incorporate
    reliability and maintainability factors into the large cargo plane, producing
    the <a href="javascript:imageWindow('C-5B','c-5b-kh.jpg',792,524)">C-5B</a>.  The Galaxy "B" fleet added 7.5 million cargo tons per day to
    the United States military strategic airlift capability.
    <p>With the transfer of B-52 repair and overhaul to Oklahoma City in 1993,
    Kelly's workers shifted their attention to keeping the T-38 jet trainers
    of Air Education and Training Command ready to fly.  This workload moved
    to Kelly in the spring of 1993.
    <p>The F100 engine became a major engine workload for Kelly in the late
    1970s as <a href="javascript:imageWindow('F-16','f-16-kh.jpg',550,311)">F-16</a>s and <br><a href="javascript:imageWindow('F-15','f-15-kh.jpg',600,364)">F-15</a>s entered the Air Force inventory in increasing numbers.  Air Force officials predicted the F100 to be Kelly's largest overhaul workload since the Pratt and Whitney R4360 engine, which dominated overhaul
    activities at the base for more than a decade.  The San Antonio Air Materiel
    Area was designated as the Specialized Repair Activity for the F100 in
    1969.
    <p>The first <a href="javascript:imageWindow('F-100_Engine','f100.jpg',753,600)">F100 engine</a> arrived at the SA-ALC on August 9, 1974.  Primarily
    used as a trainer, this first engine was also used as a prototype repair
    engine to determine the adequacy of planning documents, technical data,
    tools and equipment.  Management and maintenance of the F100 is complicated
    by the unique design of the engine.  The engine is divided into five modules.
    Defective modules could be removed and replaced with spares to return the
    engine to service more rapidly.  Another unique aspect of the F100 engine
    is the "on-condition" maintenance feature.  This occurs if an inspection
    team determines that the rest of the modules are in good working order.
    Only the affected part would be overhauled and the rest of the engine would
    be left alone.  In addition, time between overhauls is measured in terms
    of cycles, or throttling up and down action, rather than flight hours.
    <p>The San Antonio Air Logistics Center also managed the new <a href="javascript:imageWindow('C-17','c-17-kh.jpg',576,431)">C-17</a>, developed by the Douglas Aircraft Company.  This advanced aircraft is a rugged, reliable,
    modern airlifter designed to meet requirements established jointly by the
    Army, Marines, and the Air Force.  The C-17 provides the United States combat
    commanders with the increased mobility to get to the battle sooner-and
    to win.  Kelly's involvement in the C-17 program was further strengthened
    when Air Force Logistics Command named it the source of repair for the
    airframe.  Logistics support responsibility for the aircraft was made virtually
    complete in March 1985 when AFLC gave SA-ALC management and repair responsibility
    for the C-17 engines, the F117.
    <p>Americans have always looked to the future, but the future of Kelly's
    involvement in space have been a "now" responsibility for more than 25
    years.  In August of 1962, SAAMA “loaned” the National Aeronautics and Space
    Administration (NASA) six aircraft - two F-102s, two TF102s and two <a href="javascript:imageWindow('T-33','t-33-kh.jpg',461,219)">T33</a>s - so the astronauts at the Houston Manned Spaceflight Center could maintain
    their flying proficiency.  Two years later, Directorate of Maintenance workers
    built three Apollo capsule trainers for NASA.  And Kelly's Directorate of
    Aerospace Fuels has supplied NASA with the required liquid propellants
    from the very beginning of the Space Administration's push into space.  
    <p>On November 16, 1973, the Directorate of Aerospace Fuels provided propellants
    support to the last of the Skylab space program launches.  In March 1979,
    the <a href="javascript:imageWindow('747+Shuttle','747-shuttle-kh.jpg',623,500)">space shuttle "Columbia" perched atop a Boeing 747</a> arrived at Kelly Air Force Base for the first time for a refueling stop on its way to Kennedy
    Space Center in Florida.  This was Kelly's most dramatic and visible participation
    in support of the space program.
    <p>Kelly is home to many other unique organizations.  On June 16, 1958,
    prime maintenance responsibility for all items within the Air Force's Nuclear
    Weapons Program were assigned to SAAMA.  The <a href="javascript:imageWindow('Bldg_1420','bldg1420.jpg',500,333)">Directorate of Special Weapons</a>
    remains the only logistical nuclear ordnance manager in the Air Force.
    It managed all United States Air Force nuclear weapon equipment such as
    missile re-entry systems, warheads, bomb arming and fusing devices, tools,
    and tests handling and training equipment.
  • <number>
  • <number>
  • 5th world feb2006_smu_v1.0

    1. 1. NOSE
    2. 2. Vienna University of Technology Players operate track switches and adjusting the speed of virtual trains to prevent virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg
    3. 3. Equivalent to 17-inch SVGA display at arm’s length
    4. 4. 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.
    5. 5. Emergence of new realities.
    6. 6. Improved Target Acquisition System Trainer
    7. 7. Time to Market
    8. 8. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
    9. 9. What innovations are flowing from gamers and the game industry?
    10. 10. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors.
    11. 11. How are consumer-producers impacting the game industry? Example: CounterStrike™ Modder: An individual who modifies the content and context of games to create new innovation.
    12. 12. CounterStrike™
    13. 13. • In 2002 there were over 30,000 Counter- Strike servers • Second place was Unreal Tournament with about 9,800 • In 2004, GameSpy over 85,000 players playing Counter-Strike at any point in time • In 2004 accounted for almost 70 percent of the online FPS audience. • Over 4.5 billion minutes of playing time each month, making it the most popular online FPS in history.
    14. 14. Games for… Games for Health Serious Games Games for Change Learning Games
    15. 15. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
    16. 16. Created by André Dirk Knuckles in China Land
    17. 17. KICL.info Contains all the characters from the Hiragana and Katakana syllabries, over 6000 Kanji characters, and hundreds of Japanese, Indonesian, & German words. Includes Vocabulary Editor with input for non- Latin characters. Created by André Dirk Knuckles in China Land
    18. 18. USC ISI and Tactical Language Training (ITSEC 2005)
    19. 19. NETC – 24 Blue (ITSEC 2005)
    20. 20. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
    21. 21. Player is Incident Commander or subordinate crisis responder. Responds to events with choices that should mirror Department of Justice NICS doctrine. • Tactical Map set in player’s home county • ICS “hints” throughout gameplay • Coordination and communication required for success • Full-scale training is unaffordable for small jurisdictions* • Permits widespread distribution to many users* *88% of all jurisdictions are considered to be small. Incident Commander Recommendation: Emphasize human-to- human computer mediated communication, interaction and learning.
    22. 22. Virtual U models the attitudes and behaviors of the academic community in five major areas of higher education anagement: • Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; • Faculty, course, and student scheduling issues; • Admissions standards, university prestige, and student enrollment; • Student housing, classrooms, and all other facilities; and • Performance indicators. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
    23. 23. Virtual-u.org
    24. 24. food-force.com Produced by the United Nations' World Food Programme, Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
    25. 25. Food-force.com
    26. 26. GlucoboyThe video game that runs on blood.
    27. 27. Games for… Games for Health Serious Games Games for Change Learning Games
    28. 28. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
    29. 29. What is the 5th World?
    30. 30. The other side of the digital divide.
    31. 31. The Other Side of the Digital Divide Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
    32. 32. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
    33. 33. Female, 4, 8% Male, 46, 92% Average Age Respondent 15 Avg. Age Start Playing Games 5 Avg. Hours of Play Per Week 24 % Mod’ers 34% Average Hours Mod'ing Per Wk. 5 Average Age Start Mod'ing 12 50 Game Camp Respondents to Date
    34. 34. Science MOD MOD’ing MOD’er Art SKIN SKIN’ing SKIN’er
    35. 35. Why do you modify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
    36. 36. Math Engineering TechScience What are they learning? ?
    37. 37. Math Engineering TechScience ARTS What are they learning?
    38. 38. Math Engineering TechScience TEAMS What are they learning?
    39. 39. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
    40. 40. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser’s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
    41. 41. What is the impact of gaming on human behavior, thinking and learning? • Benefits similar to bilingualism in exercising the mind (Ryerson University, Canada, Global Mail, 2006) • Increased situational awareness (University of Rochester Study in Clark 2005) • Improved pattern recognition and spatial processing abilities (UCLA Prof. Patricia Marks Greenfield in Clark 2005) • Improved inductive reasoning, users “learn by doing” (Prof. Sherry Turkle, MIT in in Clark 2005)
    42. 42. Burgeoning realm of academic study? • Transformation of media space and culture • Impact to human communication, organization, learning, behavior… • Mathematics, modeling and systems architecture. • Modeling human-human, human-machine and machine-machine interactions and behavior in large distributed systems. • Application of simulation and gaming techniques, technologies, systems and processes to non-entertainment fields.
    43. 43. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
    44. 44. Neuro Evolved Robotic Operatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bryant, Perry, Patterson, Gold, Thibault, Miikkulainen IC2 Institute: NERO Game Builder – AI for Sensors
    45. 45. Sys Admin
    46. 46. http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html  BACK FLIP C4 Operations Centers Air Land Sea Space Cyber
    47. 47. REMIXING – Constructive media remixing TEAMS – Transdisciplinary communities of practice. SWARMING – Network socialization and learning (communal). GROUP – Global Generation? 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World = Digital Divide
    48. 48. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
    49. 49. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
    50. 50. The toys we play with as children!
    51. 51. This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
    52. 52. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
    53. 53. Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer A. Gold, IC2 Institute, UT Austin, Forthcoming
    54. 54. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming
    55. 55. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
    56. 56. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
    57. 57. Project #1: XXX xxx
    58. 58. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO What is the impact of S&T Convergence to education?
    59. 59. Transdisciplinarity
    60. 60. Chemistry Engineering BiologyPhysics Educational Convergence Informatics
    61. 61. Transdisciplinarity • Creating new knowledge, processes and systems. • Structurally converging knowledge, processes and systems. • Integrating learning, working and problem solving. • Engaging real world needs and problems.
    62. 62. Psychology Cognitive Science Human Factors Usability X Art, Design, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics Transdisciplinary Gaming Design
    63. 63. Psychology Cognitive Science Human Factors Usability STEM ED Art, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics DESIGN Transdisciplinary Gaming
    64. 64. 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
    65. 65. Project #1: XXX xxx
    66. 66. Math Engineering TechScience STEM
    67. 67. Math Engineering TechScience ARTS
    68. 68. Math Engineering TechScience TEAMS
    69. 69. GAME TEAMS Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder TEAMS Educational Pull
    70. 70. Project #1: First Flight Workforce Attrition & Minority Aviators
    71. 71. First Flight 3 of 6 Dave Kenny
    72. 72. Project #2: OTRONICON Orlando Science and Technology Museum. Executive Producer: Jud French Sponsor: Local DoD, entertainment and defense contractor base.
    73. 73. Project #3: TEAMS Workforce Initiative Workforce Attrition. Emerging Technology. ID Educational Solutions. Sponsor: None. Informal Collaboration.
    74. 74. Population: 1.4MM Growth: 1200/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 ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets.
    75. 75. 4 Education - Use extracurricular competitions to engage students and teachers in transdisciplinary learning and action.
    76. 76. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
    77. 77. spaceTEAMS San Antonio,TX Middle School
    78. 78. FREE if you have a team of 8 middle or high school girls…
    79. 79. US First-EISD Andrew Schuetze San Antonio,TX High School
    80. 80. spaceTEAMS San Antonio,TX Middle School Like football or volleyball but academic.
    81. 81. Education 5 - Connect history, career exploration and academic planning
    82. 82. spaceTEAMS San Antonio,TX Middle School
    83. 83. Education 6 - Focus on Hispanic and African American STEM legacy.
    84. 84. Technicians Technologists PhDs Rise of the Hispanic Middle Class ”Mayor” -- Nelson
    85. 85. Education 7 - Complete the K-PhD Pipeline and focus on stratified education and careers.
    86. 86. ITSA Greg White, UTSA: ”K-PhD”
    87. 87. ITSA Greg White, UTSA: ”K-PhD” PipelineStartyounger! TEAMS Northwest Vista College, San Antonio
    88. 88. April 9-13, 2006 30th ACM International Collegiate Programming Contest World Championship The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University

    ×