0
Pandora’s X-Box:
Virtual Worlds, Video
Games and Mixed
Reality
Jim Brazell, Jim.brazell@ventureramp.com
http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg
NECC
2004
U.S. education market is...
Millennial Classroom
Digital Natives
Digital Immigrants
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Ae...
21st
Century Learning Capability
MS Flight Simulator 10
Procedural
Fidelity
Virtual-Physical World
Visual Fidelity
Procedural
Fidelity
Visual and Procedural Fidelity
Dissemination
Systems Evolution
Integration
Forecasting.TSTC.edu
Brigade /
Battalion
Digital WarriorDigital Warrior
Brigade /
Battalion
Corp/Division Corp/Division
JTF/JFLCC
The Army Game
Project, Creating the
Artifact of War, Tero
Pasanen, Master´s
Thesis
UNIVERSITY OF
JYVÄSKYLÄ,
Department of ...
Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr,
and Hezbollah´s Special Force...
The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master´s Thesis
UNIVERSITY OF JYVÄSKYLÄ, Department of ...
Improved Target Acquisition System Trainer
First Person &
Fidelity
entertainment-military-
industrial complex
Arts, A/V
Communications and
Technology + STEM +
IT + HSI
Games for
learning,
health…
Games for
entertainment
Movement of games to
domains other than
entertainment
Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for de...
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Mar 26, 2014
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
Global voices in mixed media
Expressing ideas without violence
Religions of the future are
discussed
Dissemination
Systems Evolution
Integration
What is the
Message?
Vienna University of Technology
Players operate track switches and adjusting the
speed of virtual trains to prevent virtua...
Vienna University of Technology
Players operate track switches and adjusting the
speed of virtual trains to prevent virtua...
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
NOKIA
Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to prov...
Games
represent the
emergence of
new realities…
A new relationship
between humans
and machines.
MindBall
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
65
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
66
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes....
Dissemination
Systems Evolution
Integration
Evolution from
edge to core…
Educational
institutions need to
transform
organizational
systems and
instructional
practices to take
greater advantage of...
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to design...
Source: Brazell, IC2
Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi,
Clementine Klein d, Judith Klein-S...
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to design...
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstrac...
Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
Digital ARTS
Creation of
new
knowledge,
processes,
systems, tools
and
environments.
Game Building is Transdisciplinary
Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
langua...
Game
Builders
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
spaceTEAMS
San Antonio,TX
Middle School
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
tec...
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
Gaming Robotics
Liberal Arts
IT-ART
University
Mechatronics-ENG
K-12 Informal
Feeders
CTC
K-12 Formal
Pathways
TEAMS
Texas
CACI
Northrop
Grumman
Lockheed
Martin
General
Electric
Pratt &
Whitney
Chromalloy
Proxtronics
Veridian
Mitre
OnBoard
Soft
...
“spaceTEAMS can return
San Antonio to the path of
human development and
space exploration making it
in the realm of possib...
Dissemination
Systems Evolution
Integration
Millennial Digital Natives
Millennial Classroom
Hey teacher!
Can you make the shift?
AVA
Pandora’s X-Box:
Virtual Worlds, Video
Games and Mixed
Reality
Jim Brazell, Jim.brazell@ventureramp.com
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them ...
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Innovation is a function of moving
beyond the disciplines, solving real
world problems and integrating
theory and applied ...
Math Engineering
TechScience
ARTS
MSG&T
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Da Vinci Minds
©numedeon,inc.2004
SPACE STATION
Dr. Jim Bower
2000
First Flight 3 of 6
Dave Kenny
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
the building – the digital boards
a main attraction:
Digital Media is the Cornerstone of
arts and science integration
Planetariet
planetarium – 60 seats
- a starprosjector
- a multimediaprosjector
main attraction: (astrophysics and space)
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Games aetc v2.0
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  • Cybernetics is a theory of the communication and control of regulatory feedback. The term cybernetics stems from the Greek kybernetes (meaning steersman, governor, pilot, or rudder). Cybernetics is the discipline that studies communication and control in living beings and in the machines built by humans.
    A more philosophical definition, suggested in 1958 by Louis Couffignal, one of the pioneers of cybernetics in the 1930s, considers cybernetics as "the art of assuring efficiency of action" (see external links for reference).
  • 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".
  • Workforce Knowledge and Skill Mergers
    1. Skilled (Blue)-Professional (White)
    2. Mecha-Computers-Electronics
    3. Engineering-Technical-Scientific
    K-12 Mergers
    1. CTE-Gen acad-Arts
    2. Applied, theoretical, contextual
    3. K-12-CTC-University-Industry
    4. Technical-Engineering-Scientific
    TSTC Strategic Mergers
    IT-Mecha-Graphics and all programsa almost
  • Vitruvian Man
  • Vitruvian Man
  • Vitruvian Man
  • Whyville has its own system of self governance
  • Transcript of "Games aetc v2.0"

    1. 1. Pandora’s X-Box: Virtual Worlds, Video Games and Mixed Reality Jim Brazell, Jim.brazell@ventureramp.com
    2. 2. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
    3. 3. Millennial Classroom
    4. 4. Digital Natives
    5. 5. Digital Immigrants
    6. 6. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
    7. 7. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
    8. 8. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
    9. 9. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
    10. 10. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
    11. 11. 21st Century Learning Capability
    12. 12. MS Flight Simulator 10
    13. 13. Procedural Fidelity
    14. 14. Virtual-Physical World
    15. 15. Visual Fidelity
    16. 16. Procedural Fidelity
    17. 17. Visual and Procedural Fidelity
    18. 18. Dissemination Systems Evolution Integration
    19. 19. Forecasting.TSTC.edu
    20. 20. Brigade / Battalion Digital WarriorDigital Warrior Brigade / Battalion Corp/Division Corp/Division JTF/JFLCC
    21. 21. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master´s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
    22. 22. 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
    23. 23. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master´s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
    24. 24. Improved Target Acquisition System Trainer First Person & Fidelity
    25. 25. entertainment-military- industrial complex
    26. 26. Arts, A/V Communications and Technology + STEM + IT + HSI
    27. 27. Games for learning, health… Games for entertainment Movement of games to domains other than entertainment
    28. 28. Mass Casualty Triage Rapid physical assessment of key physiologic conditions Provides objective & systematic method for determining patient acuity Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
    29. 29. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
    30. 30. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
    31. 31. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
    32. 32. Mar 26, 2014
    33. 33. USC ISI and Tactical Language Training (ITSEC 2005)
    34. 34. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
    35. 35. $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 MS&GModeling, Simulation & Gaming (MS&G)
    36. 36. Global voices in mixed media
    37. 37. Expressing ideas without violence
    38. 38. Religions of the future are discussed
    39. 39. Dissemination Systems Evolution Integration
    40. 40. What is the Message?
    41. 41. 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
    42. 42. 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
    43. 43. http://geeklit.blogspot.com/2007_03_01_archive.html Nokia Research Center, Helsinki Finland in MIT Technology Review NOKIA
    44. 44. 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.
    45. 45. Games represent the emergence of new realities…
    46. 46. A new relationship between humans and machines.
    47. 47. MindBall
    48. 48. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
    49. 49. 65 Demo! Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
    50. 50. 66 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
    51. 51. Dissemination Systems Evolution Integration
    52. 52. Evolution from edge to core…
    53. 53. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
    54. 54. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
    55. 55. 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.ed BIOSIM 1.0
    56. 56. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
    57. 57. Different rooms for learning styles Group work Reflective observation Active experimentation GC: Palestine Lecture Abstract concepts Concrete experiences •Kolb’s cycle covered with different teaching forms in the course. • The teacher is crucial to facilitate a full learning experience. Empirical study
    58. 58. Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc. Digital ARTS
    59. 59. Creation of new knowledge, processes, systems, tools and environments. Game Building is Transdisciplinary
    60. 60. Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language.
    61. 61. Game Builders
    62. 62. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
    63. 63. $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 MST&G
    64. 64. spaceTEAMS San Antonio,TX Middle School
    65. 65. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
    66. 66. US First-EISD Andrew Schuetze San Antonio,TX High School
    67. 67. Gaming Robotics Liberal Arts IT-ART University Mechatronics-ENG K-12 Informal Feeders CTC K-12 Formal Pathways TEAMS
    68. 68. Texas
    69. 69. CACI Northrop Grumman Lockheed Martin General Electric Pratt & Whitney Chromalloy Proxtronics Veridian Mitre OnBoard Soft Secure INFO dNovus Frontline Systems Karta Secure LOGIX Titan Adtech Digital Defense Denim Group 20101910
    70. 70. “spaceTEAMS can return San Antonio to the path of human development and space exploration making it in the realm of possibility that the first person to walk on Mars will be from San Antonio.” --General Robert F. McDermott and Dr. Francis “Duke” Kane
    71. 71. Dissemination Systems Evolution Integration
    72. 72. Millennial Digital Natives
    73. 73. Millennial Classroom
    74. 74. Hey teacher! Can you make the shift?
    75. 75. AVA
    76. 76. Pandora’s X-Box: Virtual Worlds, Video Games and Mixed Reality Jim Brazell, Jim.brazell@ventureramp.com
    77. 77. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
    78. 78. Engineering Design: Georgia-Michigan-Texas Dassault Systems
    79. 79. $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 MS&GModeling, Simulation & Gaming (MS&G)
    80. 80. Scientist Engineer Technologist Technician Artist Architect Industrial Designer Electronic Artist
    81. 81. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
    82. 82. Innovation is a function of moving 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.
    83. 83. Math Engineering TechScience ARTS MSG&T
    84. 84. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg Da Vinci Minds
    85. 85. ©numedeon,inc.2004 SPACE STATION Dr. Jim Bower 2000
    86. 86. First Flight 3 of 6 Dave Kenny
    87. 87. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
    88. 88. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
    89. 89. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
    90. 90. the building – the digital boards a main attraction:
    91. 91. Digital Media is the Cornerstone of arts and science integration
    92. 92. Planetariet planetarium – 60 seats - a starprosjector - a multimediaprosjector main attraction: (astrophysics and space)
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