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  • 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".
  • The goal of the Smart Dust project is to build a self-contained, millimeter-scale sensing and communication platform for a massively distributed sensor network.  This device will be around the size of a grain of sand and will contain sensors, computational ability, bi-directional wireless communications, and a power supply, while being inexpensive enough to deploy by the hundreds.  The science and engineering goal of the project is to build a complete, complex system in a tiny volume using state-of-the art technologies (as opposed to futuristic technologies), which will require evolutionary and revolutionary advances in integration, miniaturization, and energy management.  We forsee many applications for this technology:
    Weather/seismological monitoring on Mars
    Internal spacecraft monitoring
    Land/space comm. networks
    Chemical/biological sensors
    Weapons stockpile monitoring
    Defense-related sensor networks
    Inventory Control
    Product quality monitoring
    Smart office spaces
    Sports - sailing, balls
    For more information, see the main Smart Dust page at http://robotics.eecs.berkeley.edu/~pister/SmartDust and read our publications (see navigation button above).
    Brief description of the operation of the mote:
    The Smart Dust mote is run by a microcontroller that not only determines the tasks performed by the mote, but controls power to the various components of the system to conserve energy. Periodically the microcontroller gets a reading from one of the sensors, which measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure, processes the data, and stores it in memory. It also occasionally turns on the optical receiver to see if anyone is trying to communicate with it. This communication may include new programs or messages from other motes. In response to a message or upon its own initiative the microcontroller will use the corner cube retroreflector or laser to transmit sensor data or a message to a base station or another mote.
    Longer description of the operation of the mote:
    The primary constraint in the design of the Smart Dust motes is volume, which in turn puts a severe constraint on energy since we do not have much room for batteries or large solar cells. Thus, the motes must operate efficiently and conserve energy whenever possible. Most of the time, the majority of the mote is powered off with only a clock and a few timers running. When a timer expires, it powers up a part of the mote to carry out a job, then powers off. A few of the timers control the sensors that measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure. When one of these timers expires, it powers up the corresponding sensor, takes a sample, and converts it to a digital word. If the data is interesting, it may either be stored directly in the SRAM or the microcontroller is powered up to perform more complex operations with it. When this task is complete, everything is again powered down and the timer begins counting again.
    Another timer controls the receiver. When that timer expires, the receiver powers up and looks for an incoming packet. If it doesn't see one after a certain length of time, it is powered down again. The mote can receive several types of packets, including ones that are new program code that is stored in the program memory. This allows the user to change the behavior of the mote remotely. Packets may also include messages from the base station or other motes. When one of these is received, the microcontroller is powered up and used to interpret the contents of the message. The message may tell the mote to do something in particular, or it may be a message that is just being passed from one mote to another on its way to a particular destination. In response to a message or to another timer expiring, the microcontroller will assemble a packet containing sensor data or a message and transmit it using either the corner cube retroreflector or the laser diode, depending on which it has. The corner cube retroreflector transmits information just by moving a mirror and thus changing the reflection of a laser beam from the base station. This technique is substantially more energy efficient than actually generating some radiation. With the laser diode and a set of beam scanning mirrors, we can transmit data in any direction desired, allowing the mote to communicate with other Smart Dust motes.
  • Anti depressant, AIDS and Parkinsons dry mouth effects speech and sleepDentist and engineer
  • http://www.robotdirectory.org/pics/cakemonster/Nano-Scoop3.jpg
  • 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.
  • 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.
  • The Middle East is far away. This is your chance to get closer. Play a young journalist that has just arrived in Israel, and shape the region's future in a peaceful direction. You must complete your assignment at all cost navigating between Palestinians and Israeli sources to get your article. Will you be able to stay objective and maintain trust on both sides as the conflict escalates. What happens when people become much more than just your sources... While playing the game as a student or player you will learn about the conflict. You will engage with real personal stories seeing the conflicts from different perspectives and experience why the Israeli-Palestinian conflict just won't go away. The game will have extensive support for educational use with features like encyclopedia, primary sources, assessment and teacher's manual.
  • http://www.robotdirectory.org/pics/cakemonster/Nano-Scoop3.jpg
  • ., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
  • http://www.robotdirectory.org/pics/cakemonster/Nano-Scoop3.jpg
  • More than 25 million AMR units installed on gas (21 percent), water (11 percent), and electric utility (16 percent) meters. 9 million units shipped in 2002 with a total meter market of 200 million units yet to be changed out to AMR (Jackson, 2004, p. 1).
    A California study indicates that peak-rate usage can be shaved by 20 percent if utilities used Automated Meter Reading (ARM) for accurate pricing information--each megawatt of reduction can equate to $400,000 in savings per year (Jackson, 2004, p. 1) saving California utilities and consumers at least $5 billion a year.
  • Wireless M2M sensor networks and process control systems are expected to be areas of significant growth. Demand for Radio Frequency (RF) Modules used for industrial monitoring and control was approximately 1.9 million units in 2004 and is expected to climb to 165 million units in 2010 (Legg, 2004, p.1).
    Market research firm Frost & Sullivan has projected the industrial wireless sensors market to move from $24 million in 2001 to over $100 million in annual sales in 2008 (Donoho, 2002, p. 1). Further, “the market for Supervisory Control and Data Acquisition (SCADA) systems are projected to grow from $3.1 billion in 2004 to over $4 billion by 2007. As most M2M networks lack adequate security, the SCADA security software market is expected to grow by 50% annually through 2007” (Kuykendall, 2004, p. 1).
  • The current deployment of wireless instruments for SHM is very limited; however, the market potential is very large. The civil infrastructure of the US includes nearly 80 billion square feet of commercial and government facilities and buildings, and more than 100 billion square feet of dams and bridges. Most of these assets are exposed and sparsely monitored for rapid and reliable assessment of vulnerabilities and detection of damage (Sensametrics, 2003, p. 1).
    Rehabilitation, renewal, replacement and maintenance of this infrastructure is estimated to require expenditures of at least one trillion dollars nationwide (Elgamal, et al, n.d., p. 1). Sensametrics has calculated the aggregate market potential to be $50 billion” (Technology Ventures Corporation, n.d., p. 1).
  • http://www.robotdirectory.org/pics/cakemonster/Nano-Scoop3.jpg
  • Online List Details 200+ First Generation Nano Products Available Today on Store Shelves and via Internet WASHINGTON, March 10 /PRNewswire/ -- The Project on Emerging Nanotechnologies at the Woodrow Wilson International Center for Scholars today launched The Nanotechnology Consumer Products Inventory. This is the first and only publicly accessible online inventory of nanotechnology consumer products. The inventory currently contains information on 212 manufacturer-identified nano products. This far exceeds the existing federal government-accepted estimate of approximately 80 consumer products. The inventory can be accessed at no cost online at http://www.nanotechproject.org/consumerproducts. The inventory furthers the Project on Emerging Nanotechnology's mission to encourage discussion about nanotechnology's benefits and its promise, as well as its safety and environmental impacts. Currently, the searchable database catalogs consumer products using nanotechnology or containing nano materials - - from sunscreens to refrigerators and cultured diamonds. While not complete, it is the most comprehensive repository of nanotechnology consumer products available to the public, policymakers, and industry. "We are at the vanguard of discovering the endless benefits of nanotechnology for applications like targeted cancer treatments and more efficient solar cells. With this inventory, we also are learning that this technology is already being incorporated into our daily lives. It's on store shelves and being sold in every part of the world," said David Rejeski, director of the Project on Emerging Nanotechnologies, which is supported by The Pew Charitable Trusts. Until now, there was no known broad list of specific products using or containing nanotechnology that was readily accessible to consumers, retailers, researchers, and the media. The U.S. government relies on data compiled by EmTech Research regarding how nanotechnology is marketed and used commercially. The Project's inventory was developed in response to consumer interest in nanotechnology and its commercial uses. It provides the public with a first look at the vast array of acknowledged products companies are currently making available to shoppers. Findings Beginning in 2005, the Project began compiling products and materials containing nanotechnology from around the globe for inclusion in the consumer inventory. Entry to the list is based primarily on online, English language information provided by the product manufacturers. It does not include nanotechnology consumer products which companies have not identified as such. With these caveats, notable findings from the data in the inventory include: * Health and fitness is the most robust category in the inventory, with 125 products to-date, everything from face creams to hockey sticks. Electronics and computers make up the second largest category with 30 products, followed by the home and garden category; * Within the health and fitness category, clothing -- such as stain- resistant shirts, pants and neckties -- constitutes the largest sub- category with 34 products, followed closely by sporting goods (33 products) and cosmetics (31 products); * The U.S. is the overwhelming leader in consumer nanotechnology product development with 126; East Asia and Europe follow with 42 and 35 nano products respectively; and * Nanoengineered carbon is the most common material used in the nano products included within the inventory, followed by silver and silica. "Nanotechnology's potential is vast and it's real. The opportunity for nanotechnology ranges from improving Olympic sports equipment to discovering better treatments for Alzheimer's disease," said Andrew Maynard, science advisor of the Project on Emerging Nanotechnologies. "But our ability to reap the long-term benefits of nanotechnology -- in areas from energy production to medicine -- will depend on how well industry and government manage the safety and performance of this first generation of products." About Nanotechnology Nanotechnology is the ability to measure, see, manipulate and manufacture things usually between 1 and 100 nanometers. A nanometer is one billionth of a meter; a human hair is roughly 100,000 nanometers wide. The National Science Foundation predicts that the global marketplace for goods and services using nanotechnologies will grow to $1 trillion by 2015. The U.S. invests approximately $3 billion annually in nanotechnology research and development, which accounts for approximately one-third of the total public and private sector investments worldwide. Inventory Data Every item contained in the inventory is manufacturer-identified. Any statements, claims and views expressed by a manufacturer or third-party contained in this inventory are solely those of the party making the statement or claim. Product details include: the product name, company/manufacturer or supplier information, country of origin, and category or subcategory, as well as a product photograph and description, hyperlink to the product website and the date that the product was added to the index. Products are grouped according to categories based loosely on publicly available consumer product classification systems, which include health and fitness, electronics and computers, home and garden, food and beverage, automotive, appliances and children's goods. The inventory also uses sub- categories. For example, paint is a sub-category labeled under the home and garden main category. The inventory will be updated regularly as new information is available. Users are encouraged to submit new product information for consideration to nano@wilsoncenter.org. Special Launch Event and Webcast The Center will formally release the Nanotechnology Consumer Products Inventory at a special launch event today from 2:00 - 3:00 p.m. EST at the Woodrow Wilson International Center for Scholars, located at 1300 Pennsylvania Avenue, N.W., Washington, D.C., 5th floor conference room. The event will be webcast live at http://www.wilsoncenter.org/nano. High resolution photos of products in the nanotechnology consumer products inventory are available to the media at ftp://wwicsftp.wilsoncenter.org Username: WWICSFtp Password: p+F$c1WW. Questions regarding photos should be directed to Alex Parlini: [email_address] or (202) 691-4282. The Project on Emerging Nanotechnologies is an initiative launched by the Wilson Center and The Pew Charitable Trusts in 2005. It is dedicated to helping business, government and the public anticipate and manage possible health and environmental implications of nanotechnology. For more information about the project, log on to http://www.nanotechproject.org. Contact: Debra Masters Phone: (202) 326-1821 [email_address] Julia A. Moore Phone: (202) 691-4025 [email_address] SOURCE Woodrow Wilson International Center for ScholarsWeb Site: http://www.wilsoncenter.orghttp://www.nanotechproject.org
  • The Age of Spiritual Machines – When Computers Exceed Human Intelligence
    The Singularity Is Near : When Humans Transcend Biology
  • ., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
  • Computer Forensics
    Salaries $45,000 - $65,000
    MEMS
    Salaries $35,000 - $45,000
    Hybrd $25,000
    ADM
    $40,000 - $50,000
  • Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
  • Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
  • ., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
  • 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.”
  • 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.
  • Whyville has its own system of self governance
  • Whyville has its own system of self governance
  • And of course, they use their clams to decorate their face. What you manage to do with your face is a real status symbol in Whyville.
    When you start out, you have what’s called a newbie face, and as you accumulate more wealth and know-how, your face shows it.
    0, 20, 50, 80, 100 clams in salary
    5, 30, 100, 400, 1000 visits
    It’s not only about looks, it’s really says many things about you: how many clams you’ve earned, how long you’ve been on Whyville, how much time you’ve spent on Whyville, how well you know the ins and outs of the site.
  • ., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
  • 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).

Transcript

  • 1. The Age of Science Nonfiction Jim Brazell – jim@ventureRAMP.com
  • 2. What is this?
  • 3. TERAFLOP SUPER COMPUTER for $300!
  • 4. What is the average age of all video gamers in US?
  • 5. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  • 6. What percent female and male?
  • 7. Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
  • 8. Each major period in history takes its character from the medium of communication used most widely at the time.
  • 9. “The medium is the message”
  • 10. What is the message?
  • 11. NOSE
  • 12. 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
  • 13. What is the message?
  • 14. 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.
  • 15. Improved Target Acquisition System Trainer
  • 16. On October 19, 2006, participants gathered on NMC Campus to be part of the live webcast of the MacArthur Foundations announcement of their $50 million investment in digital learning.
  • 17. What is the message?
  • 18. Video games are leading us to new affective and cognitive domains… A new relationship between humans and machines.
  • 19. http://www.adidas.com/campaigns/adidas_1/content/downloads/adidas_1- wp_02_1280_1024.jpg http://www.adidasprlookbook.com/adidas1/index.asp • 1,000th of a second sensor measures gap between heel and a magnet • 20-MHz microcontroller measures changes in compression • Motor spins at 4000 rpm turns a screw loosens cable • Environmentally and operator adaptive shoe sole What is the message?
  • 20. http://www.msnbc.msn.com/id/7643818/ I am a wearable robot.
  • 21. What is the message?
  • 22. http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/ Berkeley’s Golem Dust 11.7 mm3 total circumscribed volume ~4.8 mm3 total displaced volume Berkeley’s Deputy Dust 6.6 mm3 total circumscribed volume 4th Gen 11.7 mm3 6.6 mm3
  • 23. MIT Tech Review, 2005 Sensors Physical Chemical Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16 Actuators Physical Chemical Biological PhiloMetron™ 4th GEN
  • 24. Integrates sensors, batteries, a control chip, and an RF transmitter in a 35mm-long housing. Lab-in-a-Pill http://www.olympus.co.jp/en/news/2004b/nr041130capsle.cfm University of Glasgow Capsule Endoscope Examine the lining of the middle part of your gastrointestinal tract, which includes the three portions of the small intestine (duodenum, jejunum, ileum). 4th GEN
  • 25. MIT Technology Review, January, 2005 4th GEN
  • 26. Micro-robotics team and biologists at Tsukuba University Source: The Guardian Date: 2 May 2002 State University of New York (Suny) "Go go gadget: With a remote control sensor hotwired to its central nervous system, developments like the "roborat," created at SUNY's Downstate Medical Center, herald the coming of the biotronic age. What is the message?
  • 27. We need to think beyond these. v v
  • 28. Nanobionics: What is the message? Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm  Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  • 29. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  • 30. How does this new technological revolution compare to the information age? How is it different? What would you label this Age? _______ AGE
  • 31. By routing signals from helmet-mounted cameras, sonar and other equipment through the tongue to the brain, they hope to give elite soldiers superhuman senses similar to owls, snakes and fish…. Researchers at the Florida Institute for Human and Machine Cognition envision their work giving Army Rangers 360-degree unobstructed vision at night and allowing Navy SEALs to sense sonar in their heads while maintaining normal vision underwater -- turning sci-fi into reality. Brain Port: Warriors of the future will 'taste' battlefieldCNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
  • 32. The Age of Science Nonfiction
  • 33. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  • 34. TERAFLOP SUPER COMPUTER for $300!
  • 35. Games for… Games for Health Serious Games Games for Change Learning Games
  • 36. DMC Lab Project: Medical Leadership Trainer - Scenario Authoring Engine “Joe Medic” UT Austin DMC and Fort Sam Houston AMED NCO Academy
  • 37. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  • 38. 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
  • 39. Virtual-u.org
  • 40. 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.
  • 41. Whyville.net
  • 42. 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.
  • 43. Food-force.com
  • 44. seriousgames.dk
  • 45. http://www.hopelab.org/remission.html
  • 46. 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
  • 47. Serious Games
  • 48. http://www.msnbc.msn.com/id/7643818/ I am a wearable robot.
  • 49. We need to think beyond these. v v
  • 50. MIT Tech Review, 2005 This is a ROBOT http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
  • 51. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  • 52. Micro robots are embedded everywhere today.
  • 53. The Prius has so much electronics, you can not even add a stereo after you buy it because of all of the wiring… http://www.toyota.com/prius/index.html?s_van=GM_TN_HYBRID_PRIUS
  • 54. PRIUS+ team: we built the first PRIUS+ conversion Sept 11-22, 2004, starting with a low-cost lead-acid battery pack. Pictured are (L-R) Ron Gremban, Felix Kramer, Marc Geller, Kevin Lyons, Andrew Lawton. See About CalCars for names of those who helped but are not pictured.
  • 55. http://www.calcars.org/photos.html
  • 56. Energy-CHP
  • 57. Utilities A California study indicates that peak-rate usage can be shaved by 20 percent if utilities used Automated Meter Reading (ARM) for accurate pricing information--each megawatt of reduction can equate to $400,000 in savings per year (Jackson, 2004, p. 1) saving California utilities and consumers at least $5 billion a year. http://www.utilitiesproject.com/documents.asp?grID=85&d_ID=2402 More than 25 million AMR units installed on gas (21 percent), water (11 percent), and electric utility (16 percent) meters. 200 million units yet to be changed out to AMR (Jackson, 2004).
  • 58. Security and Process Control SCADA $3.1 B (2004) to over $4 B (2007). SCADA security software to grow by 50% annually through 2007 (Kuykendall, 2004). RF Modules 1.9 MM units (2004) to climb to 165 MM units (2010) (Legg, 2004). Industrial wireless sensors $24 MM (2001) over $100 MM (2008) (Donoho, 2002). NovusEDGE Armida DevicePoint
  • 59. Construction Patent thin-nickel-strip magneto-strictive sensor (MsS™). Applicable to airplanes, ships, plants, pipelines and bridges. US 80 billion square feet of commercial and government facilities and buildings, and more than 100 billion square feet of dams and bridges (Sensametrics, 2003). One trillion dollar market (Elgamal). http://www.swri.org/3pubs/ttoday/fall03/Future.htm SwRI MsS™ http://www.swri.edu/3pubs/IRD2002/14-9285.htm
  • 60. Home Technology
  • 61. Implantable robots.
  • 62. Toys and Appliances
  • 63. Source: Harbor Research, 2003 M2MMARKETS
  • 64. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  • 65. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  • 66. We live in a constructionist world which is open to design. The world is extensible.
  • 67. http://www.nanotechproject.org Project on Emerging Nanotechnologies at the Woodrow Wilson International Center for Scholars
  • 68. www.kurzweilai.net/.../ SIN_headshot_highres.html “An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense ‘intuitive linear’ view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate)… because we're doubling the rate of progress every decade, we'll see a century of progress--at today's rate--in only 25 calendar years.” Kurzweil, KurzweilAI.net, March 7, 2001.
  • 69. We need to realize that this is real today and it dwarfs the .com revolution economically, socially, politically and philosophically.
  • 70. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  • 71. The number of jobs requiring technical training is growing at five times the rate of other occupations. Innovate America, U.S. Council on Competitiveness
  • 72. Jobs Context
  • 73. Demand for petroleum engineers is great, with salaries to match Web Posted: 09/25/2006 10:15 PM CDT Vicki Vaughan Express-News Business Writer 1.The average age of Society of Petroleum Engineers members is 48 and we know that about 40 percent of those working in North America will be retiring in the next decade 2. A graduate with a degree in petroleum engineering can expect a starting salary of $70,000 a year Society of Petroleum Engineers' annual technical conference
  • 74. Jobs Context
  • 75. Texas Cluster Initiative - Workforce 60% of the jobs in the Texas biotechnology cluster require only an associates degree or certificate. The reality is many of the Texas Cluster’s high-tech jobs are split between requirements for community and technical college degrees and 4-year degrees. Skilled technical jobs are attainable and critically needed by industry. Dr. Mae Jemison, Chair, Biotechnology Cluster
  • 76. Navy Job Mergers
  • 77. Job Mergers – Wind Turbine Lineman Oil Field Farm Mechanic Wind Turbine Tech Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 78. Wind Turbine Tech Instrumentation Electronics Control SystemsMechanical Instrumentation Hydraulic Systems Electronics Systems Mechanical Systems Airfoils & Composites Data Communications Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 79. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  • 80. Demand for petroleum engineers is great, with salaries to match Web Posted: 09/25/2006 10:15 PM CDT Vicki Vaughan Express-News Business Writer 1. Demand is great for a mix of engineering disciplines 2. Because the industry is so high-tech- intensive, we need to attract IT-savvy people Society of Petroleum Engineers' annual technical conference
  • 81. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004 100 million jobs are going to be created in a lot of these cross-disciplinary fields Council on Competitiveness: National Innovation Initiative
  • 82. http://sfgate.com/c/pictures/2005/04/17/bu_geeks_012_db.jpg Bottom Line: We need more of these…
  • 83. Especially if I have to reboot my knee….
  • 84. $35K - $45K $25K$40K - $50K $45K - $65K
  • 85. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  • 86. • International (TIMSS) test scores show U.S. 4th graders to be 12th in the world in math; 6th in the world in science • International (TIMSS) test scores show U.S. 8th graders to be 14th in the world in math; 9th in the world in science • International (PISA) test scores show U.S. 12th graders to be 24th in the world in math; 22nd in the world in science Data from National Center for Education Statistics. In Mayo 2005, National Academies. (http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp) National Center for Education Statistics, Mayo, 2005.
  • 87. Data from National Center for Education Statistics . In Mayo 2005, National Academies. (http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp) “The longer we stay in the educational system, the worse off we are with respect to our peers.” Source: Mayo, National Academies2005
  • 88. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004 100 million jobs are going to be created in a lot of these cross-disciplinary fields Council on Competitiveness: National Innovation Initiative
  • 89. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  • 90. Program Merger: Wind Energy Instrumentation Electronics Control SystemsMechanical Instrumentation Hydraulic Systems Electronics Systems Mechanical Systems Airfoils & Composites Data Communications Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 91. Program Merger: Bio-Instrumentation Drug development Healthcare monitoring Treatment modalities Environmental contamination control Instrumentation Electronics Control SystemsBiotechnology Materials science Bioterrorism Agriculture Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 92. Program Merger: Fuel Cell Mobile – Power for Transportation Stationary – Commercial and Residential Power Portable – Miniature Batteries Combined - Renewable Energy Biomass Instrumentation Electronics Control SystemsMechanical Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 93. Program Merger: Home Technology Information Technology Electronics Control SystemsMechanical Integrated home control Computer/home network Communications Lighting and energy management Security Health Safety Entertainment Bettersworth and Brazell, TSTC, Forthcoming 2007
  • 94. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  • 95. In education, we need a __________.
  • 96. Renaissance
  • 97. Transdisciplinarity
  • 98. University of Texas at San Antonio
  • 99. NanoBionic Motors Tethered bacterium Swimming bacterium Swimming speed ~ 20-30 µm Protons flux/motor ~ 1200 proton/rev Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pW Stall torque ~ 4600 pN-nm  Nano-motor (45 nm wide)Genetic Engineering Harmless E. coli Mohamed Al-Fandi, Ph.D. Research Assistant Professor of NEMS & MEMS Dept. of Mechanical Engineering & Biomechanics University of Texas
  • 100. Chemistry Engineering BiologyPhysics Educational Convergence Computer Science
  • 101. Chemistry Engineering BiologyPhysics What is missing? Computer Science
  • 102. Business Law Fine Arts Liberal Arts Educational Convergence STEM
  • 103. 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.
  • 104. 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
  • 105. Where can we find transdisciplinary actors today?
  • 106. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
  • 107. Game Builders – 5th World’ers
  • 108. 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
  • 109. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
  • 110. US Nano Soldier FCS 2020
  • 111. UT, DMC: NERO Game Builder – AI for Sensors
  • 112. Game Operators
  • 113. 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
  • 114. How are 5th World’ers exercising 21st century learning and work skills today?
  • 115. Game Camp
  • 116. 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
  • 117. Math Engineering TechScience What are they learning? ?
  • 118. Math Engineering TechScience ARTS What are they learning?
  • 119. Math Engineering TechScience TEAMS What are they learning?
  • 120. 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 5th World
  • 121. What about the digital divide?
  • 122. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
  • 123. 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
  • 124. 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
  • 125. 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 4th World
  • 126. 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 5th World
  • 127. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  • 128. 1
  • 129. In one word
  • 130. Transdisciplinarity
  • 131. 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.
  • 132. 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
  • 133. Transdisciplinarity
  • 134. 2
  • 135. Shift from STEMTEAMS
  • 136. Math Engineering TechScience STEM
  • 137. Math Engineering TechScience ARTS
  • 138. Math Engineering TechScience TEAMS
  • 139. 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
  • 140. 3
  • 141. Embrace the medium of gaming
  • 142. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR GAMES ART SCIENCE MARKETING HUMAN RES. (HR) RECRUITING
  • 143. Socialimpactgames.com
  • 144. Texas Workforce Commission Texas Business Education Coalition UT Austin DMC
  • 145. 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.
  • 146. Whyville.net
  • 147. ©numedeon,inc.2004 SPACE STATION
  • 148. Whyville City Hall ©numedeon,inc.2004 Whyville Senators OrEoBaBy Sooner
  • 149. ©numedeon,inc.2003 0 clams 80 clams 20 clams 50 clams 100 clams Progressive Involvement
  • 150. Feb. 14- March 13, 2002 3,000 BBS postings
  • 151. NMC Video
  • 152. 4
  • 153. Where appropriate focus on game builders to build transferable skills
  • 154. squeakland.org
  • 155. delta3D.org
  • 156. alice.org
  • 157. 5
  • 158. Connect career and academic planning and exploration
  • 159. A. Gold, IC2 Institute, UT Austin, Forthcoming 1.Students have professional aspirations, but lack knowledge about how to reach professional goals. 2.Opportunities to learn about and explore careers are not available at school or accessed by the majority of students. 3.Students lack knowledge about the context and content of careers.
  • 160. 6
  • 161. Redefine Workforce Education
  • 162. SpaceTEAMS
  • 163. ITSA Greg White, UTSA: ”K-PhD”
  • 164. spaceTEAMS Video
  • 165. What are we teaching?
  • 166. Mechatronics The synergistic combination of mechanical engineering, electronics, control systems and computers. Mechanical, Aerospace, and Nuclear Engineering Departments at RPI All Contents Copyright(C) 2001 Mechatronics Lab at RPI
  • 167. Computer Science Engineering PhysicsMath Industrial Design spaceTEAMS
  • 168. http://images.autodesk.com/emea_design_center/images/4423712_FIRST-Team-342-image-1-gr.jpg 2004, US FIRST Robotics Design Winner Instructor, Kalameja, Trident Technical College, Charleston, SC, USA
  • 169. “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
  • 170. • Science and Technology • Workforce • Education • Tools and Methods The Age of Science Nonfiction
  • 171. Each major period in history takes its character from the medium of communication used most widely at the time.
  • 172. GlucoboyThe video game that runs on blood. What is this?
  • 173. GlucoboyThe video game that runs on blood. Automatic Control Systems
  • 174. Cybernetics is the discipline that studies and creates communication and control systems in living organisms and in the machines built by humans. Greek kybernetes (meaning steersman, governor, pilot, or rudder).
  • 175. Industrial Age Notion of INFO AGE Historic – Economic – Social Shift Cybernetic Age
  • 176. The Age of Science Nonfiction Jim Brazell – jim@ventureRAMP.com
  • 177. Game Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more players. It has goals, constraints, payoffs and consequences. A game is rule-guided and artificial in some respects. Finally, a game involves some aspect of competition, even if that competition is with oneself.
  • 178. Learning Game Adapted from Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to the American Educational Research Association, 8–12 April 1996, New York. …set of activities involving one or more [learners, set in an authentic context with assessment based on real world outcomes]. It has goals, constraints, payoffs and consequences. A [learning] game is rule- guided and artificial in some respects. Finally, a [learning] game involves some aspect of competition, even if that competition is with oneself.
  • 179. Games Simulations [Learning Theory] [Learning Games] Learning by Doing : A Comprehensive Guide to Simulations, Computer Games and Pedagogy in e- Learning and Other Educational Experiences, 2005 -- Clarke Aldrich
  • 180. 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).