Linucon 1.2

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Linucon 1.2

  1. 1. ―5th World: Video Games and 21st Century Science, Technology, Education, Workforce and Demography‖ Jim Brazell
  2. 2. Kurzweil’s Exponential Pace of Innovation Keystone Events Zero Time The pace of technological change ―advances (at least) exponentially‖. –Ray Kurzweil
  3. 3. Ray Kurzweil 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).‖
  4. 4. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  5. 5. S&T Convergence refers to the synergistic combination of four major provinces of science and technology, each of which is currently progressing at a rapid rate: (a) nanoscience and nanotechnology (b) bioscience and genetic engineering (c) info technology and communications (d) cognitive science and neuroscience (Roco and Bainbridge, 2002)
  6. 6. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  7. 7. Richard E. Smalley, Robert Curl and Harold Kroto won 1996 Nobel Prize in Chemistry for the discovery of a structure of carbon atoms known as a ―buckyball‖. http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
  8. 8. http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85 Pins can be added to a buckball to form an X, Y, Z coordinate system to DNA—a symmetry between fullerenes and DNA.
  9. 9. 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
  10. 10. charmedlabs.com Machine Actors ―Robots at same stage as 1978 PCs.‖ --Baylor University, Carbonara and Korpi New H2M & M2M Relations
  11. 11. MIT Tech Review, 2005 Sensors Physical Chemical Biological http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16 Actuators Physical Chemical Biological
  12. 12. NanoBionics: Technical applications of biological molecules including protein-based materials, DNA-based materials, biomineralization, cellular systems and bioelectronics. http://www.nanobionics3.de/
  13. 13. • 21st Century Science • Global Workforce & Demography • Global Education Context • Video Games • Conclusion
  14. 14. 21st Century Workforce Context • 2005, STEM Workforce Shortages include Nurses, Teachers, Aviators, Submarine Pilots and R&D Technicians, Technologists & Scientists • 2010, deficit of 10 million workers in US. 2012, 21 million new jobs (U.S. Bureau of Labor Statistics) • 2015, 43% of the current workforce will retire (Jamrog, Human Resources Institute, University of Tampa in Navarro) • 2015, deficit of 40 million workers in US
  15. 15. Boomers Generation X Generation Y 46-64 65-79 80-Present U.S. Census Bureau, Demographic Trends in the 20th Century , Census 2000 Special Reports, CENSR-4, Table 5, November 2002. 1946 20501900 1964 1980 Rate of Growth STEM Workers? Boomers, Low SES, Minority & Women. U.S. Census Bureau, "U.S. Interim Projections by Age, Sex, Race, and Hispanic Origin,“ released November 18, 2004.
  16. 16. Census Bureau Projections Thru 2100 U.S. Race/Ethnic Composition 0 50,000 100,000 150,000 200,000 250,000 2000 2010 2020 2030 2040 2050 2060 2070 2080 2090 2100 (inthousands) White Black American Indian Asian and Pacific Islander Hispanic SOURCE: U.S. Department of Commerce, Office of Technology Policy analysis of U.S Census Bureau Data, Population Projections, http://WWW.CENSUS.gov/population/www/projections/natsum-T5.html In John Sargent Senior Policy Analyst U.S. Department of Commerce Census Bureau Projects Tripling of Hispanic & Asian Populations by 2050. Non- Hispanic Whites may Drop To Half of Total Population (US Census, 2004).
  17. 17. Texas Projects 20% Population Growth (2000-2015) The White 15-to-34 age population is predicted to decrease 5 to 8 percent (increase by 2,822). The Black 15-to-34 age population is predicted to increase by 1 or 2 percent, or perhaps remain static throughout the state (increase by 143,404). The Hispanic 15-to-34 age population is predicted to increase 5.8 percent (increase by 937,599).As of 2003 Whites No Longer The Majority In Texas (US Census Bureau, 2004) Texas has the largest echo boom. (Source: Regional Plan for Texas Higher Education, 2002) Followed by UT, OK and OR.
  18. 18. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO Global Jobs Pull Council on Competitiveness: National Innovation Initiative Samuel Palmisano (CEO, IBM): The future breakthroughs are going to be in interdisciplinary cooperation -- combinations of biology, chemistry, and computational science. Roughly 100 million jobs are going to be created in a lot of these cross-disciplinary fields: bioinformatics, hydrogen fuel cells, broadband infrastructure, on and on. --Business Week: 10.11.2004
  19. 19. $35K - $45K $25K$40K - $50K $45K - $65K
  20. 20. • 21st Century Science • Global Workforce & Demography • Global Education Context • Video Games • Conclusion
  21. 21. Rates for entry into college / university , the U.S. ranks 14th* *Net Entry Rates into Tertiary Education (Type A), 2001 Source: Organization for Economic Cooperation and Development (OECD), Education at a Glance, OECD Indicators, 2003 Edition 0 10 20 30 40 50 60 70 80 New Zealand Finland Sweden Poland Australia Norway Iceland Hungary Netherlands Korea Spain United Kingdom Denmark Italy USA
  22. 22. Other nations outpace U.S. in engineering graduates. 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 180,000 200,000 220,000 240,000 China India European Union Japan Russia U.S. SKorea Taiwan # of 1st degree in Engineering / Science Source: National Science Board, “Science and Engineering Indicators – 2004”; Table 2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
  23. 23. Other nations outpace U.S. in engineering graduates. 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 180,000 200,000 220,000 240,000 China India European Union Japan Russia U.S. SKorea Taiwan # of 1st degree in Engineering / Science Source: National Science Board, “Science and Engineering Indicators – 2004”; Table 2-33. Russia, India and S Korea data from University of Texas NCR Report 2004 3 X Each
  24. 24. April 9-13, 2006 30th ACM International Collegiate Programming Contest World Championship The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University
  25. 25. Percentage of the population scoring at IALS literacy level 3 or higher on the document scale, 1994-95 53 56 62 66666767 7677 80 45 35 50 4547 49 58 52 4546 52 73 51 17 34 52 0 90 Sweden Netherlands Belgium Canada Switzerland (g) Switzerland (Fr) Germany Australia United Kingdom New Zealand Ireland United States Poland % 16-25 yrs of age 46-55 yrs of age Source: Centre for Educational Research and Innovation, Organization for Economic Cooperation and Development, Education at a Glance OECD Indicators 1998 U.S. Older Adults Have Stronger Skills Than Young Adults
  26. 26. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO Science Technology Engineering Math US Educational Push
  27. 27. US Educational Pull
  28. 28. • 21st Century Science • Global Workforce & Demography • Global Education Context • Video Games • Conclusion
  29. 29. Network Games 3276% Change $22B in 2006 EA $2.85/$500M NCSoft $125M/$50M Atoms Bits 1,000,000 Subscribers paying $10 a month --Garriott
  30. 30. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors.
  31. 31. Games for… Games for Health Serious Games Games for Change Learning Games
  32. 32. Breakaway Games Recommendation: Authentic contexts, activities, and assessment.
  33. 33. 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.
  34. 34. GlucoboyThe video game that runs on blood.
  35. 35. 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.
  36. 36. Eye Toy New HCI & HSI
  37. 37. Senses geo location for game interaction. New HCI & HSI
  38. 38. 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
  39. 39. Builder, Player & Sys Admin What are they learning?
  40. 40. Game Builders
  41. 41. Millennials Not Low Socio-Economic Status
  42. 42. 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
  43. 43. 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
  44. 44. 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
  45. 45. STEM Game Builder
  46. 46. TEAMS Game Builder = STEM + ART Transdisciplinary Action Learning, problem solving & production.
  47. 47. Big Sesh Studios Austin, TX Game Builder - Architecture
  48. 48. Neuro Evolved Robotic Operatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bry ant, Perry, P atterson, Gol d, Thibault, Miikkulainen IC2 Institute: NERO Game Builder – AI for Sensors
  49. 49. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
  50. 50. Creation of new knowledge, processes, systems, and languages. Game Building is Transdisciplinary
  51. 51. 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.
  52. 52. Play - Hidden Learning. Twitch speed (Psycho/Motor) and higher order cognition.
  53. 53. Sys Admin
  54. 54. 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
  55. 55. What is the 5th World?
  56. 56. 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
  57. 57. You are the 5th World?
  58. 58. 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World Digital Divide REMIXING – Constructive media remixing TEAMS – Transdisciplinary communities of practice. SWARMING – Network socialization and learning (communal). GROUP – Global Generation?
  59. 59. Millennials Low Socio-Economic Status
  60. 60. 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
  61. 61. 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 Texas Tweens Study
  62. 62. • 21st Century Science • Global Workforce & Demography • Global Education Context • Video Games • Conclusion
  63. 63. Kurzweil’s Exponential Pace of Innovation Keystone Events Zero Time The pace of technological change ―advances (at least) exponentially‖. –Ray Kurzweil
  64. 64. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO S&T Convergence
  65. 65. US Educational Pull
  66. 66. Aerospace, Defense & Security Electronics & Telecom Broadcast Equipment Optics/ Photonics New Media/ Animation Semiconductors South Korea DCI Games
  67. 67. AI & Visualization Microelectronics & Instrumentation Biotech- Health- Medical Telecom- Optics- Photonics Art- New Media- Design Semiconductors Finland DCI Games
  68. 68. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media Central Florida DCI Games
  69. 69. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media San Diego County DCI Games
  70. 70. NANO INFO BIO NEURO S&T DIGITAL Games
  71. 71. 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
  72. 72. NANO INFO BIO PHARMA & Med Device NASA ENERGY Art and Science of Game and Simulation construction have similar KSA to 21st Century Science. Houston Games
  73. 73. First Flight 3 of 6 Dave Kenny
  74. 74. April 9-13, 2006 30th ACM International Collegiate Programming Contest World Championship The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University

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