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Weatherford 5thworld v1.0

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  • The Age of Spiritual Machines – When Computers Exceed Human Intelligence
    The Singularity Is Near : When Humans Transcend Biology
  • The Future of Computers
    http://www.rfreitas.com/Nano/TheFutureOfComputers--Analog--March1996.htm (c) 1996 Robert A. Freitas Jr.Research ScientistZyvex Corp. Citation: Robert A. Freitas Jr., “The Future of Computers,” Analog 116(March 1996):57-73.
  • Cooper first cellular mobile phone in 1973
    In simple terms, Moore’s Law states that the number of transistors that can be packed on an integrated electronic circuit doubles approximately every 2 years
    (ftp://download.intel.com/research/silicon/moorespaper.pdf
    ) enabling a size: price: performance ratio of smaller, cheaper and more powerful micro electronics. Law of Disruption states that “social, political, and economic systems change incrementally, but technology changes exponentially
    Metcalfe’s Law Value of a network increases proportionally with the square of the number of connections
  • Need source
  • Need source
  • Need source
  • The Invisible Train
    The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
     
    The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
    Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
    The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
    Why Handheld Augmented Reality?
    Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
    Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  • The Invisible Train
    The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.
     
    The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor".
    Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding.
    The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices.
    Why Handheld Augmented Reality?
    Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise.
    Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  • Provide small communities
    Novel way to use learning games
    Special – business relationship between Breakaway and DOJ
    Distribute to 30,000 agencies in Feb
    National Incident Command Sys
    NICS Training
  • Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN
    GANNETT NEWS SERVICE
    Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people.
    That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate.
    Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com.
    Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war.
    The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic.
    The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
    When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game.
    The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away.
    The game is best for ages 8 to 13. It scores a perfect five stars.
    For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
  • <number>
  • “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
  • Better living through video games?
    From Thursday's Globe and Mail
    Thursday, February 09, 2006
    When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
    Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
    The full text of this article has 1173 words.
    Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
    Hand eye Brain Coordination
    Mark Prensky How What Where
    Emergent behaviors and strategy
  • Better living through video games?
    From Thursday's Globe and Mail
    Thursday, February 09, 2006
    When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time.
    Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging.
    The full text of this article has 1173 words.
    Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers)
    Hand eye Brain Coordination
    Mark Prensky How What Where
    Emergent behaviors and strategy
  • The careers are ordered by priority.
    Design-related fields are at the top fo the chart for both females and males.
    Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
  • <number>
  • <number>
  • <number>
    The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians.
    To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face.
    You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
  • Transcript

    • 1. 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.
    • 2. SuperComputing 95 Teraflop Challenge 1996, Thinking Machines $100 million Upgrade to Connections 5 2 Teraflops Per Second The Future of Computers 1996 Robert A. Freitas Jr., Research Scientist, Zyvex Corp.
    • 3. Teraflop - A trillion floating-point computing instructions per second, a measure of the enormous number of operations carried out by the most advanced supercomputers today (tera=trillion). Wiley Publishing – Since 1804
    • 4. TERAFLOP SUPER COMPUTERS for $300 today!
    • 5. Teraflop - A trillion floating-point computing instructions per second, a measure of the enormous number of operations carried out by the most advanced [toys] today (tera=trillion). Wiley Publishing – Since 1804
    • 6. http://www.arraycomm.com/pcct/coopers_law.htm Cooper’s Law Martin Cooper’s Law - the no. of conversations (voice and data) conducted over a given area, in all of the useful radio spectrum has doubled every 21/2 years for the last 105 years since Marconi, 1895.
    • 7. EV-DO data travels over the network at typical speeds of 300 to 500 kilobits per second. EV-DO can theoretically hit data transmission rates of 2.4 megabits per second. http://www.ipma-wa.com/exec_sem/2005/bruno.ppt#14
    • 8. NOSE
    • 9. 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
    • 10. Equivalent to 17-inch SVGA display at arm’s length
    • 11. 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.
    • 12. Emergence of new realities.
    • 13. Improved Target Acquisition System Trainer
    • 14. Time to Market
    • 15. • Video Game Innovation • 5th World • Learning Strategies
    • 16. What innovations are flowing from gamers and the game industry?
    • 17. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors.
    • 18. How are consumer-producers impacting the game industry? Example: CounterStrike™ Modder: An individual who modifies the content and context of games to create new innovation.
    • 19. CounterStrike™
    • 20. • In 2002 there were over 30,000 Counter- Strike servers • Second place was Unreal Tournament with about 9,800 • In 2004, GameSpy over 85,000 players playing Counter-Strike at any point in time • In 2004 accounted for almost 70 percent of the online FPS audience. • Over 4.5 billion minutes of playing time each month, making it the most popular online FPS in history.
    • 21. Games for… Games for Health Serious Games Games for Change Learning Games
    • 22. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
    • 23. Created by André Dirk Knuckles in China Land
    • 24. KICL.info Contains all the characters from the Hiragana and Katakana syllabries, over 6000 Kanji characters, and hundreds of Japanese, Indonesian, & German words. Includes Vocabulary Editor with input for non- Latin characters. Created by André Dirk Knuckles in China Land
    • 25. USC ISI and Tactical Language Training (ITSEC 2005)
    • 26. NETC – 24 Blue (ITSEC 2005)
    • 27. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
    • 28. Player is Incident Commander or subordinate crisis responder. Responds to events with choices that should mirror Department of Justice NICS doctrine. • Tactical Map set in player’s home county • ICS “hints” throughout gameplay • Coordination and communication required for success • Full-scale training is unaffordable for small jurisdictions* • Permits widespread distribution to many users* *88% of all jurisdictions are considered to be small. Incident Commander Recommendation: Emphasize human-to- human computer mediated communication, interaction and learning.
    • 29. Virtual U models the attitudes and behaviors of the academic community in five major areas of higher education anagement: • Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; • Faculty, course, and student scheduling issues; • Admissions standards, university prestige, and student enrollment; • Student housing, classrooms, and all other facilities; and • Performance indicators. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
    • 30. Virtual-u.org
    • 31. 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.
    • 32. Food-force.com
    • 33. GlucoboyThe video game that runs on blood.
    • 34. Breakaway Games
    • 35. 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
    • 36. Games for… Games for Health Serious Games Games for Change Learning Games
    • 37. • Video Game Innovation • 5th World • Learning Strategies
    • 38. What is the 5th World?
    • 39. The other side of the digital divide.
    • 40. The Other Side of the Digital Divide Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
    • 41. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
    • 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. Science MOD MOD’ing MOD’er Art SKIN SKIN’ing SKIN’er
    • 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. Math Engineering TechScience What are they learning? ?
    • 46. Math Engineering TechScience ARTS What are they learning?
    • 47. Math Engineering TechScience TEAMS What are they learning?
    • 48. 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
    • 49. 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.
    • 50. What is the impact of gaming on human behavior, thinking and learning? • Benefits similar to bilingualism in exercising the mind (Ryerson University, Canada, Global Mail, 2006) • Increased situational awareness (University of Rochester Study in Clark 2005) • Improved pattern recognition and spatial processing abilities (UCLA Prof. Patricia Marks Greenfield in Clark 2005) • Improved inductive reasoning, users “learn by doing” (Prof. Sherry Turkle, MIT in in Clark 2005)
    • 51. Burgeoning realm of academic study? • Transformation of media space and culture • Impact to human communication, organization, learning, behavior… • Mathematics, modeling and systems architecture. • Modeling human-human, human-machine and machine-machine interactions and behavior in large distributed systems. • Application of simulation and gaming techniques, technologies, systems and processes to non-entertainment fields.
    • 52. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder – Nano Soldier
    • 53. Neuro Evolved Robotic Operatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bryant, Perry, Patterson, Gold, Thibault, Miikkulainen IC2 Institute: NERO Game Builder – AI for Sensors
    • 54. Sys Admin
    • 55. 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
    • 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 4th World = Digital Divide
    • 57. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
    • 58. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
    • 59. The toys we play with as children!
    • 60. 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
    • 61. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
    • 62. 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
    • 63. 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
    • 64. 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
    • 65. • Video Game Innovation • 5th World • Learning Strategies
    • 66. 1
    • 67. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO What is the impact of S&T Convergence to education?
    • 68. Transdisciplinarity
    • 69. Chemistry Engineering BiologyPhysics Educational Convergence Informatics
    • 70. Business Law Fine Arts Liberal Arts Educational Convergence S&T
    • 71. 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.
    • 72. Psychology Cognitive Science Human Factors Usability X Art, Design, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics Organizing for Innovation Design
    • 73. Psychology Cognitive Science Human Factors Usability STEM ED Art, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics DESIGN Organizing for Innovation
    • 74. 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
    • 75. 2
    • 76. Math Engineering TechScience STEM
    • 77. Math Engineering TechScience ARTS
    • 78. Math Engineering TechScience TEAMS
    • 79. 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
    • 80. 3
    • 81. First Flight 3 of 6 Dave Kenny
    • 82. 4
    • 83. 5
    • 84. 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.
    • 85. 6
    • 86. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
    • 87. spaceTEAMS San Antonio,TX Middle School
    • 88. FREE if you have a team of 8 middle or high school girls…
    • 89. spaceTEAMS San Antonio,TX Middle School Like football or volleyball but academic.
    • 90. ITSA Greg White, UTSA: ”K-PhD”