Grassroots Science Museum Collabora3ve A PROPOSAL TO CONNECT GSMC MUSEUMS
CONNECTING GRASSROOTSUSING ADVANCED TECHNOLOGY FROM THE MOUNTAINS TO THE COAST
CYBERNAUTSADVANCING COMPUTATIONAL THINKING THROUGHSCALABLE CYBERLEARNING EXHIBITS FOR PUBLIC AUDIENCESPROJECT RATIONALECreating a computationally l i t e r a t e p o p u l a c e i s critical f o r maintaining n a t i o n a l scientific and technological strength in a global society. The Full-‐scale Development Project centers on the development, r e s e a r c h , a n d evaluation of scalable c y b e r l e a r n i n g e x h i b i t s to stimulate i n t e r e s t i n computing w h i l e c o n n e c t i n g t h e member institutions of the GSMC Collaborative using advanced cloud computing technologies.
PROJECT GOALS CONNECT PLAY DEPLOY CONNECT THE GSMC TRANSPORT VISITORS INTO A COLLABORATIVE USING VIDEO GAME WHERE THEY CAN DEPLOY EXHIBITS ACROSS THE INNOVATIVE CLOUD CONTROL THE INNER WORKINGS STATE OF NORTH CAROLINA TECHNOLOGIES OF THE GAME ITSELF
THE VISITOR TAKES ON THE ROLE OF A CYBERNAUGHT THAT HAS BEEN TRANSPORTED INTO A COMPUTER GAME TO FIX PROBLEMS WITH THE VIDEO GAME THE EXHIBITUSING MOTION CONTROLS THE VISITOR EXPERIENCEUSING MOTION CONTROLS VISITORS WILL BE ABLE TO MODIFY KEY GAME ELEMENTS AND OBSERVE THE IMPACT THEIR DECISIONS HAVE ON THE GAME’S BEHAVIORUPON THE COMPLETION OF THE EXPERIENCE THE VISITOR RECEIVES A PRINTOUT FROM A THERMAL PRINTER WITH INSTRUCTIONS AND LOGIN INFORMATION TO ACCESS THE GAME AT HOMETHE EXHIBIT IS SCALED BASED ON FLOOR SPACE WITH ADDITIONAL MONITORS THAT BROADCAST THE CURRENT USERS ACTIONS. THE DIAGRAM TO THE RIGHT SHOWS VISITOR INTERACTION LEVELS.
THE EXHIBIT ADVANCED TECHNOLOGY THE LEAP MOTION SENSOR ADVANCED HIGH DEFINITIONJust about the size of a ﬂash High deﬁniRon screens not only drive, the Leap can disRnguish ADVANCED HIGH display the game experience to your individual ﬁngers and track the user but also relay that MOTION DEFINITION experience to diﬀering levels of your movements down to a 1/100th of a millimeter. For the SENSOR SCREENS visitor engagement in order to ﬁrst Rme, you can control a have a greater reach and impact.computer in three dimensions with your natural hand and ﬁnger movements. EXTENDED LEARNING CLOUD COMPUTING COMPUTER CONNECTED THERMAL Upon compleRng the museum Using signiﬁcant advances in PRINTER e x p e r i e n c e e a c h u s e r i s cloud compuRng technologies TO THE provided with an instant the exhibit experience is CLOUD printout with instrucRons and a r e m o t e l y d e l i v e r e d , username and password to maintained, and updated, so conRnue the experience at your museum staﬀ can focus home. The users progress is more on meeRng the needs of saved under these credenRals visitors than trying to ﬁx for access at the museum and technology. home.
CONCEPTUAL DESIGNCOMPONENT DETAIL VIEW
EXTENDED LEARNING DEEP LEARNING AND CAREER MATCHING LOGIN LEARN EARNVisitors login at home Once logged in visitors Visitors earn badges both using the username and gain access to missions a t h o m e a n d a t t h e p a s s w o r d o n t h e i r only available at home museum. These badges Cybernaught Passport they that provide extended interface with the Mozilla received at the museum. l e a r n i n g a n d u n l o c k Open Badge project and The system loads their addiRonal levels they can will be programmed to progress and gives them play at the museum on provide career matching access to the game on their next visit by logging a n d j o b e x p l o r a R o n their home computer in a in with their Cybernaught opportuniRes based on web browser. Passport. geolocaRon.
CONNECTING THE COLLABORATIVE THE EXHIBIT WILL FEATURE AN ADDITIONAL LCD DISPLAY AND A HIGH DEFINITION TOUCHSCREEN. THESE ARE DIRECTLY CONNECTED TO LINKING THE MEMBER INSTITUTIONS. THE LCD TOUCHSCREEN WILL LIST ALL OF THE PARTICIPATING MUSEUMS ON A LEADER-‐BOARD SO VISITORS CAN COMPETE ACROSS MUSEUMS AND ACROSS THE STATE. IN ADDITION, THE TOUCHSCREEN WILL FEATURE ACCESS TO EACH OF THE MUSEUM PROFILES SO VISITORS CAN LEARN ABOUT ALL OF THE INSTITUTIONS ACROSS THE COLLABORATIVE.
TIMELINE YEAR 1 YEAR 2 YEAR 3 RESULT J YEAR ONE IS FOCUSED ON IN YEAR TWO THREE BETA IN YEAR THREE THE EXHIBITS THE DEPLOYMENT CREATES AN DEVELOPING THE SOFTWARE, EXHIBITS ARE LAUNCHED IN A ARE REPLICATED AND INTERCONNECTED INTERACTION, EXHIBIT, AND SMALL, MEDIUM, AND LARGE DELIVERED TO GSMC MUSEUMS INFRASTRUCTURE THAT CAN BE VISITOR EXPERIENCE MUSEUM ACROSS THE STATE OF NC USED FOR FUTURE GROWTH
BENEFITS TO MUSEUMSMuseums will receive the exhibit at no The exhibit is very low maintenance direct cost. We will be covering all and is designed to be durable. The only transportaRon costs for the exhibit to consumable is the paper for the the museums in addiRon to providing a thermal printer which is the same type supply of printer tape as well. paper used in most receipt printers. Professional development will be Museums will receive the beneﬁt of oﬀered to museum explainers on the statewide promoRons and markeRng exhibit pedagogy and content. In for the exhibit and will be provided addiRon, all system maintenance is with an art package for use in-‐house. handled remotely so there are no technical requirements from staﬀ.
BENEFITS TO GRASSROOTSMarkeRng and promoRons for member Grassroots will receive a sub-‐award insRtuRons via interacRve touchscreen from NC State that includes a salary in addiRon to statewide leader-‐board to oﬀset for Stephen Saucier for his encourage community engagement and involvement in the project.increased visitaRon. Grassroots will receive statewide and Deployment of a statewide naRonwide recogniRon for being the technology infrastructure at no-‐cost only statewide collaboraRve of science to Grassroots that provides the base insRtuRons to link together via for launching future proposal for technology to serve all the ciRzens of statewide partnerships and grants. North Carolina.
PROVEN SUCCESSTHE PROJECT TEAM HAS DEMONSTRATED SIGNIFICANT SUCCESS IN OBTAINING NSF FUNDING $11,751,868.00 GATES FOUNDATION DARPA 8 NSF PROJECTS
Project TeamSENIOR PROJECT MANAGEMENT Dr. James Lester Dr. James Lester is a professor of Computer Science at North Carolina State University. Dr. Lester received a Ph. D. in Computer Science from the University of Texas in AusRn in 1994. Dr. Lester’s research on adapRve learning technologies focuses on aﬀecRve compuRng, game-‐based learning environments, tutorial dialogue systems, and narraRve-‐centered learning. Dr. Lester was a Phi Beta Kappa member and was recognized with an NSF CAREER Award and several Best Paper Awards including a Best Paper Award from the InternaRonal Conference on ArRﬁcial Intelligence and EducaRon. Dr. Lester currently serves as Program Chair for the 2013 InternaRonal Conference on FoundaRons of Digital Games, serves on the editorial board of MetacogniRon and Learning, and is the Editor-‐in-‐Chief of the InternaRonal Journal of ArRﬁcial Intelligence in EducaRon. Dr. Lester founded and served for ﬁve years as Chief ScienRst of LiveWire Logic, a venture-‐backed enterprise socware company that delivered arRﬁcial intelligence technologies to Fortune 500 companies. ! Dr. Bradford MoW Dr. Bradford Moe is a Research ScienRst in the Department of Computer Science at North Carolina State University. Dr. Moe received a Ph. D. in Computer Science from North Carolina State University in 2006. Dr. Moe’s doctoral research focused on intelligent game-‐based learning environments. Prior to joining North Carolina State University’s faculty, Dr. Moe served as the Technical Director within the TacRcal and Partner Engineering Group at Emergent Game Technologies. With this company, Dr. Moe created cross-‐plagorm middleware soluRons for video game development, including soluRons for PlayStaRon 3, Nintendo Wii, and Xbox 360. Dr. Moe recently served as Lead Engineer for bringing Emergent’s Gamebryo to the Nintendo Wii plagorm, and also co-‐founded and was Vice President of Technology at LiveWire Logic. ! Dr. Eleni Lobene Eleni Lobene is the Grant and Project Coordinator in the Department of Computer Science at North Carolina State University. She received her Ph.D. in Industrial/OrganizaRonal Psychology from North Carolina State University in 2011, where her research focused on K-‐12 teacher moRvaRons and percepRons. Prior to joining the IntelliMedia group, she worked as a research assistant at the Friday InsRtute for EducaRonal InnovaRon, assisRng in the assessment of game-‐ based learning environment eﬀecRveness. She has also served as a primary instructor for undergraduate courses in the Department of Psychology at North Carolina State University and provided consulRng services to local and global organizaRons focusing on improving organizaRonal eﬃciency and implemenRng data-‐based change.
Project Team SENIOR PROJECT MANAGEMENT! Jonathan Rowe Jonathan Rowe is a Research ScienRst in the Department of Computer Science at North Carolina State University. He is currently compleRng his Ph.D. degree in Computer Science at North Carolina State University, where he also received a Master’s of Science in Computer Science. At NC State, Jonathan has led development eﬀorts on several game-‐based learning projects, including Crystal Island: Lost InvesRgaRon, which was a ﬁnalist for Best Serious Game at the 2012 Unity Awards. Jonathan has previously worked in research and development at the SAS InsRtutes EducaRon PracRce, as well as the USC InsRtute of CreaRve Technologies. He frequently serves as an instructor of Design and Programming of Video Games for the Duke TIP program. A member of Phi Kappa Phi, he was co-‐organizer of the Fourth Workshop on Intelligent NarraRve Technologies. Jonathans research focuses on intelligent tutoring systems, user modeling, and interacRve narraRve in game-‐based learning environments. His research has been recognized with several Best Paper awards, including Best Paper at the Seventh InternaRonal ArRﬁcial Intelligence and InteracRve Digital Entertainment Conference and Best Paper at the Second InternaRonal Conference on Intelligent Technologies for InteracRve Entertainment. Roger Conner Roger Conner is the ExecuRve Director of the Eastern North Carolina Regional Science Center. He has an undergraduate degree from East Carolina University in Industrial/OrganizaRonal Psychology and advanced degrees from Duke University in Nonproﬁt Management and Michigan State University in Nonproﬁt Management and Social Leadership. Mr. Conner has directed the creaRon of EDUnet CollaboraRve that links more than 29 rural economically distressed counRes together online to access advanced STEM educaRonal resources. Mr. Conner also oversaw the creaRon of STEMnet, an online e-‐mentoring system for problem-‐based learning that links scienRsts and researchers with public school students involved in STEM learning and research. Roger also directed the deployment and curriculum development of an immersive gaming technology developed by Intellimedia and funded by the Bill and Melinda Gates FoundaRon Mr. Conner previously served as Vice President of CommunicaRons for the InternaRonal AssociaRon for Business leaders where he led the development and implementaRon of the worldwide communicaRons network system that connected associaRon business leaders from more than 50 countries. In addiRon, he has served as a director of instrucRon and training for the Department of Defense.!
Project Team SENIOR PROJECT MANAGEMENT Mike Cindric, Exhibit Project Manager Betsy Peters, Senior Exhibit Designer Betsy, a Wilson NC naRve, is proud of her strong roots in eastern North Carolina. Mike is Project Manager for exhibits. His background as an arRst, designer, and teacher allows him to move freely She graduated in 2011 from NC State College of Design with a bachelor’s degree within the worlds of exhibit design, public art, and visual in Graphic Design. Betsy loves the challenge of ﬁnding new ways to tell a story. communicaRon. Her passion is educaRng and engaging an audience through design.