• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
GSMC AISL Overview
 

GSMC AISL Overview

on

  • 704 views

 

Statistics

Views

Total Views
704
Views on SlideShare
583
Embed Views
121

Actions

Likes
0
Downloads
0
Comments
0

1 Embed 121

http://www.ncscience.org 121

Accessibility

Categories

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    GSMC AISL Overview GSMC AISL Overview Presentation Transcript

    • 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  DESIGN
    • 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.
    • Thank   You