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5th world feb2006_smu_v1.0_share


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5th world feb2006_smu_v1.0_share

  1. 1. NOSE
  2. 2. 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
  3. 3. Equivalent to 17-inch SVGA display at arm’s length
  4. 4. 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, re ndering, display, and scenario delivery are expanding the possibilities of CONSTRUCTIVE simulation as well as after action review, and command and control visualizations.
  5. 5. Emergence of new realities.
  6. 6. Improved Target Acquisition System Trainer
  7. 7. Time to Market
  8. 8. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
  9. 9. What innovations are flowing from gamers and the game industry?
  10. 10. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors.
  11. 11. 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.
  12. 12. CounterStrike™
  13. 13. • 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.
  14. 14. Games for… Games for Health Serious Games Games for Change Learning Games
  15. 15. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  16. 16. Created by André Dirk Knuckles in China Land
  17. 17. 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
  18. 18. USC ISI and Tactical Language Training (ITSEC 2005)
  19. 19. NETC – 24 Blue (ITSEC 2005)
  20. 20. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  21. 21. 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.
  22. 22. 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.
  23. 23.
  24. 24. 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.
  25. 25.
  26. 26. GlucoboyThe video game that runs on blood.
  27. 27. Games for… Games for Health Serious Games Games for Change Learning Games
  28. 28. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
  29. 29. What is the 5th World?
  30. 30. The other side of the digital divide.
  31. 31. The Other Side of the Digital Divide Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  32. 32. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary
  33. 33. 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
  34. 34. Science MOD MOD’ing MOD’er Art SKIN SKIN’ing SKIN’er
  35. 35. 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
  36. 36. Math Engineering TechScience What are they learning? ?
  37. 37. Math Engineering TechScience ARTS What are they learning?
  38. 38. Math Engineering TechScience TEAMS What are they learning?
  39. 39. 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
  40. 40. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation 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.
  41. 41. 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)
  42. 42. Burgeoning realm of academic study? • Transformation of media space and culture • Impact to human communication, organization, learning, beh avior… • 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.
  43. 43. US Nano Soldier FCS 2020 Game Builder – Nano Soldier
  44. 44. 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
  45. 45. Sys Admin
  46. 46.  BACK FLIP C4 Operations Centers Air Land Sea Space Cyber
  47. 47. 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
  48. 48. 5th World Millennials Not Low Socio-Economic Status Ninja’s Crew, GameCamp, 2005
  49. 49. 4th World Millennials Low Socio-Economic Status Goldberg’s Crew, Houston Community College
  50. 50. The toys we play with as children!
  51. 51. 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
  52. 52. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming
  53. 53. 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
  54. 54. 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
  55. 55. 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
  56. 56. • Economic Development • Workforce • Education • Video Games • The 5th World • Closing the Gaps
  57. 57. Project #1: XXX xxx
  58. 58. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO What is the impact of S&T Convergence to education?
  59. 59. Transdisciplinarity
  60. 60. Chemistry Engineering BiologyPhysics Educational Convergence Informatics
  61. 61. 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.
  62. 62. Psychology Cognitive Science Human Factors Usability X Art, Design, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics Transdisciplinary Gaming Design
  63. 63. Psychology Cognitive Science Human Factors Usability STEM ED Art, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics DESIGN Transdisciplinary Gaming
  64. 64. 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. BIOSIM 1.0
  65. 65. Project #1: XXX xxx
  66. 66. Math Engineering TechScience STEM
  67. 67. Math Engineering TechScience ARTS
  68. 68. Math Engineering TechScience TEAMS
  69. 69. 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
  70. 70. Project #1: First Flight Workforce Attrition & Minority Aviators
  71. 71. First Flight 3 of 6 Dave Kenny
  72. 72. Project #2: OTRONICON Orlando Science and Technology Museum. Executive Producer: Jud French Sponsor: Local DoD, entertainment and defense contractor base.
  73. 73. Project #3: TEAMS Workforce Initiative Workforce Attrition. Emerging Technology. ID Educational Solutions. Sponsor: None. Informal Collaboration.
  74. 74. Population: 1.4MM Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN 96 million 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.
  75. 75. 4 Education - Use extracurricular competitions to engage students and teachers in transdisciplinary learning and action.
  76. 76. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology.
  77. 77. spaceTEAMS San Antonio,TX Middle School
  78. 78. FREE if you have a team of 8 middle or high school girls…
  79. 79. US First-EISD Andrew Schuetze San Antonio,TX High School
  80. 80. spaceTEAMS San Antonio,TX Middle School Like football or volleyball but academic.
  81. 81. Education 5 - Connect history, career exploration and academic planning
  82. 82. spaceTEAMS San Antonio,TX Middle School
  83. 83. Education 6 - Focus on Hispanic and African American STEM legacy.
  84. 84. Technicians Technologists PhDs Rise of the Hispanic Middle Class ”Mayor” -- Nelson
  85. 85. Education 7 - Complete the K-PhD Pipeline and focus on stratified education and careers.
  86. 86. ITSA Greg White, UTSA: ”K-PhD”
  87. 87. ITSA Greg White, UTSA: ”K-PhD” PipelineStartyounger! TEAMS Northwest Vista College, San Antonio
  88. 88. April 9-13, 2006 30th ACM International Collegiate Programming Contest World Championship The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University