Mo games stem_it_arts

349 views

Published on

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
349
On SlideShare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Mo games stem_it_arts

  1. 1. Pandora’s X-Box: Virtual Worlds, Video Games and Mixed Reality Jim Brazell, Jim.brazell@ventureramp.com
  2. 2. Millennial Classroom
  3. 3. 21st Century Digital Teacher
  4. 4. Digital Natives
  5. 5. Digital Immigrants
  6. 6. 3D Square and LITE where STEM intersects with the ARTS and Research, Development & Commercialization (RD&C)
  7. 7. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  8. 8. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  9. 9. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  10. 10. LITE http://www.lite3d.com/ Modeling, Simulation, Gaming and Training (MSG&T): Science, Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
  11. 11. Math Engineering TechScience ARTS MSG&T
  12. 12. LITE is one of the world's leading 3D immersive visualization and high- performance computing resource centers hosting clients in commercial industry, government, and university sectors. LITE features a comprehensive set of advanced visualization systems including the world's largest 3D immersive visualization theatre and one of the world's first six-sided digital 3D total immersive space (TIS) based on CAVE® technologies. LITE visualization, super computing and high speed networks enable MST&G capabilities to be applied across STEM disciplines and research areas while enabling critical next generation digital learning environments globally.
  13. 13. 21st Century Learning Capability
  14. 14. http://www.uwsp.edu/news/photos/Classroom.jpghttp://www.eva-eu.org/images/classroom.jpg NECC 2004 U.S. education market is $750 billion (Credit Suisse First Boston, 2003). More money is spent in the United States on education than in any other industry with the exception of health care. Annual expenditures are more than Social Security and defense combined. (Glakas, National Council of Higher Education Loan Programs, 2003)
  15. 15. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  16. 16. 3D Square Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  17. 17. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  18. 18. Math Engineering TechScience What are they learning? ?
  19. 19. Math Engineering TechScience TEAMS What are they learning?
  20. 20. Game Builders
  21. 21. Big Sesh Studios Austin, TX defenselink.mil/news/Jul2004/n07272004_2004072705.html Engineering Design
  22. 22. Engineering Design: Georgia-Michigan-Texas Dassault Systems
  23. 23. $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm MS&GModeling, Simulation & Gaming (MS&G)
  24. 24. ©numedeon,inc.2004 Virtual Worlds E-Learning WHYville.net
  25. 25. Scientist Engineer Technologist Technician Artist Architect Industrial Designer Electronic Artist
  26. 26. http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
  27. 27. Innovation is a function of moving beyond the disciplines, solving real world problems and integrating theory and applied techniques to create new knowledge, tools, processes, systems, environments, etc. In a word transdisciplinarity.
  28. 28. Dissemination Systems Evolution Integration
  29. 29. MS Flight Simulator 10
  30. 30. Procedural Fidelity
  31. 31. Virtual-Physical World
  32. 32. Visual Fidelity
  33. 33. Procedural Fidelity
  34. 34. Visual and Procedural Fidelity
  35. 35. Forecasting.TSTC.edu
  36. 36. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  37. 37. Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr, and Hezbollah s Special Forces (2003) and Special Forces 2: Tale of the Truthful Pledge (2007), which situate players against Israeli Defense Forces (IDF), are examples of propagames that narrate the ongoing armed conflicts from an Arabic point of view. Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  38. 38. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
  39. 39. Improved Target Acquisition System Trainer First Person & Fidelity
  40. 40. Arts, A/V Communications and Technology + STEM + IT + HSI
  41. 41. Games for learning, health… Games for entertainment Movement of games to domains other than entertainment
  42. 42. Mass Casualty Triage Rapid physical assessment of key physiologic conditions Provides objective & systematic method for determining patient acuity Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  43. 43. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  44. 44. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  45. 45. Simulation-Based Triage Training, Games for Health: Mass Casualty Care Panel , RTI International
  46. 46. 27-Mar-14
  47. 47. USC ISI and Tactical Language Training (ITSEC 2005)
  48. 48. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands
  49. 49. $7.5 million project that immerses students in the hectic environment of a hospital's intensive care unit and places them in a first-person role as a health-care professional. Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. – Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm MS&GModeling, Simulation & Gaming (MS&G)
  50. 50. Global voices in mixed media
  51. 51. Expressing ideas without violence
  52. 52. Religions of the future are discussed
  53. 53. Dissemination Systems Evolution Integration
  54. 54. What is the Message?
  55. 55. 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
  56. 56. 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
  57. 57. http://geeklit.blogspot.com/2007_03_01_archive.html Nokia Research Center, Helsinki Finland in MIT Technology Review NOKIA
  58. 58. 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.
  59. 59. Games represent the emergence of new realities…
  60. 60. Video games are leading us to new affective, cognitive and psychomotor domains of HSI…
  61. 61. 74 Demo! Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  62. 62. 75 After Action Review (Real Time) Randy Brown randy.brown@virtualheroes.com Virtual Heroes Inc. http://www.virtualheroes.com
  63. 63. Dissemination Systems Evolution Integration
  64. 64. Evolution from edge to core…
  65. 65. Educational institutions need to transform organizational systems and instructional practices to take greater advantage of new technology, including educational games.
  66. 66. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
  67. 67. 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.ed BIOSIM 1.0
  68. 68. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world problems, data, processes and systems; empirical research and human performance; and instructional design and delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order to inform future selection and variation of learning systems. This requirement is also shared by the US Department of Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially in Science, Technology, Engineering and Mathematics (STEM). Digital Warrior Fort Hood Battle Command Training Center, Spencer Zuzolo, Jim Brazell, et al.
  69. 69. Different rooms for learning styles Group work Reflective observation Active experimentation GC: Palestine Lecture Abstract concepts Concrete experiences • Kolb’s cycle covered with different teaching forms in the course. • The teacher is crucial to facilitate a full learning experience. Empirical study
  70. 70. Whyville.net a Pasadena, CA and San Antonio, TX Based Company
  71. 71. ©numedeon,inc.2004 SPACE STATION 2000
  72. 72. Dr. David Thornburg, Center for Professional Development and Jim Brazell, VentureRAMP, Inc. Digital ARTS
  73. 73. Forecasting.TSTC.edu
  74. 74. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  75. 75. Creation of new knowledge, processes, systems, tools and environments. Game Building is Transdisciplinary
  76. 76. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  77. 77. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  78. 78. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358 Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
  79. 79. VIDEO GAME BUILDER KSAO • Integrate artistic design and problem solving with STEM disciplines • Design Object-Oriented systems, write computer code and use computer design tools • Use systems theory to design, learn and problem solve • Innovate using story, game theory and simulation • Integrate two or more academic disciplines within a field of practice • Work and learn in synchronous and asynchronous network environments • Create systems across physical, virtual and imaginary worlds • Communicate and collaborate in multidisciplinary teams
  80. 80. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  81. 81. Arts, A/V Tech and Communications NAICS Employers 334612 Prerecorded CD (except software), tape, & record reproducing 51211 Motion picture & video production 51212 Motion picture & video distribution 512191 Teleproduction & other postproduction services 512199 Other motion picture & video industries 51221 Record production 51224 Sound recording studios 51229 Other sound recording industries 51512 Television broadcasting 5152 Cable & other subscription programming 54181 Advertising agencies 541922 Commercial photography 71113 Musical groups & artists 7114 Agents/managers for artists, athletes, & other public figures 7115 Independent artists, writers, & performers
  82. 82. Learning, problem solving and production in one act resulting in creation of new knowledge, processes, systems, and language.
  83. 83. “techCAMP” Introduces CFL Teachers to Simulation Industry Tuesday, 11 December 2007 Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced to the world of simulation and its related technologies. As part of the program, the teachers visited the Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center, were given physics simulation software to use in their classrooms, and had the opportunity to experience hands-on lessons about the Modeling, Simulation & Training (MS&T) industry. Program arms educators with tools to interest students in high tech careers http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
  84. 84. Ocoee Demonstration Middle School
  85. 85. Orlando Tech – High School Program
  86. 86. Orlando Tech – High School Program
  87. 87. Orlando Tech – High School Program
  88. 88. Orlando FIEA University Program
  89. 89. First Flight 3 of 6 Dave Kenny
  90. 90. 3D Square and LITE, Arts, STEM & IT Digital Workforce Initiative, Lafayette, Louisiana
  91. 91. Dissemination Systems Evolution Integration
  92. 92. Millennial Digital Natives
  93. 93. Millennial Classroom
  94. 94. Hey teacher! Can you make the shift?

×