17. 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
20. 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.
24. On October 19, 2006, participants gathered on NMC Campus to be part of
the live webcast of the MacArthur Foundations announcement of their
$50 million investment in digital learning.
35. MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetron™
4th
GEN
36. Integrates
sensors, batteries,
a control chip, and
an RF transmitter
in a 35mm-long
housing.
Lab-in-a-Pill
http://www.olympus.co.jp/en/news/2004b/nr041130capsle.cfm
University of Glasgow
Capsule Endoscope
Examine the lining of the middle part of your gastrointestinal tract, which includes the three
portions of the small intestine (duodenum, jejunum, ileum).
4th
GEN
38. Micro-robotics team and biologists at
Tsukuba University
Source: The Guardian
Date: 2 May 2002
State University of New York (Suny)
"Go go gadget: With a
remote control sensor
hotwired to its central
nervous system,
developments like the
"roborat," created at
SUNY's Downstate
Medical Center, herald
the coming of the
biotronic age.
What is the
message?
40. Nanobionics: What is the
message?
Tethered bacterium
Swimming bacterium
Swimming speed ~ 20-30 µm
Protons flux/motor ~ 1200 proton/rev
Tethered bacterium
Motor efficiency ~ 90-100 %
Output power ~ 2.9×10-4
pW
Stall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.
Research Assistant Professor of NEMS & MEMS
Dept. of Mechanical Engineering & Biomechanics
University of Texas
41. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st
Century Architecture
42. How does this new technological
revolution compare to the information
age? How is it different? What would
you label this Age?
_______ AGE
43. By routing signals from helmet-mounted
cameras, sonar and other equipment
through the tongue to the brain, they hope to
give elite soldiers superhuman senses
similar to owls, snakes and fish….
Researchers at the Florida Institute for
Human and Machine Cognition envision their
work giving Army Rangers 360-degree
unobstructed vision at night and allowing
Navy SEALs to sense sonar in their heads
while maintaining normal vision underwater
-- turning sci-fi into reality.
Brain Port: Warriors of the
future will 'taste' battlefieldCNN - Tuesday, April 25, 2006; Posted: 11:23 a.m. EDT (15:23 GMT)
48. DMC Lab Project: Medical
Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
49. Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
50. 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
54. 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.
63. 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
70. The Prius has so much electronics, you can not even add a
stereo after you buy it because of all of the wiring…
http://www.toyota.com/prius/index.html?s_van=GM_TN_HYBRID_PRIUS
71. PRIUS+ team: we built the first PRIUS+ conversion Sept 11-22, 2004, starting with a low-cost
lead-acid battery pack. Pictured are (L-R) Ron Gremban, Felix Kramer, Marc Geller, Kevin Lyons, Andrew Lawton.
See About CalCars for names of those who helped but are not pictured.
77. Utilities
A California study indicates that peak-rate usage can be shaved by 20
percent if utilities used Automated Meter Reading (ARM) for accurate
pricing information--each megawatt of reduction can equate to $400,000 in
savings per year (Jackson, 2004, p. 1) saving California utilities and
consumers at least $5 billion a year.
http://www.utilitiesproject.com/documents.asp?grID=85&d_ID=2402
More than 25 million AMR
units installed on gas (21
percent), water (11 percent),
and electric utility (16
percent) meters.
200 million units yet to be
changed out to AMR
(Jackson, 2004).
78. Security and Process Control
SCADA $3.1 B (2004) to over $4 B (2007).
SCADA security software to grow by 50%
annually through 2007 (Kuykendall, 2004).
RF Modules 1.9 MM units (2004) to climb to
165 MM units (2010) (Legg, 2004).
Industrial wireless sensors $24 MM (2001)
over $100 MM (2008)
(Donoho, 2002).
NovusEDGE
Armida
DevicePoint
79. Construction
Patent thin-nickel-strip
magneto-strictive sensor
(MsS™). Applicable to
airplanes, ships, plants,
pipelines and bridges.
US 80 billion square feet of commercial and government
facilities and buildings, and more than 100 billion square
feet of dams and bridges (Sensametrics, 2003). One trillion
dollar market (Elgamal).
http://www.swri.org/3pubs/ttoday/fall03/Future.htm
SwRI MsS™
http://www.swri.edu/3pubs/IRD2002/14-9285.htm
90. 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.
91. We need to realize that
this is real today and it
dwarfs the .com revolution
economically, socially,
politically and
philosophically.
92. • Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
93. The number of jobs
requiring technical
training is growing at
five times the rate of
other occupations.
Innovate America, U.S. Council on Competitiveness
95. Demand for petroleum engineers is great, with
salaries to match
Web Posted: 09/25/2006 10:15 PM CDT
Vicki Vaughan Express-News Business Writer
1.The average age of Society of Petroleum
Engineers members is 48 and we know that
about 40 percent of those working in North
America will be retiring in the next decade
2. A graduate with a degree in petroleum
engineering can expect a starting salary of
$70,000 a year
Society of Petroleum Engineers' annual technical conference
97. Texas Cluster Initiative -
Workforce
60% of the jobs in the Texas
biotechnology cluster require only
an associates degree or certificate.
The reality is many of the Texas
Cluster’s high-tech jobs are split
between requirements for
community and technical college
degrees and 4-year degrees.
Skilled technical jobs are attainable
and critically needed by industry. Dr. Mae Jemison,
Chair, Biotechnology
Cluster
100. Job Mergers – Wind Turbine
Lineman
Oil Field
Farm Mechanic
Wind Turbine Tech
Bettersworth and Brazell, TSTC, Forthcoming 2007
101. Wind Turbine Tech
Instrumentation Electronics Control SystemsMechanical
Instrumentation
Hydraulic Systems
Electronics Systems
Mechanical Systems
Airfoils & Composites
Data Communications
Bettersworth and Brazell, TSTC, Forthcoming 2007
103. Demand for petroleum engineers is great, with
salaries to match
Web Posted: 09/25/2006 10:15 PM CDT
Vicki Vaughan
Express-News Business Writer
1. Demand is great for a mix of
engineering disciplines
2. Because the industry is so high-tech-
intensive, we need to attract IT-savvy
people
Society of Petroleum Engineers' annual technical conference
104. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004
100 million jobs are going to
be created in a lot of these
cross-disciplinary fields
Council on Competitiveness:
National Innovation Initiative
108. • Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
109. • International (TIMSS) test scores show U.S.
4th
graders to be 12th
in the world in math;
6th
in the world in science
• International (TIMSS) test scores show U.S.
8th
graders to be 14th
in the world in math;
9th
in the world in science
• International (PISA) test scores show U.S.
12th graders to be 24th in the world in
math; 22nd in the world in science
Data from National Center for Education Statistics. In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
National Center for Education Statistics, Mayo, 2005.
110. Data from National Center for Education Statistics . In Mayo 2005, National Academies.
(http://nces.ed.gov/surveys/pisa/PISA2003Highlights.asp and http://nces.ed.gov/timss/Results03.asp)
“The longer we stay in
the educational system,
the worse off we are
with respect to our
peers.”
Source: Mayo, National Academies2005
111.
112.
113. Samuel Palmisano (CEO, IBM): Business Week: 10.11.2004
100 million jobs are going to
be created in a lot of these
cross-disciplinary fields
Council on Competitiveness:
National Innovation Initiative
115. Program Merger: Wind Energy
Instrumentation Electronics Control SystemsMechanical
Instrumentation
Hydraulic Systems
Electronics Systems
Mechanical Systems
Airfoils & Composites
Data Communications
Bettersworth and Brazell, TSTC, Forthcoming 2007
116. Program Merger: Bio-Instrumentation
Drug development
Healthcare monitoring
Treatment modalities
Environmental contamination control
Instrumentation Electronics Control SystemsBiotechnology
Materials science
Bioterrorism
Agriculture
Bettersworth and Brazell, TSTC, Forthcoming 2007
117. Program Merger: Fuel Cell
Mobile – Power for Transportation
Stationary – Commercial and Residential Power
Portable – Miniature Batteries
Combined - Renewable Energy Biomass
Instrumentation Electronics Control SystemsMechanical
Bettersworth and Brazell, TSTC, Forthcoming 2007
118. Program Merger: Home Technology
Information
Technology
Electronics Control SystemsMechanical
Integrated home control
Computer/home network
Communications
Lighting and energy management
Security
Health
Safety
Entertainment
Bettersworth and Brazell, TSTC, Forthcoming 2007
119. Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
128. 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.
129. 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
130. Where can we find
transdisciplinary
actors today?
134. 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
144. 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
151. 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
152. 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
159. 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.
160. 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
167. 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
173. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
GAMES
ART
SCIENCE
MARKETING
HUMAN RES. (HR)
RECRUITING
196. A. Gold, IC2
Institute, UT Austin, Forthcoming
1.Students have professional aspirations,
but lack knowledge about how to reach
professional goals.
2.Opportunities to learn about and explore
careers are not available at school or
accessed by the majority of students.
3.Students lack knowledge about the
context and content of careers.
213. “spaceTEAMS can return San
Antonio to the path of human
development and space
exploration making it in the realm
of possibility that the first person
to walk on Mars will be from San
Antonio.”
--General Robert F. McDermott and Dr. Francis “Duke” Kane
214. • Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
215. Each major period
in history takes its
character from the
medium of
communication
used most widely
at the time.
218. Cybernetics is the discipline that studies and creates
communication and control systems in living organisms
and in the machines built by humans. Greek kybernetes
(meaning steersman, governor, pilot, or rudder).
220. The Age of Science Nonfiction
Jim Brazell – jim@ventureRAMP.com
221. Game
Dempsey, Lucassen, Haynes, and Casey (1996). Instructional
applications of computer games. Paper presented to the
American Educational Research Association, 8–12 April 1996, New
York.
…set of activities involving one or
more players. It has goals,
constraints, payoffs and
consequences. A game is rule-guided
and artificial in some respects. Finally,
a game involves some aspect of
competition, even if that competition
is with oneself.
222. Learning Game
Adapted from Dempsey, Lucassen, Haynes, and Casey (1996).
Instructional applications of computer games. Paper presented to the
American Educational Research Association, 8–12 April 1996, New
York.
…set of activities involving one or more
[learners, set in an authentic context with
assessment based on real world outcomes].
It has goals, constraints, payoffs and
consequences. A [learning] game is rule-
guided and artificial in some respects.
Finally, a [learning] game involves some
aspect of competition, even if that
competition is with oneself.
224. 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).
Editor's Notes
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".
The goal of the Smart Dust project is to build a self-contained, millimeter-scale sensing and communication platform for a massively distributed sensor network. This device will be around the size of a grain of sand and will contain sensors, computational ability, bi-directional wireless communications, and a power supply, while being inexpensive enough to deploy by the hundreds. The science and engineering goal of the project is to build a complete, complex system in a tiny volume using state-of-the art technologies (as opposed to futuristic technologies), which will require evolutionary and revolutionary advances in integration, miniaturization, and energy management. We forsee many applications for this technology:
Weather/seismological monitoring on Mars
Internal spacecraft monitoring
Land/space comm. networks
Chemical/biological sensors
Weapons stockpile monitoring
Defense-related sensor networks
Inventory Control
Product quality monitoring
Smart office spaces
Sports - sailing, balls
For more information, see the main Smart Dust page at http://robotics.eecs.berkeley.edu/~pister/SmartDust and read our publications (see navigation button above).
Brief description of the operation of the mote:
The Smart Dust mote is run by a microcontroller that not only determines the tasks performed by the mote, but controls power to the various components of the system to conserve energy. Periodically the microcontroller gets a reading from one of the sensors, which measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure, processes the data, and stores it in memory. It also occasionally turns on the optical receiver to see if anyone is trying to communicate with it. This communication may include new programs or messages from other motes. In response to a message or upon its own initiative the microcontroller will use the corner cube retroreflector or laser to transmit sensor data or a message to a base station or another mote.
Longer description of the operation of the mote:
The primary constraint in the design of the Smart Dust motes is volume, which in turn puts a severe constraint on energy since we do not have much room for batteries or large solar cells. Thus, the motes must operate efficiently and conserve energy whenever possible. Most of the time, the majority of the mote is powered off with only a clock and a few timers running. When a timer expires, it powers up a part of the mote to carry out a job, then powers off. A few of the timers control the sensors that measure one of a number of physical or chemical stimuli such as temperature, ambient light, vibration, acceleration, or air pressure. When one of these timers expires, it powers up the corresponding sensor, takes a sample, and converts it to a digital word. If the data is interesting, it may either be stored directly in the SRAM or the microcontroller is powered up to perform more complex operations with it. When this task is complete, everything is again powered down and the timer begins counting again.
Another timer controls the receiver. When that timer expires, the receiver powers up and looks for an incoming packet. If it doesn't see one after a certain length of time, it is powered down again. The mote can receive several types of packets, including ones that are new program code that is stored in the program memory. This allows the user to change the behavior of the mote remotely. Packets may also include messages from the base station or other motes. When one of these is received, the microcontroller is powered up and used to interpret the contents of the message. The message may tell the mote to do something in particular, or it may be a message that is just being passed from one mote to another on its way to a particular destination. In response to a message or to another timer expiring, the microcontroller will assemble a packet containing sensor data or a message and transmit it using either the corner cube retroreflector or the laser diode, depending on which it has. The corner cube retroreflector transmits information just by moving a mirror and thus changing the reflection of a laser beam from the base station. This technique is substantially more energy efficient than actually generating some radiation. With the laser diode and a set of beam scanning mirrors, we can transmit data in any direction desired, allowing the mote to communicate with other Smart Dust motes.
Anti depressant, AIDS and Parkinsons dry mouth effects speech and sleepDentist and engineer
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.
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.
The Middle East is far away. This is your chance to get closer. Play a young journalist that has just arrived in Israel, and shape the region's future in a peaceful direction. You must complete your assignment at all cost navigating between Palestinians and Israeli sources to get your article. Will you be able to stay objective and maintain trust on both sides as the conflict escalates. What happens when people become much more than just your sources... While playing the game as a student or player you will learn about the conflict. You will engage with real personal stories seeing the conflicts from different perspectives and experience why the Israeli-Palestinian conflict just won't go away. The game will have extensive support for educational use with features like encyclopedia, primary sources, assessment and teacher's manual.
., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
More than 25 million AMR units installed on gas (21 percent), water (11 percent), and electric utility (16 percent) meters. 9 million units shipped in 2002 with a total meter market of 200 million units yet to be changed out to AMR (Jackson, 2004, p. 1).
A California study indicates that peak-rate usage can be shaved by 20 percent if utilities used Automated Meter Reading (ARM) for accurate pricing information--each megawatt of reduction can equate to $400,000 in savings per year (Jackson, 2004, p. 1) saving California utilities and consumers at least $5 billion a year.
Wireless M2M sensor networks and process control systems are expected to be areas of significant growth. Demand for Radio Frequency (RF) Modules used for industrial monitoring and control was approximately 1.9 million units in 2004 and is expected to climb to 165 million units in 2010 (Legg, 2004, p.1).
Market research firm Frost & Sullivan has projected the industrial wireless sensors market to move from $24 million in 2001 to over $100 million in annual sales in 2008 (Donoho, 2002, p. 1). Further, “the market for Supervisory Control and Data Acquisition (SCADA) systems are projected to grow from $3.1 billion in 2004 to over $4 billion by 2007. As most M2M networks lack adequate security, the SCADA security software market is expected to grow by 50% annually through 2007” (Kuykendall, 2004, p. 1).
The current deployment of wireless instruments for SHM is very limited; however, the market potential is very large. The civil infrastructure of the US includes nearly 80 billion square feet of commercial and government facilities and buildings, and more than 100 billion square feet of dams and bridges. Most of these assets are exposed and sparsely monitored for rapid and reliable assessment of vulnerabilities and detection of damage (Sensametrics, 2003, p. 1).
Rehabilitation, renewal, replacement and maintenance of this infrastructure is estimated to require expenditures of at least one trillion dollars nationwide (Elgamal, et al, n.d., p. 1). Sensametrics has calculated the aggregate market potential to be $50 billion” (Technology Ventures Corporation, n.d., p. 1).
Online List Details 200+ First Generation Nano Products Available Today on Store Shelves and via Internet WASHINGTON, March 10 /PRNewswire/ -- The Project on Emerging Nanotechnologies at the Woodrow Wilson International Center for Scholars today launched The Nanotechnology Consumer Products Inventory. This is the first and only publicly accessible online inventory of nanotechnology consumer products. The inventory currently contains information on 212 manufacturer-identified nano products. This far exceeds the existing federal government-accepted estimate of approximately 80 consumer products. The inventory can be accessed at no cost online at http://www.nanotechproject.org/consumerproducts. The inventory furthers the Project on Emerging Nanotechnology's mission to encourage discussion about nanotechnology's benefits and its promise, as well as its safety and environmental impacts. Currently, the searchable database catalogs consumer products using nanotechnology or containing nano materials - - from sunscreens to refrigerators and cultured diamonds. While not complete, it is the most comprehensive repository of nanotechnology consumer products available to the public, policymakers, and industry. "We are at the vanguard of discovering the endless benefits of nanotechnology for applications like targeted cancer treatments and more efficient solar cells. With this inventory, we also are learning that this technology is already being incorporated into our daily lives. It's on store shelves and being sold in every part of the world," said David Rejeski, director of the Project on Emerging Nanotechnologies, which is supported by The Pew Charitable Trusts. Until now, there was no known broad list of specific products using or containing nanotechnology that was readily accessible to consumers, retailers, researchers, and the media. The U.S. government relies on data compiled by EmTech Research regarding how nanotechnology is marketed and used commercially. The Project's inventory was developed in response to consumer interest in nanotechnology and its commercial uses. It provides the public with a first look at the vast array of acknowledged products companies are currently making available to shoppers. Findings Beginning in 2005, the Project began compiling products and materials containing nanotechnology from around the globe for inclusion in the consumer inventory. Entry to the list is based primarily on online, English language information provided by the product manufacturers. It does not include nanotechnology consumer products which companies have not identified as such. With these caveats, notable findings from the data in the inventory include: * Health and fitness is the most robust category in the inventory, with 125 products to-date, everything from face creams to hockey sticks. Electronics and computers make up the second largest category with 30 products, followed by the home and garden category; * Within the health and fitness category, clothing -- such as stain- resistant shirts, pants and neckties -- constitutes the largest sub- category with 34 products, followed closely by sporting goods (33 products) and cosmetics (31 products); * The U.S. is the overwhelming leader in consumer nanotechnology product development with 126; East Asia and Europe follow with 42 and 35 nano products respectively; and * Nanoengineered carbon is the most common material used in the nano products included within the inventory, followed by silver and silica. "Nanotechnology's potential is vast and it's real. The opportunity for nanotechnology ranges from improving Olympic sports equipment to discovering better treatments for Alzheimer's disease," said Andrew Maynard, science advisor of the Project on Emerging Nanotechnologies. "But our ability to reap the long-term benefits of nanotechnology -- in areas from energy production to medicine -- will depend on how well industry and government manage the safety and performance of this first generation of products." About Nanotechnology Nanotechnology is the ability to measure, see, manipulate and manufacture things usually between 1 and 100 nanometers. A nanometer is one billionth of a meter; a human hair is roughly 100,000 nanometers wide. The National Science Foundation predicts that the global marketplace for goods and services using nanotechnologies will grow to $1 trillion by 2015. The U.S. invests approximately $3 billion annually in nanotechnology research and development, which accounts for approximately one-third of the total public and private sector investments worldwide. Inventory Data Every item contained in the inventory is manufacturer-identified. Any statements, claims and views expressed by a manufacturer or third-party contained in this inventory are solely those of the party making the statement or claim. Product details include: the product name, company/manufacturer or supplier information, country of origin, and category or subcategory, as well as a product photograph and description, hyperlink to the product website and the date that the product was added to the index. Products are grouped according to categories based loosely on publicly available consumer product classification systems, which include health and fitness, electronics and computers, home and garden, food and beverage, automotive, appliances and children's goods. The inventory also uses sub- categories. For example, paint is a sub-category labeled under the home and garden main category. The inventory will be updated regularly as new information is available. Users are encouraged to submit new product information for consideration to nano@wilsoncenter.org. Special Launch Event and Webcast The Center will formally release the Nanotechnology Consumer Products Inventory at a special launch event today from 2:00 - 3:00 p.m. EST at the Woodrow Wilson International Center for Scholars, located at 1300 Pennsylvania Avenue, N.W., Washington, D.C., 5th floor conference room. The event will be webcast live at http://www.wilsoncenter.org/nano. High resolution photos of products in the nanotechnology consumer products inventory are available to the media at ftp://wwicsftp.wilsoncenter.org Username: WWICSFtp Password: p+F$c1WW. Questions regarding photos should be directed to Alex Parlini: [email_address] or (202) 691-4282. The Project on Emerging Nanotechnologies is an initiative launched by the Wilson Center and The Pew Charitable Trusts in 2005. It is dedicated to helping business, government and the public anticipate and manage possible health and environmental implications of nanotechnology. For more information about the project, log on to http://www.nanotechproject.org. Contact: Debra Masters Phone: (202) 326-1821 [email_address] Julia A. Moore Phone: (202) 691-4025 [email_address] SOURCE Woodrow Wilson International Center for ScholarsWeb Site: http://www.wilsoncenter.orghttp://www.nanotechproject.org
The Age of Spiritual Machines – When Computers Exceed Human Intelligence
The Singularity Is Near : When Humans Transcend Biology
., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War Merrilea J. MayoDirector, GUIRR (Govt-Univ-Ind Research Roundtable)The National Academies
., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
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.”
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.
Whyville has its own system of self governance
Whyville has its own system of self governance
And of course, they use their clams to decorate their face. What you manage to do with your face is a real status symbol in Whyville.
When you start out, you have what’s called a newbie face, and as you accumulate more wealth and know-how, your face shows it.
0, 20, 50, 80, 100 clams in salary
5, 30, 100, 400, 1000 visits
It’s not only about looks, it’s really says many things about you: how many clams you’ve earned, how long you’ve been on Whyville, how much time you’ve spent on Whyville, how well you know the ins and outs of the site.
., all integrated through the design process. The key to success in mechatronics is: modeling, analysis, experimentation & hardware-implementation skills.
Cybernetics is a theory of the communication and control of regulatory feedback. The term cybernetics stems from the Greek kybernetes (meaning steersman, governor, pilot, or rudder). Cybernetics is the discipline that studies communication and control in living beings and in the machines built by humans.
A more philosophical definition, suggested in 1958 by Louis Couffignal, one of the pioneers of cybernetics in the 1930s, considers cybernetics as "the art of assuring efficiency of action" (see external links for reference).