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Pandora’s X-Box:
Virtual Worlds, Video
Games and Mixed
Reality
Jim Brazell, Jim.brazell@ventureramp.com
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)
Millennial Classroom
Digital Natives
Digital Immigrants
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
21st
Century Learning Capability
MS Flight Simulator 10
Procedural
Fidelity
Virtual-Physical World
Visual Fidelity
Procedural
Fidelity
Visual and Procedural Fidelity
Dissemination
Systems Evolution
Integration
Forecasting.TSTC.edu
Brigade /
Battalion
Digital WarriorDigital Warrior
Brigade /
Battalion
Corp/Division Corp/Division
JTF/JFLCC
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
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
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
Improved Target Acquisition System Trainer
First Person &
Fidelity
entertainment-military-
industrial complex
Arts, A/V
Communications and
Technology + STEM +
IT + HSI
Games for
learning,
health…
Games for
entertainment
Movement of games to
domains other than
entertainment
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
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Mar 26, 2014
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
$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)
Global voices in mixed media
Expressing ideas without violence
Religions of the future are
discussed
Dissemination
Systems Evolution
Integration
What is the
Message?
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
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
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
NOKIA
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.
Games
represent the
emergence of
new realities…
A new relationship
between humans
and machines.
MindBall
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
65
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
66
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
Dissemination
Systems Evolution
Integration
Evolution from
edge to core…
Educational
institutions need to
transform
organizational
systems and
instructional
practices to take
greater advantage of
new technology,
including
educational games.
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.
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
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.
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
Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
Digital ARTS
Creation of
new
knowledge,
processes,
systems, tools
and
environments.
Game Building is Transdisciplinary
Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
Game
Builders
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
$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
MST&G
spaceTEAMS
San Antonio,TX
Middle School
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
technology.
US First-EISD
Andrew
Schuetze
San Antonio,TX
High School
Gaming Robotics
Liberal Arts
IT-ART
University
Mechatronics-ENG
K-12 Informal
Feeders
CTC
K-12 Formal
Pathways
TEAMS
Texas
CACI
Northrop
Grumman
Lockheed
Martin
General
Electric
Pratt &
Whitney
Chromalloy
Proxtronics
Veridian
Mitre
OnBoard
Soft
Secure
INFO
dNovus
Frontline
Systems
Karta
Secure
LOGIX
Titan
Adtech
Digital
Defense
Denim
Group
20101910
“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
Dissemination
Systems Evolution
Integration
Millennial Digital Natives
Millennial Classroom
Hey teacher!
Can you make the shift?
AVA
Pandora’s X-Box:
Virtual Worlds, Video
Games and Mixed
Reality
Jim Brazell, Jim.brazell@ventureramp.com
Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
Engineering Design:
Georgia-Michigan-Texas
Dassault Systems
$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)
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
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.
Math Engineering
TechScience
ARTS
MSG&T
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
Da Vinci Minds
©numedeon,inc.2004
SPACE STATION
Dr. Jim Bower
2000
First Flight 3 of 6
Dave Kenny
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
the building – the digital boards
a main attraction:
Digital Media is the Cornerstone of
arts and science integration
Planetariet
planetarium – 60 seats
- a starprosjector
- a multimediaprosjector
main attraction: (astrophysics and space)

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Editor's Notes

  1. 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).
  2. Need source
  3. Need source
  4. 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".
  5. 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".
  6. Workforce Knowledge and Skill Mergers 1. Skilled (Blue)-Professional (White) 2. Mecha-Computers-Electronics 3. Engineering-Technical-Scientific K-12 Mergers 1. CTE-Gen acad-Arts 2. Applied, theoretical, contextual 3. K-12-CTC-University-Industry 4. Technical-Engineering-Scientific TSTC Strategic Mergers IT-Mecha-Graphics and all programsa almost
  7. Vitruvian Man
  8. Vitruvian Man
  9. Vitruvian Man
  10. Whyville has its own system of self governance