21. 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
22.
23. 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
24. 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
30. 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
35. USC ISI and Tactical Language Training
(ITSEC 2005)
36. Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
37. $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)
49. 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
50.
51. 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
53. 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.
71. 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.
72.
73. 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
74. 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.
75.
76. 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
77. Dr. David Thornburg, Center for Professional
Development and Jim Brazell, VentureRAMP, Inc.
Digital ARTS
81. Big Sesh Studios
Austin, TX
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Engineering
Design
82. $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
91. “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
103. $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)
106. 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.
123. Digital Media is the Cornerstone of
arts and science integration
124. Planetariet
planetarium – 60 seats
- a starprosjector
- a multimediaprosjector
main attraction: (astrophysics and space)
Editor's Notes
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).
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".
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