Genesee v1.0 10.12.2006
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Transcript of Genesee v1.0 10.12.2006
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What is this?
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TERAFLOP SUPER COMPUTER for $300!
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What is the average age of all video gamers in US?
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Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
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What percent female and
male?
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Entertainment Software Association (ESA), 2005 Essential Facts About the Computer and Video Game Industry, May 18, 2005.
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Each major period in history takes its character from the
medium of communication
used most widely at the time.
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“The medium is
the message”
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What is the message?
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NOSE
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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
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What is the message?
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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.
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Improved Target Acquisition System Trainer
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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.
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What is the message?
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Video games are leading us
to new affective and cognitive
domains…
A new relationship
between humans and
machines.
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http://www.adidas.com/campaigns/adidas_1/content/downloads/adidas_1-wp_02_1280_1024.jpghttp://www.adidasprlookbook.com/adidas1/index.asp
• 1,000th of a second sensor measures gap between heel and a magnet
• 20-MHz microcontroller measures changes in compression
• Motor spins at 4000 rpm turns a screw loosens cable
• Environmentally and operator adaptive shoe sole
What is the message?
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http://www.msnbc.msn.com/id/7643818/
I am a wearable robot.
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What is the message?
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http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/
Berkeley’s Golem Dust11.7 mm3 total circumscribed volume
~4.8 mm3 total displaced volume
Berkeley’s Deputy Dust6.6 mm3 total circumscribed
volume
4th Gen
11.7 mm3
6.6 mm3
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MIT Tech Review, 2005
Sensors
Physical
Chemical
Biologicalhttp://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
PhiloMetron™
4th GEN
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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
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MIT Technology Review,
January, 2005
4th GEN
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Micro-robotics team and biologists at Tsukuba University
Source: The GuardianDate: 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?
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We need to think beyond
these.
v
v
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Nanobionics: What is the message?
Tethered bacterium
Swimming bacteriumSwimming speed ~ 20-30 mProtons flux/motor ~ 1200 proton/rev
Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pWStall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.Research Assistant Professor of NEMS & MEMSDept. of Mechanical Engineering & BiomechanicsUniversity of Texas
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Adapted from Charles OstmanSenior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
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How does this new technological revolution compare to the information age? How is it different? What would
you label this Age?
_______ AGE
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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)
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The Age of Science
Nonfiction
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• Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
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TERAFLOP SUPER COMPUTER for $300!
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Games for…
Games for Health
Serious Games
Games for Change
Learning Games
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DMC Lab Project: Medical Leadership Trainer - Scenario
Authoring Engine
“Joe Medic”UT Austin DMC and
Fort Sam Houston AMED NCO Academy
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Case study: Emergency Response Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
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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
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Virtual-u.org
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Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
© n
um
ed
eon
, inc. 2
00
3
The average time per log in July was 3.8 hours making it second to Neopets.
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Whyville.net
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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.
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Food-force.com
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seriousgames.dk
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http://www.hopelab.org/remission.html
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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
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Serious Games
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http://www.msnbc.msn.com/id/7643818/
I am a wearable robot.
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We need to think beyond
these.
v
v
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MIT Tech Review, 2005
This is a ROBOT
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
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MechatronicsThe synergistic combination of mechanical engineering, electronics, control systems and computers.
Mechanical, Aerospace, and Nuclear Engineering Departments at RPIAll Contents Copyright(C) 2001 Mechatronics Lab at RPI
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Micro robots are embedded everywhere today.
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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
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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.
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http://www.calcars.org/photos.html
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Energy-CHP
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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).
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Security and Process ControlSCADA $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
ArmidaDevicePoint
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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
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Home Technology
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Implantable robots.
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Toys and Appliances
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Source: Harbor Research, 2003
M2MMARKETS
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Adapted from Charles OstmanSenior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st Century Architecture
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Adapted from Charles OstmanSenior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
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We live in a constructionist world which is open to design. The world is
extensible.
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http://www.nanotechproject.org
Project on Emerging Nanotechnologies at the Woodrow Wilson International Center for Scholars
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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.
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We need to realize that this is real today and it
dwarfs the .com revolution economically, socially,
politically and philosophically.
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• Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
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The number of jobs requiring technical training is growing at five times the rate of other occupations.Innovate America, U.S. Council on Competitiveness
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Jobs Context
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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
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Jobs Context
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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
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Navy Job Mergers
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Job Mergers – Wind Turbine
Lineman
Oil Field
Farm Mechanic
Wind Turbine Tech
Bettersworth and Brazell, TSTC, Forthcoming 2007
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Wind Turbine Tech
Instrumentation Electronics Control SystemsMechanical
InstrumentationHydraulic SystemsElectronics Systems
Mechanical SystemsAirfoils & CompositesData Communications
Bettersworth and Brazell, TSTC, Forthcoming 2007
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MechatronicsThe synergistic combination of mechanical engineering, electronics, control systems and computers.
Mechanical, Aerospace, and Nuclear Engineering Departments at RPIAll Contents Copyright(C) 2001 Mechatronics Lab at RPI
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Demand for petroleum engineers is great, with salaries to match
Web Posted: 09/25/2006 10:15 PM CDTVicki 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
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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
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http://sfgate.com/c/pictures/2005/04/17/bu_geeks_012_db.jpg
Bottom Line: We need more of these…
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Especially if I have to reboot my knee….
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$35K - $45K
$25K$40K - $50K
$45K - $65K
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• Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
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• 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 scienceData 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.
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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
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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
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MechatronicsThe synergistic combination of mechanical engineering, electronics, control systems and computers.
Mechanical, Aerospace, and Nuclear Engineering Departments at RPIAll Contents Copyright(C) 2001 Mechatronics Lab at RPI
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Program Merger: Wind Energy
Instrumentation Electronics Control SystemsMechanical
InstrumentationHydraulic SystemsElectronics Systems
Mechanical SystemsAirfoils & CompositesData Communications
Bettersworth and Brazell, TSTC, Forthcoming 2007
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Program Merger: Bio-Instrumentation
Drug developmentHealthcare monitoringTreatment modalitiesEnvironmental contamination control
Instrumentation Electronics Control SystemsBiotechnology
Materials scienceBioterrorismAgriculture
Bettersworth and Brazell, TSTC, Forthcoming 2007
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Program Merger: Fuel Cell
Mobile – Power for TransportationStationary – Commercial and Residential PowerPortable – Miniature BatteriesCombined - Renewable Energy Biomass
Instrumentation Electronics Control SystemsMechanical
Bettersworth and Brazell, TSTC, Forthcoming 2007
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Program Merger: Home Technology
InformationTechnology
Electronics Control SystemsMechanical
Integrated home controlComputer/home networkCommunicationsLighting and energy management
SecurityHealthSafetyEntertainment
Bettersworth and Brazell, TSTC, Forthcoming 2007
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Adapted from Charles OstmanSenior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
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In education, we need a
__________.
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Renaissance
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Transdisciplinarity
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University of Texas at San Antonio
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NanoBionic Motors
Tethered bacterium
Swimming bacteriumSwimming speed ~ 20-30 mProtons flux/motor ~ 1200 proton/rev
Tethered bacterium Motor efficiency ~ 90-100 % Output power ~ 2.9×10-4 pWStall torque ~ 4600 pN-nm
Nano-motor (45 nm wide)Genetic Engineering
Harmless E. coli
Mohamed Al-Fandi, Ph.D.Research Assistant Professor of NEMS & MEMSDept. of Mechanical Engineering & BiomechanicsUniversity of Texas
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Chemistry Engineering
BiologyPhysics
Educational Convergence
Computer Science
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Chemistry Engineering
BiologyPhysics
What is missing?
Computer Science
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Business Law
Fine ArtsLiberal Arts
Educational Convergence
STEM
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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.
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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
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Where can we find transdisciplinary
actors today?
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Creation of new knowledge, processes & systems.
Game Building is Transdisciplinary
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Game Builders – 5th World’ers
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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
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US Nano Soldier FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
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US Nano Soldier
FCS 2020
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UT, DMC: NERO
Game Builder – AI for Sensors
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Game
Operators
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http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
BACK FLIP
C4 Operations Centers
AirLandSeaSpaceCyber
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How are 5th World’ers
exercising 21st century learning and work skills
today?
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Game Camp
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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
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Math Engineering
TechScience
What are they learning?
?
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Math Engineering
TechScience
ARTS
What are they learning?
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Math Engineering
TechScience
TEAMS
What are they learning?
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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
5th World
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What about the digital divide?
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4th World MillennialsLow Socio-Economic Status
Goldberg’s Crew, Houston Community College
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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 schoolMiller Junior High Fleming Middle School
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Females MalesDesigner/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
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0
10
20
30
40
50
60
70
80
90
100
High schoolor less
Communitycollege/technical
Collegedegree or beyond
How Much Education do You Want?
WhiteAfrican AmericanLatinoOther
How much education?
A. Gold, IC2 Institute, UT Austin, Forthcoming
4th World
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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
5th World
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• Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
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1
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In one word
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Transdisciplinarity
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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.
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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
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Transdisciplinarity
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2
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Shift from STEMTEAMS
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Math Engineering
TechScience
STEM
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Math Engineering
TechScience
ARTS
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Math Engineering
TechScience
TEAMS
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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
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3
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Embrace the medium of
gaming
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COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCEACTION FLIGHT SIMULATOR
GAMES
ART
SCIENCE
MARKETING
HUMAN RES. (HR)
RECRUITING
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Socialimpactgames.com
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Texas Workforce CommissionTexas Business Education Coalition
UT Austin DMC
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Population: 1.4MM Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
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The average time per log in July was 3.8 hours making it second to Neopets.
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Whyville.net
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SPACE STATION
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Whyville City Hall
© n
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WhyvilleSenators
OrEoBaBy
Sooner
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© n
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0 clams
80 clams
20 clams
50 clams
100 clams
Progressive Involvement
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Feb. 14- March 13, 2002 3,000 BBS postings
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NMC Video
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4
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Where appropriate focus on game builders
to build transferable skills
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squeakland.org
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delta3D.org
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alice.org
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5
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Connect career and academic planning and exploration
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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.
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6
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Redefine Workforce Education
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SpaceTEAMS
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ITSA
Greg White, UTSA:
”K-PhD”
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spaceTEAMS Video
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What are we teaching?
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MechatronicsThe synergistic combination of mechanical engineering, electronics, control systems and computers.
Mechanical, Aerospace, and Nuclear Engineering Departments at RPIAll Contents Copyright(C) 2001 Mechatronics Lab at RPI
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ComputerScience
Engineering
PhysicsMath
Industrial Design
spaceTEAMS
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http://images.autodesk.com/emea_design_center/images/4423712_FIRST-Team-342-image-1-gr.jpg
2004, US FIRST Robotics Design Winner
Instructor, Kalameja, Trident Technical College, Charleston, SC, USA
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“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
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• Science and Technology
• Workforce
• Education
• Tools and Methods
The Age of Science Nonfiction
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Each major period in history takes its character from the
medium of communication
used most widely at the time.
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GlucoboyThe video game that runs on blood.
What is this?
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GlucoboyThe video game that runs on blood.
Automatic Control Systems
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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).
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Industrial Age
Notion of INFO AGE
Historic – Economic – Social Shift
Cybernetic Age
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Game
Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to theAmerican 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.
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Learning Game
Adapted from Dempsey, Lucassen, Haynes, and Casey (1996). Instructional applications of computer games. Paper presented to theAmerican 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.
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Games
Simulations[Learning Theory]
[Learning Games]
Learning by Doing : A Comprehensive Guide to Simulations, Computer Games and Pedagogy in e-Learning and Other Educational Experiences, 2005 -- Clarke Aldrich
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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).