Weatherford 5thworld v1.0

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  • 1. 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.

2. SuperComputing 95 Teraflop Challenge 1996, Thinking Machines $100 million Upgrade to Connections 5 2 Teraflops Per Second The Future of Computers 1996 Robert A. Freitas Jr., Research Scientist, Zyvex Corp. 3. Teraflop - A trillion floating-point computing instructions per second, a measure of the enormous number of operations carried out by the most advanced supercomputers today (tera=trillion). Wiley Publishing Since 1804 4. TERAFLOP SUPER COMPUTERS for $300 today! 5. Teraflop - A trillion floating-point computing instructions per second, a measure of the enormous number of operations carried out by the most advanced [toys] today (tera=trillion). Wiley Publishing Since 1804 6. http://www.arraycomm.com/pcct/coopers_law.htm Coopers Law Martin Coopers Law - the no. of conversations (voice and data) conducted over a given area, in all of the useful radio spectrum has doubled every 21/2 years for the last 105 years since Marconi, 1895. 7. EV-DO data travels over the network at typical speeds of 300 to 500 kilobits per second. EV-DO can theoretically hit data transmission rates of 2.4 megabits per second. http://www.ipma-wa.com/exec_sem/2005/bruno.ppt#14 8. NOSE 9. 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 10. Equivalent to 17-inch SVGA display at arms length 11. 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. 12. Emergence of new realities. 13. Improved Target Acquisition System Trainer 14. Time to Market 15. Video Game Innovation 5th World Learning Strategies 16. What innovations are flowing from gamers and the game industry? 17. Self Organized Innovation Networks Cross appropriation of game technology to other human endeavors. 18. How are consumer-producers impacting the game industry? Example: CounterStrike Modder: An individual who modifies the content and context of games to create new innovation. 19. CounterStrike 20. In 2002 there were over 30,000 Counter- Strike servers Second place was Unreal Tournament with about 9,800 In 2004, GameSpy over 85,000 players playing Counter-Strike at any point in time In 2004 accounted for almost 70 percent of the online FPS audience. Over 4.5 billion minutes of playing time each month, making it the most popular online FPS in history. 21. Games for Games for Health Serious Games Games for Change Learning Games 22. Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands 23. Created by Andr Dirk Knuckles in China Land 24. KICL.info Contains all the characters from the Hiragana and Katakana syllabries, over 6000 Kanji characters, and hundreds of Japanese, Indonesian, & German words. Includes Vocabulary Editor with input for non- Latin characters. Created by Andr Dirk Knuckles in China Land 25. USC ISI and Tactical Language Training (ITSEC 2005) 26. NETC 24 Blue (ITSEC 2005) 27. Case 4: Disaster Configurator for the Rotterdam Port Authority Case study: Emergency Response Training, Pjotr van Schothorst VSTEP BV, Rotterdam, The Netherlands 28. Player is Incident Commander or subordinate crisis responder. Responds to events with choices that should mirror Department of Justice NICS doctrine. Tactical Map set in players home county ICS hints throughout gameplay Coordination and communication required for success Full-scale training is unaffordable for small jurisdictions* Permits widespread distribution to many users* *88% of all jurisdictions are considered to be small. Incident Commander Recommendation: Emphasize human-to- human computer mediated communication, interaction and learning. 29. Virtual U models the attitudes and behaviors of the academic community in five major areas of higher education anagement: Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; Faculty, course, and student scheduling issues; Admissions standards, university prestige, and student enrollment; Student housing, classrooms, and all other facilities; and Performance indicators. 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 30. Virtual-u.org 31. 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. 32. Food-force.com 33. GlucoboyThe video game that runs on blood. 34. Breakaway Games 35. 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 36. Games for Games for Health Serious Games Games for Change Learning Games 37. Video Game Innovation 5th World Learning Strategies 38. What is the 5th World? 39. The other side of the digital divide. 40. The Other Side of the Digital Divide Not Low Socio-Economic Status Ninjas Crew, GameCamp, 2005 41. Creation of new knowledge, processes & systems. Game Building is Transdisciplinary 42. Female, 4, 8% Male, 46, 92% Average Age Respondent 15 Avg. Age Start Playing Games 5 Avg. Hours of Play Per Week 24 % Moders 34% Average Hours Mod'ing Per Wk. 5 Average Age Start Mod'ing 12 50 Game Camp Respondents to Date 43. Science MOD MODing MODer Art SKIN SKINing SKINer 44. 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 45. Math Engineering TechScience What are they learning? ? 46. Math Engineering TechScience ARTS What are they learning? 47. Math Engineering TechScience TEAMS What are they learning? 48. 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 49. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James Butch Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rossers study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker. 50. What is the impact of gaming on human behavior, thinking and learning? Benefits similar to bilingualism in exercising the mind (Ryerson University, Canada, Global Mail, 2006) Increased situational awareness (University of Rochester Study in Clark 2005) Improved pattern recognition and spatial processing abilities (UCLA Prof. Patricia Marks Greenfield in Clark 2005) Improved inductive reasoning, users learn by doing (Prof. Sherry Turkle, MIT in in Clark 2005) 51. Burgeoning realm of academic study? Transformation of media space and culture Impact to human communication, organization, learning, behavior Mathematics, modeling and systems architecture. Modeling human-human, human-machine and machine-machine interactions and behavior in large distributed systems. Application of simulation and gaming techniques, technologies, systems and processes to non-entertainment fields. 52. US Nano Soldier FCS 2020 defenselink.mil/news/Jul2004/n07272004_2004072705.html Game Builder Nano Soldier 53. Neuro Evolved Robotic Operatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bryant, Perry, Patterson, Gold, Thibault, Miikkulainen IC2 Institute: NERO Game Builder AI for Sensors 54. Sys Admin 55. 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 Air Land Sea Space Cyber 56. 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 57. 5th World Millennials Not Low Socio-Economic Status Ninjas Crew, GameCamp, 2005 58. 4th World Millennials Low Socio-Economic Status Goldbergs Crew, Houston Community College 59. The toys we play with as children! 60. This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC 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 IC 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 61. Low SES: More TV and More Video Games TV Games A. Gold, IC2 Institute, UT Austin, Forthcoming 62. 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 63. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming 64. 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 65. Video Game Innovation 5th World Learning Strategies 66. 1 67. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO What is the impact of S&T Convergence to education? 68. Transdisciplinarity 69. Chemistry Engineering BiologyPhysics Educational Convergence Informatics 70. Business Law Fine Arts Liberal Arts Educational Convergence S&T 71. 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. 72. Psychology Cognitive Science Human Factors Usability X Art, Design, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics Organizing for Innovation Design 73. Psychology Cognitive Science Human Factors Usability STEM ED Art, Modeling, Visualization Modeling, Simulation, Mathematics, Cybernetics DESIGN Organizing for Innovation 74. 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 75. 2 76. Math Engineering TechScience STEM 77. Math Engineering TechScience ARTS 78. Math Engineering TechScience TEAMS 79. 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 80. 3 81. First Flight 3 of 6 Dave Kenny 82. 4 83. 5 84. 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 numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets. 85. 6 86. Elementary spaceTEAMS San Antonio,TX Robot competition plus career and academic exploration and history of science and technology. 87. spaceTEAMS San Antonio,TX Middle School 88. FREE if you have a team of 8 middle or high school girls 89. spaceTEAMS San Antonio,TX Middle School Like football or volleyball but academic. 90. ITSA Greg White, UTSA: K-PhD