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―5th World: Video Games and 21st
Century Science, Technology,
Education, Workforce and
Demography‖
Jim Brazell
Kurzweil’s Exponential Pace of Innovation
Keystone
Events
Zero Time
The pace of technological
change ―advances (at least)
exponentially‖. –Ray Kurzweil
Ray Kurzweil
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).‖
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
S&T Convergence refers to the synergistic
combination of four major provinces of science
and technology, each of which is currently
progressing at a rapid rate:
(a) nanoscience and nanotechnology
(b) bioscience and genetic engineering
(c) info technology and communications
(d) cognitive science and neuroscience
(Roco and Bainbridge, 2002)
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
Richard E. Smalley, Robert Curl and
Harold Kroto won 1996 Nobel Prize
in Chemistry for the discovery of a
structure of carbon atoms known as
a ―buckyball‖.
http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
Pins can be added to a
buckball to form an X, Y, Z
coordinate system to DNA—a
symmetry between fullerenes
and DNA.
http://www-bsac.eecs.berkeley.edu/archive/users/warneke-brett/SmartDust/
Berkeley’s Golem Dust
11.7 mm3 total circumscribed volume
~4.8 mm3 total displaced volume
Berkeley’s Deputy Dust
6.6 mm3 total circumscribed
volume
4th Gen
11.7 mm3
6.6 mm3
charmedlabs.com
Machine Actors
―Robots at same
stage as 1978 PCs.‖
--Baylor
University, Carbonara and
Korpi
New H2M & M2M Relations
MIT Tech Review, 2005
Sensors
Physical
Chemical
Biological
http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
Actuators
Physical
Chemical
Biological
NanoBionics: Technical applications of
biological molecules including protein-based
materials, DNA-based materials,
biomineralization, cellular systems and
bioelectronics.
http://www.nanobionics3.de/
• 21st Century Science
• Global Workforce & Demography
• Global Education Context
• Video Games
• Conclusion
21st Century Workforce Context
• 2005, STEM Workforce Shortages include
Nurses, Teachers, Aviators, Submarine Pilots and
R&D Technicians, Technologists & Scientists
• 2010, deficit of 10 million workers in US. 2012, 21
million new jobs (U.S. Bureau of Labor Statistics)
• 2015, 43% of the current workforce will retire
(Jamrog, Human Resources Institute, University of Tampa in
Navarro)
• 2015, deficit of 40 million workers in US
Boomers
Generation X
Generation Y
46-64
65-79
80-Present
U.S. Census Bureau, Demographic
Trends in the 20th Century ,
Census 2000 Special Reports,
CENSR-4, Table 5, November
2002.
1946
20501900
1964
1980
Rate of
Growth
STEM
Workers?
Boomers, Low
SES, Minority
& Women.
U.S. Census Bureau, "U.S. Interim
Projections by Age, Sex, Race, and
Hispanic Origin,“ released
November 18, 2004.
Census Bureau Projections Thru 2100
U.S. Race/Ethnic Composition
0
50,000
100,000
150,000
200,000
250,000
2000 2010 2020 2030 2040 2050 2060 2070 2080 2090 2100
(inthousands)
White
Black
American Indian
Asian and Pacific Islander
Hispanic
SOURCE: U.S. Department of Commerce, Office of Technology Policy analysis of U.S Census Bureau Data, Population Projections,
http://WWW.CENSUS.gov/population/www/projections/natsum-T5.html
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
Census Bureau
Projects
Tripling of
Hispanic &
Asian
Populations by
2050. Non-
Hispanic Whites
may Drop To
Half of Total
Population (US
Census, 2004).
Texas Projects 20%
Population Growth
(2000-2015)
The White 15-to-34 age
population is predicted to
decrease 5 to 8 percent
(increase by 2,822).
The Black 15-to-34 age
population is predicted to
increase by 1 or 2 percent, or
perhaps remain static
throughout the state (increase
by 143,404).
The Hispanic 15-to-34 age
population is predicted to
increase 5.8 percent (increase
by 937,599).As of 2003 Whites No Longer
The Majority In Texas (US
Census Bureau, 2004)
Texas has the largest
echo boom.
(Source: Regional Plan for Texas Higher
Education, 2002)
Followed by UT, OK and OR.
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
Global Jobs Pull
Council on Competitiveness:
National Innovation Initiative
Samuel Palmisano (CEO, IBM): The future
breakthroughs are going to be in
interdisciplinary cooperation -- combinations of
biology, chemistry, and computational science.
Roughly 100 million jobs are going to be
created in a lot of these cross-disciplinary
fields: bioinformatics, hydrogen fuel cells,
broadband infrastructure, on and on.
--Business Week: 10.11.2004
$35K - $45K
$25K$40K - $50K
$45K - $65K
• 21st Century Science
• Global Workforce & Demography
• Global Education Context
• Video Games
• Conclusion
Rates for entry into college / university , the U.S. ranks 14th*
*Net Entry Rates into Tertiary Education (Type A), 2001
Source: Organization for Economic Cooperation and Development (OECD),
Education at a Glance, OECD Indicators, 2003 Edition
0
10
20
30
40
50
60
70
80 New
Zealand
Finland
Sweden
Poland
Australia
Norway
Iceland
Hungary
Netherlands
Korea
Spain
United
Kingdom
Denmark
Italy
USA
Other nations outpace U.S. in engineering graduates.
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
220,000
240,000
China
India
European
Union
Japan
Russia
U.S.
SKorea
Taiwan
# of 1st degree in Engineering / Science
Source: National Science Board, “Science and Engineering Indicators – 2004”; Table
2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
Other nations outpace U.S. in engineering graduates.
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
220,000
240,000
China
India
European
Union
Japan
Russia
U.S.
SKorea
Taiwan
# of 1st degree in Engineering / Science
Source: National Science Board, “Science and Engineering Indicators – 2004”; Table
2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
3 X
Each
April 9-13, 2006
30th ACM International
Collegiate Programming
Contest World Championship
The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University
Percentage of the population scoring at IALS literacy level 3
or higher on the document scale, 1994-95
53
56
62
66666767
7677
80
45
35
50
4547
49
58
52
4546
52
73
51
17
34
52
0
90
Sweden
Netherlands
Belgium
Canada
Switzerland
(g)
Switzerland
(Fr)
Germany
Australia
United
Kingdom
New
Zealand
Ireland
United
States
Poland
%
16-25 yrs of age 46-55 yrs of age
Source: Centre for Educational Research and Innovation, Organization for Economic
Cooperation and Development, Education at a Glance OECD Indicators 1998
U.S. Older Adults Have Stronger Skills Than Young Adults
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
Science
Technology
Engineering
Math
US Educational Push
US Educational Pull
• 21st Century Science
• Global Workforce & Demography
• Global Education Context
• Video Games
• Conclusion
Linucon 1.2
Network Games
3276% Change
$22B in 2006
EA
$2.85/$500M
NCSoft
$125M/$50M Atoms
Bits 1,000,000
Subscribers
paying $10
a month
--Garriott
Linucon 1.2
Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Breakaway
Games
Recommendation: Authentic contexts, activities, and assessment.
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.
GlucoboyThe video game that runs on blood.
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.
Eye Toy
New
HCI &
HSI
Senses geo
location for
game
interaction.
New
HCI &
HSI
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
Builder, Player & Sys Admin
What are they learning?
Game
Builders
Linucon 1.2
Millennials
Not Low Socio-Economic Status
Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod’ers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
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
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
STEM
Game Builder
TEAMS
Game Builder = STEM + ART
Transdisciplinary Action
Learning, problem solving & production.
Big Sesh Studios
Austin, TX
Game Builder - Architecture
Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley, Bry
ant, Perry, P
atterson, Gol
d, Thibault,
Miikkulainen
IC2 Institute: NERO
Game Builder – AI for Sensors
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
Creation of
new
knowledge,
processes,
systems,
and
languages.
Game Building is Transdisciplinary
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 Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
Play - Hidden
Learning.
Twitch speed (Psycho/Motor) and higher order cognition.
Sys
Admin
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
What is the 5th World?
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
You are the 5th World?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th World
4th World
Digital Divide
REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
Millennials
Low Socio-Economic Status
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
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
Texas Tweens Study
• 21st Century Science
• Global Workforce & Demography
• Global Education Context
• Video Games
• Conclusion
Kurzweil’s Exponential Pace of Innovation
Keystone
Events
Zero Time
The pace of technological
change ―advances (at least)
exponentially‖. –Ray Kurzweil
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
S&T Convergence
US Educational Pull
Aerospace,
Defense &
Security
Electronics
&
Telecom
Broadcast
Equipment
Optics/
Photonics
New Media/
Animation
Semiconductors
South Korea
DCI
Games
AI
&
Visualization
Microelectronics
&
Instrumentation
Biotech-
Health-
Medical
Telecom-
Optics-
Photonics
Art-
New Media-
Design
Semiconductors
Finland
DCI
Games
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
Central Florida
DCI
Games
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
San Diego County
DCI
Games
NANO
INFO
BIO
NEURO
S&T
DIGITAL
Games
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
NANO
INFO
BIO
PHARMA &
Med Device
NASA
ENERGY
Art and Science of Game
and Simulation construction
have similar KSA to 21st
Century Science.
Houston
Games
Linucon 1.2
First Flight 3 of 6
Dave Kenny
Linucon 1.2
April 9-13, 2006
30th ACM International
Collegiate Programming
Contest World Championship
The 2005 ACM-ICPC World Champions: Shanghai Jiao Tong University
Linucon 1.2

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