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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.
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.
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
TERAFLOP
SUPER
COMPUTERS
for $300 today!
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
http://www.arraycomm.com/pcct/coopers_law.htm
Cooper’s Law
Martin Cooper’s 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.
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
NOSE
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
Equivalent to
17-inch SVGA
display at arm’s
length
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.
Emergence of new
realities.
Improved Target Acquisition System Trainer
Time
to
Market
• Video Game Innovation
• 5th
World
• Learning Strategies
What innovations
are flowing from
gamers and the
game industry?
Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
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.
CounterStrike™
• 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.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
Created by André Dirk
Knuckles in China Land
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 André Dirk
Knuckles in China Land
USC ISI and Tactical Language Training
(ITSEC 2005)
NETC – 24 Blue
(ITSEC 2005)
Case 4: Disaster Configurator
for the Rotterdam Port Authority
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
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 player’s
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.
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
Virtual-u.org
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.
Food-force.com
GlucoboyThe video game that runs on blood.
Breakaway
Games
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
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
• Video Game Innovation
• 5th
World
• Learning Strategies
What is the 5th
World?
The other side
of the digital
divide.
The Other Side of the Digital Divide
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
Creation of
new
knowledge,
processes
& systems.
Game Building is Transdisciplinary
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
Science
MOD
MOD’ing
MOD’er
Art
SKIN
SKIN’ing
SKIN’er
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
Math Engineering
TechScience
What are they
learning?
?
Math Engineering
TechScience
ARTS
What are they
learning?
Math Engineering
TechScience
TEAMS
What are they
learning?
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
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.
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)
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.
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
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
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
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
5th
World Millennials
Not Low Socio-Economic Status
Ninja’s Crew, GameCamp, 2005
4th
World Millennials
Low Socio-Economic Status
Goldberg’s Crew, Houston Community College
The toys
we
play with
as
children!
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 school
Miller Junior High
Fleming Middle School
Low SES: More TV
and More Video
Games
TV
Games
A. Gold, IC2
Institute, UT Austin, Forthcoming
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
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
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
• Video Game Innovation
• 5th
World
• Learning Strategies
1
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
What is the impact of S&T
Convergence to
education?
Transdisciplinarity
Chemistry
Engineering
BiologyPhysics
Educational
Convergence
Informatics
Business
Law
Fine Arts
Liberal Arts
Educational
Convergence
S&T
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.
Psychology
Cognitive Science
Human Factors
Usability
X
Art,
Design,
Modeling,
Visualization
Modeling,
Simulation,
Mathematics,
Cybernetics
Organizing for
Innovation
Design
Psychology
Cognitive Science
Human Factors
Usability
STEM
ED
Art,
Modeling,
Visualization
Modeling,
Simulation,
Mathematics,
Cybernetics
DESIGN
Organizing for
Innovation
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
2
Math Engineering
TechScience
STEM
Math Engineering
TechScience
ARTS
Math Engineering
TechScience
TEAMS
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
3
First Flight 3 of 6
Dave Kenny
4
5
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.
6
Elementary
spaceTEAMS
San Antonio,TX
Robot competition
plus career and
academic exploration
and history of
science and
technology.
spaceTEAMS
San Antonio,TX
Middle School
FREE
if you have a team of 8 middle
or high school girls…
spaceTEAMS
San Antonio,TX
Middle School
Like football
or volleyball
but
academic.
ITSA
Greg White, UTSA:
”K-PhD”
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Weatherford 5thworld v1.0

Notas del editor

  1. The Age of Spiritual Machines – When Computers Exceed Human Intelligence The Singularity Is Near : When Humans Transcend Biology
  2. The Future of Computers http://www.rfreitas.com/Nano/TheFutureOfComputers--Analog--March1996.htm (c) 1996 Robert A. Freitas Jr.Research ScientistZyvex Corp. Citation: Robert A. Freitas Jr., “The Future of Computers,” Analog 116(March 1996):57-73.
  3. Cooper first cellular mobile phone in 1973 In simple terms, Moore’s Law states that the number of transistors that can be packed on an integrated electronic circuit doubles approximately every 2 years (ftp://download.intel.com/research/silicon/moorespaper.pdf ) enabling a size: price: performance ratio of smaller, cheaper and more powerful micro electronics. Law of Disruption states that “social, political, and economic systems change incrementally, but technology changes exponentially Metcalfe’s Law Value of a network increases proportionally with the square of the number of connections
  4. Need source
  5. Need source
  6. Need source
  7. 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".
  8. 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".
  9. We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  10. We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  11. We have an innovation gap. We have become a society of consumers. The lack of access to the knowledge and assets necessary build simulations, scenarios, and games is a technological divide that we must address today. We must create a generation of people capable of creating innovation!
  12. Provide small communities Novel way to use learning games Special – business relationship between Breakaway and DOJ Distribute to 30,000 agencies in Feb National Incident Command Sys NICS Training
  13. Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN GANNETT NEWS SERVICE Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people. That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate. Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com. 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. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic. 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. When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game. The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away. The game is best for ages 8 to 13. It scores a perfect five stars. For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
  14. <number>
  15. “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
  16. Better living through video games? From Thursday's Globe and Mail Thursday, February 09, 2006 When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time. Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging. The full text of this article has 1173 words. Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers) Hand eye Brain Coordination Mark Prensky How What Where Emergent behaviors and strategy
  17. Better living through video games? From Thursday's Globe and Mail Thursday, February 09, 2006 When he snags downtime from his schoolwork, Ryerson University student Brad Evans gabs with friends, grooves to Kanye West on his MP3 player and races virtual hotrods on his Sony PlayStation. All at the same time. Before you assume gadgets and video games fry the minds of the future, consider this: Canadian researchers are finding evidence that the high-speed, multitasking of the young and wireless can help protect their brains from aging. The full text of this article has 1173 words. Patricia Marks Greenfield Mind (Mind and media: The effects of television, video games and computers) Hand eye Brain Coordination Mark Prensky How What Where Emergent behaviors and strategy
  18. The careers are ordered by priority. Design-related fields are at the top fo the chart for both females and males. Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
  19. <number>
  20. <number>
  21. <number> The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians. To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face. You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.