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New Title Slide - Chris

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http://www.pong-story.com/odyssey.htm#P1

1972

“Ready or not, computers are coming to the people.”

Stewart Brand, Rolling Stone December, 1972

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http://www.wheels.org/spacewar/

First Joy Stick

First Winner,

Intergalactic Spacewar Olympics

Stephen "Slug" Russell at MIT. Other major

contributors include Peter Samson, Martin Graetz,

Wayne Witanen, Alan Kotok and Dan Edwards.

.

DEC PDP-1 assembler

http://www3.sympatico.ca/maury/games/space/spacewar.html

19621972

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Ready or not, “SUPER COMPUTERS” are coming to the people!

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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

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Network Games - First successful

subscription model on net.

Shift 3 – Stand alone games to network games. Flat rate retail to monthly fees.

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The Growth of Video Games

• U.S. Sales $3.2 billion in 1995

$10.4 billion in 2003

• 50% 0f all Americans ages 6 and older play video games!

• 239 Million video and computer games sold last year in the U.S.

• Forecasted AAG at 8 to 10 %

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To be defined

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To be defined

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1

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Video games moved from the arcades to the living room

Video games A brief history

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Digital entertainment began driving computer hardware improvements

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Enabling Games to become desktop simulations

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Today games are a dominant force in personal technology

innovation

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May 1995

Today games are changing our culture

October 1999

Children and young adults at the forefront of this technological wave are changing the fundamental constructs of personal technology, computer, and Internet innovation.

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Games now influence the events they simulate

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Games now influence the events they simulate

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Games now influence the events they simulate

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Games now influence the events they simulate

Intertextuality

There is a conversation happening between games and society and the outcome of this conversation is that games are directly influencing the world in which we live.

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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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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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First Person & Fidelity

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Improved Target Acquisition System Trainer

First Person & Fidelity

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Time to Market

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Games for…

Games for Health

Serious Games

Games for Change

Learning Games

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Case study: Emergency Response Training, Pjotr van Schothorst

VSTEP BV, Rotterdam, The Netherlands

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USC ISI and Tactical Language Training

(ITSEC 2005)

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NETC – 24 Blue

(ITSEC 2005)

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Case 4: Disaster Configurator for the Rotterdam Port Authority

Case study: Emergency Response Training, Pjotr van Schothorst

VSTEP BV, Rotterdam, The Netherlands

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Improved Target Acquisition System Trainer

First Person & Fidelity

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Talon Explosive Ordnance Disposal Trainer

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Forward Observer

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Nuclear, Biological, Chemical Reconnaissance Vehicle

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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.

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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

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Virtual-u.org

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food-force.comProduced 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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GlucoboyThe video game that runs on blood.

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2

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How Have Video Games Changed the Learner?

• Increased situational awareness (University of Rochester Study)

• Improved pattern recognition and spatial processing abilities (UCLA Prof. Patricia Marks Greenfield)

• Improved inductive reasoning, users “learn by doing” (Prof. Sherry Turkle, MIT)

• Video game players are comfortable with processing large amounts of data.

• Game players have an insatiable desire to “win”!

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Games and the Digital Divide

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Games and the Innovation Gap

Builders versus Consumers

Innovation GapWe must create a generation of critical thinkers capable of creating innovation!

80% of the top 500 companies are listing "Innovation" as one of the top three priorities in 2002 / 2003.

(The Innovation Gap By Jim Kochanski, Paul Mastropolo and Gerry Ledford)

Companies receiving the Most U.S. Patents in 2001

Company Number of Patents

IBM 3,453

NEC 1,966

Canon Kabushiki Kaisha 1,877

Micron Technology 1,643

Samsung Electronics 1,451

Matsushita Electrical Industrial 1,447

Sony 1,392

Hitachi 1,283

Mitsubishi 1,210

Fujitsu 1,208

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• 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.

Game provide the motivation, and tools to create innovation

Example: The game ‘MOD’ community

Modder:

Definition: An individual who modifies a game using tools either created, or provided, in order to create an

entirely new gaming experience.

CounterStrike™

Builders

Innovators

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Where are we now?

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Games are taken Seriously

Serious GamesDefinition: Games used for

education, training, health, and public policy.

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ISD meets games and they evolve

IDSI’s Game-based Learning Simulation Model™ (GLSM)™ integrates the benefits of

games, simulations, and instructional systems design.

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To create a new discipline

Instructional Game Based System DesignIGSD™

Developing effective game-based learning is, to date, the most advanced application of learning theory to technology. Its intricacy and sophistication requires senior, academically, and experientially qualified instructional and game designers.

(Marci Murawski, 2005)

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Effective IGSD is a binary process

Instructional Design

Game Design

“In a game based simulation Game Design and Instructional System Design MUST co-exist, each inter-dependent with the other.”

Design SpecificationsConsequence

StorySetting

Rules

Interactivity

“Game Based Simulation”

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Effective IGSD begins with sound Instructional Design

Learner Design

Learning

Objectives

ProvideDesign

Specifications

There is no COTS Solution

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Effective IGSD ends with sound Game Design

Design SpecificationsConsequence

StorySetting

Rules

Interactivity

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Context

• Who • What • Why • When • Where

Narrative

Story & Setting

Story&

Setting

Internal

External

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AssistiveEnabling

Interactivity

• How does the User interact with the machine?

• How will the user interact with their environment when making critical decisions?

Interactivity

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Rules

• Procedural• Doctrinal

• How To• How not to

Rules IntuitivePlanFlexible

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Consequence

• Positive • Negative

Consequence MeasurableImmediate

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Instructional NarrativePersonal NarrativeExternal Narrative

Multiple Narrative Approach

Story&

Setting

Rules

Consequence

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Multiple Levels of Engagement

Psychomotor

Cognitive

Affective

ENGAGEMENT

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Experiential Fidelity

– Prepares the learner for the emotional states and sensory inputs

that could impact “real-world” performance

– Harnesses Mood Dependence (Your chances of remembering

an event or fact are greater if you evoke the emotional state you

were in at the time of experiencing the event or learning the

fact) .

– Low Risk Experimentation / Viewable Consequences

– Mitigates skill degradation

– Is a learning environment that students want to use

Game Based Simulations Provide Experiential Fidelity

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GamesGames™Intelligent

Games become intelligent

The next phase in game based learning is the game that will asses you and use that knowledge to dynamically and change the simulated environment to provide you with a tailored maximized learning experience.

i

intelligently

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Asses

smen

t

Asses

smen

t

iGames adapt to the learner

LearnerActionsBehaviors

ActorsAnd

Avatars

Environment

Interface

External Narrative

Instructional NarrativePersonal NarrativeDynamically

Modify

Intelligent Adaptive Learning

IDSI’s Model of Dynamic Adaptability in Game Based Learning™

Copyright 2005 IDSI

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How do we measure success?

• Tracking of learner performance

• Capture all decision points for instructor review and assessment

• Playable replay of simulation

• Capture emergent learner behaviors for ‘Lessons Learned’

Game/SimContent

LMS CMS

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In Conclusion

IDSI’s Game based simulations !– Offer “cost effective” tools for developing strategic

and critical thinking skills

– Supports the “Digital Culture”

– Bridges socio-economic divides in access and knowledge

– Provides “Experiential Fidelity”, i.e. the whole experience

– Are “Intelligent Games” (iGames™) that can dynamically adapt to the learner.

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3

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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

Educational Pull

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Clarke Aldrich, Learning by Doing : A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences, 2005 Games

Simulations Pedagogy

[Learning Games]

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Note: You do not need a computer for any of this…

Games

Simulations Pedagogy

[Learning Games]

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What is the 5th World?

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Digital DivideLow Socio-Economic Status

Goldberg’s Crew, Houston Community College

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The Other Side of the Digital DivideNot Low Socio-Economic Status

Ninja’s Crew, Houston Community College

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MillennialsNot Low Socio-Economic Status

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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

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ScienceMODMOD’ingMOD’erArtSKINSKIN’ingSKIN’er

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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

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PlayerIncr. hand-eye coordreaction timespatial visualizationneuro-psych. testsvisual attentivenessand 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.

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US Nano Soldier FCS 2020

defenselink.mil/news/Jul2004/n07272004_2004072705.html

Game Builder – Nano Soldier

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Neuro Evolved Robotic OperativesAgents 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

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Sys Admin

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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 CentersAirLandSeaSpaceCyber

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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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MillennialsLow Socio-Economic Status

Goldberg’s Crew, Houston Community College

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MillennialsNot Low Socio-Economic Status

Ninja’s Crew, Houston Community College

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The toys we

play with as

children!

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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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Low SES: More TV and More Video

Games

TV

Games

A. Gold, IC2 Institute, UT Austin, Forthcoming

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A. Gold, IC2 Institute, UT Austin, Forthcoming

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A. Gold, IC2 Institute, UT Austin, Forthcoming

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A. Gold, IC2 Institute, UT Austin, Forthcoming

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0102030405060708090

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

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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

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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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• Students have professional aspirations, but lack knowledge about how to reach professional goals.

• Opportunities to learn about and explore careers are not available at school or accessed by the majority of students.

• Students lack knowledge about the context and content of careers.

A. Gold, IC2 Institute, UT Austin, Forthcoming

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Project #1: spaceTEAMS

TEAMS Career and Academic Exploration and

Planning with Robotics Project-based Learning

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ITSA

Greg White, UTSA:

”K-PhD”

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ITSA

Greg White, UTSA:

”K-PhD”PipelineStart younger!

TEAMS Northwest Vista College, San Antonio

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Elementary

spaceTEAMSSan Antonio,TX

Robot competition plus career and

academic exploration and history of

science and technology.

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spaceTEAMSSan Antonio,TX

Middle School

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US First-EISDAndrew

SchuetzeSan Antonio,TX

High School

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spaceTEAMSSan Antonio,TX

Middle School

Like football or volleyball

but academic.

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Project #2: TEAMS Workforce Initiative

Workforce Attrition.Emerging Technology.

ID Educational Solutions.

Sponsor: None. Informal Collaboration.

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alice.org

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squeakland.org

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Population: 1.4MM Growth: 1200/day

Educational Sites 3 - 5 minutes EA online games 9 minutesAOL Entertainment 10 minutesWhyville.net 59 minutesYahoo! 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

© num

edeon, inc. 2003

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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Socialimpactgames.com

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Summary

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Conclusion