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Grassroots Science Museum Collabora3ve A PROPOSAL TO CONNECT GSMC MUSEUMS

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Page 1: GSMC AISL Overview

Grassroots  Science  Museum  Collabora3ve

A  PROPOSAL  TO  CONNECT  GSMC  MUSEUMS

Page 2: GSMC AISL Overview

CONNECTING  GRASSROOTSUSING  ADVANCED  TECHNOLOGY

FROM THE MOUNTAINS TO THE COAST

Page 3: GSMC AISL Overview

CYBERNAUTS

PROJECT  RATIONALE

Creating   a   computationally   l i t e r a t e  popu lace   i s   critical   f o r   maintaining  n a t i ona l   scientific   and   technological  strength   in   a   global   society.   The   Full-­‐scale   Development   Project   centers   on  the   development,   r e s e a r c h ,   and  evaluation   of   scalable   cyber learn ing  exh ib i t s   to   stimulate   i n te res t   in  computing   whi le   connect ing   the  member   institutions   of   the   GSMC  Collaborative   using   advanced   cloud  computing  technologies.

ADVANCING  COMPUTATIONAL  THINKING  THROUGHSCALABLE  CYBERLEARNING  EXHIBITS  FOR  PUBLIC  AUDIENCES

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PROJECT  GOALS

CONNECT  THE  GSMC  COLLABORATIVE  USING  INNOVATIVE  CLOUD  TECHNOLOGIES

CONNECT PLAY DEPLOY

TRANSPORT  VISITORS  INTO  A  VIDEO  GAME  WHERE  THEY  CAN  CONTROL  THE  INNER  WORKINGS  

OF  THE  GAME  ITSELF

DEPLOY  EXHIBITS  ACROSS  THE  STATE  OF  NORTH  CAROLINA  

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THE  EXHIBITTHE  VISITOR  EXPERIENCE

THE  VISITOR  TAKES  ON  THE  ROLE  OF  A  CYBERNAUGHT  THAT   HAS   BEEN   TRANSPORTED   INTO   A   COMPUTER  GAME   TO   FIX   PROBLEMS   WITH   THE   VIDEO   GAME  USING  MOTION  CONTROLS

USING  MOTION  CONTROLS  VISITORS  WILL  BE  ABLE  TO  MODIFY   KEY   GAME   ELEMENTS   AND  OBSERVE  THE   IMPACT   THEIR   DECISIONS   HAVE   ON   THE  GAME’S  BEHAVIOR

UPON  THE  COMPLETION  OF   THE  EXPERIENCE  THE  VISITOR  RECEIVES  A  PRINTOUT  FROM  A  THERMAL  PRINTER   WITH   INSTRUCTIONS   AND   LOGIN  INFORMATION  TO  ACCESS  THE  GAME  AT  HOME

THE   EXHIBIT   IS   SCALED   BASED   ON   FLOOR   SPACE  WITH   ADDITIONAL  MONITORS   THAT   BROADCAST  THE  CURRENT  USERS  ACTIONS.  THE  DIAGRAM  TO  THE  RIGHT  SHOWS  VISITOR  INTERACTION  LEVELS.

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EXTENDED  LEARNING

Upon   compleRng   the   museum  exper ience   each   user   i s  provided   with   an   instant  printout  with   instrucRons  and  a  username   and   password   to  conRnue   the   experience   at  home.   The   users   progress   is  saved   under   these   credenRals  for   access   at   the   museum   and  home.  

THERMAL  PRINTER

THE  EXHIBITADVANCED  TECHNOLOGY

THE  LEAP  MOTION  SENSOR

Just   about   the   size   of   a   flash  drive,   the   Leap   can   disRnguish  your   individual   fingers   and   track  your   movements   down   to   a  1/100th   of   a  millimeter.   For   the  first   Rme,   you   can   control   a  computer   in   three   dimensions  with   your   natural   hand   and  finger  movements.

ADVANCED  MOTION  SENSOR

ADVANCED  HIGH  DEFINITION

High   definiRon   screens   not   only  display   the   game   experience   to  the   user   but   also   relay   that  experience   to   differing   levels   of  visitor   engagement   in   order   to  have  a  greater  reach  and  impact.

HIGH  DEFINITION  SCREENS

CLOUD  COMPUTING

Using   significant   advances   in  cloud   compuRng   technologies  the   exhibit   experience   is  r e m o t e l y   d e l i v e r e d ,  maintained,   and   updated,   so  your   museum   staff   can   focus  more   on   meeRng   the   needs   of  visitors   than   trying   to   fix  technology.

COMPUTER  CONNECTED  

TO  THE  CLOUD

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CONCEPTUAL  DESIGN

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CONCEPTUAL  DESIGNCOMPONENT  DETAIL  VIEW

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EXTENDED  LEARNINGDEEP  LEARNING  AND  CAREER  MATCHING

LOGIN LEARN EARNVisitors   login   at   home  using   the   username   and  p a s s w o r d   o n   t h e i r  Cybernaught  Passport  they  received   at   the   museum.  The   system   loads   their  progress   and   gives   them  access   to   the   game   on  their   home   computer   in   a  web  browser.

Once   logged   in   visitors  gain   access   to   missions  only   available   at   home  that   provide   extended  l e a r n i n g   and   un l o c k  addiRonal   levels   they   can  play   at   the   museum   on  their   next   visit   by   logging  in   with   their   Cybernaught  Passport.

Visitors   earn   badges   both  a t   home   and   a t   the  museum.   These   badges  interface   with   the   Mozilla  Open   Badge   project   and  will   be   programmed   to  provide   career   matching  a n d   j o b   e x p l o r a Ron  opportuniRes   based   on  geolocaRon.

Page 10: GSMC AISL Overview

CONNECTING  THE  COLLABORATIVE

THE  EXHIBIT  WILL  FEATURE  AN  ADDITIONAL  LCD  DISPLAY  AND  A  HIGH  DEFINITION  TOUCHSCREEN.  THESE  ARE  DIRECTLY  CONNECTED  TO  LINKING  THE  MEMBER  INSTITUTIONS.  

THE  LCD  TOUCHSCREEN  WILL  LIST  ALL  OF  THE  PARTICIPATING  MUSEUMS  ON  A  LEADER-­‐BOARD  SO  VISITORS  CAN  COMPETE  ACROSS  MUSEUMS  AND  ACROSS  THE  STATE.  IN  ADDITION,  THE  TOUCHSCREEN  WILL  FEATURE  ACCESS  TO  EACH  OF  THE  MUSEUM  PROFILES  SO  VISITORS  CAN  

LEARN  ABOUT  ALL  OF  THE  INSTITUTIONS  ACROSS  THE  COLLABORATIVE.

Page 11: GSMC AISL Overview

TIMELINE

YEAR  1 YEAR  2 YEAR  3 RESULT  J

YEAR  ONE  IS  FOCUSED  ON  DEVELOPING  THE  SOFTWARE,  INTERACTION,  EXHIBIT,  AND  

VISITOR  EXPERIENCE  

IN  YEAR  TWO  THREE  BETA  EXHIBITS  ARE  LAUNCHED  IN  A  SMALL,  MEDIUM,  AND  LARGE  

MUSEUM  

IN  YEAR  THREE  THE  EXHIBITS  ARE  REPLICATED  AND  

DELIVERED  TO  GSMC  MUSEUMS  ACROSS  THE  STATE  OF  NC

THE  DEPLOYMENT  CREATES  AN  INTERCONNECTED  

INFRASTRUCTURE  THAT  CAN  BE  USED  FOR  FUTURE  GROWTH

Page 12: GSMC AISL Overview

BENEFITS  TO  MUSEUMS

Museums  will  receive  the  benefit  of  statewide  promoRons  and  markeRng  for  the  exhibit  and  will  be  provided  with  an  art  package  for  use  in-­‐house.

Professional  development  will  be  offered  to  museum  explainers  on  the  exhibit  pedagogy  and  content.  In  addiRon,  all  system  maintenance  is  handled  remotely  so  there  are  no  technical  requirements  from  staff.  

The  exhibit  is  very  low  maintenance  and  is  designed  to  be  durable.  The  only  consumable  is  the  paper  for  the  thermal  printer  which  is  the  same  type  paper  used  in  most  receipt  printers.

Museums  will  receive  the  exhibit  at  no  direct  cost.  We  will  be  covering  all  transportaRon  costs  for  the  exhibit  to  the  museums  in  addiRon  to  providing  a  supply  of  printer  tape  as  well.

Page 13: GSMC AISL Overview

BENEFITS  TO  GRASSROOTS

Deployment  of  a  statewide  technology  infrastructure  at  no-­‐cost  to  Grassroots  that  provides  the  base  for  launching  future  proposal  for  statewide  partnerships  and  grants.  

Grassroots  will  receive  statewide  and  naRonwide  recogniRon  for  being  the  only  statewide  collaboraRve  of  science  insRtuRons  to  link  together  via  technology  to  serve  all  the  ciRzens  of  North  Carolina.  

Grassroots  will  receive  a  sub-­‐award  from  NC  State  that  includes  a  salary  offset  for  Stephen  Saucier  for  his  involvement  in  the  project.

MarkeRng  and  promoRons  for  member  insRtuRons  via  interacRve  touchscreen  in  addiRon  to  statewide  leader-­‐board  to  encourage  community  engagement  and  increased  visitaRon.  

Page 14: GSMC AISL Overview

PROVEN  SUCCESSTHE  PROJECT  TEAM  HAS  DEMONSTRATED  SIGNIFICANT  SUCCESS  IN  OBTAINING  NSF  FUNDING

$11,751,868.00

8  NSF  PROJECTS

GATES  FOUNDATION

DARPA

Page 15: GSMC AISL Overview

Project  TeamSENIOR  PROJECT  MANAGEMENT

Dr.  James  LesterDr.  James   Lester  is  a  professor  of  Computer  Science  at  North  Carolina  State  University.    Dr.  Lester  received  a  Ph.  D.  in  Computer   Science   from   the   University   of   Texas   in   AusRn   in   1994.     Dr.   Lester’s   research   on   adapRve   learning  technologies   focuses   on   affecRve   compuRng,   game-­‐based   learning   environments,   tutorial   dialogue   systems,   and  narraRve-­‐centered  learning.    Dr.  Lester  was  a  Phi  Beta  Kappa  member  and  was  recognized  with  an  NSF  CAREER  Award  and  several  Best  Paper  Awards  including  a  Best  Paper  Award  from  the  InternaRonal  Conference  on  ArRficial  Intelligence  and  EducaRon.    Dr.  Lester  currently   serves   as  Program  Chair  for  the  2013  InternaRonal  Conference  on  FoundaRons  of  Digital   Games,   serves   on   the   editorial   board   of   MetacogniRon   and   Learning,   and   is   the   Editor-­‐in-­‐Chief   of   the  InternaRonal   Journal   of   ArRficial   Intelligence   in   EducaRon.     Dr.   Lester   founded   and   served   for   five   years   as   Chief  ScienRst   of   LiveWire   Logic,   a   venture-­‐backed   enterprise   socware   company   that   delivered   arRficial   intelligence  technologies  to  Fortune  500  companies.

Dr.  Bradford  MoWDr.  Bradford  Moe  is  a  Research  ScienRst  in  the  Department  of  Computer  Science  at  North  Carolina  State  University.    Dr.  Moe  received  a  Ph.  D.  in  Computer  Science  from  North  Carolina  State  University  in  2006.    Dr.  Moe’s  doctoral  research  focused  on  intelligent  game-­‐based  learning  environments.    Prior  to  joining  North  Carolina  State  University’s  faculty,  Dr.  Moe   served   as   the   Technical   Director   within   the   TacRcal   and   Partner   Engineering   Group   at   Emergent   Game  Technologies.    With  this  company,  Dr.  Moe  created  cross-­‐plagorm  middleware  soluRons   for  video  game  development,  including   soluRons   for   PlayStaRon   3,  Nintendo   Wii,   and   Xbox   360.     Dr.  Moe   recently   served   as   Lead   Engineer   for  bringing   Emergent’s   Gamebryo   to   the   Nintendo   Wii   plagorm,   and   also   co-­‐founded   and   was   Vice   President   of  Technology  at  LiveWire  Logic.

Dr.  Eleni  LobeneEleni   Lobene   is   the   Grant   and   Project   Coordinator   in   the   Department   of   Computer   Science   at  North   Carolina   State  University.  She  received  her  Ph.D.  in  Industrial/OrganizaRonal  Psychology  from  North  Carolina  State  University  in  2011,  where  her  research  focused  on  K-­‐12  teacher  moRvaRons  and   percepRons.  Prior  to   joining  the  IntelliMedia  group,  she  worked  as  a  research  assistant  at  the  Friday  InsRtute  for  EducaRonal   InnovaRon,  assisRng  in  the  assessment  of  game-­‐based  learning  environment  effecRveness.  She  has  also  served  as  a  primary  instructor  for  undergraduate  courses  in  the  Department   of   Psychology   at   North   Carolina   State   University   and   provided   consulRng   services   to   local   and   global  organizaRons  focusing  on  improving  organizaRonal  efficiency  and  implemenRng  data-­‐based  change.

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Project  TeamSENIOR  PROJECT  MANAGEMENT

Jonathan  RoweJonathan  Rowe  is  a  Research  ScienRst  in  the  Department  of  Computer  Science  at  North  Carolina  State  University.  He  is  currently  compleRng  his  Ph.D.  degree  in  Computer  Science  at  North  Carolina  State  University,  where  he  also  received  a  Master’s   of   Science  in   Computer  Science.    At  NC   State,  Jonathan  has   led  development  efforts  on  several  game-­‐based  learning  projects,   including  Crystal   Island:   Lost  InvesRgaRon,  which   was   a  finalist  for  Best  Serious  Game  at   the  2012  Unity  Awards.    Jonathan  has  previously  worked   in  research  and  development  at  the  SAS  InsRtute's  EducaRon  PracRce,  as  well  as  the  USC  InsRtute  of  CreaRve  Technologies.    He  frequently  serves  as  an  instructor  of  Design  and  Programming  of  Video  Games  for  the  Duke  TIP  program.    A  member  of  Phi  Kappa  Phi,  he  was  co-­‐organizer  of  the  Fourth  Workshop  on  Intelligent  NarraRve   Technologies.     Jonathan's   research   focuses   on   intelligent   tutoring   systems,  user   modeling,  and  interacRve  narraRve   in  game-­‐based   learning  environments.    His   research  has  been  recognized  with  several  Best  Paper  awards,   including  Best  Paper  at   the  Seventh   InternaRonal  ArRficial   Intelligence  and   InteracRve  Digital   Entertainment  Conference   and   Best   Paper   at   the   Second   InternaRonal   Conference   on   Intelligent   Technologies   for   InteracRve  Entertainment.

Roger  ConnerRoger  Conner  is  the  ExecuRve  Director  of  the  Eastern  North  Carolina  Regional  Science  Center.  He  has  an  undergraduate  degree   from   East   Carolina   University   in   Industrial/OrganizaRonal   Psychology   and   advanced   degrees   from   Duke  University   in   Nonprofit  Management  and  Michigan   State  University   in  Nonprofit  Management  and  Social   Leadership.  Mr.  Conner  has   directed   the   creaRon   of   EDUnet   CollaboraRve   that   links  more  than   29  rural   economically   distressed  counRes   together   online   to   access   advanced   STEM   educaRonal   resources.  Mr.   Conner  also   oversaw   the   creaRon   of  STEMnet,  an   online   e-­‐mentoring   system   for  problem-­‐based   learning  that   links   scienRsts   and   researchers   with   public  school   students   involved   in   STEM   learning   and   research.   Roger   also   directed   the   deployment   and   curriculum  development  of  an  immersive  gaming  technology  developed  by  Intellimedia  and  funded  by  the  Bill  and  Melinda  Gates  FoundaRon  Mr.  Conner   previously   served   as   Vice   President  of   CommunicaRons   for  the   InternaRonal   AssociaRon   for  Business   leaders   where   he   led   the   development   and   implementaRon   of   the   worldwide   communicaRons   network  system   that   connected   associaRon   business   leaders   from   more   than   50   countries.   In   addiRon,   he   has   served   as   a  director  of  instrucRon  and  training  for  the  Department  of  Defense.

Page 17: GSMC AISL Overview

Project  TeamSENIOR  PROJECT  MANAGEMENT

Mike  Cindric,  Exhibit  Project  Manager

Mike  is  Project  Manager  for  exhibits.  His  background  as  an  arRst,  designer,  and  teacher  allows  him  to  move  freely  within  the  worlds  of  exhibit  design,  public  art,  and  visual  communicaRon.

Betsy  Peters,  Senior  Exhibit  Designer

Betsy,  a  Wilson  NC  naRve,  is  proud  of  her  strong  roots  in  eastern  North  Carolina.  

She  graduated  in  2011  from  NC  State  College  of  Design  with  a  bachelor’s  degree  

in  Graphic  Design.  Betsy   loves   the   challenge  of  finding  new  ways   to   tell  a  story.  

Her  passion  is  educaRng  and  engaging  an  audience  through  design.

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Thank  You