gsmc aisl overview
DESCRIPTION
TRANSCRIPT
Grassroots Science Museum Collabora3ve
A PROPOSAL TO CONNECT GSMC MUSEUMS
CONNECTING GRASSROOTSUSING ADVANCED TECHNOLOGY
FROM THE MOUNTAINS TO THE COAST
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
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
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.
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
CONCEPTUAL DESIGN
CONCEPTUAL DESIGNCOMPONENT DETAIL VIEW
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.
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.
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
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.
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.
PROVEN SUCCESSTHE PROJECT TEAM HAS DEMONSTRATED SIGNIFICANT SUCCESS IN OBTAINING NSF FUNDING
$11,751,868.00
8 NSF PROJECTS
GATES FOUNDATION
DARPA
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.
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.
Thank You