Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
May 12, 2008
Two Links: Urban Screens, Urban Interfaces, Digital Media, and the Arts in Social-Public Spaces; Edward Tufte is a Smart Guy
My post on the TSHWI blog, reflecting on interdisciplinary research and topics related to ubiquitous computing and large interactive displays in public spaces:
Urban Screens, Urban Interfaces, Digital Media, and the Arts in Social-Public Spaces
Bill Mackenty's reflections about workshop he attended that was led by Edward Tufte, known for his insights about the presentation of information graphics:
Edward Tufte is a Smart Guy
May 10, 2008
Cross post via Tech Psych: Games for Health conference
Many of the topics covered during the recent Games for Health conference apply to K-12 settings. If you think about it, many children and teens are at risk for health problems that will adversely impact their lives as adults. If we can provide a means for young people to develop healthy behaviors and attitudes at an early age, we will help to ensure healthy futures, for individuals and communities alike.
If you have a little time, you can listen to the overview provided in an audiocast consisting of interviews with Ben Sawyer and others involved with the conference.
My presentation slides - Game Accessibility and Health Education in K-12 Settings - from the pre-conference, are posted SlideShare, where you can find slides from other presentations on the Games for Health group section.
You can find more information on the Pioneer Portfolio of the Robert Wood Johnson Foundation website, including a section about Games for Health.
May 5, 2008
Edutopia Video: No Gamer Left Behind: Virtual Learning Goes to the Next Level
Teachers report that incorporating virtual learning in their classrooms increases student engagement and academic performance.
This video clip features Doug Whitley,from Kurt Squires and William Shafer, from the University of Wisconsin, students from the Digital Media program at McKinley High School (Washington D.C., and Eric Johnson, from Lucas Arts.
According to Mark Prensky, there are many barriers to the use of simulations and games in education, inlcuding the lack of money, time, and adequate technology. In addition, many educators are not aware of the power that interactive simulations hold for their students.
May 4, 2008
Oakland Blues: Virtual Preservation of Seventh Street's Jazz Scene, more about educational gaming MMO's
The audience consisted of people from a variety of disciplines. This added dimension to the discussions after each presentation, eliminating the "birds of a feather" feeling experienced at conferences that are narrow in focus.
Yahuda Kalay's presention:

One of the presentations was about the on-line interactive virtual preservation of Oakland California's 7th Street from the 1950's, a center of jazz at the time. The project was the result of collaboration between the Architecture and Journalism departments at the University of California-Berkeley. Preserving cultural heritage is important, but proves to be a difficult task. Digital media can assist with this problem through the use of modeling and visualization.
Because the project was designed to be used by people via the interent, decisions needed to be made regarding the quality of the graphics, since many users would not have high-end graphics cards installed in their computers. Garage Game's Torque engine was used to develop the game, because it contained a physics engine and also supported players and non-player characters (NPC), or virtual characters. The NPC's were programmed to provide interactive dialogues with players, and each NPC's dialogue contributed to telling the story of 7th street.
Below is the course description from a recent journalism class at UC-Berkeley that used the Oakland's 7th street videogame for many of the course assignments. It looks like it could be easily adapted for high school courses:
"J-298: Oakland Jazz and Blues (Spring 2008)This class is using a video game program to recreate and tell the story of the jazz and blues club scene on Oakland's 7th Street during its heyday in the 1940s and 1950s - a remarkable part of the city's history that has been all but lost to urban decay. An eight-block stretch of 7th Street is being recreated as a virtual world, which people can access over the Internet and then adopt avatar figures to walk up and down the streets, enter the clubs, listen to the music of the era and interact with other people logged onto the site. The virtual reality program used in the class was developed by the UC Berkeley Architecture Department, which is collaborating on this year-long project. This class involves reporting and research on the stories of the clubs and other establishments on 7th Street, the musicians and other characters who frequented the scene, the music played in the clubs, and the redevelopment projects that destroyed the area. And the class will work on how to tell the story of the clubs and the history of the area using video game narratives."
Further Reading:
OAKLAND BLUES. Virtual Preservation of Seventh Street's 1950s Jazz Scene by Yehuda E. Kalay and Paul Grabowicz, Center for New Media, University of California, Berkeley, USA JISC 3DVisA Bulletin, Issue 1, September 2006
RELATED: New Media Consortium

The New Media Consortium's overview of interactive virtual worlds used for education provides information about a variety of projects and the time-frames in which they will become fully implemented. It also provides an overview of massively multiplayer educational gaming, with resources for further reading. The NASA MMO project to support STEM learning is an example massively multi-player educational gaming.
I am excited about these innovations, since they will provide visual learners with educational opportunities that are suited to how they learn.
NASA's promotion of MMO games to support STEM learning; Vision-play's SpaceStationSim game; EASe games for children with autism spectrum disorders

SPACESTATIONSIM

If you like games about space, or know young people who do, you might be interested in Vision-play's SpaceStationSim, which was developed in collaboration with NASA. For more information, you can visit the Vision-play website, where you can find an on-line manual for the game, screenshots, and a free demo.

Vision-Play also created four games for use with children who have autism spectrum disorders, building on the EASe CD series used by some occupational therapists to help with auditory hypersensitivity, hyperacusis, central auditory processing disorders, or sensory integration disorders. The EASe games "not only fun to play, but stimulate a child’s auditory/vestibular and visual/balance sensory inputs, and help teach them to manage noise and regulate balance." EASe games allow for three speed settings. It is not clear if they are switch-adaptible.
It will be interesting to see how these games play out in school settings!
Apr 28, 2008
Learning to Think Spatially: GIS as a Support System in the K-12 Curriculum: Free Online Book
The book, Learning to Think Spatially: GIS as a Support System in the K-12 Curriculum is available for partial viewing online. This book specifically addresses topics useful to educators who are interested in visual thinking and learning and would like to improve their own visual skills, develop a better understanding of human spatial cognition, and share this with young people.
According to the authors, "..spatial thinking is powerful and pervasive, underpinning everyday life, work,and science. It plays a role in activities ranging from understanding metaphors, becoming good at wayfinding, and interpreting works of art, to engaging in molecular modeling, generating geometry proofs, and interpreting astronomical data."
If you are interested in this topic, you might also be interested in the work of Alan M. MacEachren, the director of the GeoVista Center at Penn State. I recently had the opportunity to see Dr. MacEacren's presentation at UNC-C and the Charlotte Visualization Center's Visualization in the World Symposium. I was impressed with the depth and breadth of his work.
Dr. MacEachren is the author of How Maps Work: Representation, Visualization, and Design.