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SIGGRAPH
2002 sigKIDS Fact Sheet
Conference: 21-26 July 2002
Exhibition: 23-25 July 2002
Henry B. Gonzalez Convention Center
San Antonio, Texas USA
www.siggraph.org/s2002
"Education is an unlimited process. It takes place in
many settings beyond formal classrooms: homes, streets,
libraries, clubs, malls, and museums," said Marc Barr,
SIGGRAPH 2002 sigKIDS chair from Middle Tennessee State
University. "sigKIDS focuses on involvement with the
local community and reaches out to audiences that are
not usually associated with computer graphics and interactive
techniques."
SIGGRAPH 2002 sigKIDS is offering two types of activities
at the San Antonio Children's Museum, a unique learning
center designed to provide interactive and stimulating
educational experiences that can be shared by both parents
and children:
Camp sigKIDS
A series of "day camps" throughout the week of 21 -
26 July, for children 4-8 years old. The educational
camps will give younger children their first opportunity
to interact with technology-based learning materials.
With SIGGRAPH 2002's assistance, the museum is receiving
12 computers from the San Antonio Express-News and a
variety of educational and other software. These permanent
donations will enable the museum to develop its first
hands-on lab experiences. The children of south Texas
will be using the new resources for several years to
come.
Interactive Educational Projects
Twelve interactive educational projects, similar to
those displayed in SIGGRAPH 2002 Emerging Technologies
will be installed at the museum. These projects, submitted
by specialists from the US, Canada, and Japan, celebrate
learning in the sciences, cultures, and the visual and
performing arts.
Highlights of the sigKIDS Projects at the San Antonio
Children's Museum
An Application of Tangible Interfaces in Collaborative
Learning Environments
Contributor: Lori Scarlatos, Brooklyn College
Tangible Interfaces for Collaborative Learning Environments
(TICLE) supplements physical learning activities with
computer tutors that ask relevant questions when the
students get stuck. With TICLE, a group of children
is given a set of physical puzzle pieces and a specific
goal (such as "put these shapes together to make a square")
designed to teach a math or science concept. As the
children work with the puzzle, a computer system observes
their actions, encourages them as they make progress,
and offers "hints" when they don't.
Anansi's World of Folklore
Contributor: Jacqueline Nuwame, Canadian Film Centre
Anansi's World of Folklore is a celebration of the art
of storytelling, created as a broadband site for showcasing
and collecting folktales. It was created to discover
a way to give traditional oral storytelling a meaningful
place on the Internet. Anansi is the spinner of tales
and the owner of all stories; his character serves as
a departure point for discovery of this collection of
folklore tales. The use of voice is central to Anansi;
it creates an oral storytelling experience in a multimedia
context. Users are challenged to stop, listen, and explore
their creative expression by contributing their own
folktales. More than sound, Anansi offers digitally
rich animation and allows users to decide how they will
progress through the story, but the linear act of storytelling
is maintained. It provides a wide range of stories from
many different cultures.
Floating Words for Kids
Contributors: Satoko Moroi, Tokyo Denki University,
Shinji Sasada, Japan Electronics College, and Ryoji
Shibata, Tokyo Denki University
This interactive installation for learning alphabets
is a new device for playing with words. When users speak
into the microphone, their voices drip into a water
pool, where they can be stirred or ladled.
FORM
Contributors: Hilary J. Wright, Mobility Pictures Inc.,
and Nancy Hyland
FORM is an educational software prototype designed to
encourage children's creative play with fundamental
geometric shapes. This open-ended program is a creative
tool that helps form a deep and lasting understanding
of the beauty, elegance, and underlying unity of math,
science, design, and nature. Through play with simple
geometric shapes, children are introduced to: design
and aesthetics (color, symmetry, pattern), geometry
(shape, proportion, harmony), and physics (volume, gravity,
movement). The hexagon grid interface invites players
to create static and animated designs by changing the
size, weight, color, position, gravity, animation, and
sound of circles, squares, and triangles. Audio, animated
clips, and graphic icons help pre-readers navigate through
the program independently.
GollyGee Blocks: A 3D Modeler for Children
Contributor: Jonathan T. Blocksom, GollyGee Software,
Inc.
GollyGee Blocks is a 3D modeling program for children.
Children use it to stack, transform, color, and texture
3D objects in a 3D scene that can be viewed from any
angle. Designed as an educational, open-ended creativity
tool for 3D graphics, GollyGee Blocks is suitable for
children in pre-school as well as sixth and seventh
graders. Younger children can place blocks in the scene
and experiment with coloring and texturing; older children
can take advantage of the transformation tools and hierarchical
modeling features to create complicated 3D scenes.
Interactive Animation as an Educational Tool in "Winter
Dreams"
Contributor: Daria Tsoupikova, Syracuse University
This installation is a narrative-based game about the
winter hibernation of a bear family. "Winter Dreams"
is an experimental interactive multimedia project developed
for kids aged 5-7. It teaches the following skills:
object recognition, picture identification and matching,
early math and problem solving, and creativity. The
game consists of chain-style interfaces that require
children to solve simple game tasks to earn rewards
and move to the next interface. Simple text explanations
at the bottom of the window, symbols, and animations
help children to understand the task.
The ToyScout's Immersive Jukebox
Contributors: Christopher Stapleton, Linda Ellis, Brad
Martin, Kirsten Kischuk, Shelley Brown, Elana Rubinfeld,
Matthew Gerber, Peter Stepniewicz, John Culbertson,
Paulius Micikevicius, Kristin Congdon, and Amy Hale,
University of Central Florida
The Immersive Jukebox offers users a choice of musical
experiences that explore various influences of African-American
blues: traditional African music, spirituals, work songs,
and others. Inspired by the curriculum of the International
House of Blues Foundation's Blues SchoolHouse program,
it introduces students and teachers to the music, art,
and history of the blues and its cultural origins.
The Toy Scouts is a multidisciplinary research group
of students, industry professionals, and research associates
at the University of Central Florida that develops creative
applications of virtual reality for play. The Toy Scouts
were challenged with augmenting this curriculum with
an affordable, mobile, highly interactive application
of the material for K-12 children.
The Virtual Dig
Contributor: Robert Dunn, Arc Vertuel, Inc.
The Virtual Dig is an interactive adventure for young
people that provides an educational experience in archaeology
and historical architecture. The Web site was produced
for the Israel Museum, in collaboration with museum
archaeologists. This 3D computer graphic reconstruction
and walk-through is based on the permanent TEL exhibition
at the Israel Museum. A TEL is an archaeological mound.
The recreated TEL at the museum is a composite of five
different historical periods each represented by architectural
remains that reflect characteristics of specific periods.
The Virtual Dig Web site is a teaching tool that serves
as a parallel educational resource for distance learning
and for visitors to the museum who wish to understand
the TEL exhibit in context and in depth.
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