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Conference Exhibition Call For Participation Presenters Media Registration

educators program

The Incubator


Wednesday, 10:30 am - 5:30 pm
Thursday, 8:30 am - 5:30 pm
Room 502A

Agent-Based Models in Stereoscopic 3D


Agent-based modeling (ABM) is a new strategy for the mathematical sciences. At least one ABM programming environment, NetLogo, includes 3D capability. This project combines NetLogo3D and stereo 3D display technology into a scientific visualization system for mathematics and scientific communication, research, and teaching.

Ralph Abraham
Visual Math Institute
abraham (at) vismath.org

John Miller
Michael Miller
Enter Network Corporation


Computer Graphics as a Space Journey and as a Murder Mystery


Story-centered curriculum is a novel method of instruction that is well suited for online learning, where the physical presence of the instructor is minimal or non-existent. In this new introductory course on computer graphics, students participate as actors in two stories. In the first story, the student is a member of a NASA simulation team that is building virtual reality models for a space journey. In the second story, the student is a detective investigating a murder in a museum.

Kiran Varanasi
International Institute of Information Technology


The Convertible Podium: A Rich Media Teaching Tool for Next-Generation Classrooms


Rich media permeates next-generation classrooms. Even today, high-end systems feature a multiplicity of display screens, smart whiteboards, robotic cameras, and smart remote conferencing systems, all intended to support heterogeneous data and document types. Exploiting the capabilities of such a room, however, is a daunting task. Faced with three or more screens, all but a few lecturers opt for simply replicating the same image on all of them.

The Convertible Podium is a central control station for rich media presentations, including multi-screen presentation, networked annotation and document capture, just-in-time printing, and digital multimedia support for teleconferencing. Designed for intelligent presenter support, it is a way station for directing information. The podium also controls the room environment: lights, sound, and projector controls.

Maribeth J. Back
Fuji Xerox Palo Alto Research Lab
mbb (at) media.mit.edu


Course Agent, Your e-Learning Advocate


A funny thing happened on the way to the threaded discussion. The faculty who hoped to transform education with instructional technologies are now largely at the mercy of educational institutions who may be squarely at odds with such transformation. That web-based technologies allow for a "democratization of ideas" (a new academic freedom in the practice of teaching and learning) has been a compelling and challenging notion for traditional institutions that are now competing with for-profit education and a variety of online extensions and vendors for the next generation of students.

This competition has led a number of traditional, non-profit institutions to adopt the strategies of their competitors, where faculty are generally without tenure, have a reduced role in curriculum development, and have limited (if any) ownership of the course work they produce online. Find out more about these trends in education, how they affect e-learning, and what faculty can do to stay resilient and participatory in a marketplace that does not favor their primacy.

Susan C. Hines
Course Agent
shines (at) courseagent.com


Game-Based Interaction Technology for Public Aquaria


The Interactive Aquarium addresses how to introduce the benefits of interaction to informal education in environments where direct tactile interaction is not feasible. It does so by using a public aquarium to study and develop novel edutainment approaches and technologies for promoting interactivity. The results include The Virtual Aquarium, Personalizable Dynamic Interaction Panels, Mobile Interaction Panels, and Game-Based Simulation of Deep-Sea Environments.

Peter Stephenson
The Imedia Academy

Pedro Branco
Sara Czyzewicz
L. Miguel Encarnação
Petar Horvatic
Jan Jungclaus
Stephen Lecrenski
The Imedia Academy


The George Lucas Educational Foundation


Started in 1991 by filmmaker George Lucas, the foundation focuses on issues such as technology integration, real-world applications, community involvement, and development of emotional intelligence. It also documents new ways of evaluating student achievement and educating teachers. The foundation provides information about innovative learning methods through web-based materials, films, books, and CD-ROMs.
More information


Getting Schoolkids Moving: Innovative Technology and PE4life


Many people complain about this generation of children spending too much time with video games. If you include computers, TV, video games, and cell phones, the average child spends 5.5 hours with these distractions on an average day. Technology is often cast as the leading culprit in the current inactivity and obesity crisis, but we are not going to convince the "game generation" to ignore their games.

Interactive video games and corresponding technologies can inspire a new breed of activity, as demonstrated in PE4life Institutes and Programs. Participating organizations:

PE4life
Makoto USA
Cateye Fitness
Sportwall
Polar
Red Octane
Powergrid
Cybex Trazer

Craig Jonas
PE4life
cjonas (at) pe4life.org

Phil Lawler
Ken Reed
PE4life


Immersive Environment With Perhaps Multiple Characters and 3D Projection


A portfolio of originally sculpted, painted, and animated 3D characters, digital art, animation, and artificial intelligence.

Mark Chavez
mark (at) clone3d.com


It's Virtually Pedagogical: Pedagogical Agents in Mixed Reality Learning Environments


This presentation discusses virtual instructors, pedagogical agents, and pedagogical embodied conversational agents that raise the question: Can virtual instructors replace human instructors? It also demonstrates a functioning prototype of a pedagogical agent, explains its development, summarizes its software and system architecture, and discusses its ability to provide instruction based on standard pedagogical techniques.

Jayfus Doswell
George Mason University
doswellj (at) hotmail.com


Moovl: Doodles That Move


By engaging children in cycles of hypothesising, creating, testing, and making changes to their creations, Moovl is a naturally playful and experimental bridge between areas of learning traditionally described as either "science" or "art." Now in its third iteration, the Moovl prototype has continued to evolve in response to the demands of children and educators. New functions allow for simple animation, narrative, and games authoring.
More information

Matt Gould
Ed Burton
matt (at) soda.co.uk


Moving Pictures: Looking Out/Looking In


In this paper, the authors present a robust, tangible, multi-user system that invites young users to create, explore, manipulate, and share video content with others. Moving Pictures enables a meaningful, spontaneous, and collaborative approach to video creation, selection, and sequencing.

Cati Vaucelle
Massachusetts Institute of Technology
cati (at) media.mit.edu

Diana Africano
Umeå University
diana.africano (at) dh.umu.se

Glorianna Davenport
Massachusetts Institute of Technology

Oskar Fjellstrom
Umeå University

Mikael Wiberg
Umeå University


NASA World Wind


Zoom from satellite altitude to any place on Earth. Use high-resolution LandSat imagery and Shuttle Radar Topography Mission elevation data to experience Earth terrain (or any other planet) in visually rich 3D.. Virtually visit anyplace in the world. Look across the Andes, into the Grand Canyon, over the Alps or along the Sahara.

World Wind dynamically delivers terabytes of NASA data from publicly available NASA servers, something that was only possible on $250,000 SGI systems just a few years ago. World Wind also delivers daily planetary datasets for global cloud cover, precipitation, temperature, barometric pressure, and the very latest planetary imagery from NASA's Terra and Aqua satellites and planetary-scale animations from the NASA Scientific Visualization Studio.

Patrick Hogan
National Aeronautics and Space Administration (NASA)
hogan (at) nasa.gov

Chris Maxwell
Randy Kim
NASA


Wonderwalls: Playful Peer-to-Expert and Peer-to-Peer Collaborative Learning Spaces


Wonderwalls connect learners, teachers, and outside experts in real time and asynchronously to persistent, playful, moderated, spatial communication environments designed for collaborative learning. Participants compose or upload and position text or graphical "post-its" on the Wonderwall. The moderator or teacher or expert can attach answers to posts and stream real-time audio.

Wonderwalls are currently used extensively by elementary school classes to connect the class with "Dr. Norm " they follow up on science field trips to the Children's Garden. When fourth graders voluntarily log in over the weekend to do more science, teachers smile. Wonderwalls are also used in graduate online and face-to-face classes. One of the participation assignments each week is for students to visit the Wonderwall to post things they wonder about from that week's readings. They are also encouraged to whimsically yet plausibly impersonate the textbook authors.

Carrie Heeter
Michigan State University
heeter (at) msu.edu

Norm Lownds
Ben Rhodes
Michigan State University
acm.org siggraph.org