Education and Workforce Development Walt Scacchi Institute for - - PowerPoint PPT Presentation

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Education and Workforce Development Walt Scacchi Institute for - - PowerPoint PPT Presentation

The Future of Computer Games * in Research, Education and Workforce Development Walt Scacchi Institute for Virtual Environments and Computer Games University of California, Irvine Irvine, CA 92697-3455 USA * (including virtual worlds and


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The Future of Computer Games* in Research, Education and Workforce Development

Walt Scacchi

Institute for Virtual Environments and Computer Games University of California, Irvine Irvine, CA 92697-3455 USA

*(including virtual worlds and virtual reality)

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Overview

 The Future of Computer Games and Virtual

Worlds—beyond entertainment.

 Informal STEM and Arts education  Adult training in advanced manufacturing  Advanced medical care  Commercialization of Space  Opportunities for action

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Future of Research in Computer Games and Virtual Worlds: NSF Workshop Report

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Modeling and Simulating the design of a Personal Rapid Transit system for Uppsala, Sweden

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Large Group Virtual Research Conference

Image credit: C. Lopes/Diva Canto

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DinoQuest Online: Game-Based Virtual World for Informal Life Science Education

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Informal Classical Music Learning Game Environment: SFSKids.org

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FabLab: Semiconductor fabrication operations and diagnostics training game world

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Game-based production system for material transfer processes

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Opportunity: create a game for decentralized virtual manufacturing system

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Opportunity: Smart Workers and Augmented Work (with UCI Calit2)

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Game-based simulator interfaces for immersive medical education: low-cost vs realism?

$500 vs. $5000 vs. $50,000 vs. $500,000 vs. $5,000,000

Virtual human in Surgeon Simulator 2014 (iPad/PC game)

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Commercial, virtual medical clinic simulator

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Commercial, high fidelity virtual anatomical training systems

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Opportunity: develop reusable framework for developing interactive “science missions” for government, industry and public. Sample project: Asteroid Redirection Mission (NASA and Kerbal Space Program) for resource harvesting.

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Planetary science data visualization and “spherecasting” support: NOAA Science on a Sphere installation in Opensim VW platform Supporting virtual planetary exploration and near-earth objects (space debris, small satellites, near-earth asteroids)

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Mission Control Room: Vision for Discovery Science Center

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Advanced training center concept using low-cost game- based virtual world technology

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Opportunities for Action

 Provide seed funds for meetings and stimulate

partnerships between academia, emerging industries, large enterprises, and government agencies.

 Provide challenge grants and open competition events

that seek to demonstrate new socio-technical and educational capabilities through computer games and virtual reality.

 California's economy and workforce have global

competitors, yet we can further our lead through computer game technology and culture!

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Research Collaborators

Faculty – Robert Nideffer (RPI), Thomas Alspaugh, Jill Berg, Yunan Chen, Steve

Cramer, Garnet Hertz (Emily Carr U), Alfred Kobsa, Jung-Ah Lee, Crista Lopes, Gloria Mark, Bonnie Nardi, David Redmiles, Richard Taylor, and many others

Research Staff – Craig Brown (NomNom Games), Yuzo Kanomata (IGB), Kari Nies (ISR),

Alex Szeto (American Honda, ISR), and others Students – UCI Video Game Developers Club

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Acknowledgements

– National Science Foundation, grants #0808783, #1041918, #1256593 – Discovery Science Center, Naval Postgraduate School (Center for Edge Power), Intel, Northrop-Grumman, San Francisco Symphony, UCI (School of Medicine) Anatomy & Neurobiology, (School of Biological Sciences) Neurobiology and Behavior. – Digital Industry Promotion (DIP) Agency, Daegu, South Korea – UCI Video Game Developers Club No review, approval, or endorsement implied.

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Additional Information and Resources

The Future of Research in Computer Games and Virtual Worlds: NSF Workshop Report, (August 2012).

Collaborative Game Environments for Informal Science Education: DinoQuest and DinoQuest Online, (with R. Nideffer and J. Adams), IEEE Conf. Collaboration Technology and Systems, (CTS 2008), Irvine, CA 229-236, May 2008.

Game-Based Virtual Worlds as Decentralized Virtual Activity Systems, in W.S. Bainbridge (Ed.), Online Worlds: Convergence of the Real and the Virtual, Springer, New York, 225-236, 2010.

Exploring the Potential of Virtual Worlds for Decentralized Command and Control, (with C. Brown and K. Nies), 17th. Intern. Command and Control Research and Technology Symposium (ICCRTS), Paper-096, Fairfax, VA, June 2012.

VirtualWorldSociety.org (Something New!)