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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


  1. 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)

  2. 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

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

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

  5. Large Group Virtual Research Conference Image credit: C. Lopes/Diva Canto

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

  7. Informal Classical Music Learning Game Environment: SFSKids.org

  8. FabLab : Semiconductor fabrication operations and diagnostics training game world

  9. Game-based production system for material transfer processes

  10. Opportunity : create a game for decentralized virtual manufacturing system

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

  12. 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 )

  13. Commercial, virtual medical clinic simulator

  14. Commercial, high fidelity virtual anatomical training systems

  15. 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.

  16. 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)

  17. Mission Control Room: Vision for Discovery Science Center

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

  19. 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!

  20. 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

  21. 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 .

  22. 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! ) 

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