The University of Southern California's Institute for Creative Technologies and the Museum of Science, Boston will create life-sized, 3-D Virtual Humans that will interact with visitors as interpretive guides and learning facilitators at science exhibits. Through the use of advanced artificial intelligence and intelligent tutoring techniques, Virtual Humans will provide a highly responsive functionality in their dialogue interpretation that will generate sophisticated interaction with visitors about the STEM content related to the exhibit. The project exemplifies how the confluence of science, technology, engineering, mathematics and education can creatively and collaboratively advance new tools and learning processes. The Virtual Human project will begin to present to the visitor a compelling, real life, interactive example of the future and of the related convergence of various interdisciplinary trends in technology, such as natural language voice recognition, mixed reality environments, para-holographic display, visitor recognition and prior activity recall, artificial intelligence, and other interdisciplinary trends. The 3-D, life-sized Virtual Humans will serve as museum educators in four capacities: 1) as a natural language dialogue-based interactive guide that can suggest exhibits to explore in specific galleries and answer questions about particular STEM content areas, such as computer science; 2) as a coach to help visitors understand and use particular interactive exhibits; 3) be the core focus of the Science behind the Virtual Humans exhibit; and 4) serve as an ongoing research effort to improve human and virtual human interactions at increasingly sophisticated levels of complexity. The deliverables will be designed to build upon visitor experiences and stimulate inquiry. A living lab enables visitors to become part of the research and development process. The project website will introduce visitors to the technologies used to build virtual humans and the research behind their implementation. The site will be augmented with videos and simulations and will generate user created content on virtual human characters. Project evaluation and research will collect language and behavioral data from visitors to inform the improvement of the virtual guide throughout the duration of the grant and to develop a database that directly supports other intelligent systems, and new interface design and development that will have broad impact across multiple fields.
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TEAM MEMBERS:
William SwartoutDavid TraumJacquelyn MorieDiane PiepolH. Chad Lane
Portal to the Public is a program designed to assist informal science education (ISE) institutions as they seek to bring scientists and public audiences together in face-to-face public interactions that promote appreciation and understanding of current scientific research and its application. Led by Pacific Science Center (WA), in collaboration with Explora (NM), the North Museum of Natural History and Science (PA) and the Institute for Learning Innovation (MD), the program model was implemented and evaluated at five additional museums and science centers during 2007-2011. The project goals were to create a flexible and scalable guiding framework that would support ISE institutions build relationships with their local scientific community, design professional development workshops for scientists, and create public program formats featuring scientists. The project included thorough research and evaluation of the guiding framework, dissemination process, and implementation at expansion sites. The Portal to the Public project team has produced an Implementation Manual as a guide for institutions planning to implement a Portal to the Public-type program, available for download at the project website (http://www.pacificsciencecenter.org/Portal-to-the-Public/portal). It includes the Catalog of Professional Development Elements, a practical guide to creating and facilitating professional development experiences for scientists.
With a Small Grant for Exploratory Research, Georgia Tech Research Institute will identify and measure the properties of spatial layout that affect visitors' exploration and exposure to information in science museum exhibitions. It is the nature of museum learning that it is associated with movement in space. The ways in which displays are arranged in spatial sequences, the ability to simultaneously view different objects, the grouping of objects in space, the rate of change in directions, the relative distance between one display and another, all become powerful aspects of the presentation of knowledge that are far more important in the museum than they are in any other learning environment. This study will apply new techniques for spatial analysis to provide rigorous, quantitative descriptions of spatial layout. These descriptors will then be used to understand how layout affects visitor movement patterns in exhibitions.
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TEAM MEMBERS:
Jean WinemanJohn Peponis
resourceprojectProfessional Development, Conferences, and Networks
The Franklin Institute Science Museum in Philadelphia, PA., acting as administrative coordinator for the Issues Laboratory Collaborative (ILC), requests NSF support for five science museums over a three year period to investigate the effectiveness of museum-based programs about controversial issues in science and technology; to develop, test, refine, and disseminate ten educational programs on science issues; and to establish a permanent Science Issues Network that will disseminate materials and methods to all U.S. science museums engaged in issues programs. This project has been formulated for re-submission to the National Science Foundation with guidance from a distinguished panel of scientists who will assist in program development. Approximately two million people will be directly served by ILC programs and exhibits during the three-year period.
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TEAM MEMBERS:
Roree Iris-WilliamsMinda BorunAnn Mintz
The National Zoological Park, a component of the Smithsonian Institution, proposes transforming three traditional zoo exhibit buildings into centers for informal science learning. Based on current knowledge about learning, the proposed project will feature interactive elements as well as the greater use of human interpreters to help visitors examine animals, handle objects and play games. The project is to be a collaborative effort by the National Zoological Park, the Dallas Zoo and Zoo Atlanta, with the National Zoo developing the materials and making and shipping copies to Dallas and Atlanta as centers for tryout and evaluation, with the results of the studies going to other zoos in way of encouraging them of the importance of interactive science education.
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TEAM MEMBERS:
Judith WhiteJames MurphyDale MarcelliniJeffrey Swanagan
The Meadowlands Environmental Center, reaching 60,000 members of the public annually, will develop test and implement the "Marsh Access" program." This project will identify and test appropriate assistive technologies and programmatic approaches engaging 5,000 adults from specific disability groups in outdoor field-based experiences in order to better support their engagement, to foster their interest in science and to improve their scientific literacy. One hundred professionals will participate in conferences and professional development around the implementation of these programmatic approaches and will create plans to implement similar programming in outdoor settings across the nation. Utilizing an accessible outdoor garden and trail in the marshes of the New Jersey Meadowlands, Ramapo College in partnership with the New Jersey Meadowlands Commission, Recording for the Blind and Dyslexic, Spectrum for Living and the Adler Aphasia Center will identify and prototype kiosks and educational programming. Evaluation and program development will focus on identifying specific tools and approaches for engaging people with visual, hearing, mobility, mental/cognitive and age related disabilities. Data will be collected through observations, surveys and focus groups during a field testing process with groups of individuals from partner agencies over the three years of the program. Deliverables include two programmatic modules focusing on the science, natural history and ecology of the meadowlands, two multi media kiosks at points along the outdoor trail, a set of assistive technologies for use by public audiences in both facilitated and non facilitated experiences, and a set of program materials available to the public outlining the process and findings of the program.
The Milwaukee Public Museum will develop two test stations: A Wetland/Wood Station and a Mobile Testing Station that will be used to evaluation how hands-on activities that incorporate scientific tools and methods can be applied to supplement the educational experience of traditional natural history museum dioramas. As a result of the MPM's work, visitors will become engaged in a "field experience" by means of techniques to encourage observing, recording of data, and hypothesizing using tools that a scientists might use to study the natural environment such as a hand lens, radio telemetry receiver, scales, rulers, and/or calipers. Visitors will also have the opportunity to investigate further in the "lab". Here visitors will use such tools as a computer, microscope, measuring grid, and they will be encouraged to experiment, infer, predict, and classify. The intent is to have the visitor discover how scientific information is used to support decisions in every day life. The development of these stations will be accompanied by considerable formative and summative evaluation studies. The results will be disseminated in order that other natural history museums with dioramas may replicate these ideas in order that visitors might move beyond the primary "animal identification" phase in their examination and enjoyment of dioramas.
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TEAM MEMBERS:
William HackbarthW. Carl TaylorJames KellyAllen YoungMary Korenic
The San Francisco Zoological Society will use this planning grant to involve representatives of their audience in the development of the learning experiences that will be encorporated into their new exhibit program "ZooWEB: Worldwide Education for Biodiversity." They will bring together an Advisory Panel made up of representatives of a broad spectrum of potential and current zoo visitors (traditionally underserved groups, formal education specialists, people with special needs, family groups, scientists) and science educators to meet with the zoo's Planning Team who are developing the master interpretive plan called ZOO Web. ZooWEB will adapt ecological themes and topics from the section of Systems and Interactions in the California State Science Framework for Public Schools. The planning activity is a modification of a business model designed to understand and meet customer needs by constant improvement of product and service quality pioneered by W. Edwards Deming. This is a considerable departure from the traditional manner in which zoo interpretation is developed. Thus, the Zoo will implement a new approach to exhibit development, one that begins with focusing on visitors' interests in science, their needs, learning styles, perceptions of zoos, etc. Data will be gathered by a number of techniques including focus groups, interviews, and surveys. Results of the planning activity will be broadly disseminated.
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TEAM MEMBERS:
Diane Demee-Benoit
resourceprojectProfessional Development, Conferences, and Networks
The Museum of Life and Science will use this planning grant to bring together zoo, botanical garden, and science center professionals to a) assess the feasibility of an "interactive zoo," b) identify animals species that exhibit behaviors in a zoo environment that provide natural opportunities for related interactive exhibits, and c) generate a White Paper reviewing relevant exhibits in zoos and science centers and proposing design criteria for the interactive exhibits. The planning activities include: the development of a "White Paper" that will include a review of key research findings in developmental psychology and visitor behavior as they apply to playgrounds, zoos, and interactive exhibit environments, an overview of relevant exhibit techniques and technologies, and case studies of existing exhibits; a 2-day meeting to discuss the issues; and travel to exemplary museums, zoos, aquaria, and botanical gardens. These results will be used in the development of interactive exhibits in an outdoor setting included in the museum's Master Plan 2000. They have proposed the analogy of a field research station in their approach to learning in an outdoor setting. They envision three thematic "field stations": "Down to Earth," "Watery Worlds," and "Catch the Wind." The specific exhibit plans will be finalized after the completion of the planning grant. Although the Museum of Life and Science will be the primary beneficiary of this planning activity, the background information gathered, the issues discussed, and the critical appraisals will be relevant to other museums with and interested in developing exhibits in an out-of-door setting. The results will be broadly disseminated by means of publications and presentations at professional meetings.
Under the Small Grants for Exploratory Research Guidelines, Serrell and Associates will do "A Meta-Analysis of Visitor Time/Use in Museum Exhibitions." The research will examine the long considered and debated questions revolving around visitors expenditure of their time (duration and allocation) in science museums exhibits. Serrell will undertake the largest, systematic study of its kind. Using a large number of systemically made observations of visitors time/use, baseline data will be developed that will answer some of the fundamental questions about visitor's movements in an exhibit. This work builds on and expands, considerably, the current data base of observations from 48 exhibits to over 100 exhibitions. This is not a new research topic but it is one that deserves more attention because it has not been studied systematically. Researchers generally assume a positive correlation between time spent on task and learning but beyond that there are a number of provocative questions and unverified theories. Many questions lack sufficient data to draw conclusions. This study will provide statistical correlations between variables observed and will be absed on large, methodologically similar database, which does not currently exist.
Under the Planning Grant Guidelines, the Arizona Science Center will explore "Using Narrative to Introduce Science Concepts to Diverse Audiences at a Science Center." By bringing together a group of experts to review key questions about the uses and structure of narrative, the staff of the science center will 1) develop a strategy and range of approaches to science storytelling, 2) develop ideas for story premises and texts to interest visitors representing diverse populations and including women, people in non-technical occupations and minority families, 3) conduct research to determine visitor's attitudes to these materials in order to learn about the appeal and effectiveness of the narratives. Finally, they will synthesize and broadly disseminate their findings. The discussion will be focused on a comprehensive set of 120 exhibits entitled "How We Live With The Sun." The topics include light and optics; heat, cooling, and convection; weather, electricity; and technologies for harnessing solar energy. These topics represent the physical science that underlies the way people adapt to the desert and the ways in which Arizonans have applied knowledge of science fundamentals to useful ends.
The project conducts action research to learn more about how different groups use technology in meaningful ways, develops approaches that significantly increase access for underrepresented groups, and proposes ways in which technology might be modified or redesigned to engage, address, and represent diverse populations. The project targets children and young people from groups underrepresented with technology, informal and formal educators, community groups and organizations, researchers, policymakers and funders, industry, and the public. Products include: a report on the state of access of underrepresented groups to technology; case studies; guides to increasing community access to technology; guidelines about how to be critical viewers, users, and makers of technology; report on the issues involved in producing diverse and equitable technology design; exemplars and ideas for diversifying technology design; suggestions for software publishers and industry; commissioned papers on issues of access and design for particular underrepresented groups; an agenda for action; and interactive World Wide Web site; and a popular press book that synthesizes the knowledge gained through this project.
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TEAM MEMBERS:
ellen wahlYolanda GeorgeEric JollyLaura JeffersAndres Henriquez