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resource research Media and Technology
This poster was presented at the 2021 NSF AISL Awardee Meeting. The project's goals are to: Develop systems thinking skills in youth Increase understanding of sustainable agricultural systems Raise awareness of STEM careers related to agricultural systems Leverage scientific research models and data for educational video games Use the Corn-Water-Ethanol-Beef System as a model for interconnected Food, Energy, Water Systems (FEWS)
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TEAM MEMBERS: Deepak Keshwani
resource project Exhibitions
This award is funded in whole or in part under the American Rescue Plan Act of 2021 (Public Law 117-2).

The Accessible Oceans study will design auditory displays that support learning and understanding of ocean data in informal learning environments like museums, science centers, and aquariums. Most data presentations in these spaces use visual display techniques such as graphs, charts, and computer-generated visualizations, resulting in inequitable access for learners with vision impairment or other print-related disabilities. While music, sound effects, and environmental sounds are sometimes used, these audio methods are inadequate for conveying quantitative information. The project will use sonification (turning data into sound) to convey meaningful aspects of ocean science data to increase access to ocean data and ocean literacy. The project will advance knowledge on the design of auditory displays for all learners, with and without disabilities, as well as advance the use of technology for STEM formal and informal education. The study will include 425 participants but will reach tens of thousands through the development of education materials, public reporting, and social media. The study will partner with the Smithsonian National Museum of Natural History, Woods Hole Oceanographic Institution Ocean Discovery Center, the Georgia Aquarium, the Eugene Science Center, the Atlanta Center for the Visually Impaired, and Perkins School for the Blind.

The project will leverage existing educational ocean datasets from the NSF-funded Ocean Observatories Initiative to produce and evaluate the feasibility of using integrated auditory displays to communicate tiered learning objectives of oceanographic principles. Integrated auditory displays will each be comprised of a data sonification and a context-setting audio introduction that will help to make sure all users start with the same basic information about the phenomenon. The displays will be developed through a user-centered design process that will engage ocean science experts, visually impaired students and adults (and their teachers), and design-oriented undergraduate and graduate students. The project will support advocacy skills for inclusive design and will provide valuable training opportunities for graduate and undergraduate students in human-centered design and accessibility. The project will have foundational utility in auditory display, STEM education, human-computer interaction, and other disciplines, contributing new strategies for representing quantitative information that can be applied across STEM disciplines that use similar visual data displays. The project will generate publicly accessible resources to advance studies of inclusive approaches on motivating learners with and without disabilities to learn more about and consider careers in STEM.

This Pilots and Feasibility Studies project is supported by the Advancing Informal STEM Learning program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Amy Bower Carrie Bruce Jon Bellona
resource project Media and Technology
As part of an overall strategy to enhance learning within informal environments, the Innovations at the Nexus of Food, Energy, and Water Systems (INFEWS) and Advancing Informal STEM Learning (AISL) programs partnered to support innovative models poised to catalyze well-integrated interdisciplinary research and development efforts within informal contexts that transform scientific understanding of the food, energy, and water systems (FEWS) nexus in order to improve system function and management, address system stress, increase resilience, and ensure sustainability. This project addresses this aim by using systems thinking and interdisciplinary integration approaches to develop a novel immersive educational simulation game and associated materials designed to highlight the role and importance of corn-water-ethanol-beef (CWEB) systems in supporting the ever increasing demands for food, energy, and water in the United States. The focus on FEWS and sustainable energy aligns well with both the INFEWS program and the sizable sustainability-related projects in the AISL program portfolio. The development and broad dissemination of a multiuser game specific to CWEB systems are particularly innovative contributions and advance for both program portfolios and their requisite fields of study. An additional unique feature of the game is the embedding of varying degrees of economic principles and decision-making along with the nuisances of cultural context as salient variables that influence systems thinking. Of note, a team of computer science, management and engineering undergraduate students at the University of Nebraska - Lincoln will be responsible for the engineering, development, and deployment of the game as their university capstone projects. If successful, this game will have a significant reach and impact on youth in informal programs (i.e., 4-H clubs), high school teachers and students in agriculture vocational education courses, college students, and the public. The impact could extend well beyond Nebraska and the targeted Midwestern region. In conjunction with the game development, mixed-methods formative and summative evaluations will be conducted by an external evaluator. The formative evaluation of the game will focus on usability testing, interest and engagement with a select sample of youth at local 4-H clubs and youth day camps. Data will be collected from embedded in-game survey questionnaires, rating scales, observations and focus groups conducted with evaluation sample. These data and feedback will be used to inform the design and refinement of the game. The summative evaluation will focus on the overall impacts of the game. Changes in agricultural systems knowledge, attitudes toward agricultural systems, interest in pursuing careers in agricultural systems, and decision making will be aligned with the Nebraska State Science Standards and tracked using the National Agricultural Literacy Outcomes (NALOs) assessment, game analytics and pre/post-test measures administered to the evaluation study sample pre/post exposure to the game.
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TEAM MEMBERS: Jeyamkondan Subbiah Eric Thompson Deepak Keshwani Richard Koelsch David Rosenbaum
resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource research Media and Technology
In this paper I use the concepts “understanding of science” and “appreciation of science” to analyze selected case studies of current science communication in Denmark. The Danish science communication system has many similarities with science communication in other countries: the increasing political and scientific interest in science communication, the co-existence of many different kinds of science communication, and the multiple uses of the concepts of understanding vs. appreciation of science. I stress the international aspects of science communication, the national politico-scientific
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TEAM MEMBERS: Kristian Hvidtfelt Nielsen
resource project Media and Technology
Space Science Institute (SSI) is conducting an International Polar Year project in partnership with the Marine Advanced Technology Center (NSF-funded MATE, Monterey, CA) and the Challenger Learning Center of Colorado (CLCC) to produce and disseminate an online simulation of scientific explorations by the latest generation of Antarctic underwater remotely operated vehicles (ROV). The explorations are based on the ROV work of Dr. Stacey Kim of the Moss Landing Marine Laboratories and of Dr. Robert Pappalardo and Dr. Arthur Lane at the Jet Propulsion Lab. Products include the simulation, supporting materials and guides, a web site, and a CD Master. Targeted audiences include: (a) middle-school to college-aged students who participate in national annual underwater ROV competitions, (b) Challenger Learning Centers in Colorado and around the country, and (c) the "science attentive" public who will access the simulation via links to SSI and other web sites. Simulations will follow a game structure and feature Antarctic polar science. Estimated annual usage levels are: for MATE, 2000; for Challenger Centers, 300,000; for the general public, 100,000. The project is positioned to continue well beyond the official end of the International Polar Year
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TEAM MEMBERS: Brad McLain James Harold
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource research Media and Technology
The Universidad Nacional Autónoma de México (UNAM), as an active cultural promoter, implemented a virtual museum system in order to help and develop expression related to art, science and humanities. The UNAM's cultural heritage is, as in many other universities, a vast number of different kinds of objects, ranging from painting and sculpture to numismatics and architecture, from traditional art to modern multimedia-based exhibits to Scientific Collections. It is impossible to exhibit it all in a single place in an orderly fashion. The Virtual Museum of the University's Cultural Heritage
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TEAM MEMBERS: Francisco Caviedes Esther de la Herran Andrea Vitela A. Libia Cervantes Jose Mondragon Alma Rangel Jose Silva Ildiko Pelczer Francisco Salgado Adidier Perez-Gomez Carolina Flores-Illescas Jose Casillas Graciela de la Torre Jorge Reynoso Rafael Samano Julia Molinar Jose Manuel Magana Alejandrina Escudero Ariadna Patino
resource research Media and Technology
While we should celebrate our success at evolving many vital aspects of the human-technology interactive experience, we question the scope of this progress. Step back with us for a moment. What really matters? Everyday life spans a wide range of emotions and experiences -- from improving productivity and efficiency to promoting wonderment and daydreaming. But our research and designs do not reflect this important life balance. The research we undertake and the applications we build employ technology primarily for improving tasks and solving problems. Our claim is that our successful future
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TEAM MEMBERS: Eric Paulos Tom Jenkins August Joki Parul Vora
resource project Media and Technology
Discovering and understanding the temporal evolution of events hidden in text corpora is a complex yet critical task for knowledge discovery. Although mining event dynamics has been an important research topic leading to many successful algorithms, researchers, research and development managers, intelligence analysts and the general public are still in dire need of effective tools to explore the evolutionary trends and patterns. This exploratory project focuses on developing and validating a novel idea called narrative animation. Narrative animation uses animated visualizations to narrate, explore, and share event dynamics conveyed in temporally evolving text collections. Film art techniques are employed to leverage the animated visualizations in information organization and change detection, with the goals of enhancing analytical power and user engagement. A prototype system called CityStories is being developed to generate narrative animations of events in cities derived from web-based text. If this novel, risky research is successful, it is expected to yield fundamental results in narrative animation that can advance the current paradigm in information visualization and visual analytics by developing novel techniques in using animations for presenting and analyzing dynamic abstract data at a large scale. The pilot system CityStories system is expected provide a novel network platform for education, entertainment, and data analytics. It will engage general users such as students, teachers, journalists, bloggers, and many others in web information visualization and study. Results of this research will be disseminated through publications, the World Wide Web, and collaborations with researchers and analysts. The project web site (http://coitweb.uncc.edu/~jyang13/narrativeanimation/narrativeanimation.htm) will include research outcomes, publications, developed software, videos, and datasets for wide dissemination to public.
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TEAM MEMBERS: Ye Zhao
resource research Media and Technology
This paper discusses findings from a study that examined an interactive microcomputer exhibit at the Texas Memorial Museum. The study aimed to answer the following two questions: (1) Can the microcomputer be used effectively in a museum setting to teach first, second, and third graders about endangered species in Texas? and (2) Can the microcomputer be used effectively in a museum setting to create or enhance positive beliefs about endangered species in Texas?
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TEAM MEMBERS: Mary-Lynn Klevans
resource project Media and Technology
This proposal requests partial funding for the development of a new paleobiology hall at the University of Nebraska State Museum. This project will give students and the general public a dynamic view of the period of time known as the Age of Reptiles. It emphasizes experience with interactive exhibits that focus on concepts of geologic time, how species adapt and change, relative size, scale and time, the activities of scientists as role models, and it provides reinforcement of these experiences for students in the classroom. This project includes the first use in a museum of SemNet, a software program designed for concept mapping and the representation of knowledge networks, which will be used with a videodisc. Prototypes of all interactive exhibits will undergo formative evaluation to establish maximal audience accessibility, ease of use and educational effectiveness. The exhibit concepts will be disseminated throughout the state of Nebraska through mini- versions, teachers in-service training, and scientist-in- residence programs. This project will also be used as a teaching laboratory for the University of Nebraska's graduate program in Museum Studies.
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TEAM MEMBERS: Judy Diamond