At the request of the National Science Foundation (NSF), CAISE organized a meeting for NSF Informal Science Education (ISE) Program principal investigators (PIs), July 25–26, 2008 in Washington, D.C. The ISE PI Summit 2008 provided PIs of recent and active NSF ISE grants the opportunity to discuss the state of ISE with other leaders in the field and to get updates on the latest directions in NSF funding. ISE PI Summit 2008 was held at the Marriott Wardman Park Hotel and the nearby National Zoo.
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TEAM MEMBERS:
Center for Advancement of Informal Science EducationJanis DickinsonSteve KellingJason MobleyKen RosenbergSheila GrinellBonnie Sachatello-SawyerRob SemperJulie JohnsonErik PetersonRick BorcheltWendy WheelerCatherine McEver
Based on the National Research Council study, Learning Science in Informal Environments: People, Places, and Pursuits, this book is a tool that provides case studies, illustrative examples, and probing questions for practitioners. In short, this book makes valuable research accessible to those working in informal science: educators, museum professionals, university faculty, youth leaders, media specialists, publishers, broadcast journalists, and many others. Practitioners in informal science settings--museums, after-school programs, science and technology centers, media enterprises, libraries
This Handbook is geared to the experienced researcher who is a novice evaluator. It orients the researcher to evaluation practice, with an emphasis on the use of qualitative techniques to augment quantitative measures.
The March 12-13, 2007 workshop at NSF on informal science education evaluation brought together a distinguished group of experts to discuss how impact categories might be best applied to various types of informal learning projects. This publication is an outcome of that meeting. The authors have strived to make the sections as helpful as possible given the primary focus of this workshop on project impacts. It should be viewed as part of an ongoing process to improve the ways in which evaluation can most benefit ISE projects, NSF, and the field. The publication is intended to help those
Presentation slides on submitting competitive Advancing Informal STEM Learning (AISL) proposals, originally presented at the 2012 Association of Science-Technology Centers (ASTC) Annual Conference
Finger-based touch input has become a major interaction modality for mobile user interfaces. However, due to the low precision of finger input, small user interface components are often difficult to acquire and operate on a mobile device. It is even harder when the user is on the go and unable to pay close attention to the interface. In this paper, we present Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It leverages the visibility of graphical user interfaces and the casual interaction of gestures. Gesture Avatar
Multi-Touch technology provides a successful gesture based Human Computer Interface. The contact and gesture recognition algorithms of this interface are based on full hand function and, therefore, are not accessible to many people with physical disability. In this paper, we design a set of command-like gestures for users with limited range and function in their digits and wrist. Trajectory and angle features are extracted from these gestures and passed to a recurrent neural network for recognition. Experiments are performed to test the feasibility of gesture recognition system and determine
Collaborative Information Retrieval (CIR) is the process by which people working together can collaboratively search for, share and navigate through information. Computer support for CIR currently makes use of single-user systems. CIR systems could benefit from the use of multi-user interaction to enable more than one person to collaborate using the same data sources, at the same time and in the same place. Multi-touch interaction has provided the ability for multiple users to interact simultaneously with a multi-touch surface. This paper presents a generalised architecture for multi-touch CIR
Touch-sensitive devices are becoming more and more common. Many people use touch interaction, especially on handheld devices like iPhones or other mobile phones. But the question is, do people really understand the different gestures, i.e., do they know which gesture is the correct one for the intended action and do they know how to transfer the gestures to bigger devices and surfaces? This paper reports the results of usability tests which were carried out in semi public space to explore peoples’ ability to find gestures to navigate on a virtual globe. The globe is presented on a multi-touch
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TEAM MEMBERS:
Jim SpadacciniMarkus JokischThomas BartoschekAngela Schwering
resourceresearchProfessional Development, Conferences, and Networks
Museums are shifting from being object and collection centered, towards a focus on space, affect and audience by producing multi-dimensional spatial non-lineal experiences. Interactivity is used unquestionably to verify this shift. Through the findings of a case study the ‘High Arctic’, a temporary exhibition at the National Maritime Museum, the paper will discuss how the museum interprets and practices the notion of interactivity. Through examining the multiplicity of museum with the focus being on process, the possibility of opening and creating new models of experience can be evaluated
For the past twenty years there has been a slow trickle of research disseminated through a variety of channels on the natureand use of computer interactives within museum and gallery environments. This research has yet to be consolidated into arobust and coherent evidence base for considering and understanding the continued investment in such interactives byinstitutions.Simultaneously however, the technology has changed almost beyond recognition from early kiosk-based computer exhibitsfeaturing mostly film and audio content, through to the newer generation of multi-touch interfaces being