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resource research Media and Technology
As an increasing number of robots have been designed to interact with people on a regular basis, research into human-robot interaction has become more widespread. At the same time, little work has been done on the problem of longterm human-robot interaction, in which a human uses a robot for a period of weeks or months. As people spend more time with a robot, it is expected that how they make sense of the robot - their “cognitive model” of it - may change over time. In order to identify factors that will be critical to the future development of a quantitative cognitive model of long-term human
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TEAM MEMBERS: Kristen Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
To help answer questions about the behavior of participants in human-robot systems, we propose the Cognitive Evaluation of Human-Robot Systems (CEHRS) method based on our work with the Personal Exploration Rover (PER). The CEHRS method consists of six steps: (1) identify all system participants, (2) collect data from all participant groups, including the system’s creators, (3) analyze participant data in light of system-wide goals, (4) answer targeted questions about each participant group to determine the flow of knowledge, information, and influence throughout the system, (5) look for
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TEAM MEMBERS: Kristin Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
Research on human–robot interaction has often ignored the human cognitive changes that might occur when humans and robots work together to solve problems. Facilitating human–robot collaboration will require understanding how the collaboration functions system-wide. The authors present detailed examples drawn from a study of children and an autonomous rover, and examine how children’s beliefs can guide the way they interact with and learn about the robot. The data suggest that better collaboration might require that robots be designed to maximize their relationship potential with specific users
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TEAM MEMBERS: Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource evaluation Media and Technology
Media MashUp (MMU) was an IMLS funded project (LG-07-08-0113 ) designed to help libraries build capacity for offering computer-based programs for youth. These programs were designed to help foster 21st Century literacy skills. The program focused on the Scratch programming language (http://scratch.mit.edu/), but also used other creative freeware programs (i.e., Audacity, Picasa, SAM animation, ArtRage). MMU was a partnership among six library systems from around the country and The Science Museum of Minnesota. Three staff members from each library participated in the program: two librarians or
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource evaluation Media and Technology
The Media MashUp project is funded by the IMLS (Grant LG-07-08-0113 ) to build capacity at libraries for computer-based programs for youth that help build 21st Century literacy skills. Twenty first Century literacy skills include interactive engagement with technology, collaboration and team problem solving, taking initiative and managing time and the use of higher level processing skills (www.21stcenturyskills.org/). This project uses the Scratch programming platform (http://scratch.mit.edu/) developed at MIT to help foster youth's 21st Century literacy skills. The professional audience
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource research Media and Technology
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
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TEAM MEMBERS: Jenny Kidd Irida Ntalla William Lyons
resource research Media and Technology
New mobile devices with large multi-touch displays, such as the iPad, have brought revolutionary changes to ways users interact with computers. Instead of traditional input devices such as keyboards, touchpads and mice, multi-touch gestures are used as the primary means of interacting with mobile devices. Surprisingly, body-motion gestures are evolving to become a new, natural, and effective way for game players to interact with game consoles in a very similar fashion: in Kinect for Xbox 360, a controller-free gaming experience is made possible by using body-motion gestures to play games.
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TEAM MEMBERS: Yuan Feng Zimu Liu Baochun Li
resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Francois Guimbretiere Catherine McCarthy
resource project Media and Technology
The Franklin Institute Science Museum will develop, install and evaluate a museum-wide Interactive Computer Information System (ICIS) designed to enhance visitors' exhibit learning through museum-wide visitor information access and connectivity. ICIS will provide educational experiences for 1.2 million people per year, tailoring its information presentations to individual visitor needs and levels of knowledge. Exhibit based units will add advanced presentation functions beyond the usual graphics and text labels. ICIS will include 67 touchscreen-operated computer stations and six min- computers linking 27 exhibit areas in The Franklin Institute. This project is a collaboration between The Franklin Institute and the Unisys Corporation, which will provide over a five year period systems engineering, hardware, installation, maintenance and training of museum personnel valued at $2.4 million. An extensive evaluation plan will include studies of visitor-computer interaction, the economics and management of system maintenance, collaboration between museum and corporation and effectiveness of computer-based exhibit interpretation techniques. Project results will be disseminated through conference presentations, seminars and published articles.
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TEAM MEMBERS: Ann Mintz
resource project Media and Technology
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Larry Davis Vibha Sazawai