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resource evaluation Media and Technology
Grossology Live! was a creative and innovative program that involved unique format, content, and collaboration. The program used live video-conferencing techniques to create two-way interaction between onscreen actors in a colorful Grossology set in the studio in Noblesville, Indiana; uniquely imaginative comedic and musical presentations on the human body; and a live presenter, stage set, and audience at 5 small science or health centers primarily in the mid-west and southeast. The receiving sites were members of the National Association of Health Education Centers (NAHEC), which played a
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TEAM MEMBERS: Minda Borun ID Solutions
resource research Media and Technology
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 Spadaccini Markus Jokisch Thomas Bartoschek Angela Schwering
resource project Media and Technology
WNET is producing "The Human Spark," a multimedia project that includes a four-part television series (4 x 60 min) for national primetime broadcast on PBS, innovative outreach partnerships with museums, an extensive Web site and outreach activities, including a Spanish-language version and companion book. Hosted by Alan Alda, "The Human Spark" will explore the intriguing questions: What makes us human? Can the human spark be found in the differences between us and our closest genetic relative -- the great apes? Is there some place or process unique to the human brain where the human spark resides? And if we can identify it, could we transfer it to machines? The programs will explore these questions through presenting cutting-edge research in a number of scientific disciplines including evolution, genetics, cognitive neuroscience, behavioral science, anthropology, linguistics, AI, robotics and computing. The series will highlight opposing views within each field, and the interdisciplinary nature of science, including its intersection with the humanities. The series will develop a new innovative format, the "muse concept", which involves pairing the host with a different scientific expert throughout each program. The outreach plan is being developed with a consortium of four leading science museums, American Museum of Natural History in New York, Museum of Science in Boston, The Exploratorium in San Francisco, and the Fort Worth Museum of Science and History, paired with their respective local public television stations. An additional six museums and local broadcasters will be chosen through an RFP process to develop local initiatives around the series. Multimedia Research and Leflein Associates will conduct formative as well as summative evaluations of the series and web.
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TEAM MEMBERS: William Grant Jared Lipworth Graham Chedd Barbara Flagg
resource project Media and Technology
The Science Source Pathways Project will conduct initial work designing and testing a new model for providing news on STEM related topics to the rural and Native American communities in Montana. This project will enhance understanding of how the communication of scientific research reaches and impacts underrepresented audiences. A collaborative model will be developed between the environmental journalism program at the University of Montana and various local television, radio, and online media outlets that are either operated by or reach Native Americans on reservations and throughout the state. Project deliverables include a survey and analysis of current science reporting reaching this audience; and production and testing of prototype science news stories for dissemination on various platforms (print, radio, TV, web). The development of science news pieces will be led by graduate students in the School of Journalism under the careful guidance and mentorship of experienced professors. This project will enhance the communication and amount of STEM content delivered to underserved groups, and provide diverse opportunities for them to engage in STEM related environmental issues that affect their local communities.
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TEAM MEMBERS: Alison Perkins
resource research Media and Technology
This is one of three focus point presentations delivered as part of the session titled "Technology and Cyberinfrastructure," delivered on day two of the Citizen Science Toolkit Conference at the Cornell Lab of Ornithology in Ithaca, New York on June 20-23, 2007. Josh Knauer, Director of Advanced Development, Information Commons at MAYA Design, discusses the problem of "information liquidity" and how to make data available to the intended audiences and in a way that makes the data available at all times. Knauer applies the original model of the public library to the digital age and makes
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TEAM MEMBERS: Josh Knauer
resource project Media and Technology
You can use CyberTracker on a Smartphone or handheld computer to record any type of observation. CyberTracker, which requires no programming skills, allows you to customize a series of screens for your own data collection needs. Our vision is to enable you to be part of a worldwide environmental monitoring network. Our mission is to help you improve environmental monitoring by increasing the efficiency of data gathering and to improve observer reliability.
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TEAM MEMBERS: Justin Stevenson
resource research Media and Technology
In this article, Jim Spadaccini, Director of Ideum, examines open source software packages designed specifically for museums. Spadaccini provides practical advice on how this software can be utilized in museums.
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TEAM MEMBERS: Jim Spadaccini
resource research Media and Technology
This article explores the ways museums can utilize portable devices (i.e cell phones) as a way to engage visitors in their exhibits. Featured are three museums experimenting with this technology in their exhibit spaces. Authors include Wayne Labar, Vice President of Exhibitions and Theaters at the Liberty Science Center, Denise Bressler, an Exhibit Developer and Project Manager at the Liberty Science Center, David Asheim, Founder and CEO of Guide by Cell, Peter Samis, Associate Curator of Education and Program Manager of Interactive Educational Technologies, and Stephanie Pau, Associate
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TEAM MEMBERS: Wayne LaBar Denise Bressler David Asheim Peter Samis Stephanie Pau
resource research Media and Technology
In this article, Eileen Campbell, head of Farallon Media, discusses how video can be used as an integral part of exhibits, especially small exhibits, interspersed with objects, panels, interactives, and other exhibit elements. Campbell describes the various ways video can be used effectively in exhibits including presenting narratives, recreating environments, introducing people, showing the unseen or unseeable, showing beauty and motion, making connections to the wider world, and adding humor. Campbell also provides advice about producing videos for exhibits.
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TEAM MEMBERS: Eileen Campbell
resource research Media and Technology
In this article, Jim Spadaccini, director of Ideum (Corrales, NM), highlights nine free or nearly free internet-based opportunities for museums. Spadaccini provides a brief description, benefits, participants, tips, and costs associated with each web software or service. Examples include blogging, RSS feeds, and photo sharing.
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TEAM MEMBERS: Jim Spadaccini
resource research Media and Technology
Launched in 2010, the NMC Horizon Report: Museum Edition expanded the NMC Horizon Report series to provide insight on the entrance of new tools and applications in the museum sector. The Museum Edition examines emerging technologies for their potential impact on and use in education and interpretation within the museum environment. This edition is made possible by the generous support of the Edward and Betty Marcus Foundation and the Marcus Institure for Digital Education in the Arts.
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TEAM MEMBERS: The New Media Consortium Johnson, L. Witchey, H. Smith, R. Levine, A. Haywood, K.
resource project Media and Technology
The project includes a simulation based Family Learning Program to be administered through the International Challenger Learning Center (CLC) network. The goal is to develop families' skills in learning as a team through science, math and technology (SMT) in an environment where parents and children are co-travelers in a world of ideas. PACCT is disseminated through ten of the Challenger Learning Centers reaching 22,000 families nationwide. Many of these activities are completed in the home at no cost to the anticipated 12,500 participating families. Through this network of centers, all types of communities are served in many states. The activities include Sim-U-Voyages, where family teams work at home; Sim-U-Challenges, where families create a physical model responding to a challenge; Sim-U-Visits, where families hear from scientists and work as scientists in a team solving a problem; and Sim-U-Ventures, which result in flying a mission. Cost sharing is 8%.
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TEAM MEMBERS: Linda Morris Jan Anstatt