Skip to main content

Community Repository Search Results

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.
DATE: -
TEAM MEMBERS: Ye Zhao
resource research Media and Technology
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
DATE:
TEAM MEMBERS: Lydia Plowman
resource research Media and Technology
To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
DATE:
TEAM MEMBERS: Federation of American Scientists Henry Kelly
resource research Media and Technology
As mobile devices are increasingly merging into our daily lives, exhibition services are also facing innovation based on the newly available technologies. Our project addresses these new circumstances. We developed a mobile exhibition guide for the exhibition called "Mrs Brown's Big Day Out: Hamilton Women in the 1950s". That is organized by the Waikato Museum. The proposed system re-uses the TIP (Tourist Information Provider) system's framework and provides information via mobile devices to visitors on Victoria Street, which is an outdoor part of the exhibition. The information about a sight
DATE:
TEAM MEMBERS: Jingyu Chen
resource research Media and Technology
Museums are blogging. At this writing, over 50 museum-administered blogs exist worldwide, while still more write about museums. Some blogs even focus their content specifically on the topic of museum blogging. However, museum blogging is still largely untouched in accessible professional or museological literature, save for articles on how museums can begin blogging and strategies they can employ to boost the visibility of their blog online. While useful, these articles fall under museum practice and rarely acknowledge museum theory. From a museological perspective, it is important to
DATE:
TEAM MEMBERS: Lynn Bethke
resource research Media and Technology
Through the Digital Media in Everyday Life research initiative, The Museum of Science and Industry, Chicago seeks to better understand our audience and their relationship to technology and digital media in order to inform the development of our own digital initiatives. Our definition of “audience” is necessarily broad, and includes visitors to the Museum as well as users of all our online, mobile, and social media experiences. Therefore it is not only important for us to understand what mobile devices visitors might bring into the Museum, but also how users behave online and in social networks
DATE:
TEAM MEMBERS: Steven Beasley Annie Conway
resource research Media and Technology
New mobile device features and the growing proportion of visitors carrying mobiles allow the range of museum exhibit design possibilities to be expanded. In particular, we see opportunities for using mobiles to help exhibits scale up to support variable-sized groups of visitors, and to support collaborative visitor-visitor interactions. Because exhibit use is generally one-time-only, any interfaces created for these purposes must be easily learnable, or visitors may not use the exhibit at all. To guide the design of learnable mobile interfaces, we chose to employ the Consistency design
DATE:
TEAM MEMBERS: Priscilla Jimenez Pazmino Leilah Lyons
resource project Media and Technology
The NASA Science Research Mentoring Program (NASA SRMP) is an established mentoring program that presents the wonders of space exploration and planetary sciences to underserved high school students from New York City through cutting-edge, research-based courses and authentic research opportunities, using the rich resources of the American Museum of Natural History. NASA SRMP consists of a year of Earth and Planetary Science (EPS) and Astrophysics electives offered through the Museum’s After School Program, year-long mentorship placements with Museum research scientists, and summer programming through our education partners at City College of New York and the NASA Goddard Institute for Space Studies. The primary goals of the project are: 1) to motivate and prepare high school students, especially those underrepresented in science, technology, engineering and math (STEM) fields, to pursue STEM careers related to EPS and astrophysics; 2) to develop a model and strategies that can enrich the informal education field; and 3) to engage research scientists in education and outreach programs. The program features five in-depth elective courses, offered twice per year (for a total of 250 student slots per year). Students pursue these preparatory courses during the 10th or 11th grade, and a select number of those who successfully complete three of the courses are chosen the next year to conduct research with a Museum scientist. In addition to providing courses and mentoring placements, the program has produced curricula for the elective courses, an interactive student and instructor website for each course, and teacher and mentor training outlines.
DATE: -
TEAM MEMBERS: Lisa Gugenheim
resource project Media and Technology
The Expanding Children’s Interest through Experiential Learning (EXCITE) Project will target K-8th students in expanded learning programs to increase ongoing NASA STEM informal education opportunities for organizations that serve primarily underrepresented and underserved student populations. The AERO Institute will leverage existing collaborations to build capacity of participating organizations in NASA inspired STEM activities. Major partners include Navajo Nation in Arizona, the Beyond the Bell branch of the Los Angeles Unified School District, and the Region 8 of the California After School Program housed in the Ventura County of Education. In addition, the EXCITE Learning Project plans to work with libraries to broaden the scope and impact of NASA’s Education materials and opportunities within underrepresented and underserved local communities. AERO Education specialists will train educators and librarians using the Train-the-Trainer approach. The training sessions will be filmed and made available online via the AERO website and its network on YouTube so that educators and librarians can refresh their understanding as needed.
DATE: -
TEAM MEMBERS: Susan Miller
resource research Media and Technology
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids’ development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to
DATE:
TEAM MEMBERS: Yasmin Kafai Deborah Fields
resource project Media and Technology
This planning grant addresses the issue of students losing interest in STEM during the ages of 8-12 years. The PIs propose that STEM content provided through electronic media will be more readily accepted by youth because it is on their "home turf." IMX.org will be a new, highly engaging, online destination for tweens and kids at large. It is designed to leverage the Web 2.0 and tweens' fascination with media and popular culture, and to demonstrate the connections between the real world, everyday life, and STEM. The project will test a preliminary design with a focus group of 8-12 year-olds, convene a panel of experts and Advisory Board, and create a beta Web site to conduct formative research.
DATE: -
TEAM MEMBERS: Jenny Lam
resource research Media and Technology
A youth media program called Youthscapes not only helps participants combat negative stereotypes of urban teens, but also gives them a sense of group solidarity that enables them to function as responsible media producers when they venture out into the community.
DATE:
TEAM MEMBERS: Linda Charmaraman