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resource research Media and Technology
In this article, Nina Simon, an experience design consultant at Museum 2.0, explores the correlation between museum and exhibit design and visitor participation. Simon suggests that increased parameters and more thoughtfully designed exhibits will yield more meaningful visitor participation.
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TEAM MEMBERS: Nina Simon
resource research Media and Technology
Inclusion, Disabilities, and Informal Science Learning, a report by the CAISE Access Inquiry Group, sets forth a framework for changing this inequity. This white paper offers a theoretical framework for thinking about inclusion of people with disabilities in informal science education (ISE), then reviews current practice in museums (broadly defined), in media and technology, and in youth and community programs. While "investigations located a number of projects, initiatives, and organizations that have sought greater inclusion of people with disabilities in ISE," the report concludes, "these
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TEAM MEMBERS: CAISE Access Inquiry Group Christine Reich Jeremy Price Ellen Rubin Mary Ann Steiner
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
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
resource project Media and Technology
Life on Earth aims to advance (1) public understanding of the history of life on Earth and biodiversity, and (2) our knowledge of how people interact and learn from large interactive science data visualizations on multi-touch displays in public settings. Our multi-institutional project team has developed the DeepTree, the FloTree, and Build-A-Tree (BAT). The focal exhibit, called the DeepTree, utilizing large data sets from four online databases including Tree of Life web project (www.tolweb.org), Encyclopedia of Life (www.eol.org), National Center for Biotechnology Information (https://www.ncbi.nlm.nih.gov/) and Time Tree (www.timetree.org), allow museum visitors to explore the relationships of 70,000 species, spanning over 3.5 billion years of evolutionary history using touch gestures on a large multi-touch computer display. Embedded inside the DeepTree, the "FloTree" encourages exploration of evolutionary processes within a single population. "Build-a-Tree" (BAT) is a multi-level phylogenetic tree-building game. These learning experiences are designed to target core evolutionary concepts and be self-directed, physically interactive, embodied, and collaborative. The Life on Earth exhibit has been installed at California Academy of Sciences in San Francisco, the Field Museum in Chicago, University of Nebraska State Museum in Lincoln Nebraska, and Harvard Museum of Natural in Cambridge Massachusetts. Please visit the Life on Earth website at https://lifeonearth.seas.harvard.edu/ to find more details on publications, and the ongoing learning research and summative evaluation. The Life on Earth project brings together a team of interdisciplinary researchers in human-computer interaction and information visualization, learning sciences, museum exhibit design, cognitive and developmental psychology, and evolutionary biology.
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TEAM MEMBERS: Chia Shen Judy Diamond Harvard University E. Margaret Evans Michael Horn Florian Block Brenda Caldwell Phillips Jim Hammerman Jon Christiansen Amy Spiegel
resource project Media and Technology
In this full-scale research and development project, Oregon State University (OSU), Oregon Sea Grant (OSG) and the Hatfield Marine Science Center Visitors Center (HMSCVC) is designing, developing, implementing, researching and evaluating a cyberlaboratory in a museum setting. The cyberlaboratory will provide three earth and marine science learning experiences with research and evaluation interwoven with visitor experiences. The research platform will focus on: 1) a climate change exhibit that will enable research on identity, values and opinion; 2) a wave tank exhibit that will enable research on group dynamics and problem solving in interactive engineering challenges; and 3) remote sensing exhibits that will enable research on visitor interactions through the use of real data and simulations. This project will provide the informal science educaton community with a suite of tools to evaluate learning experiences with emerging technologies using an iterative process. The team will also make available to the informal science community their answers to the following research questions: For the climate change exhibit, "To what extent does customizing content delivery based on real-time visitor input promote learning?" For the wave tank exhibit, "To what extent do opportunities to reflect on and share experiences promote STEM reasoning processes at a build-and-test exhibit?" For the data-sensing exhibit, "Can visitors' abilities to explain or use visualizations be improved by shaping their visual searches of images?" Mixed-methods using interviews, surveys, behavioral instruments, and participant observations will be used to evaluate the overall program. Approximately 60-100 informal science education professionals will discuss and test the viability of the exhibit's evaluation tools. More than 150,000 visitors, along with community members and local middle and high school students, will have the opportunity to participate in the learning experiences at the HMSCVC. This work contributes to the fields of cyberlearning and informal science education. This project provides the informal science education field with important knowledge about learning, customized content delivery and evaluation tools that are used in informal science settings.
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TEAM MEMBERS: Shawn Rowe Nancee Hunter Jenny East
resource project Media and Technology
The University of Southern California's Institute for Creative Technologies and the Museum of Science, Boston will create life-sized, 3-D Virtual Humans that will interact with visitors as interpretive guides and learning facilitators at science exhibits. Through the use of advanced artificial intelligence and intelligent tutoring techniques, Virtual Humans will provide a highly responsive functionality in their dialogue interpretation that will generate sophisticated interaction with visitors about the STEM content related to the exhibit. The project exemplifies how the confluence of science, technology, engineering, mathematics and education can creatively and collaboratively advance new tools and learning processes. The Virtual Human project will begin to present to the visitor a compelling, real life, interactive example of the future and of the related convergence of various interdisciplinary trends in technology, such as natural language voice recognition, mixed reality environments, para-holographic display, visitor recognition and prior activity recall, artificial intelligence, and other interdisciplinary trends. The 3-D, life-sized Virtual Humans will serve as museum educators in four capacities: 1) as a natural language dialogue-based interactive guide that can suggest exhibits to explore in specific galleries and answer questions about particular STEM content areas, such as computer science; 2) as a coach to help visitors understand and use particular interactive exhibits; 3) be the core focus of the Science behind the Virtual Humans exhibit; and 4) serve as an ongoing research effort to improve human and virtual human interactions at increasingly sophisticated levels of complexity. The deliverables will be designed to build upon visitor experiences and stimulate inquiry. A living lab enables visitors to become part of the research and development process. The project website will introduce visitors to the technologies used to build virtual humans and the research behind their implementation. The site will be augmented with videos and simulations and will generate user created content on virtual human characters. Project evaluation and research will collect language and behavioral data from visitors to inform the improvement of the virtual guide throughout the duration of the grant and to develop a database that directly supports other intelligent systems, and new interface design and development that will have broad impact across multiple fields.
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TEAM MEMBERS: William Swartout David Traum Jacquelyn Morie Diane Piepol H. Chad Lane
resource project Media and Technology
This planning grant seeks funding for demonstrating proof of concept for the proposed traveling exhibition "Inside Phoebe's Field." It is an outgrowth of the prior NSF project (9979287) that resulted in an interactive book for middle-school age girls. This project extends the book through exploring the feasibility of using mixed reality in an exhibit format as well as virtual environments using the Internet. Intellectual Merit: The project will further the technology-enhanced three-dimensional storytelling approach by development of selected science exhibit prototypes. The project team combines academic, museum and professional expertise, as well as a partnership with the Girl Scouts of the USA. Broader Impact: This project will provide the ISE field valuable feedback about the use of metaphor in storytelling in a science-based exhibition, as well as about the application of new technologies (virtual reality, augmented reality technologies and interactive electromechanical events) for creating exhibit experiences. At the same time it will further the development of a national traveling science exhibition whose primary target audience will be girls from ages 10 to 13.
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TEAM MEMBERS: Mitzi Vernon Katherine Cennamo Irene Goodman Michael Ermann Steve Harrison Margarita McGrath
resource project Media and Technology
The Educational Film Center will complete production of a science, engineering, and technology careers exhibit and informal science education project for use in science museums, libraries, schools, and community locations. The twelve additional interactive and linear career profiles to be produced under this grant will bring the total number of careers available in a fully interactive mode to thirty-two. Users will be able to explore each of these careers with first person video profiles of people in science and engineering and animated/reality video simulations of work experiences in these fields. The exhibit also with provide guidance to help users make decisions about education and career choices and will include a database of information about approximately 200 additional science and math-based professions. The project also will undertake the development and testing of eight permanent model Family Outreach Science Career Education Centers in eight cities. These centers will be based on and will expand upon the experience the project had in their earlier model Parent Outreach Science Career Program. Utilization support will be provided through special target leader guides, presentations and workshops at national and regional meetings of user organizations and groups, and a SETQuest bulletin board and e-mail network for the exchange of user science career programming. This project is a collaborative effort among four organizations: The Educational Film Center (EFC) is responsible for management of the project and for the development of production of the software and the documentary video profiles; COMAP is responsible for selecting and hiring content consultants, for formative and summative evaluation, and will jointly market and distribute the material with EFC; The New York Hall of Science is responsible for the exhibit kiosk and graphics, the design and development of the workbook and museum installation print components of the project, and will serve as principal test site for the exhibit; and the AAAS is coordinating the design, implementation, and testing of parent outreach program. All of the organizations will be involved in presentations and dissemination of project information to the informal and formal education communities.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg
resource project Media and Technology
The Computer Museum will develop two 2500 sq. ft. computer-based exhibits the "Virtual Fishtank: Splashing Into Complex Systems". One exhibit will be installed permanently in the Computer Museum and the other will travel nationally for three to five years. These exhibits will use computer modeling of fish to introduce the public to new ideas about complex systems science and demonstrate the central concept that complex behaviors and patterns can emerge from simple interactions among simple rules. Visitors will spend eight to ten minutes designing their own fish at one of the ten FishBuilder computer stations. As they make decisions, they will be able to observe the effects of their rule selections on a computer display. When satisfied with their design, visitors can then "tag" their fish by placing their initials on fish tails and launch them in the central "fishtank". Large projection screens will encircle visitors in a dramatic simulation of an underwater aquarium environment. Visitors will observe and analyze how the few simple rules imbedded in the design of individual fish give rise to complex behaviors and patterns in the entire ecosystem. This exhibit draws on research conducted at MIT's Media Lab, The Computer Museum, and the New England Aquarium and will be able to reach people with a variety of learning styles. It anticipated completion date is March, 1998 for the TCM's version and the traveling version will begin it's national tour in September, 1998.
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TEAM MEMBERS: David Greschler Mitchel Resnick
resource project Media and Technology
The Educational Film Center (EFC) is developing a science, engineering, and technology careers exhibit for distribution to science museums and technology centers. The core of the exhibit kiosk, with related career graphics surrounds, is SET/QUEST, an interactive multimedia program for both Macintosh and PC/Windows using CD-Rom as the full motion video source. Teens and preteens will enter an interactive exploration of thirty careers with first person video profiles of people in science and engineering; animated/reality video simulations of a work experience in these fields, decision screens, and a database of over 200 more science and math-based professions. The documentary profiles, database, and a personal interest career match component will also be developed in alternative media formats (video, audio, print) for broad distribution to community and youth education networks, schools, and libraries. Specific emphasis in this project is being placed on reaching and attracting female, minority, and disabled youth. A parent outreach component has been developed and will be implemented by the Directorate of Education & Human Resources Programs of AAAS. The concept of the parent effort is to work directly with and through the national offices of four major national organizations with different institutional community roots -- Science Museums, Public Libraries, Schools, and Community Based Organizations -- to involve parents and families with SET Project materials and to provide them with information with which they can foster their children's pursuit of science and math education and careers in these fields. Initial efforts will be conducted in 18 cities. The project is a collaborative endeavor among three organizations: The Educationa l Film Center which will be responsible for management and development/production of the software and documentary video profiles; The New York Hall of Science which will be responsible for the exhibit kiosk and graphics, will design and develop the student workbook and user installation print, will serve as the principal test site for the exhibit, and will advise on software, interactive multimedia design, and installation options; and COMAP which will be responsible for direct involvement of the Advisory Board, for selecting and hiring content consultants, for assuring the accuracy of the science and math content, for formative and summative evaluation, and for developing and preparing community leader and school users guides for publication. Stephen Rabin, President of EFC, will serve as PI for the project.
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TEAM MEMBERS: Stephen Rabin Barbara Flagg