DESMA 9: Art, Science and Technology. Virtual Education. Dalton Abbott Section 1C Undeclared

Similar documents
Tricia Berry Director, UT Austin Women in Engineering Program Director, Texas Girls Collaborative Project txgcp.org

Concept Car Design and Ability Training

Students Using Nanotechnology to Solve the World s Greatest Challenges. Dr Edward Davis Dr Virginia Davis Dr Joni Lakin

STEM Outreach Activities to Inspire Future Engineers and Scientists

The Biological and Medical Sciences Research Infrastructures on the ESFRI Roadmap

As our state s flagship university, KU s MISSION is to lift students and society

Innovator and Entrepreneur: Tan

STARBASE Minnesota Duluth Grade 5 Program Description & Standards Alignment

COST FP9 Position Paper

Playware Research Methodological Considerations

Dialog meeting Convergence Environment Finn-Eirik Johansen, Chair of the board, UiO:Life Science

Astronomy Project Assignment #4: Journal Entry

TECHNICAL PROPOSAL FOR 3D PRINTING

WHY ACCOUNTANCY & SOCIAL DESIGN

Summer rd-6th Descriptions

Spartan Writing Camp

Mixed Reality And Architecture Elizabeth Feltz, ARCH 4002

Inspiring Young Minds. Canada s Next Generation of Innovators

Translational scientist competency profile

Revised East Carolina University General Education Program

Category Discussion Guides

UNU Workshop on The Contribution of Science to the Dialogue of Civilizations March 2001 Supported by The Japan Foundation

In this first of a series of MVision Insights, we commissioned research from the London Business School into the participation of women in the US

Geographic information systems and virtual reality Ivan Trenchev, Leonid Kirilov

Computers and Medicine

TO EXPLORE THE POSSIBILITIES OF VIRTUAL REALITY (VR) & AUGMENTED REALITY (AR)

THE NUMBERS OPENING SEPTEMBER BE PART OF IT

An Inquiry into Who We Are WWAIPAT How We Express Ourselves How the World Works How We Organize Ourselves

TOWARD THE NEXT EUROPEAN RESEARCH PROGRAMME

Role of Knowledge Economics as a Driving Force in Global World

FACULTY SENATE ACTION TRANSMITTAL FORM TO THE CHANCELLOR

PYP Programme of Inquiry

liberal the habib HABIB UNIVERSITY: UNIVERSITY AVENUE, OFF SHAHRAH-E-FAISAL, GULISTAN-E-JAUHAR, KARACHI

Kansas Curricular Standards for Dance and Creative Movement

Telecoms and Tech Week

2 days University Experience Programme - From Physics and ICT to Engineering

Design Technology. IB DP course syllabus

deeply know not If students cannot perform at the standard s DOK level, they have not mastered the standard.

DON T LET WORDS GET IN THE WAY

Language Arts / Technology. Advances in Technology

Design and Application of Multi-screen VR Technology in the Course of Art Painting

Brief to the. Senate Standing Committee on Social Affairs, Science and Technology. Dr. Eliot A. Phillipson President and CEO

Technology Leadership Course Descriptions

Tricia Berry UT Austin Women in Engineering Program Texas Girls Collaborative Project txgcp.org

STEP TWO: CREATOR UNDERSTANDING YOUR CREATIVE POWER

The Fourth Industrial Revolution in Major Countries and Its Implications of Korea: U.S., Germany and Japan Cases

Imagine your future lab. Designed using Virtual Reality and Computer Simulation

The Role of Engineering Education in Solving Global Society Problems: A World Systems Approach

CSC Essay 3: Outline. Thesis: Computer gaming has significantly changed society and culture for the better as it

Visual Art Standards Grades P-12 VISUAL ART

ADVANCED PLACEMENT STUDIO ART

01.04 Demonstrate how corporations can often create demand for a product by bringing it onto the market and advertising it.

What is Digital Literacy and Why is it Important?

a place where locals come for daily practice and lectures a place where international students can come to practice and study

Journal of Digital Contents Vol.1 Issue 1 INFORMATION SOCIETY AND EDUCATION

R&D PROJECT MANAGEMENT IS IT AGILE?

Hoboken Public Schools. Visual and Arts Curriculum Grades K-6

PREFACE. Introduction

THE LUMINOUS PROJECT EU H2020 FET Open Project

Explorium A Playground for. The Future of Retail

Technology education : is there a need?

Why do they not make productivity permanent? Why do they only engage in these temporary cycles?

ADVANCED PHOTOGRAPHY

Why is an innovation mentality essential for success in Createch companies?

Abstraction as a Vector: Distinguishing Philosophy of Science from Philosophy of Engineering.

EXHIBITION GUIDE DESIGNED AND PRODUCED BY

Global Contexts: Identities and Relationships

Chapter 2 Understanding and Conceptualizing Interaction. Anna Loparev Intro HCI University of Rochester 01/29/2013. Problem space

4) Focus on having, not on lack Do not give any thought, power or energy to the thought of not having what you want.

EXHIBITION GUIDE DESIGNED AND PRODUCED BY

Job Title: DATA SCIENTIST. Location: Champaign, Illinois. Monsanto Innovation Center - Let s Reimagine Together

INVENT, INNOVATE AND IMPACT THE FUTURE CAREERS AT SRI: CENTER FOR VISION TECHNOLOGIES

Section 3 The Desired Human Resource System

Talent. Understanding. Insight into myths about art and artists. ArtSpeak

Foundation. Central Idea: People s awareness of their characteristics, abilities and interests shape who they are and how they learn.

A Research and Innovation Agenda for a global Europe: Priorities and Opportunities for the 9 th Framework Programme

National Coalition for Core Arts Standards Media Arts Model Cornerstone Assessment: High School- Advanced

PRESS RELEASE EUROSATORY 2018

Design Science Research Methods. Prof. Dr. Roel Wieringa University of Twente, The Netherlands

Virtual/Augmented Reality (VR/AR) 101

Eco-Schools USA Pathways K-4 Connection to the National Science Education Standards

THE CONSUMER S GUIDE TO CULINARY SCHOOL

Research Centers. MTL ANNUAL RESEARCH REPORT 2016 Research Centers 147

Global Alzheimer s Association Interactive Network. Imagine GAAIN

HAVE A S.T.E.A.M FULLED SUMMER

Contact info.

Awakening Your Psychic Self: Use Brain Wave Entrainment to have a psychic experience Today!

Quiddler Skill Connections for Teachers

~. a.\\ l. å ~ t 1 ~ ~, Department of Cultural Anthropology and Ethnology

VISUAL ARTS STANDARD Grades 6-8

2018 NISO Calendar of Educational Events

TRANSFORMATIONAL GOALS FOR THE 21ST CENTURY

West Windsor-Plainsboro Regional School District Computer Programming Grade 8

Why Artificial Intelligence will Revolutionize Healthcare including the Behavioral Health Workforce.

Policy Partnership on Science, Technology and Innovation Strategic Plan ( ) (Endorsed)

TExES Art EC 12 (178) Test at a Glance

Writing Cover Letters

Agile Software Development-- Why it is Hot.

Methodology. Ben Bogart July 28 th, 2011

Women into Engineering: An interview with Simone Weber

Transcription:

DESMA 9: Art, Science and Technology Virtual Education Dalton Abbott Section 1C Undeclared

ABSTRACT Through a virtual reality simulation, the subject will be exposed to the creative processes and mind-expanding methods and approaches of highly educated scientists. Those who partake in this type simulation will gain an increased understanding and appreciation for not only science, but many of its most fascinating applications, as they will realize the creative freedom and mental dexterity involved in groundbreaking scientific research as well as the innovative significance of the fields in which these types science of science are practiced.

CONCEPT TOPIC I am primarily interested in creating an accurate simulation of the complex mental processes of a highly knowledgeable, intelligent scientist. The most feasible way to accomplish this task is through virtual reality, which will create an out of body experience for the subject in the sense that they will gain insight into the various methods and techniques used by scientists in such fields as neuroscience and space technology. The virtual reality simulation will allow for the subject to assume these roles and act as a highly skilled scientist would in such areas as decision making and scientific approach.

SOCIAL CONTEXT In a world where scientific advancement is essential to the development of a multitude of fields, ranging from medicine to living space complications to technology, many studies have shown a noticeable lack of interest in science present in today s youth. These studies lead many analysts to suggest that the future of science, not only in America but internationally as well, is bleak. Earth, especially in the present age of continued technological and scientific advancement, must make fostering interest in science a top priority, and it seems as though they must choose to do so in ways other than the typical yet ineffective way of relying on the current educational system. My project addresses these concerns in an original, innovative manner, and attempts to provide a reasonable solution to the problem.

PRECEDENTS LIT REVIEW Virtual reality has been employed by engineers and scientists for a number of different purposes, such as to understand the conditions and potential reasons for construction workers falling from high distances while on various job sites 1, while another application of virtual reality is to prepare soldiers for parachuting by creating a virtual simulation of the event 2. Though virtual reality can be applicable to a variety of formats or contexts to provide training or to gain insight into certain human behavioral tendencies, it is much more rarely used to create a sense of alternate reality, but even this can be seen in certain video games and sexual machines that attempt to allow men and women to realize many of their most personal fantasies. The idea of using virtual reality to not only create an alternate reality, but also a different mental mindset and thought process is a topic that remains virtually unexplored.

PROJECT PROPOSAL [1] The simulation will not require any extensive preparation whatsoever. The subjects will simply be given a brief introduction to the type of scientific knowledge and thought processes they will be experiencing, choosing from a range of topics such topics as neuroscience, space physics, and many in between. The subject will then simply sit in a chair and put on a pair of virtual reality goggles that will project a full screen image like the one pictured above, but rather than a landscape display, the subject will be exposed to an area in which an astrophysicist or a neuroscientist is found during their most scientifically strenuous and exciting times, such as a hospital operating board or in a lab room studying space phenomena.

PROJECT PROPOSAL [2] An example of the virtual world with which the subject will be interacting. Subjects will then be exposed to a series of problems or concerns that the scientist may have to address at a certain point in his or her career, such as making decisions on a crucial brain surgery, creating tiny molecular models of diseases, or analyzing the reasons for the failure of a recent spacecraft launch. The subject will literally be inserted in place of the head medical, technical, or scientific engineer in a certain project or situation, allowing the subject to feel all the pressure and overall importance of the work these scientists do.

PROJECT PROPOSAL [3] An example of the virtual images displayed during a space physicist s analysis of a problem. The highlight of the entire simulation occurs when the scientist that the subject is acting as begins to go through the thought processes used in the decision making technique. The subject will literally witness the formulas, scientific principles, and other methods of reasoning used by the scientist flash before his or her eyes, simulating true insight into the inner-workings of a highly trained scientific mind. The scientist s entire methodology in solving this problem, though highly complex and intricate by nature, will be witnessed, and hence further recognized for its usefulness and applicability to the outside world, by the subject.

PROJECT PROPOSAL [4] Subject given background information about scientific field they will be observing Virtual reality goggles placed on the subject Problem solved, simulation ends. Subject leaves with a newfound appreciation for the importance, creative nature, and applicability of science. Subject begins virtual simulation Formulas, principles used to solve problem are projected Subject witnesses assessment and analysis of problem Scientific obstacle or problem is stated The subject, after viewing the brain activity of the scientist in a tangible manner, will then see, once again in a visual sense, how these different formulas and principles fit together to solve the problem at hand. It can be conveyed to the subject as a type of puzzle that the scientist s mind already possesses the pieces to solve, and the principles and methods he or she follows provide the framework for this reasoning. Though this concept will be presented in an abstract light, as the subject cannot grasp the true complexities of the work being done, the subject will achieve further comprehension of the interconnectedness of scientific disciplines and come to understand the fact that art and science are more related than most would ever realize.

CONCLUSION Today s youth is developing a significant lack of interest in science and mathematics, a problem that can and will have profound effects in a multitude of areas, such as technology and space discovery. In an era marked by rapid scientific advancement, the pace can only be continued if society manages to evoke a passion and genuine scientific interest in its future scientists. The current educational system, while igniting the curiosity of a certain few, fails to create an extended interest in science, a topic that if correctly instructed can be intriguing, provocative and very appealing. The virtual reality simulation, through using methods not yet attempted to foster an interest in scientific topics, aims to reverse the trend witnessed in modern youth and allow for a prosperous scientific future in nations across the world.

DISCUSSION In closing, the one potential area that my project can improve is in the design of the virtual reality simulation. I researched for hours on end, comparing my created process to other virtual creations, and attempted to be as accurate as possible with my overall model. However, in designing such a study, I m venturing into essentially uncharted territory in terms of relative precedent, meaning that certain parts of the design can most likely be fine-tuned or adjusted to ensure the most precise results. I would also have liked to elaborate more on certain technological intricacies, but in my last project, it was said how I may have been too focused on the technological side of the experiment, and I also simply ran out of writing room on my proposal slides. However, I m fairly certain that the intent of this project was for me to not only design a creative model, but expand the creative limits of my mind, which I willingly did. The problems that a lack of interest in science can cause in terms of world development need not be further expounded upon, as science, especially in this technologically advanced time, is the focal point of almost every aspect of modern life, and for humanity to fall behind in its progress would be crippling in virtually every sense imaginable.

REFERENCES 1. 1. Virtual Reality for Construction Zones. Science Daily. 3/4/09. http://www.sciencedaily.com/videos/2008/0412-virtual_realtiy_for_construction_zones.htm 2. 2. Parachute Flight Training Simulator. FXC Corporation. 3/4/09. http://www.pia.com/fxc/vrweb1.htm 3. 3. Virtual Reality Exposure for Cognitive and Behavioral Therapy. Virtual Reality Center. 3/4/09. http://vrlab.epfl.ch/research/research_index.html 4. 4. How Does VR Work? Virtual Reality Database. 3/4/09. http://www.bilawchuk.com/mark/index.html 5. 5. Creating and Using Virtual Reality, A Guide for the Arts and Humanities. AHDS Database. 3/4/09. http://vads.ahds.ac.uk/guides/vr_guide/ 6. 6. Experimental Command and Control Project. Iowa State VR Application Center. 3/4/09. http://www.vrac.iastate.edu/ 7. 7. Video Games Stimulate Learning. BBC News. 3/4/09. http://news.bbc.co.uk/2/hi/uk_news/education/1879019.stm 8. 8. Educational Games Effective in Classroom if Certain Criteria are Met. Science Daily. 3/4/09 9. http://www.sciencedaily.com/releases/2009/02/090210134746.htm 10. 9. The New Virtual Reality. Science Daily. 3/4/09. http://www.sciencedaily.com/videos/2006/0409-the_new_virtual_reality.htm 11. 10. Where are the Future Scientists? Kids Lack of Interest Troubles the Industry. MATR. 3/4/09. http://www.matr.net/article-7567.html 12. 11. Students Lack of Interest in Science Worries PM. World News. 3/4/09. http://article.wn.com/view/2009/01/11/students_lack_of_interest_in_science_worries_pm/ 13. 12. Lack of Interest in Science Among Youth Worries Scientists. The Hindu. 3/4/09. http://www.hindu.com/2007/08/04/stories/2007080451280300.htm

REFERENCES (continued ) 13. Virtual Reality A Short Introduction. UM-VRL. 3/5/09. http://www-vrl.umich.edu/intro/ 14. Sherman, William. Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufman Series. 3/5/09. 15. Hill, Joey. Virtual Reality. Ellora s Cave Romantica. 3/5/09. 16. Gutierrez, Mario. Stepping Into Virtual Reality. Springer Verlag London Limited. 3/5/09. 17. Designers Developing Virtual Reality Cocoon. CNN. 3/5/09. http://www.cnn.com/2008/tech/09/11/immersive.cocoon/index.html 18. Cyborg Manifesto 2.0. Cyberspace, Virtual Reality, and Critical Theory. 3/5/09. http://www.cyberartsweb.org/cpace/theory/hoofd/index.html 19. Virtual Reality. A New World for Geographic Exploration. University Of Texas. 3/5/09. http://www.utexas.edu/depts/grg/eworks/wie/ludwig/earthwor.html 20. Virtual Reality Cave. UM3D Lab. 3/6/09. http://um3d.dc.umich.edu/hardware/cave/cave_princecar.jpg 21. Perspectives on Plasmas. UCLA. 3/7/09. http://www.plasmas.org/s-seccard200_up.jpg 22. Space Physics. UCLA. 3/7/09. http://www.atmos.ucla.edu/images/2007/space1.jpg 23. Physics Formulas. MeddinMonkey. 3/7/09. http://members.cox.net/meddinmonkey/fbfda.jpg 24. Energy Science Made Simple. Ben Wiens. 3/7/09. http://www.benwiens.com/1f1.gif 25. Physics. Newton, A Burney Services Website. 3/7/09. http://newton.burney.ws/physics/review/formulas/preseq.gif