Tuesday, November 28, 2006

LIVE BLOG: BRAINPOWER: SERIOUS GAME & IMMERSION ENVIRONMENT INNOVATIONS in EDUCATION and PREVENTIVE MEDICINE

Defrag conference to identify and connect Ohio resources and capabilities in rich media. The program is free and open to the public. Open conversations will identify program deliverables and next steps for initiatives.

The digital generation is accusomed to informaiton on demand - this kind of world takes for granted the idea of instantly connecting to information and learning opportunities.

In education, the next opportunity is to move away from teacher centered lectures. There are new interactive applications that can amplify new learning.

Lots of data to demonstrate the effectiveness of e-learning, cost-effectiveness and learner satisfaction

Medicine meets Virtual Reality (MMVR) Medical Education conference is the premier conference on emerging data-centered technologies for medical care and education. You can learn more about collaborative working groups and the application of design in MMVR's multidisciplinary forum for computer scientists and engineers, physicians and surgeons, medical educators and students, military medicine specialists, and biomedical futurists. At MMVR, developers and end-users collaborate and innovate here.

Time spent investing in creating end product development is valuable: design for the end user not for yourself. The article Digital Natives offers a good overview of the changes in learning between the last two generations.

Games create a rapid cycle of forming a hypothesis, experimentation and analysis. In a successful game, these fundamental steps of critical thinking are embedded.

New language application includes: serious based learning application as opposed to "serious gaming"

The pedagogue strives to teach something new to the user so that power can be transfered to enable others.

Tower of Learning is a project to teach students about Clinical Cancer Genetics. This program will be implemented in 2007 for undergraduate students. They are experimenting with At&T voices provided by CrazyTalk.

To Tom's knowledge there is no other similar application in education.

Students seek to interact with several others at once. Second Life is one platform that has developed IP to do this and Tom and his team will be exploring how the Tower of Learning can leverage Decond LIfe. This platform is big on simulation and very appealing to women.

Even though Tower of Learning is Pass/Fail the production team is integrating ways to improve quality of learning.

Other models for gaming and business development:

This model leverages many links to resources and models that are successful and informative. One slide of chromosomes links directly to the Human Genome Project and provides deep information about each chromosomes.

By the third floor, designed activities attached to learning objectives are introduced. The various resources (linked) are leveraged for points awarded to the participants. The focus is on learning and application of information in a game format (interactive and fun).

The objective is to ceate a comprehensive environment with interactive activities. The subsequent survey responses indicated a high level of acceptance. Students desire fun and a high level of challenge. Another challenge is to create environments that other students can occupy at the same time. Aware if a potential to include adaptive learning. The project needs to be finished in one year. They would like to integrate the benefits of collaborative learning. The students must engage the material and assimilate the skill required.

When the medical school created the e-curriculum, many students stopped attending classes. The Professor required students attend the class and respond on their computers. Over time the 50% of students who did participate this way, learned significantly more than those who did not. Proving that for a higher level of learning there needs to be interactivity with the material.

Customization is the key to meet the needs of the constituents and the content material. Tom does not use "vanilla" apps because the product has been created with one target in mind. The experiential component is also a high value.

Jesse Schell is a leading designer of games. Following working at Disney, he now teaches at Carnegie Mellon. Jesse's private company is Schell Games.

Austin, Texas has produced this paper on the economic impact of Austin's entertainment software/digital media industry. Go here.

Q: this model challenges teachers to present information in a new way. Is there an application for teachers?
A: When you are trying to communicate these new applications to large numbers of teachers there is significant opposition. The students will be the ones, probably, to forward these "new" concepts.

ION Medical Designs, Inc. - a multimedia publishing company located in another state. Baldwin Wallace Business Clinic is supporting the business development of this company. BW has been very helpful in strategizing how these efforts can be leveraged to make m oney. Case University is not interested in developing these materials. ION is negotiating with Case to further develop and market appllications created at Case during Tom's tenure as Director of Informatics.

The opportunity is to customize applications based on individual Professor materials.

Funding: Small Business Administration Grants SBIR and STTR with funding going to small companies who then collaborate with colleges or universities. Translational research is criticzed by NIH for being too slow in translation. NIH is requiring marketing criteria to guarantee company success.

DxR Group

Opportunities: First Response Opportunity,

Tuesday, November 14, 2006

LIVE BLOG:SOUND DESIGN: CUSTOMIZING THE DIGITAL COGNITIVE EXPERIENCE

The Tuesdays@FUTURE blog posts the social network maps from the early community development begun at FUTURE in June 2006 to November 2006. You can view the maps here.

Steve Simmons, Sound Director, EDR Media LLC,creates, composes, engineers and casts talent for projects involving sound design.

Steve starts with the sound design for products, such as childrens digital toys. Our example is the Fisher Price Digital Arts & Crafts Studio.

3D animation, as a content piece, comes with no sound. Steve adds audio design for contemporary audiences who have a much higher expectation for abstract sound than ever before associated with real or unreal objects.

Sound gets absorbed, reflected, diffracts and transmits as it travels. Lower frequency sounds are heard for longer lengths of time. Sound can be absorbed through matter- sound travels slower in cooler temperatures and faster in warmer, more humid environments.

Sound waves are distorted in transmission and are subject to the Doppler Effect and Refraction.

Question: what about intermodulation? High frequency mixing with ----

Steve thinks alot about PSYCHOACOUSTICS, a field of study that recognizes the impact of emotions on our ability to process sound. Here is the Wikipedia description: "Psychoacoustics is the study of subjective human perception of sounds. Alternatively it can be described as the study of psychology of acoustical perception." Learn more. Go.

Basic human perception of sound depends on many factors: position, composition, humans have a 360o awareness, beyond line of sight, humans can track about 7 lines of sound at one time: in essence, we are constantly monitoring our environment.

In the real world there are dozens and dozens of emitters at any one time and always in motion

We calculate how sound is received constantly and in highly complex ways

The linear environment is very easy to control compared to an experiential environmental - industry is just in the opening stages of exploring this.

There are exciting customizations happening in the audio industry such as,

- BOSE designing "quieting" headsets

- Using surround sound for the cell phone

- Home surround sound - do we need to keep adding multiple speakers to our listening space, OR, do we need to get the sound more directly into the cochlea? Is the solution instead localization of sound? Challenges are in the front and rear sounds. (This is an opportunity for Intellectual Property development.)

Sensura is working with sophisticated 3D audio. Learn more here. Their technology helps to simulate the surrounding real environment.

Orbz is a game that Steve worked on. Most people listen to their MP3 players as they play rather than listen to the audio provided. (Is this because the audio is not quality?). The Orbz game relies more on affects than on music. Power ups are available and will sound differently to who is giving and who is receiving. (There are about 300 audio files in the game says Steve.)

The interactivity between the ear and the mind is significant. Once the eye spots an object, the ear is already several steps ahead in realizing the sound.

Streaming audio is constant from several different stero fields

Garage Game produced Orbz and BuggOut.

AE = After Effects

Other partners were created to play with the real life player, so even at 3AM any player will have someone to play with! Sound is rendered, just as 3D is rendered, "on the fly".

Steve also designs sound for toys - ie., a gas powered weed wacker. This is interactive audio in a toy.

Q: What about constraints for size of files? This used to be a problem but not so much any more. Faster bandwidth helps to eliminate these challenges.

Visit Wild Republic, an early project Steve worked on that was very successful.

Q: Are there standards for age demographics?

Generations striving for greater and greater fidelity...

How has our concept of sound matured? Are we teaching a lower grade parameter of sound? Listeners will demand high quality. Because of the ram available today, we have the ability to demand extremely high sound quality.

The context will determine the level of sound quality acceptable to consumers.

Comment: The opportunity is to explore how psychoacoustics react with the other sensory sources.

Other resources: MIT, the Engineering Society has published severla White Papers...

We need to understand the role of sound in our world.

Latency, for example: light travels so much faster than sound

Affect of expectations in quality

An opportunity: Connect the IMax experience with the Home Theater experience. Homes need space - Dolby is leveraging the head phone systems.

Delay and phasing of sound and time distortion

To align the psychoacoustic with the other sensors is where the power is as well as capitalizing on how these integrate.

Comment: Does anyone do acoustic games?

Comment: In music recording, there is often a need to boost the oboe to compensate for lack of sight of seeing a Sax player stand up and prepare for his/her solo. NEO has alot of expertise in how sound is heard and seen. There needs to be much more attention paid to acoustics.

Comment: The opportunity is to leverage the imagination: the illusion of what and how sight and sound work together to create the full experience of sound

Comment: explore Training applications - purely acoustic

Defining Gaming and our Economic Opportunities

When changes occur in markets and society new language emerges. Words and their meanings can shuffle around for months, years, decades before clarity settles - and sometimes resolution never happens.

This is the case with the emerging gaming cluster. People easily mistake "serious gaming" for "gambling". No problem. Just talk to an avid gamer and they will set you straight about the big picture and all the details.

This happened with the word "sustainability" a few years ago. What may be obvious to thought leaders who think deeply about sustainability is, at best, hazy to most other folks. (BTW, if you want to connect with cool people thinking about sustainability in NEO, just participate in Entrepreneurs for Sustainability. Visit E4S's website here.)

It's important for all of us to remember how much we know and to offer a little leeway for those who know less. So, just help people get up to speed.

Here is a post from Ed Morrison on the Brewed Fresh Daily blog with reference to gaming:

This market (gaming) provides a remarkable opportunity for Cleveland and Northeast Ohio.

Here are some useful reports to get you up to speed:

- Excellent Overview report from Austin (published in September) Here.
- Reports available from the Entertainment Software Association. Here.
- Video Games: Serious Business for America’s Economy. Here.
- Essential Facts Here.

You can visit the entire BFD conversation here.

Wednesday, November 01, 2006

The Music Genome Project

From David Fleming:

Visit the Pandora website, a way to create streaming music radio stations that customize around your approval/disapproval.

[David Fleming, is an entrepreneur and regular at Tuesdays@FUTURE forums. David thinks alot about new bands, new sounds and how to better connect music lovers. Visit David's company website DiscConnected here.]