12. LITE is one of the world's
leading 3D immersive
visualization and high-
performance computing resource
centers hosting clients in
commercial industry,
government, and university
sectors. LITE features a
comprehensive set of advanced
visualization systems including
the world's largest 3D immersive
visualization theatre and one of
the world's first six-sided digital
3D total immersive space (TIS)
based on CAVE® technologies.
LITE visualization, super
computing and high speed
networks enable MST&G
capabilities to be applied across
STEM disciplines and research
areas while enabling critical next
generation digital learning
environments globally.
23. $7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them in a first-person role as a health-care professional. Funded by the
U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi,
which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –
Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
MS&GModeling, Simulation & Gaming (MS&G)
27. Innovation is a function of moving
beyond the disciplines, solving real
world problems and integrating
theory and applied techniques to
create new knowledge, tools,
processes, systems, environments,
etc.
In a word transdisciplinarity.
36. The Army Game
Project, Creating the
Artifact of War, Tero
Pasanen, Master s
Thesis UNIVERSITY
OF JYVÄSKYLÄ,
Department of Art
and Culture
Studies,Digital
Culture, January
2009
37.
38. Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar el Fikr,
and Hezbollah s Special Forces (2003) and Special Forces 2: Tale of the Truthful Pledge (2007),
which situate players against Israeli Defense Forces (IDF), are examples of propagames that
narrate the ongoing armed conflicts from an Arabic point of view. Tero Pasanen, Master s Thesis UNIVERSITY
OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital Culture, January 2009
39. The Army Game Project, Creating the Artifact of War, Tero Pasanen, Master s Thesis
UNIVERSITY OF JYVÄSKYLÄ, Department of Art and Culture Studies,Digital
Culture, January 2009
44. Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for determining patient acuity
Simulation-Based Triage Training, Games for Health:
Mass Casualty Care Panel , RTI International
49. USC ISI and Tactical Language Training
(ITSEC 2005)
50. Case study: Emergency Response Training,
Pjotr van Schothorst
VSTEP BV, Rotterdam, The Netherlands
51. $7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them in a first-person role as a health-care professional. Funded by the
U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi,
which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –
Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
MS&GModeling, Simulation & Gaming (MS&G)
63. Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent
virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and
Dieter Schmalstieg
64.
65. Vienna University of Technology
Players operate track switches and adjusting the speed of virtual trains to prevent
virtual trains from colliding. Researchers Daniel Wagner, Thomas Pintaric and
Dieter Schmalstieg
67. Through mixing
realities, research is
expanding the potential
of embedded training
in the field and in
battle labs to provide
integrated training
anytime, anywhere.
Advancements are
being transferred
across industries
from business
prototypes to
hospitality training.
Integrated research in
tracking, registration,
rendering, display, and
scenario delivery are
expanding the
possibilities of
CONSTRUCTIVE
simulation as well as
after action review, and
command and control
visualizations.
82. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
Digital Warrior
Fort Hood Battle Command
Training Center, Spencer
Zuzolo, Jim Brazell, et al.
83.
84. Source: Brazell, IC2 Institute, 2004
Yang Cai, Ingo Snel, Betty Chenga, Suman Bharathi,
Clementine Klein d, Judith Klein-Seetharaman; Carnegie
Mellon University, University of Frankfurt, Research
Institute, University of Pittsburgh School of Medicine.
www.andrew.cmu.ed
BIOSIM
1.0
85. Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies
and approaches to designing and implementing such systems. Use an adaptive learning approach that
integrates real world problems, data, processes and systems; empirical research and human performance;
and instructional design and delivery. The key is to integrate empirical research into the design and
implementation of new modes of learning in order to inform future selection and variation of learning systems.
This requirement is also shared by the US Department of Education (DOE) and the National Science
Foundation (NSF) in its efforts toward educational reform especially in Science, Technology,
Engineering and Mathematics (STEM).
Digital Warrior
Fort Hood Battle Command
Training Center, Spencer
Zuzolo, Jim Brazell, et al.
86.
87. Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
• Kolb’s cycle covered with
different teaching forms in
the course.
• The teacher is crucial to
facilitate a full learning
experience.
Empirical study
94. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
96. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
97. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
98. Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
99. VIDEO GAME BUILDER KSAO
• Integrate artistic design and problem solving with STEM
disciplines
• Design Object-Oriented systems, write computer code
and use computer design tools
• Use systems theory to design, learn and problem solve
• Innovate using story, game theory and simulation
• Integrate two or more academic disciplines within a field
of practice
• Work and learn in synchronous and asynchronous
network environments
• Create systems across physical, virtual and imaginary
worlds
• Communicate and collaborate in multidisciplinary teams
100. Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services
512199 Other motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
101. Arts, A/V Tech and Communications NAICS Employers
334612 Prerecorded CD (except software), tape, & record reproducing
51211 Motion picture & video production
51212 Motion picture & video distribution
512191 Teleproduction & other postproduction services 512199 Other
motion picture & video industries
51221 Record production
51224 Sound recording studios
51229 Other sound recording industries
51512 Television broadcasting
5152 Cable & other subscription programming
54181 Advertising agencies
541922 Commercial photography
71113 Musical groups & artists
7114 Agents/managers for artists, athletes, & other public figures
7115 Independent artists, writers, & performers
103. “techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957