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5th
World: 21st
Century Science, Technology, Education,
Workforce, Demography and Video Games
Kurzweil’s Exponential Pace of Innovation
Keystone
Events
Kurzweil’s Exponential Pace of Innovation
Keystone
Events
In the past 20 years we have
experienced 100 years of S&T
innovation. In the next 100, we
will see as much S&T innovation
as in all of human history.
Zero Time
BIO
Design of life.
Rosalind Franklin
Richard E. Smalley, Robert Curl
and Harold Kroto won 1996 Nobel
Prize in Chemistry for the discovery
of a structure of carbon atoms
known as a “buckyball”.
http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
Pins can be added to a
buckball to form an X, Y, Z
coordinate system to DNA—a
symmetry between fullerenes
and DNA.
NanoBionics: Technical applications of
biological molecules including protein-based
materials, DNA-based materials,
biomineralization, cellular systems and
bioelectronics.
http://www.nanobionics3.de/
Adapted from Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
21st
Century Architecture
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
Council on Competitiveness:
National Innovation Initiative
Samuel Palmisano (CEO, IBM): The future
breakthroughs are going to be in
interdisciplinary cooperation -- combinations of
biology, chemistry, and computational science.
Roughly 100 million jobs are going to be
created in a lot of these cross-disciplinary
fields: bioinformatics, hydrogen fuel cells,
broadband infrastructure, on and on.
--Business Week: 10.11.2004
Charles Ostman
Senior Fellow
Institute for Global Futures
NEURO NANO
BIOINFO
Science
Technology
Engineering
Math
US Educational Push
NANO GAMES
INFO
BIO
NEURO
S&T
Convergence
Digital
Convergence
Globalization
Seoul, S.
Korea
Helsinki,
Finland
Shift in US Centers of
Tech Innovation
DC MSA
Central Florida
San Diego County
Tucson-Phoenix
Waco-Austin- San
Antonio
DCI, Forthcoming
Convergence Technopoleis
• What is the workforce & education context?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
STEM Workforce
Shortages Today
Submarine Pilots
Aviators
Nurses
Scientists
Teachers
R&D Technicians, Technologists & PhDs
Boomers
Generation X
Generation Y
46-64
65-79
80-Present
U.S. Census Bureau, Demographic
Trends in the 20th Century ,
Census 2000 Special Reports,
CENSR-4, Table 5, November
2002.
1946
20501900
1964
1980
Rate of
Growth
STEM
Workers?
Boomers, Low
SES, Minority
& Women.
U.S. Census Bureau, "U.S. Interim
Projections by Age, Sex, Race, and
Hispanic Origin,“ released
November 18, 2004.
21st
Century Workforce Context
2015, 43% of current workforce will retire
(Jamrog, Human Resources Institute, University of Tampa in Navarro)
2015, deficit of 40 million workers in US
Census Bureau Projections Thru 2100
U.S. Race/Ethnic Composition
0
50,000
100,000
150,000
200,000
250,000
2000 2010 2020 2030 2040 2050 2060 2070 2080 2090 2100
(inthousands)
White
Black
American Indian
Asian and Pacific Islander
Hispanic
SOURCE: U.S. Department of Commerce, Office of Technology Policy analysis of U.S Census Bureau Data, Population Projections,
http://WWW.CENSUS.gov/population/www/projections/natsum-T5.html
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
Census Bureau
Projects
Tripling of
Hispanic &
Asian
Populations by
2050. Non-
Hispanic Whites
may Drop To
Half of Total
Population (US
Census, 2004).
12th
Grade Math & Science Achievement
0
20
40
60
80
Basic, + 74 31 44 57 80
Proficient, + 20 3 4 10 34
White Black Hispanic NAI Asian
0
20
40
60
80
Basic, + 62 22 30 44 59
Proficient, + 23 3 7 9 26
White Black Hispanic NAI Asian
Math: 12th
grade
Science: 12th
grade
Source: US Dept of Educ, NCES, Nations Report Card Math &
Science 2000, Science and Engineering Indicators 2004
 US students’ science and math
literacy scores below
students in other OECD
countries
 Math: 20 countries ahead of
the United States
 Science: 13 countries ahead
of U.S.
Source: Program for International Student
Assessment, National Center for
Education Statistics, U.S. Dept. of
Education
524
500 500499
483
491
523
493
400
450
500
550
600
Math Science
Int'l 2000
Int'l 2003
U.S. 2000
U.S. 2003
Year 2000 & 2003: Average Math and Science
Literacy Scores for 15 Year Olds
Rates for entry into college / university , the U.S. ranks 14th
*
*Net Entry Rates into Tertiary Education (Type A), 2001
Source: Organization for Economic Cooperation and Development (OECD),
Education at a Glance, OECD Indicators, 2003 Edition
0
10
20
30
40
50
60
70
80 New
Zealand
Finland
Sweden
Poland
Australia
Norway
Iceland
Hungary
Netherlands
Korea
Spain
United
Kingdom
Denmark
Italy
USA
Other nations outpace U.S. in engineering graduates.
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
220,000
240,000
China
India
European
Union
Japan
Russia
U.S.
SKorea
Taiwan
# of 1st degree in Engineering / Science
Source: National Science Board, “Science and Engineering Indicators – 2004”; Table
2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
Other nations outpace U.S. in engineering graduates.
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
220,000
240,000
China
India
European
Union
Japan
Russia
U.S.
SKorea
Taiwan
# of 1st degree in Engineering / Science
Source: National Science Board, “Science and Engineering Indicators – 2004”; Table
2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
3 X
Each
Percentage of the population scoring at IALS literacy level 3
or higher on the document scale, 1994-95
53
56
62
66666767
7677
80
45
35
50
4547
49
58
52
4546
52
73
51
17
34
52
0
90
Sweden
Netherlands
Belgium
Canada
Switzerland
(g)
Switzerland
(Fr)
Germany
Australia
United
Kingdom
New
Zealand
Ireland
United
States
Poland
%
16-25 yrs of age 46-55 yrs of age
Source: Centre for Educational Research and Innovation, Organization for Economic
Cooperation and Development, Education at a Glance OECD Indicators 1998
U.S. Older Adults Have Stronger Skills Than Young AdultsU.S. Older Adults Have Stronger Skills Than Young Adults
Bachelor's Degrees in Various S&E Disciplines As a Percent of
All Bachelor's Degrees Earned By That Gender
By Gender 2000
0%
2%
4%
6%
8%
10%
12%
Engineering Computer
Sciences
Earth, Atmos.
& Ocean
Sciences
Physical
Sciences
Mathematics Social
Sciences
Biological
Sciences
Psychology
Men
Women
5.2:1
3.4:1
2.0:1
1.9:1 1.5:1
1.1:1
1.1:1
1:2.4
S&E Bachelor’s Degrees, by Gender
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
Of Every 100 Kindergartners:(24 Year-Olds)
Source: US Bureau of Census, Current Population Reports, Educational
Attainment in the United States;
March 2000, Detailed Tables No. 2
91 Graduate High School 62
62 Complete at Least Some College 29
30 Obtain at least a Bachelors Degree 6
White Latino
S&E Bachelor’s Degrees, by Race
Bachelor's Degrees in Various S&E Disciplines
As a Percent of All Bachelor's Degrees Earned By That Group
By Race, 2000
0%
2%
4%
6%
8%
10%
12%
Engineering Physical Science Mathematics Computer Science Biological Science
White, non-Hispanics
Asians/Pacific Islanders
Black, non-Hispanics
Hispanics
American Indians or Alaskan Natives
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
S&E Bachelor’s Degrees, by Race
Bachelor's Degrees in Various S&E Disciplines
As a Percent of All Bachelor's Degrees Earned By That Group
By Race, 2000
0%
2%
4%
6%
8%
10%
12%
Engineering Physical Science Mathematics Computer Science Biological Science
White, non-Hispanics
Asians/Pacific Islanders
Black, non-Hispanics
Hispanics
American Indians or Alaskan Natives
In John Sargent
Senior Policy Analyst
U.S. Department of Commerce
College Graduates by Age 24
Young People From
High Income Families
48%
Young People From
Low Income Families
7%
Source: Tom Mortenson, Research Seminar on Public Policy Analysis of
Opportunity for Post Secondary, 1997 in From: Latino Health Care Project,
Report at Casey Journalism School for Children and Families
.
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Education do You Want?
White
African American
Latino
Other
How much education?
A. Gold, IC2
Institute, UT Austin, Forthcoming
Texas Tweens Study
• What is the workforce & education context?
• What is 21st
Century gaming?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
KEY PLAYERS FROM
JANE’S LONGBOW SERIES
Projects you
into cyberspace.
Senses motion
for game
interaction.
New HCI
Eye Toy
New
HCI &
HSI
Senses geo
location for
game
interaction.
New
HCI &
HSI
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
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
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.
Network Games
3276% Change
$22B in 2006
EA
$2.85/$500M
NCSoft $125M/
$50M Atoms
Bits 1,000,000
Subscribers
paying $10
a month
--Garriott
Network Games -
First successful
subscription model
on net.
• What is the workforce & education context?
• What is 21st
Century gaming?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
Self Organized Innovation Networks –
Cross appropriation of game
technology to other human endeavors.
Games
for…
Games for
Health
Serious Games
Games for
Change
Learning
Games
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.edu/~ycai/biogame.pdf
BIOSIM
1.0
Population: 900,000 Growth: 1200/day
Educational Sites 3 - 5 minutes
EA online games 9 minutes
AOL Entertainment 10 minutes
Whyville.net 59 minutes
Yahoo! Games 78 minutes
MEAN TIME PER USER LOGIN
Discovery.com: 96 million
Whyville.net: 58.4 million
BigChalk: 11 million
Time for Kids: 8 million
New York Times Learning Net: 1.2 million
Cosmogirl: 425,000
PAGE VIEWS
©numedeon,inc.2003
The average time per log in July was 3.8 hours making it second to Neopets.
Dr. Jim Bower
HEALTH – Y-POX!
Breakaway
Games
Recommendation: Authentic contexts, activities, and assessment.
Virtual U models the attitudes and
behaviors of the academic
community in five major areas of
higher education anagement:
• Spending and income decisions
such as operating budget, new
hires, incoming donations, and
management of the endowment;
• Faculty, course, and student
scheduling issues;
• Admissions standards, university
prestige, and student enrollment;
• Student housing, classrooms, and
all other facilities; and
• Performance indicators.
Enlight Software, the Jackson Hole Higher Education Group, and the Institute for
Research on Higher Education at the University of Pennsylvania (data), with support
from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
Botball Educational
Robotics Program
integrates science,
technology,
engineering and math
with robotics to keep
your students on the
forefront of
technology.
The Personal
Exploration Rover
(PER) landed in
science centers
across the nation in
January 2004, just
when the NASA Mars
Exploration Rovers
began to land and
explore Mars. More
than 50,000
interactive
excursions have now
taken place at the
museum
installations.
The Robotics Institute at
Carnegie Mellon University
was established in 1979
to conduct basic and applied
research in robotic
technologies. It is part of the
School of Computer Science.
This project was supported
through the generosity of the
NASA Ames Intelligent Systems
Program and Intel Corporation
food-force.com
Produced by the
United Nations'
World Food
Programme, Kids join
a team of emergency
aid workers to save
the fictitious island of
Sheylan from
starvation caused by
drought and civil
war.
The team goes on six
missions to help save
the island. The
additional missions
cleverly use games to
demonstrate how
emergency aid
teams acquire food,
make food packs,
deliver food and
establish long-term
food supplies.
GlucoboyThe video game that runs on blood.
VRPHOBIA.COM
Fear of flying, fear of
driving, fear of
heights, fear of public
speaking, fear of
thunderstorms,
claustrophobia,
agoraphobia, social
phobia, panic
disorder, and
posttraumatic stress
disorder due to motor
vehicle accidents
COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED.
USAF: AIR DOMINANCE
ACTION FLIGHT SIMULATOR
GAMES
ART
SCIENCE
MARKETING
HUMAN RES. (HR)
RECRUITING
• What is the workforce & education context?
• What is 21st
Century gaming?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
Millennials
Generation Y
John Seely Brown:
Bricolage Reasoning,
Lateral, Learn by
doing
Macedonia:
Context Switching,
abstract to concrete,
& COP.
Ann Fishman
Can do kids, Civic
Minded, Team
Players, Multi-
taskers
198219641946
46-64
82-Present
Boomers
Generation X
Millennials
65-79
Player, Builder, Sys Admin
What are they learning?
Player
Incr. hand-eye coord
reaction time
spatial visualization
neuro-psych. tests
visual attentiveness
and mental rotation
http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm
James “Butch” Rosser, M.D.,
Chief of Minimally Invasive Surgery,
Director of the Advanced Medical Technology Institute (AMTI)
Beth Israel Medical Center in Manhattan
According to Rosser’s study,
surgeons who currently play or
previously played video games
had a 37% reduction in errors
and accomplish laparoscopic
surgical tasks 27% quicker.
Play - Hidden
Learning.
Twitch speed (Psycho/Motor) and higher order
cognition.
First Flight 3 of 6
Dave Kenny
Game
Builders
Millennials
Not Low Socio-Economic Status
Female, 4,
8%
Male, 46,
92%
Average Age Respondent 15
Avg. Age Start Playing Games 5
Avg. Hours of Play Per Week 24
% Mod’ers 34%
Average Hours Mod'ing Per Wk. 5
Average Age Start Mod'ing 12
50 Game Camp Respondents to Date
22
48
0
10
20
30
40
50
60
Graduate HS Graduate CC or TC Graduate University
Plans for education
Computer Science 20
Video Game Design 9
Design/Art 8
Write in to survey
Science
MOD
MOD’ing
MOD’er
Art
SKIN
SKIN’ing
SKIN’er
Why do you modify games?
9
8
14
3
9
8
8
9
0 2 4 6 8 10 12 14 16
Playing Yes
Playing No
Learning Yes
Learning No
Show Yes
Show No
Better Yes
Better No
STEM
Game Builder
TEAMS
Game Builder = STEM + ART
Transdisciplinary Action
Learning, problem solving & production.
Big Sesh Studios
Austin, TX
Game Builder - Architecture
Neuro Evolved Robotic Operatives
Agents cope with changing environments and
situations, optimize resource management, and
form adaptive tactical solutions in real time.
Stanley,
Bryant,
Perry,
Patterson,
Gold,
Thibault,
Miikkulainen
IC2
Institute: NERO
Game Builder – AI for Sensors
US Nano
Soldier
FCS 2020
defenselink.mil/news/Jul2004/n07272004_2004072705.html
Game Builder – Nano Soldier
Creation of
new
knowledge,
processes,
systems,
and
languages.
Game Building is Transdisciplinary
Sys
Admin
First Flight 3 of 6
Dave Kenny
http://www.itsdocs.fhwa.dot.gov/JPODOCS/REPTS_TE/13599.htmlhttp://www.roadtraffic-technology.com/contractors/traffic_man/electrosonic/electrosonic1.html
 BACK FLIP
C4
Operations Centers
Air
Land
Sea
Space
Cyber
• What is the workforce & education context?
• What is 21st
Century gaming?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
John Seely Brown:
Bricolage Reasoning,
Lateral, Learn by
doing
Macedonia:
Context Switching,
abstract to concrete,
& COP.
Ann Fishman
Can do kids, Civic
Minded, Team
Players, Multi-
taskers
198219641946
46-64
82-Present
Boomers
Generation X
Millennials
65-79
What is the 5th
World?
The other side
of the digital
divide.
What is the 5th World?
REMIXING –
Constructive media
remixing
TEAMS –
Transdisciplinary
communities of practice.
SWARMING –
Network socialization
and learning
(communal).
GROUP –
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th
World
Mixed media fluency
Expression as
constructive media
remixing
Global communities of
practice
Network socialization
and learning
(communal)
Transdisciplinary
learning and
production
Global Generation?
1980
Emergence of the
5th World
198219641946
Boomers
Generation X
Millennials
46-64
65-79
82-Present
5th
World
4th
World
Digital Divide
Millennials
Low Socio-Economic Status
This study was funded by the State Farm
Companies Foundation and by Dr. George
Kozmetsky (1917-2003), founder of the IC²
Institute. The study was designed and
analyzed, and the report was written by a
team at The University of Texas at Austin:
Aliza Gold, Senior Producer and Researcher
at the Digital Media Collaboratory, part of
the IC² Institute
Emily Durden, PhD candidate in Sociology
Marjorie L. Kase, M.A. in Communication
Shane Alluah, PhD candidate in Educational
Psychology
Ana Boa-Ventura, PhD candidate in
Communication
The research team would like to thank the
participating schools and their
administrators:
Elgin Middle School
Goodnight Middle school
Miller Junior High
Fleming Middle School
Low SES: More TV
and More Video
Games
TV
Games
Top career Interests –
ranked by gender
Females Males
Designer/Decorator Professional athlete
Doctor Video Game Designer
Cosmetologist Business Owner
Lawyer Engineer
Teacher Lawyer
Business Owner Military Service
Musician/Singer Auto Mechanic
Cook/Chef Computer Programmer
0
10
20
30
40
50
60
70
80
90
100
High school
or less
Community
college/technical
College
degree or beyond
How Much Education do You Want?
White
African American
Latino
Other
How much education?
A. Gold, IC2
Institute, UT Austin, Forthcoming
Texas Tweens Study
Millennial Conclusions
• Gap is computers and Internet at home.
• Students have professional aspirations,
but lack knowledge about how to reach
professional goals.
• Opportunities to learn about and explore
careers are not available at school or
accessed by the majority of students.
• Students lack knowledge about the
context and content of careers.
• What is the workforce & education context?
• What is 21st
Century gaming?
• What are Serious Games?
• What are we learning with games?
• What is the 5th
World?
• What can we do to bridge the divide?
GAME TEAMS
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Games NANO BIO INFO NEURO
Game Builder = System Builder
TEAMS Educational Pull
Educational Robotics
Program
♦ STEM
♦ Computer Programming
♦ Web Research/Design
♦ Problem solving
♦ Team Work
♦ Leadership
First Flight 3 of 6
Dave Kenny
Programs Underway
• San Antonio TEAMS Career Exploration
• BotBall 2005-2006 Regional Tournament
• robotTEAMS Summer Camp
• Art & Science of Bio-Medical-Health Games and
Simulations
• TEAMS Transdisciplinary Lab
• Art and Science of Games and Simulations
• Digital Charter School for Military Aviation
Games have captured
millennials imagination
and time.
Leverage the attention
economy of games to
develop next generation
workforce.
We need to pierce the
veil of play and support
game-based
constructivist learning.
Transdisciplinarity is
the common
denominator.
Game Builder = System Builder
TEAMS Educational Pull
Transdisciplinarity
Millennials
Mars
And beyond
Jim Brazell, Consulting Analyst, Digital
Media Collaboratory, IC2
Institute, UT Austin
jim@ventureramp.com
The End
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
most integrated military-
industrial-academic-life science-
entertainment in the nation
spurred by coordination among Disney, NASA, Florida State
Universities, defense contractors, military commands, high-tech-
entertainment industries and local-regional government. The central
actor is the Florida High Tech Corridor founded in 1996 by U.C.F.,
U.S.F. and U.F. (Florida High Tech Corridor, 2005, p.1).
Central Florida
GAMES
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Instrumentation
DC MSA
GAMES
military-industrial-academic-life
science-entertainment
spurred by
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
San Diego County
GAMES
military-industrial-academic-life
science-entertainment
spurred by coordination among The San Diego Association of
Governments, San Diego Regional Economic Development
Corporation, and the San Diego Regional Technology Alliance
NANO
INFO
BIO
PHARMA &
Med Device
NASA
ENERGY
Art and Science of Game
and Simulation construction
have similar KSA to 21st
Century Science.
Houston
GAMES

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21st Century S&T Convergence and the 5th World

  • 1. 5th World: 21st Century Science, Technology, Education, Workforce, Demography and Video Games
  • 2. Kurzweil’s Exponential Pace of Innovation Keystone Events
  • 3. Kurzweil’s Exponential Pace of Innovation Keystone Events In the past 20 years we have experienced 100 years of S&T innovation. In the next 100, we will see as much S&T innovation as in all of human history. Zero Time
  • 5. Richard E. Smalley, Robert Curl and Harold Kroto won 1996 Nobel Prize in Chemistry for the discovery of a structure of carbon atoms known as a “buckyball”. http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85
  • 6. http://www.bnl.gov/bnlweb/pubaf/pr/PR_display.asp?prID=04-85 Pins can be added to a buckball to form an X, Y, Z coordinate system to DNA—a symmetry between fullerenes and DNA.
  • 7. NanoBionics: Technical applications of biological molecules including protein-based materials, DNA-based materials, biomineralization, cellular systems and bioelectronics. http://www.nanobionics3.de/
  • 8. Adapted from Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO 21st Century Architecture
  • 9. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO
  • 10. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO Council on Competitiveness: National Innovation Initiative Samuel Palmisano (CEO, IBM): The future breakthroughs are going to be in interdisciplinary cooperation -- combinations of biology, chemistry, and computational science. Roughly 100 million jobs are going to be created in a lot of these cross-disciplinary fields: bioinformatics, hydrogen fuel cells, broadband infrastructure, on and on. --Business Week: 10.11.2004
  • 11. Charles Ostman Senior Fellow Institute for Global Futures NEURO NANO BIOINFO Science Technology Engineering Math US Educational Push
  • 12. NANO GAMES INFO BIO NEURO S&T Convergence Digital Convergence Globalization Seoul, S. Korea Helsinki, Finland Shift in US Centers of Tech Innovation DC MSA Central Florida San Diego County Tucson-Phoenix Waco-Austin- San Antonio DCI, Forthcoming Convergence Technopoleis
  • 13. • What is the workforce & education context? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 14. STEM Workforce Shortages Today Submarine Pilots Aviators Nurses Scientists Teachers R&D Technicians, Technologists & PhDs
  • 15. Boomers Generation X Generation Y 46-64 65-79 80-Present U.S. Census Bureau, Demographic Trends in the 20th Century , Census 2000 Special Reports, CENSR-4, Table 5, November 2002. 1946 20501900 1964 1980 Rate of Growth STEM Workers? Boomers, Low SES, Minority & Women. U.S. Census Bureau, "U.S. Interim Projections by Age, Sex, Race, and Hispanic Origin,“ released November 18, 2004.
  • 16. 21st Century Workforce Context 2015, 43% of current workforce will retire (Jamrog, Human Resources Institute, University of Tampa in Navarro) 2015, deficit of 40 million workers in US
  • 17. Census Bureau Projections Thru 2100 U.S. Race/Ethnic Composition 0 50,000 100,000 150,000 200,000 250,000 2000 2010 2020 2030 2040 2050 2060 2070 2080 2090 2100 (inthousands) White Black American Indian Asian and Pacific Islander Hispanic SOURCE: U.S. Department of Commerce, Office of Technology Policy analysis of U.S Census Bureau Data, Population Projections, http://WWW.CENSUS.gov/population/www/projections/natsum-T5.html In John Sargent Senior Policy Analyst U.S. Department of Commerce Census Bureau Projects Tripling of Hispanic & Asian Populations by 2050. Non- Hispanic Whites may Drop To Half of Total Population (US Census, 2004).
  • 18. 12th Grade Math & Science Achievement 0 20 40 60 80 Basic, + 74 31 44 57 80 Proficient, + 20 3 4 10 34 White Black Hispanic NAI Asian 0 20 40 60 80 Basic, + 62 22 30 44 59 Proficient, + 23 3 7 9 26 White Black Hispanic NAI Asian Math: 12th grade Science: 12th grade Source: US Dept of Educ, NCES, Nations Report Card Math & Science 2000, Science and Engineering Indicators 2004
  • 19.  US students’ science and math literacy scores below students in other OECD countries  Math: 20 countries ahead of the United States  Science: 13 countries ahead of U.S. Source: Program for International Student Assessment, National Center for Education Statistics, U.S. Dept. of Education 524 500 500499 483 491 523 493 400 450 500 550 600 Math Science Int'l 2000 Int'l 2003 U.S. 2000 U.S. 2003 Year 2000 & 2003: Average Math and Science Literacy Scores for 15 Year Olds
  • 20. Rates for entry into college / university , the U.S. ranks 14th * *Net Entry Rates into Tertiary Education (Type A), 2001 Source: Organization for Economic Cooperation and Development (OECD), Education at a Glance, OECD Indicators, 2003 Edition 0 10 20 30 40 50 60 70 80 New Zealand Finland Sweden Poland Australia Norway Iceland Hungary Netherlands Korea Spain United Kingdom Denmark Italy USA
  • 21. Other nations outpace U.S. in engineering graduates. 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 180,000 200,000 220,000 240,000 China India European Union Japan Russia U.S. SKorea Taiwan # of 1st degree in Engineering / Science Source: National Science Board, “Science and Engineering Indicators – 2004”; Table 2-33. Russia, India and S Korea data from University of Texas NCR Report 2004
  • 22. Other nations outpace U.S. in engineering graduates. 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 180,000 200,000 220,000 240,000 China India European Union Japan Russia U.S. SKorea Taiwan # of 1st degree in Engineering / Science Source: National Science Board, “Science and Engineering Indicators – 2004”; Table 2-33. Russia, India and S Korea data from University of Texas NCR Report 2004 3 X Each
  • 23. Percentage of the population scoring at IALS literacy level 3 or higher on the document scale, 1994-95 53 56 62 66666767 7677 80 45 35 50 4547 49 58 52 4546 52 73 51 17 34 52 0 90 Sweden Netherlands Belgium Canada Switzerland (g) Switzerland (Fr) Germany Australia United Kingdom New Zealand Ireland United States Poland % 16-25 yrs of age 46-55 yrs of age Source: Centre for Educational Research and Innovation, Organization for Economic Cooperation and Development, Education at a Glance OECD Indicators 1998 U.S. Older Adults Have Stronger Skills Than Young AdultsU.S. Older Adults Have Stronger Skills Than Young Adults
  • 24. Bachelor's Degrees in Various S&E Disciplines As a Percent of All Bachelor's Degrees Earned By That Gender By Gender 2000 0% 2% 4% 6% 8% 10% 12% Engineering Computer Sciences Earth, Atmos. & Ocean Sciences Physical Sciences Mathematics Social Sciences Biological Sciences Psychology Men Women 5.2:1 3.4:1 2.0:1 1.9:1 1.5:1 1.1:1 1.1:1 1:2.4 S&E Bachelor’s Degrees, by Gender In John Sargent Senior Policy Analyst U.S. Department of Commerce
  • 25. Of Every 100 Kindergartners:(24 Year-Olds) Source: US Bureau of Census, Current Population Reports, Educational Attainment in the United States; March 2000, Detailed Tables No. 2 91 Graduate High School 62 62 Complete at Least Some College 29 30 Obtain at least a Bachelors Degree 6 White Latino
  • 26. S&E Bachelor’s Degrees, by Race Bachelor's Degrees in Various S&E Disciplines As a Percent of All Bachelor's Degrees Earned By That Group By Race, 2000 0% 2% 4% 6% 8% 10% 12% Engineering Physical Science Mathematics Computer Science Biological Science White, non-Hispanics Asians/Pacific Islanders Black, non-Hispanics Hispanics American Indians or Alaskan Natives In John Sargent Senior Policy Analyst U.S. Department of Commerce
  • 27. S&E Bachelor’s Degrees, by Race Bachelor's Degrees in Various S&E Disciplines As a Percent of All Bachelor's Degrees Earned By That Group By Race, 2000 0% 2% 4% 6% 8% 10% 12% Engineering Physical Science Mathematics Computer Science Biological Science White, non-Hispanics Asians/Pacific Islanders Black, non-Hispanics Hispanics American Indians or Alaskan Natives In John Sargent Senior Policy Analyst U.S. Department of Commerce
  • 28. College Graduates by Age 24 Young People From High Income Families 48% Young People From Low Income Families 7% Source: Tom Mortenson, Research Seminar on Public Policy Analysis of Opportunity for Post Secondary, 1997 in From: Latino Health Care Project, Report at Casey Journalism School for Children and Families .
  • 29. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming Texas Tweens Study
  • 30. • What is the workforce & education context? • What is 21st Century gaming? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 31. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. KEY PLAYERS FROM JANE’S LONGBOW SERIES
  • 32.
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  • 36. Projects you into cyberspace. Senses motion for game interaction. New HCI
  • 38.
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  • 41. 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
  • 42. 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
  • 43. 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.
  • 44.
  • 45. Network Games 3276% Change $22B in 2006 EA $2.85/$500M NCSoft $125M/ $50M Atoms Bits 1,000,000 Subscribers paying $10 a month --Garriott
  • 46. Network Games - First successful subscription model on net.
  • 47. • What is the workforce & education context? • What is 21st Century gaming? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 48. Self Organized Innovation Networks – Cross appropriation of game technology to other human endeavors.
  • 50. 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.edu/~ycai/biogame.pdf BIOSIM 1.0
  • 51. Population: 900,000 Growth: 1200/day Educational Sites 3 - 5 minutes EA online games 9 minutes AOL Entertainment 10 minutes Whyville.net 59 minutes Yahoo! Games 78 minutes MEAN TIME PER USER LOGIN Discovery.com: 96 million Whyville.net: 58.4 million BigChalk: 11 million Time for Kids: 8 million New York Times Learning Net: 1.2 million Cosmogirl: 425,000 PAGE VIEWS ©numedeon,inc.2003 The average time per log in July was 3.8 hours making it second to Neopets. Dr. Jim Bower
  • 54. Virtual U models the attitudes and behaviors of the academic community in five major areas of higher education anagement: • Spending and income decisions such as operating budget, new hires, incoming donations, and management of the endowment; • Faculty, course, and student scheduling issues; • Admissions standards, university prestige, and student enrollment; • Student housing, classrooms, and all other facilities; and • Performance indicators. Enlight Software, the Jackson Hole Higher Education Group, and the Institute for Research on Higher Education at the University of Pennsylvania (data), with support from the Alfred P. Sloan Foundation and the Spencer Foundation. www.virtual-u.org
  • 55. Botball Educational Robotics Program integrates science, technology, engineering and math with robotics to keep your students on the forefront of technology.
  • 56. The Personal Exploration Rover (PER) landed in science centers across the nation in January 2004, just when the NASA Mars Exploration Rovers began to land and explore Mars. More than 50,000 interactive excursions have now taken place at the museum installations. The Robotics Institute at Carnegie Mellon University was established in 1979 to conduct basic and applied research in robotic technologies. It is part of the School of Computer Science. This project was supported through the generosity of the NASA Ames Intelligent Systems Program and Intel Corporation
  • 57. food-force.com Produced by the United Nations' World Food Programme, Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies.
  • 58. GlucoboyThe video game that runs on blood.
  • 59. VRPHOBIA.COM Fear of flying, fear of driving, fear of heights, fear of public speaking, fear of thunderstorms, claustrophobia, agoraphobia, social phobia, panic disorder, and posttraumatic stress disorder due to motor vehicle accidents
  • 60.
  • 61.
  • 62.
  • 63.
  • 64.
  • 65. COPYRIGHT 2003-2005 CRITICAL MASS INTERACTIVE, INC. ALL RIGHTS RESERVED. USAF: AIR DOMINANCE ACTION FLIGHT SIMULATOR GAMES ART SCIENCE MARKETING HUMAN RES. (HR) RECRUITING
  • 66.
  • 67. • What is the workforce & education context? • What is 21st Century gaming? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 68. Millennials Generation Y John Seely Brown: Bricolage Reasoning, Lateral, Learn by doing Macedonia: Context Switching, abstract to concrete, & COP. Ann Fishman Can do kids, Civic Minded, Team Players, Multi- taskers 198219641946 46-64 82-Present Boomers Generation X Millennials 65-79
  • 69. Player, Builder, Sys Admin What are they learning?
  • 70. Player Incr. hand-eye coord reaction time spatial visualization neuro-psych. tests visual attentiveness and mental rotation http://www.wehealnewyork.org/BI%20Surgeon%20teams%20up%20with%20Hollywood.htm James “Butch” Rosser, M.D., Chief of Minimally Invasive Surgery, Director of the Advanced Medical Technology Institute (AMTI) Beth Israel Medical Center in Manhattan According to Rosser’s study, surgeons who currently play or previously played video games had a 37% reduction in errors and accomplish laparoscopic surgical tasks 27% quicker.
  • 71. Play - Hidden Learning. Twitch speed (Psycho/Motor) and higher order cognition.
  • 72. First Flight 3 of 6 Dave Kenny
  • 73.
  • 75.
  • 77. Female, 4, 8% Male, 46, 92% Average Age Respondent 15 Avg. Age Start Playing Games 5 Avg. Hours of Play Per Week 24 % Mod’ers 34% Average Hours Mod'ing Per Wk. 5 Average Age Start Mod'ing 12 50 Game Camp Respondents to Date
  • 78. 22 48 0 10 20 30 40 50 60 Graduate HS Graduate CC or TC Graduate University Plans for education Computer Science 20 Video Game Design 9 Design/Art 8 Write in to survey
  • 80. Why do you modify games? 9 8 14 3 9 8 8 9 0 2 4 6 8 10 12 14 16 Playing Yes Playing No Learning Yes Learning No Show Yes Show No Better Yes Better No
  • 82. TEAMS Game Builder = STEM + ART Transdisciplinary Action Learning, problem solving & production.
  • 83. Big Sesh Studios Austin, TX Game Builder - Architecture
  • 84. Neuro Evolved Robotic Operatives Agents cope with changing environments and situations, optimize resource management, and form adaptive tactical solutions in real time. Stanley, Bryant, Perry, Patterson, Gold, Thibault, Miikkulainen IC2 Institute: NERO Game Builder – AI for Sensors
  • 88. First Flight 3 of 6 Dave Kenny
  • 90. • What is the workforce & education context? • What is 21st Century gaming? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 91. John Seely Brown: Bricolage Reasoning, Lateral, Learn by doing Macedonia: Context Switching, abstract to concrete, & COP. Ann Fishman Can do kids, Civic Minded, Team Players, Multi- taskers 198219641946 46-64 82-Present Boomers Generation X Millennials 65-79 What is the 5th World?
  • 92. The other side of the digital divide. What is the 5th World?
  • 93. REMIXING – Constructive media remixing TEAMS – Transdisciplinary communities of practice. SWARMING – Network socialization and learning (communal). GROUP – Global Generation? 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World
  • 94. Mixed media fluency Expression as constructive media remixing Global communities of practice Network socialization and learning (communal) Transdisciplinary learning and production Global Generation? 1980 Emergence of the 5th World 198219641946 Boomers Generation X Millennials 46-64 65-79 82-Present 5th World 4th World Digital Divide
  • 96. This study was funded by the State Farm Companies Foundation and by Dr. George Kozmetsky (1917-2003), founder of the IC² Institute. The study was designed and analyzed, and the report was written by a team at The University of Texas at Austin: Aliza Gold, Senior Producer and Researcher at the Digital Media Collaboratory, part of the IC² Institute Emily Durden, PhD candidate in Sociology Marjorie L. Kase, M.A. in Communication Shane Alluah, PhD candidate in Educational Psychology Ana Boa-Ventura, PhD candidate in Communication The research team would like to thank the participating schools and their administrators: Elgin Middle School Goodnight Middle school Miller Junior High Fleming Middle School
  • 97. Low SES: More TV and More Video Games TV Games
  • 98.
  • 99. Top career Interests – ranked by gender Females Males Designer/Decorator Professional athlete Doctor Video Game Designer Cosmetologist Business Owner Lawyer Engineer Teacher Lawyer Business Owner Military Service Musician/Singer Auto Mechanic Cook/Chef Computer Programmer
  • 100. 0 10 20 30 40 50 60 70 80 90 100 High school or less Community college/technical College degree or beyond How Much Education do You Want? White African American Latino Other How much education? A. Gold, IC2 Institute, UT Austin, Forthcoming Texas Tweens Study
  • 101. Millennial Conclusions • Gap is computers and Internet at home. • Students have professional aspirations, but lack knowledge about how to reach professional goals. • Opportunities to learn about and explore careers are not available at school or accessed by the majority of students. • Students lack knowledge about the context and content of careers.
  • 102. • What is the workforce & education context? • What is 21st Century gaming? • What are Serious Games? • What are we learning with games? • What is the 5th World? • What can we do to bridge the divide?
  • 103.
  • 104. GAME TEAMS Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Games NANO BIO INFO NEURO Game Builder = System Builder TEAMS Educational Pull
  • 105.
  • 106. Educational Robotics Program ♦ STEM ♦ Computer Programming ♦ Web Research/Design ♦ Problem solving ♦ Team Work ♦ Leadership
  • 107. First Flight 3 of 6 Dave Kenny
  • 108.
  • 109.
  • 110. Programs Underway • San Antonio TEAMS Career Exploration • BotBall 2005-2006 Regional Tournament • robotTEAMS Summer Camp • Art & Science of Bio-Medical-Health Games and Simulations • TEAMS Transdisciplinary Lab • Art and Science of Games and Simulations • Digital Charter School for Military Aviation
  • 111. Games have captured millennials imagination and time. Leverage the attention economy of games to develop next generation workforce. We need to pierce the veil of play and support game-based constructivist learning. Transdisciplinarity is the common denominator. Game Builder = System Builder TEAMS Educational Pull
  • 113.
  • 115. Jim Brazell, Consulting Analyst, Digital Media Collaboratory, IC2 Institute, UT Austin jim@ventureramp.com The End
  • 116. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media most integrated military- industrial-academic-life science- entertainment in the nation spurred by coordination among Disney, NASA, Florida State Universities, defense contractors, military commands, high-tech- entertainment industries and local-regional government. The central actor is the Florida High Tech Corridor founded in 1996 by U.C.F., U.S.F. and U.F. (Florida High Tech Corridor, 2005, p.1). Central Florida GAMES
  • 118. Aerospace, Defense & Security Electronics & Telecom Medical Tech-Life Science Optics/ Photonics Edtech & MS&T Film/ New Media San Diego County GAMES military-industrial-academic-life science-entertainment spurred by coordination among The San Diego Association of Governments, San Diego Regional Economic Development Corporation, and the San Diego Regional Technology Alliance
  • 119. NANO INFO BIO PHARMA & Med Device NASA ENERGY Art and Science of Game and Simulation construction have similar KSA to 21st Century Science. Houston GAMES

Hinweis der Redaktion

  1. Every 10 years?
  2. Every 10 years?
  3. Rice and U of Susses (Kroto)
  4. <number>
  5. <number> LATIN RENISSANCE – George Cisneros
  6. America No. 1? America by the numbers by Michael Ventura 02/03/05 "ICH"  - - No concept lies more firmly embedded in our national character than the notion that the USA is "No. 1," "the greatest." Our broadcast media are, in essence, continuous advertisements for the brand name "America Is No. 1." Any office seeker saying otherwise would be committing political suicide. In fact, anyone saying otherwise will be labeled "un-American." We're an "empire," ain't we? Sure we are. An empire without a manufacturing base. An empire that must borrow $2 billion a day from its competitors in order to function. Yet the delusion is ineradicable. We're No. 1. Well...this is the country you really live in: * The United States is 49th in the world in literacy (the New York Times, Dec. 12, 2004). * The United States ranked 28th out of 40 countries in mathematical literacy (NYT, Dec. 12, 2004). * Twenty percent of Americans think the sun orbits the earth. Seventeen percent believe the earth revolves around the sun once a day (The Week, Jan. 7, 2005). * "The International Adult Literacy Survey...found that Americans with less than nine years of education 'score worse than virtually all of the other countries'" (Jeremy Rifkin's superbly documented book The European Dream: How Europe's Vision of the Future Is Quietly Eclipsing the American Dream, p.78). * Our workers are so ignorant and lack so many basic skills that American businesses spend $30 billion a year on remedial training (NYT, Dec. 12, 2004). No wonder they relocate elsewhere! * "The European Union leads the U.S. in...the number of science and engineering graduates; public research and development (R&D) expenditures; and new capital raised" (The European Dream, p.70). * "Europe surpassed the United States in the mid-1990s as the largest producer of scientific literature" (The European Dream, p.70). * Nevertheless, Congress cut funds to the National Science Foundation. The agency will issue 1,000 fewer research grants this year (NYT, Dec. 21, 2004). * Foreign applications to U.S. grad schools declined 28 percent last year. Foreign student enrollment on all levels fell for the first time in three decades, but increased greatly in Europe and China. Last year Chinese grad-school graduates in the U.S. dropped 56 percent, Indians 51 percent, South Koreans 28 percent (NYT, Dec. 21, 2004). We're not the place to be anymore. * The World Health Organization "ranked the countries of the world in terms of overall health performance, and the U.S. [was]...37th." In the fairness of health care, we're 54th. "The irony is that the United States spends more per capita for health care than any other nation in the world" (The European Dream, pp.79-80). Pay more, get lots, lots less. * "The U.S. and South Africa are the only two developed countries in the world that do not provide health care for all their citizens" (The European Dream, p.80). Excuse me, but since when is South Africa a "developed" country? Anyway, that's the company we're keeping. * Lack of health insurance coverage causes 18,000 unnecessary American deaths a year. (That's six times the number of people killed on 9/11.) (NYT, Jan. 12, 2005.) * "U.S. childhood poverty now ranks 22nd, or second to last, among the developed nations. Only Mexico scores lower" (The European Dream, p.81). Been to Mexico lately? Does it look "developed" to you? Yet it's the only "developed" country to score lower in childhood poverty. * Twelve million American families--more than 10 percent of all U.S. households--"continue to struggle, and not always successfully, to feed themselves." Families that "had members who actually went hungry at some point last year" numbered 3.9 million (NYT, Nov. 22, 2004). * The United States is 41st in the world in infant mortality. Cuba scores higher (NYT, Jan. 12, 2005). * Women are 70 percent more likely to die in childbirth in America than in Europe (NYT, Jan. 12, 2005). * The leading cause of death of pregnant women in this country is murder (CNN, Dec. 14, 2004). * "Of the 20 most developed countries in the world, the U.S. was dead last in the growth rate of total compensation to its workforce in the 1980s.... In the 1990s, the U.S. average compensation growth rate grew only slightly, at an annual rate of about 0.1 percent" (The European Dream, p.39). Yet Americans work longer hours per year than any other industrialized country, and get less vacation time. * "Sixty-one of the 140 biggest companies on the Global Fortune 500 rankings are European, while only 50 are U.S. companies" (The European Dream, p.66). "In a recent survey of the world's 50 best companies, conducted by Global Finance, all but one were European" (The European Dream, p.69). * "Fourteen of the 20 largest commercial banks in the world today are European.... In the chemical industry, the European company BASF is the world's leader, and three of the top six players are European. In engineering and construction, three of the top five companies are European.... The two others are Japanese. Not a single American engineering and construction company is included among the world's top nine competitors. In food and consumer products, Nestlé and Unilever, two European giants, rank first and second, respectively, in the world. In the food and drugstore retail trade, two European companies...are first and second, and European companies make up five of the top ten. Only four U.S. companies are on the list" (The European Dream, p.68). * The United States has lost 1.3 million jobs to China in the last decade (CNN, Jan. 12, 2005). * U.S. employers eliminated 1 million jobs in 2004 (The Week, Jan. 14, 2005). * Three million six hundred thousand Americans ran out of unemployment insurance last year; 1.8 million--one in five--unemployed workers are jobless for more than six months (NYT, Jan. 9, 2005). * Japan, China, Taiwan, and South Korea hold 40 percent of our government debt. (That's why we talk nice to them.) "By helping keep mortgage rates from rising, China has come to play an enormous and little-noticed role in sustaining the American housing boom" (NYT, Dec. 4, 2004). Read that twice. We owe our housing boom to China, because they want us to keep buying all that stuff they manufacture. * Sometime in the next 10 years Brazil will probably pass the U.S. as the world's largest agricultural producer. Brazil is now the world's largest exporter of chickens, orange juice, sugar, coffee, and tobacco. Last year, Brazil passed the U.S. as the world's largest beef producer. (Hear that, you poor deluded cowboys?) As a result, while we bear record trade deficits, Brazil boasts a $30 billion trade surplus (NYT, Dec. 12, 2004). * As of last June, the U.S. imported more food than it exported (NYT, Dec. 12, 2004). * Bush: 62,027,582 votes. Kerry: 59,026,003 votes. Number of eligible voters who didn't show up: 79,279,000 (NYT, Dec. 26, 2004). That's more than a third. Way more. If more than a third of Iraqis don't show for their election, no country in the world will think that election legitimate. * One-third of all U.S. children are born out of wedlock. One-half of all U.S. children will live in a one-parent house (CNN, Dec. 10, 2004). * "Americans are now spending more money on gambling than on movies, videos, DVDs, music, and books combined" (The European Dream, p.28). * "Nearly one out of four Americans [believe] that using violence to get what they want is acceptable" (The European Dream, p.32). * Forty-three percent of Americans think torture is sometimes justified, according to a PEW Poll (Associated Press, Aug. 19, 2004). * "Nearly 900,000 children were abused or neglected in 2002, the last year for which such data are available" (USA Today, Dec. 21, 2004). * "The International Association of Chiefs of Police said that cuts by the [Bush] administration in federal aid to local police agencies have left the nation more vulnerable than ever" (USA Today, Nov. 17, 2004). No. 1? In most important categories we're not even in the Top 10 anymore. Not even close. The USA is "No. 1" in nothing but weaponry, consumer spending, debt, and delusion. Reprinted from the Austin Chronicle. www.citypages.com/databank/26/1264/article12985.asp
  7. EMBARGOED UNTIL: 12:01 A.M., EST, MARCH 18, 2004 (THURSDAY)  Mike BergmanCB04-44Public Information Office (301) 763-3030/457-3670 (fax)Summary tables(301) 457-1037 (TDD) e-mail: pio@census.gov   More Diversity, Slower Growth Census Bureau Projects Tripling of Hispanic andAsian Populations in 50 Years; Non-Hispanic WhitesMay Drop To Half of Total Population        The nation’s Hispanic and Asian populations would triple over the next half century and non-Hispanic whites would represent about one-half of the total population by 2050, according to interim population projections released today by the U.S. Census Bureau.     Overall, the country’s population would continue to grow, increasing from 282.1 million in 2000 to 419.9 million in 2050. However, after 2030 the rate of increase might be the slowest since the Great Depression of the 1930s as the size of the “baby boom” population continues to decline.     Still, the nation’s projected 49 percent population increase during the next 50 years would be in sharp contrast to most European countries, whose populations are expected to decline by mid-century.     (Statements on race groups in this news release are limited to the single-race white, black, and Asian populations and do not cover other single-race groups or the population of two or more races.) The federal government treats Hispanic origin and race as distinct concepts. (See U.S. Census Bureau Guidance on the Presentation and Comparison of Race and Hispanic Origin Data.)     From 2000 to 2050, the non-Hispanic, white population would increase from 195.7 million to 210.3 million, an increase of 14.6 million or 7 percent. This group is projected to actually lose population in the 2040s and would comprise just 50.1 percent of the total population in 2050, compared with 69.4 percent in 2000. (See Table 1 [Excel].)     Nearly 67 million people of Hispanic origin (who may be of any race) would be added to the nation’s population between 2000 and 2050. Their numbers are projected to grow from 35.6 million to 102.6 million, an increase of 188 percent. Their share of the nation’s population would nearly double, from 12.6 percent to 24.4 percent.     The Asian population is projected to grow 213 percent, from 10.7 million to 33.4 million. Their share of the nation’s population would double, from 3.8 percent to 8 percent.     The black population is projected to rise from 35.8 million to 61.4 million in 2050, an increase of about 26 million or 71 percent. That would raise their share of the country’s population from 12.7 percent to 14.6 percent.     The country’s population also is expected to become older. Childbearing rates are expected to remain low while baby-boomers — people born between 1946 and 1964 — begin to turn 65 in 2011. By 2030, about 1-in-5 people would be 65 or over.     The female population is projected to continue to outnumber the male population, going from a numerical difference of 5.3 million in 2000 (143.7 million females and 138.4 million males) to 6.9 million (213.4 million females and 206.5 million males) by mid-century. (See Table 2 [Excel].)     The projections for the resident population of the United States are by age, sex, race (including the categories white, black, Asian and “all other races”) and Hispanic origin. They are based on Census 2000 results and assumptions about future childbearing, mortality and international migration.
  8. <number>
  9. The U.S. output of new engineers raise concerns over America’s ability to compete over the long run. The U.S. is producing less than a third of the number of engineers as China and less than half the number as Europe. Electrical and electronic engineers represent a third to a half of all engineers hired by the semiconductor industry. In 1993, U.S. universities granted 17,588 BS EE degrees; but only 13,031 in 2002. (Engineering Workforce Commission) The NSF reports that in 39% of engineering masters degrees (in 2000) and 61% of PhD engineering degrees (in 2001) went to foreign students. The NSF also reports that of the 11,500 foreign engineering doctoral recipients from U.S. universities, only 55% had firm plans to stay – i.e. a post doctoral research appointment or firm employment in the U.S. (1998-2001). Electrical engineering is the semiconductor industry’s largest engineer employment category. The Engineering Workforce Commission report that in 2001, 9.7% of Bachelors, 51.5% of Masters, and 59.7% of PhD EE graduates were foreign students. In 1999, Asia alone accounted for more than 49 percent of all science and engineering degrees granted worldwide, Europe 32 percent, and North America 10 percent. In that same year, China produced 195,354 engineers, the United States only 60,914. Fewer U.S. citizens are in a position to pursue engineering degrees due to U.S. K-12 students’ science and math literacy scores being below those in other countries. The Trends in International Math and Science Study Survey (TIMSS) is a comprehensive study comparing science and math achievement for 4th, 8th and 12th grade students in 34 nations. In 1999 TIMSS found that 8th grad students in Singapore, Korea, Taiwan, Japan, Canada, Australia, Hungary and Finland scored significantly above their U.S. counterparts in both math and science.
  10. The U.S. output of new engineers raise concerns over America’s ability to compete over the long run. The U.S. is producing less than a third of the number of engineers as China and less than half the number as Europe. Electrical and electronic engineers represent a third to a half of all engineers hired by the semiconductor industry. In 1993, U.S. universities granted 17,588 BS EE degrees; but only 13,031 in 2002. (Engineering Workforce Commission) The NSF reports that in 39% of engineering masters degrees (in 2000) and 61% of PhD engineering degrees (in 2001) went to foreign students. The NSF also reports that of the 11,500 foreign engineering doctoral recipients from U.S. universities, only 55% had firm plans to stay – i.e. a post doctoral research appointment or firm employment in the U.S. (1998-2001). Electrical engineering is the semiconductor industry’s largest engineer employment category. The Engineering Workforce Commission report that in 2001, 9.7% of Bachelors, 51.5% of Masters, and 59.7% of PhD EE graduates were foreign students. In 1999, Asia alone accounted for more than 49 percent of all science and engineering degrees granted worldwide, Europe 32 percent, and North America 10 percent. In that same year, China produced 195,354 engineers, the United States only 60,914. Fewer U.S. citizens are in a position to pursue engineering degrees due to U.S. K-12 students’ science and math literacy scores being below those in other countries. The Trends in International Math and Science Study Survey (TIMSS) is a comprehensive study comparing science and math achievement for 4th, 8th and 12th grade students in 34 nations. In 1999 TIMSS found that 8th grad students in Singapore, Korea, Taiwan, Japan, Canada, Australia, Hungary and Finland scored significantly above their U.S. counterparts in both math and science.
  11. Council on Competitiveness, National Innovation Initiative Samuel Palmisano (CEO, IBM): So we're trying to get younger people earlier on in their lives excited about technology. There are multiple forms of engineering disciplines, so we're not trying to steer them into computer science or a program that they might find uninteresting. After school, weekend and summer game builder programs. Wayne Clough (President, Georgia Institute of Technology): We created a major called human/computer interaction. And what does that do? It draws in a lot of women and minorities -- which computer science doesn't. (Business Week: 10.11.2004)
  12. Need source
  13. The Invisible Train The Invisible Train is the first real multi-user Augmented Reality application for handheld devices (PDAs). Unlike other projects, in which wearable devices were merely used as thin-clients, while powerful (PC-based) servers performed a majority of the computations (such as graphics rendering), our software runs independently on off-the-shelf PDAs - eliminating the need for an expensive infractructure.   The Invisible Train is a mobile, collaborative multi-user Augmented Reality (AR) game, in which players control virtual trains on a real wooden miniature railroad track. These virtual trains are only visible to players through their PDA's video see-through display as they don't exist in the physical world. This type of user interface is commonly called the "magic lens metaphor". Players can interact with the game environment by operating track switches and adjusting the speed of their virtual trains. The current state of the game is synchronized between all participants via wireless networking. The common goal of the game is to prevent the virtual trains from colliding. The success of the Invisible Train installation illustrates the advantages of our Studierstube software framework, a component-based system architecture that has been designed to accelerate the task of developing and deploying collaborative Augmented Reality applications on handheld devices. Why Handheld Augmented Reality? Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, prior work on mobile Augmented Reality has almost exclusively been undertaken with traditional "backpack"-systems that consist of a notebook computer, an HMD, cameras and additional supporting hardware. Although these systems work well within a constrained laboratory environment, they fail to fulfill several usability criteria to be rapidly deployed to inexperienced users, as they are expensive, cumbersome and require high level of expertise. Since the early experiments in Mobile Augmented Reality, a variety of highly portable consumer devices with versatile computing capabilities has emerged. We believe that handheld computers, mobile phones and personal digital assistants have the potential to introduce Augmented Reality to large audiences outside of a constrained laboratory environment. The relative affordability of devices that are capable of running our software framework opens up new possibilities for experimenting with massively multi-user application scenarios - thereby bringing us closer to the goal of "AR anytime, anywhere".
  14. <number> The Economist predicts that the video games market will grow 15% to 25% annually over the four-year period beginning with 2003. Network game market will grow from $875 million in 2002 to over $5 billion in 2008 with 198 million people playing online divided fairly equally between North America, Asia and Europe. (DFC Intelligence, June 2003)
  15. <number> The most important thing to understand about Whyville really, is that it’s a place full of kids. It’s a virtual city that belongs to the kids who come from all over the world to have fun. The kids consider this their own town, and they call themselves Whyvillians. To become a Whyvillian, you create a Whyville persona. In this screen, and every other screen you’ve already seen, for example, each face is a Whyville citizen. To become a Whyville citizen, you create a persona, the most important aspect of which is your face. You can see here that the faces are varied and very creative. Here’s an amoeba. Here’s someone driving a car. Here is someone wearing a style known as ‘Goth’. The ungliest citizens you see around are in fact us, the city workers.
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  17. Free video game teaches kids about world hungerBY JINNY GUDMUNDSEN GANNETT NEWS SERVICE Live 8, the global concerts earlier this month to fight poverty in Africa, greatly increased awareness of world hunger. But most kids don't understand how international aid organizations work to help starving people. That's where a video game can help. "Food Force" gives kids between the ages of 8 and 13 a better understanding of how relief organizations operate. Produced by the United Nations' World Food Programme, "Food Force" is a free Internet download at www.food-force.com. Kids join a team of emergency aid workers to save the fictitious island of Sheylan from starvation caused by drought and civil war. The team goes on six missions to help save the island. Each mission starts with a briefing by one of the emergency aid characters. Kids then play a hands-on game to score enough points to complete the mission. For example, in the first mission, kids pilot a helicopter by using the computer mouse. Time is limited, and youngsters earn points by locating refugees. After piloting, the Food Force character returns to evaluate the kids' performance and uses an accompanying video that shows the program in action to make the whole process seem realistic. The additional missions cleverly use games to demonstrate how emergency aid teams acquire food, make food packs, deliver food and establish long-term food supplies. When kids complete all six missions, they can upload their cumulative score to an international database found on the Food Force Web site. The Web site also provides information about how kids can help fight hunger, and it allows them to explore more about the World Food Programme. Teachers also will find lesson plans that incorporate the game. The program effectively reaches 'tweens and teens with 3-D graphics and characters that resemble those in popular commercial titles, helping bring closer to home the problems of world hunger, which are most often thousands of miles away. The game is best for ages 8 to 13. It scores a perfect five stars. For more information, see www.food-force.com, United Nations' World Food Programme, offering free downloadable program for Windows and Macintosh.
  18. (1) Increased scope of the Internet to include devices, systems and processes that were previously not networked (2) Miniaturization and integration of self-powered sensors with computation and communication capability to form a new class of computing—“motes” (Intel) (3) Increased transparency of these devices, systems and processes and (4) internetworking of these devices, systems and processes across institutions (government, education, military, industry, etc.).
  19. “Although we often hear about the reasons kids should not play video games, there is, indeed, a positive correlation between video gaming and increased hand-eye coordination, reaction time, spatial visualization, neuro-psychological tests, visual attentiveness and mental rotation,” says Dr. Rosser. “Those are all skills that are required to be a successful surgeon.”A study conducted at Beth Israel Medical Center by Dr. Rosser, found a significant correlation between video game experience and proficiency at laparoscopic surgery. According to the study, surgeons who currently play or previously played video games had a 37 percent reduction in errors and accomplish laparoscopic surgical tasks 27 percent quicker. “The studies confirm what some physicians have long suspected – video games can be natural teachers,” says Dr. Mogel. “However, this probably has been unintended by the game designers.”
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  23. (1) Increased scope of the Internet to include devices, systems and processes that were previously not networked (2) Miniaturization and integration of self-powered sensors with computation and communication capability to form a new class of computing—“motes” (Intel) (3) Increased transparency of these devices, systems and processes and (4) internetworking of these devices, systems and processes across institutions (government, education, military, industry, etc.).
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  25. The careers are ordered by priority. Design-related fields are at the top fo the chart for both females and males. Males in middle school are described in the literature as being more likely to have interests that could be labeled “fantasy careers’ or “glamour careers.”
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  29. <number> Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
  30. <number> Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
  31. <number> Defense, Aerospace, Homeland Security, Information Technology, Microelectronics, Modeling, Simulation and Training, Video Games, Optics/Photonics, New Media/Film and Medical Technologies5
  32. <number> LATIN RENISSANCE – George Cisneros