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The development blog for The Tech Virtual Museum Workshop. A place for announcements, events, and review of exciting projects.

Feb 05, 2010

Program for the Future Challenge Update

by Rob Stephenson — last modified Feb 05, 2010 05:12 PM

Since Dec. 2008, the Program for the Future Global Design Challenge has been seeking new tools to improve collaboration and collective intelligence. It is a challenge to "develop a practical method, tool or technology that connects people so that they collectively act more intelligently. We are looking for new ideas – even simple ideas – that help people work better and smarter together in some important area." So far there have been 35 entries and the first year's Challenge is closing next Monday, Feb. 8, so hurry if you would like to submit your idea.

To see the current entries or add a new one, go to
http://thetechvirtual.org/projects/program-for-the-future/program-for-the-future-challenge

The judging criteria for the Challenge entries, determined by a distinguished panel of advisors, are in three parts:PFF-Badge3.png

Your Method, Tool or Technology

  • Can your innovation be a stepping stone towards enabling people to solve an important problem?
  • Does your innovation promote communication and collaboration? 
  • Will your innovation enable changes in the way people work together that will lead to better decisions or outcomes?
  • Does your innovation scale, continuing to support better outcomes even as more people use it? 
  • Does your innovation have the potential to change social and cultural practices for the better? 

Your Demo 

  • Is your demo hands-on and interactive? Is the museum visitor's experience an improvement over Web access? 
  • Does your demo adequately explain how and why your method, tool or technology works? 
  • Will your demo inspire others? 

Your Plan for Impact 

  • Is your plan likely to lead to successful adoption and widespread dissemination?
  • Would winning a prize make a significant difference to your innovation’s potential impact? 
  • Does your plan favor community contribution and global connection?

Many really interesting ideas have been submitted, but few have a well-developed idea for a demo (a.k.a. museum exhibit).  Apparently, developing collective intelligence tools and museum exhibits require quite different skill sets.  Who knew?  The advisors have therefore decided to split the judging process in two: deciding first on the merits of only the "method, tool or technology" and the "plan for impact."  Judging the merits of the demo will not occur until about a month later, in coordination with the sponsoring museums (The Tech Museum, the MIT Museum and Science Centre Singapore).

Accordingly, we are giving entrants an **EXTENSION** of about a month (details coming soon) to complete their demos.  This will not; however; change the Feb. 8 deadline to enter; describe your method, tool or technology; and your plan for impact.  The selection of the first stage of judging (but not the final winners) will be announced at CoLABoration 2010, the second Program for the Future Conference, on March 3.  The final winners will be announced a month or two later.

Finally, speaking of the PFTF Conference on March 3, it will be a collaboration mash-up.  At CoLABoration 2010, we are experimenting with Doug Engelbart's idea of "co-evolution" -- by bringing together technology leaders with experts in human facilitation and representatives of many disciplines -- all focused on improving collaborative techniques.  Can you help us fire up the global brain?  Our  goal is to launch a collaborative community that will become an intentional neural network for global problem solving.  Humanity could find innovative ways to handle our world crises (not to mention our day-to-day problems)  if we all could put our heads together and our egos out of the way.

Because it will be focused on doing collaboration not just talking about it, attendance will be limited.  If you would like to attend in person at The Tech Museum in San Jose, please fill out this application and we will contact you.  We will announce plans for virtual participation soon.  For more information, see programforthefuture.org/conference.

Jan 28, 2010

Don't call it virtual! Building for the real world.

by Bob Ketner — last modified Jan 28, 2010 09:00 PM

I've started an open souce exhibit project with Kyle Walker at
http://thetechvirtual.org/projects/water/water-projects/3-ationz

Here's a bit about how it got started, stage by stage.  It's a "diorama of sorts that illustrates the water cycle via the landscape of ice, water, clouds, precipitation etc" .  Remember this from school?



This project is a type of diorama that may have representative or stylized elements. The visitor will control heating and cooling elements which can put into motion the water cycle. Notice the "sun" element is on a support, not just floating in space. In modeling these we need to remember we're designing for the real world! How would this actually work in the real world? Still figuring that bit out, or whether it's worth it for that matter. That's what prototyping is all about.

Prototyping in Second Life (tm) is extremely rapid.  We both worked on this and got this sketch worked out in less than 30 minutes.  This provides a base model that you can develop from... that's where the open source bit starts!

This is an open source project, please join it if you'd like to collaborate on this concept!

We start with a basic black exhibit frame.

Add a bit of watery looking items as a base.

Center it and add some motion via a script.

Then, a backing surface.  This exhibit will be back against a wall.

Added a depth to the water as if it is sitting in the container.


How to illustrate ice?  Where should ice go? Mountaintops have ice that melt into water.

Ok, clouds, clouds are water vapor.  How can these be illustrated or even built?

The sun is a vital element that drives the cycle.  Let's add the sun as a heating element.

We were joined by Avatar Mactavish who offered some feedback in real time.


Kyle added light rays to the sun and snow caps to the mountains.


It is coming along, but still needs a lot of work.  How for example should the sun move?


If the sun element moves, will this mislead visitors that the sun revolves around the earth?

Kyle completed the clouds and added a photo box.  This black frame closes off distracting elements so that you can see the model.

In the remaining minutes, we looked at how to move the sun. Two types of cranks were suggested in real time.


This exhibit is to be continued... Got any suggestions? You can join the project or start one of  your own here: http://thetechvirtual.org/projects/water

Jan 26, 2010

Warehouse space for Expolab project

by Bob Ketner — last modified Jan 26, 2010 10:20 AM
Filed Under:

Avatar Kaznats Oh has kindly donated a warehouse for the Expolab Project

We'll start here, and we have the option to make it larger, which will probably be required.

Dive in and take a look at:

http://slurl.com/secondlife/The%20Tech%202/165/208/33

 

 

We also have a new account of the Expolab kickoff at http://expolab.net/eng/?p=362


icon128-pdf.jpg
Click here to download the full design brief

 

 

warehouse-expolab.jpg

 

 

expolab-cloud.jpg

 

Jan 20, 2010

Virtual prototyping finds real value for auto interiors

by Bob Ketner — last modified Jan 20, 2010 10:52 AM

There are a couple of articles out today about how Ford Motor Company is using virtual prototyping to design cars. 

This is exactly how Tech Virtual aims to apply virtual testing to museum exhibits.

Via: http://www.prnewswire.com/news-releases/ford-united-space-alliance

Exerpt:

"Engineers at United Space Alliance (USA) and Ford Motor Company are sharing their animation software experiences to create virtual reality simulations that benefit both astronauts and drivers.

Ford is applying virtual reality animation software that is used by movie animators and video game creators to improve real-life driving situations before the first prototype is even built.  In an immersive Virtual Evaluation lab (iVE), Ford engineers create virtual vehicles complete with exterior views. 

Engineers for United Space Alliance, the prime Space Shuttle contractor, are using the same technology at the Kennedy Space Center to help build future space vehicles safer and more efficiently.  Current applications include using the technology to track and characterize launch debris during ascent.  Past applications include developing processes to more efficiently remove and re-install the reinforced carbon-carbon panels on the Space Shuttle wing leading edges.

"In this virtual environment, we can evaluate early vehicle designs against a backdrop of virtual conditions and literally experience a vehicle from someone else's vantage point before it is built, helping us to create a car, truck or crossover that provides the perfect environment for the driver and its occupants," said Elizabeth Baron, Ford's Virtual Reality and Advanced Visualization Technical Specialist."
Via: http://www.prnewswire.com/news-releases/ford-united-space-alliance

And some more articles at:

http://www.reliableplant.com/Read/22302/Ford-Space-Alliance-share-expertise

http://finchannel.com/news_flash/

http://www.ford.com/about-ford/news-announcements

car.jpg

Jan 18, 2010

Emergent design, concepts and thought at Expolab kickoff event

by Bob Ketner — last modified Jan 18, 2010 08:30 PM
Filed Under:

Expolab held their kickoff event at Citilab on Thursday January 14.

The full account is at http://expolab.net/eng/?p=338

Citilab is kicking Expolab off strong with their event last week. 
Mix 31 people, a batch of images and raw materials and a batch of questions about technology and it's impace and what do you get? Expolab!

Facilitators  Ramon Sanguesa, Astrid Lubsen and Irene Lapuente led the group through some interesting prototyping sessions in which otherwise inert objects became infused with meaning and context.  The concepts seem incredibly alive and relevant....

expolabevent1.jpg

* the evolution from analog to digital.
* the change from hanging pictures on a wall to hanging them on platforms such as Flickr
* an analogy between a football team and the possibilities of working together that Internet gives you.
* senior citizens sending mobile messages that were even more extremely abbreviated than those of their
    grandchildren
* a debate on the advantages and disadvantages of e-books
* the dangers of immersion when you leave the pot boling
* is exploration still exploration with GPS?
* “Today we need to measure everything”
* advocates of chaos, people who were at ease with it and find it a positive force being more vocal.
* which senses do you lose in online environments?  Which do you gain?

Does this get any ideas going?  Projects start at: http://thetechvirtual.org/projects/expolab

 

icon128-pdf.jpg
Click here to download the full design brief

- Bob Ketner

Jan 15, 2010

Rapid prototyping an entire museum gallery

by Bob Ketner — last modified Jan 15, 2010 01:35 PM

During summer and fall 2009, The Tech Virtual utilized virtual environments to prototype a gallery renovation at The Tech Museum in San Jose.

After the basic  prototype was produced, designers were able to renovate the space quickly, to produce an "after" view of the plan.   Through this process we are able to compare versions and receive feedback from users during the process.

2009-06-0003.jpg

Artist and Second Life designer Kyle Walker built the blank prototype from photographs and measurements. 


2009-06-0005.jpg

We began with a scaled floorplan and worked just on the areas needed.


2009-07-0009.jpg

A few textures were added, mostly paying attention to the interior color schemes.


2009-07-0017.jpg

Doors were added and the interior space began to take shape. 
The virual space often seems a bit smaller than the real space due to the camera position.


2009-07-0019.jpg

A cieling texture was added, photographed from the real location.


2009-07-0020.jpg.

The cieling was made transparent on top, so that a view into the space remained possible.


2009-07-0022.jpg

Proportions were carefully extrapolated from the real room.


2009-08-0003.jpg

Subtle textures add to the realism, such as adding shadow elements and shine to objects.


2009-07-0013.jpg

One pre-existing exhibit was fabricated as well, the "Multi-step Machine".


techvirtual-0008.jpg

Developers could obtain an entire "blank" room, then renovate it.
Wally Oyen prepares to develop from the bare walls.

 
 

techvirtual-0007.jpg

The completed room is nearly indistinguishable in photographs from the real room without close inspection.

  

2009-08-0005.jpg

Elements such as basic furniture can be placed to determine space. 


 2009-08-0007.jpg

The project also shows how the immersive qualities of a space can be preserved, even after the real life space has been dismantled.

 

 techvirtual-0012.jpg

 The curator and designer set about to renovate the space.  With a clear vision they were able to do this within a few hours.
  These are conceptual visuals for now, and helped to set the tone of the approach.

 

techvirtual-0014.jpg

We will be posting more before and after photos of this process on this blog.
Still more can be found in the photo gallery section at http://thetechvirtual.org/photo-gallery

 

 

 

Jan 14, 2010

Account of Expolab warm up session from January 13

by Bob Ketner — last modified Jan 14, 2010 10:22 PM
Filed Under:

On January 13, Irene Lapuente and the Expolab team arranged a "a warm-up" for their January 14 workshop launching Expolab.  They've posted a very thourough account at http://expolab.net/eng/?p=333 and some photos at http://boc.citilabblog.com/?p=642  (English)

2010-01-13expolab.jpg  2010-01-13bexpolab.jpg
Photos by Citilab

Participants sat at tables and put together objects to begin thinking about exhibitions. This was tied into discussion about ways the internet as changed society and interacting with exhibitions and artifacts.  "Learning by doing", and "real time" and the idea of enabling visitors to work with the entire layout of Expolab.

The complete post is at http://expolab.net/eng/?p=333

If you'd like to engage with this unique process online, we'll be hosting a version of the entire experiment you can find the project page at http://thetechvirtual.org/projects/expolab

and in Second Life at
http://world.secondlife.com/place/dd8974fe-6c94-56a8-0511-6e1f7b6222e7  just click "Visit this Location".

More to come!
- Bob Ketner

Jan 13, 2010

"Expolab" launches tomorrow in Barcelona

by Bob Ketner — last modified Jan 13, 2010 01:45 PM
Filed Under:

Citilab is launching their experimental participatory project "Expolab" on January 14

banner-expolab.jpg 

 

Citilab Cornella is launching their experimental participatory project " Expolab" (http://expolab.net/eng) tomorrow.  You can participate in the experiment from anywhere via http://thetechvirtual.org/projects/expolab

This fascinating project will,  "present how digital technologies have changed different aspects of our lives. It will be organized around six areas of interest. For each one a new physical exhibit will be designed and created. On the six areas different ways of exhibition will be developed reflecting different perspectives on the concept of exhibition from contemplative and passive to to participatory and active."  You can read the full description at http://expolab.net/eng/?page_id=105

As they write, Expolab is a laboratory for creating new interactive exhibitions involving technology, innovation, science and design, which form the core of Citilab's activities.  It will portray a general perspective on the evolution of exhibtions from "contemplative" and discursive modes exhibits to participatory ones. Expolab is in itself an experiment in participatory exhibition creation and it will involve user both online and offline.

Perhaps most interesting is that they will be applying design research to exhibition design and creation through Expolab. 

icon128-pdf.jpg
Click here to download the full design brief


"Expolab"  will be created through external developers and designers, using The Tech Virtual as a collaboration tool to collect the entries for the expolab kiosks.  More on this and the submission details at:  http://thetechvirtual.org/projects/expolab

"Exploring interactions between materials, curators, and users in science and technology exhibitions"

 

 “From contemplation to participation and beyond...”  

 

Subtopics:
The internet has changed the way we...

1. Share memories

2. Connect

3. Travel through time and space

4. Work

5. Experience safety



Phases for each subtopic:
Expolab will explore 5 steps or phases within each subtopic.
1. Observe (see things, read text)
2. Interact  (communicate/input)
3. Participate (create or build something)
4. Citilab (synthesis of 1-3)
5. Future (what could the future of these look like?)

 

 

Each theme will be built around a square thee-walled 'kiosk'. (Photos to be added soon).
Exhibit designs should explore the 5 steps within a subtopic, and around a cube of sized 6.5 feet (2 meters) per side. Within the 'kiosk', the interaction and user experience is important.  How can we show the evolution of these types of interactions?


About the exhibits:
A total of six exhibits stationed in "islands" with five sections each. Three or four will be positioned in a large space at the entrance of Citilab of approximately 130 square feet (40 square meters) and two or three in smaller locations of approximately. 50-65 square feet (15-20 square meters) each in the first and second floor of Citilab.  The intention is to really use the virtual exhibit designs in the physical exhibition. Depending on the feasibility of the winning concept this will be a close translation or an interpretation.

Thinking about interactives:  How does presentation of interactives evolve from artifacts to books and computer manuals, interactive blackboards, possibly connecting to blogs/Flikr, Twitter etc,  possibly a workshop with Second Life and how internet has changed their lives,  maybe make a circuit with wires,  Maybe a question with 3 different ways to solve it.  There can be many ways to explore the evolution of the topics.

More questions to explore in the exhibits:

- What is an exhibition?
- How does the internet change education, communication, audiovisual arts, museums, programming?
- Citilab is interested in the impact of the evolution of technology on peoples' lives, and how it influences their thinking and behavior.

 

 

expolab-images

 

 About Citilab
Citilab-Cornellà is an experimental centre for the convergence between the new Internet generation and the new Knowledge Society.  It is a workspace dedicated to activating, stimulating and expanding creative and innovative capacity in entrepreneurs' technology, companies, and citizens of the Knowledge Society.

Citilab-Cornellà is orientated to the promotion of Social Internet-related projects and pays special attention on the evolution of new places, concepts and methodologies related to the impulse of the Information Society and the new economy of telecentres, living labs and e- learning.

Therefore, Citilab-Cornellà is:
• a centre for spreading and training on the TIC technologies and its organization and knowledge creation paradigms.
• a Research Centre on new technologies and social and managerial innovation that rides on them.
• an entrepreneurial centre for the development of companies arisen from the knowledge generated at Citilab-Cornellà, both technological and organizational.

 

 icon-expolab.jpg
Expolab website
Expolab on button2-twitter.jpg
Expolab on  button2-facebook.jpg

Start your own Expolab project here:

 

Jan 12, 2010

Tech Virtual at CLS West 2010

by Bob Ketner — last modified Jan 12, 2010 08:43 AM

On January 9 Rob Stephenson and Bob Ketner of Tech Virtual attended Community Leadership Summit (CLSWest). 
Rob led a session on the  Program for the Future challenge at both CLS and Ignite in the evening. Sam Hahn, Aaditya Bhatia, Claudia Brenner, and Rich Reader of Program for the Future were also in attendance.

 logo-clswest.jpg            logo-ignite-clswest.jpg

 

 clswest2010-0042.jpg

 

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 clswest2010-0018.jpg

 

Jan 06, 2010

SLActions Conference to be held at Tech Museum in San Jose, CA Sept. 24 and 25, 2009

by Bob Ketner — last modified Jan 06, 2010 01:00 PM


SLActions2009

On Sept. 24 and 25, 2009 the SLActions academic conference (http://www.slactions.org) on virtual worlds will be held at The Tech Museum (http://www.thetech.org) in San Jose, CA. 

The conference program is available at: http://www.slactions.org/slactions.php?s=ProgrammeSlactions

Registration is open and available at: http://www.slactions.org/slactions.php?s=Local_Chapters_Berkeley-USA

The event will be composed of simultaneous meetings in Rio Grande do Sul and São Paulo (Brazil),  Jyväskylä (Finland),  Hong Kong (China),  Tel-Aviv (Israel),  Braga (Portugal), Manchester  (UK),  Austin, TX  and San Jose, CA (USA).  Those who cannot attend a physical chapter meeting may attend virtually through the New Media Consortium Conference Center (http://slurl.com/secondlife/NMC%20Conference%20Center/210/19/51/) and should register at: http://www.slactions.org/slactions.php?s=Registration

The fast-paced 2-day schedule (http://www.slactions.org/slactions.php?s=ProgrammeSlactions) is organized into 20 minute segments of virtual worlds research results on such topics as:

"The use of Second Life to share knowledge in Graphic Design, Game Design and Visual Arts classrooms" by Marcos Pereira

"Brands and Consumption in Virtual Worlds" by Ioanna Nikolaou, Shona Bettany and Gretchen Larsen    

"A phenomenographic study about the future of the electronic commerce in the Second Life" by Martine Bernardo and Leonel Morgado

The San Jose chapter of the conference is organized locally by Sneha Veeragoudar Harrell (http://edrl.berkeley.edu/people/sneha/) who will be presenting on "Second Life: Offering Marginalized Youth a Second Chance" on Sept. 24. 

San Jose location hosting sponsored by The Tech Museum via The Tech Virtual (http://www.thetechvirtual.org) project. 

We hope you can join us for this unique and fascinating set of virtual world research presentations!

Bob Ketner

May 08, 2009

Marc Koska, inventor of Star Syringe to speak in Second Life

by Bob Ketner — last modified May 08, 2009 03:42 PM

starsyringe.jpg

Marc Koska
inventor of Star Syringe (http://www.starsyringe.com/home.html) and Tech Awards laureate (http://www.techawards.org/laureates/stories/index.php?id=202) will be visiting The Tech Museum and The Tech Virtual on Monday, May 11.

Koska developed non-reusable syringe technology to stop the medical transmission of blood-borne diseases.

In developing countries, syringes are re-used an average of seven times, often because hospitals unknowingly purchase used products. Needle re-use transmits more than 23 million cases of Hepatitis B and C and 250,000 cases of HIV to patients each year.

Marc Koska invented a safety syringe that automatically prevents re-use. A fine ring is etched inside the K1 syringe barrel, and a disk on the plunger locks into the ring so that an emptied syringe cannot be re-used. The K1 syringe costs the same as standard models and its design is openly licensed to manufacturers. To date, over one billion K1 syringes have been made, saving an estimated 3 million lives.

Join us for an interactive session with Mr. Koska, discussing invention, innovation, and other topics.

This event will be held in Second Life at: http://slurl.com/secondlife/The%20Tech/104/133/38


More about Marc Koska at:
(http://www.starsyringe.com/home.html)
and
(http://www.techawards.org/2008videos/Marc_Koska.mov)


Event Details:
Date: Monday, May 11, 2009
Time: 11:30AM - 12:00PM
Location: (http://slurl.com/secondlife/The%20Tech/104/133/38)











May 05, 2009

Tech Challenge 2010 announced: "International Space Station Mission: Space Junk"

by Bob Ketner — last modified May 05, 2009 01:08 PM

During the Tech Challenge 2009 (http://techchallenge.thetech.org/) event on April 25,  Tech Challenge Director Bill Fisher announced that the topic of the 2010 Tech Challenge will be "International Space Station Mission: Space Junk". The challenge will involve attaching thrusters to a moving satellite suspended in air.  Looks like this will be another flying machine/projectile style challenge, but more details will be forthcoming on it later from the Tech Challenge team.  






What it means for Tech Virtual developers is that the Tech Challenge will not be using any of the submitted projects from our project challenge (http://thetechvirtual.org/projects/tech-challenge/) for 2010.  There were about 17 entries, and a few more "sketch" entries started in the Second Life environment.  There's a full list List of projects submitted at: (http://thetechvirtual.org/projects/tech-challenge/).  Even though there were lots of great entries towards this, the requirements for putting together a Tech Challenge are very stringent, and we learned some of these details while well into the competition.

For example,  each team has to set up their solutions or "rigs" in 2 minutes, and then they only have 3 minutes to attempt the challenge. There are many reasons why it takes a team of experienced engineers several meetings to nail down the details of each Tech Challenge - it has to be executable in an action packed way, involve specific learning standards, and be extensible to educational programs run by the museum.  So in a way, I'm not surprised that we were unable to garner a fully implementable solution on this one.  Bill is going to get back to us if plans for future years include any of the submissions.

The good news is that what we're doing at The Tech Virtual will have a longer life span than just this competition, and is a bigger opportunity.  For example, Alysia Carol of The Tech Museum's educational department took notice of the collaborative effort, and this summer she will be looking at ways to use it to make some of their lesson content available online.  During June we will be holding a set of webinars for museum professionals and we welcome you to join in and learn how the platform is being used to collaborate on an ongoing basis.  Registration and schedule is at http://techvirtualtraining.eventbrite.com/

I'll be photographing the entries from this round, uploading them, and encourage you to include them in your portfolio.  The topic of "Design Challenge Learning" is growing, and it's a good time to align with it.

-Bob Ketner




Apr 29, 2009

The Tech Virtual Hosts Online Training and Conference for Museum Professionals during May and June

by Bob Ketner — last modified Apr 29, 2009 11:40 PM

The Tech Virtual Hosts Online Training for Museum Professionals during May and June

The Tech Virtual, The Tech Museum of Innovation's "open source" exhibit development program will host a series of free trainings specifically for museum professionals during May and June, 2009. 

Registration is required and open now at  http://techvirtualtraining.eventbrite.com    

The purpose of these trainings is to open The Tech Virtual's collaborative exhibit design platform to additional museums as a new resource saving method of exhibit development.

These online sessions are intended for curators, exhibit designers, exhibit engineers, managers or other employees at museums, cultural or technology institutions of all sizes.  The trainings will cover a number of topics and enable the curator to leverage the benefits of the platform.  Trainings will be conducted in English.  Registration is required.  Admittance will be preferred for employees or volunteers of a named museum institution.  For other institutions, or interested individuals, please therwise contact the team at http://thetechvirtual.org/help/contact-info  to request exception.  Registration is limited to 20 participants per session.

Through enrolling in the program, curators can work with exhibit designers from a wide range of expertise and will have the ability to prototype exhibit concepts and actual designs, using shared online workspaces. The core of the program is http://www.thetechvirtual.org online workspaces with additional prototyping sessions hosted in the virtual world of Second Life at  http://tinyurl.com/TheTech2-Office

Times, online locations, and registration can all be accessed at http://techvirtualtraining.eventbrite.com , or through the link on our main page, http://www.thetechvirtual.org

Requirements for webinar:
Operating system: Windows XP/Vista/2003/2000, Mac, Linux
Browser: Firefox 1.5/2/3, IE 6/7, Sarari 2/3
Adobe Flash 9 or higher  (http://get.adobe.com/flashplayer/)

Optional requirements:
If you would like to participate in the meetings using a desktop share (optional)
Dimdim plugin (Windows and Mac OSX only)
(http://www.dimdim.com/support/dimdim_tools.html)
If you would like to participate in online exhibit design (optional)
3D exhibit design
(http://secondlife.com/support/downloads.php) (http://secondlife.com/support/sysreqs.php)

Apr 22, 2009

Template for exhibit components

by Bob Ketner — last modified Apr 22, 2009 05:06 PM

We've been pulling together this list to bring some order to the exhibit development process.  Many of these fields are already part of the exhibit (project) creation process here on http://www.thetechvirtual.org. The list below goes into much greater detail. 

I've found it helps to just start filling in the blanks, and in doing so, you may see your exhibit take shape before your eyes. 
What have we missed?  Let me know! http://thetechvirtual.org/help/contact-info

This could also be placed on your project's wiki page, or on a seperate webpage for seperate "iterations".
Check it out!

Major database fields for an exhibit


Exhibition:  What exhibition was this exhibit initiated for?
Sub-topic:  What sub-topic is the exhibit about?
Status:     Exhibit life cycle stage

Project Title: A creative, unique working title.
Big Idea: In one sentence, what is the point of the exhibit?
Description:    More extensive, physical description of exhibit.
Leader:     Project designed by and attributed to whom?
Key technology: What key hardware or software is at the center of this exhibit? 

Interactivity:  What do visitors do, see, press, hear, feel?
Backstory:  A story about the historic and socio-cultural background of the exhibit    
Target Audience: kids, parents, adults w/o kids, teachers, tourists   

Project Assets:
Videos, still photos, sound files to be used in the exhibit itself. 
Artifacts:  What non-interactive objects, if any, are on display?        
URL:  Link to the exhibit's Website
Webpages: Web content associated with this exhibit
TechTag data: what data, if any, is linked to by TechTag?  

Future Layer:      How can we "future proof" the exhibit?
Basic Science:    Education Layer - Primary science - Learning objective
Text:    Signage text used in this exhibit
Relevant Curriculum Standards: What educational objectives the exhibit relates to.
Curriculum Packages: Resources for educators (lesson plans, etc.) around the exhibit topic.
Engineering Documents: EODs (engineering operational documents), sketches, blueprints, CAD models, bills of materials, code

-Bob Ketner

Apr 17, 2009

Phone + software = augmented reality museum

by Bob Ketner — last modified Apr 17, 2009 05:10 PM

On doing some web searches today, I located this paper: http://membres-liglab.imag.fr/donsez/pub/publi/icps08-nfcmuseum.pdf

The paper states that it was presented at the 2008 International Conference on the Physics of Semiconductors (http://www.icps2008.org/) by researchers at LIG Laboratory, of Universite Joseph Fourier (www.ujf-grenoble.fr/) , in France.  It describes the use of a software program (apparently open source) which is downloaded to a museum visitor's phone, enabling interactivity and tracking during the museum visit.  I thought the graphic might help to form ideas about making similar experiences, or someone may find a way to incorporate their program.




from: http://membres-liglab.imag.fr/donsez/pub/publi/icps08-nfcmuseum.pdf

- Bob Ketner

Apr 03, 2009

Inspiration for designing new interfaces and experiences

by Bob Ketner — last modified Apr 03, 2009 01:29 PM

Last week somone forwarded a link of a TED (http://www.ted.com) talk about a wearable interface "Pattie Maes & Pranav Mistry: Unveiling the "Sixth Sense" (http://www.ted.com/index.php/talks/pattie_maes_demos_the_sixth_sense.html). 

I found that their project is part of the "Fluid Interfaces Group" at MIT (http://ambient.media.mit.edu/projects.php?action=details&id=68).  This technology and design department is producing amazing new configurations using some commonplace pieces of technology such as cell phones, cell phone cameras, Bluetooth earpieces, mini-projectors, LED lights and the like.  Take a look at these projects at http://ambient.media.mit.edu/projects.php

Although highly experimental, these are invaluable looks at some of the things we might find commonplace in just a few years.  In planning for the Art - Film - Music - Games exhibition (http://thetechvirtual.org/projects/creative-engines), we have an opportunity to consider the uses of these types of interactive experiences in a museum setting. Anything you use in an exhibit design has to be robust enough to withstand heavy use and abuse. Maybe this setting could also provide a useful testing environment for some of these new types of interactions, as the museum environment is by definition a highly controlled one.

So take a look and consider, how can I use interactions or objects like these to produce interactive experiences that engage and educate?  Consider what kinds of interfaces may be available in a few years - even if they are only prototypes now?  What if we take even one of these ideas to their next logical steps? 

I particularly found these interesting:

Embodied Emergence:  explores how simple localized interactions between elements of a system can sometime result in unexpected complex patterns.
http://ambient.media.mit.edu/projects.php?action=details&id=41

Invisible Media:  augments objects to make them sensitive to, and able to inform, the focus of our attention. 
http://ambient.media.mit.edu/projects.php?action=details&id=13

Siftables:  aims to enable people to interact with information and media in a physical, natural manner. 
http://ambient.media.mit.edu/projects.php?action=details&id=35

Surflex: a programmable surface for the design and visualization of physical objects and spaces.
http://ambient.media.mit.edu/projects.php?action=details&id=55

Take a look at some of these projects and then prototype one of your own at:
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects






- Bob K.

Mar 24, 2009

Design iterations sought for 3 proposed exhibits about silicon chips

by Bob Ketner — last modified Mar 24, 2009 02:02 PM

We're looking for 3 design iterations for the proposed exhibits below. Deadline noon March 30, 2009 !

Hello Tech Virtual Designers,
We received notice that some folks here are working on up to 3 exhibits based around computer chip history, performance, and  Moore's Law.   Each one has a rough outline already,  but what's missing is an interface, a basic design structure of the actual interactive exhibit.  That's where you come in!  We're looking for a few good prototypes of how these could actually look.

Take a look at the descriptions below of the proposed exhibits.  How would these be structured in the real world, as an exhibit?  What would the visitor actually do, touch, and interact with to get these points across?   How can these exhibits be built so as to be intuitive and aesthetically pleasing?  Get out your sketchpads - then prototype in Second Life if you can. I was able to get "funding"  of  L$10,000 for designs that get developed and produced.

There's a short turn-around time on this request - it's due noon Monday March 30.  So, this is for people who are serious about their designs. We'll photograph the designs and put them in a list of options.  These options will be viewed by a curatorial team.  If the reviewing team likes the design presented, and it's ok'd for development, we're offering L$10,000 (approx. ~ $38. at prevailing exchange rates).

Because the design descriptions are already written up for these, simply click the tiny button at the very bottom of the project pages to "request to join the project".  The project concepts are:

"Multi-Core Manager": http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/multi-core-manager

"Leap-Ahead":            http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/leap-ahead

"Artifact-Silicon":         http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/artifact-silicon

Then you will be able to add your sketches or other content to the existing project work area.  When you are ready to prototype in Second Life contact Bob Ketner at rketner[at]thetech.org for a space. 

Give it a go!  As always exhibits used are credited under Creative Commons attribution license.  As always, if no designs are used they will merely stay in "suggested" status.  Have great ideas for exhibits about silicon chips, Moore's Law  and the miniaturization of silicon and other semi-conductor materials?  You can always add these as well under the "chips" sub-topic at  http://thetechvirtual.org/projects/creative-engines/creative-engines-projects We're starting with these original 3 because the curatorial group already liked the approaches.

Let me know any questions, and hopefully we can get yes/no answers soon on these proposed exhibits!  I'm also hoping it will illustrate how quickly designs can be prototyped.... let's see what we can come up with in  less than a week.
Thanks and see you soon,
Bob Ketner
(aka. Agent Heliosense)
Also described at: http://thetechvirtual.org/projects/design-brief-chips-topic

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Exhibit concept 1:
"Multi-Core Manager"
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/multi-core-manager

Big Idea: Visitors play the role of a type of "task manager" processing a flow of data using historical, current, and future chips.

Key Technology: The evolution of chips --- “historic times” to the future.

The Interactive:  The visitor sees a flow of processes on an LED or similar screen, simulating data flowing through the computer (i.e., 10101010101011100011000 or similar).  Visitors are able to switch between processors starting with 1 transistor, up to multi-core to handle data flow. A time indicator shows the amount of clock time required to process data using the various chips.  Switching the data speed and processing device illustrates the processing power of the chips. The user will also experience overheating, power consumption concerns and the limits of Moore's law.  Consider inclusion of different types of devices as well.

Materials: (suggested)  Steel or aluminum switches, LED panels, plastic knobs, particle board/wood/aluminum base, steel plate mount to floor, display monitors and approximately one minute of video to accompany exhibit.
 
Future Layer:   Expand as needed to include new versions of chips.  Add simulation of virtualization or handling of web traffic from multiple low end devices (i.e, smart meter, net-enabled toaster, etc.).

Online:  Tech Tag result indicating, “You processed "x" amount of data in "n" timeframe using "x" chips.  You are a great production scheduler!”  
 
Artifact: Historical and or modern chips, video display and appropriate explanatory signage.    


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Exhibit concept 2:
 “Leap Ahead”
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/leap-ahead

Big Idea:The visitor learns the implication of Moore's law and plans a business based on future computing ability.

Key Technology: Evolution of chip capacity, materials, and capabilities.

The Interactive: Visitors are presented with a rotating dial which selects chips to process data.  The dial includes future capacity (as displayed by Moore's law into 2025+).  A selection of capacities for "what will be possible" is also presented.  The user must match chip capacities as they expand their business, considering what services are needed. The business is derived from a list of possibilities.  Option to create devices or networks of devices based on capacity. Correctly matching the business requirements with processor capacity earns a Silicon Valley “Entrepreneur” rating on one’s Tech Tag page.   

Materials: (suggested)  Steel or aluminum switches, LED panels, plastic knobs, particle board/wood/aluminum base, steel plate mount to floor, display monitors and approximately one minute of video to accompany exhibit.

Future Layer:  Add simulation of future chips as technology changes.

Online: Tech Tag starts session; business failures and successes are logged.

Artifact: “Chip” samples, video display and appropriate explanatory signage.    

Basic Science: Futuristic thinking with skill variables.

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Exhibit concept 3:
“Artifact Silicon”
http://thetechvirtual.org/projects/creative-engines/creative-engines-projects/artifact-silicon

Big Idea: Learn about  the source, nature, and limits of silicon's physical properties and how future materials may address current technology limitations.  

Key Technology: Various materials used for chip manufacture.

The Interactive: The visitor is presented with materials (actual or simulated).  He must test the carrying capacity vs. scale of applications.   Materials may be placed in plexi blocks which can be moved in and out of the testing position.  Dials increase or decrease electron flow.  A switch changes to optical data transmission. Certain materials cannot transmit light or process photons. Test results are summarized upon exiting the space and are available online.

Materials: (suggested)  Steel or aluminum switches, LED panels, plastic knobs, particle board/wood/aluminum base, steel plate mount to floor, display monitors and approximately one minute of video to accompany exhibit.

Story:  Processing capacity of silicon is limited based on the line width of the circuits. These are reaching the limits of natural laws. Optical computing and nanotechnology provide promising alternatives.
 
Future Layer:  Add new materials and challenges to the simulation.   

Online: Companion exhibit and video shows materials and contains information about each.

Artifact: Pieces of silicon and chip samples
 
Basic Science: Conductivity, atomic and molecular structure of materials. Structure of chips.

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Mar 21, 2009

Program for the Future: An Invitation to Innovation

by Bob Ketner — last modified Mar 21, 2009 10:25 PM

This article from The Tech Museum's Tech Connect Magazine January 2009, and placed here so that it is available online.

The Tech Museum Tech Connect Magazine: "Program for the Future: An Invitation to Innovation"

By Bob Ketner January, 2009

 


Program for the Future: An Invitation to Innovation


On December 8 and 9, 2008 The Tech hosted a major summit and workshop based around the topic of "Collective Intelligence". The purpose of the conference was to set the stage for the next wave of collective intelligence tools - innovations that enable people and computers to be connected so that collectively they act more intelligently than individuals, groups or computers have ever done before. Produced in conjunction with the MIT Museum, Adobe Systems, Stanford Media X, the New Media Consortium and others; the conference brought together computing legends, new innovators, and thinkers from around the world for a truly global event.

The event dates were chosen to coincide with the 40th anniversary of Doug Engelbart's 90 minute "Mother of All Demos" in which he introduced the world to the innovations of the computer mouse, file folders, copy and paste, and word processing.  The demo was the world debut of the foundations of modern computing that we take for granted today.  Forty years later, Program for the Future asks the question: what's next?

The 2 day conference featured talks by Tom Malone of the MIT Center for Collective Intelligence, Hiroshi Ishii of the MIT Media Lab, Peter Friess, President of The Tech Museum, Peter Norvig of Google, and appearances by tech luminaries such as Steve Wozniak, co-founder of Apple and Doug Engelbart himself.  The highly interactive conference featured brainstorming sessions, real-time surveys, roundtable discussions, panels, and a complete parallel event held in the virtual world of Second Life. In all, over 250 local participants and over 3,000 virtual attendees participated. 

Perhaps more important than the conference itself, Program for the Future is now focused on finding new collective intelligence tools, and working to enable the next wave of innovators to network and develop new solutions.  Not limited to techhies, Program for the Future is inviting people from all backgrounds to contribute to this worldwide challenge - to design new tools that enable us to work collectively on complex problems. 

This search takes the form of an annual design challenge to find new ideas – even simple ideas – that help people work better and smarter together in some important area. The challenge is to develop a practical method, tool or technology that connects people so that they collectively act more intelligently. 

What comes to mind when you think about the future of interactivity?  If you were to be transported to the year 2048, what do you think they would say is the most important thing that improved collective working since the days of the computer interfaces we have now?  We're welcoming people to join Program for the Future by submitting entries to this challenge, then illustrate them using our Tech Virtual platform. Winning entries may be displayed at The Tech, the MIT Museum and other participating museums as exhibits prototyped in the program. It might sound far-fetched - but you just might have some insight that will help develop the future.  

In 1968 Doug Engelbart dreamed of technology and tools that increased our Collective Intelligence and delivered a stunning example of how it works.  Now it's up to us to take up the challenge.  Please join Program for the Future online at http://www.programforthefuture.org

 

- Bob Ketner January, 2009

 

Mar 20, 2009

The Tech Virtual opens new connections to museums and universities

by Bob Ketner — last modified Mar 20, 2009 04:01 PM

This article is from Tech Museum of Innovation Tech Connect Magazine February, 2009 and placed here so that it is available online.


Tech Museum of Innovation Tech Connect Magazine: "The Tech Virtual opens new connections to museums and universities"


"The museum no longer stops at the walls of this institution", Tech Museum President Peter Friess has said. Indeed, the museum forms the basis of the community that extends far beyond San Jose and even California, to wherever its programs find interest and participants. Last month, this community became a lot larger.


During December, The Tech Virtual launched Program for the Future (http://www.programforthefuture.org) in a collaborative venture with the MIT Museum, Stanford University's Media X, Adobe Systems, and scores of dedicated volunteers and enthusiasts. This 2 day conference used the 40th anniversary of Doug Engelbart's "Mother of All Demos" as a springboard to inspire and discover the next breakthrough innovations in software and collaboration. In 1968, Doug first demonstrated the computer mouse, file folders, word processing, and the keyboard-screen interface we all use today. Program for the Future asks, "what's next?" and challenges us to think - "what do we need now to solve the big problems we collectively face?".


Part contest, part experiment, the Program for the Future challenge and call to action is motivating students from countries such as Singapore and China to participate. "The response has been amazing" says Mei Lin Fung, a core organizer of Program for the Future or "PFTF".

"Partners, museums, professors and student teams can all play a significant and meaningful role in this challenge" she said in a recent email. Students from game and software design classes at Humboldt State University in Northern California have also been early contributors to this topic.


The main way these students will be participating is by adding a "project" to The Tech Virtual's online platform. Each project gets started under a distinct category, organized by museum exhibition or challenge topics. Projects can become collaborative ventures, with team members contributing different skills, or may be the work of one person. Successful projects may go on to become museum exhibits, interactive museum activities, or in the case of Program for the Future, potential innovations. By participation, contributors make their content available for use at science and technology centers worldwide.


Also joining The Tech Virtual in 2009 will be an upper level design class from San Francisco State University. Taught by Professor Jane Veeder, "Advanced Projects in Visual Communication Design" or "DAI 627" provides semester long immersion in virtual world design methods. The students will benefit from having a real world example and tie-in to their course topic, and The Tech Virtual will benefit from bringing in highly motivated digital designers of varying backgrounds just in time for the opening of the (tentatively titled) "Creative Engines of Silicon Valley" exhibition topic (see next article).


Able to encompass many approaches to exhibit design about digital media, the exhibition will be a major focus in the coming months. Designing such an adventurous set of exhibits requires inputs from many angles, and contributions from a more diverse group of specialists than could be found on any individual museum's staff. Requiring skills in concept and visual design, graphical interaction, entertainment and serious game design, product design using virtual prototyping and testing, education and learning, producing interactive exhibits on the topic of digital arts aligns seamlessly with the goals of the class.


"The good thing about this (Tech Virtual) is that students from a variety of disciplines and with a great variety in skills can participate and bring their existing interests into the projects", said Jane on a recent visit to The Tech. Students will benefit from a visit from the exhibition's curator, Matt Bittani. Each will be allotted space to design and prototype their concepts on the Tech Virtual's online platform.


Bob Ketner, Virtual Community Manager says, "I think we will find a perfect partnership in matching the needs of museums and the goals of design students. The experimental nature of this exhibition makes it all the more relevant to emerging artists, designers, or museum professionals." The topic opens for projects January 26.


Meanwhile, The Tech Virtual has recently discussed collaborative projects with some of the most famous and innovative museums, and technology projects as word has spread about the platform. It's likely that some of these will become fully formed projects yielding real results for the museums which can participate. "The beauty of The Tech Virtual is that it is a platform that allows for both real-time meetings as well as asynchronous collaboration," says Curator Rob Stephenson. "These partnerships will be truly global in nature, not at all limited to geographic boundaries. There's no need to work alone, when you can get invaluable input and insight from collaborators worldwide."


To reach even more museums, a panel appearance is set for The Western Museums Association Annual Meeting in October, and plans for many more partnerships are forming as the needs for the Creative Engines exhibition become clear. The Tech Virtual is working to connect visitors to the museum and its programs, wherever or whenever they may wish to interact and learn. As part of this "museum about the future" there's only one way to proceed - and that's into the digital frontier itself.


- Bob Ketner February, 2009

Feb 23, 2009

Rapid Prototyping the Future

by Bob Ketner — last modified Feb 23, 2009 01:35 PM

How The Tech Virtual enables rapid prototyping of museum exhibits and other content.

What if you were able to design, test, and get feedback about something you wanted to create, without ever buying any parts or using any glue, nails, or electronics? Then, what if you were able to change the color, shape, or size of those designs in just a few minutes? Well this is the vision of The Tech Virtual and now, all these abilities are being applied to the process of museum exhibit design.


During the course of this project, The Tech has been approached by architects, geneticists, professors, graphic designers, 3D modelers, hobbyists, and programmers with ideas for museum exhibits. In this way, a talent base far larger than any one museum could be able to employ can work on designing educational museum content. These contributors are also able to build their own best asset - a relevant portfolio of work - as they add to The Tech Virtual's "open source" batch of concepts and ideas which any member museum can utilize.


Let's take a look at how it works with a concrete example. Emil So, Senior Engineer at The Tech Museum had an inspiration for the design of an exhibit for the "Energy" gallery section. Emil rapidly sketched his idea on paper, and shared it with Rob Stephenson, Curator of The Tech Virtual. Within a 1 hour building session online, intern Kyle Walker was able to make a 3D model of the exhibit idea - complete with realistic scale and color. With a few more details, that model could become fully operational, as a virtual representation for what a visitor might actually experience using the exhibit.



In the design world, hand sketching remains the most immediate method of quickly "downloading" ideas from your imagination to share with others. We call this "rapid prototyping" because many ideas (usually around 20 or more) can be rapidly considered for a specific project such as a museum exhibit. Taken a step further, using the virtual world of Second Life, this rapid prototyping becomes not only collaborative and three dimensional, but also shareable with a worldwide group.


Have exhibit ideas of your own? If you can write it, sketch it, and upload it, The Tech Virtual is the place to share it!

Get your own account at http://thetechvirtual.org/createMember






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