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1 CITRIS 2010 New Media Research Profs. Ken Goldberg and Greg Niemeyer CITRIS at UC Berkeley Prof. Marilyn Walker CITRIS at UCSC Maurizio Forte CITRIS.

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Presentation on theme: "1 CITRIS 2010 New Media Research Profs. Ken Goldberg and Greg Niemeyer CITRIS at UC Berkeley Prof. Marilyn Walker CITRIS at UCSC Maurizio Forte CITRIS."— Presentation transcript:

1 1 CITRIS 2010 New Media Research Profs. Ken Goldberg and Greg Niemeyer CITRIS at UC Berkeley Prof. Marilyn Walker CITRIS at UCSC Maurizio Forte CITRIS at UC Merced

2 California is the Mecca of new media “The world spends over 110 billion minutes per month on social networks and blog sites.” - NielsenWire, June 2010 Apple, Google, Facebook, HP, Intel, Cisco, eBay, Adobe, Agilent, Oracle, Yahoo, Netflix, and EA.

3 3 CITRIS 2010 Outline Overview of CITRIS New Media Research Case Studies Game-Based Learning for Health Applications Tele-Immersion and Archaeology Crowdsourcing Insights and Innovation Research Partners Next Ten Years

4 4 CITRIS 2010 What is a medium?

5 5 CITRIS 2010

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10 10 CITRIS 2010

11 11 CITRIS 2010 Mission: To critically analyze and shape developments in new media from cross- disciplinary and global perspectives that emphasize humanities and the public interest.

12 CITRIS 2010 12 machine learning and social interaction (ryokai)

13 CITRIS 2010 13 phenomenology and second life (dreyfus)

14 CITRIS 2010 14 trust and video conferencing (canny)

15 15 CITRIS 2010 donation dashboard (goldberg)

16 16 CITRIS 2010

17 17 CITRIS 2010 The New Media Research Roundtable A bi-weekly series for faculty and graduate students to discuss current research in new media with emphasis on identifying new collaborative research opportunities among participants and presenters.

18 CITRIS 2010 18 Public Events: ATC Lecture Series Design Futures Lecture Series Continuous Bodies Symposium Rip.Mix.Burn. Art Exhibit ParaSite Symposium Out of Time-Space Embodiment and New Media Conversation on Digital Film Artist Appropriation Rights Attention Literacy

19 CITRIS 2010 19 BCNM Research Lab and Reading Room 4 th Floor

20 20 CITRIS 2010 Game-Based Learning for Health Applications Prof. Marilyn Walker CITRIS at UCSC Prof. Greg Niemeyer CITRIS at UC Randi Hagerman CITRIS at UC Davis

21 CITRIS 2010 21 Spy Feet: Using mobile gaming to promote physical activity in girls  Research on preventive health has shown that despite various interventions, physical activity declines precipitously in adolescents, especially in girls – leading to obesity, diabetes and cardiovascular problems.  Novel interventions for motivating teenagers to exercise would thus help address a national health problem.  The interest of youth in computer games and in smart phone applications suggests that mobile computer games aimed at increasing physical activity could providing compelling contexts for transforming health- related behaviors in young people

22 22 CITRIS 2010 New Media: RPG’s + Dynamic Dialogue Generation 33 When a scheming mad scientist starts taking over drivers in the player's hometown, it's up to them to solve an ever-deepening mystery. As a budding Nature Warden, players learn to use their secret abilities to speak with animal spirits, uncovering a previously invisible world where ants are foot soldiers and beetles sing opera. Players will go on a series of journeys through familiar streets now alive with animals to befriend, missions to accomplish, and mysteries to unlock. The non-linear dynamically configured story and dialogue generation gives players the freedom to investigate only the characters or story elements that interest them.

23 CITRIS 2010 23 Research Questions  Technical:  Hypotheses: Dynamic elements will increase motivation to play, replayability, and immersion  SpyGen: A new generation engine to support dynamic adaptive dialogue generation for characters in role playing games  Grail GM: a new role playing game manager that supports dynamic reconfiguration of quests to allow user choices to matter  Societal:  What types of motivational elements can influence behavior change?  What is the role of social interaction vs. narrative world?

24 CITRIS 2010 24 Summary  Societal  Will be ready to test with users in November  Experiment with role of technical elements in motivating behavior change  Technical  Android Platform very re-usable  Dynamic, easily reconfigurable architecture  Spy Gen 1.0  Grail GM 2.0 37

25 From Anticipation to Prediction: Games, Data and Collective Gain Greg Niemeyer CITRIS at UC Berkeley Randi Hagerman CITRIS at UC Davis

26 The CITRIS Promise: Multi-Campus Interdisciplinarity Presentation of "Balance Game" at UC Davis Tele- Immersion conference Seed funding for Multi-Campus pilot project Close collaborations with Drs. Randi Hagerman, Susan Rivera and Faraz Farzin now include Fragile X game (TrackFX) and RuleMaker. Collaboration led to international joint venture with the Montreal Neuroscience Institute.

27 The CITRIS Promise: Service to Society

28 Reduce age at time of intervention Distribute application at lowest possible course Aggregate data broadly Play anywhere Use existing platforms and play frameworks Android version announced

29 Track FX: A study about game-based learning and therapeutic intervention Game Type: Intervention and Outcome Measure Initial study with Typicals age 28 to 60 months at Child Study Center Game played on Tablet PCs, Data collection on online database. Four types of players seen in data (cf. Bartle, Richard): Learners, Novelty Seekers, Explorers, Competitors MOT skills accelerate at 36 months TrackFX is outcome measure for Minocycline study

30 Playable Links: TrackFX: Thanks to CITRIS for connecting support, space, doctors and game designers. Thanks to the Townsend Center for summer interns. Thanks to the Montreal Neuroscience Institute and UC DAVIS for research support.

31 31 CITRIS 2010 Cyber-Archaeology Virtual Environments and New Media Maurizio Forte CITRIS at UC Merced Ruzena Bajcsy CITRIS at UC Berkeley

32 Reconstructing the Material Past  The reconstruction of the past, in terms of cultural material, is one of the biggest challenges for contemporary societies.  The link of archaeology and digital technologies is fundamental for revisiting, interpreting and communicating the past  One of the bottlenecks in archaeology is the difficulty to contextualize and share data, models, archives, metadata in a collaborative way. 32 What kind of information can we transmit to the future generations? How do we preserve the knowledge of the past? How can we communicate this knowledge in the Digital Era?


34 Outcomes and Perspectives  The prototypal virtual collaborative work open very challenging perspectives in other research and educational areas in and out the UC system.  Ideas > 3D learning, Virtual Classes, Museum Studies, CRM, Visual Art, Image Processing, Environmental Simulation, Environmental Monitoring, Virtual Labs, 3D Modeling, 3D Publications, Teleimmersive Networks  We are well positioned for the next ten years  Migration and preservation of 3D digital archives and datasets  Simulation studies, Networking, Collaborative inter- campus Scenarios, Intelligent Distribution of Digital Resources, Advanced Cognitive Impacts 34

35 Results of the Prototype Platform (UC Merced, UC Berkeley, UC Davis) Two users in the shared virtual space (rendering with applied texture mapping) User immersed in the virtual environment

36 The Cyber Map Is the 3D modeling sufficient to show and explain the tomb iconographic complexity? Virtual Reconstruction of a Chinese tomb at Xi’an (Virtual Collaborative System)

37 CITRIS 2010 37 The Powerwall at UC Merced Collaborative VR. M.Kalmann, M.Forte

38 CITRIS 2010 38 UCM Students at the Powerwall

39 Current and Future Partners  NEH  NSF  Trimble Navigation  Nextengine  Erdas  Avie Systems  UNESCO 39

40 40 CITRIS 2010 Social Media for Crowdsourcing Innovation and Insights Profs. Ken Goldberg CITRIS at UC Berkeley

41 The challenge: too much of a good thing 20 sec. per comment X 35,387 comments = 8 days

42 42 CITRIS 2010 Goals For Organizations  Understand the diversity of their community  Engage their community  Solicit feedback and creative suggestions  Rapidly identify patterns, insightful ideas For Community Members  Understand relationships with other community members  Engage with a diversity of viewpoints and ideas  Express ideas, and be heard hybrid vigor

43 Our Approach 1. Visualization2. Level Playing Field 3. Wisdom of Crowds4. Game Structure

44 Opinion Space

45 Step 1: Enter your opinions and response

46 Step 2: Visualize your position

47 Step 3: Read and rate others users

48 48 CITRIS 2010 March-Oct 2010 4,963 Users 94 Countries 24,815 Opinions

49 CITRIS 2010 49 Interpreting Eigenvectors Direction and magnitude of motion in PCA-space as slider value changes for each individual proposition.

50 50 CITRIS 2010 Research Team: David Wong: EECS MS Student Ephrat Bitton: IEOR PhD Student Siamak Faridani: IEOR PhD Student Elizabeth Goodman: School of Information PhDStudent Tavi Nathanson: EECS Graduate Student Alex Sydell: EECS Undergraduate Student Sanjay Krishnan: EECS Undergraduate Student Ken Goldberg:IEOR, EECS, iSchool Gail de Kosnik:Theater, Dance, Performance Studies Kimiko Ryokai:School of Information Meghan Laslocky: Outside Consultant on Content Ari Wallach: Outside Consultant on Content and Strategy Steve Weber: Outside Consultant on Content Peter Feaver: Outside Consultant on Content U.S. State Department: Alec Ross: Senior Advisor for Innovation Katie Dowd: New Media Director

51 Partners thus far "Opinion Space will harness the power of connection technologies to provide a unique forum for international dialogue. This is... an opportunity to extend our engagement beyond the halls of government directly to the people of the world." - Secretary of State Hillary Clinton

52 52 CITRIS 2010 New Media Research Next 10 Years… Profs. Ken Goldberg and Greg Niemeyer CITRIS at UC Berkeley Prof. Marilyn Walker CITRIS at UCSC Maurizio Forte CITRIS at UC Merced

53 53 CITRIS 2010 Were the objectives and goals described in the original CITRIS proposal met by our research? Absolutely! Our goals have been exceeded but there is exciting work ahead for the next 10 years!:

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58 Thank you.

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