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New Media Research

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. 1. CITRIS 2010. California is the Mecca of new media

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New Media Research

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  1. 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 1 CITRIS 2010

  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

  3. 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 3 CITRIS 2010

  4. What is a medium? 4 CITRIS 2010

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  16. Mission: To critically analyze and shape developments in new media from cross-disciplinary and global perspectives that emphasize humanities and the public interest. 17 CITRIS 2010

  17. machine learning and social interaction (ryokai) 18 CITRIS 2010

  18. phenomenology and second life (dreyfus) 19 CITRIS 2010

  19. trust and video conferencing (canny) 20 CITRIS 2010

  20. donation dashboard (goldberg) 21 CITRIS 2010

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  22. 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. 23 CITRIS 2010

  23. 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 24 CITRIS 2010

  24. BCNM Research Lab and Reading Room 4th Floor 25 CITRIS 2010

  25. Game-Based Learning for Health Applications Prof. Marilyn Walker CITRIS at UCSC Prof. Greg Niemeyer CITRIS at UC Berkeley 26 CITRIS 2010

  26. 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 Spy Feet: Using mobile gaming to promote physical activity in girls 27 CITRIS 2010

  27. Marilyn Walker Research: Adaptive Algorithms, Dynamic Dialogue Management, Expressive Generation Noah Wardrip-Fruin Research: Playable Media, Game Design Sri Kurniawan Research: Assistive Technologies and Human Computer Interaction UCSC SpyFeet CITRIS Team 32 28 CITRIS 2010

  28. New Media: RPG’s + Dynamic Dialogue Generation 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. 33 29 CITRIS 2010

  29. 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? Research Questions 30 CITRIS 2010

  30. SpyGen 35 31 CITRIS 2010

  31. Grail GM + Informant Story Manager 36 32 CITRIS 2010

  32. 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 Summary 37 33 CITRIS 2010

  33. Track FX: A study about game-based learning and therapeutic intervention • 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 (cf. Lantern Mind) • TrackFX is outcome measure for Minocycline study • Game Type: Intervention and Outcome Measure 37 CITRIS 2010

  34. Learner

  35. RuleMaker: Abstraction and Memorization • Initial study with typicals age 8 to 11 years at MIND institute (Rivera, Langer) • Game played on web page via Flash • Data collection to an online database • Study: What regions of the brain store abstract concepts, and what regions store explicit memorization?  • Game type: research game providing researchers with deep interaction data.  40 CITRIS 2010

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  37. Neuropolis: A game design for neuroscience awareness • Intended audience is anyone who has a reason to find out how the brain works.  • Client: MNI.  • Data collection on online database. • No player data collected yet, but future versions will collect deep data.  • Game type: Awareness game (The Brain: a playable owners' manual) 42 CITRIS 2010

  38. Pokerwalk: A health game promoting urban awareness • Intended audience is anyone who wants to understad pedestrian circulation in a city  • Client: ArtPrize Grand Rapids.  • Data collection on online database. • Collected data produces circulation maps • Game type: awareness game (city, health) 43 CITRIS 2010

  39. Playable Links: • Web-based:  • Rulemaker: www.rulemaker.org • TrackFX: www.trackfx.org • Thanks to CITRIS for connecting support, space, doctors and game designers. • Thanks to Townsend Center for summer interns.  44 CITRIS 2010

  40. 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, Neuropolis. 45 CITRIS 2010

  41. Cyber-ArchaeologyVirtual Environments and New Media Maurizio Forte CITRIS at UC Merced Ruzena Bajcsy CITRIS at UC Berkeley 46 CITRIS 2010

  42. Reconstructing the Material Past 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? • 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.

  43. ARCHAEO-PEDIA 3D: A POSSIBLE FUTURE COLLABORATIVE NETWORK ACROSS UC CAMPUSES

  44. 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

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

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