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resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource project Media and Technology
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
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TEAM MEMBERS: Bryan Pijanowski Daniel Shepardson Barbara Flagg
resource project Exhibitions
This research and development project would inform and engage audiences (especially middle school age girls) about the fundamental research under investigation at the Large Hadron Collider (LHC) at CERN in Geneva, Switzerland. A research plan and summative evaluation will fill a gap in what is known about the public's perception and understanding of the LHC/particle physics and include studies on girl's interest and engagement. Deliverables include a 40 minute giant screen film (3D/2D), full dome planetarium film, an interactive theater lobby exhibit, website, mobile app, materials and professional development workshops for educators. The giant screen film will use scientific visualizations and artistic interpretation to reveal compelling scientific stories recreating conditions following the Big Bang and the discovery in 2012 of the Higgs boson. CERN is providing unprecedented access to the collider and particle detectors including filming inside the 17 mile long underground tunnel while it is closed for upgrades in 2013-2014. There are 8 partner science museums (7 with planetariums) that will show the film/exhibit and serve as sites for research, evaluation, and outreach to underserved audiences ( Adventure Science Center, Carnegie Science Center, The Franklin Institute, Liberty Science Center, OMSI, Orlando Science Center, the Smithsonian, and the St. Louis Science Center). Additional distribution/marketing channels include giant screen theaters, planetariums, DVD, and social social media. Launch is targeted for 2016. Learning outcomes will focus on increasing awareness and interest in the LHC and increasing young people's engagement and excitement about the nature of scientific discovery. The research on girl's engagement and interest in physics will fill a gap in field. The project deliverables are projected to reach large audiences through national distribution of the giant screen film, the planetarium show, the exhibit, 3D/2D Blu Ray and DVDs, and access on computers, tablets, and other mobile devices.
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TEAM MEMBERS: Mark Kresser Stephen Low Dale McCreedy Manuel Calderon de la Barca Barbara Flagg
resource project Media and Technology
This proposal is for a one day workshop including researchers from multiple research disciplines (e.g. education, communication, psychology) and key stakeholders from the giant screen film industry to develop key research questions, priorities, and strategies related to giant screen cinema characteristics that impact STEM learning. The workshop would be held preceding the October, 2013 meeting of ASTC in Albuquerque, NM. There has been little research performed on the unique components of STEM giant screen films related to the role of immersion, presence, and effect on cognition. This workshop would begin with an online forum where invited participants would develop a list of questions, organize prior research, and identify relevant readings. During the workshop day at ASTC, participants would engage in roundtable exercises to develop the research program strategies (methods, collaborative communities, etc.) for the prioritized questions. The workshop outcomes include development of future research proposals and collaborative communities that will address the questions related to the impact of giant screen films and the role of immersion and presence on learning.
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TEAM MEMBERS: Mary Nucci
resource project Media and Technology
This research project will analyze and communicate important societal issues having to do with the disposal of nuclear waste. Unlike the vast majority of scholarly inquiries, which culminate in journal articles or a book, this inquiry will result in a feature length documentary about the scientific, political, and ethical issues adjacent to the problem of the socially responsible disposal of nuclear waste. Though the reach of the film will extend beyond any particular site, the focal point of the study is the only fully-licensed, operating geological repository for nuclear waste in the world: the Waste Isolation Pilot Plant twenty-six miles east of Carlsbad, New Mexico. The project will track the contentious history of current and planned clean-up operations involving the Pilot Plant. It will depict a disputed, sometimes successful and sometimes failed, trading zone for very different (often antagonistic) stakeholders from experts, to townspeople, politicians, miners, activists, industrial engineers, and futurists. Trading-zone studies, a methodological approach within the research area known as Science and Technology Studies (STS), interrogate subcultures confronting one another and developing coordinated local action where global agreement is often absent. In this trading-zone study, the investigator is ethically, visually, and methodologically committed to depicting that collision as all sides struggle to shape an contested nuclear future. The use of film as a medium for presenting the results of the trading-zone study is innovative and potentially transformative; it could open a way for STS to investigate in a visual way the making of science and technology policy. This project will reach a broad audience by partnering with outreach organizations, Film Sprout and Working Films, to bring the film to its core audience: policy makers, environmentalists, along with groups and citizens traditionally not positioned to participate in science policy. Target locales and groups include science museums such as the Bradbury Science Museum (Los Alamos), the Atomic Testing Museum (Las Vegas), The Museum of Science and Industry (Albuquerque), nuclear facilities, towns surrounding them, and environmental groups.
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TEAM MEMBERS: Peter Galison
resource evaluation Media and Technology
In August 2011, nine months prior to the theatrical premiere of Otter 501, Sea Studios Foundation launched the Otter 501 Facebook page in an effort to reach and engage audiences through social media. Initially, Sea Studios organized for Katie Pofahl, the film’s human star and narrator, to author posts and respond to visitor comments about the forthcoming film and related topics. Subsequently, with the theatrical premiere of Otter 501 in May 2012, viewers of the film then had an opportunity to watch the character Katie post updates and respond to comments on her “virtual” Facebook page
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TEAM MEMBERS: Sea Studios Foundation Valerie Knight-Williams Divan Williams Gabe Simmons
resource project Media and Technology
The Educational Broadcasting Corporation (WNET) is researching and testing an experimental, short-format television broadcast and Web project entitled "Science InSight." The goal of this experimental research is to determine if short-format television segments can successfully increase Americans' understanding of -- and interest in -- new research in science and technology and, if they can, which of several possible formats is likely to be most successful. During this research and development phase, WNET will test the viability of the project model and develop and refine the model for use in a selected group of media venues such as the forthcoming PBS weekly public affairs program,"Public Square." The specific activities to be undertaken in the research phase include: -assembling an expert board of up to six advisors with expertise in science, science journalism and media; -producing three, experimental, short-format, "program concept" video segments of varying lengths for use as science information pieces in other media programs; -conducting formal and informal testing and evaluation of these test formats for appeal, credibility, clarity and comprehensibility of style and content; and -identifying additional key potential distribution partners from television media, print, Web and science centers outlets.
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TEAM MEMBERS: Irwin Shapiro
resource evaluation Media and Technology
Dinosaurs Alive is a global adventure of science and discovery featuring the earliest dinosaurs of the Triassic Period and those of the Cretaceous "reincarnated" life-sized for the giant IMAX screen. Audiences will journey with some of the world's preeminent paleontologists as they uncover evidence that the descendants of dinosaurs still walk (or fly) among us. From the exotic, trackless expanses and sand dunes of Mongolia's Gobi Desert to the dramatic sandstone buttes of New Mexico, the film follows American Museum of Natural History paleontologists as they explore some of the greatest
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TEAM MEMBERS: Alice Apley, Ph.D. Kim Streitburger Jenny Scala Maryland Science Center
resource evaluation Media and Technology
Ice Planet Earth (IPE) was a three-year NSF-Funded grant, with a focus on building awareness and understanding of polar processes and designed to coincide with the International Polar Year, which took place from March 2007-March 2009. A key feature of the IPE project was the development of 'Ice Worlds', a planetarium style film designed for both general audiences and for students/youth. IPE was a collaboration between the University of New Hampshire, and the following institutions: The Carnegie Museum of Natural History in Pittsburgh; the Houston Museum of Natural Sciences; the Louisiana Art
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TEAM MEMBERS: Judah Leblang Elizabeth Osche University of New Hampshire
resource evaluation Media and Technology
The National Science Foundation has provided funding through NSF-ISE# 0946691 to support the DISCUSS Colloquium, a seed initiative to nurture a shared Digital Immersive Giant Screen Specifications (DIGSS) for STEM learning film production at a scale and quality that is sustainable in the informal science education (ISE) community. It is anticipated that when such specifications are adopted and published, equipment manufacturers and show producers will be better able to raise capital based on the scale of the network and their need for replacement equipment and new films. Researchers from ILI
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TEAM MEMBERS: John Fraser White Oak Institute Victor Yocco Sarah Gruber