Skip to main content

Community Repository Search Results

resource research Media and Technology
This short (approximately 2-3 hours), self-paced non-credit learning module is designed for those new to conducting research in communities impacted by energy development. You will learn about the concept of “research fatigue” and become more prepared for fieldwork by learning what to expect when you visit energy-impacted communities. Access is free for students, researchers and those living in or serving communities impacted by energy development. Participants who complete the online course can a digital badge called Understanding Research Fatigue. Earners of this certification will
DATE:
TEAM MEMBERS: Suzi Taylor Julia Hobson Haggerty Kristin Smith Ruchie Pathak
resource research Public Programs
This workbook / planning guide was designed as an outreach tool to support students and early-career researchers who are studying the social impacts of energy development and wish to better understand and mitigate “research fatigue,” a state in which citizens of a community who are already experiencing massive change may be exhausted by additional attention from researchers, the media and others outside the community. The workbook can be used as a stand-alone resource or as a complement to the Understanding Research Fatigue online module (https://eu.courses.montana.edu/CourseStatus.awp
DATE:
TEAM MEMBERS: Suzi Taylor Julia Hobson Haggerty Jeffrey Jacquet Gene Theodori Kathryn Bills Walsh
resource project Media and Technology
This project investigates long-term human-robot interaction outside of controlled laboratory settings to better understand how the introduction of robots and the development of socially-aware behaviors work to transform the spaces of everyday life, including how spaces are planned and managed, used, and experienced. Focusing on tour-guiding robots in two museums, the research will produce nuanced insights into the challenges and opportunities that arise as social robots are integrated into new spaces to better inform future design, planning, and decision-making. It brings together researchers from human geography, robotics, and art to think beyond disciplinary boundaries about the possible futures of human-robot co-existence, sociality, and collaboration. Broader impacts of the project will include increased accessibility and engagement at two partner museums, interdisciplinary research opportunities for both undergraduate and graduate students, a short video series about the current state of robotic technology to be offered as a free educational resource, and public art exhibitions reflecting on human-robot interactions. This project will be of interest to scholars of Science and Technology Studies, Human Robotics Interaction (HRI), and human geography as well as museum administrators, educators and the general public.

This interdisciplinary project brings together Science and Technology Studies, Human Robotics Interaction (HRI), and human geography to explore the production of social space through emerging forms of HRI. The project broadly asks: How does the deployment of social robots influence the production of social space—including the functions, meanings, practices, and experiences of particular spaces? The project is based on long-term ethnographic observation of the development and deployment of tour-guiding robots in an art museum and an earth science museum. A social roboticist will develop a socially-aware navigation system to add nuance to the robots’ socio-spatial behavior. A digital artist will produce digital representations of the interactions that take place in the museum, using the robot’s own sensor data and other forms of motion capture. A human geographer will conduct interviews with museum visitors and staff as well as ethnographic observation of the tour-guiding robots and of the roboticists as they develop the navigation system. They will produce an ethnographic analysis of the robots’ roles in the organization of the museums, everyday practices of museum staff and visitors, and the differential experiences of the museum space. The intellectual merits of the project consist of contributions at the intersections of STS, robotics, and human geography examining the value of ethnographic research for HRI, the development of socially-aware navigation systems, the value of a socio-spatial analytic for understanding emerging forms of robotics, and the role of robots within evolving digital geographies.

This project is jointly funded by the Science and Technology Studies program in SBE and Advancing Informal STEM Learning (AISL) Program in EHR.
DATE: -
TEAM MEMBERS: Casey Lynch David Feil-Seifer
resource research Public Programs
This is a story about learning STEM content and practices while making objects. It is also a story about how that learning is contextualized in one young man’s disruption of racism simply by trying to learn how gears work. Our project, Investigating STEM Literacies in MakerSpaces (STEMLiMS), focuses on how adults and youth use representations to accomplish tasks in STEM disciplines in formal and informal making spaces (Tucker-Raymond, Gravel, Kohberger, & Browne, 2017). Making is an interdisciplinary endeavor that may involve mechanical and electrical engineering, digital literacies and
DATE:
resource project Media and Technology
Implementation of a permanent exhibition, on-line content, educational materials, and public programs exploring the history and cultural impact of video games.

Through the design, fabrication, and implementation of a 24,000-sq. ft. permanent, long-term gallery—tentatively entitled Digital Worlds—The Strong National Museum of Play will explore and share the history, influence, and experience of video games as they relate to culture, storytelling, human development, and the broader evolution of play. This gallery, the centerpiece of a transformational museum expansion, will include complementary and cohesive interactive exhibit spaces that showcase the history of video games through: (1) display of rare and unique historical artifacts; (2) use of multiple media formats that allow guests to discover the history of video games and their impact on society and culture; and (3) inclusion of one-of-a-kind interactive experiences that bring the history, art, and narrative structures of video games to life.
DATE: -
TEAM MEMBERS: Jon-Paul Dyson
resource project Exhibitions
Implementation of a traveling exhibition, website, curriculum, and public programs exploring the history of the scrap industry in America.

The Jewish Museum of Maryland (JMM) is developing Scrap Yard: Innovators of Recycling, a temporary, traveling exhibit that will allow visitors to explore the evolution of the American scrap industry over 250 years through the stories of people who created it – immigrants, their descendants and their successors. In addition to the 2,000-sq ft, experiential exhibit exploring scrap recycling through the lenses of history, sociology and technology, JMM intends to publish a companion book and free interpretive brochure, create a website, plan public programs, collect and curate select oral histories, and develop educational curricula. The exhibit will feature historical objects, oral histories, texts, images, multimedia, and interactives. Resources will be drawn from JMM’s collections, the archives of the Institute of Scrap Recycling Industries (ISRI), and a variety of other sources. Scrap Yard opens at JMM in 2019 and begins a national tour in 2020.
DATE: -
TEAM MEMBERS: Tracie Guy-Decker
resource research Public Programs
This poster was presented at the 2019 AISL PI Meeting, and describes the the ongoing research questions and goals of the Ute STEM Project, which explores the integration of the traditional ecological knowledge (TEK) of the Ute Indians of Colorado and Utah and Western science, technology, engineering and math (STEM).
DATE:
TEAM MEMBERS: Liz Cook Shannon Voirol Sheila Goff Cassandra Atencio Garrett Briggs Alden Naranjo Betsy Chapoose Terry Knight, Sr. Nicole Shurack Richard Ott Carl Conner Kelly Kindscher Kate Livingston
resource project Public Programs
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This proposed effort embraces broad participation by the three Ute tribes, History Colorado, and scientists in the field of archaeology to investigate and integrate traditional ecological knowledge and contemporary Western science. The project will preserve knowledge from the Ute peoples of Colorado and Utah, including traditional technology, ethnobotany, engineering and math. Results from this project will inform educational efforts in similar communities.

This project will build on the long-standing collaborations between History Colorado (HC), the Southern Ute Indian Tribe, Ute Mountain Ute Tribe and Ute Indian Tribe, Uintah & Ouray Reservation, and the Dominguez Archaeological Research Group DARG). HC will implement and evaluate a regional informal learning collaboration focused on Ute traditional and contemporary STEM knowledge serving over 128,000 learners through tribal programs, local history museums and educational networks. This project will advance the understanding of integrated knowledge and the role of Ute people as STEM learners and practitioners. This Informal Science Learning project will increase lifelong STEM learning in rural communities and create a replicable model for collaboration among tribes, history museums, and scientists.
DATE: -
TEAM MEMBERS: Liz Cook Sheila Goff Shannon Voirol JJ Rutherford
resource research Media and Technology
The knowledge society is a new social species that, despite many uncertainties and some (old and new) ambiguities, is emerging on the horizon of the 21st century. Placed at the convergence of two long-term processes (society of individuals and knowledge society), it is characterised by the social-economic process of knowledge circulation, which can be divided into four fundamental phases (generation, institutionalisation, spreading and socialisation). The current situation also sees the traditional (modern) structure of knowledge being outdated by the convergence of nanotechnologies
DATE:
TEAM MEMBERS: Andrea Cerroni
resource research Media and Technology
Before constructing a translation of scientific discourse in lay terms – and with this, calling forth the ghost of the public’s ignorance about science and technology – the operation which makes up the main task of specialized journalism in the coverage of related topics consists in the construction of a discourse of its own. However, this discourse frequently only amplifies and legitimates socially that which scientific laboratories and high tech companies offer as new, without critical opinions or contextualization. In addition to this, it is also generally characterized by linguistic
DATE:
TEAM MEMBERS: Flavia Natercia da Silvia Medeiros
resource research Media and Technology
In recent weeks, Britain’s Better Regulation Task Force report on scientific research regulation asked the Government to evaluate the risks associated with the development of Nanosciences and Nanotechnologies. The Government was also asked to prove its implementation of a specific policy to protect human, animal and environmental safety, were it to be threatened by the development of this emerging field of knowledge. These requests may sound rather alarming. However, objectively speaking, the precautionary attitude of the Better Regulation Task Force does not differ greatly from that of the U
DATE:
TEAM MEMBERS: Pietro Greco
resource research Media and Technology
AAAS describes public engagement with science as intentional, meaningful interactions that provide opportunities for mutual learning between scientists and members of the public. Through the Alan I. Leshner Leadership Institute for Public Engagement with Science, AAAS empowers scientists and engineers to practice high-impact public engagement by fostering leaders who advocate for critical dialogue between scientists and the public and lead change to enable their communities, institutions, and others to support public engagement. This report, with additional work on understanding mechanisms for
DATE:
TEAM MEMBERS: Matthew Nisbet Ezra Markowitz