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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.
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TEAM MEMBERS: Casey Lynch David Feil-Seifer
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.
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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.
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TEAM MEMBERS: Tracie Guy-Decker
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
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TEAM MEMBERS: Andrea Cerroni
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
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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
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TEAM MEMBERS: Matthew Nisbet Ezra Markowitz
resource evaluation Exhibitions
The Museum of the City of New York (MCNY) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a formative evaluation of proposed exhibits for “The Future of the City Lab,” an interactive gallery to be featured in the New York At Its Core exhibition that invites visitors to think about and help design the future of New York City. How did we approach this study? The goal of the study was to explore visitors’ opinions and understandings of five specific exhibits—the Introduction Text, the Big Challenges Wall, a Neighborhood Exploration, the “Density” iPad Activity, and the Selfie
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TEAM MEMBERS: Cathy Sigmond Stephanie Downey
resource evaluation Exhibitions
This summative evaluation study examines visitors' experiences of the "Plastics Unwrapped" exhibit at the Burke Museum of Natural History, Seattle, WA. The exhibit explores the complicated legacy of plastic, and the ways in which it has improved life, but not without serious impact on people and the environment. Within a framework of four evaluation questions, this study used multiple methods to assess what visitors do and where they spend their time in the exhibit, what knowledge they take away, and whether the exhibit impacts visitors' attitude toward plastic and their perception of the
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TEAM MEMBERS: Danielle Acheampong
resource research Public Programs
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project created to design, develop, implement, research, and evaluate a cyberlaboratory in a museum setting.
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TEAM MEMBERS: Oregon State University Shawn Rowe
resource research Media and Technology
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
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TEAM MEMBERS: Robin Meisner Dirk vom Lehn Christian Heath Alex Burch Ben Gammon Molly Reisman
resource project Exhibitions
The National Federation of the Blind (NFB), with six science centers across the U.S., will develop, implement, and evaluate the National Center for Blind Youth in Science (NCBYS), a three-year full-scale development project to increase informal learning opportunities for blind youth in STEM. Through partnerships and companion research, the NCBYS will lead to greater capacity to engage the blind in informal STEM learning. The NCBYS confronts a critical area of need in STEM education, and a priority for the AISL program: the underrepresentation of people with disabilities in STEM. Educators are often unaware of methods to deliver STEM concepts to blind students, and students do not have the experience with which to advocate for accommodations. Many parents of blind students are ill-equipped to provide support or request accessible STEM adaptations. The NCBYS will expose blind youth to non-visual methods that facilitate their involvement in STEM; introduce science centers to additional non-visual methods that facilitate the involvement of the blind in their exhibits; educate parents as to their students' ability to be independent both inside and outside the STEM classroom; provide preservice teachers of blind students with hands-on experience with blind students in STEM; and conduct research to inform a field that is lacking in published material. The NCBYS will a) conduct six regional, two-day science programs for a total of 180 blind youth, one day taking place at a local science center; b) conduct concurrent onsite parent training sessions; c) incorporate preservice teachers of blind students in hands-on activities; and d) perform separate, week-long, advanced-study residential programs for 60 blind high school juniors and seniors focused on the design process and preparation for post-secondary STEM education. The NCBYS will advance knowledge and understanding in informal settings, particularly as they pertain to the underrepresented disability demographic; but it is also expected that benefits realized from the program will translate to formal arenas. The proposed team represents the varied fields that the project seeks to inform, and holds expertise in blindness education, STEM education, museum education, parent outreach, teacher training, disability research, and project management. The initiative is a unique opportunity for science centers and the disability population to collaborate for mutual benefit, with lasting implications in informal STEM delivery, parent engagement, and teacher training. It is also an innovative approach to inspiring problem-solving skills in blind high school students through the design process. A panel of experts in various STEM fields will inform content development. NCBYS advances the discovery and understanding of STEM learning for blind students by integrating significant research alongside interactive programs. The audience includes students and those responsible for delivering STEM content and educational services to blind students. For students, the program will demonstrate their ability to interface with science center activities. Students will also gain mentoring experience through activities paired with younger blind students. Parents and teachers of blind students, as well as science center personnel, will gain understanding in the experiences of the blind in STEM, and steps to facilitate their complete involvement. Older students will pursue design inquiries into STEM at a more advanced level, processes that would be explored in post-secondary pursuits. By engaging these groups, the NCBYS will build infrastructure in the informal and formal arenas. Society benefits from the inclusion of new scientific minds, resulting in a diverse workforce. The possibility for advanced study and eventual employment for blind students also reduces the possibility that they would be dependent upon society for daily care in the future. The results of the proposed project will be disseminated and published broadly through Web sites; e-mail lists; social media; student-developed e-portfolios of the design program; an audio-described video; and presentations at workshops for STEM educators, teachers of blind students, blind consumer groups, researchers in disability education, and museum personnel.
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resource research Exhibitions
This paper discusses the topic of visitor circulation through exhibition spaces. Specifically, this paper cites findings from a visitor tracking study through five traveling exhibits at the Anniston Museum of Natural History. Questions explored include: 1) How much influence does the spatial arrangement of objects within a gallery have on the behavior of visitors?; 2) How much do the characteristics of exhibit objects influence visitor behavior?; and 3) How effective are techniques for increasing visitation to a changing exhibit hall?
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TEAM MEMBERS: Stephen Bitgood Joe Hines Wayne Hamberger William Ford