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resource evaluation Media and Technology
In 2009, the Monterey Bay Aquarium began looking at new ways to interpret its Seafood Watch program. This nationwide conservation program strives to educate the public about the importance of buying sustainable seafood. As part of the program, the Aquarium publishes a printed pocket guide that lists the types of seafood consumers should buy and the types they should avoid. (For more information, visit www.seafoodwatch.org.) Over the years, several zoos, aquariums and museums that partner with the Aquarium have expressed interest in displaying an exhibit to encourage more of their visitors to
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TEAM MEMBERS: Jon Deuel Ava Ferguson Susan Kevin
resource evaluation Media and Technology
The American Museum of Natural History (AMNH) received a NOAA-ELG grant for a three-year project, entitled Exploring Earth Systems: Expanding Data Visualizations Experiences for Museum Learners (or Data Visualizations). The project focuses on the development, testing, and distribution of Visualizations for the Earth and Bio content strands of the AMNH's Science Bulletins program. The Visualizations are short media pieces that use satellite data to tell the story of Earth processes on land, in the oceans, and in the atmosphere, with the larger goals of helping viewers to understand the dynamic
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TEAM MEMBERS: Susan Foutz American Museum of Natural History
resource evaluation Media and Technology
The American Museum of Natural History (AMNH) received a NOAA-ELG grant for a three-year project, entitled Exploring Earth Systems: Expanding Data Visualizations Experiences for Museum Learners (or Data Visualizations). The project focuses on the development, testing, and distribution of Visualizations for the Earth and Bio content strands of the AMNH's Science Bulletins program. The Visualizations are short media pieces that use satellite data to tell the story of Earth processes on land, in the oceans, and in the atmosphere, with the larger goals of helping viewers to understand the dynamic
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TEAM MEMBERS: Susan Foutz American Museum of Natural History
resource evaluation Media and Technology
This document outlines front-end and formative evaluation findings including baseline use; improving attraction and holding power and interactions; and improving interfaces. While we found that people like the globe and will stay and interact especially with the redesigned kiosk, there is still room for improvement in support for information transfer and meaning generation, as well as opportunities for retaining user choice and control while adding usability features such as narration.
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TEAM MEMBERS: Shawn Rowe Katie Stofer Céleste Barthel Nancee Hunter Hatfield Marine Science Center
resource evaluation Media and Technology
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
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TEAM MEMBERS: Elissa Chin Christine Reich Museum of Science
resource evaluation Media and Technology
A research study was conducted to help inform UC Davis's Tahoe Environmental Research Center (TERC) about the greater Lake Tahoe area community's perceived value of the center and two 3D visualizations included as part of their guided tour of the center. Research questions focused on how various local groups perceived the center, how TERC can better engage locals and tourists alike, the potential for the current 3D visualizations (Lake Tahoe, Earthquakes) for impacting attitudes and behaviors about the Lake and how the Lake Tahoe 3D visualization impacted middle school students during a school
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TEAM MEMBERS: Steven Yalowitz University of California Davis
resource research Media and Technology
Touch-sensitive devices are becoming more and more common. Many people use touch interaction, especially on handheld devices like iPhones or other mobile phones. But the question is, do people really understand the different gestures, i.e., do they know which gesture is the correct one for the intended action and do they know how to transfer the gestures to bigger devices and surfaces? This paper reports the results of usability tests which were carried out in semi public space to explore peoples’ ability to find gestures to navigate on a virtual globe. The globe is presented on a multi-touch
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TEAM MEMBERS: Jim Spadaccini Markus Jokisch Thomas Bartoschek Angela Schwering
resource research Media and Technology
Most tabletop research presents findings from lab-based user studies, focusing on specific interaction techniques. This means we still know little about how these new interfaces perform in real life settings and how users appropriate them. This paper presents findings from a field study of an existing interactive table in a museum of natural history. Visitors were found to employ a wide variety of gestures for interacting; different interface elements invited different types of gesture. The analysis highlights challenges and design conflicts in the design of tabletop interfaces for public
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TEAM MEMBERS: Eva Hornecker
resource project Media and Technology
This Communicating Research to Public Audiences project focuses on the Reedy Glacier Antarctic research of Brenda Hall (OPP 0229034) and its relevance to the residents of and visitors to Maine. Collaborators include the University of Maine, the Maine Discovery Museum, the Acadia National Park and Cadillac Mountain Sports (an environmentally active retail company with several stores around the state). The primary deliverable is the development of an interactive software program that presents information and experiences in a two-tiered concept approach -- on the Reedy Glacier and its connection to Maine and on the process of science. The software is being configured into kiosks at the three partnering organizations, into a DVD format for informal and formal settings to be distributed at cost and onto a University of Maine Climate Change web portal currently under separate development. The project web site will provide source code for the portal design so others may use it to create portals and modules of their own. The Maine Discovery Museum intends to create additional exhibitry on the topic with resources outside this proposal, and the Acadia National Park will use the programs in teacher education workshops.
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TEAM MEMBERS: Brenda Hall Molly Schauffler
resource research Media and Technology
In this article, Nina Simon, an experience design consultant at Museum 2.0, explores the correlation between museum and exhibit design and visitor participation. Simon suggests that increased parameters and more thoughtfully designed exhibits will yield more meaningful visitor participation.
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TEAM MEMBERS: Nina Simon
resource research Media and Technology
Inclusion, Disabilities, and Informal Science Learning, a report by the CAISE Access Inquiry Group, sets forth a framework for changing this inequity. This white paper offers a theoretical framework for thinking about inclusion of people with disabilities in informal science education (ISE), then reviews current practice in museums (broadly defined), in media and technology, and in youth and community programs. While "investigations located a number of projects, initiatives, and organizations that have sought greater inclusion of people with disabilities in ISE," the report concludes, "these
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TEAM MEMBERS: CAISE Access Inquiry Group Christine Reich Jeremy Price Ellen Rubin Mary Ann Steiner
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Francois Guimbretiere Catherine McCarthy