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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 Apple, Google, Facebook, HP, Intel, Cisco, eBay, Adobe, Agilent, Oracle, Yahoo, Netflix, and EA.

  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

  5. 5 CITRIS 2010

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  7. 8 CITRIS 2010

  8. 9 CITRIS 2010

  9. 10 CITRIS 2010

  10. Mission: To critically analyze and shape developments in new media from cross-disciplinary and global perspectives that emphasize humanities and the public interest. 11 CITRIS 2010

  11. machine learning and social interaction (ryokai) 12 CITRIS 2010

  12. phenomenology and second life (dreyfus) 13 CITRIS 2010

  13. trust and video conferencing (canny) 14 CITRIS 2010

  14. donation dashboard (goldberg) 15 CITRIS 2010

  15. 16 CITRIS 2010

  16. 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. 17 CITRIS 2010

  17. 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 18 CITRIS 2010

  18. BCNM Research Lab and Reading Room 4th Floor 19 CITRIS 2010

  19. Game-Based Learning for Health Applications Prof. Marilyn Walker CITRIS at UCSC Prof. Greg Niemeyer CITRIS at UC Randi Hagerman CITRIS at UC Davis 20 CITRIS 2010

  20. 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 21 CITRIS 2010

  21. 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 22 CITRIS 2010

  22. 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 23 CITRIS 2010

  23. 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 24 CITRIS 2010

  24. From Anticipation to Prediction: Games, Data and Collective Gain Greg Niemeyer CITRIS at UC Berkeley Randi Hagerman CITRIS at UC Davis

  25. 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. The CITRIS Promise: Multi-Campus Interdisciplinarity

  26. The CITRIS Promise: Service to Society

  27. Reduce age at time of intervention • Distribute application at lowest possible course • Aggregate data broadly • Play anywhere • Use existing platforms and play frameworks • Android version announced The CITRIS Promise: Service to Society

  28. Game Type: Intervention and Outcome Measure • 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 • TrackFX is outcome measure for Minocycline study Track FX: A study about game-based learning and therapeutic intervention

  29. TrackFX: http://www.trackfx.org/motgame/motbugs/ • Thanks to CITRIS for connecting support, space, doctors and game designers. • Thanks to the Townsend Center for summer interns.  • Thanks to the Montreal Neuroscience Institute and UC DAVIS for research support.  Playable Links:

  30. Cyber-ArchaeologyVirtual Environments and New Media Maurizio Forte CITRIS at UC Merced Ruzena Bajcsy CITRIS at UC Berkeley 31 CITRIS 2010

  31. 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.

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

  33. 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

  34. 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)

  35. Is the 3D modeling sufficient to show and explain the tomb iconographic complexity? The Cyber Map Virtual Reconstruction of a Chinese tomb at Xi’an (Virtual Collaborative System)

  36. The Powerwall at UC Merced Collaborative VR. M.Kalmann, M.Forte 37 CITRIS 2010

  37. UCM Students at the Powerwall 38 CITRIS 2010

  38. Current and Future Partners • NEH • NSF • Trimble Navigation • Nextengine • Erdas • Avie Systems • UNESCO

  39. Social Media for Crowdsourcing Innovation and Insights Profs. Ken Goldberg CITRIS at UC Berkeley 40 CITRIS 2010

  40. The challenge: too much of a good thing 20 sec. per comment X 35,387 comments = 8 days

  41. For Organizations Understand the diversity of their community Engage their community Solicit feedback and creative suggestions Rapidly identify patterns, insightful ideas For Community Members Understand relationships with other community members Engage with a diversity of viewpoints and ideas Express ideas, and be heard Goals hybrid vigor 42 CITRIS 2010

  42. Our Approach 1. Visualization 2. Level Playing Field 3. Wisdom of Crowds 4. Game Structure

  43. Opinion Space

  44. Step 1: Enter your opinions and response

  45. Step 2: Visualize your position

  46. Step 3: Read and rate others users

  47. March-Oct 20104,963 Users94 Countries24,815 Opinions 48 CITRIS 2010

  48. Interpreting Eigenvectors Direction and magnitude of motion in PCA-space as slider value changes for each individual proposition. 49 CITRIS 2010

  49. Research Team: David Wong: EECS MS Student Ephrat Bitton: IEOR PhD Student Siamak Faridani: IEOR PhD Student Elizabeth Goodman: School of Information PhDStudent Tavi Nathanson: EECS Graduate Student Alex Sydell: EECS Undergraduate Student Sanjay Krishnan: EECS Undergraduate Student Ken Goldberg: IEOR, EECS, iSchool Gail de Kosnik: Theater, Dance, Performance Studies Kimiko Ryokai: School of Information Meghan Laslocky: Outside Consultant on Content Ari Wallach: Outside Consultant on Content and Strategy Steve Weber: Outside Consultant on Content Peter Feaver: Outside Consultant on Content U.S. State Department: Alec Ross: Senior Advisor for Innovation Katie Dowd: New Media Director 50 CITRIS 2010

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