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21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com
National Endowment for
Science Technology and
the Arts
K-12 Schools
Bring computer science into the
National Curriculum as an
essential discipline.
Use video games and visual
effects at school to draw greater
numbers of young people into
STEM and computer science.
Encourage art-tech crossover
and work-based learning
through school clubs.
http://www.nesta.org.uk/home1/assets/features/next_gen
artofsciencelearning.org
Base:	
  All	
  Parents	
  of	
  Child	
  in	
  Grades	
  K–12	
  (n=854)	
  
Q1020:	
  Which	
  of	
  the	
  following	
  careers,	
  if	
  any,	
  would	
  you	
  like	
  your	
  child	
  to	
  pursue?	
  Which	
  of	
  the	
  following,	
  if	
  any,	
  do	
  you	
  think	
  your	
  child	
  will	
  want	
  to	
  pursue?	
  	
  
Among careers tested, the two careers parents most want their child to pursue are
scientist and engineer; overall, half of parents say they would like their child to pursue
a STEM career. On the other hand, parents think their kids are more interested in arts.
Parent	
  and	
  Child	
  Career	
  Hopes	
  
Reported	
  by	
  parents;	
  top	
  responses	
  shown	
  
Teacher	
   Entrepreneur	
   Business	
  	
  
ExecuDve	
  
Lawyer	
   ArDst	
  or	
  
Designer	
  
Actor/
Musician/
Performer	
  
Financial	
  
Professional	
  
Military	
  	
  
Personnel	
  
Professional	
  
Athlete	
  
No	
  
Preferences	
  /
Don t	
  Know	
  
Dads	
  are	
  more	
  
likely	
  to	
  want	
  their	
  
child	
  to	
  pursue	
  a	
  
STEM	
  career	
  (57%	
  
vs.	
  44%	
  moms).	
  
5
According to the Bureau of Labor
Statistics, 6% of jobs in USA are STEM
and 52% of STEM jobs are NIT.
As a group, these jobs are forecast to grow
more than twice as fast as the average for
all occupations in the economy.
http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-nitrd-report-2010.pdf
STEM JOBS
6%
6% STEM
½ IT Jobs
Technology impacts all jobs and academic
disciplines—all aspects of life.
6% STEM
Of the two million U.S. arts jobs requiring
significant technology proficiency:
• 10% architects
• 11% artists, art directors and animators
• 7% producers and directors and
• 7% photographers
The products of these disciplines
represent 6.4% of the U.S. economy and
over $126 billion annually in revenue from
foreign trade. Read more at Arts in the
Workforce. http://www.nea.gov/research/ArtistsInWorkforce.pdf
Creation of
new
knowledge,
processes
& systems.
Game Building is Transdisciplinary
Scientist
Engineer
Technologist
Technician
Artist
Architect
Industrial
Designer
Electronic
Artist
http://www.philisoft.com/personal/misc/davinci/davinci-1600x1200.jpg
DaVinci Minds
What do
you think of
when I say?
Computer
http://geeklit.blogspot.com/2007_03_01_archive.html
Nokia Research Center,
Helsinki Finland in MIT
Technology Review
How many of
you have a
cell phone in
your pocket?
http://geeklit.blogspot.com/2007_03_01_archive.html
http://geeklit.blogspot.com/2007_03_01_archive.html
http://geeklit.blogspot.com/2007_03_01_archive.html
Mixed Reality
Social Cognitive
VirtualPhysical
5th World
How do we cultivate innovation and innovators?
Imagine the
games we can
play…
Star Wars TIE FIGHTER for I-Phone
Transmedia
Global voices in mixed media
Expressing ideas without violence
Religions of the future are
discussed
Implications
Transmedia
Converging art and
engineering design
tools.
Big Sesh Studios
Austin, TX
Matt Stubbingtion
Game Artist
Austin, TX
BigSesh Studios, Austin, TX
$7.5 million project that immerses students in the hectic environment of a hospital's intensive
care unit and places them in a first-person role as a health-care professional. Funded by the
U.S. Office of Naval Research, Pulse!! is being developed by Texas A&M-Corpus Christi,
which in turn hired Hunt Valley (Md.)-based BreakAway to produce and design the platform. –
Business Week http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
MS&GModeling, Simulation & Gaming (MS&G)
Big Sesh Studios
Austin, TX
Engineering Design:
Georgia-Michigan
Dassault Systems
Colleges should consider the experience of the MOVES
(Modeling, Virtual Environments, and Simulation) Institute and
other related game programs:
“…people sought [for game design, programming, and
modeling] are not just engineers and computer scientists.
They are programmers and content developers with
crossdisciplinary skills. Such skills enhance the quality of
virtual world development and the
implementation of such cutting-edge technologies.
[...]
“Computer Science alone was not sufficient to build our
future modeling and simulation
systems.” (Zyda)
Technology Engineering
MathematicsScience
ARTS
How do we cultivate innovation and innovators?
Forecasting.TSTC.edu
What do
you think of
when I say?
Video Game
Your body controls the computer
Thisisarobot
Or, is the computer controlling us?
Who is controlling whom?
Marriage of Visual
Fidelity, Procedural
Fidelity & Mixed
Reality
MS Flight Simulator 10
Procedural
Fidelity
Mixed Reality
Fail-Safe
Marriage of Real
World Systems,
Simulation, Ed Tech
and Assessment
Digital Warrior & Joe Medic
2004-2006
DMC Lab Project: Medical Leadership
Trainer - Scenario Authoring Engine
“Joe Medic”
UT Austin DMC and
Fort Sam Houston
AMED NCO Academy
Brigade /
Battalion
DARPA Command Post of
the Future
Brigade /
Battalion
Corp/Division Corp/Division
JTF/JFLCC
Recommendation #1: Increase emphasis on evaluating the effectiveness of new learning technologies and
approaches to designing and implementing such systems. Use an adaptive learning approach that integrates real world
problems, data, processes and systems; empirical research and human performance; and instructional design and
delivery. The key is to integrate empirical research into the design and implementation of new modes of learning in order
to inform future selection and variation of learning systems. This requirement is also shared by the US Department of
Education (DOE) and the National Science Foundation (NSF) in its efforts toward educational reform especially
in Science, Technology, Engineering and Mathematics (Brazell, et al., Digital Warrior, Fort Hood Battle
Command Training Center, University XXI, 2004).
Improved Target Acquisition System Trainer
Forward Observer
Nuclear, Biological, Chemical Reconnaissance Vehicle
Action-Reaction-Feedback-Adaptation
Games
for…
Games for
Health
Transmedia
Games for
Change
Learning
Games
Enables training for
lessons that are too
dangerous, costly or
difficult to recreate in
the real world.
Mass Casualty Triage
Rapid physical assessment of key physiologic conditions
Provides objective & systematic method for determining patient acuity
Simulation-Based Triage Training, Games for Health:
Mass Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
Simulation-Based Triage Training, Games for Health: Mass
Casualty Care Panel , RTI International
8-Jul-13
USC ISI and Tactical Language Training
(ITSEC 2005)
Case study: Emergency Response
Training, Pjotr van Schothorst
VSTEP BV, Rotterdam, The
Netherlands
$7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
New modes of
human-machine
interaction.
MindBall
Video games are
leading us to new
affective, cognitive
and psychomotor
domains of HSI…
94
Demo!
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
95
After Action Review (Real
Time)
Randy Brown
randy.brown@virtualheroes.com
Virtual Heroes Inc.
http://www.virtualheroes.com
Emergence of next
generation of e-
learning.
http://thewe.cc/thewe_/images_5/-/child-labor/two-child-workers-eating-lunchi.jpe
seriousgames.dk
Teaching form
Teacher
talks
Play
Game
Plenum
Group
discussions
§ Read topic overview
§ Overview of theme
§ Explore perspectives
§ Experience issues
§ Discuss experiences
§ Write article
§ Debriefing
§ Evaluation
How to use the series
§ Teacher manual
§ Topic overview
§ Other curriculum
§ Mission sheets § Work sheets
§ Online resources
Serious Games Interactive | www.seriousgames.dk | info@seriousgames.dk
Different rooms for learning styles
Group work
Reflective
observation
Active
experimentation
GC: Palestine
Lecture Abstract
concepts
Concrete
experiences
•  Kolb’s cycle covered with
different teaching forms in
the course.
•  The teacher is crucial to
facilitate a full learning
experience.
Pedagogy
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square Arts, STEM & IT Digital Workforce
Initiative, Lafayette, Louisiana
3D Square and LITE, Arts, STEM & IT Digital
Workforce Initiative, Lafayette, Louisiana
3D Square and
LITE where STEM
intersects with the
ARTS and
Research,
Development &
Commercialization
(RD&C)
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
LITE
http://www.lite3d.com/
Modeling, Simulation, Gaming and Training (MSG&T): Science,
Engineering, Medicine, Defense, Aerospace, Health, Arts, Energy
matecnetworks.org
What do
you think of
when I say?
Silicon Valley
Silicon Valley
Do you think about the arts?
NEURO
CHEM
BIOIT
Convergence Technopoleis
ART
“DESIGN”
STEM, IT, Arts Integration Leaders
US Digital Convergence
Centers
•  New York City
•  Washington DC MSA
•  Central Florida
•  San Francisco/Silicon
Valley
•  Los Angeles
•  San Diego MSA
•  Phoenix
•  Denver
•  Las Vegas
•  Austin-San Antonio-
Waco
Global Digital
Convergence Centers
•  South Korea
•  Finland
•  China
•  Taiwan
•  Sweden
•  Denmark
•  Germany
•  UK
•  Israel
•  Malaysia
•  Japan
Evans, Eliza, Michael Sekora, Alexander Cavalli,
Kinman Chan, Jeeyoung Heo Kenneth Kan,
Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang,
and Jim Brazell. Digital Convergence Initiative:
Creating Sustainable Competitive Advantage in
Texas. San Marcos, Texas: Greater Austin-
San Antonio Corridor Council, 2005.
Full Report: http://www.dcitexas.org/DCI_report.pdf
AI
&
Visualization
Microelectronics
&
Instrumentation
Biotech-
Health-
Medical
Telecom-
Optics-
Photonics
Art-
New Media-
Design
Semiconductors
Finland
DCI
MST&G
Today, Finland’s progressive strategy includes: multi-
disciplinary and multi-industry collaboration to integrate
nano science-, bio science-, information science- and
cognitive science-based research and development (
Tieke, 2005, p.9); converging design, art and science in
the contexts of education and human development
(Tahkokallio and Koivusilta, 2004, p.1); national R&D
policy and urban-rural development establishing
connected regional centers of innovation; partnering with
global high tech markets and industries (Embassy of
Switzerland, Beijing, 2005, p.12); and leading the world in
“Public-Private Partnership” (with efforts dating back to
the year of their independence, 1917) (Tieke, 2005, p.
12-15).
Aerospace,
Defense &
Security
Electronics
&
Telecom
Broadcast
Equipment
Optics/
Photonics
New Media/
Animation
Semiconductors
South Korea
DCI
MST&G
transitioning from a manufacturing to
an innovation economy http://mit.edu/cre/research/ncc/
proceedings/ncc-casestudies.pdf
http://www.flickr.com/photos/rosrusspix/3537368960/sizes/o/in/photostream/
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
Central Florida
DCI
MST&G
Florida’sFlorida’s Digital Media Industry -- More Than 10,000 Company Locations
www.DMAFlorida.org	
  
“techCAMP” Introduces CFL Teachers to
Simulation Industry
Tuesday, 11 December 2007
Through presentations from academic, industrial and military simulation experts, 43 teachers were introduced
to the world of simulation and its related technologies. As part of the program, the teachers visited the
Interservice/Industry Training, Simulation & Education Conference at the Orange County Convention Center,
were given physics simulation
software to use in their classrooms, and had the opportunity to experience hands-on lessons about the
Modeling, Simulation & Training (MS&T) industry.
Program arms educators with tools to interest students in high tech
careers
http://www.simulationinformation.com/cms/index2.php?option=com_content&do_pdf=1&id=957
Ocoee Demonstration Middle School
Orlando Tech – High School Program
Orlando Tech – High School Program
Orlando FIEA University Program
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Film/
New Media
San Diego County
DCI
MST&G
First Flight 3 of 6
Dave Kenny
Aerospace,
Defense &
Security
Electronics
&
Telecom
Medical
Tech-Life
Science
Optics/
Photonics
Edtech &
MS&T
Instrumentation
DC MSA
GAMES
military-industrial-academic-life
science-entertainment
spurred by
http://www.marylandpublicschools.org/NR/rdonlyres/E4BE30EF-C723-4A04-9D6E-DFDBEF67DE7F/18555/CTEBook101509.pdf
“In Simulation and
Gaming students
advance their
understanding
and skill level in
computer game
design and
interactive
programming.”
http://www.google.com/url?sa=t&source=web&ct=res&cd=4&ved=0CA4QFjAD&url=http%3A%2F%2Fmarylandpublicschools.org%2FNR%2Frdonlyres%2FF8A34712-
B21E-4DC2-A186-9144565375F2%2F18653%2FInteractiveMediaProduction1.doc&ei=Un-JS-q-BM-UtgfE2q3qBA&usg=AFQjCNFQAC-ugwuadBCFC85DDoJsxmRIzA
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Tools for
Schools
ALICE.org
cs2n.org
http://www-01.ibm.com/software/solutions/soa/innov8/cityone/index.html
scratch.mit.edu
http://www.koducup.us
©numedeon,inc.2004"
SPACE STATION
Whyville.net
How many
degrees do you
have built
around this?
$7.5 million project that immerses students in the hectic environment of a hospital's
intensive care unit and places them in a first-person role as a health-care professional.
Funded by the U.S. Office of Naval Research, Pulse!! is being developed by Texas
A&M-Corpus Christi, which in turn hired Hunt Valley (Md.)-based BreakAway to
produce and design the platform. –Business Week
http://www.businessweek.com/innovate/content/apr2006/id20060410_051875.htm
Pulse!!
Technologies
Job Skills
Communities
Learning,
problem solving
and production
in one act
resulting in
creation of new
knowledge,
processes,
systems, and
language.
Source: Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth.
Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges
Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin,
2004. ISBN 0978677358
Table of Contents: http://www.system.tstc.edu/forecasting/reports/dgames.asp
Technology Engineering
MathematicsScience
ARTS
How do we cultivate innovation and innovators?
21st Century Renaissance
The STEM+ARTS Movement
How the future works today.
STEMtech, Indianapolis, IN
October 5, 2011
JIM BRAZELL
jimbrazell@ventureramp.com

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