Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

By Dot Cannon: Public Speaker & New-Media ReporterSociety & CultureEducationArts
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Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak episodes

  • Immersed in History
    (Photo courtesy of James Hung, and used with permission>)

    "We want you...to experience history flowing around you," says Electric Funstuff Founder and CEO David Langendoen. 

    And that's exactly what happens for middle-school students, as they play Mission: US.  But their experience will be unlike any online games--or any educational experiences--they've seen before.

    With Mission: US, players find themselves virtually "living" the life of someone about their age--in a different time period.   Students can experience one of five historic periods. And they're learning about that time period in history even as they're having fun.

    In each game, students take the role of an "everyday" person and make choices that will directly affect that character's future.   And their game experience outcomes differ, based on these decisions.

    "For Crown Or Colony" depicts daily life just before the Boston Massacre.  "Flight to Freedom" takes players to a Kentucky plantation in 1848.  "A Cheyenne Odyssey" explores life as a member of the Plains tribe in 1866.  "City Of Immigrants" is set in New York City in 1907.   "Up From the Dust" presents life on a Texas family farm during the Great Depression.  And all of these resources are free to the educational community.

    In 2019, Mission:US won both Teachers' Choice Award.  In addition, the first Mission:US experience, "For Crown Or Colony", won International Serious Play's Gold Award for K-12 Education.
    And introducing...
    Electric Funstuff continues to create new Mission: US experiences.  They've designed new episodes set during the Japanese-American internment of World War II.  Work is also just about to begin on a new episode that explores the civil rights movement of the 1960s.

    But David and his staff are also introducing some new virtual-reality experiences.   Mission US TimeSnap, which they're designing for high-school history classes, takes students onsite to pivotal moments of history.  Once there, students inspect pieces of historical "evidence' to support their mission.

    AND--TimeSnap, which is also free, will be available to educators for the 2020-2021 school year!
    On this edition of Over Coffee®, you will hear;

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    What first interested David in history;

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    How he decided to combine his interest in history with his passion for roleplaying games;

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    The story of Mission:US ;

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    A closer look at the two new episodes of Mission:US, currently in the works;

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    What the creative process is like, for David and his Electric Funstuff team as they produce a game episodes with the goals of both educating and engaging students;

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    One of the most interesting experiences the team had, while working on the third episode in the series;

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    How teachers can use the episodes' strong storyteling to provoke discussions;

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    A look at TimeSnap, and how this experience takes high-school students "onsite" for history experiences through virtual reality;

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    The creative lesson which David has learned from his work designing both Mission:US and TimeSnap;

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    What's coming next!


     

     

     
    26 min
  • Bringing Summer Joy–Virtually
    An Over Coffee® special-edition podcast!
    What if you were planning the Orange County Fair--and then a pandemic forced you to cancel it?

    For Terry Moore and the Fair's Board of Directors, the answer wound up being, "go virtual". 

    "We wanted to bring a little bit of joy during this pandemic," says Terry, who is Director of Communications at the Orange County Fair and Event Center.

    Accordingly, the OC Fair's staff has re-imagined the fair as a virtual event!

    And it's all happening with an "opening day" on July 17h, and running through August 16th.

    Costa Mesa's Orange County Fair started in 1890.  A summertime tradition, the Fair has been a part of great memories for generations.  Competitions, family activities, performances and a general sense of festivity are all elements to which Southern Californians look forward when summer arrives.

    For their 2020 virtual edition, the Fair will be offering online competitions, family activities, and performances.  There's also a "Virtual Fun Run", in which you can participate anytime during the Fair dates.  And "We Care Wednesday" is still giving back to the community--to benefit Goodwill.

    One difference, however, from the onsite Orange County Fair?  Events will be available online at the Fair's website, 24/7.   Here's their link for updates!

    Now, if you'd like to enter one or more of the Fair's competitions--you can!  There are no entrance fees due to the virtual nature of this year's Fair.  The deadline, though, is July 6th, for entry.  And online, you'll see some creative new categories, based on our current stay-at-home status.  You could win a prize for re-creating your favorite sport at home, for example.  Or for the personal protective equipment you've designed for our essential workers.  Here's the link to the contest rules and categories.

    Terry shared the story of the decision to create this year's Virtual Orange County Fair, offered a look at some of the new competition categories and previewed some of this year's virtual events.

     
    16 min
  • Engineering Creativity
    (Royalty-free image by Nick Gesell from Pixabay.)

    Creativity, plus technology, equals magic.

    That's an equation which Brian Collins puts into practice, on a regular basis.

    As founder of Orlando-based consulting firm The Brainstorm Institute, Brian combines emerging technologies with imagination.  The result: unique experiences for clients in the travel industry, game design, education and more.

    Brian, who previously worked as a Disney Imagineer, also offers flagship workshops on innovative thinking.

    In addition, he is Senior Director of Innovations and Strategic Initiatives at Magic Bytes LLC.    An immersive technology company, Magic Bytes designs XR experiences and animation.    3D modeling and rendering, and gamified education experiences are all a part of what they do.

    In other words, they're passionate about creating a LOT of cool things.

    And Brian has taught a number of college classes.  Currently, he serves as an Adjunct Professor at the University of Central Florida.  His subject: "Entertainment, Technology and Innovation".

    Brian talked about creativity, innovation and the ways he sees emerging technology as an implement to augment them.
    On this edition of Over Coffee®, you will hear:

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    What first inspired Brian's creativity (including a very cool memory from his growing-up years!);

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    How his first experiences with computer technology sparked his imagination;

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    Some of Brian's favorite new emerging technologies, which he foresees reshaping the ways we create experiences (including education and conference ones!);

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    His perspective on the ways XR may become a core element of education;

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    Some of the more exciting areas of emerging technology Brian is currently seeing;

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    One of the best creative lessons Brian has learned, from his work creating experiences.

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    What Brian and Magic Bytes are currently doing;

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    Some of his favorite resources for educators;

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    A principle Brian explores in his upcoming book, about creativity--and how it relates to technology.AND--stand by!  Brian has an exciting writing project in the works.  We'll share the details as soon as we get the go-ahead!

    26 min
  • Whyville: Sparking Imagination
    (Photo courtesy of Dr. James M. Bower, and used with permission.)

    Technically, Whyville is a virtual world--for kids.

    But that description falls far short of doing it justice. 

    Whyville, which Pasadena-based educational software company Numedeon introduced in 1999, was the first game-based learning world on the Internet.  It contains over 100 games and activities, as well as live events. 150 different organizations have been sponsors, over the past 21 years.

    Participants can design, research, chat among themselves and even conduct their own small business--using game units called "clams" as currency.  The goal: to teach STEM concepts through interaction and practical applications.

    Fun is a key element.  So is independent thinking.  For each student, the game outcomes depend on their actions.

    Today, Whyville is the oldest and largest virtual community for children.

    And since its introduction, Whyville has taught its young participants all types of STEM concepts.  Math, geography and science are just three of the subjects they can learn through practical application.   Playing games, asking questions and exploring are all at the core of that education, which is different for each child.

    Currently, Whyville is putting the finishing touches on new content, aimed at fulfilling the needs of distance learning which the current pandemic has presented.

    Dr. James M. Bower is the creator of Whyville's virtual world.  A neuroscientist, Dr. Bower (or Jim, as he prefers to be called) is the principal owner, CEO and Chairman of the Board of Numedeon, Inc.   Numedeon continuously updates Whyville, keeping the content fresh for young participants (and their parents, teachers and grandparents, who can also be "Whyvillians"!).

    In fact, Jim and his team introduced a pandemic into their virtual world in 2004.  Next, they introduced the possibility of vaccinations against the "Whypox".  However, they left that decision up to individual community members.
    A look towards the future
    Currently, with a new grant from the National Science Foundation, Whyville will be creating tools for teachers to help students understand COVID-19.

    Did we mention that membership, and participation, is free?

    Jim shared the story of Whyville, offered a look inside this virtual world, and previewed the new content he and his team are currently developing for educators for fall semester.
    On this edition of Over Coffee®, you will hear:

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    How Jim first became an educational innovator;

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    How Whyville first came about;

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    What participants first experience;

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    Some of ways in which kids' virtual interaction helps them deal with the real world;

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    A look at the science program, "WASA", which NASA sponsored in Whyville;

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    The story of the "Whypox", and how it led to education, virtual enterprise and independent research;

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    How the "Whypox" spawned further education on other real-world disease effects;

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    What Jim and his team are currently developing, with an NSF grant, in response to COVID-19;

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    A look at a new math resource which will be available for fall semester;

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    How teachers can register their classes;

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    What's coming in the future;

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    A concept which Jim has seen reinforced, during his work with Whyville;


     
    51 min
  • Ingredients for Success
    (Photo courtesy of Alli Westover, NASA HUNCH, and used with permission.)

    Congratulations to the 2020 NASA HUNCH Culinary Challenge winners!  And to NASA OSU Project Engineer Allison Westover and her team, who had a considerable challenge, as well.

    Alli, as she prefers to be called, serves as Program Manager for NASA HUNCH Culinary Challenge.  In normal times, this year-long program would culminate in ten teams of high school students, from all over the country, traveling to Houston.

    At the start of a school year, as Alli explained in our 2019 interview, student teams sign up for the NASA HUNCH Culinary Challenge.  Then, using NASA nutritional guidelines, these students create a dish for astronauts aboard the International Space Station.  Every year, there's a new theme with which they're working: side dish, breakfast food, dessert, and so on.

    Research, creativity, and the considerations of daily life in zero gravity are all equal ingredients.    The competition is on!

    And in the spring, ten finalists are chosen.  Normally, they'd get to travel to Johnson Space Center, and prepare their dish for a panel of judges.

    But the current pandemic made onsite recipe testing impossible.

    Nevertheless, the 2020 Challenge happened--and three excited winning teams will now receive scholarships, courtesy of NASA HUNCH (which is an acronym for High School Students United with NASA to Create Hardware) and their new partners!

    Alli explained how she and her team adapted the competition, shared the story of the winners and offered a look at the students' creativity.
    On this edition of Over Coffee® you will hear:

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    The steps the NASA HUNCH Culinary Challenge considered, to make final judging a reality;

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    Some new considerations which made completing this year's Challenge even more important;

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    How the Culinary Challenge team conducted final judging;

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    What the creative process was like, for some of the participating student teams;

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    Some of the nutritional requirements, when cooking for the ISS crew;

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    Who won!  The top three winners and their schools;

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    How NASA hopes to make the winning dishes available to the public, in the future;

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    A look at a food-related study, currently in progress aboard the ISS:

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    Current plans for the 2020-2021 NASA Hunch Culinary Challenge;

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    A story about this year's winning team that may just give you chills!

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    Alli's advice on adapting an event to a virtual experience, during the pandemic;

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    And, how one team used creativity and their sense of humor to make their video work!

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    And, of course, how to get your school, class or homeschoolers involved!

    26 min
  • Facets of Inspiration
    An Over Coffee® special-edition podcast
    (Royalty-free image by 272447 from Pixabay)

    During the most turbulent times, creativity and innovation are implements of healing.

    Nowhere is that better illustrated than with space exploration.

    On Saturday, May 30th, NASA marked a historic first.  Astronauts Robert Behnken and Douglas Hurley successfully launched for the ISS  in--for the first time in history--a commercially built American spacecraft.

    As we continue our dialogues for a better life on this planet, Over Coffee® takes a look at the hope and opportunities offered through innovation in general--and space exploration in particular.

    Accordingly, here is our special-edition podcast, in honor of Mission 63 on the International Space Station!  (As well as all the innovators, past, present and future, who make dreaming, creating and exploring possible.)

    Note: Over Coffee® is not, in any way, shape or form, affiliated with, or endorsed by, either NASA or SpaceX.  We've just had the pleasure, and the honor, in the course of producing the podcast, of speaking with a number of guests who have illustrated various aspects of space exploration, and of life aboard the ISS.

    And if you'd like to know more about the references cited here, here is the link to NASA's ISS page, the link to the NASA Hunch program for high-school students and educators, and the link to the NASA International Space Apps Challenge!
    18 min
  • Inspirit VR: Making STEM Engaging
    (Photo courtesy of Aditya Vishwanath, and used with permission.)

    "VR is not a silver bullet," says Inspirit VR Cofounder Aditya Vishwanath.

    But, he says, when it's human-centric, virtual reality can boost both learning skills and student confidence in the classroom.  And he's talking abour higher education, as well as grades 6-12.

    Aditya, who is a Knight-Henessy Scholar at Stanford University, will be speaking on June 2 during the VR/AR Global Summit Online.  His topic: "The Many Futures of VR in Education: Lessons From Research and Practice". (Access to this year's VR/AR Global Summit is free, and it's an all-virtual event!  Here's the link for information.)

    Those lessons include his experiences, both with Inspirit, which launches in August, 2020, and as Co-Founder of Mumbai-based MakerGhat.

    Inspirit Learning, LLC, is an immersive-technology company based in Palo Alto.  They've designed their catalog of customizable, short VR lessons in physics, chemistry and biology to integrate with educators' daily lesson plans.  Currently, they're recruiting educators, parents and students for a "Summer Focus Group", prior to their August launch.

    Meanwhile, MakerGhat, which started in 2018, is a nonprofit which serves students by creating community labs.  These labs give students the space to experiment, learn, make things--and most of all, build community for social good.  They have an online learning hub with free resources for STEAM education.  , and are reaching out to communities in three different ways to
    On this edition of Over Coffee®, you will hear:

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    What first inspired Aditya in his calling as an education and technology professional;

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    How his early experience introducing a new VR technology led to his current work;

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    Adiya's guidelines to creating good educational VR experiences;

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    The story of Inspirit VR;

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    How Inspirit is customized to engage students with free-roam VR experiences;

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    The ares in which VR is a "home run" for education and training;

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    Some of the considerations involved in working with students in VR;

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    What Inspirit VR is currently doing, to ensure that their product serves the educational community well when it launches in August (you can participate!);

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    Some of the barriers to implementing VR into education;

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    What's just about to happen, with Inspirit VR;

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    Some of Aditya's favorite VR resources;

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    A look at MakerGhat and they ways they're building community through making;

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    One of Aditya's best lessons learned, in his own journey as an education professional.


     

     

     
    36 min
  • No Travel Required
    (Photo courtesy of The Wild, and used with permission.)

    "It will reshape the world," says Gabe Paez, Founder and CEO of Portland-based immersive-technology platform The Wild.

    He's talking about the new option which his XR technology allows creative teams from all over the world.

    The Wild now gives designers and architects the option of immediate, hands-on global virtual collaboration --instead of traveling to share their ideas.

    The Wild's VR and AR applications allow design team members from all over the world to see, touch and modify 3D models from their respective locations while giving input in real time.

    And Gabe's far-reaching vision for the use of this immersive technology includes more sustainable lifestyles and enhanced education.

    Gabe, who will be presenting a keynote on "The Virtualization of Transportation" during the VR/AR Global Summit Online on June 1, says that mixed reality--XR--may allow us both more sustainable and more convenient solutions to the problem of future mobility.  (And you're invited to hear him speak!  The VR/AR Global Summit will be fully virtual as we navigate the pandemic, and they're offering free access!)

    According to the VR/AR Global Summit's webpage, Gabe will be speaking at 1:30 pm, Pacific Time, 10:30 am Eastern, on Monday, June 1.  (Note: as the VR/AR Global Summit and Expo happens across three time zones, his speaking time is listed as 2130, UTC.). And general access to the VR/AR Global Summit is free!  Here's the link for information.


    Gabe talked about what The Wild is currently doing, shared his perpectives on the ways XR can change transportation for the better and offered a look at some additional ways XR could become a part of daily life in the future.
    On this edition of Over Coffee® you will hear:

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    How a unique professional challenge ultimately led to Gabe's interest in working with immersive technology;

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    The immersive-software insights that led Gabe to create The Wild;

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    How The Wild mirrors the physical world;

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    Why XR may provide a preferable alternative to physical travel for creative collaboration;

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    How virtualized transportation could be beneficial in the educational and medical fields;

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    A look at some possible personal-use scenarios of virtualized environments.

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    Something new that Gabe and his team have, literally, just added to The WIld.


    Like to know more about the upcoming VR/AR Global Summit Online Conference?  Again, access is FREE--here's our earlier interview with Executive Producer Anne-Marie Enns!
    29 min
  • Breaking New Ground–Virtually


    With this year's  VR/AR Global Summit Online Conference and Expo, the VR/AR Association ventures into new territory.

    For the first time, their popular conference will be entirely virtual.  And the contest focuses on a new audience: everyone who may need to use immersive technology in the future.

    In other words, everyone.

    Another first?  Access to the three-day conference is free.

    And it's going to be unlike any other conference.

    As of today, more than 200 speakers and exhibitors are confirmed.  More than 50,000 attendees have received invitations.  The virtual format will allow for networking, and collaboration, with attendees all over the world.

    Spanning three time zones, the conference will offer blocks of content in areas including fashion, art, education, aerospace and agriculture.  "Speed dating online", listed on the conference website as "the best business networking of its kind", will be available.  Product announcements will occur in real time, and special events are on the agenda.  Some of those will be in VR.

    However, you don't have to have a VR headset to participate.  The show will be livestreamed.

    VR/AR Global Summit Executive Producer Anne-Marie Enns specializes in producing award-winning conferences--particularly in the VR/AR/MR sector.  In addition to her work with the VRARA, Anne-Marie is the Founder of Vancouver-based event production company Pulledin.  Her past work has included crafting world-class events including TED Conferences and CVR, which is Canada's largest VR/AR/MR conference nad expo.

    Anne-Marie shared a preview of the VR/AR Global Summit Online Conference and Expo, discussed the process of adapting the event to a virtual one and offered guidelines for creating a successful virtual event.
    On this edition of Over Coffee®, you will hear:

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    How Anne-Marie first became involved in producing VR and AR events;

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    How Anne-Marie revised the original plans for this conference into an all-virtual format;

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    Why this particular show is accessible to the general public, as opposed to focusing on people already involved in VR and AR;

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    A preview of some of the scheduled content;

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    How the virtual networking (and the virtual booths) will happen;

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    Some of the newer trends in VR and AR for education;

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    Two very cool-sounding AR and VR apps for education;

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    How you can get involved with the industry, if you'd like to!

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    Anne-Marie's recommendations for creating a successful virtual event;

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    What she considers the most fun, about producing the VR/AR Global Summit Online Conference and Expo;

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    What she sees happening, after the pandemic ends, with immersive technology in daily life,


    And while access is free for the VR/AR Global Summit Online Conference and Expo, if you're in a position to do so, you might want to consider Premium Access.  Before June 1, for non-VRARA members, it's $99 and gives you access to Speed Dating, social events and the special experiences that will be part of this first-ever VR/AR Global Summit Online!
    25 min
  • Roybi: Ingenuity Interactive
    (Photograph courtesy of Roybi, and used with permission.)

     

    Roybi Robot is cute, interactive--and covering brand-new ground.

    As a "smart" toy, about the size of a small teddy bear, this robot is customizable to young users, ages three to seven.

    Designed to teach language and STEM principles, Roybi uses AI to learn a child's interests.  Once customized, it plays games, tells stories and sings songs--all involving a lesson.  And through facial analysis, it can tell if a child enjoys the lessons and evaluate the young student's response!

    In addition, the robot "learns", through artificial intelligence, as the child grows.

    Elnaz Sarraf is the founder and CEO of Roybi Robot, which is a Mountain View-based startup.  While Elnaz says her startup is a "very small" company, the accolades she's garnered are anything but.

    Since Roybi started, in September 2017, they've won multiple honors.   These include first place in Xiaomi's 2019 Silicon Valley Competition, receiving the 2019 Tech for Good award at Pluralsight LIVE's 2019 Create the Future awards, and being on the cover of Time magazine in December 2019!

    And even since we recorded this interview, Elnaz and her team have come up with a new innovation.

    According to the Roybi Robot website, there's now a free virtual character, "Docbi", who teaches kids principles of staying healthy during the pandemic.

    Elnaz shared the story of Roybi, explained how the robot works and offered a look at her vision for the future.
    On this edition of Over Coffee®, you will hear:

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    How Elnaz's own educational journey inspired her to become an innovator at the intersection of art and science (she's a graphic artist, and an engineer!);

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    How Elnaz came to create Roybi;

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    What happens as Roybi begins to interact with a child, and what the child can learn;

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    Some of the new recent upgrades the team has added;

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    Roybi's AI "learning process";

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    How Roybi adjusts its content to "grow" with the child;

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    How the robot analyzes a child's emotions;

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    The robot's technique for teaching languages;

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    Elnaz's best creative challenge, designing Roybi (and what she found most fun!);

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    Her vision for the ways Roybi can change the future of education;

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    Which of Roybi's multiple accolades Elnaz found most exciting'

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    What she and her team need most, in terms of support, to continue making their vision a reality.

    25 min

About Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

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Would you like to know more about the art of twenty-first century "cool stuff" that's changing our world? Such as: robots, space exploration, new media, wearable technology and other innovations that…