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

  • A Maker’s Magic
    An Over Coffee® special-edition podcast, recorded live at the Talkshoe® pavilion during Podcast Movement 2019.


    Maker Andy Stetzinger says 3D printing has an aspect that doesn't occur to most people.

    As Marketing and Outreach Manager for Orlando-based DeltaMaker, LLC, Andy gets to demonstrate that firsthand.

    He's talking about creating art.



    DeltaMaker has reimagined 3D printers.  Their models can fit on a desktop, while some of their larger ones can print a larger art piece (or a robot) much faster.

    And DeltaMaker is one of the main sponsors of MakerFaire Orlando, which is coming up in November!  Dates will be November 9th ant 10th, and Andy is looking forward to being there--both to showcase the "cool and interesting things" he and DeltaMaker have created, and to see what others have come up with.



    As Podcast Movement 2019 was happening in Orlando, Andy took the time to come by and discuss some of the creative projects he's created with 3D printing, the upcoming Maker Faire and how makers, artists and podcasters can put 3D printing to work for them.
    On thie edition of Over Coffee®, you will hear:

    *
    How Andy first began his creative journey, as a maker;

    *
    How he first discovered 3D printing and put it to work in his own creative pursuits;

    *
    The story of DeltaMaker and their projects;

    *
    How DeltaMaker has streamlined 3D printing to save time for makers;

    *
    How 3D printing can supply something special for podcasters (and by extension, anyone with a personal brand!);

    *
    A preview of Maker Faire Orlando, coming up November 9-10;

    *
    What's happening at MakerFX, an education-oriented makerspace in Orlando;

    *
    When you can come in and see that for yourself, for free (hint: this happens weekly!);

    *
    How a maker at Maker FX came up with a class and "open make" in a matter of days.


    Don't miss Maker Faire Orlando!  It's coming up November 9-10, 2019, at Central Florida Fairgrounds and Expo Halls.
    23 min
  • A Maker’s Magic
    An Over Coffee® special-edition podcast, recorded live at the Talkshoe® pavilion during Podcast Movement 2019.


    Maker Andy Stetzinger says 3D printing has an aspect that doesn't occur to most people.

    As Marketing and Outreach Manager for Orlando-based DeltaMaker, LLC, Andy gets to demonstrate that firsthand.

    He's talking about creating art.



    DeltaMaker has reimagined 3D printers.  Their models can fit on a desktop, while some of their larger ones can print a larger art piece (or a robot) much faster.

    And DeltaMaker is one of the main sponsors of MakerFaire Orlando, which is coming up in November!  Dates will be November 9th ant 10th, and Andy is looking forward to being there--both to showcase the "cool and interesting things" he and DeltaMaker have created, and to see what others have come up with.



    As Podcast Movement 2019 was happening in Orlando, Andy took the time to come by and discuss some of the creative projects he's created with 3D printing, the upcoming Maker Faire and how makers, artists and podcasters can put 3D printing to work for them.
    On thie edition of Over Coffee®, you will hear:

    *
    How Andy first began his creative journey, as a maker;

    *
    How he first discovered 3D printing and put it to work in his own creative pursuits;

    *
    The story of DeltaMaker and their projects;

    *
    How DeltaMaker has streamlined 3D printing to save time for makers;

    *
    How 3D printing can supply something special for podcasters (and by extension, anyone with a personal brand!);

    *
    A preview of Maker Faire Orlando, coming up November 9-10;

    *
    What's happening at MakerFX, an education-oriented makerspace in Orlando;

    *
    When you can come in and see that for yourself, for free (hint: this happens weekly!);

    *
    How a maker at Maker FX came up with a class and "open make" in a matter of days.


    Don't miss Maker Faire Orlando!  It's coming up November 9-10, 2019, at Central Florida Fairgrounds and Expo Halls.
    23 min
  • The Sky Was Not the Limit
    An Over Coffee® special-edition podcast, recorded onsite at Podcast Movement 2019

     

    Eight years ago, students at Merritt Island High School weren't planning to launch a satellite into space.

    Working under the guidance of NASA engineers, as part of a new STEM program, the students were simply exploring the process of designing a cube satellite, or CubeSat.

    But the project grew into "StangSat".

    The students learned, innovated, and raised funds.  They also presented their designs for the grapefruit-sized satellite to NASA and the U.S. Air Force.  And...

    Early morning, June 25, 2019, a SpaceX Falcon Heavy rocket roared off the launch pad at Kennedy Space Center.   On board as part of its cargo was Merritt Island High's StangSat.

    According to NASA's webpage, StangSat is part of the Department of Defense's  Space Test Program-2 mission.   StangSat will measure the shock and vibration of a launch, while communicating with a sister satellite, Launch Environment Observer, or LEO, which students at Cal Poly built.

    Why "StangSat"?  Students named their CubeSat after their school mascot, the mustang!

    StangSat's June 25 launch was the culmination of the work of  nearly 80 students, who built the satellite under the supervision of their NASA mentors.  Since 2011, NASA has been working with the students through a Space Act Agreement between Kennedy Space Center and schools in Florida's Brevard County.



    Onsite at the Talkshoe Pavilion at Podcast Movement 2019, in Orlando, we had the opportunity to talk with NASA Electronics Engineer and Bid and Proposal Manager Kelvin Ruiz, who served as StangSat's main software mentor, and with NASA Integration Engineer Shaun Daly, lead mentor on the StangSat project.



     

    Kelvin and Shaun shared the story of StangSat, offered a behind-the-scenes look at the process of building the cube satellite and shared their favorite experiences from their time spent mentoring the students.
    On this edition of Over Coffee®,you will hear:

    *
    What first inspired Kelvin and Shaun to become engineers in the space-exploration field;

    *
    How the StangSat project evolved from a simple design project to real-world engineering;

    *
    Some of the challenges Kelvin and Shaun saw the student team encounter while building StangSat;

    *
    What was involved for the students, while working on the project;

    *
    What kinds of tasks the students could perform, during the process;

    *
    How the StangSat project led some of the participating students to their future careers;

    *
    What StangSat is currently doing in space.

    24 min
  • The Sky Was Not the Limit
    An Over Coffee® special-edition podcast, recorded onsite at Podcast Movement 2019

     

    Eight years ago, students at Merritt Island High School weren't planning to launch a satellite into space.

    Working under the guidance of NASA engineers, as part of a new STEM program, the students were simply exploring the process of designing a cube satellite, or CubeSat.

    But the project grew into "StangSat".

    The students learned, innovated, and raised funds.  They also presented their designs for the grapefruit-sized satellite to NASA and the U.S. Air Force.  And...

    Early morning, June 25, 2019, a SpaceX Falcon Heavy rocket roared off the launch pad at Kennedy Space Center.   On board as part of its cargo was Merritt Island High's StangSat.

    According to NASA's webpage, StangSat is part of the Department of Defense's  Space Test Program-2 mission.   StangSat will measure the shock and vibration of a launch, while communicating with a sister satellite, Launch Environment Observer, or LEO, which students at Cal Poly built.

    Why "StangSat"?  Students named their CubeSat after their school mascot, the mustang!

    StangSat's June 25 launch was the culmination of the work of  nearly 80 students, who built the satellite under the supervision of their NASA mentors.  Since 2011, NASA has been working with the students through a Space Act Agreement between Kennedy Space Center and schools in Florida's Brevard County.



    Onsite at the Talkshoe Pavilion at Podcast Movement 2019, in Orlando, we had the opportunity to talk with NASA Electronics Engineer and Bid and Proposal Manager Kelvin Ruiz, who served as StangSat's main software mentor, and with NASA Integration Engineer Shaun Daly, lead mentor on the StangSat project.



     

    Kelvin and Shaun shared the story of StangSat, offered a behind-the-scenes look at the process of building the cube satellite and shared their favorite experiences from their time spent mentoring the students.
    On this edition of Over Coffee®,you will hear:

    *
    What first inspired Kelvin and Shaun to become engineers in the space-exploration field;

    *
    How the StangSat project evolved from a simple design project to real-world engineering;

    *
    Some of the challenges Kelvin and Shaun saw the student team encounter while building StangSat;

    *
    What was involved for the students, while working on the project;

    *
    What kinds of tasks the students could perform, during the process;

    *
    How the StangSat project led some of the participating students to their future careers;

    *
    What StangSat is currently doing in space.

    24 min
  • NASA SUITS: A Creativity Challenge
    Photo courtesy of NASA/Josh Valcarcel, and used with permission.

    NASA Human Interface Engineer Paromita Mitra knows what exciting results the NASA SUITS Design Challenge can produce. 

    That's because, as a student interning with NASA, her research ultimately led to the creation of this innovative educational program.

    (Photo courtesy of Chase Neal, MIssissippi State University, and used with permission.)

    Currently, the NASA SUITS Design Challenge is gearing up for rhe 2019-2020 school year.   Student teams, ages 16 and up, will use augmented reality to create an interface for astronauts.    The purpose: to facilitate astronaut communication during tasks which take them outside their main vehicle.  For this school year, the NASA SUITS Challenge will focus on creating technology for the Artemis mission.

    In other words, students get to design an interface for the astronauts returning to the moon.

    In Spring of 2020, selected teams will travel to Johnson Space Center, in Houston, to present their designs.  As NASA Suits Activity Manager and STEM Engagement Strategist Brandon Hargis explained in our previous interview, the goal is to facilitate astronaut communication while performing tasks in space.  However, the technology must be beneficial, without being distracting.

    Paromita talked about her journey, shared her experiences researching augmented reality for NASA and offered some advice to participatng students.

    And she also offered a unique perspective.  She is a beauty-pageant winner who learned a lot about engineering from her time as Miss Mississippi USA 2013!
    On this edition of Over Coffee®, you will hear:

    *
    What first inspired Paromita to become an aerospace engineer;

    *
    Her educational journey from that point;

    *
    The steps involved in getting her "dream job" at NASA;

    *
    How Paromita first became involved with augmented-reality research;

    *
    How the NASA SUITS Design Challenge developed as a result of Paromita's thesis;

    *
    Paromita's advice for student participants in the 2020 NASA SUITS Design Challenge;

    *
    Some good "learning mistakes" students have made in the past, from which current Challenge participants could learn;

    *
    A technology-creation concern to keep in mind when creating a display to be used during spaceflight;

    *
    The lessons, from Paromita's time as a beauty pageant winner, which she uses today as an aerospace engineer;

    *
    Some of her favorite educational resources.




     
    23 min
  • NASA SUITS: A Creativity Challenge
    Photo courtesy of NASA/Josh Valcarcel, and used with permission.

    NASA Human Interface Engineer Paromita Mitra knows what exciting results the NASA SUITS Design Challenge can produce. 

    That's because, as a student interning with NASA, her research ultimately led to the creation of this innovative educational program.

    (Photo courtesy of Chase Neal, MIssissippi State University, and used with permission.)

    Currently, the NASA SUITS Design Challenge is gearing up for rhe 2019-2020 school year.   Student teams, ages 16 and up, will use augmented reality to create an interface for astronauts.    The purpose: to facilitate astronaut communication during tasks which take them outside their main vehicle.  For this school year, the NASA SUITS Challenge will focus on creating technology for the Artemis mission.

    In other words, students get to design an interface for the astronauts returning to the moon.

    In Spring of 2020, selected teams will travel to Johnson Space Center, in Houston, to present their designs.  As NASA Suits Activity Manager and STEM Engagement Strategist Brandon Hargis explained in our previous interview, the goal is to facilitate astronaut communication while performing tasks in space.  However, the technology must be beneficial, without being distracting.

    Paromita talked about her journey, shared her experiences researching augmented reality for NASA and offered some advice to participatng students.

    And she also offered a unique perspective.  She is a beauty-pageant winner who learned a lot about engineering from her time as Miss Mississippi USA 2013!
    On this edition of Over Coffee®, you will hear:

    *
    What first inspired Paromita to become an aerospace engineer;

    *
    Her educational journey from that point;

    *
    The steps involved in getting her "dream job" at NASA;

    *
    How Paromita first became involved with augmented-reality research;

    *
    How the NASA SUITS Design Challenge developed as a result of Paromita's thesis;

    *
    Paromita's advice for student participants in the 2020 NASA SUITS Design Challenge;

    *
    Some good "learning mistakes" students have made in the past, from which current Challenge participants could learn;

    *
    A technology-creation concern to keep in mind when creating a display to be used during spaceflight;

    *
    The lessons, from Paromita's time as a beauty pageant winner, which she uses today as an aerospace engineer;

    *
    Some of her favorite educational resources.




     
    23 min
  • Challenging Student Imagination
    Photo courtesy of NASA/Josh Valcarcel. Image used with permission.

     

    The NASA SUITS Design Challenge is preparing for another school year.

    And on the curriculum: a problem to solve.  But this is no textbook question.

    Instead, students will be creating augmented-reality technology designed to assist NASA astronauts with communication during spacewalks.

    "SUITS" is an acronym for "Spacesuit User Interface Technologies for Students".   Student teams work together, over the school year, to design AR technology that works inside the astronaut's helmet.   But the "problem" aspect: designs must strike a balance.  The technology needs to facilitate communication, without distracting astronauts from their tasks in space.

    Image courtesy of NASA, and used with permission.

    In the course of the SUITS Design Challenge, team members attend an orientation and Virtual Design Review.  Selected teams travel to Johnson Space Center, in Houston, to showcase their work.

    Participating students must be 16 or older prior to the team's arrival in Houston.  Additional eligibility requirements are available on the JSC website.

    NASA SUITS Activity Manager and STEM Engagement Strategist Brandon Hargis leads the team of education specialists on the NASA SUITS Design Challenge.

    We talked about the creation of the program, what students can expect when they participate and how schools can get involved in the upcoming 2020 challenge.

    (Image courtesy of NASA, and used with permission.)

     
    On this edition of Over Coffee® you will hear:

    *
    What first inspired Brandon to work in space science;

    *
    How the NASA SUITS Design Challenge began;

    *
    Brandon's recollections of the first Challenge;

    *
    How students' perspectives on the first Challenge changed over time;

    *
    The focus of the upcoming SUITS Design Challenge;

    *
    The essential elements which a student with more of an "arts" specialty, rather than science, can contribute;

    *
    Dates and a timeline for the 2020 Challenge;

    *
    An exciting forthcoming partnership and SUITS-related events, scheduled for September 2019;

    *
    Some of the considerations involved, in designing for microgravity;

    *
    Systems teams can use to create in AR (and an alternative if a Hololens is beyond the budget for a team);

    *
    One of most interesting lessons Brandon himself, as an educator and space-science professional, has learned from the program.

    27 min
  • Challenging Student Imagination
    Photo courtesy of NASA/Josh Valcarcel. Image used with permission.

     

    The NASA SUITS Design Challenge is preparing for another school year.

    And on the curriculum: a problem to solve.  But this is no textbook question.

    Instead, students will be creating augmented-reality technology designed to assist NASA astronauts with communication during spacewalks.

    "SUITS" is an acronym for "Spacesuit User Interface Technologies for Students".   Student teams work together, over the school year, to design AR technology that works inside the astronaut's helmet.   But the "problem" aspect: designs must strike a balance.  The technology needs to facilitate communication, without distracting astronauts from their tasks in space.

    Image courtesy of NASA, and used with permission.

    In the course of the SUITS Design Challenge, team members attend an orientation and Virtual Design Review.  Selected teams travel to Johnson Space Center, in Houston, to showcase their work.

    Participating students must be 16 or older prior to the team's arrival in Houston.  Additional eligibility requirements are available on the JSC website.

    NASA SUITS Activity Manager and STEM Engagement Strategist Brandon Hargis leads the team of education specialists on the NASA SUITS Design Challenge.

    We talked about the creation of the program, what students can expect when they participate and how schools can get involved in the upcoming 2020 challenge.

    (Image courtesy of NASA, and used with permission.)

     
    On this edition of Over Coffee® you will hear:

    *
    What first inspired Brandon to work in space science;

    *
    How the NASA SUITS Design Challenge began;

    *
    Brandon's recollections of the first Challenge;

    *
    How students' perspectives on the first Challenge changed over time;

    *
    The focus of the upcoming SUITS Design Challenge;

    *
    The essential elements which a student with more of an "arts" specialty, rather than science, can contribute;

    *
    Dates and a timeline for the 2020 Challenge;

    *
    An exciting forthcoming partnership and SUITS-related events, scheduled for September 2019;

    *
    Some of the considerations involved, in designing for microgravity;

    *
    Systems teams can use to create in AR (and an alternative if a Hololens is beyond the budget for a team);

    *
    One of most interesting lessons Brandon himself, as an educator and space-science professional, has learned from the program.

    27 min
  • SISU: Empowerment Through VR
    (Royalty-free image courtesy of Pixabay, at pixabay.com.)

     

    Today, women in professional fields still experience discrimination.   Harassment is still a reality.   And traditional corporate "sensitivity training" doesn't appear to be making much of a difference.

    Electrical engineer Jocelyn Tan has come up with a solution--through virtual reality.  

    Jocelyn is the CEO and Co-Founder of Bay Area startup SISU.  Currently, Jocelyn and her team are developing a virtual reality game by the same name.

    SISU's mission: to help professional women achieve their goals without facing inappropriate workplace situations.   Employee conflicts, discrimination, workplace politics, harassment and various other issues are all among the scenarios the new game will cover.

    But this isn't a "game" in the sense of being purely for entertainment.   Instead, it's geared it towards corporate clients who can now put their employees into VR simulations as part of on-the-job training.  In the process, participants get to play the "roles" of various characters and work together towards resolving common workplace conflicts.

    Now, why the name?  Jocelyn's website explains that "Sisu" is a Finnish word, meaning, "hope in the face of adversity".    SISU's platform includes both actual cases from women in professional fields, and resources from a number of field experts.

    Expect to see the release of the VR version of SISU in 2020.  Meanwhile, Jocelyn says, a prototype should be available later this year.

    Jocelyn talked about her background, how she came to create SISU and how the game works.
    On this edition of Over Coffee®, you will hear:

    *
    How Jocelyn first discovered  her passion for engineering;

    *
    How her own experiences led her to create a startup with the mission of helping other professional women;

    *
    The process involved in creating the VR game, SISU;

    *
    How players can participate in the game;

    *
    Some of the options available to players in a scenario;

    *
    A timeline when Jocelyn expects SISU to be available in its VR version, for the general public;

    *
    Her future goals for SISU;

    *
    Some of Jocelyn's favorite resources for women encountering inappropriate situations in the workplace;

    *
    AND a VR resource for makers!

    *
    How Jocelyn finds her talent in the arts helpful in her engineering career, and vice versa.

    18 min
  • SISU: Empowerment Through VR
    (Royalty-free image courtesy of Pixabay, at pixabay.com.)

     

    Today, women in professional fields still experience discrimination.   Harassment is still a reality.   And traditional corporate "sensitivity training" doesn't appear to be making much of a difference.

    Electrical engineer Jocelyn Tan has come up with a solution--through virtual reality.  

    Jocelyn is the CEO and Co-Founder of Bay Area startup SISU.  Currently, Jocelyn and her team are developing a virtual reality game by the same name.

    SISU's mission: to help professional women achieve their goals without facing inappropriate workplace situations.   Employee conflicts, discrimination, workplace politics, harassment and various other issues are all among the scenarios the new game will cover.

    But this isn't a "game" in the sense of being purely for entertainment.   Instead, it's geared it towards corporate clients who can now put their employees into VR simulations as part of on-the-job training.  In the process, participants get to play the "roles" of various characters and work together towards resolving common workplace conflicts.

    Now, why the name?  Jocelyn's website explains that "Sisu" is a Finnish word, meaning, "hope in the face of adversity".    SISU's platform includes both actual cases from women in professional fields, and resources from a number of field experts.

    Expect to see the release of the VR version of SISU in 2020.  Meanwhile, Jocelyn says, a prototype should be available later this year.

    Jocelyn talked about her background, how she came to create SISU and how the game works.
    On this edition of Over Coffee®, you will hear:

    *
    How Jocelyn first discovered  her passion for engineering;

    *
    How her own experiences led her to create a startup with the mission of helping other professional women;

    *
    The process involved in creating the VR game, SISU;

    *
    How players can participate in the game;

    *
    Some of the options available to players in a scenario;

    *
    A timeline when Jocelyn expects SISU to be available in its VR version, for the general public;

    *
    Her future goals for SISU;

    *
    Some of Jocelyn's favorite resources for women encountering inappropriate situations in the workplace;

    *
    AND a VR resource for makers!

    *
    How Jocelyn finds her talent in the arts helpful in her engineering career, and vice versa.

    18 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…