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

  • Carnival, Meet Tech & Community
     

    Two Bit Circus co-founders Eric Gradman (right) and Brent Bushnell. (Photo courtesy of Two Bit Circus, and used with permission.)

    Two Bit Circus would like you to come and play with them.

    But don't expect their Micro Amusement Park, in downtown Los Angeles, to be like any other amusement experience you've ever had.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    "Interactive" is the key word as you explore the 38,000-square-foot complex.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    Carnival elements combine with computers, robotics, VR, XR and a sense of "what if we did this?" to show visitors a great time.  Even the shows (well, especially the shows) involve participation and collaboration.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    And no two visits to the Micro Amusement Park, which opened in September, 2018, will ever be the same.

    Eric Gradman is the co-founder and CTO of Two Bit Circus.  He is also a computer software designer, a circus performer--and a professional whistler!

    Eric talked about the experience of creating the Micro Amusement Park, some of the  resources available to fellow creatives, and what's next!

    Photo Courtesy of Two Bit Circus, and used with permission.)

    On this edition of Over Coffee®, you will hear:

    *
    How the Micro Amusement Park evolved from Eric's earlier work on STEAM Carnival with co-founder Brent Bushnell;

    *
     What the experience was like, opening the Micro Amusement Park;

    *
    One of Eric's favorite experiences (to build, and in the park);

    *
    One challenge which Eric and the team face as they make "the future of fun" look easy;

    *
    What visitors might experience in the interactive theatre, Club 01;

    *
    Some of the new games that have been added, since the park opened in September;

    *
    The element that could turn a "boring" game into a masterpiece;

    *
    And, a demonstration to "make over" a type of game which some people might consider "boring"!

    *
    A great STEAM resource for teachers and makers;

    *
    What Eric and his team are learning, as they continue evolving the Micro Amusement Park;

    *
    What may be next!;

    *
    How independent inventors can get their games previewed by the Two Bit Circus crew and their guests.

    23 min
  • Carnival, Meet Tech & Community
     

    Two Bit Circus co-founders Eric Gradman (right) and Brent Bushnell. (Photo courtesy of Two Bit Circus, and used with permission.)

    Two Bit Circus would like you to come and play with them.

    But don't expect their Micro Amusement Park, in downtown Los Angeles, to be like any other amusement experience you've ever had.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    "Interactive" is the key word as you explore the 38,000-square-foot complex.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    Carnival elements combine with computers, robotics, VR, XR and a sense of "what if we did this?" to show visitors a great time.  Even the shows (well, especially the shows) involve participation and collaboration.

    (Photo courtesy of Two Bit Circus, and used with permission.)

    And no two visits to the Micro Amusement Park, which opened in September, 2018, will ever be the same.

    Eric Gradman is the co-founder and CTO of Two Bit Circus.  He is also a computer software designer, a circus performer--and a professional whistler!

    Eric talked about the experience of creating the Micro Amusement Park, some of the  resources available to fellow creatives, and what's next!

    Photo Courtesy of Two Bit Circus, and used with permission.)

    On this edition of Over Coffee®, you will hear:

    *
    How the Micro Amusement Park evolved from Eric's earlier work on STEAM Carnival with co-founder Brent Bushnell;

    *
     What the experience was like, opening the Micro Amusement Park;

    *
    One of Eric's favorite experiences (to build, and in the park);

    *
    One challenge which Eric and the team face as they make "the future of fun" look easy;

    *
    What visitors might experience in the interactive theatre, Club 01;

    *
    Some of the new games that have been added, since the park opened in September;

    *
    The element that could turn a "boring" game into a masterpiece;

    *
    And, a demonstration to "make over" a type of game which some people might consider "boring"!

    *
    A great STEAM resource for teachers and makers;

    *
    What Eric and his team are learning, as they continue evolving the Micro Amusement Park;

    *
    What may be next!;

    *
    How independent inventors can get their games previewed by the Two Bit Circus crew and their guests.

    23 min
  • A Maker’s Mission
    (Photograph courtesy of The Neil Squire Society, and used with permission.)

    For Makers Making Change Project Manager Zee Kesler, making and empowerment just naturally go together.



    Zee's work with the maker community includes spearheading Vancouver's Maker Education Initiative.  She is also the co-founder of "Curiosity in the Classroom", a maker club for sixth-graders.  And she's been the lead on numerous mobile maker workshop projects--including the 2012 "Maker Mobile Workshops on Wheels".

    And now, she'd like to empower you--to get involved in making a difference.

    Makers Making Change, an initiative of nonprofit Neil Squire Society, recruits maker volunteers.  The goal: to create low-cost assistive technology for people with disabilities.

    in the Makers Making Change archive are more than fifty open-source projects. These include a wheelchair-mounted dog treat dispenser; a Braille keyboard overlay; and an adaptive bottle opener, for people with arthritis.

    There's also the LipSync, Makers Making Change's flagship creation, which is a mouth-controlled device to operate a touchscreen!

    So, what do they need?  As far as maker volunteers go, they welcome anyone who has the time to help.  Projects can be as simple as 3D printing out a device--or as involved as building a LipSync.

    And they invite anyone with a disability to reach out and request a maker's help, to create an assistive device.

    Makers Making Change has done a number of events in Canada and the U.S.   They'll host a "buildathon" in San Francisco this Sunday, March 31, according to their website.  And they're headed to Toronto, for the Abilities Expo, happening April 5-7!
    On this edition of Over Coffee®, you will hear:

    *
    How the maker community first captured Zee's imagination;

    *
    How she first became involved with the Neil Squire Society;

    *
    A description of Makers Making Change (in case you missed our 2017 interview with Neil Squire Society Director of Development Chad Leaman:

    *
    What are some of the top devices people request to have created by makers;

    *
    Several ways anyone interested can get involved and help;

    *
    A number of upcoming events;

    *
    How to get a presentation in your community!

    *
    Methods of "hacking" toys, to adapt them for children with disabilities;

    *
    A suggestion for makers who are into creating with textiles;

    *
    An exciting upcoming maker-education project on which Makers Making Change is working!

    *
    What Makers Making Change will need, in the area of help on theirnew project;

    *
    What Zee learned about the maker community, during her work with Makers Making Change.


     
    25 min
  • A Maker’s Mission
    (Photograph courtesy of The Neil Squire Society, and used with permission.)

    For Makers Making Change Project Manager Zee Kesler, making and empowerment just naturally go together.



    Zee's work with the maker community includes spearheading Vancouver's Maker Education Initiative.  She is also the co-founder of "Curiosity in the Classroom", a maker club for sixth-graders.  And she's been the lead on numerous mobile maker workshop projects--including the 2012 "Maker Mobile Workshops on Wheels".

    And now, she'd like to empower you--to get involved in making a difference.

    Makers Making Change, an initiative of nonprofit Neil Squire Society, recruits maker volunteers.  The goal: to create low-cost assistive technology for people with disabilities.

    in the Makers Making Change archive are more than fifty open-source projects. These include a wheelchair-mounted dog treat dispenser; a Braille keyboard overlay; and an adaptive bottle opener, for people with arthritis.

    There's also the LipSync, Makers Making Change's flagship creation, which is a mouth-controlled device to operate a touchscreen!

    So, what do they need?  As far as maker volunteers go, they welcome anyone who has the time to help.  Projects can be as simple as 3D printing out a device--or as involved as building a LipSync.

    And they invite anyone with a disability to reach out and request a maker's help, to create an assistive device.

    Makers Making Change has done a number of events in Canada and the U.S.   They'll host a "buildathon" in San Francisco this Sunday, March 31, according to their website.  And they're headed to Toronto, for the Abilities Expo, happening April 5-7!
    On this edition of Over Coffee®, you will hear:

    *
    How the maker community first captured Zee's imagination;

    *
    How she first became involved with the Neil Squire Society;

    *
    A description of Makers Making Change (in case you missed our 2017 interview with Neil Squire Society Director of Development Chad Leaman:

    *
    What are some of the top devices people request to have created by makers;

    *
    Several ways anyone interested can get involved and help;

    *
    A number of upcoming events;

    *
    How to get a presentation in your community!

    *
    Methods of "hacking" toys, to adapt them for children with disabilities;

    *
    A suggestion for makers who are into creating with textiles;

    *
    An exciting upcoming maker-education project on which Makers Making Change is working!

    *
    What Makers Making Change will need, in the area of help on theirnew project;

    *
    What Zee learned about the maker community, during her work with Makers Making Change.


     
    25 min
  • Creating Worlds of Awe
    (Photograph courtesy of Snow Mack, and used with permission.)

    Groundbreaking digital artist Kevin Mack uses virtual reality to transport people into a different world--or several.

    And that statement barely does justice to his work.

    Kevin could be described as a scientific artist--or perhaps an artistic scientist!    In 1999, he received an Academy Award for visual effects, after pioneering the digital creation of the tree in "What Dreams May Come".   And in 2006, UCLA's David Geffen School of Medicine gave him the title of Honorary Neuroscientist, as a result of his research and talks on perception and visualization.

    But perhaps his recent virtual-reality work is the coolest yet.

    "Zen Parade", by Kevin Mack, ©2019.   Image used with permission.

    Using a spectrum of knowledge, including 3D printing and (in the case of his most complicated work) artificial intelligence, Kevin has created three VR experiences: Zen Parade, Blortasia and Anandala.

    Strap on the headset--and you're in the sky, flying at a speed you control.   Expect to see lush, kaleidoscopic colors and evolving shapes as you explore.

    Zen Parade takes you through an animated world of living sculptures, while  Kevin's Shape Space VR website describes Blortasia as "a surreal maze of evolving sculptures".

    "Blortasia", by Kevin Mack, ©2019.    Image used with permission.

    And we can personally attest to the fact that Anandala is a fantastic experience!

    "Anandala", by Kevin Mack, ©2019. Image used with permission.

    Anandala allows you to travel--at your own pace--through colorful, almost liquid-looking structures and tunnels.   Once inside the shapes, you'll encounter friendly living art entities.   And you may well laugh out loud (we did!) at these denizens' response to your presence!

    Kevin's goal, in creating these three works, is to invigorate, entertain and enhance the well-being of his viewers.   But the medical profession has also been using his Zen Parade in two research studies.

    Kevin talked about his background, the experience of creating his virtual-reality art and some of the neuroscience behind the perception experience.
    On this edition of Over Coffee®, you will hear:

    *
    How Kevin's growing-up years inspired his creativity and curiosity;

    *
    What first interested him in the technology of creating art;

    *
    How childhood visions led him to imagine the worlds he creates today;

    *
    His early experimentation with video and computers;

    *
    How Kevin wound up pioneering digital art for movie visual effects;

    *
    Kevin's story of creating his first VR experience, Zen Parade;

    *
    What viewers will experience in his newest work, Anandala;

    *
    The artificial-life process involved in Anandala which enables the friendly art entities to communicate;

    *
    And, the story of the way this process enabled Kevin to digitally create the tree in What Dreams May Come, and the brain in The Fight Club;

    *
    How Zen Parade grew from a "cool abstract art experience" to an implement that can benefit the medical community;

    *
    What "the science of awe" involves,
    41 min
  • Creating Worlds of Awe
    (Photograph courtesy of Snow Mack, and used with permission.)

    Groundbreaking digital artist Kevin Mack uses virtual reality to transport people into a different world--or several.

    And that statement barely does justice to his work.

    Kevin could be described as a scientific artist--or perhaps an artistic scientist!    In 1999, he received an Academy Award for visual effects, after pioneering the digital creation of the tree in "What Dreams May Come".   And in 2006, UCLA's David Geffen School of Medicine gave him the title of Honorary Neuroscientist, as a result of his research and talks on perception and visualization.

    But perhaps his recent virtual-reality work is the coolest yet.

    "Zen Parade", by Kevin Mack, ©2019.   Image used with permission.

    Using a spectrum of knowledge, including 3D printing and (in the case of his most complicated work) artificial intelligence, Kevin has created three VR experiences: Zen Parade, Blortasia and Anandala.

    Strap on the headset--and you're in the sky, flying at a speed you control.   Expect to see lush, kaleidoscopic colors and evolving shapes as you explore.

    Zen Parade takes you through an animated world of living sculptures, while  Kevin's Shape Space VR website describes Blortasia as "a surreal maze of evolving sculptures".

    "Blortasia", by Kevin Mack, ©2019.    Image used with permission.

    And we can personally attest to the fact that Anandala is a fantastic experience!

    "Anandala", by Kevin Mack, ©2019. Image used with permission.

    Anandala allows you to travel--at your own pace--through colorful, almost liquid-looking structures and tunnels.   Once inside the shapes, you'll encounter friendly living art entities.   And you may well laugh out loud (we did!) at these denizens' response to your presence!

    Kevin's goal, in creating these three works, is to invigorate, entertain and enhance the well-being of his viewers.   But the medical profession has also been using his Zen Parade in two research studies.

    Kevin talked about his background, the experience of creating his virtual-reality art and some of the neuroscience behind the perception experience.
    On this edition of Over Coffee®, you will hear:

    *
    How Kevin's growing-up years inspired his creativity and curiosity;

    *
    What first interested him in the technology of creating art;

    *
    How childhood visions led him to imagine the worlds he creates today;

    *
    His early experimentation with video and computers;

    *
    How Kevin wound up pioneering digital art for movie visual effects;

    *
    Kevin's story of creating his first VR experience, Zen Parade;

    *
    What viewers will experience in his newest work, Anandala;

    *
    The artificial-life process involved in Anandala which enables the friendly art entities to communicate;

    *
    And, the story of the way this process enabled Kevin to digitally create the tree in What Dreams May Come, and the brain in The Fight Club;

    *
    How Zen Parade grew from a "cool abstract art experience" to an implement that can benefit the medical community;

    *
    What "the science of awe" involves,
    41 min
  • “Femineering” Education
     

    Nicole Gutzke (l) and Dr. Kristina Rigden at the Femineer program table during California STEAM Symposium, 2018.

     

    Ask a young girl about her future career aspirations.  She probably won't say, "I want to be an engineer".

    Cal Poly Pomona's Femineer program is changing that.

    Creative robotics, wearable technology and Raspberry Pi construction are all part of this innovative three-year curriculum.   And in the course of "making cool stuff", K through 12 girls learn math, science, technology and engineering.   The Femineer curriculum spans three years.  Usually, participating schools offer the courses as an elective or after-school program.

    Nicole Gutzke is Outreach Programs Liaison and Women in Engineering Program Coordinator at Cal Poly Pomona.  Dr. Kristina Rigden is Director of Outreach Programs and Women in Engineering.

    Nicole and Kristina shared the story of the Femineer program, offered a look at the way the curriculum works and talked about the ways this unique curriculum is helping girls and young women reach their potential.


    On this edition of Over Coffee®, you will hear:

    *
    The story of the Femineer program;

    *
    How the curriculum works;

    *
    What first led Nicole and Kristina to have an interest in the engineering field;

    *
    How schools can get involved in the program;

    *
    Why teachers in fields other than science or math are implementing the curriculum;

    *
    An update on youth organizations'  efforts to make the Femineer program part of their activities;

    *
    Some of the results Nicole and Kristina have seen in the academic paths of their students;

    *
    What students can expect to learn, in the robotics and wearables classes;

    *
    How interested education professionals can find out more.


     
    17 min
  • “Femineering” Education
     

    Nicole Gutzke (l) and Dr. Kristina Rigden at the Femineer program table during California STEAM Symposium, 2018.

     

    Ask a young girl about her future career aspirations.  She probably won't say, "I want to be an engineer".

    Cal Poly Pomona's Femineer program is changing that.

    Creative robotics, wearable technology and Raspberry Pi construction are all part of this innovative three-year curriculum.   And in the course of "making cool stuff", K through 12 girls learn math, science, technology and engineering.   The Femineer curriculum spans three years.  Usually, participating schools offer the courses as an elective or after-school program.

    Nicole Gutzke is Outreach Programs Liaison and Women in Engineering Program Coordinator at Cal Poly Pomona.  Dr. Kristina Rigden is Director of Outreach Programs and Women in Engineering.

    Nicole and Kristina shared the story of the Femineer program, offered a look at the way the curriculum works and talked about the ways this unique curriculum is helping girls and young women reach their potential.


    On this edition of Over Coffee®, you will hear:

    *
    The story of the Femineer program;

    *
    How the curriculum works;

    *
    What first led Nicole and Kristina to have an interest in the engineering field;

    *
    How schools can get involved in the program;

    *
    Why teachers in fields other than science or math are implementing the curriculum;

    *
    An update on youth organizations'  efforts to make the Femineer program part of their activities;

    *
    Some of the results Nicole and Kristina have seen in the academic paths of their students;

    *
    What students can expect to learn, in the robotics and wearables classes;

    *
    How interested education professionals can find out more.


     
    17 min
  • Re:3D: Towards a Better World


    What if affordable 3D printing could create what communities need most?  And, what if the material used to 3D print--was garbage?

    That's the vision that re:3D co-founder and catalyst Samantha Snabes and her team are bringing to life right now.

    Samantha's Houston-based startup re:3D began in 2013 as the creator of the Gigabot®, the world's largest industrial 3D printer--creating structures that start at eight cubic feet.   After Hurricane Maria, Gigabot® created 3D printed signs for Puerto Rico, along with other needed facilities.  Educational models for college classes, medical procedures and 3D printed sculptures are all within its capabilities.

    And for every 100 Gigabot® printers sold, re:3D donates one to a community.

    But they didn't stop there.  They've prototyped, funded and are now manufacturing a brand-new printer: the Gigabot® X, which 3D prints from plastic waste!



    At CES® 2019, re:3D won first place in the "Techstars" Pitch Competition, at Eureka Park®, for this concept.  We'll look forward to updating you as the "Gigabot X" comes to market!

    After CES®, Samantha shared the story of creating re:3D, offered a look at the road towards their ultimate goal of 3D printing from trash, and discussed the ways her team dealt with the unexpected challenges of three different hurricanes.
    On this edition of Over Coffee® you will hear:

    *
    What first started Samantha's journey as a social entrepreneur (she's a life scientist with a NASA background!);

    *
    How re:3D came into being;

    *
    Samantha's recollections from her first days in South America, after receiving an invitation to work with Startup Chile;

    *
    The experience she and her Gigabot co-creator had, launching Gigabot®'s  Kickstarter campaign during SXSW;

    *
    How the campaign resulted in the creation of their social-enterprise startup;

    *
    What had to happen next, for the team to create the Gigabot® X, which 3D prints from trash;

    *
    How you can get involved (they're hiring!);

    *
    The challenges that faced Samantha and her company (courtesy of three hurricanes!) as they brought Gigabot® to Puerto Rico;

    *
    Some of the coolest applications she's seen, which makers have come up with, using the 3D printer;

    *
    What it's like, to use this 3D printer;

    *
    How the program works, through which re:3D gives away one Gigabot® for every 100 they sell;

    *
    Samantha's advice to other young women who would like to be in 3D printing;

    *
    Her vision for the future of 3D printing with Gigabot® X, five years down the road.

    37 min
  • Re:3D: Towards a Better World


    What if affordable 3D printing could create what communities need most?  And, what if the material used to 3D print--was garbage?

    That's the vision that re:3D co-founder and catalyst Samantha Snabes and her team are bringing to life right now.

    Samantha's Houston-based startup re:3D began in 2013 as the creator of the Gigabot®, the world's largest industrial 3D printer--creating structures that start at eight cubic feet.   After Hurricane Maria, Gigabot® created 3D printed signs for Puerto Rico, along with other needed facilities.  Educational models for college classes, medical procedures and 3D printed sculptures are all within its capabilities.

    And for every 100 Gigabot® printers sold, re:3D donates one to a community.

    But they didn't stop there.  They've prototyped, funded and are now manufacturing a brand-new printer: the Gigabot® X, which 3D prints from plastic waste!



    At CES® 2019, re:3D won first place in the "Techstars" Pitch Competition, at Eureka Park®, for this concept.  We'll look forward to updating you as the "Gigabot X" comes to market!

    After CES®, Samantha shared the story of creating re:3D, offered a look at the road towards their ultimate goal of 3D printing from trash, and discussed the ways her team dealt with the unexpected challenges of three different hurricanes.
    On this edition of Over Coffee® you will hear:

    *
    What first started Samantha's journey as a social entrepreneur (she's a life scientist with a NASA background!);

    *
    How re:3D came into being;

    *
    Samantha's recollections from her first days in South America, after receiving an invitation to work with Startup Chile;

    *
    The experience she and her Gigabot co-creator had, launching Gigabot®'s  Kickstarter campaign during SXSW;

    *
    How the campaign resulted in the creation of their social-enterprise startup;

    *
    What had to happen next, for the team to create the Gigabot® X, which 3D prints from trash;

    *
    How you can get involved (they're hiring!);

    *
    The challenges that faced Samantha and her company (courtesy of three hurricanes!) as they brought Gigabot® to Puerto Rico;

    *
    Some of the coolest applications she's seen, which makers have come up with, using the 3D printer;

    *
    What it's like, to use this 3D printer;

    *
    How the program works, through which re:3D gives away one Gigabot® for every 100 they sell;

    *
    Samantha's advice to other young women who would like to be in 3D printing;

    *
    Her vision for the future of 3D printing with Gigabot® X, five years down the road.

    37 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…