EARTH DAY APRIL 22 1998
Theme – CREATIVE COMMUNICATIONS FOR A HAPPY HEALTHY FUTURE
We want to teach the kids and show the adults that it is possible to develop
Intelligent communication systems for education, healthcare, communication, and recreation,
To empower people with knowledge of options
WHERE WERE COMING FROM
As we live in an information age, our lives are continually influenced by new applications of information technology. Informaticsystems impact society at all levels,
from personal and interpersonal dynamics, to global systems of immense complexity. Thefuture needs of the info-culture can be anticipated, thus environments must
be created and processes need be initiated whichwill aid in a smooth and intelligent transition into the future. It is not enough to just refine current methods of
education; instead,we must reach out with all our insight and an open mind and begin to develop new methods of thinking, learning, exploring andgrowing which will
serve as the basis of intelligent migration into this new and exciting future. We must be proactive and makea conscious effort to act in ways which will allow us to
reach the most potential offered by this inevitable progression into anew century and a new world. By developing a compassionate and pro-social basis for
exploring and sharing knowledgeabout the impact of technology we can create an environment for intelligently cultivating an awareness of the processes whichwill
shape the nature of the future.
It becomes our obligation as leaders in the revolution of thought and process that we take steps to ensure that we have givenour future generations the best possible
opportunity to reach the highest levels of their true potential. We must overcome thenatural fear of the unknown and move forward with determination and
compassion as the future generations will indeed bestrongly affected by what we do in these early phases of the information culture.
Thus, we must model and create seed environments which will:
Facilitate the proactive utilization of informatic systems for the betterment of all.
A event where you can experience and learn about new communication technologies and interactive techniques designed to improve the quality of life. The main areas of focus will be in education, health and wellness.
This will have multiple purposes. It will be used as a "classroom" to expose/educate the kids participating in the "Widgiteering Lab" and kidcast for peace about socially relevant applications. This will also be a hands on demonstration area showcasing applications which will range from accessible interfaces for enabling disabled
children to participate in the cyberculture to demonstrating how the internet can be used for telemedicine to technologies which are intended to reduce stress and elevate mood.
To digital storytelling
To interactive music
Promote intelligent and pro-social use of multimedia technologies in areas such as Healthcare, Communication, Recreation, and Commerce.
Encourage the active sharing of information and technology with others involved in socially progressive uses of advanced information systems. Develop innovative
human-computer interface systems to empower the disabled. Create interactive systems which enrich perceptual states and extend expressional capacities.
Thus to this end we propose the development of a space which will facilitate an integrative process of cultural "rapid-prototyping."
The purposeful utilization of INFORMATION
and
INFORMATION TECHNOLOGY to alter the course of some dynamic process
Mission:
To
Utilize Information Technology to
Improve the Quality of Life.
Healing with Information
Intelligently Implementing Interactive Information Technology
in Health Care and Education to Improve Quality of Life
Prime meme-- GLOBAL WELLNESS THROUGH COMMUNICATION
SHARE IDEAS
SHARE INFORMATION
SHARE EXPERIENCES
SHARE PERSPECTIVES
KNOWING WHAT IS POSSIBLE
What can be done
KNOWING WHAT IS PRACTICAL
What should be done
Cyberarium will hold workshops/seminars for teachers and parents geared to empower them to easily utilize these emerging communication tools
and interactive technologies in the classroom and in the home. Emphasis will be placed on methods and tools for teaching the science, math and social skills which
will be needed by the "future citizens" of the cyberculture which they are educating/raising.
ECLECTIC METHODOLOGY
Best Methods From Any Applicable Field
Cyber hugs --" TELE-affection"
We Came
We Cared
We Cured
CYBERNETIC HEDONISM
"THE NIRVANA EXPRESS"
www.pulsar.org
Focus – Increased awareness of the interconnectedness of society technology and ecology
-Empower the children of today with the tools, skills, knowledge and perspective needed to develop a wonderful future.
MEMES
Interface Systems:
Human--Computer
Computer--Computer
Computer--Human
Human--Human
Main Event -KidCast for Peace
Event organizers
Peter Rosen –Creativity Cafe (founder of kidcast for peace events)
http://creativity.net/KidCast/kcfundtxt.html
Dave Warner MD -- Institute for Interventional Informatics
www.pulsar.org
Overview of activities
The CC will be the lead agent for the "arts and music" aspects of the earth day event
And what ever else they want/can be this is an open project
I3 will be the lead agent for stunt-science and education
CORE – activities
@@@@@@@@@@@@@@@@@@@@
kidcast for peace
1 –Creativity café will provide the tech and connections for their parts, which include
the regular kidcast CU-SeeMe,
Natural Instrument Jam Sessions,
MIDI Jam Sessions,
Chat and more
@@@@@@@@@@@@@@@@@@
THE EARTH DAY COLLECTIVE
SYNTHETIC INTELLIGENCE
2 – I3 will have a 24hr Web event which will include (but not be limited to)
I3 will provide a 24hr webcast of event
We will have several clusters of computers throughout the campus here at syracuse
We will be generating a realtime webumentry of the event
We will be developing a web-based resource which will continue to grow after the event
We will be having a world wide web mediated collaborative distance learning event
We have the support of
http://www.npac.syr.edu/
NPAC prepares and delivers advanced computer
science courses and tutorials in several practical areas
(aka Internetics) including simulation, databases and
Web technologies. These are put together in various
ways for different classes of learner and have been
offered in both USA and China . The virtual University
Webwisdom.org has been set up both to allow NPAC to
deliver and help others deliver and prepare education
and training using modern web techniques. Essentially
all our material, which spans K-12 , Undergraduate,
Graduate and Continuing Education is available online.
As well as course material, there are several
asynchronous learning resources with examples and
tutorials.
NPAC has leading edge technology to support
education, which includes the Tango Collaboration
System , Digital Video Archives , Audio Video
Conferencing ,Web linked interfaces to programming
laboratories . The Pulsar site collects the work of Warner
and Lipson on human computer interactions and
resources for disabled individuals. Much of our work was
developed with Syracuse’s school of education for the
K-12 community as the Living SchoolBook project. and
includes a Web based 3D Geographical Information
System for use in virtual field trips. Much of NPAC’s
education technology is available commercially through
the spin-off Webwisdom.com
Many Syracuse students work with NPAC on Masters
and Ph.D. projects and we have a suggested strategy
for new students.
Our work involves many critical partners including CRPC
, the DoD PET Program and most recently the NSF
funded national partnership in advanced computational
infrastructure where we are working through NCSA as
part of national coordinating team. At Syracuse
University , we work especially with the Physics
department , the College of Engineering and Computer
Science and the School of Education .
Our resource on research and education projects for disabled
individuals
Kid's Web - is the most popular site at NPAC our recently
upgraded resource for children
The K-12 resource The Living Schoolbook prepared by our
collaborators in the School of Education at Syracuse while here
is an old internal NPAC resource in this area.
A set of educational resources prepared
I3 will over see the development of a planet earth viewer
Treasure Trove Welcome to Treasure Trove at the Northeast Parallel
Architecture Center at
Syracuse University.
What is Treasure Trove?
Treasure Trove is a
Geographical information
System with a Virtual Twist.
Our database stores nearly 10
million variables for Census
Information, Geospatial
features and Business related
information. This translates to
choosing any area in New York
State and obtaining relevant
information pertaining to that
location.
Virtual reality, Digital Elevation Models,
and 2-D maps. This site contains 10 million
statistical, demographical data variables stored in
an ORDBMS. In this case the ORDBMS is Illustra
What's a Virtual Twist?
Conventional Geographic Information Systems use a two dimensional
mode to display geographic results. This is where we push the envelope
into the realm of Virtual Data Visualization. Using VRML worlds we
recreate the world in a three dimensional mode. We overlay satellite
images, two dimensional maps and terrain features and embed VRML
objects into the layout. A Cyber City to say the least..
I3 will provide web space for the multimedia "get well cards for planet earth"
I3 will generate a "web resources for communication" site
This will have tools and tutorials for educators to use
The World Wide Web offers the potential for revolutionary
changes in education at all levels from K-12,
undergraduate, graduate and continuing (lifelong) levels.
Currently NPAC several K-12 academic programs in New
York State.
Development of such programs is particularly challenging,
since most K-12 schools have nonexistent or inadequate
computer and communications infrastructures, and most
K-12 educators have little idea of how to use the NII for
education. In response, NPAC researchers have
developed "The Living Schoolbook".The Living
Schoolbook" is a HPCC (High Performance Computing
and Communications) educational resource provided to
three upstate
and three downstate K-12 schools in New York State. It is a leading example of the
innovative use of advanced information systems in the K-12 classroom.
The Living SchoolBook is a collaborative project between the the Northeast Parallel
Architectures Center (NPAC) , School of Education at Syracuse University and the
Institute for Learning Technologies at Teachers College, Columbia University. Based on
leading NII technologies, such as databases, digital video, the WWW, and advanced
networking, the Living SchoolBook demonstrates Educational Information Infrastructure
(or EII) services. Teacher and students are discovering ways in which state of the art
information systems support development of pioneering educational resources within the
culture of the classroom and the larger school community.
Kid's Web is a World Wide Web Digital Library for school kids, that is being developed
as part of the Living Schoolbook. The site lists links for various sites related to the Arts,
Drama, Literature, Sciences and other Miscellanous links.
The Young Scholars Program
The Young Scholars Program gives
minority students and especially young
women, the chance to strengthen their
skills in math, science, and computer
technology.
We will use a collabborative tool called
Tangointeractive
TANGO is a Java-based collaboratory system for the World
Wide Web The purpose was to build a collaborative software
infrastructure and integration framework to better utilize the
Internet and, more specifically, World Wide Web environment for
cooperative work. Our focus is on collaborative applications for
education and distance learning, command and control, health
care, and computer steering.
Click here to visit the TANGO Home Page
BuenaVista is a multiplatform videoconferencing tool. The system is
multi-user - not just another Internet phone. It supports PC (Windows
'95, Windows NT) and UNIX (all IRIX) platforms in interoperable
fashion. A selection of high-performance, all-software audio and video
codecs makes this system suitable for both low bit-rate Internet and
high-quality LAN conferencing. The system adapts itself to the CPU
and networ k conditions.
Click here to visit BuenaVista home page.
The TVR and HyperWorld projects are studying critical features of future collaboraties
including scalability and televirtual environments.
SciVis is a Java-based collaborative data analysis system.
The main purpose of this software package is to provide
researchers with a customizable data analysis system to aid
research. One of the key features of our system is that filters
are user definable. We created API's for users to design
their own filters.
Click here to visit the SciVis Home Page
WebWisdom is a hierarchical tree of knowledge built from
JavaScript and aimed at Netscape 3.0 or higher class
Navigators. WebWisdom allows one to use the application
for both synchronous and asynchronous learning.
WebWisdom.com products are based on systems
designed by the Northeast Parallel Architectures Center at
Syracuse University over the last three years.
Click here to visit the WebWisdom Home page
Project Overview
TANGO Interactive is a web collaboratory. The system extends capabilties of web browsers towards fully interactive, multimedia collaborative
environment.
TANGO is also a framework for building collaboratory system. The publically available version is just one particular implementation which uses
TANGO runtime. It is possible to build collaboratory systems of arbitrary complexity using TANGO framework.
TANGO Interactive is written in Java. Most system modules are implemented as applets. The applets interact with each other and can control each
other behavior. Applet interaction in TANGO goes much further than trivial communication between few applets on an HTML page. TANGO
applets can come from different name spaces. There is no requirement that all applets or even different instances of the same applet come from the
same http server. The applets can be loaded when needed and released at any time, ensuring that the system is lean and agile. TANGO Interactive
is the first ever and, so far, the only system implementing this very flexible and powerful architecture.
How does TANGO Interactive work? Very simple. You start the system from your browser, which, thereafter, you can continue using. The system
connects you to a TANGO server of your choice. Once in the system, you can use one of the more than two dozen collaboratory applications to work
on projects with your partners, take a class at a virtual university, create and use chat room, private or public, videoconference, watch a movie or
surf Internet with friends, or play a game - such as 3D chess. Or do all this at the same time, in any combination, in as many chat rooms as you want.
No other collaboratory system, public domain or commercial, gives you so many applications under a consistent and very simple session and floor
control.
Is this all? By far not. Java applets are neat, but it takes time to load them. Not everybody is up to writing them, either. Javascript is an alternative
for implementation of client-side web applications. But, can you write collaborative Javascript apps? With TANGO, the answer is "yes". This
technology is unique to TANGO and not available anywhere else. Using it, TANGO can take an arbitrary HTML page and automatically turn it into
a shared entity.
But, suppose that you have a pre-Web applications written in C or C++, and you would like to use it as a part of your collaboratory system. With
TANGO, this is about as difficult as connecting an applet. If you have two Caves to connect, TANGO is going to relieve you from thinking about all
collaboratory infrastructure.
Going back to the Web, perhaps you would like to build a 3D VRML world, populate it with awatars, and let them interact? TANGO will help you
here as well. We support two integration modes: via VRML JavaScript nodes, and via EAI.
In summary, TANGO Interactive is an advanced, powerful, and extensible Web collaboratory. The applications available with current release
exemplify each of the technologies we have mentioned above. Please, try them!
We will teach courses on a wide variety of subjects
We will have "enrollment databases" of participants
Experts on line-
Scheduled experts to be on live "chat" and distance education sessions
Experts in ecology, technology, society,
These sessions will be recorded and placed on the net for future projects
I3 will over see the development of a "earthday resources page" this will be supported by Syracuse University
Like the "techno-social integration"
Global telemedcom
I3 will create/conjure several "spontaneous" stunt science projects
Tngs and neattools…
The software component will feature an object oriented, multi-platform, (FREE) program called "Neattools". Neattools is a visual programming tool designed so
that the kids can easily create networks of software modules which can perform a wide range of function. The software is designed to take data from a wide variety
of input devices and to use that data to control any output. For example they can create music programs to use with any input device, convert a joystick into a
mouse controller, connect to other computers over the internet using sockets, drive remote control vehicles with the computer, etc.. This software can also be used
to create programs which will help them understand fundamental concepts in mathematics and science. For those kids that are a little more advanced there is also a
module developers kit which will allow them to build there own unique software modules in c++ and integrate them into Neattools . This hardware component of
the Widgiteering Lab will allow to kids to "dissect" common computer input devices such as keyboards, computer mice and joysticks so they can better understand
how these devices work. They will then be shown how to use the components in novel ways to create new input devices. In addition to the "standard " input
devices participants in the Widgiteering Lab will be shown/taught how to invent new inputs using the 8 channel input device TNG3 (called "Thing 3". ) TNG3 allows
the user to quickly and easily explore new kinds of use a wide variety of (low cost, easy to find i.e. Radio Shack and WalMart ) sensors such as thermisters, photo
resistive light sensors, velostat resistive plastic, micro switches, potentiometers and a variety of materials which change their resistance or create a small voltage.
These sensors can also be used to illustrate concepts in science.
Internet phone
Midi toys
Ecology science activities
I3 will have a cyberarium
What is a Cyberarium? (http://www.pulsar.org/fallweb/cyberarium/cyberarium2b.html)
http://s008.infomall.org/sigkids/sigkids.htm
Cyberarium is a laboratory environment dedicated to the study and research in the area of cyber culture. It will also be a center where people can
visit to see and experience the cyber culture. It will be a site intentionally designed to cultivate awareness and develop skills required to be a successful citizen of the
cyber culture and society. It will be a place where the principles and potential of future commerce can be explored.
Areas such as:
tools for work toys for play educational materials for smart learning environmental issues of the cyber world products for cyber market economic system of the
cyber world
It will be a place where the tools and toys of future generations can be researched, prototyped, developed, tested and refined in an environment which fuses the
best of the methods of formal inquiry with the new exploratory iterative refinement processes of the info-culture.
The cyberarium will conduct studies and research in, but not limited to:
future school future recreation future employment future culture future arts future science future technologies future food future ecology etc
-this can be studied in the context of developing:
a) a life health plan b) a life knowledge plan c) a life education plan d) a life employment plan e) a life recreation plan f) a life financial plan g) a life social plan
Cyberarium is that space.
Cyberarium is a cybercological venture. Seeking a fusion of academic, technological and social spheres, its aim is to create apossibility for the present and future of
socially inspired informatic systems applications. Children with mild to severe physicaland/or mental disabilities, fully functioning children from local schools, and
professional/academic persons requiring/desiring tolearn the many powerful tools for creating, rendering, distributing and intelligence supported databasing form the
social matrix of Cyberarium. The World Wide Web is both a literal and metaphorical model by which to structure a cyberarium. Information available to anyone,
anywhere, anytime makes superfluous some of the traditional institutional models for knowledge discovery and distribution inherent to the institutional and social
structures of formal education. Cyberarium,thereby, takes advantage of possible futures floating up to the top of the pool of information space. In this page we give
onepossible form of cyberarium; the form is not as crucial as the conceptual elements supporting it.
The idea is to let the techno-social reality which is ongrowingly emerging here in the present to teach us how to better create systems for facilitating the production and
consumption of information. The social interaction is an organism for which we must continually make better tools more amenable to its current needs and tastes.
I3's systems approach allows that the form of any expression of this thinking be completely malleable to the most empoweringly conceived social facts and visions
being brought to the realm of information and communications science. Humans and their legitimate needs are the rule for figuring how to build institutions and
technologies for making those institutions relevant and useful, and these needs are constantly shifting. In this sense, the increasingly protean nature of the
cyberculture should provide our clue as to critical morph-readied nature of the institutions. Internal/social space brings shifting desires, needs and ephemeral and
novel responses to what it puts out there as its techno-physical-social ecology at any given time. No institution should therefore become an end in itself, but only a
spacestation to be used and recycled as the colony moves onward outward. Here we sketch a possible form of cyberarium, but the thinking behind this example is
our offering. Our only rule is that anything we do must count towards making the world a healthier, kinder, more compassionate and beneficial to all place. The
emphasis is social/personal rather than institutional/ ideological.
Project Information
Title........ Cyberarium..
Media......Interactive Experience
Descriptive sentence...... The Cyberarium is an innovative, integrative and interactive environment which will stimulate discovery and exploration of
creative and socially enriching interactive techniques through intelligence engaging, imagination inducing hands-on experiences with novel huamn-computer
interaction devices.
ABSTRACT..(and a little more)
Cyberarium Building interactive techniques for "Pre"-inventing the future
The Cyberarium will have three fundamental thrusts
The first (and most relevant) will be to provide kids with an experience which will give them the tools and the knowledge to creatively explore interface options
which will extend their ability to interact with computers in novel ways. The experience for the kids will include a "Widgiteering Lab where kids will get a hands on
exposure and experience with hardware and software tools which will enable them to build and test creative interactive tools. Emphasis will be placed on
creating/developing interactive systems that can be used in education, communication and enriching recreation. We will also expose them, through demonstration
and discussion, to the interface problems, both hardware and software, of the disabled computer user.
The cyberarium will have a widgiteering lab
The Widgiteering Lab will be designed to help the kids understand the basics of interactive techniques by providing exemplary projects which will engage their
intelligence and stimulate their imagination. The focus of the lab will have both a software component and a hardware component.
The software component will feature an object oriented, multi-platform, (FREE) program called "Neattools". Neattools is a visual programming tool designed so
that the kids can easily create networks of software modules which can perform a wide range of function. The software is designed to take data from a wide variety
of input devices and to use that data to control any output. For example they can create music programs to use with any input device, convert a joystick into a
mouse controller, connect to other computers over the internet using sockets, drive remote control vehicles with the computer, etc.. This software can also be used
to create programs which will help them understand fundamental concepts in mathematics and science. For those kids that are a little more advanced there is also a
module developers kit which will allow them to build there own unique software modules in c++ and integrate them into Neattools . This hardware component of
the Widgiteering Lab will allow to kids to "dissect" common computer input devices such as keyboards, computer mice and joysticks so they can better understand
how these devices work. They will then be shown how to use the components in novel ways to create new input devices. In addition to the "standard " input
devices participants in the Widgiteering Lab will be shown/taught how to invent new inputs using the 8 channel input device TNG3 (called "Thing 3". ) TNG3 allows
the user to quickly and easily explore new kinds of use a wide variety of (low cost, easy to find i.e. Radio Shack and WalMart ) sensors such as thermisters, photo
resistive light sensors, velostat resistive plastic, micro switches, potentiometers and a variety of materials which change their resistance or create a small voltage.
These sensors can also be used to illustrate concepts in science.
www.pulsar.org
"Center
For
Really Neat Research"
Rock-N-Roll Science
SCIENCE WITH AN ATTITUDE
I THINK
THEREFORE
Time line
Mar 1-14
Inventory resources
Prioritize contacts
Finalize the overall plan.. I.e. what we will do, who will do it,
Develop web site(s)
Mar 14-21 secure resource commitments for tech support
Begin public awareness campaign
Identify and confirm primary participants
Mar 21-31 recruit and secure support (people tech services…) for weak areas
April 1-14 finalize on tech and test
Media blitz
Hit the schools via email for participation and general awareness of resources
April 15-21
Fix everything. Stress out. Pray
April 22 DO IT!!!!!
April 23 SLEEP in
April-24-? Begin to focus on sigkids cyberarium
http://s008.infomall.org/sigkids/sigkids.htm
MEME-POOL
MEDICAL COMMUNICATIONS
COLLABORATIVE WORK
DISTRIBUTED INTELLIGENCE
TELEMEDICINE
"Distributed Intelligence"
MEDICAL COMMUNICATIONS
Distributed medical intelligence
Intelligent medical communication systems.
MODERN
MEDICAL THINKING
MEDICAL INTELLIGENCE
Generalist physicians are empowered to deliver broader and more comprehensive services reducing the need for specialized care.
MEDICAL INTELLIGENCE
A medical communication system which intelligently channels critical knowledge to the point where it has the most impact
MEDICAL INTELLIGENCE
Patients can be educated about their disease
Take greater responsibility for maintaining their health.
MEDICAL INTELLIGENCE
Public Health Issues
Patient Education
MEDICAL INTELLIGENCE
Mapping Information Flow
Automated Trend Analysis
MEDICAL INTELLIGENCE
Outcome Based Assessment
Empirically Derived Protocols
Outcome Based Assessment
Empirically Derived Protocols
Public Accesses
to
Health Information Databases
Empowers the Average Citizen
to
Become More Involved in Their Own Health Care
@@@@@@@@@@@@@@@
courses on interfaces
Experiential Interaction
With
Spatialized Information
PERCEPTUALIZATION
IDENTIFY METHODS AND
TECHNIQUES WHICH
OPTIMIZE INFORMATION
FLOW BETWEEN HUMANS
AND COMPUTERS
PERCEPTUALIZATION
Fundamentally Change
The Way That
Humans Interact
With
Information Systems.
Accelerated Knowledge Acquisition
Accelerated Skill Acquisition
Computer-Enhanced Perception
Computationally Altered Perceptual States
Virtual Reality
Computation-Based Illusions
DEVELOP
PHYSIOLOGICALLY
OPTIMIZED
INTERFACE PROTOCOLS
SPATIALLY-RENDERED DATA
OUR NERVOUS SYSTEMS IS OPTIMIZED FOR
FEATURE EXTRACTION OF
SPATIALLY RENDERED DATA
EXPERIENTIAL INTERACTION
WITH SPATIALIZED
INFORMATION
PERCEPTUAL MODULATION
PERCEPTUALIZATION
PERCEPTUAL
STATE SPACE
MODULATION
WHOLE BRAIN INTEGRATION OF INFORMATION
EXPERIENTIAL INTERACTION WITH INFORMATION
SPATIALIZE INFORMATION
FOR
OPTIMIZED ASSIMILATION
AND
WILLFUL RECALL
ENHANCED EXPRESSION
ENHANCED PERCEPTION
"I'm Not An
Expensive Specialist
PERCEPTUALIZATION
I'm An
Expansive Spatialist"