computer simulation and gaming - The University of Tulsa

computer simulation and gaming

CES 2020: Panasonic Unveils World’s First Ultra HD VR eyeglasses

Panasonic reveals world’s first ultra HD VR eyeglasses.

https://vrscout.com/news/ces-2020-panasonic-hdr-vr-glasses/

This blog is a project of the NOVA Fellowship at TU. 

 

The NOVA Fellowship at The University of Tulsa (TU) has a mission to build and support the culture of innovation on campus and in our communities. We do this by providing small grants to help innovative student projects, faculty involved in innovative programs, and curating content related to current trends and recent developments in technology and innovation. This content includes topics relevant to the entire campus, including health sciences, economics, arts management, biology, computer science, finance, artificial intelligence (AI), communication, engineering, and global issues. Because NOVA students are studying in a variety of TU majors, our interdisciplinary approach to problem-solving is one of our great strengths.

NOVA also helps provide training to students and faculty in creativity, problem-solving, innovation, and entrepreneurship. We offer training on the TU campus in meetings and workshops, and through an exciting partnership with Stanford University in Palo Alto, California. Every year since 2015, NOVA has sent several TU students and faculty to Stanford for 4-5 days of training with experts and interaction with fellow scholars from around the world. The student program is University Innovation Fellows (www.universityinnovationfellows.org) and the program for faculty is the Teaching and Learning Studio Faculty Workshop (http://universityinnovationfellows.org/teachingandlearningstudio/).

In these ways, NOVA exposes TU faculty, staff, and students to many processes and tools used in modern companies related to creativity, problem-solving, innovation, and entrepreneurship. One of these is “design thinking.” It is one of the most well-known problem-solving approaches used around the world today, used to develop concepts for new products, education, buildings, machines, toys, healthcare services, social enterprises, and more. According to the people who developed this tool, Dave Kelley and Tim Brown of the design firm, IDEO:

“Design thinking is a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success…. Thinking like a designer can transform the way organizations develop products, services, processes, and strategy. This approach, which IDEO calls design thinking, brings together what is desirable from a human point of view with what is technologically feasible and economically viable. It also allows people who aren’t trained as designers to use creative tools to address a vast range of challenges.” (https://www.ideou.com/pages/design-thinking)

As the innovation field develops, new perspectives are emerging. One promising approach we are beginning to bring into NOVA meetings and workshops is called “systems thinking,” which builds upon the emergent field of complexity research. Systems thinking recognizes the inherent interactivity of the dynamic processes in our world and focuses on problem-solving with that complexity in mind. This approach isn’t completely new, but recent work has made systems thinking more accessible to people interested in solving problems of most any type. For example, Derek Cabrera, Ph.D. (Cornell University) has proposed a useful taxonomy designed to improve systems thinking called DSRP (Distinctions, Systems, Relationships, and Perspectives). He defines it as: “The recursive distinguishing of things and their interrelationships and part-whole organization from various perspectives” (https://blog.cabreraresearch.org/what-is-a-system-what-is-systems-thinking). Elsewhere, DSRP has been described as a particular way to think about problems, and that the use of these four patterns notably improves people’s problem-solving abilities – demonstrated in sessions with Kindergartners all the way to CEOs. The complex, adaptive mental models that are formed during systems thinking attempt to identify the most approachable and simplest explanations for phenomena. In his book with Laura Cabrera, Systems Thinking Made Simple, examples of the simplicity that drives complexity include: the interaction of CMYK colors in our world, the amazing biodiversity derived from combinations of DNA’s core nucleotides ATCG, the fundamentals of martial arts which practitioners use together to improvise during sparring matches, the almost infinite variety of models that can be built with modular Lego blocks, and the billions of possible moves in a chess match with just 6 unique pieces.

We invite you to join us and collaborate as we learn more about effective ways to solve problems that you and others care about in the community, in corporations, and on campus! Please visit www.novafellowship.org or email Dr. Charles M. Wood, Professor of Marketing at TU: charles-wood@utulsa.edu.

 

Gaming the Museum event encourages interactive learning in historical setting 

There is growing interest in the interdisciplinary concept of video gaming spaces inside art and history museums. Interactive games offer a more modern approach to museum learning and attract a younger group of visitors.

Incorporating play into museum design

Gaming the MuseumIn February, the Oklahoma Center for the Humanities (OCH) at The University of Tulsa and a group of TU’s Tulsa Undergraduate Research Challenge (TURC) scholars partnered to host “Gaming the Museum” at the Helmerich Center for American Research (HCAR). Students and faculty from TU’s museum studies program teamed up with TURC students majoring in computer simulation and gaming. The gaming degree combines TU’s core computer science curriculum with art, graphic design and music courses from the Kendall College of Arts and Sciences.

The free symposium in February featured a keynote presentation on the role of play in museum design from Holly Witchey, director of education and outreach for the Intermuseum Conservation Association. Other highlights included a panel discussion from museum professionals, demos of games developed by TU students and an interactive series of playable activities in HCAR.

“Play does not mean frivolous, but includes voluntary, self-directed activity,” explained Bob Pickering, professor of anthropology and director of museum science and management at TU. “Play in the digital age offers even more possibility for museums to connect with audiences of all ages.”

Tulsa is a museum destination

The City of Tulsa is an ideal setting for the exploration of play in museums because of its storied history in art and music. “Tulsa is an art town, and our museum and gallery scene is booming,” said Tara Aveilhe with the OCH. “We’re on our way to becoming a museum destination in the United States. With popular interactive exhibits like “The Experience” at AHHA, we’re seeing that adults need and want the experience of play as much as kids do.”

Gaming the MuseumTURC student Cheyanne Wheat and computer simulation and gaming/computer science double major Chandler Hummingbird presented games at the event that they have developed. Wheat’s project, “Virtual Fort Gibson,” investigates the fusion of interactive technology with accurate digital reconstructions of historical sites. Based on the town of Fort Gibson, Oklahoma, in 1841 when it was the United States’ southwestern forward post, the game incorporates archaeological and anthropological data to create an accurate representation of the fort as a locale to layer on activities. Wheat used the Unreal Game Engine program to digitally reconstruct the historical site and extracted topographical information from Google Maps data. With help from Blender 3D modeling software, she constructed artifacts and built soldiers’ quarters, block houses and a stockade.

“The objective is to allow the user to explore the fort, see objects of the period and learn about life in the 1840s on the frontier,” she said. “The player can engage in time-accurate mini interactions and explore room interiors.”

Wheat asked attendees who played her game to provide feedback, and all participants agreed they would interact with similar projects in the future. “Overall, the event was very successful and brought a lot of diverse people together,” she stated. “I think it was a great opportunity to see how Oklahoma incorporates gaming into spaces and experiences to make play accessible to both adults and children.”

Learn more about interactive gaming projects developed by TU computer simulation and gaming students.

Gaming students take interdisciplinary approach to summer TURC projects

Students Courtney Spivey and Cheyanne Wheat, enrolled in one of the College of Engineering and Natural Science’s fastest growing majors, are spending their summer diving into computer simulation and gaming development – with a humanities twist.

A career of creativity

Tulsa Undergraduate Research Challenge (TURC) student Courtney Spivey wants to create video games. As an artist, drawing and being creative is all she’s ever wanted to do.

“I’ve always loved to imagine. My interests have expanded and changed form vastly over the years, but at the end of the day I want to be involved in a career where I can be creative and share my creativity with as many people as possible,” she said.

computer simulationSpivey is laying the groundwork for her future by triple majoring in applied mathematics, computer simulation and gaming and art (emphasis on graphic design) in the Kendall College of Arts and Sciences. The University of Tulsa’s computer simulation and gaming degree begins with core computer science classes in the fundamentals of programming and understanding computer systems, and then gives students the freedom to choose a specialization. As an example, the areas of design and development focus more on the artistic aspects of creating, screenwriting and drawing and also offer electives such as video editing and 3D modeling.

Courtney says she likes learning about code and the development side of the computer simulation and gaming program. In January, she began her TURC research exploring deep learning, artificial neuro networks (ANNs) and the capabilities and current limitations of artificial intelligence (AI). In addition to machine learning and AI, Spivey’s work has grown to include the study of human behavior in psychology in an attempt to find connections between the similarities of the creators and their methods for approaching deep learning.

“The human side is more flexible. When you look at why humans prefer one thing over another, you have to consider the validity of the research,” she said.

Gaming goals and future endeavors

In June, Spivey attended the International Computational Creativity Conference (ICCC) in Charlotte, North Carolina, to learn about mixing AI and machine learning with creative channels such as music and drawing. Her TURC adviser, TU School of Art, Design and Art History Director Teresa Valero, encouraged her to pursue the opportunity. Spivey will complete the community engagement portion of her TURC project later this summer when she visits Tulsa Public School sites to teach students about ANNs.

“The cool thing about TURC is that because I’m interested in media and art and how we perceive AI from a normal point of view, I can combine that with computer science analytics,” she said. “I find this research fascinating.”

computer simulationSpivey, who is from Jenks, Oklahoma, begins her senior year at TU this fall. After graduation, she hopes to work in game development as a creative manager for new projects.

In the meantime, Spivey is open to detours along her career path that pique her interest and challenge her skillset. Ironically, she is “not that much of a gamer” but credits video games like Detroit: Become Human and Legend of Zelda for leading her to this summer’s TURC project.

Gilcrease connections assist with museum technology

computer simulationFellow computer simulation and gaming major Cheyanne Wheat sits at a computer across TU’s campus in Rayzor Hall working on a similar project that also involves collaboration with TU arts and sciences programming. A junior originally from the Tulsa area, she has teamed up with TU anthropology Professor Bob Pickering to create a simulated time progression of an Indian burial mound’s construction. The interactive video game will benefit curators and preservationists at cultural institutions, such as Gilcrease Museum, where anthropologists are eager to incorporate more technology into interactive learning.

“I want to know how we can use games or game-like activities based on a museum collection to engage a younger audience,” Pickering explained. “Gilcrease has 10,000 years of human history objects from the Americas, but if you’re a 9-year-old, you don’t know these objects, you don’t have any connection to them and you don’t know why they’re important.”

According to Pickering, the museum video game concept is an experiment on every level, but collaboration with computer simulation and gaming students on a “museum forward” idea is important for the next generation of museum professionals. “This partnership is a way to start the process — to figure out what kind of technology we need and how much time it will require,” he said.

computer simulationPickering and JC Diaz, a professor in the TU Tandy School of Computer Science, have worked together on a few other museum technology projects in the past that have resulted in published papers presented at scholarly events such as the Electronic Visualization in the Arts Conference in London. The unexpected collaboration between TU’s anthropology and computer simulation and gaming programs is, Pickering noted, one of the first of its kind and sparks many interdisciplinary possibilities for curious students.

The TURC partnership weaves Pickering’s experience as an archaeologist, Gilcrease artifacts recovered from burial mounds of the Hopewell Tribe in Illinois and Wheat’s expertise as a computer simulation and gaming student. “He’s giving me the historical, accurate information, and as a developer, I’m building all of it into a museum context,” she said.

computer simulation
Cheyanne Wheat’s community service component of TURC involves volunteering for Animal Aid in Tulsa.

Wheat uses an Intel RealSense 3D camera to photograph models of Hopewell Tribe artifacts placed on a turntable. The hundreds of images are then plugged into a computer program called Unreal to develop a game that is fun and informative. Players will explore a landscape full of nature, animals and artifacts from the Hopewell Tribe 250 BCE to 250 CE while learning about history and civilization. The objective is to tell the story behind historical objects and discuss how museum-goers of all ages can learn from a video game feature.

“I’m hoping to complete development by the end of the summer and start testing it with real individuals to see how it captures people’s interest — if they like it and think it belongs in a museum,” Wheat said. “I’m focused on integrating more technology into museum culture. There’s so much technology the anthropology field hasn’t tackled yet.”