museum design

Artificial intelligence is preserving our ability to converse with Holocaust survivors even after they die

AI technology is used to record the stories of Holocaust survivors so their history is not lost nor forgotten. This technology could be the future of how society mourns and remembers the dead in museums and elsewhere.

CBS News of anchor talking to a digital IA of Holocaust survivor CBS News recently reported on how artificial intelligence is being used to preserve the stories of Holocaust survivors. AI will be able to answer the questions of future generations.

https://www.cbsnews.com/news/holocaust-stories-artificial-intelligence-60-minutes-2020-04-05/

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.