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The Tech Test Zone 2011: Interfaces for the New Decade Conference and Gallery Opening

Tuesday, November 15, 2011 from 9:00 AM to 8:00 PM (PST)

San Jose, United States

The Tech Test Zone 2011: Interfaces for the New Decade...

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The Tech Test Zone 2011: Interfaces for the New Decade 
Conference and Gallery Opening

Join us on Tuesday, November 15, 2011 for a gathering of the most innovative developers of new interactive technologies at The Tech Museum's Test Zone 2011.

This event will bring together interactive technology researchers, developers, and users for a conference and opening of The Tech Museum's newest gallery.

* All Participants: Click Here to add your exhibit examples for the Experiential Makeover Worshop. 


SPEAKERS:

Tamara Schwartz  www.chabotspace.org | @tbschwarz
Tamara Schwarz, Senior Manager of Experience Design, Chabot Space & Science Center
"RFID-enabled Interactive Exhibits, or…What’s a warehouse inventory management technology doing in an interactive science center?"
 

Christopher Stapleton www.christopher.stapleton.net 

Christopher Stapleton, Creative Venture Catalyst, Simiosys 

"The Phydgital InterSpace, The Next Generation of Museum User Experience" 

Workshop: "Experiential Makeover for Learning"

 

Ross Smith, PhD www.unisanet.unisa.edu.au
Ross Smith, PhD, Deputy Director, Wearable Computer Laboratory 
University of South Australia
"Bringing Fingertip Sculpting Techniques to the Digital Artist"
 

Jim Spadaccini   www.openexhibits.org | @jims

Jim Spadaccini, Director, Ideum, and Principal Investigator, Open Exhibits 
"Open Exhibits – Community Software for Multitouch and Motion Recognition"

* Jim will also be demonstrating the US debut of "Heist"


Rick Earnstwww.ogmento.com
Rick ErnstLead Designer, Ogmento
(Due to a scheduling conflict, Rick will be replacing Ori Inbar)

"How to get People off the Couch and Interact with the World with Augmented Reality Games" 
 

Matt Miller John MacDuffie Woodburn (Woody)  
http://www.linkedin.com/pub/john-macduffie 
John MacDuffie Woodburn, Co-Developer, Pixel, and Graduate Student, University of the Arts, PA and Matt Miller, Co-Developer, Pixel 

"Pixel -Using Eye Tracking to Engage and Educate Your Audience"

 

Ana Rosario www.intel.com

Ana Rosario, Human Factors Engineer, Intel

"Augmented Reality: High-level Landscape of AR Solutions Key Players and Ecosystem Enablers”

 

Sasha Harris-Cronin www.bbinet.com 

Sasha Harris-Cronin, Lead Creative Programmer, BBI Engineering

"Possibilities and Perils:  How New Technologies in Museums Win and How they Fail"


Bob Ketner www.thetechvirtual.org |@mro
Bob Ketner, Curator, The Tech Test Zone
"The Tech Virtual and The Tech Test Zone Open Platforms"
 

AGENDA:
(Subject to change. Additional 
details posted as available.)

  9:00 a.m. Registration opens / Continental Breakfast

10:00 a.m. Introduction to The Tech Test Zone / The Tech Virtual

11:00 a.m. Press Conference 

11:30 a.m. Lightning Presentations by Interactive Developers begin

12:00 p.m. Lunch

  1:00 p.m. Lightning Presentations by Interactive Developers continue

  3:30 Break 

  4:00 p.m. Workshop: "Experiential Makeover for Learning" 

  5:00 p.m. Conference ends

  6:00 p.m. Conference Attendee and Invite-only Reception
 

Connect with entrepreneurs, developers, and researchers working on cutting-edge interfaces such as:

Augmented Reality
Context Aware 
Deformable Surfaces
Eye Tracking
Feedback
Gestural Interfaces
Gigapixel Images
Motion Sensing
Multi-touch
Natural User Interfaces
RFID
Smart Museum Systems
Tablet Computers
Ubiquitous Media 

Find out how museums and other public-space designers can use these technologies to enhance visitor learning and experience.

Experience the interactives firsthand at the opening of The Tech Test Zone Gallery, a new gallery dedicated to temporary exhibitions of prototypes from corporate, academic, and nonprofit partners. 
 

PRESENTATIONS:

Christopher Stapleton, Creative Venture Catalyst, Simiosys 
"The 
Phydgital InterSpace, The Next Generation of Museum User Experience" 

Digital and Virtual content like video games will influence the expectation of future museum audiences. Do video games belong in museums?  How relevant is the use of the linear video in museums if you can watch television at home or from your smart phone? Does the point and click Graphical User Interface (GUI) enhance or dilute the museum experience with digital kiosks? Do social networks have a role in museums? With a research project being done by Simiosys Real World Laboratory, results are finding that digital content does not directly transfer from the standard flat display screen of the computer to an immersive, social environment like a museum.  In a prototype being developed for future experiential learning landscapes, the playful physical displays are being merged with the power of digital content to create an experience that is both physical and digital (Phydgital) and takes the focus of the interaction from the digital display to the space in between the participants and the content (InterSpace).  This new approach will be presented to spark discussion on the future of interfaces for experiential venues.

 

Jim Spadaccini, Director, Ideum, and Principal Investigator, Open Exhibits 

"Open Exhibits – Community Software for Multitouch and Motion Recognition"

 

Open Exhibits is a community-based software initiative designed to transform how museum professionals and other educators assemble interactive computer-based exhibits.  You’ll see demonstrations of innovative multitouch and motion recognition software developed by the Open Exhibits team and the community at large.  Exhibits using multitouch tables and the Microsoft Kinect will be presented.

Ross Smith, PhD, Deputy Director, Wearable Computer Laboratory
  University of South Australia

"Bringing Fingertip Sculpting Techniques to the Digital Artist"

This presentation will describe the development of an exciting new computer interface, called Digital Foam, which allows digital sculpting to be performed using your fingertips without using a computer mouse, keyboard or traditional touch screen. Digital Foam is a deformable foam sensor that provides a means of capturing fingertip interactions and bringing them directly to the digital world. A goal application of this new technology is to support sculpting virtual 3D models using your fingers in a similar manner to traditional clay modeling. A summary of the exciting technical approaches and challenges that are endeavoring bring the feel of natural world interactions to computer systems will be discussed.

 

 Sasha Harris-Cronin, Lead Creative Programmer, BBI Engineering

"Possibilities and Perils:  How New Technologies in Museums Win and How they Fail"

Whenever we work with new technologies and interfaces in museums, we are taking a chance.  Usually, technologically innovative exhibits are one-offs and despite iteration and prototyping, it's hard to truly anticipate the visitor experience.  Sometimes we create engaging and unique experiences but other times an exhibit will be quietly pulled off the floor after six months and scavenged for parts.  After years of experience, however, we can make some guesses as to which exhibits work for which museums and as to which experiences are easy winners and which ones just don't catch on.

In addition to presenting my own experiences, I'd like to gather some collective wisdom from the audience about which exhibits they'd definitely repeat and which ideas still need help.

 

Rick Earnst, Lead Designer, Ogmento
"How to get People off the Couch and Interact with the World with Augmented Reality Games"

Physical games, mobile and location-based games have extended the audience, time and locations in which people play video games. However, players are still glued to a screen, oblivious of their immediate surroundings. Thanks to augmented reality technology, mobile devices understand where you are and what you are looking at and can enhance the experience through visual interaction with real objects in our environment. Now it's up to designers to create such compelling experiences and inspire people to look at the real world in different eyes, literally.


Tamara Schwarz, Senior Manager of Experience Design, Chabot Space & Science Center

"RFID-enabled Interactive Exhibits, or…What’s a warehouse inventory management technology doing in an interactive science center?"

 

When a mid-sized science center decided to tackle the challenging subject of climate change, the project team faced more than one challenge. How could we step up the level of interactivity and create an experience where kids and families could genuinely have fun and engage with a subject that most people would rather avoid?  And how could we track our visitors’ participation and allow the experience to occur both in the physical museum space and online?

 

Our efforts yielded Bill Nye’s Climate Lab, an RFID-enabled integrated learning experience spanning a physical exhibition and an interactive website. This presentation will discuss how the integrated onsite-online experience and RFID technology affects learning outcomes; to what extent museum visitors value the connected onsite and online experiences; the pros and cons of adding this layer of technological complexity to the exhibit experience; and the strengths and limitations of RFID and where we can expect the technology to go.

 

John MacDuffie Woodburn, Co-Developer, Pixel, and Graduate Student, University of the Arts, PA
Matt Miller, Co-Developer, Pixel

"Pixel -Using Eye Tracking to Engage and Educate Your Audience"

Eye tracking allows you to pinpoint where museum visitors are looking by tracking the movements of their pupil. PIXEL is a concept that uses eye tracking technology to bring an entirely new interactive experience to museum exhibitions. For the first time, visitors can follow a visual narrative, viewing artwork through the trained eyes of an expert or the inquisitive eyes of a fellow museum visitor in real time.  Pixel allows museum attendees to see how a curator or artist views artwork in the museum by displaying exactly what the they are looking at in real-time. This makes the artwork more accessible and enjoyable to everyone and can help break that academic barriers that are sometimes instilled in museums. In a brief Q & A, the developers will be discussing different ways you can bring the experience of Pixel into your museum. 

 

Bob Ketner, Curator, The Tech Test Zone
"The Tech Virtual and The Tech Test Zone Open Platforms"

The Tech Virtual (http://www.thetechvirtual.org) is an open online community for advancing the art and science of exhibit design. It serves as a conduit for talented individuals and firms to develop exhibit concepts and content directly with museums throughout the world. It is also meant to provide a space for documenting new projects to avoid "reinventing the wheel", and in doing so advance the musuem field (which normally develops highly closed and siloed manner) as a whole. With the development of The Tech Test Zone, this development can take on a whole new level with new tools to simply enable direct visitor feedback and further prototyping efforts at any museum. 


WORKSHOP:

Experiential Makeover for Learning

Do you need an experiential make-over for your museum or exhibit, because you can’t afford to replace your whole display?  Do you have the need to continuously provide new and fresh experiences to draw in new and existing subscribers, but you can bear to lose your legacy exhibit that has been the cornerstone of your venue since the beginning?  Is there just too much to learn and so little space that you can never keep up with the rapid growth of knowledge?  This workshop explores ways you can augment your experiential learning landscapes with interplay with real, virtual and imaginary worlds that can keep your venue fresh and relevant.

 

With the advent of virtual worlds and location based entertainment consuming the attention and imagination of youth, raising the bar for the future of experiential  learning.  Even many of the teachers entering into a career in education are of the gamer generation.  Museums and informal education centers have all new thresholds to meet the expectations of today’s visitor and tourist. How does your museum and exhibits hold up?  This workshop will cover aspects to consider in providing your venue an experiential Make-over: 
What is Experiential Learning?

 

How do you evaluate your experience?

 

Approaches to enhancing your experience with more memorable engagement.

 

Mixing Realities with real, virtual and imaginary discoveries.

 

The future models of Experiential Learning Landscapes for life long learning.

 

PARTICIPATE:
The Tech Test Zone is developed through The Tech Virtual, an online museum design community dedicated to advancing the art and science of exhibit design, and funded by the Gordon and Betty Moore Foundation.

The Tech Virtual  is an open platform where artists, companies, designers, experts, hobbyists, videographers, and other creative people from around the world can directly connect with museum projects.

To suggest an interactive for future Tech Test Zone exhibitions, just start a Project at: http://www.thetechvirtual.org/requests/tech-test-zone-2012


Discounts:
Please note, all discount codes expired November 10, 2011.



SPEAKER BIOS:

Christopher Stapleton

 Christopher Stapleton, Creative Venture Catalyst, Simiosys

Christopher Stapleton is a Creative Venture Catalyst that explores the next generation of experiential learning landscape leveraging the next generation of technology, techniques and talent.  His work Simiosys Real World Laboratory focuses on the transfer of research of emerging learning theories, experiential media inventions and real world innovation models that can transform education into compelling entertainment.  He is currently exploring advances in Interplay Instructional Strategies that combine story structure, play primitives and game mechanics with grounded learning theories.   He received his MFA at the New York University’s Tisch School of the Arts.  His career includes the design and production of Broadway, feature films, simulation and theme parks world wide for Universal Studios, Disney World, and Nickelodeon Recreations.  His research in Mixed Reality and the Imagination has been funded by NSF, DoEd, NASA, DoD and Canon Inc. 

 

Rick Earnst
Rick Ernst, Lead Designer, Ogmento

Rick Ernst is the video game industry veteran with over fifteen years of experience. He worked for the leading game development studios, such as Looking Glass, Pandemic and Sony Online, and independently as a contractor and consultant. He co-founded Alchemic Productions in Los Angeles, trans-media company that worked with artists, filmmakers and writers like Larry Niven, Grant Morrison and Gris Grimly to create and promote cross-media projects, including PC and console horror game “Clive Barker Jericho” .

 

Jim Spadaccini

Jim Spadaccini, Director, Ideum, and Principal Investigator, Open Exhibits
Before founding Ideum, Jim was the Director of Interactive Media at the Exploratorium in San Francisco. While at the Exploratorium, his department was responsible for developing educational Web resources and media exhibits for the museum floor. For his work at the Exploratorium, he received a Smithsonian Computerworld Award, an Association of Science and Technology Centers Award for Innovation and three consecutive Webby Awards for “Best Science Site.” Jim taught courses on design and technology at SFSU’s Multimedia Studies Program for seven years starting in the mid-90s and currently teaches for the Cultural Resource Management Program at University of Victoria, British Columbia and the Technology-Enhanced Communication for Cultural Heritage (TEC-CH) program at the University of Lugano, Switzerland.


Ross Smith, PhD

Ross Smith, PhD, Deputy Director, Wearable Computer Laboratory University of South Australia
Ross Smith, PhD, is an engineer with extended experience in developing electro-mechanical prototypes to support new forms of human-computer interaction. His research includes deformable surfaces, spatial augmented reality, input device hardware development and user interface design.  Ross is the lead researcher of the patented deformable sensor “Digital Foam” that was invented during his doctoral studies. The future goal is to incorporate the Digital Foam sensor into medical training, industrial design devices, and other interface applications where touch is important.

 

Ross' vision of computer interaction employs deformable devices that can be squashed, twisted and manipulated to create a rich set of gestures to support new form of human-computer interaction.

 

Ross supervises doctorate, honors, and undergraduate students at the Wearable Computer Laboratory in South Australia, and manages the Computer and Information Science prototype workshop which employs  a variety of advanced production machines such as 3D printers, printed circuit board (PCB) and computer assisted design (CAD) machining tools in developing research prototypes.


Tamara Schwartz

Tamara Schwarz,  Senior Manager of Experience Design, Chabot Space & Science Center

Tamara Schwarz is the Senior Manager of Experience Design at Chabot Space & Science Center. She leads all aspects of design and development of Chabot’s major visitor experiences and other public spaces, including permanent and temporary/traveling exhibitions, programming in the planetarium, large-screen theater, and observatories, and digital media for online learning. She serves as project director for Bill Nye’s Climate Lab, an award-winning interactive climate education exhibition and website launched by Chabot in 2010.

 

Tamara has more than a decade of experience developing exhibitions, multimedia, and web projects on science and historical topics. She has also worked on exhibition and media-based informal science education collaborations with the Harvard-Smithsonian Center for Astrophysics, the Space Sciences Institute, and KQED Public Broadcasting. She participates in regional and national museum networks and serves as vice president of Cultural Connections, a Northern California consortium for museum professionals. 

 

John MacDuffie Woodburn (Woody)

John MacDuffie Woodburn, Co-Developer, Pixel 

John MacDuffie Woodburn (Woody) earned a BS in Mathematics and Mechanical engineering from Villanova University in 2005, a Masters degree in Mechanical engineering from the University of Pennsylvania in 2007 and most recently a Masters degree in Industrial Design from University of the Arts in Philadelphia.  

He has engineered and assisted with several research and development projects for the University of Pennsylvania and has co-authored numerous abstracts and papers published in various scientific journals.  In 2007, he founded the Pedal Cooperative, an award-winning recycle-by-bicycle, composting, and consultation company in Philadelphia. During his tenure as director, the Pedal Co-op became one of the fastest growing companies in Philadelphia and was voted the Best in the City in 2009 by Comcast. He currently has immersed himself in all aspects of interactive, user experience, and user-centered design. Endeavors such as the “Pixel,” “Playing in the Street,” and “Pl-rk” are some of his most recent design projects. “Pixel” was a product that a colleague and he developed to allow museum attendees to be able to see how a curator or an artist views art in the museum by displaying exactly what the tour guide is looking at in real time, and is thus accessible to a verity of users. 
|
 

Matt Miller
Matt Miller, Co-Developer, Pixel

Matt Miller is an artist & designer based in Philadelphia, PA. Matt crafts experiences, prototypes ideas, and thrives on telling stories visually, and learning new things. He is interested in collaborating with passionate people, & make things that make people smile. Matt's areas of expertise include web design and development, openFrameworks, processing, hacking and tinkering.  

 

Ana Rosario

Ana Rosario, Intel

Ana P. Rosario received her ME in Industrial Engineering from Rochester Institute of Technology (RIT) in 2009. Ana’s current role falls under the umbrella of Human Factors Engineering where she is responsible of conducting landscape analysis for an interdisciplinary User Experience Research Lab within Intel Labs. Her evaluations cover a broad range of product categories that enable to create a body of knowledge that feeds into strategic planning, concept creation and technology enhancements.

 

 Sasha Harris-Cronin 

Sasha Harris-Cronin, Lead Creative Programmer, BBI Engineering

Sasha Harris-Cronin is the lead creative programmer at BBI Engineering in San Francisco.  She has spent the last decade working with museums and exhibit designers to create exhibits and experiences primarily in the realm of physical computing and new technologies.  These are exhibits that are pushed and pulled, picked up or waved at, or that use a visitor's heart rate or record a personal video.  She works as everything from programmer to designer to project manager to media producer and technology designer.

In the last year, she has done projects with the Bill and Melinda Gates Foundation Visitor Center in Seattle, the Discovery Science Center in Anaheim, the Sunnylands Visitor Center in Palm Springs, and the Fernbank Museum of Natural History in Atlanta.

 

Bob Ketner
Bob Ketner, Curator, The Tech Test Zone 

Bob Ketner is the Curator of The Tech Test Zone at The Tech Museum in San Jose, CA. For the past three years he has managed The Tech Virtual, an online design website for science and technology centers. Prior to returning to the museum industry Bob worked in e-commerce and was on a team which developed a loyalty program enrolling over five million members in one  year. He has also worked in product design and licensing in apparel, beverages, and toys. Bob holds an M.A. in Industrial Design, and has presented on virtual worlds and augmented reality at international conferences, Engage Expo, Silicon Valley Innovation Institute, SRI, Stanford, SVForum, and NASA. 

 

HASHTAG: #ttz2011


The Tech Virtual LinkedIn Group:

http://www.linkedin.com/groups?gid=165498


Interfaces for the New Decade LinkedIn Event:

http://events.linkedin.com/interfaces-for-new-decade-854785


The Tech Test Zone Gallery URL:

http://www.thetech.org/exhibits/techtestzone


DIRECTIONS AND PARKING 

see also http://www.thetech.org/plan_visit/directions

 

Highway 101 (from the south)

Take 101 N to 280 N towards downtown San Jose. Continue 4 miles to Guadalupe Parkway (Highway 87) and exit going north. Go 1/4 mile to the Santa Clara Street exit. Turn right on Santa Clara. Go 5 lights, turn right on Market Street. Go down 2 blocks; the museum is on the right, at the corner of Park Avenue and Market Street.


Highway 101 (from the north)

Take 101 S; to Guadalupe Parkway (HWY 87) and exit going south. Continue 4 miles to Park Avenue/San Carlos St. exit. Turn left on Park. The Tech is on the corner of Park Avenue and Market Street.

 

Highway 280/680 (both directions)

From 280/680 take Guadalupe Parkway (Highway 87) going north. Go 1/4 mile to the Santa Clara Street exit. Turn right on Santa Clara. Go 5 lights to Market Street and turn right. Go 2 blocks; the museum is on the right, at the corner of Park Avenue and Market Street.


Highway 880

Take the Coleman Avenue exit and turn left. Drive 3 miles, where it will turn into Market Street. Once you cross Santa Clara Street, The Tech will be two blocks down on the right, at the corner of Park Avenue and Market Street.

 

Highway 17

Take 280 S to Guadalupe Parkway (Highway 87) going north. Exit Santa Clara Street and turn right. Go 5 lights to Market Street and turn right. Go 2 blocks; the museum is on the right, at the corner of Park Avenue and Market Street.

 

From the San Jose Mineta Airport  (SJC)

Follow signs to Highway 87 South/Guadalupe. It will be a right out of Airport Complex. Continue on 87 South. Exit Park Avenue/San Carlos Street. Turn left on Park. The Tech is on the corner of Park Avenue and Market Street.

 

PARKING

Discounted, validated parking is available at the "Convention Center Garage" (enter from Market Street or Almaden Blvd.) and "Second and San Carlos Streets Garage" (enter from Second or Third Streets). With validation, parking will be $5 or less. Bring your parking ticket to The Tech Museum for validation. 


VIRTUAL STREAMING AND MEETING LOCATIONS

 Main video and audio stream:

http://www.ustream.tv/channel/the-tech-virtual

 

The Tech 2 in Second Life 

http://slurl.com/secondlife/The%20Tech%202/131/128/33

 

Reaction Grid Jibe location

http://reactiongrid.com/unity3d/expo

Hosted by John "Pathfinder" Lester and Reaction Grid team.

 

Any additional locations will be added here.

 

 

DETAILED AGENDA - (Subject to change)

9:00
Registration opens
Continental Breakfast

10:00
“Agenda and Introduction to The Tech Virtual and The Tech Test Zone”
by Bob Ketner


10:30
“The Phydgital InterSpace, The Next Generation of Museum User Experience” by Christopher Stapleton

11:00
Press Conference on Upper Level of The Tech Museum.
See the exhibits.

11:30
Return to conference room

11:30
"Augmented Reality: High-level Landscape of AR Solutions Key Players and Ecosystem Enablers” by Ana Rosario, Human Factors Engineer, Intel

12:00
Lunch

12:30
“Bringing Fingertip Sculpting Techniques to the Digital Artist” by Ross Smith, PhD

1:00
“Pixel -Using Eye Tracking to Engage and Educate Your Audience” by John MacDuffie Woodburn and Matt Miller

1:30  
“RFID-enabled Interactive Exhibits by Tamara Schwarz”

2:00  
“How to get People off the Couch and Interact with the World with Augmented Reality Games” by Rick Ernst

2:30
"Possibilities and Perils:  How New Technologies in Museums Win and How they Fail"  by  Sasha Harris-Cronin

3:00
“Open Exhibits – Community Software for Multitouch and Motion Recognition” by Jim Spadaccini

3:30  
Break
Compare posted notes around the room.

4:00  
Workshop: “Experiential Makeover for Learning” by Christopher Stapleton

5:00  
Conference ends

6:00
Conference Attendee and Invite-only Reception

8:00
Reception ends


More coverage:

Ideum:

http://www.ideum.com/blog/2011/11/on-the-road-the-tech-museum-and-the-maxwell-museum


Open Exhibits:

http://openexhibits.org/research/bobk/391/.html





Have questions about The Tech Test Zone 2011: Interfaces for the New Decade Conference and Gallery Opening? Contact the organizer
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When & Where

201 South Market Street
San Jose, CA

Tuesday, November 15, 2011 from 9:00 AM to 8:00 PM (PST)


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