Tuesday, August 7, 2012


Exploring innovative ideas!


Exploring the possibilities of what can be is part of every child’s imagination. A child is not burdened with how we are supposed to do something. Yet, the older many of us get, the more we tend to be set in our ways. We can easily fall into the, ‘this is the way we always do this thing!’ This could be called a ‘rut’, the ‘only’ way of doing something that can limit our imagination, our creativity? Yet, the accumulation of our ever growing experiences could, and should, open the mind to ‘what ifs?’ Sometimes, technology makes happen what seemed impossible, possible!

Necessity is the mother of invention (The Phrase Finder, 2012B)

The English version comes from William Horman in 1519 (The Phrase Finder, 2012B), who is credited with 'Mater artium necessitas', roughly translated, ‘Necessity is the mother of invention’. Rather than the word ‘necessity’, perhaps we might say, a better idea, or an improvement, or a solution to a problem ‘at hand’. Examples of everyday innovation can be found in experienced mechanics, field engineers, or a mother building on past experiences. Their experience tells them that there are times when a need can only be resolved through whatever means they have available to improve the situation, to create, to innovate. So, how can we, together, explore innovative ideas?

Two heads are better than one (The Phrase Finder, 2012a)

Did you ever hear a parent telling their children, ‘if we work together, we can get things done a lot faster?’ Turns out, fostering a collaborative effort goes back a few millenniums! One resource, the Old Testament scripture, Ecclesiastes 4:9, essentially says, two or more people supply more brain power to getting things done.

Innovation that changes the way we live is about future possibilities. What can we do to develop the thought process for innovation? Certainly, drawing from more than one individual; bringing together different experiences and knowledge. Each draws upon the others’ input. Education applies project based learning to encourage learning through collaboration. The ‘hands-on’ approach, as well as, the exchange of ideas provides a better solution, adds to individual experience and broader knowledge, and can animate learning toward improved retention. The Buck Institute for Education offers some videos and research about project based learning. Below is one of their videos.

Project Based Learning



Project based learning in the classroom requires a collaborative effort that presents a glimpse into real-world projects. The result of the questions and responses of the group build on each other toward an accepted outcome. Project based learning is one method encouraging the development of a capability to innovate.

For real world problems, a need to build a better understanding, determining an optimum solution, or the generation of ideas to forecasting future trends and new technologies the Delphi method, or a modification of the classic Delphi method is a process developed in the 1950’s. The characteristics comparing the original Delphi Method with one modification is charted below.


Classical Delphi Method
Modified Nominal Group Technique
Origins



1950’s
1971

Estimation of military future needs
Consensus planning to prioritize



Characteristics



Anonymity
Anonymity

Iteration
Iteration

Controlled Feedback
Group generates issues/ideas

Analysis of Group
Phases: Large to small groups

Qualitative & Quantitative
Semi-Quantitative

Lit Review – Gap?
Review of subject area within boundary of that subject area
Membership
Area Expertise solicited
Participants of subject area

Open collaboration
Closed collaboration
Size
Practicality
Population of subject area



Works well Improving


      OR
Developing

·         Understanding of problems
·         Opportunities
·         Solutions
--------------------------------------------
·         Forecasts

·         Change management
·         Evaluation
·         Brainstorming
·         Prioritizing

Comparison of Characteristics/differences between Classical Delphi & Modified Nominal Group Technique (NGT) (Dobbie et al., 2004; Skulmoski et al., 2007)

While the anonymity and iterative approach remain, membership can be subject matter inclusive, or subject area matter inclusive. The classic Delphi covers a broader scope of subject. And, the modified approach is more specific, i.e. evaluation and prioritization versus seeking opportunities or forecasting.

Would the Classic Delphi method be more applicable than the modifies method for dissertation research?

Going back to the thought that ‘two heads are better than one’, and realizing that everyone builds  a unique experience and  knowledge base, a method closer the classic Delphi Method would be optimum for dissertation research. Drawing from the doctoral faculty, the recognized expertise in the field of interest, collaboration with other doctoral students offers a more complete picture of the specific area of research. The collaborative inputs provide, seeing through ‘many eyes’ the problem area.

  The Delphi Method is just one way to Innovation

Innovation is seeing something in a different way; seeing a connection, a novel idea. Innovation comes from the ever growing accumulation of knowledge and experience. Something a day ago, or a year, or possibly ten years before may not trigger an innovative idea until one moment in time a new experience is added to the individual's base of knowledge. Yet, many individuals never seem to innovate and except what is in existence. Sir Kenneth Robinson makes his case for the current educational system based on assessing factual knowledge and measurement methodology that focuses on remembering those facts. Creativity tends to be squashed in the traditional melee of grades and student comparisons, as opposed to working toward each person's success based on that student.s abilities. Creativity is the ability to uncover the possibilities based on understanding, application of knowledge, evaluations and comparisons based on that knowledge, and then draw from these learning skills to draw out the what if's!

Synergy produced through group efforts can produce far greater results. Thus, the collaborative structure of the Delphi method draws from the 'expert' inputs to build better understand and better ideas. Modifications of the Delphi method work within a defined family of 'experts', who can be students, to produce synergistic effects concentrating on a specific subject. The concept of project based learning in education and organizational learning tries to develop the value of collaborative arrangement. In some societies the individual takes center stage, which can be a challenge to proving the value of collaboration that makes the Delphi and Delphi-like systems work. 

The individual is a key to any collaboration, since each contribution provides a different insight into a problem or evaluation. Yet, look around! Is there anything that we use or have today that we accomplished by ourselves. Albert Einsteins spent years reading and correcting patents. Thomas Edison without Tesla may not have had the physical products to market, Steve Jobs certainly had a marketing genius, but not without the technical support of Apple. These men developed large experience bases, understood how to apply those experiences, and by evaluating possible needs they used their creativity to innovate!

In any method of collaboration there are forces that can dampen the outcomes. From an ethical perspective, the ideas and discussion must be original. Of course, there are ideas and concepts from the past that their time is now! Yet, these ideas must be integrated into today's environment. Also, are all the potential voices the can contribute available and brought into the circle of innovative discussions? The Internet provide an open format for many ideas and information. Without a form of peer review how valid is the data. Taking things out of contexts, possibly leaving a single piece of information can change the results. Just as in any qualitative and qualitative analyses, the boundaries, set by participants, or other limiting factors, the forecasts should be within the set of parameters that the analyses were focused on. This should not be a limitation in the forecast, since that forecast is based on knowledge and experience of today.

The strengths are social in nature. Collaborative discourse facilitated with a creation of an open format encourage maximum participation can bring about an optimal solution. The technological forces are strong in the emerging technologies that piggyback on one another and sprout new ideas, with innovations such as the multiple person touch surfaces and the :"Sixth Sense" innovation that brought the multiple touch surface to any surface. 


"What the mind of man can conceive and believe, It can achieve." Napolean Hill from Quote World.org


References:

Dobbie, A, Rhodes, M, Tysinger, J.W., and Freeman, J. (2004). Using a Modified Nominal Group Technique as a Curriculum Evaluation Tool, Core Concepts in Family Medicine Education, Vol. 36, No. 6

Skulmoski, G. J., Hartman, F. T., and Jennifer Krahn, J. (2007). The Delphi Method for Graduate Research, Journal of Information Technology Education, Vol. 6

The Phrase Finder (2012a)

The Phrase Finder (2012b)

Wednesday, July 25, 2012

Augmented Reality (AR) continues to get better. Matt Mills: Image recognition that triggers augmented reality on Ted.Com describes his AR development with mobile devices. URL: http://www.ted.com/talks/lang/en/matt_mills_image_recognition_that_triggers_augmented_reality.html



Matt Mills provides a fascinating presentation about the current technology of augmented reality (AR). His http://www.aurasma.com/ site offers a free download of SW to produce AR on mobile technology, i.e. cell, tablets, etc. The application possibilities are many, for education,business commercial use etc. We started with SW like Visual Basic with buttons and mouse clicks that brought up images and text to add to the basic document. As innovators can look at a need that can look at today's technology and brainstorm 'what if'' and 'why not'! Our collective experiences can offer a potential endless number of possibilities.

Augmented Reality has spread into both commercial, home, and academic research. Many researchers provide financial strength to stretch AR from the beginnings of QR codes to spatial and projected AR, and interactive AR. Social enhancement from describing locations, directions, and information to depicting new architecture in potential sites, as well as how clothing looks on before you buy!


Business Cards
BMW Auto Maintenance
Kweekies Game

 Educational forces see an added support and motivation to student from preschool to college subjects. AR is a plus to museum with information and comparisons to other artist possibilities. Students can look at a map and learn about sites at a location, or see buildings the way they looked years before. The possibilities are endless!




For those interested in tinkering with AR, try ARToolKit.

Augmented Reality (AR) has a strong future built on academic research and commercial development. Research in AR continues to broaden the the possibilities in large scale projections, and interactive AR. The future may hold holographic like imaging with real-time object interaction. The educational world embraces AR at every grade level exciting the children and fascinating the adult learners. The social aspect adds apps on cell phones from games to assistants for travel and information about present and past.

The limiting forces have more to do with the financial aspect. Projections currently for large scale require equipment more expansive and prior setup to support. Yet, projects like the "Sixth Sense" show promise.


And the data aspect for any AR requires prior retrieval and set up. The Internet continues to grow exponentially in this data available to anyone with connectivity and access. How far AR can go may depend on how easy AR objects can be created?

Pattie Maes and Pranav Mistry demo SixthSense

http://www.ted.com/talks/pattie_maes_demos_the_sixth_sense.html

Monday, July 23, 2012

Game-based Learning

Game-based learning is a major area of research. Academic and commercial organizations are creating different games for learning across the spectrum of school subjects. Major attributes of game design important to learning are incorporated into successful games, such as feedback, problem solving, and motivation to attain the goals of each game. The challenge is to incorporate current educational content developed as part of the traditional educational system. A key factor in developing games for the classroom is designing games to produce the projected outcomes of existing course (Horizon Report)

Figure 1 Moessinger, S. (2012). Education – anything but a game
Sylvia’s Blog (2012) Emerging technology continues to evolve and merge older technologies and crated new technologies. What seems like an infinite resource of data and the rapid access to people everywhere at an instant notice changed people’s perceptions of the world, and their expectations of immediate return. Traditional classroom incorporation of game-based learning can provide faster feedback as well as potential motivation encouragement. Perhaps there is a question not asked? Traditional education expects the existing content of curriculum to blend into the game design (Horizon Report). Considering the change to an information society, should the content of today’s curriculum change? The Horizon Report applies a modified Delphi approach to presenting future technology in education. Rather than face to face, the process takes place online. The advisory boards gather a variety of members from various backgrounds. There is a one third turnaround of the members. While a base set of materials is given to the members their perspectives on teaching and learning add new perspectives to the materials to be considered and prioritized. This inclusion of experience and knowledge to the basic material, shared by all the members of the advisory board can provide an otherwise limited outcome. While changes in forces affecting these potential trends may at time be quite volatile, the process is repeated each year to update and re-direct based on trends changing due to those force changes. Horizon Report. (2012). New Media Corporation.


Figure 1 Moessinger, S. (2012). Education – anything but a game?[Blog]
https://sylviamoessinger.wordpress.com/2012/05/29/education-anything-but-a-game/

NMC Horizon Report - 2012
http://www.nmc.org/publications/horizon-report-2012-higher-ed-edition

Thursday, July 19, 2012

If we can only see tomorrow ...

If we can only see tomorrow ... what fascinating changes might we behold? Portals is a blog about what may be, based on things we see and hear today, perhaps images and knowledge of past events, something covered in dust long forgotten, or may be the dreams of what may be! Did we ever give some thought about past dreams? Is it possible to see the potential of things to come by looking at the past. Perhaps hindsight is always better the foresight? Sometime the creative minds of the past just needed the right technology and the right forces at work to make possibilities of past dreams! A brief look at how someone's creative mind thought a moon shot (Silent Film "Trip to the Moon") could happen ...



Compare to an actual trip to the moon (Launch of First Apollo Moon Landing) on July 16, 1969 ...




Still 'Shot' into the air! Yet, the moon looks a little different ... for real!

Virtual environments (VE) provide new possibilities to the future.  VE offer the creative mind a chance to design and build new and old ideas without risk. One area with great potential is organizational conferences. Today, each attendee is represented by an avatar. One day, each avatar in the conference may have a real time animation of their facial and body motions in place of specified actions pre-stored in the avatar. There are some real-time animations with elaborate equipment not readily available. This systems base on a base human head then mapping onto the base the face. The facial expression are based on a code book of possible expressions.

The technological force is a major factor. Bandwidth is limiting for the stream of data, and multi-player interaction. Perhaps, social, some people like their anonymity, some interact better without their real face showing! Yet, take a look at some of graphics of today's online games. Some of the avatars look very life-like!

Take a look at some of the work in CG technology from "20100701 Photorealistic Facial Animation", University of Southern California, Institute for Creative Technologies (http://ict.usc.edu/) http://www.youtube.com/watch?v=2Z72U7Z75ww



Can we see real time animation in the future?

Technology continues to evolve. Algorithmic and compression routines along with multiprocessing technology add to the real-time virtual animation of human faces. The bandwidth is still a limiting factor with massively multiplayer online systems. The information era continues to grow in numbers of individual and corporate use of online interfaces. While the cultural aspect of increase use of the Internet shoes changes in the way people do business, there still remains the positive nature of existing virtual world technology anonymity offered to individuals that is removed by real-time facial rendering. Perhaps, time is the changer of acceptance of seeing oneself online? After all, preschoolers are already becoming literate with computers and the Internet!