|
 |
|
Bio:
more about teaching
Intermittently, I taught a class I created [in partership with
co-instructors (details below)] called "Telepresence Art and
Applications" [the "Teleclass"] in CMU departments such as the School
of Art, the
Entertainment Technology Center, the Robotics Institute, and the
Human-Computer Interaction Institute, refining an approach to guided
brainstorming that fostered collaborations between students from
applied art and technical disciplines in a way that truly leveraged the
visual and technical aptitudes of both. I usually taught this with a
co-instructor from another descipline, who also provided key insight on
how the class should be designed and taught.
Co-instructors
In the past I taught the class with Garth Zeglin [robotics], David Wettergreen [robotics],
Randy Eager [business/innovation transfer], and at different times with
two students from earlier versions of the class: Michael Wagner
[robotics], and Eben Meyers [entertainment technology].
Role
of teaching and research
I discovered that teaching was an
important part of my lab's research ecosystem because it:
- Involved
new perspectives in our telepresence/remote experience research
- Forced
me to explain my research in a clear way
- Enabled
me to vicariously explore research ideas that fit my research umbrella,
but that I would not ordinarily persue on my own
- Challenged
and recontextualized ideas within the context of a new generation's
world view
- Provided
a gateway to involve potential new participants in the lab's work
- Presented
a rare hands-on opportunity for students to produce a visionary
prototype
under expert multidisciplinary mentorship and with a substantial
project budget [see sponsors below].
Results
Teleclass students have gone on
to achieve amazing things at Google, SecondLife, PhD programs such
as Digital Media at GeorgiaTech, MFA programs, game companies,
educational sofware companies, and more. Of course, these students had
high potential before they took the class. However, the class presented
a rare opportunity to produce a visionary prototype under expert
multidisciplinary mentorship and with a substantial project budget [see
sponsors below]. Using a guided brainstorming technique, the students
would form into teams, refine an idea, and bring that idea to fruition
by creating a physical prototype using any available technology.
- A
report about the class projects and more can be found here.
Sponsors
At Carnegie Mellon:
- The
School of Art
- The
Robotics Institute
- The
Tepper School of Business
- The
Entertainment Technology Center
Outside of
Carnegie Mellon:
|