Harvesting Knowledge and Fostering Innovation in the Global Market
- Workshop with Innovators Marketplace on Engineering Knowledge -

Keynote Speakers' Profiles

AEC Global Teamwork 3.0:
Remote Collaboration in Mixed Media Mixed Reality Environments

Renate Fruchter, Dr.

Synopsis
Globalization, mobility, collaboration, digital media, interactivity, distributed learning and work, convergence of physical, virtual, and social spaces are key drivers in today’s communication intensive workplace. The past two decades have taken us through a journey from “connected to” content and people in Web 1.0, and “connected through” in Web 2.0, to “connected within” in Web 3.0 immersive 3D collaborative cloud solutions. Global teams are challenged to cross discipline boundaries, effectively use collaboration technologies, manage tasks across time and space, and work in multi-cultural environments. For the next decade organizations will house four generations from boomers to millennials with different expectations, work and learning practices.
* What are emerging opportunities and challenges of AEC global teamwork in the context of Web 3.0 transformative global learning and work environments?
* What are tangible outcomes of remote collaboration in mixed media mixed reality environments that include physical, mobile, digital, robotic, and 3D virtual worlds?
Bio
Founding Director of Project Based Learning Laboratory (PBL Lab), Stanford University

Web ?.0 as Space for Innovation

Hao WANG, Associate Professor

Synopsis
Chance Discovery is an emerging interdisciplinary area focusing on detecting rare but important chance events or situations through human-computer interaction for human decision making in the complex real world. Chance discovery is a fusion of a human process and a computer process. In the human process, for improving human sensing for chances, Innovators’ Marketplace and Innovators Market Game as a kind of table game have been developed for innovation. In recent years, more interests are gradually moving to the Web as Web 2.0 become popular. In this talk, I will introduce a Web-based innovation support system named iChance to cultivate collective intelligence for sensing chances in a web space. What the Internet will be like in ten years? How Web ?.0 as an innovation space change our life?
Bio
Leader, Intelligent Software System Group, State Key Laboratory of Integrated Information System Technology, Chinese Academy of Sciences
Synopsis
Innovators Market Game (IMG) is a gamified approach where multidisciplinary knowledge and ideas are coupled to create solutions to an open social problem. Here, the interaction among participants is conducted on a diagram visualizing the correlation of initially given elements (pieces of knowledge about existing technologies, products, services, etc) in data (as in the pictured). In this process, knowledge not initially given may be added to elements to be combined, and the context or constraints where the created candidate of solution should work will be discussed.

The game starts with a prepared set of cards on which titles and summaries of existing knowledge/technologies are printed as prepared elements. Each participant plays the role of an inventor or a consumer. Three or four play as inventors, the rest consumers. Inventors combine elements, based on in a diagram visualizing the co-relation of elements (using e.g. KeyGraph(R)), to create and propose solutions - products/services for solving real-life problems. On the other hand, consumers evaluate, criticize, or buy those created solutions, pricing via the negotiation with inventors. The inventor having got the largest amount of money becomes the winning inventor, and the consumer having bought the solution-set of the highest value, according to the votes of all players becomes the winning consumer.

In the negotiation, inventors seek to increase the price whereas consumers seek to discount, which urges consumers to express qualitative requirements and meaningful criticisms so that inventors improve the solutions. If the requirements and criticisms mean new criteria for evaluating solutions, players can also learn a new context should be considered for proposing and evaluating ideas.
Bio
Professor, The University of Tokyo, Department of Systems Innovation, School of Engineering