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Monday
Nov212011

VIDEO GAMES By Jim Brodie Brazell, Nicholas Kim, Honoria Starbuck, Feb 01, 2004 

Video Games

Feb 01, 2004
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By Jim Brodie Brazell, Nicholas Kim, Honoria Starbuck

This highly anticipated report covers the game market, industry, technologies, workforce needs, and implications to Texas technical colleges and universities. The report may be of interest to students, teachers, policy makers, economic development officials, academic administrators, game industry businesses and investors. Highlights of the forecast include predictions related to the global US$50 billion industry: acceleration of network gaming, fueled by next generation “super computer” gaming consoles, broadband, and wireless technologies; relations among gaming and 21st Century science (nano-bio-info-congo-enviro), design-related industries (industrial design, architecture, instructional design, aerospace, architecture), specialized industries that require transdisciplinary knowledge workers (robotics, IT security, national defense, and homeland security) and education; and San Antonio’s academy model for innovation, education and economic development.

Table of Contents

List of Tables v
List of Figures v
Author Biographies vii
Preface ix
Acknowledgments x
Executive Summary 1
Introduction 1
Game Industry and Market Snapshot 1
Developing Knowledge Workers for Gaming 2
Innovation Networks and The Wired Generation 3
Game Industry Workforce Development 4
Game Industry Workforce Needs 6
Gaming Curricula 9
IGDA Curriculum Framework 11
Partnering With the Game Industry 12
Gaming, Science, Technology, and Education 14
Market and Technologies 17
Introduction 17
Forecasts 17
Gamer Demographics 18
Digital Game Platforms 19
The Digital Game Industry 23
Introduction 23
Game Company Market Performance 23
Industry Trends 23
Structure of the Industry 24
Convergence Affects the Value System 26
Emerging Industry Value System 27
Creators and the Production Culture 28
Game Industry R&D and Innovation Networks 30
Game Trends and Technology Scenarios 35
Network Games 35
Next-Generation Platforms 36
Broadband and Gaming 37
Wideband and Gaming 38
Advanced Gaming Display Technologies 41
Profiles of Global Markets 41
Survey of Trends and Technologies 43
Findings and Analysis 43
Survey of Industry Workforce Needs 49
Findings and Analysis 49
Constructivist Network Learning Environments 57
Introduction 57
Conclusion 57
Workforce Domains, Salaries, and Occupations 61
Introduction 61
Functional Work Domains 61
Informatics Jobs and Salaries 62
Art Jobs and Salaries 64
Production Jobs and Design Salaries 66
Business Jobs 69
Entry-Level and Future Jobs 70
Conclusion 72
Knowledge Workers and Knowledge Industries 73
Introduction 73
Convergence 73
The Wired Generation, Gaming, and Education 79
College Curricula and The Wired Generation 79
Survey of Gamer Innovators 81
Gaming Curricula 83
IGDA Curriculum Framework 85
San Antonio Partnership Model 87
Ideal Learning Environment 88
Lab Equipment 88
Conclusion 90
List of Appendices 91
A: Knowledge, Skills, and Abilities of Select Jobs 91
B: Academic Digital Game Programs 99
C: Digital Game Company Inventory 105
D: Technology Inventory 121
E: Experts Consulted 143
F: Next-Generation Console Specifications 144
G: References 145

 



 



Monday
Nov212011

M2M, The Wireless Revolution By: Jim Brazell, Laurel Donoho, John Dexheimer, Robert Hanneman, Ph.D., & George Langdon, June 01, 2005 

M2M, The Wireless Revolution

June 01, 2005 
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By: Jim Brazell, Laurel Donoho, John Dexheimer, Robert Hanneman, Ph.D., & George Langdon

M2M is an acronym for Machine-to-Machine computing and both fourth generation and M2M involve networking physical, chemical, biological and neurological objects, systems and environments. Applications of M2M and fourth generation computing span virtually every industry and market. “The most compelling discovery of the report is the emergence of a fourth generation of computing defined as a system on a chip with a single platform for power, communications and computing.” says Jim Brazell, principal analyst.

Highlights of the forecast include recommendations to educators who wish to develop curricula and analysis of the global US$100 billion industry in 2005 forecast to grow to US $700 billion by 2010. The report describes M2M technologies, identifies the emerging and promising markets, and identifies the resources Texas can draw upon to play a leading role in this increasingly competitive arena. Based on more than 100 interviews and an M2M industry survey, as well as secondary sources, the report outlines human capital needs of M2M companies over the next three to five years, and how technical and community colleges can best meet those needs through targeted curricula and transdisciplinary learning environments. By anticipating workforce demands, college curriculum offerings can be a constructive force in attracting high-tech companies to the state and ensuring that existing high-tech companies continue to have appropriately skilled employees.

Table of Contents

List of Appendices iv
List of Figures iv
List of Tables v
Preface vi
Acknowledgments vii
Executive Summary 1
What is M2M? 1
M2M Market 1
M2M and the State of Texas 2
Survey of M2M Employers 3
The M2M Workforce 3
Preparing the Texas Workforce for M2M 3
M2M: Introduction 5
M2M Trends 10
M2M: Market 13
Critical Infrastructure and Heavy Industry 13
Transportation & Logistics 15
Structural Health Monitoring 20
Environmental Monitoring 23
Retail and wholesale Trade 26
Utilities 27
HealthCare 28
Home 30
M2M: Industry 33
Industry Value System 33
Telecommunications Value Shift 35
Systems Integrators 36
Rise of the M2M Service Provider 38
M2M: Technology 41
M2M Sensor Network Primer 41
Evolution of M2M Sensor Providers 42
M2M: Survey of Trends,Technologies, and Workforce Needs 59
Trends and Technologies 60
Workforce Needs 65
M2M: Workforce Domains, Occupations and Salaries 73
Wireless M2M R&D in the State of Texas 73
Functional Workforce Domains 75
M2M: Conclusions and Recommendations 83
Workforce Need: Survey Analysis and Recommendations 83
Recommendations from Experts 84
Technological Shifts Driving Workforce and Recommendations 85
M2M Technologies: Survey Analysis and Recommendations 87
Expert Cirrucula Recommendations 88
About IC² Institute 90
Biographies 91
Appendix A: Texas Wireless Educational Programs 93
Appendix B: US and International Wireless Education Programs 96
Appendix C: Wireless Research Programs 98
Appendix D: Texas Wireless Companies 99
Appendix E: Knowledge, Skills, and Abilities of Select Wireless Jobs 119
Appendix F: Bibilography 126





Monday
Nov212011

MECHATRONICS by John Vanston, Henry Elliott, Jim Brazell, Eliza Evans, James Irwin, and Michael Bettersworth, July 1, 2007

Mechatronics


Jul 01, 2007 Print Article
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By: John Vanston, Henry Elliott, Jim Brazell, Eliza Evans, James Irwin, & Michael Bettersworth.

Mechatronics is another way of saying “intelligent mechanical systems” and it is the foundation of many 21st century enabling technologies. Mechatronics involves the integration of mechanical and electrical systems with control systems and information technology.

Mechatronic products and processes are increasingly pervasive across a broad range of industries. These same industries are expressing a clear demand for highly skilled employees capable of excelling in these technologically advanced environments and competent in the multidisciplinary application of technologies associated with mechatronics. Colleges should to respond to these employer demands by updating curriculum and creating new courses and programs to serve this emerging technology workforce need.

The analysis and information resources provided in this report will aid colleges in developing Mechatronic programs and certificates. This publication includes an overview of mechatronic technology and analysis of related occupations and salaries, inventory of existing mechatronic curriculum and considerations for colleges considering developing related programs and lists of industry experts and mechatronics companies.

Table of Contents

Acknowledgments vii
Preface ix
Executive Summary xi
Chapter One: Recommendations 1
Observations 1
Methodology 2
Recommendations for Community & Technical Colleges 3
Recommendation for the Texas Leadership Consortium for Curriculum Development CCD 6
Texas State Government 6
Conclusion 8
Chapter Two: Overview of Mechatronics 9
Current Status of Mechatronics 9
Mechatronics Trends-Drivers and Constraints 22
Chapter Three: Mechatronics Technicians 25
Mechatronics as a Career 25
Chapter Four: Initiating Mechatronics Programs in Texas Colleges 37
Demand for Formal Multidisciplinary Training 37
Relationship of Mechatronics to Existing CTC Programs 38
Texas State Technical College Harlingen Mechatronics Program 39
Challenge of Holistically Integrating Several Traditional Disciplines 41
Knowledge, Skills, and Abilities 42
Qualified Faculty 44
Laboratory Facilities 45
Importance of “Hands on Training” for Mechatronics Students 48
Thoughts on Mechatronics Program Initiation 51
Chapter Five: Support for Mechatronics Program Development 53
Relevant Information from Government and Trade Association Sources 53
Relevant Information from Existing Mechatronics Programs 53
Chapter Six: Conclusions 67

List of Appendices
Appendix A: Survey 71
Appendix B: Experts Consulted 79
Appendix C: Recommendation of Texas State Leadership Consortium for Curriculum Development 83
Appendix D: Mechatronics Company Directory 85
Appendix E: Select K-12 Mechatronics Programs 99
Bibliography 105





Sunday
Nov202011

PUBLICATIONS & ARTICLES

PUBLICATIONS

  • Brazell, Jim, Nicholaus Kim, Honoria Starbuck, Eliza Evans, and Michael Bettersworth. Gaming: A Technology Forecast, Implications for Texas Community and Technical Colleges Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2004. ISBN 0978677358
  • Jim Brazell, et. al., Digital Warrior: Task A Report and Recommendations, Leveraging Digital Distance Training Environments Project, Innovation, Creativity and Capital Institute, University of Texas Austin, IC2 Institute, Digital Media Colalboratory, May 24, 2004. 
  • Jim Brazell, et. al., Digital Warrior: Task B  Report and Recommendations, Leveraging Digital Distance Training Environments Project, Innovation, Creativity and Capital Institute, University of Texas Austin, IC2 Institute, Digital Media Colalboratory, May 24, 2004. 
  • Jim Brazell, et. al., Digital Warrior: Task D Report and Recommendations, Leveraging Digital Distance Training Environments Project, Innovation, Creativity and Capital Institute, University of Texas Austin, IC2 Institute, Digital Media Colalboratory, May 24, 2004.
  • Evans, Eliza, Michael Sekora, Alexander Cavalli, Kinman Chan, Jeeyoung Heo Kenneth Kan, Yue Kuang, Prakash Mohandas, Xiaoxiang Zhang, and Jim Brazell. Digital Convergence Initiative: Creating Sustainable Competitive Advantage in Texas. San Marcos, Texas: Greater Austin-San Antonio Corridor Council, 2005.
  • Brazell, Jim, Laurel Donoho, John Dexheimer, Robert Hanneman, George Langdon, and Eliza Evans M2M: The Wireless Revolution. A Technology Forecast, Implications for Community and Technical Colleges in the State of Texas. Austin, Texas: Texas State Technical College System and IC2 Institute, University of Texas Austin, 2005. ISBN 0976850346 
  • Brazell, Jim. Combined Heat and Power: A Program for Emerging Technologies Brief. Austin, Texas: Texas State Technical College System, 2006. 
  • Brazell, Jim. Crime Scene Technologist: A Program for Emerging Technologies Brief. Austin, Texas: Texas State Technical College System, 2006. 
  • Vanston, John H., Henry Elliott, James Irwin, Jim Brazell, and Michael Bettersworth. Mechatronics Forecast: Implications for Texas Community and Technical Colleges. Austin, Texas: Texas State Technical College System, 2007. 
  • Brazell, Jim. Web Usability an d Evaluation: A Program for Emerging Technologies Brief. Austin, Texas: Texas State Technical College System, 2008.