Two Bit Circus and the Future of Entertainment
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, incl
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Elise Lemle Katherine Bomkamp Marcella Klein Williams Elizabeth Cutbirth
Two Bit Circus and the Future of Entertainment
123
SpringerBriefs in Computer Science
Series Editors Stan Zdonik Shashi Shekhar Jonathan Katz Xindong Wu Lakhmi C. Jain David Padua Xuemin (Sherman) Shen Borko Furht V.S. Subrahmanian Martial Hebert Katsushi Ikeuchi Bruno Siciliano Sushil Jajodia Newton Lee
More information about this series at http://www.springer.com/series/10028
Elise Lemle • Katherine Bomkamp Marcella Klein Williams • Elizabeth Cutbirth
Two Bit Circus and the Future of Entertainment
Elise Lemle Two Bit Circus Los Angeles, CA, USA
Katherine Bomkamp Two Bit Circus Los Angeles, CA, USA
Marcella Klein Williams Solve for Pattern Los Angeles, CA, USA
Elizabeth Cutbirth Los Angeles, CA, USA
ISSN 2191-5768 ISSN 2191-5776 (electronic) SpringerBriefs in Computer Science ISBN 978-3-319-25791-4 ISBN 978-3-319-25793-8 (eBook) DOI 10.1007/978-3-319-25793-8 Library of Congress Control Number: 2015959076 Springer Cham Heidelberg New York Dordrecht London © The Author(s) 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer International Publishing AG Switzerland is part of Springer Science+Business Media (www.springer.com)
Prologue
Abstract Educating a future STEM literate workforce requires a paradigm shift in how we approach teaching those disciplines. Collaboration with technological innovators can bring experiential learning opportunities to the classroom. Exposing students to these innovators and their work can enable those students to see their own pathways to STEM careers.
Prologue I adjust the straps to my head, carefully, to keep them from snagging my hair. I already feel woefully out of place, but this young guy is nice. It’ll be okay. I’m standing in the shop of Two Bit Circus where Hector Alvarez, the Creative Director, helps me try out the virtual reality headset. My eyes adjust to the scene. The impact of the immersive experience is just
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