Innovation is the cornerstone of learning and instructional technology research and development (R&D) at The Juxtopia Group in order to understand and improve human learning for underserved and disadvantaged populations, worldwide.
From applying brain-based evaluation techniques to understand the early neurological pathway that provides foundations for advanced cognitive development to novel and empirically evaluated pedagogical/andragogical models to accelerate human learning, the Juxtopia Group continues to be at the cutting edge of measurable learning technology interventions that improve human performance.
External researchers from multidisciplinary backgrounds are invited to join Juxtopia Group committees and programs in order to contribute to the Juxtopia Group learning performance infrastructure.
The Juxtopia Group continues to be at the cutting edge of measurable learning technology interventions that improve human performance. External research such as (1) applying brain-based evaluation techniques to understand the early neurological pathway that provides foundations for advanced cognitive development to (2) novel and empirically evaluated pedagogical/andragogical models to accelerate human learning are examples of the kind of work Juxtopia invites researchers of multidisciplinary backgrounds to perform. Changing the learning performance infrastructure is a matter of national concern as we seek to increase human performance.
All of our learning science and technology research is based on empirically investigated principles in cognitive science, neuroscience, pedagogy, and how humans think and learn. The following is a list of our advanced learning technology research activities.
The virtual reality history environment (VRHE) research track is a continually growing and interactive multi-player e-learning simulation for training underserved and disadvantaged children in STEM skills while also providing knowledge about their cultural history. Studies suggest that multi-user e-learning simulations such as video games can be harnessed as a strong learning motivator, if they are designed for the learner’s demographic and cultural background and can infuse the learning with mystery, action, and drama. The goal of VRHE is to revolutionize STEM learning through virtual reality experiences that are emotionally exciting, substantially realistic, and based on accurate cognitive science about how people learn.
The interactive Virtual instructor (iVi) research track is a multidisciplinary endeavor that continually improves ‘artificial intelligent’ instructor capabilities from 3D characters and anthropomorphic robot trainers to 3D learning toys that teach. The iVi is driven by sound engineering, cognitive science, and pedagogical principles.
The Mixed Reality Learning Environment (MRLE) research track investigates how digital environments from Augmented Reality and Augmented Virtuality to “smart” learning environments influences informal learning. The multidisciplinary researchers who participate in this research track investigate multi-modal methods of learning including digital vision, sound, smells, and tactile feedback for improving human learning and human cognition.
The Smart learning Spaces (SlS) research track investigates the implications of “intelligent” learning and training spaces including smart homes, smart classrooms, smart work environments, learning vehicles, and more. Researchers abandon the traditional mouse and keyboard interfaces for interacting with physical learning spaces and investigate innovative approaches to interaction.
Juxtopia® Imhotep™ (JI Band)
Juxtopia® Interactive Virtual Instructor (JIVI™)
Juxtopia® Urban Robotics Application Network (JURBAN™)
Juxtopia® Epoch (JEPOCH™)
Juxtopia® Advanced Mixed Reality (JAMR™)
Juxtopia® Intelligent Spaces (JIS™)
Juxtopia® Urban Learning Technology Television (JULT.tv™)
Juxtopia® Urban Innovation and Cooperative Entrepreneurship (JUICE™)