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Spontaneous bodily coordination varies across affective and intellectual child-adult interactions

Research on child-adult interactions has identified that the morphology of bodily coordination seems to be sensitive to age and type of interaction. Mirror-like imitation emerges earlier in life and is more common during emotionally laden interactions, while anatomical imitation is acquired later and associated with cognitive tasks. However, it remains unclear whether these morphologies also vary with age and type of interaction during spontaneous coordination. Here we report a motion capture study comparing the spontaneous coordination patterns of thirty-five 3-year-old (20 girls; M age = 3.15 years) and forty 6-year-old children (20 girls; M age = 6.13 years) interacting with unacquainted adults during two storytelling sessions. The stories narrated the search of a character for her mother (Predominantly Affective Condition) or an object (Predominantly Intellectual Condition) inside a supermarket. Results show that children of both ages consistently coordinated their spontaneous movements towards adult storytellers, both in symmetric and asymmetric ways. However, symmetric coordination was more prominent in 3-year-old children and during predominantly emotional interactions, whereas asymmetric coordination prevailed in 6-year-old children and during predominantly intellectual interactions. These results add evidence from spontaneous interactions in favor of the hypothesis that symmetric coordination is associated with affective interactions and asymmetric coordination with intellectual ones.

Cornejo, Carlos↗

The Power of Story: Dressing Up the Naked Truth

ASK Magazine is not alone when it comes to using storytelling to capture lessons learned and share knowledge. Several other practitioners have successfully introduced this approach to knowledge management within organizations. This article by Annette Simmons marks the first in a series ty authors whose work on storytelling has been widely recognized. We hope these features illuminate why ASK contributors use the story form to share their knowledge, and how you can do the same. Annette Simmons spoke at the February 2002 APPL Masters Forum.

Simmons, Annette↗

ASK Magazine; No. 21

THIS ISSUE FEATURES A VISUAL DEPICTION OF THE ACADEMY of Program and Project Leadership (APPL). I imagine a variety of initial reactions to the drawing. One might be, "What is a cartoon doing in a magazine about project management?" Or perhaps, "Wow, nice colors-and fun." Another may be to closely search the image for signs, symbols and meaning. Still another, to read a new level of innovation and creativity into the picture. Undoubtedly, some readers will raise questions about the cost. Of course, any reaction is a sign of engagement. The stronger, the more energized the emotional and cognitive processing, the better. It is a sign of attention and interaction. For I've heard it said, "You only need to worry if they don t care one way or the other." So what is the point of the picture? To stimulate interest, raise questions, promote discussion, and maybe raise a smile.. .That, at least, was my initial reaction when I was introduced to the work of Nancy Hegedus, who helps to create these drawings for Root Learning Inc. At the NASA PM Conference, I was first shown the work Nancy had been doing with the help of Goddard s Knowledge Management Architect, Dr. Ed Rogers. I was immediately drawn into the power of visualization as a tool for more effective learning, communicating, and conveying complex knowledge concepts. We need new tools in today s world, where information and data overwhelms by sheer volume. There are articles, pamphlets, communications, and white papers-all aiming to convince and influence. Reactions to these tend to be either avoidance or mind-numbing, heavy-eyed consent; the message never registers or enters the soul. That s one of the reasons that APPL s Knowledge Sharing Initiative (KSI) has turned to storytelling as a memorable way of transfer- ring knowledge, inspiring imitation of best practices, and spurring reflection. ASK Magazine s recent fourth birthday marks an important milestone in APPL s continuing quest to provide ongoing support to project managers and to promote mission success. And similar to storytelling, the power of visualization is receiving increasing attention in recent years as a way to stimulate engagement. Pictures and visual graphs are viewed as one of the most effective ways for displaying, describing, and generating discussion about quantitative and technically complex information. Prototypes, models, and simulations are considered essential for stimulating innovation through open and engaging discussions. There has also been extensive writing on the use of visual graphics, pictures, and cartoons to facilitate memory, creativity, openness, attention-and even well-being. For many of these reasons, I am excited to have a colorful visual depiction of the APPL world included in ASK. Without the addition of text or slides, the intent is to invite people into the world of the APPL mission-as well as its products, services, customers, and partners- in a fun and engaging manner. As project leaders strive to find ways to encourage engagement, learning, and transmission of knowledge, traditional technologies are proving to be as valuable as modern technologies. (But for those who want more information in the form of texts and slide presentations, we certainly have an abundance of those as well.)

Laufer, Alexander↗

Exploring Innovative Methods for Earth Science Communication Through NASA’s Earth Information Center

Environmental challenges stemming from unprecedented changes in our planet have increased the need to communicate our understanding of Earth as a connected system. In June 2023, NASA unveiled the Earth Information Center (EIC), part of NASA’s Earth Action Strategy aimed at amplifying NASA’s Earth science impact by engaging decision-makers beyond the scientific community. Existing in both physical and virtual space, the EIC provides critical information on how the planet is changing and affecting livelihoods across the globe. For over fifty years, NASA has utilized the unique vantage point space offers to monitor Earth in collaboration with Federal partners. Through an expanding fleet of Earth observing satellites and sensors, NASA informs local to global decision making within nine thematic areas: agriculture, biodiversity, disasters, greenhouse gases, health and air quality, sea level rise and coastal impacts, sustainable energy, water resources, and wildfires. Visitors to the inaugural location of the EIC at NASA Headquarters in Washington D.C., can interact with Earth observation data and models through innovative exhibits and storytelling. Designed by an interdisciplinary team, the EIC is designed for multiple modality learning to reach a wide base of end-users. Data driven visualizations, near real-time information, and curated stories highlight the applications of Earth observations to address environmental challenges. Complementary exhibits and immersive storytelling allow visitors to physically step inside environmental data and connect with information on an emotional level. Taken together, the collective EIC provides scientists and non-scientists alike with the ability to see our home planet as NASA sees it, as a system of systems, while delivering easily accessible information to those who need it most.

Earth Information Center↗

Immersive Scientific Visualization of Molten-Salt Reactor Waste Characteristics Using Virtual Reality

Immersive visualization is changing how we explore, communicate, and understand complex scientific systems. In nuclear energy, an area in which data are often multidimensional, time-dependent, and difficult to interpret, virtual reality (VR) represents a powerful and intuitive informational medium. This work introduces a VR-based platform that visualizes the post-shutdown behavior and waste management lifecycle of molten-salt reactors (MSRs), a next-generation reactor type with unique operational and safety characteristics. The platform, built in Unity, is streamed on the Meta Quest 3 headset. It transforms high-fidelity simulation data into an interactive, immersive experience. Users can explore time-dependent reactor characteristics such as nuclide decay, which is a key factor for evaluating reactor waste strategies. The datasets were generated using the MOOSE (Multiphysics Object-Oriented Simulation Environment) framework and then processed through ParaView scripting for smooth integration into Unity. From a visualization standpoint, the platform emphasizes spatial storytelling, temporal exploration, and user-centered interaction. Users can navigate 3D reactor geometries, slice through volumetric data, and manipulate time to observe how physical phenomena evolve. Real-scale rendering and embodied interaction make the experience feel tangible. The interface is designed to be accessible, even to those without nuclear or simulation expertise. This lowers the barrier for stakeholders, policymakers, and the general public, while still supporting expert analysis and collaborative decision-making. This work shows how immersive visualization can function as both a scientific tool and a communication interface. By integrating simulation, processing, and visualization into a cohesive workflow, we offer a scalable framework for immersive scientific storytelling. The modular design supports future extensions to other reactor types and lifecycle stages, from shutdown to long-term storage, making the platform adaptable for both research and outreach.

99 - GENERAL AND MISCELLANEOUS↗

DevOps Pragmatic Practices and Potential Perils in Scientific Software Development

The DevOps movement, which aims to accelerate the continuous delivery of high-quality software, has taken a leading role in reshaping the software industry. Likewise, there is growing interest in applying DevOps tools and practices in the domains of computational science and engineering (CSE) to meet the ever-growing demand for scalable simulation and analysis. Translating insights from industry to research computing, however, remains an ongoing challenge; DevOps for science and engineering demands adaptation and innovation in those tools and practices. There is a need to better understand the challenges faced by DevOps practitioners in CSE contexts in bridging this divide. To that end, we conducted a participatory action research study to collect and analyze the experiences of DevOps practitioners at a major US national laboratory through the use of storytelling techniques. We share lessons learned and present opportunities for future investigation into DevOps practice in the CSE domain.

97 MATHEMATICS AND COMPUTING↗

Crystal Ball: A Naturalist Perspective of Microbiology: Examples from Methanogenic Archaea

Storytelling has been the primary means of knowledge transfer over human history. The effectiveness and reach of stories are improved when the message is appropriate for the target audience. Oftentimes, the stories that are most well received and recounted are those that have a clear purpose and that are told from a variety of perspectives that touch on the varied interests of the target audience. Whether scientists realize or not, they are accustomed to telling stories of their own scientific discoveries through the preparation of manuscripts, presentations, and lectures. Perhaps less frequently, scientists prepare review articles or book chapters that summarize a body of knowledge on a given subject matter, meant to be more holistic recounts of a body of literature. Yet, by necessity, such summaries are often still narrow in their scope and are told from the perspective of a particular discipline. In other words, interdisciplinary reviews or book chapters tend to be the rarity rather than the norm. Naturalists are scientists that tell stories of organisms and their natural environment within a historical context and from an interdisciplinary perspective. Such stories interweave observations of biological subjects from disparate disciplines into a cohesive story. To this end, the success of naturalists in recounting compelling natural history stories is enhanced when they allow themselves to become vulnerable by knowingly entering a literature base full of unfamiliar ways of observing and describing such subjects. When successful, this approach can broaden the scope of the story, making it of interest to a larger audience and attracting further recounting of that story (e.g., citations). To this end, when we look into our crystal ball, we see a need to tell more holistic stories of microorganisms and their functions from an interdisciplinary, naturalist perspective that combines what is known of their contemporary ecology, physiology, and biochemistry with their evolutionary history thereby placing them within a historical Earth context. With this conviction in mind, we take the opportunity to look back on the natural history of methanogens to identify some of their most profound biochemical innovations and their impact on the trajectory of life and the planet. Our approach was to integrate knowledge from the fields of biochemistry, physiology, ecology, evolution, geochemistry, and atmospheric sciences. We start with the origin of the first autotrophic cells and how this set Earth on a path towards biomass expansion and functional diversification. Next, we discuss the importance of iron and sulfur in methanogen metabolism, and how their innovative ways of accessing these elements allowed for expanded use of iron-sulfur clusters ([Fe-S]) as nanoscale catalysts that power(ed) Earth’s biochemical cycles. We next discuss the origin and evolution of [NiFe]-hydrogenase and how this versatile enzyme chassis was co-opted by a variety of anaerobes and aerobes as the foundation for respiratory complexes capable of sustaining higher forms of life, including humans. Lastly, we discuss the evolution of the enzyme molybdenum nitrogenase, and how this allowed the biosphere to overcome fixed nitrogen limitation by tapping the seemingly endless reserve of atmospheric dinitrogen (N 2 ). In telling these stories, we aimed to generate template(s) to motivate future interdisciplinary natural history studies focused on other organisms and processes. Further, we hope to stimulate scientific discourse and provide impetus to become vulnerable and peruse literature of relevance to understanding the causes and consequences of the evolution of your favorite microorganism or biochemical process.

59 BASIC BIOLOGICAL SCIENCES↗

Lessons from Artist in Residence Program Design and Impact

As a national laboratory, Pacific Northwest National Laboratory (PNNL) seeks to be on the leading edge of public interest research and deliver innovation, a core value of the institution. Through the support of the U.S. Department of Energy’s Water Power Technologies Office, PNNL has convened a workshop entitled Advancing Energy Futures through Art in Seattle, Washington, on August 19th and 20th, 2024. An explicit focus on Artist in Residence (AiR) programs initiates the discussion, as this is one of the few clear places where public interest research, artistic engagement, and energy futures have aligned. The workshop proposes to hear from program managers of successful AiR programs, scientists, and artists who work in the energy futures space, to discuss AiR program models and successful modalities for art and storytelling. This paper is provided as background context for workshop participants.

99 GENERAL AND MISCELLANEOUS↗

Greater Toledo Community Foundation Sustainable Communities Educational Initiative (Final Technical Report)

The Greater Toledo Community Foundation’s (GTCF) Sustainable Communities Educational Initiative leveraged the two recently constructed Overland Solar Arrays to launch a diverse collection of educational activities designed to promote the intersection between workforce development, renewable energy and community activism to showcase emerging avenues for greater prosperity in communities that have experienced historic disinvestment. In addition to educational programming focused on employment in the clean energy and advanced manufacturing fields, the project also activated storytelling approaches to explain sustainable energy’s role in philanthropy, grantmaking and resident-led neighborhood enhancements.

14 SOLAR ENERGY↗

Simple explanations and reasoning: From philosophy of science to expert systems

A preliminary prototype of a simple explanation system was constructed. Although the system, based on the idea of storytelling, did not incorporate all of the principles of simple explanation, it did demonstrate the potential of the approach. The system incorporated a hypertext system, an inference engine, and facilities for constructing contrast type explanations. The continued development of such a system should prove to be valuable. By extending the resources of the expert system paradigm, the knowledge engineer is not forced to learn a new set of skills, and the domain knowledge already acquired by him is not lost. Further, both the beginning user and the more advanced user can be accommodated. For the beginning user, corrective explanations and ES explanations provide facilities for more clearly understanding the way in which the system is functioning. For the more advanced user, the instance and state explanations allow him to focus on the issues at hand. The simple model of explanation attempts to exploit and show how the why and how facilities of the expert system paradigm can be extended by attending to the pragmatics of explanation and adding texture to the ordinary pattern of reasoning in a rule based system.

Rochowiak, Daniel↗

The APPL "Learning Map"

Root Learning, a learning consulting organization with a background in strategic planning, recognizes the knowledge gap that frequently exists between a leadership team and the rest of an organization. Team members supposedly working toward the same goal don't always have the same vision as to where the organization is headed, and they may not understand how the piece they are accountable for fits into the big picture. To address these complex problems, Root Learning utilizes the age-old tools of sarcasm, metaphor and graphics (much in the same way that ASK uses a traditional storytelling format.) The company is best known for creating "Learning Maps" like this one: humorous drawings based on the inner workings of an organization. Their purpose is to put complex topics on the table, to stimulate discussion, and to ultimately give team members a common vision of where the organization is going and what role they personally play in getting there. APPL knows how effective it is to incorporate new and engaging techniques into its knowledge sharing programs. By collaborating with Root Learning, we were able to expand the knowledge of the organization and add one more of these techniques to our repertoire.

Source record↗

Mission-Based Serious Games for Cross-Cultural Communication Training

Appropriate cross-cultural communication requires a critical skill set that is increasingly being integrated into regular military training regimens. By enabling a higher order of communication skills, military personnel are able to interact more effectively in situations that involve local populations, host nation forces, and multinational partners. The Virtual Cultural Awareness Trainer (VCAT) is specifically designed to help address these needs. VCAT is deployed by Joint Forces Command (JFCOM) on Joint Knowledge Online (JKO) as a means to provide online, mission-based culture and language training to deploying and deployed troops. VCAT uses a mix of game-based learning, storytelling, tutoring, and remediation to assist in developing the component skills required for successful intercultural communication in mission-based settings.

Schrider, Peter J.↗

Lessons Learned for Improving Spacecraft Ground Operations

NASA policy requires each Program or Project to develop a plan for how they will address Lessons Learned. Projects have the flexibility to determine how best to promote and implement lessons learned. A large project might budget for a lessons learned position to coordinate elicitation, documentation and archival of the project lessons. The lessons learned process crosses all NASA Centers and includes the contactor community. o The Office of The Chief Engineer at NASA Headquarters in Washington D.C., is the overall process owner, and field locations manage the local implementation. One tool used to transfer knowledge between program and projects is the Lessons Learned Information System (LLIS). Most lessons come from NASA in partnership with support contractors. A search for lessons that might impact a new design is often performed by a contractor team member. Knowledge is not found with only one person, one project team, or one organization. Sometimes, another project team, or person, knows something that can help your project or your task. Knowledge sharing is an everyday activity at the Kennedy Space Center through storytelling, Kennedy Engineering Academy presentations and through searching the Lessons Learned Information system. o Project teams search the lessons repository to ensure the best possible results are delivered. o The ideas from the past are not always directly applicable but usually spark new ideas and innovations. Teams have a great responsibility to collect and disseminate these lessons so that they are shared with future generations of space systems designers. o Leaders should set a goal for themselves to host a set numbers of lesson learned events each year and do more to promote multiple methods of lessons learned activities. o High performing employees are expected to share their lessons, however formal knowledge sharing presentation are not the norm for many employees.

Bell, Michael↗

Book Review for Physics Today Ostriker and Mitton

Can anyone explain to a general audience how astronomers converged on such an astonishing story as the Big Bang, with large doses of Dark Matter and Dark Energy that only astronomers can “see” and most astronomers didn’t want? Might the reader believe the answer? And can the story keep the attention of professional physicists? The answer is yes for “Unraveling the Mysteries of the Invisible Universe” by Jeremiah Ostriker and Simon Mitton (Princeton University Press, 2013). Ostriker, a theorist, is one of the modern pioneers of the subject, and Mitton, a physicist-journalist, is an excellent storyteller as well.

Big Bang↗

Spacecraft in the Shot: A Platform for Deep-Space Cinematography

Spacecraft In The Shot (SITS) is a breakthrough cross-disciplinary initiative that stands at the intersection of advanced technology and strategic storytelling. It aims to enhance humanity’s connection to robotic space exploration by capturing high-definition footage of heroic spacecraft along their journey through deep space. The SITS Imaging Instrument, a self-contained, highly autonomous instrument package can be included in any typical mission payload. The Instrument stores and deploys SITS imagers, or camera-carrying nanosats. As a mission approaches a key milestone in the trajectory, the SITS Instrument deploys one or more imagers that fly pre-programmed, autonomous trajectories around the host spacecraft. After the footage has been collected and downlinked to the host, the Imagers get decommissioned and left behind as the host spacecraft continues into the depths of space until the next photo opportunity.

Smith, Jonathon↗

An Introduction to Data Visualization

Data visualization can be used to present findings, explore data, and use the human eye to find patterns that a computer would struggle to locate. Borrowing tools from art, storytelling, data analytics and software development, data visualization is an indispensable part of the analysis process. While data visualization usage spans across multiple disciplines and sectors, most never receive formal training in the subject. As such, this tutorial will introduce key data visualization building blocks and how to best use those building blocks for different scenarios and audiences. We will also go over tips on accessibility, design and interactive elements. While this will by no means be a complete overview of the data visualization field, by building a foundation and introducing some rules of thumb, attendees will be better equipped for communicating their findings to their audience.

data visualization↗

Influence Network: Network visualization of influence between stories for Earth Science data and information exploration

Using storytelling to present data has been demonstrated as an effective way to help data users gain deeper insight of information. For this purpose, the “Data in Action” story concept has been adopted by NASA Commercial Smallsat Data Acquisition (CSDA) Program to encourage creating and sharing data information in story form. To aid researchers in exploring similar stories and data in their fields of interest, we created an “Influence Network” within the “Data in Action” framework. The Influence Network is a data visualization system component which gathers information of story relationships using a concept called “influence,” which we define based on the number of visits and keyword similarity between stories. The visualization then provides insights into the influence flows between different stories within the system. The visualization of this “Influence Network” focuses on one story at a time, introducing a time series of neighbor stories that have the most influence to the currently focused story. By focusing on views over time and visualizing influence flows between stories, we aim to assist authors in understanding how their readers perceive their stories as well as advancing their methods for delivering more meaningful stories to expand and lower the barrier to use of CSDA datasets.

Dan Pham↗

AI Ethics Appendix: A Novel Approach to AI Ethics Workforce Development

The "AI Ethics Appendix" is a game-based design fiction for the deliberation of uncertain artificial intelligence (AI) ethical scenarios. The game is intended to be used as a tool for AI practitioners and industry professionals to grow responsible and ethical AI knowledge as they integrate this technology into their development. As AI/ML ethical considerations and governmental compliance develop, it is important to encourage teams to encourage teams to incorporate diverse thinking early in the development cycle and consider how different stakeholders may be affected by the technology. This game accomplishes these goals through storytelling and meaningful game interaction based on methods from game design as well as speculative and design fiction in the field of Human-Centered Design. The game mechanics were informed by the NASA Framework for the Ethical Use of Artificial Intelligence, Executive Order 13960, examples of AI use cases, and colleagues' work experiences with AI/ML.

trustworthy↗