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Encyclopedia > MIT Media Lab
The building interior near the entrance
The building interior near the entrance

The MIT Media Lab in the School of Architecture and Planning at the Massachusetts Institute of Technology engages in education and research in the digital technology used for expression and communication. It was founded in 1985 by MIT Professor Nicholas Negroponte and former MIT President Jerome Wiesner (now deceased) and opened its doors in the Wiesner Building (designed by I.M. Pei), or the E15 building at MIT in 1985. On February 1, 2006, Frank Moss assumed the role of lab director. Moss succeeds previous directors Nicholas Negroponte and Walter Bender. Image File history File links Mitmedia. ... Image File history File links Mitmedia. ... The Massachusetts Institute of Technology (MIT) is a private, coeducational research university located in Cambridge, Massachusetts. ... Year 1985 (MCMLXXXV) was a common year starting on Tuesday (link displays 1985 Gregorian calendar). ... Nicholas Negroponte Nicholas Negroponte (born 1943) is an architect and computer scientist best known as the founder and Chairman Emeritus of Massachusetts Institute of Technologys Media Lab. ... Jerome Wiesner (Jerome Bert Wiesner) (May 30, 1915-October 21, 1994) was an educator, a science advisor to U.S. Presidents Eisenhower and Kennedy, an advocate for arms control, and a critic of anti-ballistic-missile defense systems. ... Ieoh Ming Pei (貝聿銘 pinyin Bèi Yùmíng) is a Chinese American architect born in Suzhou, China on April 26, 1917. ... Year 1985 (MCMLXXXV) was a common year starting on Tuesday (link displays 1985 Gregorian calendar). ... is the 32nd day of the year in the Gregorian calendar. ... Year 2006 (MMVI) was a common year starting on Sunday (link displays full 2006 calendar) of the Gregorian calendar. ... Frank Moss is the a technologist and a serial entrepreneur. ... Nicholas Negroponte Nicholas Negroponte (born 1943) is an architect and computer scientist best known as the founder and Chairman Emeritus of Massachusetts Institute of Technologys Media Lab. ... Walter Bender is the executive director of the MIT Media Lab and is the director of the labs Electronic Publishing Group. ...

Contents

Research

The Media Lab focuses on interdisciplinary research. The research generally does not involve directly developing core technologies, but rather developing applications of those technologies, or combining those technologies in new and interesting ways. Indeed, several of the projects at the Media Lab are almost purely artistic in nature. Core technology projects exist (see Center for Bits and Atoms), but are a minority at the Lab.


A large number of research groups focus on topics related to human computer interaction. While this includes traditional user interface design, most groups working on this take a broader view. Several groups are working on adding sensors and actuators of different sorts to common objects in the environment, to create "intelligent objects" that are aware of their surroundings, capable of predicting the user's goals and emotional state, and so can assist the user in a more effective way. An example of this type of research can be found in the work of Prof. Ted Selker whose research into context awareness ranges from the electronic voting machines [1] to hybrid search engines. Human-computer interaction (HCI) is the study of interaction between people (users) and computers. ... Ted Selker (Edwin Joseph Selker [1]), is an American computer scientist who as of 2005 heads the Context Aware Computing Group at the MIT Media Lab and is the MIT director of The Voting Technology Project and Design Intelligence. ... Context awareness is a term from computer science, that is used for devices that have information about the circumstances under which they operate and can react accordingly. ... A hybrid search engine (HSE)[1] [2] is a computer program designed to help one find and sort information stored on a network by using three or more bodies of metadata in terms of an algorithimic process. ...


The Media Lab also does research into integrating more computational intelligence into learning activities. This includes software for learning but also "smart" educational toys such as programmable bricks like the cricket. A number of groups are pursuing hybrid art-engineering projects, in developing new tools, media, and instruments for music and other forms of art.


Several groups are working on the physics of computation. This includes quantum computing, as well as other modes of computation. One group, for instance, is developing a hydraulic computer, in which computing is done with flowing water rather than electricity.


One of the founding focuses of the Media Lab is technology for the developing world, such as the Fab Labs at the Center for Bits and Atoms and the One Laptop per Child project. The $100 laptop is an education project for creating an inexpensive laptop computer intended to provide every child in the world access to knowledge and modern forms of education. ...


Several groups work on traditional artificial intelligence projects.


Research groups

The Media Lab is made up of numerous research groups. Below is a description of each group and its project leaders.


eRationality: Dan Ariely

This group studies how people behave and make day-to-day decisions, particularly in electronic environments. They investigate rationality, semi-rationality, bounded rationality, and just plain irrationality. They take an experimental psychology approach in trying to understand the reasons for different types of behaviors (such as choice, shopping, or procrastination), and attempt to build tools that reformulate the options available to people so that they can maximize their own happiness.[2] This article does not cite any references or sources. ... Many models of human behavior in the social sciences assume that humans can be reasonably approximated or described as rational entities, especially as conceived by rational choice theory. ... Irrationality is talking or acting without regard of rationality. ... Experimental psychology is an approach to psychology that treats it as one of the natural sciences, and therefore assumes that it is susceptible to the experimental method. ...


Electronic Publishing: Walter Bender

In a sense, Information Technology has come of age. Although not all the necessary infrastructure is in place, the capacity for efficient distribution of information electronically is a fait accompli. This infrastructure provides a vehicle for individuals to voice their observations and experiences to a broader audience, but do we use this capacity to communicate effectively? Providing tools for the creation of and access to content is not sufficient to guarantee effective communication. Neither a message delivered but ignored, nor a message ingested but not digested are useful. In order to inform, the "recipient" must find the message content engaging and relevant. It is the contention of the electronic publishing group that effective communication requires distribution of messages that are rich in description. These descriptions, when taken with consideration of the context of both individuals and communities creating and receiving them, can result in messages that are both engaging and useful. The critical underlying technologies of information technology are the technologies that afford access and relevancy: machine understanding of content, observation of context, and instructive mediation between message provider and message recipient. Information and communication technology spending in 2005 Information technology (IT), as defined by the Information Technology Association of America (ITAA), is the study, design, development, implementation, support or management of computer-based information systems, particularly software applications and computer hardware. ...


Object-Based Media: V. Michael Bove, Jr.

This group explores the creative and technological applications and implications of audio and video communication systems in which intelligent processes "understand" the inputs, producing a scene description in terms of constituent objects and metadata. They also develop new hardware and software architectures for collaborating ecosystems of smart input and output devices, and novel display technologies, particularly 3-D. Students should have backgrounds in signal processing, machine vision, computer graphics, electro-optics, user interface, television production or post-production, and/or real-time programming.[3]


Robotic Life: Cynthia Breazeal

This group develops robots that physically interact with, communicate with, and learn from people through social interaction. Inspired by animal and human behavior, their goal is to build socially intelligent, capable robotic creatures that partake in people's daily lives in rich and rewarding ways. Given the multi-disciplinary nature of this endeavor, their research explores novel mechanical designs, new sensing technologies (such as sensitive skin for robots), active perceptual systems (e.g., vision, auditory, tactile, etc.), speech recognition and synthesis, expressive motion, social learning (e.g., imitation, interactive games, scaffolding, etc.), and psychological modeling (attention, motivation, memory, decision making, etc.). ASIMO, a humanoid robot manufactured by Honda. ... Social interaction is a dynamic, changing sequence of social actions between individuals (or groups) who modify their actions and reactions due to the actions by their interaction partner(s). ...


Computing Culture: Chris Csikszenthmihályi

Computing Culture is an art and technology group, based on the premise that artists often invent new media out of necessity. Their research results in specific works of art, but also helps further an understanding of the relationships between art, technology, and cultural production. Some of the strategies they practice include interventions in contemporary consumer electronics, creating special events for public situations, and applying technical development to cultural agendas that wouldn't normally receive it. Their central interest is in physically embodied (rather than screen-based) work.[4] Consumer electronics is a term used to describe the category of electronic equipment intended for everyday use by people, the consumers. ...


Sociable Media: Judith Donath

This group explores new directions in the design of virtual social environments. They look at questions relating to identity and society in the networked world: How do we perceive other people on-line? What might a virtual crowd look like? How can the underlying technology shape the evolution of on-line culture? Their emphasis is on design: we build experimental interfaces and installations that explore new forms of social interaction in the mediated world.[5] Social interaction is a dynamic, changing sequence of social actions between individuals (or groups) who modify their actions and reactions due to the actions by their interaction partner(s). ...


Physics and Media: Neil Gershenfeld

This group explores the relationship between the content of information and its physical representation. This effort builds on basic work on the physics of information and computation (such as creating a molecular quantum computer, and analog coding circuits) to develop devices and algorithms for the interface between people and machines (including contact and non-contact sensing, and efficient real-time modeling), and finds application in collaborations ranging from creating virtuosic musical instruments to appropriate information technology for developing countries.[6] The Bloch sphere is a representation of a qubit, the fundamental building block of quantum computers. ... There are many kinds of circuit An electric circuit interconnects electrical elements. ... A musical instrument is a device that has been constructed or modified with the purpose of making music. ... Information and communication technology spending in 2005 Information technology (IT), as defined by the Information Technology Association of America (ITAA), is the study, design, development, implementation, support or management of computer-based information systems, particularly software applications and computer hardware. ...


Tangible Media: Hiroshi Ishii

This group explores the Tangible Bits vision to design seamless interfaces between people, digital information, and physical environments, by giving physical form to digital information and computation so that users can directly manipulate information with their hands. They are designing tangible user interfaces that employ physical objects, surfaces, and spaces as tangible embodiments of digital information and computation exploiting the human senses of touch and kinesthesia. They also explore ambient media as reflections of digital activity at the periphery of human awareness.[7] The user interface is the part of a system exposed to users. ... Proprioception (from Latin proprius, meaning ones own) is the sense of the position of parts of the body, relative to other neighbouring parts of the body. ... Ambient Media started to appear in British media jargon around 2002,[] but now seems to be firmly established as a standard term within the advertising industry. ...


Molecular Machines: Joseph Jacobson

This group is developing novel chemistries and means for creating both logic and machines from molecular-scale parts. The group's composition is highly multidisciplinary comprising students with backgrounds in electrical engineering, physics, chemistry, and mechanical engineering.[8] Electrical Engineers design power systems… … and complex electronic circuits. ... This article needs additional references or sources for verification. ... Chemistry - the study of interactions of chemical substances with one another and energy based on the structure of atoms, molecules and other kinds of aggregrates Chemistry (from Egyptian kēme (chem), meaning earth[1]) is the science concerned with the reactions, transformations and aggregations of matter, as well as accompanying... Mechanical engineering is an engineering discipline that involves the application of principles of physics for analysis, design, manufacturing, and maintenance of mechanical systems. ...


Software Agents: Henry Lieberman

Software agents are programs that act as assistants to a user of an interactive interface, in contrast to most conventional programs, which act as tools. Software agents are typically long-lived, semi-autonomous, proactive, and adaptive. This group builds prototype software agents in a wide variety of application domains, including text and graphical editing, web browsing, matchmaking, electronic commerce, groupware, and more.[9] In computer science, a software agent is a piece of autonomous, or semi-autonomous proactive and reactive, computer software. ... A web browser is a software package that enables a user to display and interact with documents hosted by web servers. ... Matchmaking is any process of introducing people for the purposes of dating and mating, usually in the context of marriage. ... This article needs additional references or sources for verification. ... Collaborative software, also known as groupware, is application software that integrates work on a single project by several concurrent users at separated workstations (see also Computer supported cooperative work). ...


Viral Communications: Andrew B. Lippman

Great periods of innovation occur when the system intelligence is moved to the leaves. That effect is multiplied if the technological leap is in synchrony with social goals. Examples are autos versus trains, and PCs versus mainframes. We call such systems viral. They are defined by (nearly) infinite scaling, independent addition of elements, and incremental value as each element is added. This view of communications where additional nodes support each other instead of interfere is a new research domain whose applications range from wired to wireless to social and economic structures. This group explores this principle with respect to networks and radio: how can we build socially responsive neworks that are unregulated, have no limit to their size or capability, and where each new node adds capacity to the whole? The tip of this iceberg is WiFi and Napster, but the generalizations bear out the theory that network capacity can grow with the number of members. Wi-Fi (or Wi-fi, WiFi, Wifi, wifi), short for Wireless Fidelity, is a set of standards for wireless local area networks (WLAN) currently based on the IEEE 802. ... Second version (revised 2001) of Napster logo: Cat wearing headphones. ...


Opera of the Future: Tod Machover

This group has a special interest in inventing musical instruments that "understand" the artistic intentions of the performer, allowing for the enhancement and extension of musical expression. They design these instruments for use by highly skilled performers, as well as for students, novices and amateurs. They also explore how new media technology can modify music itself, and how such concepts can in turn be applied to interactive intermedia art and entertainment forms, of which opera is a particularly sophisticated example. Current directions in the group are to develop creative experiences and "musical toys" for children from ages 6 to 12, and to design future performance spaces that measure and react to performer sound, gesture, and intention.[10] Tod Machover (1953 –) is the son of a pianist and a computer scientist. ... The Bath, a painting by Mary Cassatt (1844–1926). ... A stilt-walker entertaining shoppers at a shopping centre in Swindon, England Entertainment is an event, performance, or activity designed to give pleasure or relaxation to an audience (although, for example, in the case of a computer game the audience may be only one person). ... The Teatro alla Scala in Milan, Italy. ...


Physical Language Workshop: John Maeda

The Physical Language Workshop designs tools for creating digital content in a networked environment, and the means by which the content can be leveraged as creative capital within an experimental online micro-economy that is called OpenStudio. Their primary impact targets are in the areas of general digital media service architectures, global e-commerce, distance education, and visual information display systems. Electronic commerce, EC, e-commerce or ecommerce consists primarily of the distributing, buying, selling, marketing, and servicing of products or services over electronic systems such as the Internet and other computer networks. ... // Distance Education is a field of expertise exploring situations in which the learner and the teacher are separated in time, space or both. ...


Ambient Intelligence: Pattie Maes

The goal of the Ambient Intelligence research group is to radically rethink our interface to the digital world by designing interfaces that are pervasive, intuitive, and intelligent. They investigate ways of augmenting the everyday objects and spaces around us, making them responsive to our attention and actions. The resulting augmented environments offer opportunities for learning and interaction and ultimately expand our minds.[11]


Responsive Environments: Joseph Paradiso

This group develops new sensing modalities and enabling technologies that create new forms of interactive experience and expression. Their work is highlighted in diverse application areas, which range from interactive music systems and wearable computers to smart highways and medical instrumentation.[12]


Human Dynamics: Alex (Sandy) Pentland

Human communities are increasingly a mixture of people and machines, with technology like cell phones and e-mail strongly influencing how we interact and even who we are. The human design group focuses on inventing technology that can produce qualitatively better lives and societies, by both augmenting individual's capabilities and by providing better mediation for human networks. Example applications include: wearable devices for support of elderly in their homes, for coordinating emergency workers, or for coordinating health care in developing nations.[13] Cellular redirects here. ... Wikipedia does not yet have an article with this exact name. ...


Affective Computing: Rosalind Picard

This group is involved in basic research aimed at building computers that can sense, recognize, communicate, and respond intelligently to human emotion. Their work primarily involves signal processing, pattern recognition, and machine learning, but sometimes it involves designing new sensors (often wearable or tangible) and new means of adapting to or communicating with people (agent dialogues, regulatory computer designs, interface design).[14] Signal processing is the processing, amplification and interpretation of signals, and deals with the analysis and manipulation of signals. ... Pattern recognition is a field within the area of machine learning. ... As a broad subfield of artificial intelligence, machine learning is concerned with the design and development of algorithms and techniques that allow computers to learn. At a general level, there are two types of learning: inductive, and deductive. ... A sensor is a technological device or biological organ that detects, or senses, a signal or physical condition. ... User interface design is the overall process of designing the interaction between a human (user) and a machine (computer). ...


Lifelong Kindergarten: Mitchel Resnick

This group is developing new technologies that engage people (especially children and teens) in creative learning experiences. In particular, they are developing new programmable tools (such as computerized LEGO bricks and media-authoring environments) that extend the range of what people can design, create, and learn. They try out the ideas and technologies in classrooms, museums, and after-school settings, focusing especially on under-served communities.[15] Lego Group logo. ...


Cognitive Machines: Deb Roy

The goal of this group is to create machines that learn to communicate on human terms. They focus on the problem of grounding the meaning of natural spoken language in perception and action. This is accomplished by developing new methods of knowledge representation and machine learning that enable machines to learn to talk about what they see and do. They work with state-of-the-art methods drawn from speech recognition / understanding, computational linguistics, machine vision, machine learning, and interactive robotics. Much of their work is inspired by models of human cognition and learning. They are actively applying their work to building a wide range of human-machine interfaces.[16] Knowledge representation is an issue that arises in both cognitive science and artificial intelligence. ... As a broad subfield of artificial intelligence, machine learning is concerned with the design and development of algorithms and techniques that allow computers to learn. At a general level, there are two types of learning: inductive, and deductive. ... Speech recognition (in many contexts also known as automatic speech recognition, computer speech recognition or erroneously as Voice Recognition) is the process of converting a speech signal to a sequence of words, by means of an algorithm implemented as a computer program. ... Computational linguistics is an interdisciplinary field dealing with the statistical and logical modeling of natural language from a computational perspective. ... Machine vision (MV) is the application of computer vision to industry and manufacturing. ... Robotics is the science and technology of robots, their design, manufacture, and application. ... Human cognition is the study of how the human brain thinks. ...


Speech Interfaces: Chris Schmandt

Their research focuses on voice in human-computer interaction, making digital audio recordings a viable hyperdocument medium and the role of computers in mediating human to human voice communication. They combine voice processing technologies (text-to-speech, recognition, time-scaling, etc.) to create conversational systems based on human communication techniques. They emphasize the user interface design issues specific to speech at the desktop, over the telephone, or in hand-held devices. Current emphasis is on speech for highly mobile applications and for applications in the home.[17] // Human–computer interaction (HCI), alternatively man–machine interaction (MMI) or computer–human interaction (CHI), is the study of interaction between people (users) and computers. ...


Context-Aware Computing: Ted Selker

This group investigates the integration of sensing, reasoning, and memory for user interfaces. They work to integrate virtual experiences relative to the contextual reality of situations, and they create scenarios for demonstrating context-aware computing. With sensors and embedded intelligence, they want to reduce or eliminate symbolic transcription as the pre-eminent form for describing things to computers. A sensor is a technological device or biological organ that detects, or senses, a signal or physical condition. ...


Music, Mind and Machine: Barry Vercoe

The Music, Mind and Machine group is developing new audio technologies for future interactive media applications. This ranges from automatic sensing of features in existing audio content to extremely compact representations of sound for efficient transmission and control in a networked future.[18]

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Image File history File links Medialab_poster. ... Image File history File links Medialab_poster. ...

Academics

The Media Laboratory has a master's and PhD program and no undergraduate program. Technically, the program is in "Media Arts and Sciences" (MAS). Admissions to the graduate program are normally a two-stage process. Students are first admitted into the master's program, and, after two years, can apply for the PhD program. A new Media Lab Freshman undergraduate program was recently developed.


Accomplishments

In January 2005, the Lab's chairman Nicholas Negroponte announced at the World Economic Forum a new research initiative to develop a $100 laptop computer, a technology that could revolutionize how the world's children are educated. A non-profit organization, One Laptop per Child, was created to oversee the actual deployment, i.e., MIT will not manufacture or distribute the device. Nicholas Negroponte Nicholas Negroponte (born 1943) is an architect and computer scientist best known as the founder and Chairman Emeritus of Massachusetts Institute of Technologys Media Lab. ... This article or section does not cite any references or sources. ... It has been suggested that this article be split into multiple articles. ...


Publications from Media Laboratory faculty and former students include Being Digital by Nicholas Negroponte, Affective Computing by Rosalind Picard, FAB: The Coming Revolution on Your Desktop by Neil Gershenfeld, Design by Numbers by John Maeda, Designing Sociable Robots by Cynthia Breazeal, Mindstorms: Children, Computers, and Powerful Ideas; The Children's Machine: Rethinking School in the Age of the Computer; and The Connected Family: Bridging the Digital Generation Gap by Seymour Papert, Society of Mind by Marvin Minsky, and Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo by Vanessa Stevens Colella, Eric Klopfer, and Mitchel Resnick. John Maeda is a Japanese-American graphic designer, computer programmer, university professor, and author. ... Seymour Papert Seymour Papert (born March 1, 1928 Pretoria, South Africa) is an MIT mathematician, computer scientist, and prominent educator. ... Marvin Lee Minsky (born August 9, 1927), sometimes affectionately known as Old Man Minsky, is an American cognitive scientist in the field of artificial intelligence (AI), co-founder of MITs AI laboratory, and author of several texts on AI and philosophy. ... StarLogo is an agent-based simulation language developed at MIT Teacher Education Program. ...


As of 2005, the Media Lab is responsible for about 100 patents[citations needed].


The MPEG-4 SA project developed at the Media Lab made Structured Audio a practical reality.


Large numbers of Media Lab-developed technologies made it into sponsor products, in particular for toy companies (e.g., LEGO MindStorms), as well as some IBM laptops[citations needed].


In 2001, MIT Media Lab collaborated to create two spinoffs: Media Lab Asia and Media Lab Europe. Media Lab Asia, based in India, was a result of cooperation with the Government of India but eventually broke off in 2003 after disagreement. Media Lab Europe, based in Dublin, Ireland, was founded with a similar concept in association with Irish universities and government. Media Lab Europe closed in January 2005. A spin-off (or spinoff) is a new organization or entity formed by a split from a larger one such as a new company formed from a university research group. ... Media Lab Europe (MLE) was a research institute in Dublin, Ireland based on the MIT Media Lab. ... The Government of India (Hindi: भारत सरकार [1]Bhārat Sarkār), officially referred to as the Union Government, and commonly as Central Government, was established by the Constitution of India, and is the governing authority of a federal union of 28 states and 7 union territories, collectively called the Republic of... Year 2003 (MMIII) was a common year starting on Wednesday (link displays 2003 calendar) of the Gregorian calendar. ... Dublin city centre at night WGS-84 (GPS) Coordinates: , Statistics Province: Leinster County: Dáil Éireann: Dublin Central, Dublin North Central, Dublin North East, Dublin North West, Dublin South Central, Dublin South East European Parliament: Dublin Dialling Code: 01, +353 1 Postal District(s): D1-24, D6W Area: 114. ... This is a list of colleges and universities in the Republic of Ireland, some colleges are constituent colleges of universities. ...


Created collaboratively by the Computer Museum and the Media Lab, the Computer Clubhouse, a worldwide network of after-school learning centers, focuses on youth from underserved communities who would not otherwise have access to technological tools and activities.


There are numerous Media Lab industry spinoffs. These include:

  • eInk, which makes slow, high-resolution, paper-quality displays
  • First Mile Solutions, which brings communications infrastructure to rural communities
  • Ambient Devices, which produces glanceable information displays
  • nTag Interactive, which makes interactive name tags
  • Mobule, an application for mobile phones that can instigate interactions between people.
  • Squid Labs, engineering consulting company
  • Wireless 5th Dimensional Networking, Inc. [19] (acquired in 2006 [20]), which developed the first hybrid search engine

The Media Lab maintains a list of Media Lab spinoffs. E Ink Corporation is a privately held manufacturer of electrophoretic displays (EPDs), a kind of electronic paper. ... Ambient devices are new genre of consumer electronics, characterized by their ability to be perceived at-a-glance (also called glanceable). Ambient devices utilize pre-attentive processing to display information, the ability for the brain to percieve information without any apparent cognitive load. ... A hybrid search engine (HSE)[1] [2] is a computer program designed to help one find and sort information stored on a network by using three or more bodies of metadata in terms of an algorithimic process. ...


The Media Lab web site has a section "Annual report to the president" that shows major achievements on a year-to-year basis.


Funding model

Funding for the Media Lab works differently from most academic institutions in that the Media Lab receives a great deal of corporate sponsorship. The Media Lab receives substantial funding from a consortium of commercial partners, who gain access to the intellectual property generated at the lab. Rather than accepting funding on a per-project or per-group basis, the Media Lab asks sponsors to fund general themes of the lab. Sponsors have some access to all the work done at the lab, and the money goes into a common pot that is then divided internally at the Media Lab. In this way, researchers at the lab can pursue more radical, risky projects that would otherwise not be able to find funding.


In addition, specific projects and researchers are funded more traditionally through government institutions including NSF and DARPA. Also, consortia with other schools or other departments at MIT, such as the Center for Bits and Atoms, are often able to have money that does not enter into the common pool. The logo of the National Science Foundation The National Science Foundation (NSF) is an independent United States government agency that supports fundamental research and education in all the non-medical fields of science and engineering. ... The Defense Advanced Research Projects Agency (DARPA) is an agency of the United States Department of Defense responsible for the development of new technology for use by the military. ...


References

  • MIT Media Lab: Research Areas Webpage

External links


  Results from FactBites:
 
MIT Media Lab - Wikipedia, the free encyclopedia (1574 words)
The MIT Media Lab in the School of Architecture and Planning at the Massachusetts Institute of Technology engages in education and research in the digital technology used for expression and communication.
Media Lab Asia, based in India, was a result of cooperation with the Government of India but eventually broke off in 2003 after disagreement.
Media Lab Europe, based in Dublin, Ireland, was founded with a similar concept in association with Irish universities and government.
Boston.com / News / Education / Higher education / Funding woes threaten MIT's Dublin media lab (496 words)
MIT Media Lab officials are engaged in sensitive talks with the Irish government this week over the future of the 4-year-old Media Lab Europe in Dublin, which is facing a funding crunch.
Media Lab Europe was founded in mid-2000 as a collaborative venture between MIT and the Irish government, which agreed to provide the largest share of seed financing in its early years.
Media Lab Asia was started in 2001, but MIT turned over management to the Indian government last year when it found itself at odds with Arun Shourie, the new Indian information minister, over the direction of its research projects.
  More results at FactBites »


 

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