Gathering
STEAM:
Using the Arts to Expand Public Interest in
Science,
Technology, Engineering, and Math
Marjory
Blumenthal, Former Executive Director of the National Academy of Science Computer Science and Telecommunications Board
Ken
Goldberg, UC Berkeley
October 2010
The United States is
competing in an increasingly connected and diverse world. Our global leadership in science and technology
is being challenged as other countries make major national investments in
education, research, and innovation:
"To reverse the foreboding outlook will require a sustained commitment
by both individual citizens and government officials at all levels."[1] It is vital to set national research and
education priorities that can effectively respond to these challenges. Yet the first decade of the 21st
Century has been dominated by political and social polarization, fragmentation,
and disconnects. New strategies and
approaches are needed.
U.S. creativity in Science,
Technology, Engineering, and Math (STEM) is flourishing. Many innovations result from collaborations
among specialists with different backgrounds; almost
all scientists and engineers recognize the power of collaboration and
communication across STEM disciplines.
The National Science Foundation (NSF) has established a number of successful
programs that emphasize cross-cutting research among STEM areas. NSF's Computer and Information Science
and Engineering (CISE) has often led the way, encouraging new applications for
information technology. Yet the
challenge remains: research results are often complex and arcane: how to make them accessible to American
taxpayers and to future students?
The Arts are another area
where American creativity is flourishing.
Brilliant and highly original novels, plays, films, and artworks engage
and inspire audiences around the world.
The fields of architecture, graphics, and industrial design are also
thriving. The best artists excel at highly
unconventional, unorthodox thinking.
They also are excellent at capturing and representing the zeitgeist in elegant
compelling ways. Artworks often
involve collaborations.
These trends offer a historic
opportunity for leaders from the Arts and the Sciences to begin a new series of
conversations and collaborations. Inspired
by discussions at a September 2010 NSF-NEA joint workshop, we propose using the
acronym STEAM as a shorthand to
describe new collaborative initiatives that use the Arts as a bridge to engage
students and citizens with STEM topics. Some examples where works of art have
addressed STEM topics:
o
Doctor Atomic,
opera about the Manhattan Project
o
Breaking the Code, Broadway play about Alan Turing
o
The Social Network, film by Aaron Sorkin
o
A Beautiful Mind, film and book biography of John Nash
o
Laurie Anderson
as NASA Artist in Residence
o
LOGICOMIX,
graphical novel about the history of Logic
Next Steps
In the early 2000s, the value
of linking computer science and the arts was recognized beyond the niches of
computer graphics and computer music.
The Rockefeller Foundation commissioned a study by the Computer Science
and Telecommunications Board of the National Academies. Their report, Beyond Productivity (2003),[2]
spurred the Creative-IT program at NSF.[3] In the ensuing years, the political and
technological landscapes have changed dramatically.
We propose convening a blue-ribbon, cross-disciplinary panel to explore the
potential for STEAM and to formulate recommendations for action. The panel should:
Contact:
Ken Goldberg
<goldberg@berkeley.edu>
Marjory Blumenthal
<
marjory.blumenthal@gmail.com
>
[1] Rising Above the Gathering Storm, Revisited: Rapidly Approaching Category 5, National Academies Press, 2010. http://www.nap.edu/catalog.php?record_id=12999
[2] See http://www.nap.edu/catalog.php?record_id=10671 and http://sites.nationalacademies.org/CSTB/CompletedProjects/CSTB_042322.
[3] See http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=501096, solicitation 09-572.